Deadeye
Deadeye
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@Revzi100 said:
thats the whole point isnt it? to make a choice based on what the survivour is doing
That is not really a choice. Kicking gens during a chase is always a bad idea because of that.
I would also like to have that
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Not sure why Discordance was listed. Thana is definitely the way to go. And I would even think about replacing Dying Light with Sloppy. Because Dying Light needs more time to build up and doesn't affect the obsession. The obsession even gets bonus for healing. Sloppy makes healing horrible for all(and applies for each hit massively, as you put them into dream as well with the hit, so they get triple healing slowdown with one hit) and if they decide to not heal, they have to eat the Thana slowdown on gens and are easier targets.
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@Crackgear said:
https://forum.deadbydaylight.com/en/discussion/comment/1284823#Comment_1284823
https://forum.deadbydaylight.com/en/discussion/comment/1284824#Comment_1284824
https://forum.deadbydaylight.com/en/discussion/comment/1284830#Comment_1284830
https://us.v-cdn.net/6030815/uploads/628/Nope..JPG.jpg
Apparently... I am #1 Killer.... ######### -_-
If you die in chases, you wouldn't escape 18k times. And you sorted the "Mori" column. But looks like the "survivors sacrificed on hook" is also your point. How many hours do you have? It is not listed.
And btw, not everyone is listed in there. If you have a private profile, the page cannot access the data. I'm pretty sure Monto is not on that list. But Monto also has probably less hours than you. I know that he doesn't prestige his killers, he normally just maxxed them out on P0 to get all perks
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Sounds a bit like the challenges from Diablo 3, where you need to play someone elses build and finish a rift within a given amount of time. Would be great, I would also like that as an additional challenge. They said they think about a rework of the dailies or are working on it. I would definitely vote for adding that as a weekly challenge. There are builds enough so it doesn't get repetitive, players could even send builds in and suggest related ToDo's for the match, and they do a short review of which to add.
Like "Spirit with Prayer Beads, Ruin, Surveillance -> get at least 1 gen grab"
or "Yui or Ash with Breakout, MoM and Styptic -> get one survivor to wiggle free while you apply the breakout effect on him"
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The ratio that you escape a hundred times before you save a single survivor is pretty impressive ^^
But yeah, you can click the columns for sorting. In the screenshot it is your incredible amount of BP you earned in this game
And I don't know how it is possible to escape 18k times with 600 gens done. Even no hatch escapes. I don't get how these stats can happen o.O
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I had the same today with Wraith on Lery's. I couldn't do anything except M1. No gen kicking, no pallet breaking, no cloaking. The other survivors were not able to unhook.
I also noticed heavy lagging during the game, although my ping was fine. Same like in the youtube video at 0:55 when you were kinda stuck at the basement stairs, teleporting back from the gen. That happened to me several times, also the timing of the uncloak until the bug appeared was laggy, resetting progress several times, then bingbong without any progress shown and then uncloaking with an empty uncloak bar disappearing.
@Venoxxie @painbowslash and everyone that follows, make sure to hit the upvote button so this gets attention. someone was missing it I think
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I would not make it fix. Make it like you earn a devition coin each level and you can buy your "legacy" outfits for these. But being quite expensive, so we dont spam the realm with "exclusives" but keep it so that everyone has the chance to get one full outfit with some decent playtime, but not on every character. so that you have to decide which one you want. And people investing 1000+ hours get some nice reward for that
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@EnderloganYT said:
let's make a list of counters, shall we
- Lockers
- being within 40m
- Off the Record
- distortion
- hide behind a generators aura
- act AFK, then move to trick the killer
- walk (or run) in one direction, then head in the other when BBQ ends to trick the killer
- use OoO to see the killers aura while BBQ is active to figure out if he's coming to you, then take proper action
- use Kindred for the same purpose as what I just said
anyone got anymore?
to point 6: BBQ is 5 seconds which is exactly the amount of the bubble of the hook. So run into a direction you dont want to go, then when the bubble disappears (you dont even have to count) run into the other direction. 40m is enough to make the scratch marks vanish before the killer arrives.
EDIT: didnt finish to read, bnasically point 7 yeah. but the bubble hint is still an addition
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@Rizzo said:
https://forum.deadbydaylight.com/en/discussion/comment/1237217#Comment_1237217
That's not true, if people actually threaten you, be sure to report them using the in-game report system, thank you.
