Deadeye
Deadeye
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@Williamz said:
Ruin change was good and the new ruin is alright. It will be stronger with the new perk hex: retribution.
Instead you should learn from veteran players what they are doing that you are not. It could be something like moonwalking correctly, priority over certain gens, forcing survivors into certain dead zones, etc.
What you just listed is only regarding chases. There are maps where you cannot properly chase just because of the loop design and there are killers with low map pressure. The gen rush problem is just about gen protection. And without a proper slowdown you need to accidentially stumble across progressing gens during a chase or there will most likely be 1 gen done per chase, until the remaining gens are close enough, which then will be still hard to protect against 4 survivors.
And if the ruin skillchecks were really one major reason for the nerf, I'm wondering what will be happening to Unnerving Presence and Overcharge. And why the doc has still such an effect on skillcheck difficulty. And when the effect of old ruin had too much variance, I'm wondering why they put Gearhead again on such a condition as skillchecks. An 80% gen can still be finished without Gearhead triggering.
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Just can speak for myself. I used to play 50:50 and mid or at end of the season I was on red ranks on both roles.
After the ruin change I first noticed normal games. Easy first gen pops but after you get the pressure it was still possible to perform well. But more and more I think the ruin change teached survivors to commit to gens and it gets harder and harder to protect them, being more stressful with many killers. Most games, where I feel like I have/had a chance are with strong addons or with stealth killers on indoor maps.
Currently because of this, I play more like 70% survivor, just the dailies for killers and at least one killer game per day for the extra XP.
But I also think that Tofus video (which is a bit older but still valid) about the matchmaking change makes sense. Survivor ranks 1,5,10,16 was earlier matched aganst rank 8 killer, now against rank 1. That means, that every random group or SWF teams with a red rank pull all the red rank killers. Also means, that there will be more random teams that should get a red rank killer, but need to wait, causing the queue times. Or by time passing, the range is increased, giving you weaker killers. The weaker killers running against the red ranks survivors having a harder time, allowing the weaker survivors to jump up in ranks. So there are even more red ranks, requesting even more red rank killers which are not available, causing more and more killers running against top teams and having to struggle to rank up.
The current system is completely not working properly and I really hope that they soon bring their update, although I still doubt at the moment that the "hidden" mmr system will solve the problem, as the emblem system already did not really reflect skill properly and was too depending on the performance of the other players.
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Sounds like a teachable Transformers perk. Don't like it. I just like the idea to get benefit as a survivor to slow down the game. But that idea doesn't really make sense to me. Like what would the fluff text be?
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@Mandy said:
Please remember to keep your comments on this discussion to the topic at hand and refrain from insulting each other, thanks.
you didnt read the rest of the thread right?
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You played one game and improved that much?
Before the Ruin rework was announced I forced myself to train great skillchecks because I was sick of gen tapping. Took me about two weeks and I threw half of my games because I exploded so many gens even without Ruin up.
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And just to add to that: if anyone of you tbag just for fun, maybe before you yell "sort some things out" just think about why you don't adapt your playstyle. Just wondering what makes you think "I don't need to change, they all can't handle it" and keep going on with the unnecessary tbaggin while knowing that many killers take it personal and you ruin their game experience by doing so. I would call it selfish or egoistic. This is not about "providing the best gaming experience to others, so don't tunnel, don't genrush" etc. But tbaggin and slashing survivors on hooks is the most common, totally unnecessary action that has almost always just negative effects on gaming experience. You could simply avoid doing it, as it has no other effect than that. But when people can't stop doing that, I assume it is simply on purpose
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1132968#Comment_1132968
Pressing control is an insult. Today I learned... And this game is SUPER TAME compared to a lot of other games. It's honestly one of the nicest communities going, it's just the majority of people in this community have a very fragile ego, or need to grow a pair and get over t-bagging and flashlight clicking which is the least "toxic" thing you could possibly do to someone in this game. (Threats of violence and homophobic/racial slurs are toxic, t-bagging is not)
If reading "die on cancer" and "your mum su * * * co * * *" in endgame chat is super tame to you, I most likely don't wanna have you in my lobby. This is not happening daily, but multiple times weekly. Often enough to have a suibliminal hate against every toxic behaviour.
