Deadeye
Deadeye
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Also just thought about it. More survivor challenges also pull killers out of their role for a longer time. Was there actually a simulation on how the design affects this shifting?
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@Smeson said:
Politician speech mode engaged. But atleast he assured us.
OP said they didn't learn from last tome and Peanits showed up a good point against that. No need for sarcasm
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@sulaiman said:
So you are basicly upset because survior can still see and hear you, did i understand that right?
Did you read Nikotiinis response to Marcus?
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Depending, mostly just by fun. Jumping from 30% - 70% survivor.
Started with main survivor and just doing dailies for killer. Then noticed the almost double BP amount on average and started learning. Was a killer main then until I noticed (and got told) I need to play both sides to get better at both roles.
I'm mostly 50-50 and start maining something when I want to prestige, clearing the items / addons right before that. And sometimes other reasons like "wanna keep the low rank killer to get into yellow ranks next season, so the new killer adept is easier to get because of the double pip condition".
Th-ee and Th-uh actually has rules. If the following word starts with a vocal, it is Th-ee, Th-uh otherwise. These are rules for more fluent speaking, meaning that the spoken word is relevant, not the written one. Samples
Th-ee average, Th-ee income, Th-uh condition, Th-uh poll
But due to how you speak it: Th-uh (y)unit, Th-ee RNG (ar-en-gee)
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@Orionbash said:
https://forum.deadbydaylight.com/en/discussion/comment/1019826#Comment_1019826
Where do I begin....
1) Just because I said survivors have received nerfs doesn't mean I don't acknowledge killer nerfs as well. However a lot of them are justified in my opinion.
2) I've said to another user in this post that I agree that some killers need a rework and that there are definitely some balance changes that need to be seen.
3) The reason for the ruin nerf is because we had a lot of killers depipping on purpose and going into low rank games and survivors were getting absolutely demolished by ruin. Those are the survivors that complained. And rightfully so. Ruin is devestating when you're just learning the ropes.
To 3) this is really not the reason why Ruin was changed. Don't know where you read this.
The stats even show the complete opposite. Red ranks had a 80% usage and overall ranks had 45% usage. That means, assuming equally distributed ranks, that ranks 5-20 only have 36% of usage. And I guess, as new killers first need to level hag, unlock ruin, then go to other killers and hope to find Ruin in the RNG bloodwebs, that those low rank newbie survivors see waaay less Ruin than every third game. We currently see low rank killers matched up with red rank survivor teams because pipping is too easy. So where on earth do you see depipping killers using Ruin against newbies? If that would be the case, there wouldn't be such a big gap between red rank ruin usage and overall usage
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@Orionbash said:
https://forum.deadbydaylight.com/en/discussion/comment/1019771#Comment_1019771
Ruin made killers worse because it allowed them to rest on the robotic method of winning the game. This is no longer the case. And if you want survivors off of gens completing a different objective (cleansing totems) I recommend you start breaking Devour Hope or NoED. Killers are constantly talking about how they want more objectives for survivors...well, if killers all start bringing DH or NoED survivors HAVE to cleanse the totems or they're punished for gen rushing. Especially in the case of NoED.
And survivors messaging you after the game to complain is not a valid excuse to not bring it if you want to buy yourself more time/secure your victory.
"allowed robotic method of winning" ...
mhm...
soooo... you're telling me, the pure extra time, that a match lasted longer, caused "robotic methods" whatever that means. And that automatically implies that killers are not able to improve their mindgames, their predictions, their optimization in power usage and whatever is needed to become a better killer? Just because they have enough time, they keep swinging at windows and miss, don't learn to read Dead Hard or spread pressure?
Are you sure you posted an argument here? I really don't get you
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The Pin to apply broken combined with Thana and Dying light works quite well too
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1020028#Comment_1020028
It would have been cool to get Coins, however, the only Lunar Event Cosmetics so far are the two released yesterday (Legion and Jeff) and the ones you will get for logging in later (Nea, Dwight and Billy).
So I doubt that there will be any coins, because it would not be cool at all to let people pay for the Legion- or Jeff-Skin now and gave them away "for free" afterwards.
I would have expected a Offering for more BPs, but sadly it is only Cosmetics and Firecrackers for Survivors.
