Deadeye
Deadeye
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Every insta down killer whose power "steals" a hit is screwed by the emblem system. There were several killers when I depipped to yellow ranks on purpose to have one more free emblem point available for the adept.
Myers is affected by that too and had contradicting perks before Dying Light got reworked. Like find your obsession to let her escape, but kill her so the others get slowdown, but then you can't stack the other two perks anymore... But with new Dying Light and strong addons (like Dead Rabbit, 12m radius in Tier 2) he isn't that bad anymore (still affected by emblem power drain :/ but when you wanna stay in Tier 2 due to emblems and just use it rarely in appropriate situations, the dead rabbit is even better)
Hag is actually a pretty strong build, but I did her with old Ruin, so she had the best perk available for the gate keeper. Not sure how it looks now, as you pretty much can't protect the first two gens while setting up your web.
I remember that I really had to struggle with Oni. Power usage punishes the emblems and his perks are just wasted. Only Blood Echo might give you some minor effect sometimes. But that's it.
Just by perks, I would say Huntress and Freddy have a bad loadout but if you can handle the power, they should actually be viable (while Freddy is way easier to handle). Wraith has also a weak loadout but can have pretty strong addons. If you wanna waste them on adept :P Didn't do it on Oni either, although the gloves addon with aura reading would favor a non-power using playstyle to counter the emblem loss.
@switch Farm and then 4k? And then say sorry for adept? Don't know if you get a lot of hate for that XD
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How about quests like Bubba has his face skins to unlock? Each Survivor gets a trainable passive perk quest to unlock a single perk. Or lorewise, let it not be a perk but a unique charm, that can only be equipped once to a single survivor. Once equipped, you cannot unequip it anymore and you cannot equip a second unique charm.
Maybe you could think about unequipping them at rank reset or when a new chapter (ie a new unique charm) is released.
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1187846#Comment_1187846
Well...yeah? If a killer is so insecure that they'll make sure I die all because I played better than them and wasted their time then you bet I feel good about that.
If you just looped well or the killer screwed up, that's apparently not a legit reason to face camp. I said "probably".
"I managed to piss a killer off" just sounds like intentional
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@rha said:
You best read the blog post about the change. Otherwise you'll get mostly incomplete answers. There were three reasons listed, and the fact that it was used in 80% of high rank games was not one of them (that was given as information in the post, but was not a reason for the change). In short: punishment of new players, passive nature (potentially high reward for little effort on behalf of the killer), and the inconsistency due to the RNG nature of the perk.
And I don't get this reasoning.
- With 80% pure red rank ruin usage and 45% overall, it will be below 35% usage on not-red-rank killers, assuming equally distributed numbers of killer ranks. And most likely, ranks 15-20 has a decently lower pick rate, as newer killer players probably don't have the perk at all, because they first need to buy Hag, level Hag to unlock it in the bloodweb and then level their killers to have a quite low chance on getting the perk. So my guess would be 10% max, that new survivors really have to face ruin.
- I don't get the passive thing. There are so many perks that are passive to take an effect, like every aura reading perk, BT, Distortion, Fixated/Urban Evasion, Iron Will... and I would count all exhaustion perks as well, because dropping or vaulting is not really such a huge effort to benefit from it. Same goes for killer perks, like Corrupt Intervention, Discordance, NOED, Infectious Fright, Monitor ...
- When RNG nature of a perk is a reason to change it, why did they reintroduce it with Gearhead?
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@ALostPuppy said:
Am I the only one who doesn't hate getting facecamped? Maybe I've just grown so insensitive to winning/losing and the rank system but I love the fact that I managed to piss a killer off to the point where he will make sure I die no matter what. I feel like I've already won and I didn't even do gens or escape.
That makes you probably one of the reasons why camping is a thing.
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@Spectre13 said:
https://forum.deadbydaylight.com/en/discussion/comment/1187228#Comment_1187228
See thats a problem right there. "Its part of the game" people just write it off and let it happen. The devs dont care to do anything about it no matter how many players they lose. When the game stops being a game and becomes a hostage situation like that thats when someone in control should say "Okay you're ruining this game for someone so you should be punished". Its like if someone is cheating...its ruining the game for people and thats bannable...so why shouldnt face camping. Its simple. Measure the terror radius to the hooked survivor X the amount of time the killer stood there X if the killer was facing any other direction = your formula if it was a bannable offense or not by set parameters. If survivors were to constantly be bullying a killer by some means I would say ban it as well. I am 50/50 players so I know the frustrations on both sides.
It is not bannable because it is the people that cause this unfun. If face camping is bannable, same goes for tbaggin and flashlight clicking. This is not about counterplay or what ever, this is for shitting your opponent in the face. And that is purely the character of the person in front of the screen, not about gameplay, mechanics abuse or whatever. And that's why you will never get that out of this game, it is the community. No online game without community
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@Zaitsev said:
When you get shocked, you cant do anything except run for 2 seconds. No vaulting, no healing, no perk usage etc.
But you can drop off somewhere and use BL. And I'm pretty sure Sprint Burst would work as well, unless someone corrects me. Lithe wouldn't work as you need to vault to trigger it, but I don't see why Dead Hard should be blocked.
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@Mikeasaurus said:
Distressing, combined with Calm Add-ons, along with Thrilling Tremors and Ruin. Knock a survivor down, Static Blast, then thanks to the huge TR you will have, it will knock all survivors off Gens in a large radious, then quickly pick the Survivor up and boom. Regressing Gens are now locked. It's a cheese build for sure, but it can prove effective.
