Deadeye
Deadeye
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@Kwanghyun said:
Seriously...there is times when all you deserve is a 3k because the gens were done and you couldn’t stop the last guy from opening a well deserved gate. Or even if they find the hatch that’s fair enough. BUT why the hell does the freaking hatch spawn when the survivors did littearly 0%of their ONLY objective (which could be done insanely quickly especially with new ruin) and still escape. Even if you are the one who finds the hatch first the game still gives a chance to the last potato and powers the gates, and most of the time you get there it’s already opened and you see the last trashbag survivor tbaging at the gate like they won, but again they did freaking NOTHING. A game where the killer completelly dominates (which is thanks to the survivors being bad) shoulnd never end with anyone escaping. They littearly get TWO more chances to get away and it’s just dumb. I advise that, the hach should only spawn from 2 gens like before. Being able to close it was not a trade off but necesarry. There is no reason for it to spawn when nothing is done.
Actually there is a reason why they changed the hatch to always appear: avoid never ending games with hiding survivors.
If you think they don't deserve the escape, go the sweaty way and start slugging to search for the hatch before anyone can escape
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@PigNRun said:
Alien. Not Predator, just Alien, a Xenomorph with (optionally) a Survivor. Extremely unlikely, but it has been my one wish since Demodoggo came out. The futuristic spaceship setting would definitely be out of place, so they could settle with either the city from AvP(2 or 3?) or the underground temple from AvP.
As map I would also love to see a Weyland Utany indoor map. Optionally a survivor? Ripley would be a must! She is like an archetype of a survivor
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@newavitar said:
https://forum.deadbydaylight.com/en/discussion/comment/1003973#Comment_1003973
I'm talking about a points loss for the person having the action done to them. Genrushed killers get no points and tunnelled survivors get no points.
alright, that makes sense
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@Kbot22 said:
@newavitar it isn't the survivors fault that the game is helariously unbalanced at high rank play, Gen times need to be seriously looked at I've had game WITH old ruin that the gens were done in >5 min and that just shouldnt be possible. Also what do you expect the survivors to do follow you around? There aren't that many things to do as survivor if you aren't doing gens. Ig you could search chests or do totems but it really isn't worth it just for a trash item or a measly 1000 points in a category you will fill anyway unless you an immersed claudette.
And then complaining about NOED. And you would wonder what game wrecking stupidity survivors do for that measly 1000 points on unhooking, just because it is a 5 second action instead of a 14 second action. And how fast multiple survivors can run to be the first to do so
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@newavitar said:
https://forum.deadbydaylight.com/en/discussion/comment/1003425#Comment_1003425
No. Using the common definition of tunneling, i.e downing a survivor too quickly after they've been unhooked, or getting into a chase with them immediately after, it falls under the exact same definition and results as gen rushing.
Why should I go after the healthy, still 3 hook survivor when an injured, 2 or possibly 1 hook survivor is right there? And why care about people blocking or body blocking when it means they're ignoring their objective to try and save the other survivor?
Because it's a nice thing to do to make sure everyone has fun.
Why should I slow down on gens when my objective is to get them done?
Because it's the nice thing to do to make sure everyone has fun.
What exactly is the "No" about? You pretty much say the same as me. The point I disagreed was just the part about depip and no points. But you don't explain why you get less points by tunneling. Tunneling actually grants you points the moment you do it. You are in a chase, you hit / down and hook someone. Points loss happens when you refuse to play the game, and that happens when camping the hooked survivor. And that are 2 different things.
Btw where did you find the common definition of tunneling?
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@YaBoiFreddy said:
https://forum.deadbydaylight.com/en/discussion/comment/1003529#Comment_1003529
Why would I listen to someone with no facts and is trying to tell me I'm wrong when it clearly says it on screen?? Next ull tell me sky is green cause it was in a streamer video 😂😂😂
You are ridiculous and absolutely not funny. I gave facts with the achievements which exactly describe your descriptions of "reportable body blocks". Which you ignored twice now. So no need to take you serious in any way.
And by the way, you should READ more cleary yourself. I wrote " 'taking hostage' body blocks" and your screenshot says "taking GAME hostage". Body blocks not necessarily take the game hostage and taking the game hostage is not only been done by body blocking. "taking-hostage body blocks" is simply trapping a survivor in a corner or dead end.
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@YaBoiFreddy said:
https://forum.deadbydaylight.com/en/discussion/comment/1003515#Comment_1003515
READ clearly says examples taking game hostage, body blocking do u not see the "," taking game hostage is 1st example and body blocking is a 2nd exactly u have no facts please stop its obvious u wrong here and you got no facts.