In Rocket League you get an info when you log in like "a player you have reported have been taken actions against".
Is that something you could think of as well? If you actually do ban people for insults and threats, that would at least give the people knowledge that the system actually works as intended. I hear too often "they don't do anything so no point in reporting" and that is probably also a thing why post game chat hate is such a big issue. Maybe people would behave better when they know that a step too far would lead to a ban. I even hear "I never got banned so far" from people laughing about "reported you".
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1282411#Comment_1282411
Because I am red rank myself as a Survivor?
Of course I'm going to assume they are my rank until proven otherwise in the results screen. And they usually are my rank.
Here's an example of a game I had right after Rank Reset:
https://us.v-cdn.net/6030815/uploads/322/381210_20200516071947_1 - Copy.png
If the Killer is Rank 6, then it's easy to assume they depipped and from Rank 5 (which is where you reset to if you've were in Red Ranks.)
Well, the last few month it was more common that you cannot assume anything regarding ranks
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@Shocktober said:
https://forum.deadbydaylight.com/en/discussion/comment/1282291#Comment_1282291
The survivor tears in the endgame chat are not enough evidence? "Worst camping i've ever seen" "Next time try using skill" etc etc.
And, no. Survivors crying is pretty much never an evidence. I got called tunneler because the first and third down was on the same guy while I downed and hooked someone else on the other side of the map and then returned to the 80% gen where I got the first guy, to find him again. Same for camper, you get called camper when you first kick a pallet and gen near the hook and then find that guy hiding with his medkit popping through the door.
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@Shocktober said:
https://forum.deadbydaylight.com/en/discussion/comment/1282237#Comment_1282237
https://us.v-cdn.net/6030815/uploads/357/Nope2.PNG.png
https://us.v-cdn.net/6030815/uploads/458/Nope1.PNG.png
This was literally 5 hooks, and I didn't even 4k (because of a kobe into an unbreakable into key hatch escape).
I tried to keep it at 4 but someone bum-rushed the basement with BT. I was standing at the top of the staircase all game and got no penalty at all to my emblems. "The worst camping i've ever seen" according to one survivor.
So 5 hook 3k pipped me, and you are gonna tell me 4 hook 4k won't? What's the ~math~ on that?
24k points doesnt really look like camping, and regarding NOED giving you the pip, what the topic was that you guys started, then you would definitely not get an iri gatekeeper. we are talking about boosted killers in red ranks
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@DelsKibara said:
Yeah, when that realization hits it's usually already far too late.
I was playing against a Camperface the other day and I was wondering why he was in Red Ranks.
Then that Exposed notification popped up.
How'd you know that the killer is red rank before NOED activated?
@gatsby said:
This Killer is really bad at chases and got gen rushed with no kills how are they at my rank?
Hex: No One Escapes Death
Ohhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
Do you really say NOED is the only reason why bad killers hit red ranks?
@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/1282048#Comment_1282048
No ED is way too strong for fixing a Killer's mistakes, it's like an insurance policy for people that expect to fail.
The only reason I don't complain about it more is because in Red Ranks its taboo to use it and its most Killers goal to play the game normally. If everyone in high ranks used that perk, I'd probably stop playing Survivor.
uhm... lol? Where did you read that rule? XD
@Shocktober said:
https://forum.deadbydaylight.com/en/discussion/comment/1282116#Comment_1282116
Also false. You need to do all those things to climb in red ranks, reaching it is another story.
You can pip in purple ranks by camping the basement and getting 4 kills with 4 hooks.
I think that one point you need more for a pip doesn't completely negate it. Double pips are hard to get in red ranks, but I'm pretty sure bad games with just 4 hooks + NOED don't let you pip in purple ranks. The only thing NOED gives you is maybe one extra point in the sacrifice emblem. If you pip after failing all game long, it is over altruism when the team doesn't think you deserve a single kill and rushes to hook exchanges until all got out (or more likely 1 or 2 die). And then the problem isn't NOED, the problem is the team, that boosts the killer
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1281412#Comment_1281412
Ok, either way... not the topic of the thread. I'm not trying to debate if instadowns are too OP or not but rather brainstorm ideas outside of instadowns. If you don't like that...thats fine I guess.