You could buy the 2019 blight cosmetics before the event started. The currency to buy them was achievable in the rift and this is how all events are supposed to work in the future. No alternative objectives anymore. Let's see if it gets activated today or if they completely refuse to do any more effort for events
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@HYthinger said:
lol thats the reason i didnt get dsd as doc the whole day. and yea noticed freddy bug too. interesting that not only killer stuff is bugged atm.
But like everytime survivor bugs are gonna be fixed in a week while killer bugs will stay a while. i call it. ds is fixed in a few days and freddy gets the f card
Do you remember how old the wraith bug is? Half a year? Longer now? When getting lightburnt with a flashlight, you are visible, have TR but cannot attack, as your M2 action still says uncloak. You need to press M2 to cloak and then uncloak again, while you can be lightburnt again
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If it is just about to win, it is fine. If it is to just trigger the opposing force, it is bad. And that sadly just gets clarification in endgame chat, and there it is too late to adjust your gameplay, mostly ending in hate speech
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Nurse and spirit didn't have the highest killrate. Freddy had. Redrank nurses only were even higher. Nurses addons did nothing to that. There were OP addons, but most red rank nurses claim to play addonless and perkless. At least addonless, because they mostly just shake up muscle memory.
About the pick rate of Ruin and DS: there is no stats about DS usage, so just your assumption. From my side, you see more likely 3 of 4 survivors running DS than no one. Can barely remember games without an obsession to be honest, that is maybe 1 in 15 games. Also, when there are other changes to come regarding gen times and whatever: they should come in the same patch. Are we supposed to play these 5 minute games until the next chapter? I'd rather stop playing for 3 months then.
Agree on the point that many react quite respectless on many things the devs and mods respond here in the forum. Regardless of that, the cause of this anger has a reason, like adressing survivor frustration in the latest patch but not killer frustration in any way.
And totally agree on the last three short paragraphs. The oreo one as well, but I like them in my McDonalds icecream most.
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It is also the most frustrating perk for killers imo. Even more than DS. But it has two sides. I had to face 2 of them last week. They had so much fun double stunning me during a chase with someone else, that noone actually was working on gens. The game took 15 minutes and all died with 2 gens left.
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GUYS?!
Can we STOP to complain about the WHOLE game and get back to topic? Did anyone of you even play Freddy to confirm the change or are you just guessing and flaming at each other because of habit?
Any feedback that relates to OP or just to the insults? PLs prefer to respond to first one
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Can I block Ultra somehow? There is nothing constructive coming, just spamming a bunch of unreflected crap comments. Just like he plays Freddy snares I guess.
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They should give bonus BP though. Not sure if this is activated with the tome in the next hours. If not, they can shove up their events up their ....
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Just one thing about the Ruin debate. I don't see how Ruin makes killers worse. It is not increasing your lunge or movement speed, everything you do is as you do without ruin. The only thing Ruin did was buying you time. Even if it was cleansed within one minute. At least there were probably 1-2 survivors walking around to search for it. If you hoooked one person and Ruin is gone: fine. The game just started to roll. 1 on hook, at least 1 to unhook, 50% slowdown.
This is gone now. Almost every game begins with 1 gen done after the first hook, second done most likely during the second chase. Apply pressure? Tell me how to pressure 4 survivors.
Really curious about the next stats release. I'm expecting to see something like "average game time needed per gen pop: 50 seconds"
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Post it in the bugs section
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Sure they died on hook? Sacrifice is only hook kills, no bleed out or Mori, not sure about EGC kills. When I did the challenge, it was alright
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Just played survivor so far because of the bug ugh! without ruin. Had half of the game hard campers that got rewarded because of stupid survivor reaction and the other half went normal. 3 games against ruin with a 3 escape min, not really affected heavily by ruin from what I noticed. Ruin was gone everytime around 2-3 gens done
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1018727#Comment_1018727
Both after and during, I've intentionally waited to get shocked by a doctor to even test it. So far no issues vaulting either way. I need to get into a custom game I think to actually find out.
My question has been answered though, it's just now I have more lol.
