Deadeye
Deadeye
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@willcenx No it should not be "fixed" as it is not really a problem, super rare and the effect you requested has far more negative impact. I think it is a quick shot in a way of you got temporarily frustrated and posted about it. The "solution" you offer is simply a bad idea and it will not be a common situation.
Unfair? If the team didn't manage to cleanse 5 totems until endgame, that's a survivor problem they could have ironed out during the game. If this happens it is simply a bad position you (the team) has put itself into.
Crows serve like an AFK indication? This is not the only purpose of crows. The patch notes say "survivors that bore the entity". You don't have to be afk, you can stall the game by hiding in a locker. Or would you prefer 45 minute games where the killer runs around the map opening every locker?
The behaviour above has no gens around anymore. You are talking about a NOED situation which is endgame. If there would be gens to do and the killer camps a locker, be happy to waste his time while your team does the gens. So I believe you that the killer will not stay and then you don't have problems with crows. What's your point?
And if the killer chases, you can leave the locker. And then the killer isn't camping. And that wouldnt be unfair in any way or related to the crows. If you stay in a locker for over a minute, in any of the above situations, it is simply your fault. And regarding the AFK: again like above. If you bore the entity by idling in a locker scared, you get the crows. That's the point
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I think with "early" they mean "before regular match end". You don't have to DC in the first minute to get the ban.
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Say "bad billy" in chat? Do you really want that to be "fixed" so that half of the players that did their gen and their 2 heals idle out until gates are open or hatch appears? And how many of these situations did you have already? I never experienced that. Pretty sure this is a quick shot, like you were annoyed by that and just yell out for a second. That would be a bad change
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@edgarpoop You should escape 50% of your games if you play against killers of the same rank. If you consistently do better, you should rank up and the killer rank down, until both of you get to the 50% on average. And how does the hag struggle with the emblems? She has no power that breaks an emblem, or am I missing something?
The problem is not the difficulty but the system itself. And on both sides. As already said, the killer side is depending on the choice of the killer, having powers that simply don't score in some emblems, namely every insta down ability or the Plague, while Legion gets easy iridiscent on the third and fourth emblem.
For survivors I don't think it is THAT easy as everyone says. Benevolent is super easy to max, agreed. But Lightbringer for example needs 2 gens to be done. That would need 8 gens for everyone to achieve that (5 Totems in total with one hex totem just sum up to one gen). And the chase emblem takes some time to get to iridiscent, unless the killer eats every pallet. If two people get chased to iri, the game is over, unless the other survivors just crouch around waiting for their time to be chased. So there is simply not enough points to grind so that all survivors can pip securely in a trial, you are depending on potatoes not working on any emblem most of the time (which is sadly the case in most trials).
Another thing that is totally broken is the fact on how you have to rely on the performance of others. If people sacrifice themselves on the hooks, the whole team gets -% on benevolent which they cannot revert by unhooking. Killer gets punished as well in THREE emblems as he gets lesser chases, hits and hooks by that. Bad performing killers also influence survivors. A killer barely being able to find survivors or ending chases punishes survivors with too less hooks and heals and chases to get up in the third and fourth emblem.
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Funfact: When they implemented SWF, they had a patch note saying that groups are split after a match but keeping the lobby will be added in an upcoming patch. That's from patch notes 1.0.3 in July 2016
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@Bassador Since inner Strength this is actually the regular case. I even notice more people cleansing the Hex totem than being afraid of Hauted Grounds. Maybe it is becasue of greedy point farming, but I cleanse hex totems as well even when no Ruin is around. I just try to time it, for example when someone just got injured, it might be a wasted totem effect. And of course I won't do it if I see the obsession is being chased or if I have LOS to a chase with a healthy survivor.
The title is pretty misleading. You could also say Make Your Choice is slowing down gens, as you can get a snowball effect without any preconditions. But that has nothing to do with gen speed.
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@ad19970 Well, 50/50 is not really the goal. The game is 4 vs 1 and needs the killer to be in advantage, but with a possibility for the survivors to escape. Surely against the spirit you have the lowest chances to escape compared to other killers.
@ad19970 @Rinthespooki The first two points I would warn about. It is also common to just wait as spirit to see where the survivor is going when expecting a phase. If coming closer, it is an easy hit, if crouching left, easy catching up as you know the position even without scratchmarks. Also you can't specifically say if the Spirit used up all the power. You don't always know how long the Spirit was phasing, so the power might be back within 5 seconds. Just to keep in mind.