Well, I'm not discussion that either. I'm on topic with saying that this topic most likely doesn't lead to a solution. But I said that three times now, no need to go deeper
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1281318#Comment_1281318
As long as instadowns exist in anyway, people will have a problem with it. Either way though, I'm not here to debate about instadowns. I wanted to know what alternate effects OTHER than instadowns people could come up with that would still be interesting.
yeah, and I commented why OTHER solutions would probably be the worse approach to get this "issue" fixed
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Stacking all of the effects would at least be pretty boring. Going against an insta down huntress would be more thrilling. It is just unfair that she can spam insta downs. And the reason for the "keep insta mechanic" is, that it would be easier to implement, therefore more likely to be done during some hotfix update
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1279622#Comment_1279622
If Spine Chill is dark that means it's safe to look around. If the killer is beyond 36m then it doesn't matter if they see you (usually) because they can't do anything about it. If they are closer than 36m then you will be able to see them and they don't know.
Premonition is moot because OOO already tells you what direction they are coming from when it lights up. It also doesn't tell you when a stealth killer is approaching you on a gen or while you heal. It gives a lot of false positives plus it has a cooldown. Spine Chill hard counters stealth killers.
Still don't agree. If the killer is far away he still gets the information. And that 4m ring is too small, I would rather say, it is more likely that, when Spinechill lights up, you have a high chance that you are already in the TR. "they cant do anything about it" just relates to if he can quickly down you. He still knows if you are healing someone, so getting close to 2 survivors, if you are close to a gen that is important for a 3 gen setup... information is one of the most important things for a killer. That is why the Oni Blood Glove addon is so strong. You basically play without his power (because the power cancels blood orbs) and get aura reading for it.
If that is the argumentation, I simply disagree and wouldn't run this combo. I personally get more value out of Premonition + Spinechilll
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@Supernaut said:
I have a different build dependant on whether I am solo, or with friends. With even those dependent on which friends I play with!
Yeah, you will never be able to get all loadouts saved that you will use. Like "oh, now lets do the key deplete challenge loadout" :P
But I also suggested that long time ago in the Suggestions area and I think there were some positive mentions about it, but I think it takes a huge amount of feedback until suggestions really can make it into the game. I would love to have a dropdown to just select Mikey and pull "Jumpscare" or "Infinite" or "Basic" and then switch to hag to select "Body Blocker" or "Silent MYC"
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1279350#Comment_1279350
You are looking at it backwards.
You avoid looking in the killer's direction unless Spine Chill is dark. If it's dark that means it's safe to look at the killer if they are closer than 36m.
Also against stealth killers it will prevent you from accidentally revealing your aura to them when they are stealth. Again if Spine Chill is dark, you are free to look around so long as you know the killer is nearby (whereas if they are far away it doesn't matter if they see you anyway they can't do anything about it).
That's what I mean. "If he is closer than 36m". How should you know that by just 'silent' Spinechill? 4m is not that much, it is pretty much guessing if you expose your aura or not.
And against stealth killers: They know where you are. That is an important information. Aura reading is a strong ability. Still think Premonition would be the better choice if you want to play against stealth killers and that Spinechill doesnt counter the negative effects of OoO
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I would run it with Autodidact. Slow in the beginning and you need to get heals to get it running, but later this is a really powerful combination. Especially because this combo counters healing slowdown (when you get skillchecks though)
But in your build, just replacing something of it for Solidarity, I think it is not going to work that well
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More Demos definitely, and less Huntresses. But I guess second one will happen after the tome.
And I hate to go against bully but I don't face him that often, so can't list him here
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At least blood points is the one I use most, because I have most of them. If I could spam them for free, I would chose wards :P
Second on both lists would be map offerings
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1278888#Comment_1278888
No that's the point!
It's to hide the fact you have OOO during the camera pan. The other 2 tokens should be used wisely to get free OOO until you get hooked and can use OTR to hide your aura instead.
Spine Chill let's you know when the killer is looking in your direction within 36m, so for the normal 32m TR killer it means there is a 4m range where you can be sure you are looking at them with OOO and they are NOT looking at you. If Spine Chill is dark then you are free to use OOO until it lights up. Also using them in combination will let you basically be able to see a stealth killer. If both are dark, you can't see each other. If both are lit then the direction you are looking is where the stealth killer is and they are watching you. Just don't move in that direction where OOO is lit.