And regarding "tbagging is an insult". I asked several times in chat, without being salty or anything before, just a neutral "so what's the tbaggin for" as first question. In 95% I get the answer "because you suck" or something equal. Tbaggin is being used to taunt and insult.
There are rare occassions like Sattelizer that just do it always and have fun doing so, yelliong at themselves for fun when they screw up. And seeing this relativates the "insult", but during the game you never know who sits in front of the screen. And from the responses I get, most people don't just play around, they literally insult. Wanna have a test week of in-game voice chat Hunt:Showdown style? Would be curious to see if you guys still say "it's just pressing control"
Btw I don't say that most of the playerbase is hateful. I said above the hard stuff is weekly, not daily. Percentagewise it might be a low factor. Tbaggin happens more often, but also not every game. And most people are nice. But I really wouldn't say that this is the nicest community. Even in this forum I see regularly mods jumping in to remember to stay civil. Again, maybe low percentage, but frequently enough
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@NoShinyPony said:
https://forum.deadbydaylight.com/en/discussion/comment/1132966#Comment_1132966
The devs definitely did not refer to red ranks when they talked about Lithe being the most common exhaustion perk. Maybe an average of all ranks? (Though I would still think that at least Sprint Burst would be more popular. Or is Feng that popular with new players that this would explain the amount of Lithe being used?)
Too bad that the devs won't give us current statistics anymore.
Ok then I'm wondering why they bring the Lithe argument when referring to Ruin usage, because overall usage of Ruin was also just at 40%
I really want more statistics. Not sure how regularly they used to show it, I just remember the November stats 2019
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I also think that Red Herring could use a tweak. I like on this perk that it is far better placed than Diversion, because pebbles can be easily recognized as pebble if you don't hit a target that makes sense to cause a notification. But Red Herring is way harder to apply and time correctly so that it really gets the killer's attention.
I would just add the possibility to apply the Red Herring effect to more objects, like crouch in front of a window or locker for 3 seconds to apply the notification on this one. Would be just the question if the perk needs to be deactivated once all gens are done or during EGC. But as it is not the strongest perk, I would keep the possibility to have a chance as last survivor with that perk, as long as the gate placement isn't reworked.
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@ZoneDymo said:
https://forum.deadbydaylight.com/en/discussion/comment/1132146#Comment_1132146
If you get upset at someone using their vocal chords, you gotta sort some things out
if you get upset at someone making shapes with their hands, you gotta sort somethings out.
How about people pressing the F key in chat after the game? Followed by pressing the U key, then the C key and so on. It's just fingers moving across the keyboard I guess... Some people really don't get that pressing Control is in most cases simply comparable to a personal insult -.- Like "it's just a game" - yeah, just a game that creates the most hateful post game chats I experienced so far (no I don't play moba).
Although I also disagree on banning or reporting that. This is simply how many people are. And there is no way of getting around this. Not sure how the quote is in english, but the mayor in ghostbusters 2 said "it is everyones right to be a dick" which is sadly true.
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Very interesting that DS has the highest usage. Sure BHVR has data of more games than a hundred survivors, but it reflects what I see in games as well. On average 2 DS per game. I'm aware that it is not the same talking about 80% killers running Ruin and 90% "games with at least 1 DS"
But as said above, the pure existence of an obsession affects the killer's behaviour like slugging when not needed, switching targets when not needed or falling for a locker bait. So it is not the same but comes very close. And I think I remember that BHVR said that Lithe is the most common exhaustion perk or more used than DS or something like that? Really doesn't look like that.
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Well, the main reason, why the killer is stronger than survivors is, the killer can't die or get downed. They have a killer power.