@All Everyone suggests Spinechill. But can you give precise examples how to use the information? Like Spirit is looking at me, so get away from the window or what? And walk away or run back over your scratchmark path? And what shall you try to do when spinechill is off within a chase?
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If you know the killer is around it would be bad for the team to go in injured, unless you are really self confident in escaping and not getting downed right beneath the hook. People running selfcare I would guess are not the perfect loopers. So don't blame them on self care over unhooking. You can blame them if you stand beside them and they don't stop selfcaring. Or When someone else is in a chase, self caring over doing a safe gen.
And: you DONT HAVE TO get unhooked 'immediately'. I actualy hate insta unhooks. You have a minute, in which you could finish half a gen. I hate when I'm sitting on a gen with someone else and Prove Thyself and the other guy jumps off the gen the second someone is downed.
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@Viracocha72 said:
https://forum.deadbydaylight.com/en/discussion/comment/874460#Comment_874460
Well we already knew that so good job from Captain Obvious there. Did he say when it's going to be fixed?
We also had perks with false text, so might be a "Finish 15 games with t least 1 iridiscent emblem" finish as well, but badly formulated or changed pre release but forgot to adjust the text. Wouldn't be the first time. So just semi-obvious
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@filip21101 I would say you don't need 24 hours on weekend and stuff said above. If you finished the first two tomes with several days off and reached tier 30, then you are on a good way. 35 is half way which you probably would have achieved without the timeout. And you got 2 weeks each for tome 1 and 2, but 3 weeks each for tome 3 and 4.
So if you managed to get 30 tiers in 4 weeks without haste, you will get 40 tiers within 6 weeks, pretty sure. Just as calculation sample from another thread that was very detailed. I'm not listing the calculation, just the result:
In total you would need 3600 XP per day by match time which would be 1 hour per day on average over the 70 days, assuming you manage to get all challenges within that time and play at least one survivor and killer match (to get the 2x300 "first match per day" XP bonus). This is not achievable as it requires 60 minutes of XP gathering, which is not possible because you don't get more XP when the match lasts longer than 10 minutes (600XP max per match, 1 XP per second) and you spend time between the matches for bloodwebs and queues. So more realistic would be 2 hours per day to count in the queues and other stuff you do.
You could also just count how many rift fragments you get by XP. 4-5 a day is enough which would be roughly 7 matches. If you got to tier 30 with timeout, I think this might be in your range. I play about 30 hours a week (4 per day on average) and got to tier 45 which is 15 rifts more than you by pure XP grinding.
Or to not update an excel sheet every day :) , just look if you get at least to tier 50 until the end of tome 3, so 7 per week. Enough maths.
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@Pizzaman said:
On paper it sounds like Breakout is one of those high risk, low reward Perks.
- You need to stay near the killer, and will possibly get spotted and hit early (Perk Radius is 6m!). It's contrary to what you should do (that is, keep your distance).
- You're not doing your objective if you follow the killer to a hook.
- Even if the survivor that was carried to the hook wiggles free, you (and that survivor) still might be in a dead zone with no vaults or pallets.
Let's see if it's really that useful. Highly doubt it. More so, I don't think it will become a new meta Perk. But I need to use it (for a few days), to see if it really works.
Not sure if it is low reward. The thing is, I always asked myself why wiggling is a thing at all because it nearly never rescues you. Just think how much it would change the outcome if lets say every fifth hook is denied. There are at most 12 hooks in the game. Adding one or two per game would be like "Do 6 gens". Which is like applying Pop goes the weasle 4 times (with full effect). That is quite a bit. So I would not underestimate the effect. If you manage to sabo the right hook in time it is already a huge effect, but hard to achieve (for a good reason). I think sabo squads might be revived at least for some time when this perk goes live
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@xerav Not really. If survivors notice camping, they should simply stay on gens, which means the killer might get a second kill during endgame and that's it. A hardcore camper played correctly against should on average get only one kill. Super altruistic survivors that don't want a single kill to happen usually grant more kills to those.
@Atrushan88 I'd say most survivors also consider winning as at least 3 escapes. I even would say most survivors consider themselves loosing if they die. Otherwise there would be less DC on camping killers and more "I hang in here so you guys can do gens". Some time ago it was even common sense that waving on the hook means "killer is still here, stay on gens"
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@Atrushan88 said:
https://forum.deadbydaylight.com/en/discussion/comment/870948#Comment_870948
The one where you can raise a pallet back might be pretty good, assuming the killer doesn't break them all immediately, but most of the time they'll leave one or so in a chase just so they can't break bloodlust. I mean unless it's a Spirit Fury+Enduring killer.