That's most likely deditaced servers, like you cannot really do the perfect timing for dead hard anymore. You should see the lighning icon beneath your perks on the bottom right. As long as you see that, you should not be able to vault
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@SnakeSound222 said:
I'm really curious as to why the devs didn't make Doctor's afflictions work at tier 1 to compensate for the nerf. Dropping to tier 1 wouldn't have bothered me as much if I could still use my afflictions effectively. Currently, Madness 2 is stronger than Madness 3, which is something that shouldn't be happening.
As for the other changes, they're ######### terrible. It looks like the devs just looked for a part of his kit to neuter for rank 20 Survivors and they happened to choose Snap Out of It. It's very close to becoming another Deep Wound situation. It really sucks that the devs decided to not listen to our feedback on this.
Because they made no thoughts about the addon changes, just roughly adjusted them to fit the new way. There was another thread showing a calculation. It literally makes no difference for most of the madness increasing addons, as the passive increase from static field is gone. You need the same amount of shocks on most addons.
I also don't understand the reason to get back from madness 3 to 1. If you want to make use of the addon afflictions, it is better to keep them at tier 2. You can drop from tier 2 to tier 1 by staying outside of the terror radius, correct? That should be sufficcient. For example the aura reading addon. Helps you finding them again. Same effect on tier 3 without addons. But if you run the addon, you should definitely not get them to tier 3, as they can easily remove that benefit. In tier 2 they need to stay outside TR for some time which gives you some illusions to get back to them. If you bring them to tier 3, you get maybe 1 illusion and the effect is gone
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Crutch is such a popular word right now...
And I just throw in another set phrase on this one. You like to take away some old mans crutch? Evil little being. Everyone knows why Ruin was used 80%
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The shock itself pretty much blocks everything. I read in the patch notes that also flashlights are not usable anymore when being shocked. Same for throwing pallets or vaulting.
The madness only blocks any kind of interaction on Tier 3. Interactions is not vaulting or pallets, that would be OP if you cannot use anything needed for the chase, interactions is repairing, healing, mending and using items in general.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1016665#Comment_1016665
It's the same, kicking a generator normally applies the damaged effect, so does new ruin (except it's better than normal but worse than PGTW). They intentionally made it not work with PGTW and Overcharge to not make it UBER Tier...
If you had a perk that could apply multiple Overcharges and random PGTW effects on certain generators that a Survivor gets off of when they see the Killer in sight, than that'd be broken.
I can agree that it's not the same when it comes to normal kicks working with PGTW and Overcharge, but it still works like a kicked generator... where it doesn't let you kick it again while it's being damaged. It was intentionally designed this way to avoid such a strong combo being made, imagine Surveillance, PGTW, Overcharge, and new Ruin working together... that'd be an insane tracking perk with super strong bonus effects being applied.
Generator regression and kicking a gen is not the same. Kicking a generator starts the regression, but Ruin does not kick gens. That is why "intentionally" Ruin does not work with Overcharge. You actually say the same as me, right after you say kicking and regression "is the same".
Basically we talk about the same, but to understand the mechanics WHY something applies and something else not, it is important that kicking is not the same as regression.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1016614#Comment_1016614
It's the same thing as if you kicked it, the added bonus is that it gives a 200% bonus regression penalty because of Ruins new ability.
Hence why it's unkickable since it's basically the same if you were to kick it yourself... except worse.
It is not the same. If it was, it would apply Overcharge for example. But it doesnt. Surge also does not, as it is an explosion, like on a failed skillcheck. There are no perks that simulate a kick so far. Regression is what happens after the kick
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@BBQnDemogorgon said:
No. Those are event exclusives from years ago that can't/should never be purchase able or earn able again.
More exclusives are coming though from today until feb 8th for dwight, nea and trapper.
well, they made the latest blight cosmetics purchaseable before the event even started. If they can make money with it, rules can be bended
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Work against. Ruin and Surveillance are regression based, they work together. But kick based perks like Pop, and Overcharge don't work. Surge only works while someone is working on the gen. So Ruin blocks pretty much everything else.
But the combo with surveillance is pretty strong, because you get instant information all the time as soon as someone leaves a gen and when someone gets back
EDIT: to avoid confusion. @FireHazard said damage. This is not equal to the kick damage. It starts the regression, thats it. No Kick effects applied
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@Zixology said:
Have all survivors in the basement and then block the exit and go afk. Or just corner trap someone and do the same thing. There are also dead end rooms in maps like The Game and Hawkins that allow for it too. Honestly, there are several ways a killer can hold the game hostage.