I still dont get it. When I see the killer aura, I can see if the killer is looking into my direction, I don't need Spinechill to tell me. The downside of the perk is that my aura is exposed. So the 4m ring is the part OP means with "never worry" about downside? I think 4m is such a short distance so that you never know if the killer is too far away or not looking at you, so it does not really give you the info when it is safe to look for the killer.
Same for stealth killers, Spinechill doesn't help me to hide my aura when the killer is further away than Spinechill range. "Never worry" isn't really the term I would use, my aura is still exposed pretty often and for most cases, if I have problems with that, I would rather recommend to run Premonition with Spinechill to get more safe information about the killer location without exposing myself
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So far I think the grind is ok. I had a bad time with the 5 safe unhooks taking 6 games for me, all the other challenges Ive done so far were done on 3 games, 4 games and 7 times in 1-2 games. If there is a handful of challenges that take a bit longer doesn't matter.
I guess the 10 gen challenge will also take 4-5 games but since more than half of the challenges are done within 2 games and you need to finish like 1,5 challenges per day to get done with the level on time, it is fine for me.
EDIT: and silver emblems are not really hard to get. So 6 games should be the actual end result
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/1278852#Comment_1278852
Exactly the point. With OP's suggestion, you would see it every dang match (campers + Whispers).
Thats why I would also disagree. Although I somehow also would like the change and reduce the hook campers we currently see (talking about survivors here)
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@Accullla said:
https://forum.deadbydaylight.com/en/discussion/comment/1275594#Comment_1275594
I'm only replying to the comment where you've quoted me. I haven't read the rest. Jumpscare Myers is not a serious build. Once you know you're playing against it (as survivor) all you need to do is be alert, know where your closest pallet is and you're completely safe, because you can loop him indefinitely. It's actually very hard to lose against jumpscare myers if you play seriously and are decently skilled.
However, the point of this build is to have fun with it and not try to win at all cost. I said it's the most boring build in the game if the killer plays seriously, because it becomes extremely uninteractive - there's no chase (and if there is, you as survivor have the upper hand at all times which makes it boring); there's limited interaction with your teammates, because in order to win against good survivors you have to be defensive around your hooks (since you can't chase) and every unhook becomes just a trade... and so on.
You might say that all of this would be the case if the killer was memeing and trying to go for jump-scares, but at least for me that's not the case - I can still get jumpscared if I let myself get jumpscared. I can still die if I choose not to run to the nearest pallet and that's the whole point.
Both sides need to have equal chance of winning in order to have a fun match. As survivor you can absolutely dominate a scratched mirror Myers if you and your teammates know what you're doing and as killer you can absolutely dominate the survivors if they don't catch on to what your build does. Both of these scenarios are boring.
K, then we simply disagree. I think it is pretty intense to keep up the caution and not get hit offguard. And I don't think that many survivors lose because they don't know what's happening, they simply don't have enough map awareness or whatever to get to safe places. Also against good survivors for me it is a challenge to get the jump scare hits.
And also against good survivors I don't need to hook camp to get a fun game and have a decent chance to 3k or 4k. But I think this is just my experience. Also the experience of the ones I go against. 90% positive feedback even on 4k. And I love different gameplay and not the same looping stuff over and over again, so this is a serious build for me. But just my opinion.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1276385#Comment_1276385
Distrotion is better than SS. You get a free 30 seconds of OOO which is most important at the start of the game to use 1 token to see who the killer is. SS is a bad perk because it relies on other survivors being dead which is an awful mechanic.
I tried that several times and half the time you lose your token early during camera panning, making the first token wasted
Can someone help me out? How does Spinechill counter the OoO downsides?
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Killers who camp most likely won't run Whispers. Just a guess. I see a lot of campers but very few Whispers around
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@Bovinity said:
https://forum.deadbydaylight.com/en/discussion/comment/1277436#Comment_1277436
The game isn't over, though.
It's very, very likely over, but since when is it a good idea to just start disabling perks because, "Eh, probably won't matter."
What's the line on that, exactly? Should we start disabling other perks when we think that the game is, "Probably over"?
Besides, like I said, it's exactly situations like this that can be the most memorable and exciting. Denying it because, "Probably won't work" is a shame.