That perk might still get near meta. I would guess you will not see it in almost every game, but being able to raise one of the two god pallets of each map like killer shack in general, pig tree, behind the main puildings in torment creek or wretched shop, in disturbed ward main building, any one or two to make pallet town even more annoying, in general against dream pallets... There are quite a few that can give good survivors a good advantage. If this becomes more frequent, killers will have to destroy pallets more frequently, wich gives an overall advantage to survivors if killers have to destroy pallets by default instead of outplaying them if possible
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/870810#Comment_870810
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You're welcome to them, this is in one 2 hour session of killer only, playing at around rank 6, ended up at rank 4. I haven't been playing killer lately because well, as you can see it's pretty easy.
For what it's worth in the 2 hour session I don't think there was a single game that didn't end in me getting less than a 3K lmao.
What ranks are you playing? From the screenshots you show it looks like you also missed to add Selfcare to your meta list. I see more games with 4 DS than games with no DS. I even see more games with at least one DS/Unbreakable combo than without DS
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Actually I thought by the title you are browsing the steam store waiting for another game beneath DBD because you are going to quit out of frustration or something XD
Also the archives should be some kind of overlay instead of removing the ready marker, selecting a new challenge should be possible without leaving the lobby.
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David, Claudette, Dwight and Meg P3. Claudette has all perks, the others are at most half way to being maxxed out.
On killers, I just have Spirit P3 and Mikey, Pig, Wraith, Legion on P1 while Mikey is maxxed and Wraith "ready" to go for P2.
Every character is LV50, prestige or not.
In the beginning I liked to prestige everytime a character was out of items / addons because I thought this way I can go up prestige and get new items the same time. And especially on killers I avoided prestige before I used up the good addons I want to play. On survivors (having 4 P3s now) it was pretty much a waste of BP I think. On Dwight I don't even use the cosmetics because I want to use the first blight event cosmetics. As the DLCs came out, there is simply too much to level up and to prestige, and the flood of perks makes freshly prestiged characters weaker, as you don't get what you want and most likely not up to tier 3.
If you struggle top prestige your characters, I would suggest to stick to one survivor, use the good items and then just go on until the survivor is maxxed on P3. Then you need around half a million BP for each new DLC to get the new perks on him (+ the 1,5 million to get the new survivor to level 50 :D)
For killers... I struggle as well :) I still keep at playing the good addons and prestige when the killer is "empty". But you occasionally reach the BP threshold and have nothing obvious to put points into. So I sometimes put some bloodpoints into survivors that I don't want to prestige but have bad perks or I try to get more perks and addons on killers that I like to play but don't play very often. Hag for example I only like with certain builds but I don't have all perks for all builds. I just have a handful of killers that I use mainly which I try to bring to P3 maxxed.
@CashelP14 I would like some official statement of that, my or others' personal feelings may make me waste BP :D Puppers always says there should be a 1% increase of item rarity in bloodwebs per prestige and one of his mods said this info came from BHVR, then there was this stream of one of the devs that said the luck increase is a myth.
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A mention to the addon suggestion above, which I really love. This is one example of a bonus/drawback combination that makes sense and changes playstyle of a killer!
"Fuming mixtape allows to see scratch marks and bloodstains in FF but removes the killer instinct effect"
+100 to this one. Although this is pretty weak by itself, it would need a bit of tweaking as the killer instinct is more useful than the tracking ability because Frenzy is non-lethal.
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I didn't read the complete thread yet, will catch up with it. But I didn't find mentions with quick search so: To make Bleed out a bit more of a threat, I would make it block any interactions like madness tier 3 does. I also think this change wouldn't nerf BT too much (unfortunately you always have to consider that because the same effect is applied to a beneficial survivor perk as well as to a threatening killer power...)
edit darn, found it in the main post XD but I let this in for the example below to underline my statement :D
Example what I did just recently that shows how unscary Frenzy is at the moment: I was working on a gen in a map's main building with someone else. Legion came in, frenzy hit me, running for the second. I was on my way out and noticed Legion stopped to kick the gen while in Frenzy. I rushed back, waiting for the kick to finish and tap the gen again. Legion noticed and came back. I waited at the gen to see if it gets kicked again to tap it again but Frenzy was cancelled, then I jumped through a window, leaving a 4-second-stunned Legion behind the window. So instead of a regressing gen and 2 injured survivors and being in chase with one of them, Legion was left out of a chase (or at least with quite some distance) with a non-regressing gen and just one injured survivor, just because I knew I'm save as long as Frenzy is active o.O
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@avilmask Would that not be what the majority of survivors ask for on every killer power: counter play? Still not sure what makes you call it a "dumb idea". Maybe your opinion, but you formulate it insulting. Just to mention it. Don't wanna go to a duel with this.