Another is Distressing, combined with Iridescent King and Queen. Static Blast will cause a random Add-On effect, and a Static shock from survivor to survivor will add another. A good way to get multiple effects onto a survivor without shocking them, and has hilarious results, such as Survivors who think the TR is close and drop pallets randomly.
King got improved. You have all effects now, depending on the madness tier you are currently in
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Any value from this post or can we just ignore it?
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I also think gate keeper has become way easier. Even if I feel gen rushed from time to time I get a gold emblem. But I have no idea how this is calculated since the change, I just know that you get 28% progress when the gates were not opened. Assuming that the game lasted at least a bit, each 4k or hatch escape should be enough to get gold.
Regarding slowdown and gen protect, I would go for @bobcat946732 's suggestion with Freddy but replace Dying Light with Tinkerer. Dying Light takes too long to build up, so first one or two gens will still pop early, the other slowdowns start way earlier. Tinkerer is actually working best on Freddy compared to any other killer, because 85% means that the gen needs another 12 seconds to finish, giving you enough time to teleport (5 seconds) and kick it with Pop. 2 survivors would just need <7 seconds but Discordance helps you on this one. You just need to make sure to use your teleport only when one of these 2 perks triggers, to have it available when you need it. Or when you are completely sure that other gens are low.
Another idea is Skillcheck Doc. Huntress Lullaby, Overcharge, Distressing, Unnerving Presence. Two addons that increase/decrease TR depending on Static Blast. Run that on Hawkins map or The game. With both addons and Distressing, the whole map is filled with your TR when you stand in the middle. So mapwide difficult skillchecks or at least half of it depending where yo chase, with Huntress and Overcharge up, a failed skillcheck applies an additional 11% regression (and that overcharge skillcheck with Unnerving Presence is really hard). You could also go for Lerys. A little bit larger area because it has not two levels, but the totem spots are way better, making Lullaby last longer. But the other two indoor maps also have decent spots.
Plan would be to go into the middle of the map at the beginning of the match and use the blast once, then you know where everyone is. Then keep your blast up most of the time to keep the radius, most of the time skillchecks will tell you where survivors are. You can afford to break some chases after you injured them, because skillchecks might help you here as well. You need to kick gens as often as possible. The further the game gets, the smaller the area will be, making even more effective use of your massive TR. If you take care about the right gens, you could even use blast when down to 2 gens and still cover up all 4 left gens with lowered TR.
I hope you have all the perks on Freddy and Doc :)
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1185998#Comment_1185998
I don't play with SWF and the majority of survivor teams aren't. I almost never see ppl run plunderers, although I do agree it will render a key you didn't get a chance to prepare for. Most people don't run it and survivors don't get to prepare for anything the killer might have. Sooooo. Nothing is ALWAYS that simple, but I've lost plenty of items to Franklin's in matches. It is still plenty effective and makes the claim that there is NO COUNTER for a key.
If you can't kill someone without face camping you should uninstall. So no, I'm not suggesting that. And if you run Franklin's and your key carrier dies, their teammates won't find it under a hook.
A key could only counter a mori of the key holder dies last and we all know the key holder in a lobby probably is the reason for the mori, not the other way around. Plus if you get a key on match, your teammates won't know to check your hook.
So you are right. It's not a solution for EVERYTHING that could possibly happen, but nothing is in this game.
You again try to make it simple... you comment was "kill the key holder, super simple". It would be "kill the key before the hatch spawns" which depends on who you find and when, needing you to pressure that key holder when gens get done. Which might at some point make you ignore gen pressure. If it is that easy as you said, it would be face camping. That's easy. That's why I asked. Not sure why you think I need to facecamp to kill a survivor. If I need to pick on a survivor, I can't say at the beginning if I kill him because it depends on the game. Or I say "I facecamp him once I see him" then I can tell you that I will be able to kill the key.
And the SWF thing was just another example of some things you were missing out in your comments, which made everything look so easy.
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1185959#Comment_1185959
Franklin's has never destroyed items as far as I know? Making someone drop a tiny dark key on the map while in a chase makes it very hard to find again. Also, killing them makes it impossible. 😂👍
SWF will tell you where the keys are dropped, Plunderers shows you where keys are dropped (which by the way also can supply you with keys inside the game, so the killer has no Franklin's). Franklins depletes item charges on hits, so if it goes below 0, the item was destroyed. But that doesn't happen anymore and used up keys still can open hatch.
Just saying, don't wanna go into detailed conversation here, but it is not always that simple. Counter key by killing the survivor? You suggest facecamping here? And even if, not everyone runs weaved rings. The other survivors see lobby items too, and a destroyed hook is a prettyy decent landmark to look for the key.
Btw, it feels more like keys counter Moris. Either when I jump through the hatch to escape the mori or when 2 survivors jump out of my mori game.
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How come that recently there pops up a new thread daily with "I'm killer main, facecamp sucks" by accounts that just have a handful of posts?
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Don't see so many killers DC at all. And when it happens, mostly because they had a super unfun game chasing several people for ever and getting no downs after 4 gens. Haven't seen any killers throwing the game intentionally to get NOED activated since ruin rework. Actually I just can remember pre rework nurses being afk until NOED and getting the 4k afterwards. And this was a kinda special challenge as good nurses were capable of doing so.