Ok, go on ignoring everything else I say. I'm out of this discussion. Go troll someone else
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Die meisten Killer muss man regelmäßig spielen damit man die Kräfte einigermaßen drauf hat, selbst Fallensteller. Da wird dir auch mit der Zeit auffallen, dass es einige Standard Spots gibt, die man einfach trappen muss und andere, mit denen die meisten Survivor rechnen und einfach umgehen können. Der Trick ist dann, die Laufwege zu kennen und die Fallen da hin zu legen, wo man nicht sofort mit rechnet oder in einer Jagd nicht unbedingt hinschaut.
Mir persönlich machen die meisten Stealth Killer Spass (Geist, Ghostface, Schwein) weil man ohne den Terror Radius halt deutlich leichter in eine Jagd kommt oder Überraschungstreffer landen kann. Die meisten funktionieren super mit Ruf der Krankenschwester.
Ansonsten spiel ich gerne Spirit und Freddy, die sind relativ stark. Ansonsten spiel ich eigentlich alles abwechselnd. Meistens spiele ich irgendwas dann mal intensiver um die lletzten Addons weg zu spielen und dann zu prestigen, damit ich wieder neue builds und Addons bekomme (prestigen ist nur zu empfehlen wenn man viel spielt, sonst verschwendet man zu viele Blutpunkte)
Auf Survivor Seite hab ich mit Claudette angefangen, die hab ich mittlerweile auf Prestige 3 und mit allen Perks freigeschaltet. Die ist mit den richtigen Klamotten am schwersten zu finden, und Selbstheilung hat am Anfang einfach am besten geholfen. Mittlerweile bin ich "Dwight Main" und hab den auch auf Prestige 3 mit allen Perks. Was die Startperks angeht, würde ich für Neulinge Nea oder Feng (oder eben Claudette) empfehlen. Davids Perk für mehr Blutpunkte ist zwar auch gut, um schneller hoch zu kommen, aber sein Erschöpfungs Perk ist mit am schwierigsten einzusetzen. Da sind Nea und Feng leichter
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@YaBoiFreddy said:
https://forum.deadbydaylight.com/en/discussion/comment/1003501#Comment_1003501
No bodyblocking in general is reportable of fence whether it be camping a hook as I'm tryna hook wedging me to a pallet or blocking survivors in general show me ur facts where it says body blocking is acceptable.
Show me your facts. That screenshot refers to "taking hostage" body blocks which can't be ignored. So why does every streamer body block, to deny hooks, take hits to protect others, and has not been banned for it?
I already gave a proof: There are achievements that request body blocking of the kind I am talking about, which is "Bodyguard" and "Take one for the team" for example.
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@YaBoiFreddy said:
No I quoted u saying "what? Pretty sure it isn't" u quoted me saying ignore bodyblocks cause it's a reportable of fence.
https://forum.deadbydaylight.com/en/discussion/comment/1003494#Comment_1003494
Are you trolling me? Your first quote was on my long post with answer "Your suppose to ignore body blocks that's why it's a reportable offence". And in that post I talked about taking hits. The body blocks you talk about are not even ignorable, which is why they are reportable
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@YaBoiFreddy said:
The comment I made was body blocking is against the rules u said u were sure it wasn't u are wrong.
https://forum.deadbydaylight.com/en/discussion/comment/1003484#Comment_1003484
I'm expecting you refer to my body blocking statement as you quoted me. And I was referring to "taking the hits" and that is not reportable
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@YaBoiFreddy said:
https://forum.deadbydaylight.com/en/discussion/comment/1003466#Comment_1003466
Cause u haven't read everything sometimes I wonder if we even play the same game twice in 2 days some know it all trys to say I'm wrong
Yeah, lol...
This body blocking is targeting killers that trap you in a corner without the survivor being able to react on that. Not "Taking the hit for someone". There are actually achievements and perks requesting that...
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@YaBoiFreddy said:
https://forum.deadbydaylight.com/en/discussion/comment/1003425#Comment_1003425
Your suppose to ignore body blocks that's why it's a reportable offence.
What? Pretty sure it isn't
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@Snapshot said:
Yes, that would be a great idea!
It would also make things more consistent (the devs strive to do so lately anyway) and also balance loops where a survivor cannot just vault after vault after vault very quickly but like with windows, has to run up to the pallet to fast vault. Remember: pallets do not even entity-block like windows!