Hell, as a killer I've had a final survivor Kobe and escape. I figured the game was over, so I just stopped paying attention to the hook and started spamming my power for some extra Deviousness points and HOLY CRAP WHERE DID THEY GO?...aw, #########.... 🤣
It is a good idea since 99% of all other cases it will lead to time wastage. As I said, hatch and EGC is there for a reason. You could argue about these as well, and it is the same answer: time wastage for a scenario occurring with minimal chances. It is not "probably won't work" it is "with a probability bordering on certainty"
I know that these situations are memorable, but do you really want to buy that for the fact that half of your games end with a minute of staring contest? The situation you described wasn't even what OP described. In your situation the survivor apparently wasn't the last survivor or he couldn't attempt the kobe.
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@Kakateve said:
https://forum.deadbydaylight.com/en/discussion/comment/1277436#Comment_1277436
I meant its not for just deliverance but kobying in general. The killer wouldn’t know if you have the perk or not. And even if you get smacked down there is always DS. And as a slug you can still crawl out the gate or try to use the hatch which if get closed you might get your adrenaline. The game is far from over at that point.
The killer has nothing else to do once the last survivor is hooked. Knowing just about the possibility of a self unhook would just give them the reason to stare you to death. And regarding DS, it was already mentioned that this would just lead to an extra minute of timewaste. And if you want to spend 3 more perks for this rare situation, assuming that you have all conditions met, then you also have to expect that the killer will not hook you near an open gate, so you wont reach it in time before DS runs out, not next to the hatch. And even if you get up with Adrenaline, the killer is right behind you, you won't get the door open. And if it is already open, you already triggered Adrenaline.
It is AT MAX one of 200 games where you might experience such an escape. And taking this as justification to cause hundreds of games where the killer just stares at you for a minute, because the survivor decides to waste time doesn't work. That would simply be bad for the health of the game. Stuff like hatch, EGC and insta sacrifice was implemented to avoid the majority of annoying and time consuming scenarios, this change would be a step into the wrong direction.
And regarding all these "if's" I would say "far from over" is not the right phrase to describe the situation
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Aura revealing has conditions, it doesn't work always, and Distortion gives you the information so that you know how to outplay them. Having a single perk giving immunity to the huge list you posted would be kinda unfair, right?
@doitagain_ said:
Nah distortion is fine as is. The moment distortion goes off you should have an idea what perk they used like bbq, bitter murmur, nurses calling etc so you can counter them by changing your play style.
Also agree to this
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@Bovinity said:
Everyone will say, "Because it won't do anything, the killer will be right there!"
...so?
Seriously, "It might not help you" isn't a reason for a perk to just stop working for no reason. Besides, those exact situations are the best kinds of circumstances, the super unlikely rare outcomes where you managed to pull off something really unbelievable to escape.
What reason is there for Deliverance NOT to work in those situations?
It stops working for a reason: the game is over. If you make that perk work, killers would also know that, stand in front of the survivor and wait for it. Allowing the survivor to just waste a minute of everyones time.
...so?
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1277178#Comment_1277178
But you chose to disconnect, and that's the difference. You can play out the match like usual, give a gg and move on, but instead you chose to dc and give them that satisfaction.
@Nos37 And 15m means this was the third DC, because the first 2 are each 5 mins
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Yeah, great attitude. Why not decide to facecamp the first guy you get instead to show them "I assume u r SWF and ruin your game too"
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@CantDeadHarder said:
https://forum.deadbydaylight.com/en/discussion/comment/1276589#Comment_1276589
i suppose, but it would just be an indirect nerf to the shack cause any killer would break the shack pallet.
that's assuming if the perk could only be used once. Also with the pallet desert update it means survivors' resources would get burnt through even faster as the game progresses.
Idk maybe I'm just being over-analytical :P
At the cost of another perk, I'm not sure if this is soooo OP. Surely strong, but a chaser perk. Better than another gen control perk :P Also, if you know about that perk, or just by chance, the super safe pallets might be going earlier then, to extend chases earlier in the game (hoping that others are able to finish gens)
My choice would be:
Kung Fu: While standing next to a pallet and the killer is within 5m, press the active ability button to kick the pallet into the killers face. The pallet gets immediately destroyed and automatically stuns the killer. The stun duration is increased by 50% and has a cooldown of 120/150/180 seconds
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BBQ + Pop is pretty nasty on him, same for Tinkerer + Pop. If they don't work together on a gen, it means the survivor needs 12 seconds to finish and your teleport needs 5 seconds. That was my standard build for quite a long time. Actually the only killer that Tinkerer really works for.