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I thought about keys using up charges for a hatch opening. Like 5 charges over 5 seconds, if you get interrupted, the charges are lost. Meaning the dull key cannot be used to escape during a chase. If you get interrupted, it is wasted. And opening the hatch for 5 seconds should make noise. As above, I would also say one key lets one survivor escape. And get rid of the 4-man-hatch achievement
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I would like to say thank you to all the survivor mains that care about killer experience. Like the ones that offer free hooks or even sacrifices when you just had the worst game of the month. Or the survivors that don't t-bag the exit gates after you didn't manage to catch them for 2 minutes, instead wishing you good luck next match and a better game. And to those that, during old Ruin days, said to themselves "Oh, a lit totem beneath my spawning point. Let's first push through at least a gen, before I cleanse it during the first 20 seconds, so the killer doesn't give up instantly".
Unluckily, from the above I experienced only the free sacrifice just once during 2.5 years... so thank you to that one guy. (EDIT: the postgame "gl" actually also happened to me several times. But the "gg ez" is, again unfortunately, way more common)
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When the game would be more balanced, more people would say it is. Change my mind
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@Shocktober said:
It's not that bad of a perk on those who can afford to run it. But you need to get multiple people down there for it to really shine. It's probably my favorite perk in the game, even if it is suboptimal. Nothing better than deleting people as fast as possible.
If you get multiple people down the basement, you probably don't need any further perks to win the game :P
@Maelstrom10 Constant aura reading over the whole map? Is a bit OP in my opinion. There is no other perk or addon that allows constant aura reading, it is always bound to a timer. Also regarding camping: You will see when someone is heading for the basement. As you don't wanna lose your buffs, you will go there as well. The only chance would be someone inside 16m that perfectly times the unhook.
@Shocktober You cannot always get into the basement. If you spend 3 perks to run Monstrous Shrine, even if you manage to get a 3gen setup for endgame, the survivors will most likely run away from the basement once you spot them, and not loop the area where three other survivors are trying to finish the gen. Good luck to down them quickly enough to still reach the basement. Billy might be able to do that, but there are way stronger builds than basement Billy. And if 2 of them spawn at a basement gen and you look at the wrong spot for the basement, the gen is done once you get there. Endgame setup gone. (Btw all maps have 1-2 basement spawns, actually The Game is the only map with just one. Otherwise it is always the shack or the main landmark building EDIT: forgot Haddonfield, also no shack here). Despite that: you know how unhook greedy survivors are? I rarely find games where a survivor is not unhooked within 20 seconds. The 5 seconds earlier progress almost never make a difference.
@Maelstrom10 to the perk: as I think it would be OP to have mapwide aura reading for up to 2 minutes, here a different suggestion. The double basement thing might not work, as the game only has one spawn and I think they would have to change a lot in code, as the random map generator would need a fix for a perk that is currently unused. So I think this will never happen.
-> Make it a stackable perk. For each stack it unlocks more abilites. Probably with one ability already available at 0 stacks. Abilities like either killer based or hook based:
- (killer based) higher movement speed around the basement (1% per stack or increased range pers tack)
- (killer based) 5% reduced stun time per stack to all stun effects (escape grasp, DS, Head On, Pallet, Flashlight ...)
- (hook based) at x stacks survivors need to perform a tremendously difficult skillcheck, that cancels the unhook (cooldown 10 seconds on that hook)
- (hook based) at y stacks a failed unhook stacks causes injuries or Bleed Out on the unhooking survivor
- (hook based) at z stacks survivors within 8m range of the hook scream every 10 seconds
- (hook based) at x2 stacks, the x stack effect applies to all hooks within 16m of the basement.
- ...
I would say make the stack increase on unhooking from basement hooks (fluffwise, to make the entity angry, so it increases the difficulty) which would also discourage camping, as you need to let the unhooks happen. And this is just an idea of what the basement could do. Wouldn't need to be a 5 effect list :)
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If you know how to run it and are a bit aware of the pallets placement, the game can be pretty tough. This map has a very high number of pallets (guess because of a very low number of windows) and several are unmindgameable. But I didn't have too many bad experiecnes on that map and it is mostly brilliant for stealth killers. I love to burn map offerings for the game when using aura reading addons on Wraith or Pig and for silent bell Wraith as well. That's almost OP then. And for T1 Mikey and GF it is also a great map
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Title sounds a bit like from a survivor main trying to shroud.
And, no. This is since ruin change
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@elvangulley said:
Im a doctor main so im a sith lord unlimited power!
I'm sorry but I just read "I'm a sh*t lord" 😂
I don't get this thread, so maybe I'm doing it wrong, I don't main any killer but I call Wraiths Bing Bong Boi
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/1181297#Comment_1181297
Sure they are. And they need half a year to fix the lightburn bug on Wraith. Nurse is buggy since rework and just recently fixed that you cannot blink through the temple. And sound bugs making Spirit a horrible experience most of the time is still a thing. "if they have some spare time" you need to put the IF with capital letters, and that's my whole point on changes like this. I'd prefer the mentioned bugs to be fixed rather than having people playing against me anyway forced to recover
You're not getting the point; the developers do more than just "fix bugs".
They release content as well, so that the game remains fresh and if they have spare time, I think they can make this change.