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@Endstille Well, sorry on the guarantee one. I linked that to the guarantee that nurse killrate will go up again. My bad.
But I will skip some passive-agressive comment about your school education
Failed, I guess.
And I was not about believeing no major mistakes were made or not. You assumed that your SWF performance, according to Omans, should cause a survivor nerf, based on statistics. Omans was not talking about statistics at all. And he did not "prove everything", it was an example to show she is still good, if you believe the survivors' performance. If you dont' then just say so and that this single game is probably not a valid example, but why insinuate that any statistics are prooved by a single game? And I don't know how many of his posts you already read, but your conclusions about his character seem to go a bit over the top for me.
I get the points you mention afterwards, at least in general. I simply don't read it that hard from Omans post. I don't read a "git gud noob" but a "give it some time". The same type of complaints about nurse changes were on the forums before they even were released to the PTB. So how the hell can someone judge on the changes without being able to test them? So I get Omans point, although he is generalizing on nurse mains.
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@avilmask said:
https://forum.deadbydaylight.com/en/discussion/comment/868757#Comment_868757
In majoirty of games people don't feel obligated to immerse and use identical skins, because there's no real reason to do so.
So your guess is, if the 4 hook condition comes to play, we will have an incredibly raised number of same skinned survivor groups confusing the killer in fear of a mori offering?
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@avilmask Except survivors running different items, except stalking single targets with ghost face, except people cleansing or catching them while healing with nurses. Shall we battle? This is all conditional. I'm not saying it will never happen, just in the majority of games it is not that hard to determine in game who is on death hook and who I have not found yet. If you play with obsession perks like STBFL or PWYF you get used to it
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@TheKingOfAll Just a minor disagree on the omega nurse :P If you were a bad nurse, you couldnt handle omega blinks in chase. At least I encountered that a lot. Sure she could pressue gens better, but I'm not a master baiter (jokes incoming) against nurse, and bad nurses for me were blinking too far in chase. I sometimes even got irritated by nurses vanishing behind the walls I was running at :)
On all other things I agree with you
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@avilmask You still see the icons, who is injured, if you chase the obsession and other stuff. And if someone is preferring to approach to death hook than granting the mori, would it be so bad?
I think the condition would be fine. In an older thread we had the idea of that condition as well. We just 'reworked' moris completely to say a single mori is killer basekit after every survivor got hooked. And the moris add +1/+2/+3 to it. But currently the stats show killers are all above 2k on average, so a basekit mori would probably not be much appreciated. Survivor mains would yell about that in any way I guess :)
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@UncannyLuck That's what he is doing for the whole time. Picking up stats, representing them in a wrong way, drawing false conclusions, making them up for his opinion. I already thought "what a waste of time I put into my post clarifying this, simply getting ignored, getting another post wqith the same **** "
@PickCollins You are still ignoring that the ultra bad console performeance of nurse is part of the chart you are refering to. And SEVERAL other points missing in this chart like Peanits mentioned. Like this is raw numbers across the board. Factors like "non-nurse-mains currently testing her because of the change" and of course main-nurses that need to adapt atm.
"I had said "the only reason" because I can't think of any reason" that's exactly what I criticised. It is a tiny difference in text to add "for me" after "the only reason", but without it you present it as fact being the only thing possible. Sorry if I'm too petty on this one, but many people reading too fast or not think about it take it and get biased.
Also the "muscle memory" statement is false. Nothing changed on her muscle memory by adding blink delay. And as said before, if you think a viable killer should get regular 3-4k, you are simply wrong. If that was the case to you, you give the perfect example of an OP killer. If she is no fun to you by not getting regular 4k, then you are going to have a problem with this game on the long run. Then you might have to stick on Freddy as long as he will get no nerf, then switch to the next best performing killer as soon as Freddy gets the nerf...
@Akhaten Probably because this might take a whole stream or even more to clarify. And with subliminal comments like to not_Queen you can be sure to be ignored or get sarcastic comments
@Endstille your logic is flawed. In what school did you learn that a 4 man team has any impact on a thousands people statistics? Or any statistical relevance? Omans gave an example and did not justify any statistics. He said 'they are not potatoes' in contrast of what you read from it. Sure we just can believe if this is true and they did not fail in chases. But Omans just stated that chases are still over pretty quickly if you can blink properly. Also he said "it is guaranteed" not "I guarantee". And "you know" that people suck in chase if they get downed within 20 sec? Ok. Regarding the bulls* I get accused from other survivors that are not even near me like "u did nothing" I'm pretty sure you also think to know much more of a game than you possibly can. You take judgement on tiny fragments would be my guess
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@BunnyTheHutt to your coment to Peanits not answering any questions. Actually it shows that there are a lot of questions based on the 3 screenshots and excluding everything else. Just think a step further pls.