The basement thing was removed, you can pass a killer now eventually. And "several ways" is actually just body blocking, but on different spots.
Btw how do survivors hold the game hostage? Refusing to do gens shouldn't be the case, you still can find them somehow as they have to move to not get shown by crows. This just extends the game for an annoying amount of time but doesn't take the game hostage. The only thing I know is make use of a glitch to get somehwere where the killer cannot land a hit anymore and refuse to leave that position
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1016320#Comment_1016320
First paragraph:
"like 4 Perks", you can see that as an exaggeration. But in reality, it is not that much more. Because for every new Perk, there is already a better Perk. And they even limited it recently because of the BL-Nerf. I mean, I play usually with my Perk Build which is DS, BT, DH and Iron Will. However, when I level up a character, I dont have all of them, so I grab what I have. Sure, many Perks are on an "Ok"-Level, but there is not really a reason to pick those if they get outclassed by others. Like, why should I use Lithe, when I can go for Dead Hard instead. Or why should I ever consider using Babysitter, when BT is way better. Or why should I use Lucky Break, when Iron Will is also a stealth-Perk, but not time-limited? Or why should I think about using Aftercare, when I can take Bond? I guess you can make that for every Perk for Survivors and end up on the Basegame + Free DLCs + Halloween-DLC. And I dont think that this is ok, but BHVR is afraid of getting really good Perks into the game (for both sides). I wish they would bring something which is more like "bring a new Survivor to Level 40 and then teach the Perks to every other Survivor, but never use them" (as always: MoM is the exception, but it was a Cashgrab).
On other hands, Killers (and coming to the second paragraph):
The way I see it is that Killers usually get a quite useful Perk, a Niche Perk and a garbage Perk. Like Spirit with Spirit Fury (useful), Haunted Grounds (niche) and Rancor (even tho it is not entirely garbage, but there is not really a reason to use Rancor)... Or Legion: Discordance (useful), Iron Maiden (Niche), Mad Grit (garbage)... You can at least get something out of most Perks, and even if it is only useful for specific Killers. Sure, Blood echo is only useful for some Killers, but it is an Option, because Killers have a different playstyle. And therefore, you have more variety in the Killers side, because some Perks are really good on specific Killers, but outright Garbage on other Killers. Of course, when you see it the other way around, one specific Killer is also limited to a set of Perks and others are not really useful on them.
To your first point: sure, there is a lot of crap around, which is I think simply based on the fact that there are too many perks which cannot be completely balanced to make them equally distributed with pick rate. As you said, especially the ones that outplay each other because targeting the same area.
But what about the combos I listed? And there are probably more I don't know or just forget. And Distortion is also a really good perk, to mention just one, giving you precise information about the killer you could just guess without it. Especially regarding aura reading addons, not only perks. Even if you leave the game with 3 stacks, it gave you the information "has no BBQ or nurses, so I'm safe here". A good perk rarely chosen
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1016252#Comment_1016252
The Thing is, Killers got quite decent Perks with nearly every Patch (I would exclude Stranger Things here, all of Demogorgons Perks are garbage). Also, Killers have more variety in their Perks, because they have different playstyles. You will never find the same Perks every game on the Killer Side, because you dont go against the same Killers all the time. You get an M1-Killer who has Perks like Enduring, Brutal Strength and whatever, next game is a Spirit who will not use any of those Perks.
The only Perk I really need is DS, because Killers are tunneling. Because this is the best way to win a game, elimininate one person early and you have it easy. And after playing a whole evening without DS and getting tunneled in most of the games (because no DS after first Unhook usually means, no DS at all), I dont play any character without DS.
And the rest... Well, its there, why not use it? I stopped caring that much about Killers, because they dont care that much about Survivors either.