Then you don't get my point, if they have spare time they should fix more bugs. They said they have separate teams doing content, cosmetics and other stuff, but I'm not sure if it is really different teams that do changes on existing mechanics and bugfixes, as it is kind of the same area
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@Shocktober said:
https://forum.deadbydaylight.com/en/discussion/comment/1180325#Comment_1180325
Spirit fury is pretty much the best killer perk there is for chasing down competent survivors. They will be running the loops so tight you will have no other option except to be eating pallets. If they drop pallets early you have brutal strength. Even if they drop it on your head with no spirit fury, brutal + enduring shreds it so fast you lose minimal distance during the chase. That means they are much less likely to get into a good position at the next loop, forcing the next pallet drop even earlier. Add in some mindgames, zoning them into bad directions, etc, and you will be downing people very fast.
Using it on someone like clown means they will be burning pallets at an unsustainable rate for them to survive the game in many cases, if you know to protect gens in the areas you have carved out dead zones in.
Plague never gets to use her power, so just having everyone as a 1 shot all game with the build is super strong. That's basically the same idea with legion, if you see someone, you collect your free hits then run them down with the build.
I don't see what else to use as a killer. I always run corrupt. Anti-heal builds, Infectious fright, save the best, pop, etc assume you will be getting lots of easy hits; and against really good survivors that's not going to happen unless you are playing an OP killer like hag or spirit.
https://forum.deadbydaylight.com/en/discussion/comment/1180320#Comment_1180320
Adrenaline is actually terrible. It assumes your team is good enough to get to the lategame in the first place, and even if you do, you have to be injured in which case just healing is mediocre and something like botany knowledge probably would have gotten you way more value all game long.
It's only good if you are directly being chased by the killer when the last gen pops, and in theory that's probably only going to be 1/4 or 1/3 of the times because there's going to be other people who could be gettting chased; or the killer might not even be in a chase at all. I never use it because I never get consistent value from it. It's nice when it works, but that's a very small percentage of the time.
DS/BT/Unbreakable can be abused but proxy camping, slugging, and tunneling are one of the strongest strategies a killer can employ, with little counterplay on the survivors end if your team is not extremely good or running those perks. (Less so for slugging, if survivors are getting chain slugged that is usually their own fault)
But sometimes your team gets you killed as well, and those perks are about the only thing protecting you from getting farmed or situations like getting caught out by infectious fright when the meg camping the pallet at the jungle gym you are at goes down while still wasting it and now you are stuck in a total dead zone with your location revealed.
Sitting in a locker for DS is also the best way to deal with a tunnel mori, the most BS thing in the game, especially if you get unhooked in a dead zone.
Well, I guess we simply just disagree due to different experiences. Neither as killer nor as survivor I have a lot of games where noone cleanses against Plague, there's always that one person cleansing which forces all to cleanse and hide for some time.
And I think the 20% max bonus doesn't really help that much on keeping the chase short, you need already dead zones to profit from that. There are way more maps that are full of loops and pallets that every pallet kick gives survivors enough time to get to the next loop. You need suboptimal survivors that first run and then look where they need to go to make use of that difference
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/1179853#Comment_1179853
The developers don't solely focus on bug fixes, if they did — we wouldn't have new content added to the game.
Just saying if they have some spare time, why not? It makes veterans suffer just a little less than they would normally in solo queue. 😄
Sure they are. And they need half a year to fix the lightburn bug on Wraith. Nurse is buggy since rework and just recently fixed that you cannot blink through the temple. And sound bugs making Spirit a horrible experience most of the time is still a thing. "if they have some spare time" you need to put the IF with capital letters, and that's my whole point on changes like this. I'd prefer the mentioned bugs to be fixed rather than having people playing against me anyway forced to recover
But that's getting offtopic :)
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@Aaron10 said:
https://forum.deadbydaylight.com/en/discussion/comment/1179848#Comment_1179848
How do I counter my own arguments? Maybe no one is in agreement cuz there are mainly killers on here who complain and whine all the time to get what they want, maybe that's why the game is so imbalanced and biased and killer friendly. Am I the only one around here who is trying to justify the imbalances yall have made the devs bring to the game? Some say it's hard to find a match as killer and some say it's easier for survivors, maybe it's you guys who are countering your arguments.
You say killer is baby mode and that every game is an easy 4k and you say "guaranteeing the killer a 4k ... Then all killers would be rank 1" which is not the case. So killers simply do't have 4k every game and are not all boosted to rank 1. Instead, survivors are boosted to red ranks, which is, taking your argumentation, more an indicator that survivors are on baby mode because they easily pip.
And it is pretty ignorant to dodge all logic by saying "all killer mains here" instead of trying to understand their argumentation. And it is not hard for killers to find matches, it is pretty easy for killers because match making is broken and all rank killers are matched against red rank survivors. Another indicator that there are too many red rank survivors compared to red rank killers.
And arguing with you is pretty boring, you got a lot of facts and you return a bunch of "maybe" and "some say", OP is already full of false information which you got facts against. So I guess I'm not responding anymore unless you have really something that's worth thinking about. I see this thread slowly dying...
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/1180354#Comment_1180354
Well, my point isnt that it shouldnt have any cooldown whatsoever, my point is that it doesnt fit with the rest of exhaustion perks.
I didn't quote you on that one
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I like the Hex but just for the synergy possibilities. Haunted Grounds can act protective, but can also be used by itself. Having a single aura read... meh, I'd rather run Bitter Murmur.