If now every killer is balanced well enough to be a viable 1v4 character is a different topic, also the strength of keys or other items
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That update back in the days somehow showed how screwed up their code and/or design is. It also introduced the SWF party to stay after games. And that killed the switch button. Because now you have to host a survivor lobby, although you don't want to ready up. And that is why you can get kicked out of your own lobby with the unknown error, while you were just spending bloodpoints. This does not happen when spending points on killers.
Not sure if it was the old architecture that forced them create this strange design with a kindof workaround, or if they designed this without thinking about it. I might also be completely wrong and have no idea of what's going on, but getting kicked while spending bloodpoints is one strange-ass feeling and I'm just pretty sure that this setup is also the reason why they needed to get rid of the switch button
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Happy Birthday
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@Todgeweiht said:
The main difference between old and new ruin is that new ruin benefits high pressure killers more, which is quite ironic considering old ruin was used mostly on low pressure killers like bubba and clown as a method of keeping a bit of pressure.
New ruin is fun but not the cup of tea of everyone and is not exactly the best for every killer, although, I would highly recommend trying it yourself
The killers I have gotten the most value out of when using ruin have been:
- Legion
- Billy
- Doctor
- Freddy
Old ruin was a decent perk, but it was flawed and was starting to become problematic for a couple of reasons:
- Experienced players had no real problem getting over it, so it was getting worse and worse with time specially on red ranks
- Too many people used it at higher ranks (80%), making gameplay stale.
- It messed data up for the devs, making addressing gen times much harder
- (and the reason everyone cried about) Newer players had trouble dealing with it, since htting great skillchecks is something you have to learn with time
In conclusion, it was way too strong against newer players and meh against older ones, plus it was bad from a gameplay perspective and difficulted data obtention.
Btw Ruin + Surveillance is incredible on Spirit with new Prayer Beads. Just wait 5 seconds in the game, then let everybody hear your wooshing and you know where you have to go :). And I don't think that ruin was meh against older players, for example even in bad games it normally helped you to trade the ruin for a hook instead of a gen for a hook. And I was going to write a post about ruin soon too, but there it is, so I post here.
My first impression was, yep, the gen rush is real. Almost every game means "first down, first gen". And mostly during or at the end of the second chase the next gen pops. But I quickly found out that this was the point where the game started to roll. When survivors finished the first two gens during your first two downs because you didn't stumble across their gens during a chase, that means that your first two downs now means there are actually no people doing gens right now, as two people are hooked and two need to go for the unhook + heal. That means you are totally in charge at that moment and as a good killer you can keep the pressure up, to constantly stay in chases or control gen progression while people are healing.
Now, I have a different opinion on the current state of the game. The ruin change now pushed survivors more and more into the direction that committing on gens is the state of the art. Not sure what the difference was between then and now, but as finishing gens is really no challenge anymore and the benefit of committing has become more and more noticeable, I find more games where people are totally unimpressed by the killers presence and just sit on gens within close proximity. Killer chasing? As long as he doesn't see me I'm save. And that can happen a lot when in a chase. And if you notice? If you decide to stop the chase and push off the survivor, you might end up playing cat and mouse to protect a single gen, while one or two others are being repaired without pressure.
There are a lot low mobility killers that can easliy be outplayed right now if you don't maximise your power value. For example even GF, who used to be a strong killer. I noticed on both sides that, when revealing him too often before he gets the easy first hit or just stalked to 90% before getting the exposed ready, he has a hard time to protect gens. If the power works to get grabs, expose and sneak up on injured survivors, he gets pressure by very efficient chases. If not, most likely at least 3 will escape very soon.
To summarize, I think the ruin change taught survivors to gen rush. As said above, when you equip it, even more. I would definitely prefer to have old Ruin back. As long as they don't come up with additional changes. Toolbox nerfs will be not sufficient. Toolboxes (despite BNPs and Commodius with extra speed addons) were not the main problem (and BNP wasn't even changed on the PTB). Actually toolboxes now (or in about 3 days) are all like BNPs and allow you to counter a single PGTW kick (or even two with commodius or addons), or if you time usage, you can push a gen through right at the moment when a killer picks someone up for example.