Would increase the skill cap of certain loops, and reward more experienced survivors :D Would love to work out how to adjust looping based on these changes, it would be something new, finally
Thanks for this great idea! Hope the devs notice it. @Peanits
Pallets are not blocked by entity but as @Fibijean said, you can destroy them. You cannot destroy windows. And on top: it would mess up with all the placed and reworked pallet loops of all maps. There may be several that are regarded garbage anyway that need to be adressed, but the ones working right now would also be changed by that. The current aim to have more and less safe pallet loops would need to be reworked on all maps that have already been reworked
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Ehhhhmmm disagree. On one point. Tunneling is not a depip and low points, that's camping. Tunneling is, as you said, getting someone out of the game quickly. That's not done by waiting at the hook for the unhook and insta down or securing the "death within 2 minutes". Tunneling is ignoring free hits / body blocks to get to the injured one down and out of the game.
Tunneling is not when you simply down someone and hook him the second time. Many people call it tunneling if you don't let someone go just because he was already hooked within the last 2 minutes, or when you have not already hooked everybody at least once. Even if that person survives until the end, you get called tunneler for that (sometimes).
But regarding the double standard, I totally agree.
Gen rushing is some difficult term. Tunneling, regarding your "objective" to kill people, tunneling can be more precisely defined because you are still progressing towards your goal when chasing the person that did the unhook. When you always go for the person that got hooked more often, it's pretty easy to call it tunneling. Calling it gen rush because someone is working on a gen injured is a bit more difficult to agree. Normally the speed at which gens pop, when at a too high rate, you start calling it gen rush. But when exactly? A gen every 60 seconds? Every 65?
I like to talk about gen rushing when the whole team or at least 3 survivors build up for that, like with Better Together + Prove Thyself, like two or three people bringing BNP and Commodius or Engineer toolboxes etc. Otherwise it quickly seems like whining when talking about gen rushing.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1001458#Comment_1001458
You'd be surprise at how often companies will sacrifice many of their beloved fans in the name of making a quick buck.
That's not my point. I simlpy said I don't like this style. This is not the first thread that states a "I promise you are going down". Mostly linked to "I'm unhappy with this, so if I quit, everyone will quit". Which is already ridiculous. But this 'subliminal' glowing-eyes, vanish-in-the-dark, voice-over "remember my words..." really nags me
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1001326#Comment_1001326
Stating common sense isn't a threat.
OP isn't threatening BHVR. They're asking them to please not shoot themselves in the foot by making silly decisions such as throwing the killer community under the bus by ignoring their problems and constantly catering to survivors, which has been happening for the past few months now and is setting a very bad precedent, and the wording of the last developer notes was incredibly bad.
I don't read this as "please don't shoot yourself" more like "If the game dies, it's your fault". And from the title I read something like "we warned you"
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For a better understanding: Do you have stats for usage of ruin for newer players?
Assuming equal distribution, when red ranks have a 80% usage and all ranks have 45%, there would be 36% usage for ranks 5-20. Expecting newer players to encounter ruin less likely than that.
What would also help to get better understanding (also regarding queue times): Do you have stats regarding rank distribution along all players? (maybe along all players that play at least once a week or something)
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The early game impact of Ruin was removed. Were there ideas about how to change it to still be an early game perk that simply didn't work well enough (or were stil lfrustrating) or was it intended to change it to be a mid-game perk? And are there plans to get more early game perks either changed or added in the future?
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@yobuddd said:
Chess pls! DBD themed. We all know Quinten deserves to the king on the survivor side.....
Let the grand debate begin! 😈
First thing: needs to be Blitz chess, as the queues are long but honestly not THAT long :P
Second: just saying David KING
In addition to that, I would put Jane beneath him, both in their muertos outfits
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@Almo first again a thank you to your time writing this thread and keeping track of it. I can imagine it is hard to crawl through this wiping aside all the unconstructive frustration posts.
I have a clear question and also indication why many people are not happy with the changes. As several threads already have stated, most care about the red ranks and can't follow the justification to newer players facing the great skill check punishment. Do you have any statistics on low rank usage of ruin?
It was said that there is 80% red rank usage and 45% all ranks. And that would mean, if ranks are equally distributed, that overall usage outside red ranks should be 36%. Regarding that new players don't main pick hag (according the latest stats) and would need to level her first before being able to unlock ruin and then go through the bloodwebs on their main killer hoping for ruin, it is more likely that new killers should be way below the 36% ruin usage. My guess would be 20-15% at most. And that would raise the question, if new survivors really are frustrated so hard by every 6th game, and why it wasn't clear that the change actually affects 4 of 5 experienced killers games and only every 6th game of the group that the change was targeting. Can you give any response to that pov?