Second best I think is For The People, but hard to use, like new Sabo or Breakout. Can be fun play, but hard to make use of (and also not possible every game) and sometimes even screws you if you fail (which is not so hard to happen :) )
Dead Man's Switch is actually pretty strong when used correctly. Like with Prayer Beads or Class Photo o.O maximum value. Or combined with surveillance, BBQ, Tremors or something else so you know where you need to go to trigger the effect in time. Or with Ruin so you got the nice longtime regression... Or with Nemesis or Make Your Choice + Furtive Chase to make it trigger as often as possible... Love this perk
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I think the main problem is, that you don't even need offerings to start as a team, and from what I experienced so far, it is also common that the teams spawn pretty far away from the killer. I even had it several times now that I didn't even need to press W, just M1 because I started DIRECTLY facing the gen in the killer shack. With another survivor in the shack that needed to take ONE step. Two seconds later a third came in. That is pretty much what happened in OTz's game, and probably one of them had Prove Thyself (80s / 3 = 26,6s)
And we didn't need an offering for that. I think 3-teams should not be possible without offerings, and there should be equal chances to have 2 single spawns pls one team, 4 single survivors and 2 two-man-teams (or probably the double teams with less probability, like 20%/40%/40%). But in most of my games I don't spawn alone.
Second thing, you shouldn't spawn near a gen, you should need to search one. For me this is only the case in indoor maps so far. This might be difficult to spawn gens, survivors, killers ant totems and none of them should see each other. But something needs to happen
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@Galklife said:
youre running head on because its FUN perk, if you dont feel like its funny to hit killers with locker its not perk for you,
about exhaustion only reason i think it is exh perk just to not activate lithe or sprint burst right after stunning killer
about 3 seconds this perk would be too op if it would be instant (and im telling that as someone who often plays with head on +quick and quiet)
+ if you run bond you dont need swf you can see where surv is looping killer find locker and bang
It is an exhaustion perk to not allow jumping in and out of a locker repeatedly, locking the killer in a stun animation for the rest of the game 🙄
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@Shocktober said:
https://forum.deadbydaylight.com/en/discussion/comment/1180219#Comment_1180219
And enduring lets you swing through every pallet to collect your free dedicated server hits you might otherwise miss, and then with spirit fury you are ignoring every third pallet entirely?
With brutal added on as well you basically ignore pallets and cannot be looped, and I think those three combined are one of the best builds in the game you can run right now. Toss on corrupt or pop too so your game lasts more than 3-4 minutes.
It works especially well if you are on a killer who one shots, gets totally free damage states (plague, legion) or already stops looping to begin with (clown).
Not every third. If you are lucky and have no SWF, you can at most get every survivor once, then they will drop pallets early. Also before, you might need to kick more pallets before you finally manage to eat one
Edit: wasted on Clown for same reason you mentioned, wasted on Plague as it cancels her power, and only works on Legion well if you combine it with the pallet breaking ultra rare addon. Other builds are simply stronger. It is only really a viable combo on M1 killers, preferably insta down killers, reducing it to GF and Myers. Chainsaws and Demo also excluded, as they can break pallets anyway, so two perk slots wasted for a minor speedboost
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@OtakuBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1180108#Comment_1180108
I think it's a bug then because I can loop him around a t wall, killer shack, or another loop and be rewarded no chase unless he's literally in my ass with red stain. I've been obsession getting chased and my claws wouldn't move which I legitimately thought was a visual bug until I finally got speared and then my chase started after having him place his red stain on my back or spear me. This happens extremely frequently and it's annoying asf.
When I say I'm standing at a palette I mean I have looped him where I should be in a chase, dropped a palette (including if I stun him), and then still not be considered being in a chase until her shoots me over the palette and then the chase starts. It happens a lot and it's annoying that the killer is controlling when a chase officially starts and can waste your time as you get nothing out of it.
If he has been on me for 2 gens my chase bar better reflect that and be max but it frequently doesn't. So I just suicide on hooks once it happens since I know I'm not getting any reward out of that game.
Actually, when you are hit by the spear, the chase ends. So either you have a strange perception or experience some unique bugs, which would require some video prove to be adressed properly
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Well, if you treat it like that, every perk is a second chance perk. Even deerstalker that helps you find someone slugged that you might have missed otherwise, allowing to be healed up. In my opinion, second chance is only really DS and Unbreakable. I wouldn't even count every exhaustion perk as second chance, they just give you more options for gameplay or to outplay your opponent.
Second chance perks is in my opinion just another buzzword like crutchperk to express how much antipathy exists towards that perk, nothing else. Same like tunneling. That wasn't always a thing, But once camping was officialy defined as legit strategy and not bannable, somehow "tunneling" came up as no killers felt offended by being called camper too much. I can remember pretty exactly when that became common and I thought "if you can't find any other common insult because I played good and fair, you just call me tunneler, alright"
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I don't think it is that hard to come back, it depends always on the playstyle. Killer is always capable of throwing the game by single mistakes and survivors love to be over altruistic when they superspeedpop the gens, like "we did so well, the killer doesn't deserve a single kill" and end up all on the hook. Especially 3genning is a thing when gens go to fast, depends on the killer to protect this setup.