@DarKStaR350z I think that is what Peanits actually wanted to point out. These are just plain numbers and "a bunch of factors" influences it. Not sure if you request a 4h presentation in an auditorium to go through all the factors that are to be noticed, but I'm pretty sure the obvious ones you just mentioned they are aware of.
@MrsPiggyIsSoSneaky You wonder why BHVR might answer like that to specific posts? Because many of these are insulting, don't see the whole picture, are super subjective and not constructive at all. My point of view, I would answer the same way to a post like this.
@Sluzzy Streamers are survivor mains? What about HybridPanda? And Freddy is the strongest killer because he has an easy learning curve. No slowdown on slowdown traps or nearly uncounterable fake pallets and teleport. That's an easy to use basekit on a fast killer.
@PickCollins I really feel the need to list some points on your posts, because several of them are simply wrong.
Your statements based on three screenshots are hilarious. These statistics contain people playing for dailies, different platforms and across all ranks. You have basically no idea of statistics, when this rough information makes you judge about killers. Make a new chart that shows clown killrates of players that played him 10 hours, 100 hours or 500 hours. You might rethink your statement to be an assumption.
Your conclusion to deadly killer maps just considered the size. How about the lack of LOS? Not talking about that and in my opinion the far more relevant thing. Also Haddonfield is a small map, but you don't mention size here.
Then you say "The ONLY logic behind hag's low pickrate is that people don't enjoy her playstyle". I would like to see your exclusion process to determine there may be no other reasons. I'd rather guess you just had no other ideas in mind at that moment.
You are relating over performance to pickrate or killrate: "If Spirit was overperforming on a macro scale, then it had to have been her pickrate or killrate". Because this is the only info you got at the moment? How about average chase time being too short? No info about that but most likely a thing that can justify an over performance. Again a rough quick shot here.
"A killer that I *pronounce: 'I'* consider not viable is a killer who isn't able to reliably 3K on average" The game should be around a 2K on average, which you call a draw. So all your assumptions are based on a different view from what the game should be, apparently. And that the ranking system is far away from perfect is known. But a 2K is still not a loss, a 2K can be up to 10 hooks which is definitely a PIP. And you forget that "average" is the medan, there are deviations to this. If you perform better regularly, you rank up until you reach the rank you should stay at. Being a "rank 3" means, on average you get a safety pip once you reached rank 3, sometimes +1 sometimes -1. That's what ranking systems should do. Being a red rank doesn't mean you 4K every game.
Regarding nurse, you keep repeating that she is weak at red ranks. Simply wrong, you read the wrong chart. It was answered already, just to make sure: She is harder on console and the first chart contains all ranks and platforms. Nurse on PC red ranks has 65% kill rate wich is 2.6 average per game. That IS powerful.
You say "only reddit showed some postive nurse feedback which is a survivor sided environment". Well, with that you agree to what has been said. Survivors give positive feedback, killers give negative feedback. Is reddit less valid so you can claim negative feedback was heavier?
And regarding "nurse mains negative feedback should be enough to reconsider". Well, with that you point into the direction that you critisised yourself. Who yells loudest outplays the stats.
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@Carlosylu @Devil_hit11 When I play against him, I normally experience that he is a pretty good loop breaker, even to hit through pallets as you can't see a **** when standing in the middle of the gas cloud. Some clowns really know what to do and the chases are done super quick.
For me, I just think his power pretty boring to use. That's why I don't really practice him and his daily is one of the few I reroll everytime. And actually, his stats are not that bad. I don't think that something in his mechanic is an issue
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As the stats post cannot be commented, I'll say it here: Yes, I would like to have regular stats updates.
The killrates are exactly what I was feeling the past weeks, it got somehow much harder to escape. Every killer performing above 60% is quite a bit. Although I'm not sure if it is because of well performing killers, or because people started to play careless. Like insta unhooks without BT, self sacrifices and DCs being more regular.
On the maps I agree, indoor maps are not only lethal in general, but we currently have already 4 stealth killers that get a lot of easy first hits in these maps. Hawkins is probably the deadliest map because it is the newest map and still needs to be explored a bit. I'm interested in the kill rates on hawkins in the next stats release.