Another, simpler question (or two combined): Regarding ruin and gatekeeper change, it reads like you actually confirm that it is expected to lose the first gen at the time the first survivor goes down. This is what I currently experience while trying the Oni adept. Was that really intended? From killer side it feels like it would feel for survivor side with one survivor starting on the hook. If this is not intended, were there any thoughts of a redesign that can protect gens early game as ruin is finally designed for mid to endgame? The only tool left now is Corrupt Intervention and that is not useful for all killers (Id say mainly for trap setters: Hag, Trapper and Demogorgon)
Thanks again for your effort
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Well, at the moment I would also say ranking and matchmaking and rank reset doesn't work at all, so removing it or let's say deactivating it for the moment wouldn't make anything worse in that regards, it would just increase queue times.
However, if ranking and matchmaking would work properly, it would, at least I guess, also fix queue times. So I would suggest to deactivate it for some time just so see if it helps while working on a proper match making and ranking.
The only problem I see right now: if they ask such a question, it looks like they don't really have an idea on how to do this properly.
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Hast du da ne Quelle für? Es wäre zumindest ziemlicher Zufall, dass ich grade dann häufiger grüne Items statt immer nur braune bekomme, wenn ich den Perk benutze
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I was about to pick Wraith as he has also a bunch of cool combos to play like the very rare speed kicker combined with the brown uncloaking on kicking, which can bring you into chase super fast after getting rid of the pallet, that can be really brutal. Also the aura reading or ultra speed while cloaked, both ultra rares are fine...
But decided to chose Myers as he has also a lot of useful addons and including my most fun to play addon build with scratched Mirrors.
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Befreiung hat seine zwei Einschränkungen nicht ohne Grund. Es wäre in der Tat zu stark, wenn man mit einem Perk so eine hohe Wahrscheinlichkeit erreicht. Das würde das Retten vom Haken redundant machen und wenn das mehrere nutzen und davon wissen, hast du halt nicht mehr einen am Haken und einen, der retten muss, womit nur noch 2 Survivor an gens arbeiten können, sondern konstant 3 Survivor an gens. Dann würden die gens grade am Anfang noch schneller fertig werden.
Wenn man das lila Glück offering nimmt und den Ace Perk + den Perk dass du insgesamt 6 mal versuchen kannst dich vom Haken zu befreien, kannst du auf ca 65% Erflogschance kommen. Das ist schon stark genug und benötigt immerhin 2 perks und ein offering. Aber selbst das kann man ja noch pushen.
Als Beispiel: Mit 3 Leuten haben wir mal mehrere Runden gespielt mit Erhöhe den Einsatz und dem Selbst-Unhook Perk. Von drei Leuten hatten zwei den Ace Perk und alle den Unhook Perk, dazu 3 von den lila offerings. Dem 4ten Mann haben wir gesagt was wir machen und dass er nicht zum Unhook gehen sondern gens machen soll. Manchmal hat derjenige dann auch noch den Unhook perk eingepackt. Der Ace perk stapelt die Boni, sprich mit 2 Ace Perks und den 3 offerings bist du mit 6 Versuchen zu 90% erfolgreich. Es kam selten mal vor dass es nicht geklappt hat, das ist dann natürlich blöd weil du eine Jagd damit verschenkst. In den meisten Spielen hat sich aber niemand um den ersten Haken kümmern müssen, so dass die gens in der Regel so schnell fertig waren dass niemand bis zum dritten down gekommen ist. Da benötigte es schon Killer wie Hillbilly oder Nurse, die dich einfach schnell genug erwischen konnten um Druck aufzubauen und dann am besten noch mit Barbecue gesehen haben wo sie als nächstes hin müssen. Darum: Ein einzelner Perk der dir eine Chance von 90% gestattet ohne dass du dafür was tun musst und danach auch keine Nachteile hast, ist zu stark.
Abgesehen davon: Glück geht ja nicht nur auf selbst befreien. Auch noch auf Skillcheck Wahrscheinlichkeiten (je mehr Glück, desto wahrscheinlicher dass die Erfolgszone weiter hinten ist) und auf Seltenheit bei Items aus Boxen z.B. Aus dem Perk kann man schon noch mehr rausholen.
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Das Ranking ist einfach im Eimer. Survivor kommen zu leicht nach oben und mit dem neuen rank reset wird sich das auch nicht bessern. Das Emblem System ist einfach Schrott. Darum sind die Wartezeiten auch so lang, weil in den entsprechenden Ranks einfach zu viele / zu wenig Mitspieler sind. Dann sagt der Server irgendwann "ok, nichts gefunden, ich such weiter oben/unten in den Ranks" bis man dann völligen Blödsinn zugelost bekommt.