Not saying that it is easy or always possible, but I wouldn't say "no way"
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Nnnnnot exactly... The charges are used up during the BNP usage (which in my opinion looks like a bug, because the BNP says it replaces the repair action) and it takes 5 seconds for the BNP to deplete. Leaving another about 5 seconds of the brown toolbox of usage. And the brown toolbox itself just saves like 4 seconds of total progress without any addons.
I'm not saying this is weak, but 5 seconds isn't insta and 25% isn't 50%. And you cannot even save the BNP with Ace In The Hole
If you want that to be removed, did you already think about removing Engineers toolbox as well? Not? Cuz 16 charges are so weak like everyone says? Combine it with double speed addons and you have a 20% progress in 6 seconds without relying on tremendously difficult skillchecks. They are designed now to give short speed bursts, which in my opinion should be used in difficult situations, not at the beginning of the match. Mostly they are wasted because most gens I can get to 80% at the beginning of a match I can finish anyway, so I would be happy if someone wastes them early and then gets 3gen'd.
And since I don't see so many of them and the charges have been hardly reduced, I think it is OK to have an ultra rare addon that cannot be saved in any way that makes them worth a little bit.
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With DS I think they did a change, it does not make you the obsession anymore, because it showed the killer who has DS and needs to be slugged just in case. MoM still increases the chances but I think when one or multiple people have DS, it is completely random who is the obsession.
And if you just talk about one day, that can happen. Think of the numerous games you played so far without that happening. If you are playing long enough, it will at some point happen that you are the obsession x times in a row, like same chance to be not the obsession 3 times as long. It's just statistics.
If you were the obsession for a whole week, that would be truly strange thou
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/1175718#Comment_1175718
The body block was referring to people NOT struggling in the killer's grasp. You would want that to be automatic as well. And I don't want to list the whole "Why do people..." list, this was just a bunch of examples. You will never get the game into a state where people just can do stuff that makes sense. Some people just play against the team on purpose. That's why I said it will be too much effort to get close but never reach that goal. And I don't think people don't know how to recover, at least you will not be matched together with them.
I understand the struggling part, thank you.
Anyways, again, we should try to automate some things that would have more positives than negatives. Of course for certain things like struggling on the hook, we can have a button to stop struggling since there's sometimes a valid reason why you would want to ######### on the hook.
However, you mentioned we shouldn't try because we will never stop unwanted gameplay and that's a negative way to view things. It's not about stopping unwanted gameplay, we want to
reduceit as much as possible. If I was to travel to BHVR studios and asked why the BHVR team added a reporting system, I can guarantee you they will say toreduceunwanted toxic behavior (breaking rules). At the end of the day, if it makes the gaming experience better — it's all worth it. 😁Sure, the game should become better in any way. Question is about the benefit, criticality and cost of changes. And I think people not recovering is not one of the worst things in game. Game breaking or frequently occuring things are on the top list. That's why I got the impression that auto recover is a waste of time. If it is a 5 min change on dev side, it might be worth it of course. In the first step it is simly something that doesn't bother me at all.
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@Aaron10 said:
https://forum.deadbydaylight.com/en/discussion/comment/1178118#Comment_1178118
Yes I understand getting downed is part of it but is guaranteeing the killer a 4k game nearly every match part of the game? Then all killers would be rank 1 and survivors would be stuck at 2 or 3 or 4. That would just kill the motivation for survivors to try to survive because they're expected to not have a chance. They're now being expected to be toxic. Especially from the killers because there be some toxic killers out there that go out of their way to talk smack to survivors after the game and be toxic even before anything happens in a match like being t bagged by ghost face for no reason. Yall killers are just salty I guess.
Are all killers rank 1? Apparently they don't get 4k every game. Instead there are waaay too many survivors on red ranks that easily get downed. Guess it is easier for survivors to get to red ranks. That's why queue is f*ucked up and killers get into games easily but having to face red rank survivors all the time.
You counter your own arguments here and I get the impression that you don't even think about all the facts, just about the stuff that annoys you. Insta heals didn't just counter face campers, they countered chases. Against every playstyle killer. Your argument why ghostface is baby mode is also vague, GF has the killer power that is easiest to cancel. And so far there is NOONE agreeing on your post. You are pretty tunnel visioned. Maybe you should try to accept different opinions and why they are different.
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@Katzengott said:
Red rank survivors get more purple rank killers, and purple rank killers get more red rank survivors. The reason for this is obvious if you think about the last balance changes. They annoucend a MMA system on top of that, but it's not implemented afaik.
Before the last chapter I had mainly 10+ killers. Since the chapter I (at least) often got also red rank killers, I thought they improved already a bit, or not sure what caused this change, but I noticed it. Maybe because of the rank reset. And as killer I mostly got a bunch or red ranks, no matter which rank I currently was (from green to red ranks).
Just for today I noticed this strange change in matchmaking, so I was wondering if something's going on. Although I just played like 10 matches so far and the above examples were the strangest ones. But I did not have pure redrank matches so far.
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@Aaron10 said:
With this type of sh*tty community, it's no wonder no one takes anything seriously. This was a serious post, but it seems all baby mode killers have gotten to the devs heads so they all get what they want. How in the world am I baiting? If I didn't think there was a serious problem with this game I wouldn't have gone out of my way and made a whole a** account just to comment on this. But people seem to think this is a game(figuratively not literally) until your precious game dies and its your own fault it does. Till tomorrow I guess. Or never again since this game is well... You know... Dead....