I'm not sure if they will find a solution, like, this year, and I'm really curious about another stats release about killrate and game duration.
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Also BL. The removed sounds after landing gives a stealth option as well. On Haddonfield and Springwood I escape so many times unseen when I drop soundless and then walk with 50% bonus speed around the next corner. Super ninja perk on these maps, and others offer some spots as well to do that
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1129214#Comment_1129214
That doesn't mean that they made a mistake here. There is nothing about how they handled it here that is inconsistent with how they want things to be. You say that you are basing it on the past, but that doesn't do anything to support the idea that it might be a mistake.
I don't say they made a mistake. I just say it is possible, that this is not intended
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1127852#Comment_1127852
I'm not sure how that is relevant.
That means, they make mistakes. Not everything they implement is on long sight. They may have wording in their addons or mechanics that look like intention, but they change it afterwards. And that I think they will change several stuff on the Deathslinger for release or one of the next hotfixes.
And again: we can keep discussing, but so far everything is very much based on our interpretation. The counter arguments brought up so far is interpretation on wording of addons and guessing on what his mechanic looks like, my arguments are based on what happened in the past.
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As killer: As trapper I was chasing someone after first not finding anyone on the cornfield with basement in the shack in the middle of the map. Downed someone near the shack. While I was carrying him down, the second and third gen popped and I thought "great, game is done". I trapped the window from outside before and thought "ok, let's try the 'new spot' " and trapped the room where the lines cross from stairs to window and from door to door. Then kicked a gen near the shack I heard during the chase. Turned around and already saw someone running towards the shack. I smacked him in the door and he kept running down the stairs. Before he ran around the corner, I already got the notification of the unhook and I thought '#########'. The injured one turned around, I downed him on top of the stairs and then 3 more survivors came out of the basement. One got past me and stepped into the middle trap, next one was the one that got unhooked without BT and I hit him. Last one jumped into the trap at the window. Then I thought again "great, game is done" XD
As survivor: I once jumped down the hole in Springwood school building, right into a swing of a clown and that protected Puppers from being downed :P
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@ZoneDymo said:
I think we should do away with add ons all together as they skew the little balance we have.
You mean remove items as well? Fair trade
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1127578#Comment_1127578
Do you really think this wording explicitly negates any debates on mechanics of other perks?
Yes, I do. Because in this case, the wording denotes a Status Condition applied to the Survivor (Exposed) that straight-up would not function unless M1ing the harpooned Survivor counts as a basic attack.
Try to explain how Legion works with the same logic before he was changed, when Frenzy hits applied Sloppy Butcher mangled status.
They changed their mind about what should apply these effects, obviously. The Deathslinger was designed at a time where they have already figured out what they want to count as a basic attack and what they don't. The Legion was not.
So were they aware of how to change Legion to get rid of the moonwalk, to reinvent it with Nemesis, having to rework Deep Wounds just to keep how Nemesis works
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1127218#Comment_1127218
I mean, they flat-out wrote "Exposed" in Iridescent Coin. If they wanted to, they could have just instead written "Blah blah blah put into the Dying State" like with the wording on Iridescent Head. Seems pretty open and shut to me.
Also, the Deathslinger's power applies a Status Condition when the Survivor is damaged by the basic attack under certain conditions (in this case, when the Survivor is at full health and hit by a basic attack while speared OR when the Survivor breaks the chain while speared). Legion's Feral Frenzy just always applies a Status Condition but deals no actual damage. The Status Condition in both cases is just one that happens to force the Survivor to be in the Injured State.
Do you really think this wording explicitly negates any debates on mechanics of other perks? Like they never had bad wording before. If they figure out that they need to remove the synergy with perks, they can simply change the wording. Or forget about the wording and change it anyway. Or simply change it and introduce a bug that Iridiscent Coin doesn't work. Wouldn't be the first time something like that happens.