Heisst natürlich auch, dass in den red ranks viele Leute sind, die da eigentlich nicht hingehören. Aber das ist dann Glück, ob man nen red rank bekommt, den man in 15 Sekunden down hat oder nen richtigen Profi, der einen einmal um die ganze Karte lotst
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Müsste am 21. Januar rauskommen. Die neuen Archive starten dann und ich schätze dass die zusammen mit dem ganzen aktuellen PTB Kram rauskommen
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@BBQnDemogorgon said:
The logic is there for bhvr if you look at the statistics they've given.
Killers are all well above 50% and Ruin had a 40% use rate across all ranks with 80% in red.
If you use that alone changing ruin makes sense.
The devs also never said skill checks are hard they said hitting great ruin skill checks is hard for new players that just picked up DbD.
Souls games are also hard for new players. Bhvr doesn't want to throw new players into a hard situation to overcome they want fun.
If red ranks play 80% with ruin and overall (containing redranks) is at 40%, I would like to know how much actually ran it in LOW ranks, that new players actually have to deal with. New players first need to buy the hag and get her up to max before other new killers (with which new survivors should be supposed to play against) can run ruin on other killers, adding RNG if they even get it. That takes a whole lot of BP before ruin gets to standard taking into account that they probably also don't have BBQ either to speed up the leveling. And so, like every 5th to 10th game there is a ruin for beginners or what? That would be my guess. If this is not true, it is probably the ranking system, allowing survivors to get up too quickly, and therefore a whole different story.
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Noone really "survives" the souls games. But DbD is really not a souls game.
And sure, every totem cleansed in 16 seconds is bad for the killer. But it already helped somehow if 2 survivors ran the map to find it within 30 seconds instead of doin gens.
The problem with the ruin change is still that low mobility killers have no way of pressure now. Which killers do you play to get your 3-4k? Let's not talk about Nurses or Spirits running ruin, that's a different topic.
In addition, I think red rank survivors are not really all red ranks. I don't see myself as red rank and regularly reach it every season. If the ranking system would actually work better, I think there would be way less killers found in the red ranks, just the viable handful. Which we probably never will find out. But I'm also pretty sure that the pickrate for the next stats release will at least shift into that direction after the ruin change.
With the ruin rework and BHVRs statement about the gatekeeper rework, they pretty much confirmed that it will be regular and expected, that the first hook comes along with the first gen popped. And that is simply a problem for many killers' basekits.
I'm not a fan of saying "git gud" to solve all the problems, when the problems are clearly visible. Sure there are people that only regard 4k as a win and expect every match to win. But I think there are more people that don't think so and wanted the ranking system to work properly and get comfy in the 2k-average-zone.
Currently I have to decide every season if I wanna play strong killers which I like and pip up to red ranks and then leave behind other killers because I simply cannot have fun games with some low mobility killers. Or I have to stay away from strong killers and play a season with weaker killers, so I don't rank up too fast. And with the new rank reset, the second option is almost dead until I don't stop playing killer for a whole season.
This is of course not completely caused by ruin or its rework, but old ruin helped out a bit. And before I accept any more "git guds" as solution, I would like to see a day in DbD without commodius, BNPs, ranger medkits +16 or key-map combos
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@Xerge said:
For add ons I prefer: Scalped topknot + Akito's Cruth or Kanai-Anzen Talisman
For perks I tend to use; Haunted grounds (to get those instadowns early), infectious fright and rancor.
Early insta downs are actually bad for Oni. You don't get the power progression when downing healthy survivors and downed survivors don't spawn blood orbs. That slows your power down.
@HeavenRoad @LordGlint Monitor makes it even better: you get the high TR notifications and then the chase is over, making the TR small again, so you have a better chance to approach your next target, making snowballing double effective.
@GaunterODimm for addons:
I think the passive charging addon is really bad. The rate is so damn slow that it almost never makes a difference if you take the addon or not. In rare cases it might be that you need one or 2 blood orbs less than without the addon, to get to your next rage mode.
The red addons are not even near OP but they are not too bad if you adapt your playstyle a bit. The aura reading was pretty OP on PTB. Now you need to keep the blood orbs up instead of consuming them and more rely on healthy hits. That makes you get to demon mode less often, but gives you a lot of information. Healing and injured cleansing/repairing is not possible anymore without you noticing, so this is even better than nurses calling. Mapwide and applying to any interaction. The "Infectious Fright on missed demon strike" addon is bad in chases. You have to use it as kind of sonar. When you like to slug in demon mode to get more pressure and dash to gens, you can use it to find out if the progressed gen has a survivor around. Think about the easiest or best hiding spot and try to cover most of it with your 12m radius and hit randomly to the ground. The addon shows you if anyone tried to cover, so you waste much less time to find someone while charging around the map
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I also depipped this week to make sure I get yellow ranks on Monday for the Oni adept. Only adept missing right now. With his perks it is almost guaranteed that the first gen pops right at the same time you get the first hook, and most likely the second pops before or while you are in the second chase.