Dude, if you took time in the forum, you would notice that you are not the only one who speaks death sentences. Just let me tell you that you apparently have no deeper knowledge or just speak for yourself and think it counts for everyone. Throughout the years there have been several dark prophecies and none of them was close to reality. In fact, you can pretty easily look at steam player stats and see that DbD is stable at 20k+ players for MONTHS. Actually, the last 30 days have a new record of 28k average players, the best value so far was 23.5k
So just that you are personally not having fun at the moment is totally not a reason for the game to die.
to what extent!? To the extent where survivors can't do anything but just run and try to hide or juke just to eventually go down and get hooked without getting a chance to wiggle out
Yes, exactly. It is not supposed to be the average that survivors escape chases. Just if they are FAR better at the game, they should manage to escape regularly, where ranking should apply and separate them to different ranks. If you are equally ranked, you should be going down sooner or later.
And wiggling free should just be a thing if the team helps you by taking hits or sabotaging hooks. Maybe hard to understand, but if every 4th attempt would result in an escape, the average of every game would be zero kills. Because it extends the game to a maximum of 17 hooks to get the 4k. And I bet you don't want this to happen, as it would hardly increase tunneling. The only thing wiggling is mandatory for is, that the killer can't take you to the basement across the map or always place you at the strategically best position.
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I also noticed once that the wiggle bar regresses during the carrying, but at a rate like the Oni's passive power build up. It is so hilariously useless XD
But don't worry, it took me about a year to notice that the sound at the beginning of a chase only comes when you chase your obsession. And that it tells you "This is your obsession" XD
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1177133#Comment_1177133
Downing capability is 100% what separates Huntress from Deathslinger. I've played a few games against Deathslinger today alone where I was able to burn 10-20 seconds at a pallet until they realized they had to break it. Another game on Grim Pantry saw a Deathslinger trade a hook for a gen for the last 3 gens because he's too slow to pressure gens. He rage quit. A basic shot+M1 attack takes at least 10 seconds for him. A long range reel-in is closer to 20. He's inefficient.
Then you played against a bad Death Slinger. Half of the pallets are not even anm obstacle against a good Deathslinger. They shoot you and just walk around everything before the chain breaks. You need LOS blocker loops and even on these, if they are "too long" they can quick shot you. There are very few safe loops against Deathslinger
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@Mandy said:
Unbelievable that we put something on for whilst people are quarantined - and yet people still complain :(
It's 3 weeks of extra blood points - I dunno, maybe we thought some people might be happy about that or something!
@Peanits said:
I would like to extend our deepest apologies for offending you with free bloodpoints.
Please be sure about that there are waaaaaay more people being quite happy now about both the blood points and the response to community. Just ignore OP
❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️
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@ThisGuuy83 said:
https://forum.deadbydaylight.com/en/discussion/comment/1175579#Comment_1175579
Didn't say that, but if you get matched with a red rank SWF team(which the chances are pretty good) , good luck without them, ESPECIALLY on ps4... That's where I play, and iri heads ARE needed there. Landing a hatchet is a quite more challenging then it is on PC.
yeah, well. Then this is an important information. But I guess they wouldn't bring back old nurse with auto aim just because it is hard to handle her on console. And when the chances to get 4 man red ranks, then just because red ranks are full of potatos right now, so not such a big argument. And SWF doesn't affect your aim. Huntress still has snowball and crossmap potential. She is not at all relying on Iri heads
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It became my most favourite exhaustion perk. And it is not a pure stealth perk, it is in addition and that's why I love it. It has the same effect like sprint burst for gens that are upstairs or near hills for example, so you can max out your time on the gen. It can give you extra time on strong loops like Ironworks by taking the super save window twice and then use the stairs to get to the next pallet loop outside and several other stuff. You just need to know where on the map the perk is strong, and then preferrably work around these areas or make your way to there once you got into chase.
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I also think Kindred is capped by itself. And if you double the range, you would not only remove stackable effect, I would suggest that it just increases your personal aura reading. I would prefer to just slightly increase range or add 1/2/3 seconds to stuff like Rancor, Dark Sense and Alert
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/1174568#Comment_1174568
Yes, then we disagree :) There are too many things in the game that simply rely on how people play, and you cannot fix kobe attempts in front of your nose, giving up struggle, or wiggling while trying to Breakout and taking hits, non recovering survivors, tbaggin and everything else on the list of "Why do people...". On the one side, I think it is not worth wasting development time on that as it is simply too much for non game breaking 'issues', on the other side, people will always find playstyles that other people dislike. Nice change by basic idea, but I simply dislike "let's disallow people to behave in a way I don't like". On the long run it is simply a never reachable goal.
Someone unhooking themselves doesn't throw the game.
Giving up struggle can be use strategically to give hatch.
Bodyblocking is used strategically to buy the carried survivor time to escape.
Tbagging is a grey area, but can be used to bait killers into chases or focus their attention to you.
However, remaining at 0% recovery when you could've recovered has no strategy behind it. You're just throwing the game and causing your teammates to waste more resources on something that should've been common sense really. This is comparable to the struggle phase change people want, which is having the action automatic and having a button to ######### whenever you want.
Yes, people can crawl around to prevent recovering, but this change can help veterans not suffer as much when they are playing with teammates who don't know how to press "recover" when they get the chance to.