Regarding safe maps, I'm somehow not wondering why two of them are cornfields. Big maps with evil loops. Although I would have expected the Torment Creek instead of the Rotten Fields. And Haddonfield... I recognized Balanced Landing being the most used exhaustion perk. So no no wonder this is a safe map. Also keen on seeing the changes to survival on this map after the BL change.
Nurse being the weakest in all ranks is also what I expected. The pure PC stats show that there are desired changes (just a minor reduction in all ranks and still above 50% and getting away from OP in red ranks). But with the delay in blink spamming, new nurse players or average killers have even more problems to get used to her. She has a higher learning curve now than before I think. That's why we probably also see less nurses now, because it is harder to chew, until you can enjoy the taste. So, more people give up on her.
@Carlosylu I think the last chart also reflects performance of experienced nurse players. PC red rank nurse is still at 65% kill rate. So I would assume, red ranks don't start nurse at red ranks. At least I started to train her after a rank reset to have a bit of a chance to hit someone. Most red ranks probably pick her because they already can handle her. And 65% is quite a good value, 3k on average before, now it is still 2.6 kills
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@Milo Because it is inconsistent design. There is no hover action at all except for perk and addon details, which you need to click as well when you choose your loadout. Every other control surrounding the screen needs to be clicked. I needed like two weeks before I stopped clicking the archives.
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It also annoys me that you have to hover over it instead of clicking it :D
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Btw, I also think, the auto popup of dailies should be reduced. I know when I have dailies finished, but I wanna keep them. The first time finished, popup. That's fine. But everytime, when I try to save the good 60k mori dailies before a new chapter is released, I get this freakin window, naggin me to click the wrong label to collect. That happened twice and I freaked out, wanting to rip the stupid popup window off my screen.
The exclamation mark is sufficient as notification, I really don't want the popup each game.
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I would say it is an advantage. Just telling information, even just "Killer is at the shack" and stuff is not "coordinated" but gives you a lot information and automatically increases your efficiency. Or "Killer is facecamping". Camping works most of the times because solo survivors swarm the hook like moths and nothing happens.
The thing is, the core of the game is still chasing. So a good SWF team performs good because they can loop and crush the killer as SWF. If the team is not that good, the killer still can have a 3-4k, you just perform a little better.
Ruin still up and you don't hit the skillchecks? The killer might have an easy game until you manage to find the totem. But finding it as a team or a single survivor randomly spawning next to it doesn't make such a big difference for the killer. Against SWF it is just more likely that the totem will not survive 2 or 3 gens
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Challenges of tome 2 done in 6 days, now rift 43-45 somewhere.
@beatddb Well, I just noticed that the free pass only has just one piece of x different outfits, so just killer weapons or the nurse head. This is really disappointing. I would hope they will add a whole set next time and x complete sets to the pay path. But probably they won't, as they wanna feed you, wanting to buy the pass for the whole set. Which is quite disappointing
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I still donÄt see a 'competitive disatvantage'.
How bout that: make the charm placement optional? Would that save your therapy?
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Not sure about this. Depending on the cooldown, you could just throw one each time you hear a heartbeat to make him go away from your gen. Could go direction abusable. Or do you want to give it a 2min cooldown? If you cannot use it 2 or 3 times more often than on a regular killer, would be ok for me. One minute or less would be almost spamming, especially if 2 guys combine their "stacks"
And one more thing: There are a lot of perks that are useless against specific killers. That's the risk. Iron Will will be useless against the Oni for example, first killer where this perk is useless.
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@Venom368 Well, in first line, the completed gen gives you the information that someone is around. Depending on the time you needed to get there. And if it influences your choice in knowing who you can tunnel down, I'm not sure if you would say "It's just the Nea on this gen, didn't hook her once. Can't tunnel her, so just leave her" or what? Or "It's the dwight and Claud, I can tunnel Claud. Found Dwight, damn, go on searching"
I mean, if you hook someone with BBQ, you can see by the shape of the auras who is who. That gives you a bit more information than who completed the gen several seconds ago. Sure, it is some kind of information, but your example really doesn't convince me. And I can't find any other 'abuse' at the moment.