And you can talk about how Legion works as much as you want, with status conditions or whatever. Try to explain how Legion works with the same logic before he was changed, when Frenzy hits applied Sloppy Butcher mangled status. The power hasn't changed, the description hasn't changed, they just removed that Frenzy applies the perk's effect. So if your logic is correct, how come that doesn't apply to pre-hotfix Legion? Then Sloppy never should have applied the mangled status on Frenzy hits. It is just BHVR decision to say "nope, consistency, let's remove it". There's no reason or arguing why this could not happen to Deathslinger as well.
I think this is just too much interpretation on what we see or read, which does not have any definitive meaning. We can get an idea, we can be right with that idea, but we can also guess more than there is. Like two different wordings flashlight effects, meaning the same thing. Or knowing how efficiency actually works, just by defiing what efficiency means.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1125980#Comment_1125980
The chain is what applies the deep wounds. Not the Basic attack. You can prove this by what happens if you break the chain with an M1 but hit someone other than the Speared Survivor. No deep wounds is applied, because the attack itself isn't the source.
Legion Frenzy M1 has several special properties, not just deep wounds. For example it has no attack cooldown, refills his power bar, doesn't down Survivors (it's a set to injure, not a 1 health state damage) and activates a Killer instinct effect.
In this case however, it's that hitting a Survivor with the gun applies the "speared" effect, and the effect has a property where if a speared survivor is hit with a basic attack they will receive the deep wounds status effect.
All properties of a basic attack are included in the attack itself. It deals 1 health state of damage, and thus downs injured Survivors, it interacts with status effects like exposed and it has the standard basic attack cooldown.
Can you tell me what happens to the one that is hooked at that moment? When you swing, you basically break the chain, the survivor would not even be injured when you swing too early or miss. I think you don't apply Deep Wounds to anyone in your scenario. So it should be the combination of M1 and gunshot. And your third paragraph explains exactly how Legion worked before the nerf. Frenzy "applies Deep Wounds to your basic attack", and Frenzy hits applied Mangled etc. through Sloppy Butcher. And then they changed it.
@ZoneDymo @TAG @NuclearBurrito As I said, we can keep discussing, but they will change whatever is needed, if intended or not, when they argue with "consistency". The current state is PTB and most likely not the final version, maybe even buggy. Let's just see what happens. Noone wanted the Legion changes to let Frenzy hits not be basic attacks anymore because it simply removed a bunch of perks being useful. I think they will change this for the Deathslinger as well.
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I think it does not override Undetectable. But it counters Insidious as you can see the killer stand there and then suddenly disappear. Pretty obvious if you don't look around anywhere else.
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@ZoneDymo said:
https://forum.deadbydaylight.com/en/discussion/comment/1125972#Comment_1125972
Frenzy hits etc count as special attacks, for the deathslinger it is the harpoon that is the special attack, you can choose to break the chain and it works like a frenzy hit, aka injured and bleedout but no basic attack perk functions.
Reel them in and it is a basic attack, that is just waht sets him apart.
Frenzy could also be regarded as a sprint mainly, that applied Deep Wounds to your basic attack.
If you chose to break the chain, nothing happens. They need to "wiggle" free. Still your "base attack" applies the Deep Wound when reeled in, same as Frenzy does. We can argue back and forth, it is up to them to decide if it is a basic attack or not. I just put my money on "they will change it"
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@ZoneDymo said:
https://forum.deadbydaylight.com/en/discussion/comment/1125936#Comment_1125936
Again, Shred is not a basic attack, hence a lot of perks dont work with that, Deathslinger on the other hand reels you in and then applies an M1...
You kinda miss what I was talking about in this quote.
Regarding your point, I highly doubt that his reel in hits will count as basic attacks for too long. If they argue with consistency while removing Frenzy attacks synergy with Sloppy etc, then I'm pretty sure ranged almost-insta hits are not meant to trigger exposed effects either. Also that you get a free first hit on the obsession without losing a PWYF stack (and further: gain a stack if you shoot at your obsession) will probably also be changed until release or with the next hotfix. Bubba may not break pallets with his chainsaw without losing a stack but Deathslinger keeps the stack and Bleedout applied as bonus.