Another bad combo is Dead Mans Switch with Class Photo. Same for Ruin+Surveillance with Class Photo. Also both goes fine with BBQ, if they "learn" to commit because they know what will happen if they let go, then you can get the easy hits.
Then of course forever Freddy still being worth it. Freddy has a lot of nasty builds
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@DetailedDetriment said:
The cap shouldn't be removed, but it should ve bumped up to 3 mil.
That is round about the amount to max out a character as soon as he comes out. It is like 4-5 million depending on the addons you buy. Add 2 shrines, 3 dailies and the rift challenges which you can save (almost half of them) and you get your freshly released maxxed character.
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Yes, you drop to the highest rank of the next color. From red to purple (5), from purple to green (9) ...
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1275544#Comment_1275544
To be fair, a removal or increase of the BP-Cap would actually more benefit those players who dont have that much freetime. Someone who can play DBD 24/7 can reach those one million BPs in a short period of time while someone who can play like 30 minutes per day will take a lot longer.
So someone who does not have the opportunity to play that much every day can actually get more BPs over time to make the Grind easier when a new Character comes out. While someone who plays a lot can get this done faster.
Yes, exactly, allowing everyone to spam new perks on new characters. If people play like crazy you cannot avoid it to happen, but at least not the whole community runs the same meta builds on every new character
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@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/1275532#Comment_1275532
Because sometimes people dont want to spend them right away. Sometimes people want to save for a rainy day or maybe just want to see a massive number. Does it really matter why. It's a tad ridiculous anyways to have 1 million as the cap.
Yes it does matter, because the cap does not cause any kind of problem. If causes a problem if a new character comes out and you want to boost it to max within an hour. But that is not the problem described and the problem addressed by the cap.
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I love this build on both sides. And "no counterplay" is simply wrong, it is just difficult. The typical "I want easy games" lazyness argument. Counterplay is for example, that you can expect several times where he tries to cut you off. For example when you reach the edge of the map. You haev to follow the wall, so you can expect him to not follow you directly but cut the corner and get ahead of you. Just run back where you came from and you have gained a good amount of distance. Also every indoor map has at least one safe healing spot. That are the two dropdowns in the edge of the map on The Game (where you have to go up the stairs to vault down and where you can throw the pallet while dropping) and also the double pallet above the bathroom can buy you at least a minute of chase. Almost every catwalk on Hawkins as well as the lab. And the main room with the second floor on Lery's. Go around until you get to an open window. All of these spots have clearly visible paths where you can see Myers coming early enough and then vault to get a lot of distance. These are safe healing spots. Either you need to heal yourself or hope for your mates to understand and want to play against this build, so they heal you up there and not behind corners where you don't see anything.
And the "actual fun part" argument is also just a subjective one. Having different playstyles is good for the game in my opinion. I would wonder if people bringing this argument actually say "yay, 5 second chase against Huntress with 2 good throws, that was fun" or if it is just fun when the chase lasts 60+ seconds ô.o
@Accullla said:
Whether this build is fun or not depends on the player using it. There are the people who use it just to come out of nowhere and scare the shite out of survivors who measure their success by the amount of jumpscares they get and not the number of kills. ..And there are others who actually try to 4k and would use this build to mount "pressure" by preventing unhooks, interrupting heals and so on (i.e. take it seriously). Whilst the first group is really fun to verse as survivor, in the hands of the second group this is probably the most boring thing to play against in dbd.
So if you have fun depends if the killer is just memeing and fooling around or not? Does that count for any killer and build, that you don't have fun when he plays the game "seriously"? Not talking about built-in-Insidious-camp Jump Scare Myers, talking about a "serious" game
@ermsy said:
Spinechill completely counters this build and makes it borderline useless.
But I think it's a fun and intense game as a survivor if I don't run spinechill. Repairing a gen is all the more tense not knowing if you are save or not.