Btw you didn't respond to the Buckle Up. That change makes 50% of Buckle Up pretty usesless. And while you try to improve perks and mechanics with Buckle Up being a pretty bad perk already, I would expect Buckle Up to be in the same 'episode' as your Dying State change ;)
I like to keep things simple (people don't like long threads), but if you want, you can suggest a change since it's related to my topic. 😁
I don't think Buckle Up is useless, it will still tell you when the survivor is ready to be picked up. However, I wouldn't mind the perk getting an additional effect to compensate.
This works just once, until survivors know that you have the perk. And after that, the effect that I described will happen. And as this would be bad for killers, I guess noone would run it. It would need a longer timer like 45-60 seconds to secure that you can get 2 people on hook, from hook A to hook B within 30 seconds would probably just be possible with a BBQ Billy or something like that. In any case, survivors being bored on the hook is still something people might cry about.
I might be wrong, but one thing I mentioned in other threads is, that camping is a thing as most killers can be sure that there are almost always survivors lurking for the insta unhook. Camping gets rewarded so much by many survivors. With the Ruin change, the first few weeks I had no problem. The first gen was always lost quickly, after that the game starts rolling and you still had all chances to win. But with ongoing weeks, the Ruin change somehow taught survivors the value of pressuring gens. I'm pretty sure this perk will also teach survivors to make more use of the time they have before the next hook state activates. And as killer I wouldn't push survivors to do the right thing.
EDIT: Think of Camaraderie, this perk has basically the same effect without a survivor needed around.
You just gave me an idea to improve the perk, thanks for mentioning Camaraderie because it helped me brainstorm a better solution for reworking Monstrous Shrine.
Monstrous Sacrifice
When a survivor is within 8 meters to a hooked survivor, the Entity gets food aggressive and blocks the hooked survivor for 10/15/20 seconds.
While the hooked survivor is blocked by the Entity, they cannot be saved and the hook timer remains paused.
No Mither is fine then. I was just worried about another Urban Evasion promoting, with No Mither people sitting in the corner for 2 minutes to get Iron Will, Lucky Break and We'll make it for the rest of the game, first thing getting healed of course, to become the UBER David and basically secure your own survival :)
Technically they could, but it would only be plausible in a SWF. Solo Queue, you're better off winning the lottery than to get people to do that with you. 😁
The body block was referring to people NOT struggling in the killer's grasp. You would want that to be automatic as well. And I don't want to list the whole "Why do people..." list, this was just a bunch of examples. You will never get the game into a state where people just can do stuff that makes sense. Some people just play against the team on purpose. That's why I said it will be too much effort to get close but never reach that goal. And I don't think people don't know how to recover, at least you will not be matched together with them.
That monstrous shrine is actually a good version. Because if forces survivors off gens even sooner because they gotta make sure that it triggers early enough to have enough time afterwards to get the unhook in time. And it will tell the killer immediately about hook camping survivors.
I was just thinking about if it promotes camping because the killer gets a notification. But it might work
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@Milo said:
@Deadeye Why would it make it useless? It still does it job even with this change. It does need a buff (like healing survivors in dying state is faster) but their idea doesn't make it useless.
EDIT: Think of Camaraderie, this perk has basically the same effect without a survivor needed around.
Also not really. While Camaraderie gives you more time to unhook, this prevents unhook. And actually you have no idea how many survivors are near for almost instant unhook. And yes it would be counterplayed after 1-2 uses but most perks do anyways no?
What I was talking about is the extra time you get on the hook. That basically allows that survivors don't come too late, when they spent too much time on gens or in chases. Your perk also gives survivors just extra time. It only makes sense when you manage to get someone else hooked during the time the first one is still blocked. Otherwise survivors can adapt and make even more use of the perk, by not being forced off gens or heals to get the unhook done.
The one half of Buckle Up is the info how far someone is recovered, which is a pretty important information when you try to heal someone mid- or near a chase. If you see a white aura, you don't have to get into danger, you stay away. With the change, it is not that hard to guess and see if the aura didn't move for at least 10-15 seconds. At least I would regard the aura effect as redundant on this perk.
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@elvangulley If you think good looping just consists of dropping pallets, I have nothing to say to you. Good looping actually doesn't need to drop a pallet in most cases.
@ThisGuuy83 And If you think the iri head is the Huntress' only viable way to stay competitive, you pretty much can't play her. Good Huntress is like pre rework Nurse. Doesn't need addons
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@ZoneDymo said:
Really, nobody?
Attention! Need! XD
You ask for a civil discussion from survivor side but present your comments also pretty biased, talking about baby survivors and throw in
kinds of unrelated things
like
Now its waiting for the survivors to get the info that Nurses Calling is in effect
Just saying
I think the information you get is in many cases rather QOL than baby carrying. It is more about the mass of information you get, and not that one is not able to expect something from a specific occurrence in the game. There are a few things we could talk about like when Lullaby should be first shown, but for other things like Exposed status effect, it also creates tension and atmosphere, which I love in the game rather than getting downed and you ask yourself for what freakin reason.
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@Ghostwithaface said:
Looking up the add on. It's a Ultra Rare add on and it reduces the number of hatchets the huntress can carry by four. So she can only carry around one at a time, rather than the normal five. Figure this would be important context to just throw out there.
Thats why everyone runs it with a belt. This should simply not stack, problem solved. A single deadly hatched is pretty ok and requires skill. One miss makes her pretty useless and she cannot snowball anymore or camp the hook efficiently