That makes the gate keeper emblem impossible to be iridiscent and still really hard to keep at gold. That means already you need to perfectly perform on the other 3 emblems to get the double pip needed for the adept. And knowing that insta downs are less rewarded on the chaser emblem than normal 2-hit chases, it is impossible to get on green ranks or better, or you simply are not allowed to use the demon strike.
Looking forward to the gatekeeper change from PTB (once they fixed that you always get 0 points in this emblem XD), then I will try it again in yellow ranks
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My main survivor is Dwight with the first Blight body and head. I decided to get 2/3 of three different outfits rather than 2 full outfits, because I wanted Doc and Wraith as well (skipped doc head and Wraith weapon too). Dwight just has default pants, need to see if I can get some cool on him too, but it works as well because there wasa not much difference to the blight pants (except the key he is wearing)
My favourite killer combo outfit so far is Hag with new Blight body and weapon combined with Ashen Locks head from the Wood Witch set. She looks like a goddamn Fallout Feral Ghoul!
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@Amaro said:
Did the survey.
Liked the overall feel of the rift when I was doing the challenges. They promoted new ways to play for me and changed my game up.
But had some issues with the RIFT, the grind and how DCs were handled. And ofcourse the beautifull tale of an hour a day, which was a complete lie.
- Annoying that DCs don't count towards objectives, if I need 4 basement sacrifices and 1 disconnects, it should just count it.
- After all challenges I was 56, grinded to 58 and already started to get burned out.
- Challenges that promote poor playstyles/ annoying builds/ camping etc.
- Grindy challenges like drop x pallets, just make these requirements higher but make the challenges always active. That way people will get them when they play normally.
- The overall grind when all challenges were done
Probably not getting the next rift if they don't reduce the grind, or wait untill I have fully completed it. Because my overall feeling right now is rather negative because of the plain lie that the average player with around an hour a day can get it. Played more than an hour a day on average and still missed around 10 levels.
It should work with an hour pure trial time, and unfortunately it needs perfect games of exactly 10 minutes (longer games don't give you additional XP, capped at 600, and less would need another game to fill the missing XP). But regarding queue times, trial duration and everything else, this will more likely be at least 2 hours a day. So just out of curiosity, you might try to check on the next tome if 6 games a day would be what actually is the correct amount. Do you roughly know how many games a day you had?
From my side, I played maybe 4-5 hours a day on average including queue times and also some idle times (when I just forgot to close the game while away for some time) and finished all levels within 1 week each and also finishing the rift 5 weeks before end, so also without the challenges of level 4 needed. I calculated some times and found out, that the 2 hours a day (or 6 games) should actually match to achieve it right on time.
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@Colton147 said:
Ruin isn't really good on Clown. Corrupt Intervention is better.
Why especially on clown? I could understand on trapper, as he is a region specific killer that can set up his area with this perk. What special benefit does Clown have?
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I liked the rift and tome. The challenges made me play several different builds, playing with different characters while I was looking who has the needed perks and checking out who would offer the best build to solve the challenge.
Some "webs" were nicely designed, some really poor (like the last one, looking nice shaped with the eye but forcing you into the harder challenges being a blocker sometimes, or starting with Selfcare challenge so everyone on day one runs it without having alternative challenges available).
Some challenges were nicely designed, some really poor (like "drop all the pallets as soon as you are in chase, before someone else can drop them"). You could play them normally and just take one or two more games. But there are always the other guys, that just farm, occassionally making you think "they do, so why not" :)
I think most of the challenges were fair to achieve. I must admit that my average playtime heavily increased during the rift (from 20 hours per week to 35, including idle times) but I also managed to finish every level within 1 week by that, although you had 2 or 3 weeks per level available.
For the requirement rework they did, it was nice to see, that they listen and can respond quickly. Although for level 3 they overcharged a bit. Some almost impossible challenges needed to be adressed like the 3 endgame saves (while you are only able to do 6 unhooks at max, when noone else is quicker than you). But the grinding ones like key depletion that don't really need skill did not need such a hard cut. Although I like the changes they did to level 4 anyway in that regard, as it was over christmas and not everyone having time to reach their average playtime, so reducing the grind was very welcome on that as well.
Regarding the rewards: I now have a cool trapper skin. I don't play trapper that much and now have an alternative to the basic skin, that really shows that DbD is already 3 years old :P Of course along with all the other cosmetics.