And don't get me wrong, I would like this to stay, as I don't think he is the strongest killer and could use these little tweaks (just as Legion could use the Sloppy Butcher effect). I'm just pretty sure, as they argued on Legion, they will do the same to the Cowboy
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@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/1113676#Comment_1113676
Care to explain? Just look at the vid man, 1st round only, if you learn to quick scope damn... I'd really like to hear your opinion. The Huntress needs to wind up the axe, this is an insta shot
The gun slinger is just slightly faster than the Demogorgon shred for example. You can use the Shred charging to bait while Demo is much faster while aiming and is a 115% killer. So why is Demo not regarded as that strong? You show a PTB video, and you show a Monto video. Monto can get 4k with walking Nurse and Burger King Myers.
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The point system they implement for the match making will be different from how pips are calculated. But as the current PiP system does not really reflect skill but rather how much you played this season, I'm not sure if they reinvent the wheel (or more likely reinvent a block that's not rolling) or if they really put a working system behind.
I'm not sure if they have any system in mind that is able to determine if it was a good chase of 10 seconds against an instadown killer, while all pallets in the area have already been broken, or a bad 30 second chase against an M1 killer where the survivor just dropped pallet after pallet and still went down. Or if the trapper placed a trap very well and pushed the survivor in it or if the survivor just stepped into it with no pressure and no eyes.
If they keep calculating on how many gens you have done or how many unhooks / heals you did, you are still depending on the performance of the killer (no hooks = no unhooks) and your teammates ("I got chased for 5 minutes, you need to do the gens" / you can't heal persons that ignore you while using selfcare). And that means the new system will have the same flaws and nobody can discuss as it is hidden
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/1123765#Comment_1123765
No, because wake up and pharmacy are actually useful if you're not worrying about meta builds.
If we are talking about adept builds and not about the perks themselves and their possible synergies, Quentin is pretty good to get the adept. A guaranteed speed heal and better chances at the gates to escape, even if you are the last one alive.
I'd probably say Steve is weak. So far has the least useful perks in my opinion. The best one is Second Wind and you can max trigger it twice per game. And so far I mostly did get it below once per game on average. And the other two are... well... forget about them.
Beneath "not useful" I would say Laurie and David are difficult. The perks are not useless, but playing with them is not easy, so you would probably have better chances to survive with no perks than with these 3, if you don't really know how to use them.
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I already posted something like that after/during the Ghostface PTB which broke a lot of things like the WakeUp bug allowing to speed up everything like vaulting, cleansing repairing by 10% for the whole game. I got a notification that my post got read by BHVR. I don't think they will ever stop creating content for the sake of bugfixing/balancing. They will stop creating content when the game is dead
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Are you talking about adept builds or about "which survivor is worst for buying just because of perks"? I thought on first read you mean the second, but everyone responds to adept builds
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Lootboxes are from hell. You already had a forum riot when the battle pass was announced. Totally against it
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not right click, space
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@Name_Unavailable said:
It would be better if all killer just leave the game like you, If survivor mains start playing killer the game will be much more fun.
Wanna see you after a month of killer
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@Mister_Holdout said:
Glad someone thought of Scooby Doo as well. Because that's exactly what it feels like sometimes.
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I also think all he needs is to start with all his traps, and can only pick up traos when he is below a certain limit.
Currently he cannot even play with all his traps because there are always some that spawn in deadzones or areas you will never travel for other reasons. And if you want to get them, you just waste time.
The basekit is fine. Kinda remote insta downs aren't too bad, I think it is fine that you can counter that and it isn't too easy when the killer places them well. I would also have no idea how to rework him without breaking it's base fluff and feeling and removing his iconic status
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I would also say, in the current state only the killer should have a 5th perk slot. But that also would be a band aid to the current balancing, so not a good design idea. Question is, how quickly the balancing will happen, since the ruin changes somehow break several killers on several maps. Survivors just learned since then, that committing on gens is the best strategy and killers' heartbeat is not that scary. Toolbox changes are not the core problem.