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@TWiXT said:
https://forum.deadbydaylight.com/en/discussion/comment/849003#Comment_849003
It actually didn't take loads of time, and they didn't need those perks to do it either, They just had to hit you with franks mix tape and stab wounds study once or twice, and then moonwalk for 10 seconds to make you bleed out. Overall old legion could down a survivor this way with 0 counter play in less than 30 seconds. With the upcoming change to Beast of Prey, they'll need to chase the survivor for, at minimum, 50 seconds without losing the chase, breaking any pallets, or going into frenzy. Old legion recharged their Frenzy power in 12 seconds, and could keep applying damage to the DW, and even down survivors with more frenzy strikes. Current Legion, and even the slightly buffed legion in the PTB can't do any of these things, and this small change to beast of prey will be no game changing advantage that comes anywhere close to bringing "Old Legion" back.
You talk about one of the most OP addons here. To break the chase and follow the bloodstains is easy in Lery's but not on every map. Most killers I saw doing that used at least bloodhound. And the 0 counterplay is the issue everyone complained about. And that is the case here as well.
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That's really funny. The old moonwalking Legion needed 2 perks to do so, Bloodhound and Sloppy Butcher. He needed to walk backwards and it took a lot of time.
Same coming back with a single perk and Legion can just face the survivor. Now everyone saying "nah, it takes too much time". Actually The quad hit took Legion an even longer time to down someone, and everyone was complaining that the chances for escape are too bad.
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@SleepyWillo The loop was too small and the killer is slowed down by the vaulting. That's how the infinite works.
@Mr_K & @justarandy If you need the timing, DH is broken on dedicated servers. If you need the distance, it still works, i.e. if you need it to get through the pallet before being hit. But trying to avoid a hit in an open field or near a loop to make the killer swing and miss, it is nearly impossible to use now.
@caz_ You still don't explain what it has to do with solo survivor. Carry survivors in red rank? So you need an OP perk for easier carriage? So you can "win" with a bunch of potatoes? That's not what perks are balanced around.
In your first post, you say SWF groups bullying the killer. You don't need SWF for that, a single person with an offering and BL is enough. And you can use chat like "I offer haddonfield, take BL if you want". Pretty easy. If you say "You don't get it" then I have to say, all there is to get is "I want my perks untouched, devs nerfed me personally, I'm pissed". I see regularly enough people running no exhaustion perk at all, there are several builds that work without it.
Btw when being exhausted, old balanced landing was a bad idea to use as well. Only on windows, where you drop down a level and slow down the killer by vaulting it was useful. Running on a hill exhausted still gives you the 25% stagger which the killer doesnt have, so worse for you than running around the hill. Looks like, if you are that good as you write, carrying the red ranks, you made use of these drop down vaults massively. Which means you contributed to the mass of "abusers" that made the devs nerf BL.
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Well, previously all the survivors had BL, so not a good point
And I'm wondering how long it takes until this thread is deleted XD
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you will find shattered bones if they cleansed totems. Map awareness is the key, remember in which areas you cleansed and where you found broken totems
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Well, I needed 3 games to achieve it. But I actually rarely see people running small game. I needed more games to finish the hooking tradeoff challenge, where you need to unhook someone that unhooked you, as there are so many people farming unhooks like crazy, jumping off a proove thyself'd gen the second someone is downed.
But still I'd say, it is a challenge. Sure, if you don't like trapper, that's not the most fun challenge, but it will happen.
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It is called 'challenge', right? The 13 sacrifices are also not done within 2 games. And actually trapper is not that easy to play. He wastes a lot of time placing his traps, so they need to be good or you just give the survivors a kockstart on gens. If you just manage to get 2 or less traps in a trial, it is not really the easiest match for the trapper. but that's what I experience as well. Just play him a bit, build up your territory and ignore the far separated gens from the beginning, make them 3gen themselves. Occassionally you will get the challenge done.
And btw "how we suppose to finish this vs SWF survivor at rank 8 above"... you could also say "how am I supposed to finish the most difficult challenge in the most difficult setup in a single match? I want it ez". Not every game is SWF and if they are rank 8 and above, you might be rank 8 and above as well I guess. And there are addons that can help you like darkened bear traps. Ever tried that?
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Beneath all the strange stuff that happens in this game... Don't blame them for not fixing something "so easy to fix". Actually you have no idea how easy it is to fix cuz you don't know what's behind it. And the decision what they fix is not based on the easiness to fix but the 3 variables threat to the game, amount of occurrence and time to fix. In this case, the first variable seems quite minor to me. There are definitely other "bugs" they need to adress before
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@johnmwarner said:
Why not give the option to use perks at lower level if you choose? Discordance is a big one but Sometimes I’d rather use rank 1 whispers, primarily on piggy
This is quite a big change to the game I guess. causing bugs and stuff ;) I would just invert the numbers or add a decreasing cooldown to the perk. Such a change you suggest would only benefit Discordance, I think there is no other perk that would make use of it, so a totally redundant engine change to fix a single perk
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I also think it will get better over time. If you are willing to learn the loops. Especially the 1.5 floor ones in the middle are all pretty strong, even without BL. And unsafe pallets... The ones on the floors you should never use to do mindgames. Drop them and run.They give you distance, no loops.