But you just said there are only 4 good perks for survivors, this now sounds different, like there is just DS mandatory and the rest is free to choose from. I think there are pretty many good perks. Currently I run Detectives Hunch + Inner Strength a lot, on Stranger Things release I played a lot Better Together + Prove Thyself, with indoor map offerings I liked to play Lithe + Quick n Quiet + Dance with me, or replace Lithe with Head On for every other map, item builds, rabbit build with Premonition + Lightweight... there is quite a list that is really not bad. You just can argue "there is better"
And regarding the killer perks, you can see it in two ways. Like half of the perks don't really support the killer's playstyle and so don't make any sense to select. For example blood echo is really good for Legion and Oni, but hard to make any value on other killers.
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@JayDoesGames said:
as someone who plays both sides, I think it’s killers who force the meta tbh. If they tunnel and camp then that makes survivors use DS and BT, Slugging - unbreakable or adrenaline
Kinda disagree. The sweaty red ranks just love to run perks that increase toxicity. If you can abuse it, they will. No matter how fair the killer plays. They won't stop with their play, rather increase the tbaggin to show their superiority
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@AAAAA said:
https://forum.deadbydaylight.com/en/discussion/comment/1016196#Comment_1016196
Counter to Balanced Landing is Azarov's Key
And when you don't waste all your offerings in fear of BL?
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David is a veteran. I'd say. But still I'm wondering what will happen about the lore. There might probably be more lore to the characters in exchange to the Entity and the Alchemist from tome 1 but I didn't check that while on PTB. But I also expected some more base characters instead of DLC characters. At least they are purchaseable with shards though.
I don't like charms at all, especially for survivors. They are somehow clumsy attached to the belt :/ But I like several of the new cosmetics and I like that the elephant set (at least the clown, didn't check all sets) are completely unlockable on the free path. Last rift the sets were split between free and purchaseable path.
When I can finish the rift, I will unlock it at the end (assuming you will get your auric cells back like last time). I will keep my balance always above 1000 to make sure I can unlock the next rift again, unlikely that I pay more money on auric cells. Last time I spent was to remove the stupid strings from Ghostface that wave to the survivor like "hello! over here!" while leaning around the corner so it really needs a reason I spend money on cosmetics. But being able to stall 1000 cells in the game to unlock a bunch of cosmetics every 3 months is kinda worth it.
@OmegaXII said:
Basically it forces people to buy the dlc or grind to hell. They love money :)
I'll be okay if they make these characters more accessible for players without spending money
At first sight I would disagree, it is still just about cosmetics and no one is forced to anything. But I might actually think different when I see that you need the doctor to finish a level. Still about cosmetics, but also about challenges in general with BP rewards. If you cannot progress to the next level without a specific character, that would be pretty bad then.
@epyon said:
Making DLC characters part of Tome challenges is kinda of a dogdy move in my opinion. Unless they give all people access to these for the rift's duration.
I like that idea. In Quake Champions there is always rotation on unlockable characters being available for a few days to test them. That would be a great feature to add to the tome to feed some curiosity. Btw, does anyone know why exactly splinters got deactivated? :(
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@Respectfulnancymain said:
https://forum.deadbydaylight.com/en/discussion/comment/1016107#Comment_1016107
Idk i see alot if killers using them at red ranks but the same could be said for the survivor second chance perks
Ds:slug
Bt:dont tunnel
Dead hard:dont swing
Don't know what you call meta. I would expect that to be in at least every third game and it is far from that. Both perks are pretty weak on their own, so you need to spend half your slots for this combo. And I only see that "more commonly" on insta down killers like Myers, GF or Billy. Can't remember when I last saw that on Hag, Huntress, Doctor, Demogorgon, Freddy, Spirit...
Btw I think this thread is half of a troll. Like recognizing that "frustration" is the keyword to trigger changes and just throwing it into the room to check for resonance. And trying to join that. Another keyword is counterplay. Spirit Fury got early pallet drop, NOED got totem cleansing, Bloodwarden got 99ing gates. What is the counter to Lithe and BL? DS+Unbreakable also has no counter, this is even a counter-the-counter combo. Really frustrating, nerf pls
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I first saw Hillbilly attacks as survivor, with that swing that downed everyone. After that playing Billy. Sprinting around the first few times seeing the "chainsaw swing" at the end of the sprint. Then, when I had the chance to down a survivor, I let go of M2 right the moment I could hit, to start the deadly swing animation and getting mad how that could not have hit
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@NDwight88 said:
https://forum.deadbydaylight.com/en/discussion/121768/noed-and-ruin
Noed is like insurance that a killer will get some kills and it’s annoying to survivors because like you said, killer does nothing to earn it. Sure you can take out all totems but without a solid team it rarely happens.