Regarding a passive slot: might be interesting, but it also sounds like a band aid to get weak perks into play
@Mikeasaurus Iron Will would definitely not be in my rarely used, passive perk list.
@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1120185#Comment_1120185
Well I'm sorry you feel that way, but this has absolutely nothing to do with the topic at hand, so I'm not sure why you feel the need to bring it up here.
I think his need to bring this up was pure salt
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It is not used because you can bring items you want without having to gamble. And then you have a free perk slot.
It would make more sense to use it when you run out of items/addons and don't want to prestige the character or need your BP for someone else
Just one thing I can think of: if you also bring coin offerings for more chests, you can increase the chance to get keys. And when you don't bring keys that the killer can see in the lobby, you can avoid Franklins being used. But this is very conditional
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@dbd_montorgasm said:
In my opinion, that isn’t the worst achievement to attempt to get. The worst for killer side in my opinion is adept plague, because her power literally goes against an entire emblem. And the worst for survivor I would say is taking one for the team, because you have to take a hit near an unhooked survivor 250 times. It’s not that hard but takes a century to do because of the long queue times and the amount of times you can do it, because usually you can only do it 1 or 2 times a match, or sometimes none. Thankfully I finished getting that achievement yesterday, and that was my last achievement.
That was also my last achievement to get the 100% XD
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@Chewy102 said:
https://forum.deadbydaylight.com/en/discussion/comment/1117058#Comment_1117058
What about 2? Or 3?
Dont have time to detail anything, at work. But a Huntress will be forced to give up on chases or be unable to start them depending on her ammo count. Giving Huntress downtime a Killer cant afford.
Deathslinger has no such downtime due to ammo. Longer cooldowns, but no downtime where he isnt a threat.
That's where I disagree, every missed shot gives you time to get to another LOS blocker unless you are totally catched in the middle of nowhere and even the main streets of Haddonfield or Springwood are small enough to get to a fence or something. And 5 hatchets are enough to down 2 survivors, if they don't or can't heal, even more. Normally after a chase you reload and are back in action. This locker reload is more a thing for new Huntress players that need more shots. If you can aim, there might be situations where you cannot go into a chase, but also (and I think more situations) where you can snowball. The cowboy has no snowball potential at all. So just to be clear, sure there are situations as you say, but if you combine 5 shots and locker reload vs 1 shot and infinite reload, I clearly see the Huntress far in the lead
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@Mooks @CountVampyr This is not holding hostage because both can end it. The survivor can leave and get killed, the killer can grab and kill. No hostage. It is just the achievement and the "don't give you the Mori" that blocks both players from acting, which is by their own choice. The thing is, you cannot Mori a downed person with the tombstone addon. Crows are not a thing here because the killer knows where the survivor is, survivors just hop into lockers to dodge the Mori.
I said that already several times on the forum and as it reoccurs I will repeat: Survivors! Just give that poor Myers the Mori! If you are the last person alive, you are dead anyway. You can be toxic and just deny the achievement on purpose, but the only thing you get from it is another 5-10 matches this killer needs to repeat that sh*t. It is not fun for killers to play with these addons either, so when the achievement is done, this person will most likely never play this build again. Do yourself a favour and wipe out another instance of infinite Mori Myers and give him the Mori.
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Mori'ing off the hook after camping/tunneling is toxic. That's it. I somehow don't like the word toxic. It is thrown pretty quick. Toxic is basically the intention behind it, not whatever tool you use to do so
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The only two aspects in my opinion that are stronger: he can do quick shots, he has a smaller TR. And he has that needle on his gun for aiming assistance.
Beneath that he is more fun to play than Huntress, but not because he is strong, just because the mechanic is funny.
@Chewy102 don't know, the ammo thing doesn't really count for me. 5 hatchets are normally enough to down a survivor for an average huntress.