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It is funny that there is this downspiral of nerfing. Have you seen videos on old mechanics? Like Botany Knowledge and Spine chill sufficient to heal in chase? No entity blocking the windows? Always fast vaults out of standing near a window while killers vaulted at half speed as now?
Survivors got nerfed several times and it was totally necessary because there was no way to do anything against it. Now the killers getting nerfed multiple times. I wonder if it can get down for an unlimited time, of if there will be times when buffs to survivor and killer side will be a thing again XD
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Im also fine with the power changes. Collision removed: perfect. Vault animation: yep seems fine as it was the only killer without that for no real reason. Adjusting post phase speed: actually no idea how this will look like. Just guessing it might be fair.
But I'm not fine with the addon changes. Prayer Beads of course needed a change. Peekaboo Myers hits you when you don't watch out. Peekaboo Spirit hooks you when you sit on a gen. But why did the other addons need a change?? I never heard anyone complain about the Yakuyoke amulet. Why for gods sake do we need a "tradeoff" on every rare and ultra rare now? Most of the new chapter killer addons have tradeoffs now and make them pretty weak. Do we have to fear about all purple and pink addons being reworked now, adding a devastating tradeoff? Wraith, Billy, Doc, Trapper, Clown... none of the addons have drawbacks and noone complains about. And before someone says "eposed Clown bottles I wanna complain about": There is this 'uncommon' addon that applies the exhaustion effect. Most people hate this one more than the pink one.
The Yakuyoke amulet now applied the Legion Frenzy nerf to the Hauting. Yay. And I'm not sure about how the new post phasing will behave, but the Katana Tsuba wasn't even that noticeable when running alone, now you need to combine it with the Wakizashi Saya, because the purple addon is as weak as the previous green addon. The combination of both was pretty fun to use before. Sure strong, but not overpowered. And a purple and green addon stacking should be a good boost. I will try it, but I'm pretty sure that I will not play these addons after the change anymore. There are brown addons helping out more than that.
To summarize, I'm pretty happy they take a look and respond to community feedback. The spirit needed changes and they didn't overcharge on the power. But I don't get why they still do more than needed. Not as bad as the Legion tear down, but I will really miss the amulet and weapon addons :'(
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@LapisInfernalis said:
It's a bit funny. Many people (mostly Killers) complained, that gens get done too quick or the game is too fast going. Now that all people have something else to do, they still complain.
I agree that some challenges are just stupid and provoke bad play, but honestly: I see killers tunneling, camping, mori'ing all the time, so why complain about some basement hooks now? It will always be a bit chaotic at the release of a new level, because everyone Hase the same challenge, but after a few days it will get better. Everyone completes them at their own pace.
Sounds like you insinuate that killers are complaining about challenges. If so, how you know that it is a killer main? Actually I would say the thread opener is a survivor. At least I wouldnt complain as killer about wasted pallets. Also I never heard about survivors complaining about gen speed
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@Mediva Spirit is not an M1 killer. You would call Nurse an M1 killer too? Without using M2 is like Huntress without Hatchets. And of course is adapting possible. It just needs to stay a viable killer. If you nerf everything on killer side step by step, there will be no red rank killers soon because you simply can't reach the ranks anymore. Except they start to buff weaker killers. Which I would agree on, nerf spirit, buff others. Would be fine for me.
@Sairek I actually like the game as spirit. No visual clues but the sound is way louder than on other maps due to the echo. On this map even Iron Will doesn't help too much because you can hear the footsteps pretty good. And this is actually a true issue with Spirit.
You can bait Spirit. Of course it is guessing, but what are mindgames on pallets? Moonwalking around corners? Pretty much the same, isn't it? The problem most people have with Spirit isn't really that she has no counterplay, but that it completely depends on the Spirit skill, if you can bait her. You have a lot of stuff you can do to be unpredictable, and on windows and pallets it is simply possible to fake vaults, vault back and stuff and escape this way. It just depends on the killer if it works or not which most people dislike.
@PigMainClaudette make survivor sounds nondirectional? Are you serious? Nerf ALL killers in the game just because of the spirit? I agree on body block but seriously not on that point. Actually that makes her power useless, that would be a Legion style nerf. I'd rather say make the wooshing phasing sound directional