So Noed, while effective, is a total crutch perk that gives unskilled killers kills they otherwise wouldn’t get. Sad thing is, these killers who use it every time never get better at game either so who gets the last laugh? Hmmm
You think killers don't get better when playing the majority of the game with 3 perks?
It's funny that this "takes no skill or action to activate" comes out that quick on this topic. Does it take skill to drop down somewhere or vault something to get the rush from Lithe/BL? Or is that actually enough action to verify a second chance? Or that 'well timed' sprintburst that simply allows you to sit on the gen for the very last second, or even sit on dead area gens and escape to the next loop. Very high skill cap and difficult action necessary.
And I would even say, the action the killer takes to get this 'reward' is: playing with 3 perks until EGC. Totally worth it. Still counterable by cleansing totems. So it is actually in the survivors hands if it happens or not. NOED punishes survivors to not go for totems. If they do, the killer at least gets the reward of slightly slower gen progression. I totally see no problem with NOED. It even is not a huge problem most of the times when it still activates, unless 2 survivors are already dead. And if the killer achieves that with 3 perks, I'd say "deserved".
(of course there are edge cases, I'm not protecting super boring insidious campers with NOED. Just saying the perk itself is fine. But as many other things you can abuse it, like DS)
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I like to play rainbow map in SWF with keys, for the emergency exit. So you still have a chance when facing a sheety or ultra sweaty killer. We started to like that once we tried to get the 4 man hatch achievement. But that will most likely be nerfed soon, so might be time to either waste them all :P or to take them as alternative for detective hunch, so there is another free perk slot (used it also to get the totems for inner strength and to counter noed / devour / ruin.
But the map is actually better because you can choose when to highlight auras. Sure, not that range, but totem spots are roughly known, so just run past them and watch out for the map scout score event. And with two stamp addons the range is pretty decent as well.
Beneath that, the aura-for-all or landmark addons can be super useful as well. Mark a hex totem or show others some totem spots even while you are in a chase? Love it. When running consumption or duration addons, it even might help to see trapper traps :P does that work against hag too?
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@Danielgdp3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1014422#Comment_1014422
Yeah but your saying that killers can't expect to girin for corrupt, when obviously this spirit player has grinded to get ruin so what's the difference
The OP also didn't say he grinded for Ruin, he just has it. And I'm still saying you had 3 worthy gen protection perks where they removed one of them. So up to level 50 you have less chances to get one of them. That's the difference. And ruin was the most common one. So whatever was on the bloodweb, be it a super OP addon or BBQ, I'm pretty sure on certain killers everyone would be going to secure the Ruin, because it was mandatory to have.
Another thing I had in mind when talking about already leveled killers, if you already pushed to level 50 and ignored Corrupt because it is simply not that strong (except maybe Hag, Demo, Trapper) or you already had Ruin, then pushing your level further is mostly just a BP waste. In addition, that Corrupt is pretty weak on Tier 1 and Ruin / Pop already work fine on Tier 1
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@Well_Placed_HexTotem said:
https://forum.deadbydaylight.com/en/discussion/comment/1014487#Comment_1014487
You’re talking about big brain survivor plays. DbD is being balanced around the new survivors and potatoes now.
And the problem we have with the ruin change is the red ranks. Most noobies are scared and don't hop on the first gen.
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@Well_Placed_HexTotem said:
Um, didn’t you know New Ruin is an end game perk? Don’t worry about what it won’t do early game. It’s insidious, not to be confused with the actual perk Insidious. These survivors won’t even know what is going on when the instant they step off a gen it sparks and smokes and starts to regress.
It will be quite common to tap the gen and check, ez reveal. And an even bigger problem with SWF again, as the Surveillance combo would reveal all the gens but only needs one person to do it to inform the comm mates
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I never said someone relies on getting Hex: Ruin. Same here, if the majority of killers don't have it, they cannot apply pressure. But with the Ruin change there is one perk less in the mass (beneath Pop and Corrupt) that helps you out with it
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1014286#Comment_1014286
From my experience I am not always allowed to open the exit gates as a killer:
Some for obvious reasons like once you close the hatch you can no longer open the exit gates as EGC has started.