What I dislike: the charms, especially on survivors. I don't use them. They really look somehow "attached" to me, not part of the complete model. You know the bug when a medkit or toolbox is carried upside down, floating above the hand? Charms look equally unrealistic to me. Another thing I disliked (although not targeted by this issue) is that some cosmetic sets were split over free pass and rift pass. So you get your one item for free but need the pass to complete the set. That was stupid. It should be one or two complete sets achievable over the free pass and the rest completely in the rift pass. But I think as I saw it on PTB, they changed it for the next tome. At least the elephant clown is completely on free rift.
@Fibijean Regarding the DC stuff to avoid challenges: let's please mention that there were also killers granting the flashlight save once they noticed someone is really hard trying to get that but performing super bad with it. Just as an example. After I saw that I did that as killer as well when I was in a good spot in that match or letting the flashlight survive with another one to finish the challenge. I even helped my brother and suggested to farm it. We made noise on the first floor on Hawkins sitting crouched in the middle of the path staring at the killer when he arrived and clicking twice with the flashlight. He stopped shortly like "#########", I approached slowly and my brother pointed at me clicking the flashlight again. Killer nodded, we got the flashlight save and afterwards going on with a normal game resulting in a 3k. Just wanted to mention that as well, it is simply the community being full of donkeys and nice guys, the challenge design can bring forth both of them.
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Some dailies updates would be nice, they are getting old :)
I loved the old "escape 3 times with Laurie" for 105k BP. The combined dailies might work as well. And some need update. I like playing Wraith, but the 20k for surprise attacks are always rerolled because it is just so few BP. And Freddy Dream daily is basically "wait a minute" now.
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Depends on the build. I like the perk too, but sometimes builds eat up all the 4 perks. And I more often play these builds than randomly adding good perks together. But I have several unprestiged lv 50 survivors, when I play them for dailies or just for fun, I often run Bond on them
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@Actually_Jesus said:
https://forum.deadbydaylight.com/en/discussion/comment/986598#Comment_986598
Yes, exactly. The killer would eventually hit a wall where camping wouldn't work when he got to a certain rank. Then they would have to learn different things to get better, or just stay at that rank forever. That's literally the point of ranking. I don't see the issue.
My point is that he should depip when facecamping and getting punished for it. What else would be a depip if not that? And that would make him jump up and down in ranks. A good ranking system should just keep you in the rank where that strategy seems to work but not raise you even higher with a mediocre strategy. When you get better than that, you should rank up. No rankup to give you a taste of higher ranked survivors and how they crush you to depip you.
But we get offtopic here, almost could make an own thread for it
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@Actually_Jesus said:
https://forum.deadbydaylight.com/en/discussion/comment/986577#Comment_986577
Camping is only a bad play if it doesn't work. If it works, and survivors feed you kills, it's a fine play.
Survivors have nobody to blame but themselves when camping gets the killer a 4k. It takes 2 minutes for one survivor to die on the hook.
And that's teh point we disagree. I think survivors should probably depip in such a game and killer should stay the same. If this boosts the killer up, he would rank up until facing survivors that don't grant free kills. Then you depip from there. I think facecamp killers should stay in thelower rank, as this strategy wouldn't work against better survivors, and thats why there should be no rank up. You should just rank up, when you "overperform"
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@Acesthetiic said:
https://forum.deadbydaylight.com/en/discussion/comment/986560#Comment_986560
I wish I could do more, but 20 games PER killer is quite a bit. That’s 360 games. And I am keeping track of rank.
I know. Doing statistics is never easy for one single person. A statistically meaningful result would be around 1000 or higher. The higher it is, the less chances to have a result set of samples that are far left or far right of the gauss bell. That's why I said others should join, just to get a better idea of the deviation.
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@Actually_Jesus said:
https://forum.deadbydaylight.com/en/discussion/comment/986516#Comment_986516
I'm unsure the point you're trying to make here, to be honest.
I say camping is bad play and even a 4k should not get you the pip, which even in the current emblem system is correct. You say bad play should be boosted by bad play, meaning if the bad 4k was achieved by bad survivors, you need to rank up.
I started this sub thread by saying "to not pip, even with a 4k, should be absolutely correct in certain situations" which seems to not be your opinion. Which is ok. I know the emblem system denies pips you deserve. I just think the above mori or facecamping 4k should not let you pip. That would not be a denied pip, if you grant that pip it would be an undeserved pip.
Btw regarding the "4k" term, last comment you said "good killers don't use game wording" if I understand that correctly. By game wording, using Mori would also be a 4k.
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20 games might be way too less for a test. Would be better if more people join that and add their 20 games result, addin to the data "ranks played as and against". For better data everyone participating should be the same rank color as killer I guess.