@ScottJund The instant aiming can be dodged if you constantly look back to see when he instantly raies his arms. You notice that as killer, like it tells you when someone has Dead Hard. As long as he is looking backwards, simply don't shoot, until the survivor runs into an obstacle. It isn't so ez to dodge it. Not saying it is impossible, but you write it as it is impossible to hit that way.
@Weck true, but the difference here is, that you are talking about ALL killers, and this topic is about two killers that are pretty equal. It is basically just the style that differs.
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I'd still like to see them because I expect a drop in each of the killers. And would also like to know if the low mobility killers have a bigger drop. If you can see a general reaction like that, and not like "every second killer shows that", then it would indeed tell a bit about Ruin.
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I play for about 2 years or 2 and a half and wasn't that good at skillchecks, because without Ruin I didn't risk the explosion and with Ruin I pushed through it with a toolbox and cursed when there were too many skillchecks or tapped without a toolbox. Just a few weeks before the Ruin change was announced, I tried learning them because I was sick of Ruin skillchecks and improved pretty fast. If you really want to train great skillchecks, either expect several explosions before the game and get ready to throw the game because of that, or run Technician to get a bit support. It won't take too long until you get better. I finished the challenge (8 great skillchecks btw) on the PTB within 3 games without blowing up a gen.
If you go for the challenge and don't perform that well, just bring Stake Out. I did the challenge again after the PTB and could finish it within one game, becasue I got lucky and could do gens while the killer was chasing someone near my gen. Got like 12 greats throughout the game. Bring maybe any information perk like Bond or Empathy so you know when you are kinda safe near the killer
@Raven9 not everyone perfectly hits every skillcheck, some are better than others, that's why it is called skillcheck, it needs skill. No need to be taunting.
@gibblywibblywoo Pretty sure it is not 4 seconds oer great. That would be 5% of a gen and that is what a BNP gives you when hitting one of the first two skillchecks, and that is way more than you get from a great skillcheck
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Btw I see more Pop than Corrupt Intervention. Would be interested in seeing if Pop is now picked in 80% red rank games
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@Onyx_Blue said:
This thread is either a troll or really ill-thought-out. Ruin was nerfed because it was too much of an unreliable, passive perk - had inconsistency due to skill-checks; and was overly obnoxious to newer players who had no experience. Corrupt is passive for 2mins at max of the game and has no obnoxious mpact on newer players. Nothing about Corrupt is bad for the state of the game. If new players haven't learned what unique perks do by the time they know whether or not they enjoy playing it then they need to up their game and start paying attention. It doesn't take long to look through each unique character's bio and see what their perks do. Corrupt is fine
Sadly there IS some logic behind it, not necessarily a troll. If @TTVfbYTigTW is requesting this change it would be a troll, if he is predicting the change he might be right. Corrupt does not need skill, which was one of the devs' arguments for the Ruin change, and if randomness of skillchecks was seriously a problem, why do they reintroduce it with Gearhead? BHVR is inconsistent at that point and it seems like they just listed that to cover the main reason for the change: keeping new players at the game
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Did anyone notice that the breakable wall almost makes no difference in many cases? When the pallet is dropped and you run counter clockwise, you still need to break it. The hole doesn't help you to "surround" the pallet
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Encountered jsut a few nurses since then. But I noticed that it is not braindead easy now to down someone. Previously most nurses just spam blinked until you were down and you could only escape when a hit missed near obstacles, so you could actually get some LOS blockers during the stun.
Now the nurses are sometimes super bad and don't get anything, or are still good and end chases quickly by doing some good predictions or baits. I tried nurse like 20-30 matches to learn short before the rework was announced. To me the difference is noticeable but still she has good map pressure and can ignore the basic loop mechanics. I perform ok with her although I might not have been facing the omega pros that know how to juke her. I just think the low base movement speed is not necessary anymore with the blink recharge. 4 m/s or 4.1 m/s should be still fair