While other times I couldn't open the exit gates even if I wanted to.
So can I ask this: What are the conditions that prevent a killer from opening an exit gate?
You can open it only if all gens are done and the EGC has not started yet (by closing the hatch, which you can do before the last gen is finished)
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@LustForBP said:
https://forum.deadbydaylight.com/en/discussion/comment/1014168#Comment_1014168
Point proven right there. You added yet another method to give survivors another chance to escape. You clearly can’t read either, nothing I said is about kills.
This is just to regard as a second chance if the survivors are considered dead at that point. As EGC is not to kill but to end the game, it is not a second chance
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@Spooky13 said:
https://forum.deadbydaylight.com/en/discussion/comment/1013339#Comment_1013339
I'm on Xbox so I can send messages specifically to the guy who DCed. There is no post game chat on console.
ah ok, didnt know that
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You have to close your eyes, or I can see you
Insidious
I! Will! Get! You! Eventually!
Relentless
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@kate_best_girl said:
https://forum.deadbydaylight.com/en/discussion/comment/1010666#Comment_1010666
Well her RBTs are extremely useless to the point where survivors don’t find them lethal at all so maybe a tiny lethality bonus to them but that’s not the MAIN focus. The main focus is mostly the fact her in chase pressure sucks majorly and she’s easily demolished by a slightly well co-ordinated team.
RBTs are lethal if not taken serious. That's the trick behind it. The RNG thing is how much time they stop survivors from working on gens.
I think pig is ok, can't say how to buff her. If buffed, just give her one or two more traps basekit. She is a stealth killer and that is already a good feature. The sound from the ambush might be put to where she actually starts running, but that's it. But I guess that would raise the "conterplay" yelling instantly XD although the dash would still not be that good. Mindgaming on pallets with the dash is pretty hard
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@Spooky13 said:
As a survivor I never GGEZ unless the killer was REALLY toxic, like, facecamping as Bubba with an Ebony Mori, NOED, the best addons, ect. As a killer I only GGEZ if say, I down someone and they immediately DC.
you don't know if the DC guy still reads. All the other ones getting screwed by the DC already then read an "ez" afterwards. I guess in most cases you get the wrong persons with that, even if you addressed the DC guy
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@NoShinyPony said:
I'm not writing "gg ez".
If the killer played "normal" and just had a bad game, I might gift them a kill at the end of the match. Killers can gift hatches, survivors can gift hooks.
to be honest, I have seen this ONCE in my entire 2 year DBD carrer. And I would rather prefer a survivor say "nah, I spawned beneath this lit totem, let's push through a gen first before I cleanse it". But that "gift" will be gone this week anyway.
I never said "ez" so far. I sometimes get insulting, but not very harshly and only when the killer started to play really bad without any reason. Like camping on 5 gens left or something equally obvious. Mostly, if the game somewhat went normal but I expect post game salt, then I even wait for a first reaction before I type something. Cuz it feels bad when you type blaming sh*t and then read some apologize for unintended scenes
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@Danielgdp3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1013152#Comment_1013152
Yeah I'm telling him to invest in it
You cannot rely on just getting it. You have 17 killers that can have up to 74 perks. It takes like 5 million BP to get every perk and you cannot expect to get that one perk until level 50. And you need that for every killer (you want to play). How much time do you expect someone to invest until he finally can start playing?
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@JawsIsTheNextKiller said:
If ruin got cleansed immediately it would be the same. If the survivors couldn't find Ruin until late game, its almost a free win. Night and day.
Ruin was awful and I'm glad we are seeing the back of it. Imagine nobody playing a new killer because they haven't unlocked the ONE perk that would give them a chance of a win.
But we need something in the base game to help with with gen times. I'm confident the devs are working on something, but they need to tell us how long we will have to wait otherwise people are going to defect to Civilization V.
High risk, high reward. The only really bad side was when survivors spawned right next to it. If you have one or two survivors search for the totem and find it in the first minute and cleanse instead of working on gens, you already have a good amount of gen progression stopped.