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@Actually_Jesus said:
https://forum.deadbydaylight.com/en/discussion/comment/985836#Comment_985836
Yes, because survivors can completely prevent the pip. If they are dumb enough to hand you the victory, literally feeding themselves to you, you deserve the victory. Rank 1 Wraith main by the way - and I don't camp. Doesn't mean I don't recognize that camping is something that can be punished only by survivors.
As for 4k - sacrifices and kills, as per the games own wording, are two different things. No good killer considers 4 mori kills a 4k.
Survivors can prevent pips, but what we are actually talking about is survivors you pushing up with pips (at least that is what you expect from the described situation) and that is what should not happen, as you get elevated into ranks you don't belong to.
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@Actually_Jesus said:
https://forum.deadbydaylight.com/en/discussion/comment/985669#Comment_985669
A 4k should mean 4 sacrifices. No matter how you get them, really. Camping only works if survivors allow it to work. You can NOT blame the killer if survivors are dumb enough to feed the camper more kills instead of getting gens done and leaving (which there is ample time to do), that's their own fault.
So you think if you facecamp people to death and survivors are dumb enough to reward you for that, you should pip? I think you are exactly in the correct rank and should stay there with a nice black pip, and depip if people get out with that.
And what do you mean with "4k = 4 sacrifices"? Why you repeat that? That is clear. k stands for kills. Don't know what you think I might not get right there that you keep saying that.
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@Actually_Jesus said:
https://forum.deadbydaylight.com/en/discussion/comment/985658#Comment_985658
When I say 4k, I mean sacrifice. The fact that you can still do that and not pip is crazy.
What should 4k mean else? And as I said, depends on how you get it. Mori is not the only way to have a quick end. Selfkills or slug to bleed out for example or camping. And also to repeat: I know the current emblem system does not work properly, like killers with insta downs getting punished to not make "2 hits" on a survivor but just one.
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@Actually_Jesus said:
https://forum.deadbydaylight.com/en/discussion/comment/985147#Comment_985147
Here's the thing - a win in DBD is defined by the game as a pip. In red ranks, a lot of the time you can 4k and STILL not pip. I think a rework of the victory cube would solve a lot of issues.
This is actually fine (in theory). Depends on how you get the 4k. With moris? No win indeed. I'm aware that the emblem system is bad, but when you are by definition a rank 4 killer and not a rank 1 killer, then the average game you are performing should keep you exactly at rank 4. Sometimes pip, sometimes depip, mostly black pip. Just to notify, that not every game deserves a pip and not every player deserves rank 1. You yourself said, a win is a pip. So if you 4k'd without pip, it was probably not such a brilliant way to win. Problem is with emblems, for example, if people don't unhook or fail to kobe, you lose one possible chase and hook action etc, affecting your emblems negatively.
To the key thing, I also think opening the hatch should take some seconds to open and it should close after being used so that every survivor needs a key to escape through the hatch. These two minor changes would actually help A LOT in my opinion
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@Polychrome_Baku said:
https://forum.deadbydaylight.com/en/discussion/comment/983935#Comment_983935
Have you ever seen the Nightmare on Elm Street movies? When you're in the dream state you're in his ######### world. Why would he have to work harder after you're in his power? Sometimes I feel like people on this forum just say things without realizing how irrational they are.
Dude, that's for game health. And it is about game mechanics. If you look at it that way, you should simply 4k every single match with Bubba and the Mori should be a family dinner. And Pig shouldnt be in the game because she is not hunting people. Same criticism to you.
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If NOED becomes meta, it will be the next thing to nerf
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+1 on point 2) how endgame killer wins are described. Especially when gens are popped super fast and the altruism begins like "no we won already, the killer doesn't deserve that 1k" and mess up the whole game into a 3-4k
And totally agree to point 4) See the response to nurse changes. Many people said, nurse is still viable and probably most deadly killer, it is just unfun to play now. No response to that. Legion change was mostly survivor sided. And on second change, they gave back the vaulting speed, which was good, but in the same patch nerfed deep wounds without anyone complaining about it before. Now doctor and ruin, where doctor has no QoL changes, just survivor frustration is adressed on both killer and perk. The only change for doctor is that he doesn't have to switch stances now. While putting on a 3 second cooldown that now blocks ALL of your attacks. I seriously don't know about any killer related change that targets killer frustration. The only thing is the change to insta heals, which did not render them useless. The styptic is in some cases even better than before.
@podkall Running endgame builds doesn't make anyone bad. You play most of the game with less active perks actually. It is just the survivors that call at NOED (for example) to be a bad killer reward in endgame, which is silly.