I learned to play around that. You get to know when survivors out of nowhere seem to smell you. You need to moonwalk and just take short snapshots of aura reading, to make them feel a little safer. This is the true challenge, non Spinechill users are too ez ;)
He is not talking about OoO. The counter is that Mikey can't read your aura, that's what Sole Survivor is doing (although only working good when others die before you)
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If your problem is that you have too many targets to put your BP in, what is your point in saving them? Spend them before you reach the cap.
ô.Ó
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@Bubbas_mallet said:
https://forum.deadbydaylight.com/en/discussion/comment/1275227#Comment_1275227
Killer can only be in 1 place at a time, that wouldnt work against good survivors at all.
You probably forget that survivors are slowed by 50% on old dream state. No need to stay on 4 different survivors at the same time. A value like this would be ridiculous in the current game state. Even pre-nerf Forever Freddy didn't even get close to 50%
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@Bubbas_mallet said:
https://forum.deadbydaylight.com/en/discussion/comment/1275190#Comment_1275190
Oni is not just a m1 killer, why even mention him? "Lazy argument" A m1 killer without power would already be weak, you'd have to smack everyone always twice and theres nothing that helps you in a chase. Old Freddy was like that, but worse. You could easily wake up with a skillcheck. He used to be trash, by far the worst killer ever in Dbd
Do you read my posts? I explained why I mentioned Oni. He IS an M1 killer if you run the build I described, because going into demon mode denies you the aura reading addon for the duration of the demon mode.
Freddy didn't have "no power" he had aura reading and a small TR on 115% ms. Legion also has nothing to help you in chase, at least to down survivors. Still he is a pretty good killer. Clown has a power to help in chases, still he is regarded as the currently worst killer. Just to trigger some thoughts how you build up your opinion.
And there are already a lot of people telling you that old Freddy was not trash, but if you simply want to ignore it, there is no discussion. Have a look at Otz's video "RIP old Freddy" if you want to have an idea or keep ignoring everyone.
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@Bubbas_mallet said:
https://forum.deadbydaylight.com/en/discussion/comment/1274945#Comment_1274945
Powerful aura reading? And? He was just a m1 killer, and he didnt have anything to help him in a chase, and also the fact that he couldnt even smack people instantly when coming up to them.
Do you know how powerful the Oni build is when you optimize it on the Bloody Glove addon? And the Oni doesn't even have constant aura reading. And using this addon, you basically play without the Demon mode, because you cancel the addon effect while in that mode.
As said by others, you don't know how to play old Freddy. With the Futive Chase bringing your TR to 0 you had the most powerful tool in chase: aura reading during chase, countering any mindgaming.
And if you want examples, there are some Otz videos on old Freddy, which he made before he was reworked. The "you can't hit instantly" is just a lazy argument, that people brought up that are not willing to learn to adapt. Each strong effect has a drawback. That is for almost every addon and also for powers. Cooldowns, conditions to raise the power, counterplay or whatever.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1274941#Comment_1274941
???
He said the thing with Alex's Toolbox was a bug. You're supposed to be able to do 4 hooks.
Ok, as I was not referenced, I didn't get his last message. If it is a clean 6 charges and the bugs fixed, that makes things a lot easier :)
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1274950#Comment_1274950
I'm pretty sure Old Huntress Hatchets weren't changed, unless I've forgotten. Their hitboxes are still the size of trucks even at launch.
No idea. They changed something and then she became baby mode. She wasn't that bad from the beginning
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Need to make a top 3 :)
Old Freddy
With the Mending change, old Legion
Old Huntress hatchets hitboxes
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@Bubbas_mallet said:
https://forum.deadbydaylight.com/en/discussion/comment/1274884#Comment_1274884
Literally a m1 killer with no power.
Yeah, with pretty powerful aura reading when you know how to make use of it (inverse OoO without survivors being able to see you) plus the possibility to nullify your TR with furtive chase. No power at all, sure.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1274814#Comment_1274814
He said it was a bug. It's supposed to do 4 hooks completely and be used up.
He said in his first response that hooks have 6 charges. And after testing it myself, it works out to that for other Toolbox's.
https://forum.deadbydaylight.com/en/discussion/comment/1201572#Comment_1201572
Ok then I have also to test again. When I tested that when your thread was up, I could not sabo 4 hooks with Alex toolbox. And there were no mentionings in any patch notes regarding sabo charges