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Decarcassor

Decarcassor

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Decarcassor
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  • I'm fine with the odds of removing the traps. They are fair. Sometimes you get it in the first box and it kinda suck for the Pig, sometimes you get it in the last box and it waste a ton of time for the survivor or kill them.

    What I'm not fine about is that well coordinated survivors can just delay the gens, leaving them a 99% so that their teammates can search the jigsaw boxes without any pressure. An inactive RBT should activate when you start searching a jigsaw box.

    Also like many killers, Amanda is plagued by lackluster add-ons.

  • The fundamental problem with MoM is that ignoring a hit is incredibly powerfull. If one survivor has it its annoying and frustrating for the killer, but if all survivors have it, it becomes crippling and complelty skew the game's balance.

    The only way to balance such a perk is to make it only work under really difficult conditions. Because it is OP by nature, it can't be easy to use.

  • Well the main reason the Clown underperform is the same as all the low tier killers: low map pressure. It does not matter how fast you end a chase, you still have to slowly amble over to your next target. And on large maps thats quite penalizing.

    But making the clown faster is not the solution. It does not fit his charatcer concept. What he needs is something to affect the survivors outside of chases.

    His tonic could have some lingering effects on survivors. Keeping their vision slightly blurry and making skill checks more difficult for X seconds after being affected. Maybe some slight cough too. Anyway, something beyond the slow, so throwing bottles at far away survivors actually do something to keep them off he generators.

    Another idea inspired by the Plague would be the ability to douse a generator with his tonic, remaining for X seconds. If a survivor tries to interact with a doused generator, it will release a cloud of tonic causing the usual effects, wich include screaming.

  • "We're acknowledging that I won, but that doesn't mean you have to lose points or pips or whatever, so here you go"

    But the way the scoring system work you as the Killer might lose points or pips or whatever, as you say. Missing that one hook might screw you of your sacrifice emblem and depending on your rank, this can mean a black pip or even a depip.

    That why I only consider giving the hatch if the game went just really bad for the survivors and I know for sure I'll get at least a pip. Its ok to be nice, but not to the point where I hurt myself.

  • How to play to get max blood points?


    Try to hook everybody at least once. Make the game last as long as possible. Thats about it.

  • This is one my biggest problems with Ghostface too. He is a stealth killer that suck at stealth. His power can be easily denied by survivors making him a basic M1 killer while he wait for Night Shroud to recover. Wich take approximately forever.

    Wraith has no cooldown on his cloaking. Amanda can crouch and cancel her TR whenever she want. Myers small TR is a permanent feature until lvl 3 can be enhanced by add-ons and perks.

    Why is the cooldown of Night Shroud so damn long ? And the add-ons barely help. This makes Ghostface unable to use hit and run or disengaging tactics that the other stealth killer can use to confuse the survivors.

  • @Slayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/583855#Comment_583855

    Addon dependant means that you just have to equip addons for them to get good? So do it.

    BP is not an issue when you have nurse and bbq

    If you going to remove survivors perk then you ll have no surviors to play againtst


    It mean the base power is underwhelming and among the mountain of crap add-ons there is only 2 or 3 that are good and actually do something. Rarity is irrelevant. Some brown add-ons can be excellent and some red are useless garbage.

    Nobody is talking about removing survivor's perks. I'm just making the point that survivors don't rely as much on perks and espcially add-ons as killers do.

  • Killers don't need a global generic buff. But a few of them could use some QoL/redesign.

    Its more about how the maps are designed/generated and the massive way add-ons and perks can effect the ebb and flow of the game.

    Survivors don't need anything to be effective. Perks and add-ons just make their job easier. Meanwhile most killer are very add-on and perk reliant, as their base power are not effective enough and easily dealt with by any half competent survivor.

  • So I apparently fixed the problem by removing the upscaling of fonts and stuff in the windows display settings. Set it to default 100% and I haven't experienced missed input. Yet.

  • @VCDiamondFinder said:

    https://forum.deadbydaylight.com/en/discussion/comment/577900#Comment_577900

    It's not that hard? As killer as far as I can tell from playing it's a matter of time, you can hate but in my experience pipping is really easy so it wouldn't take that long


    The pipping requierments increase with rank. Its easy to pip in double digit ranks, especially since you are likely playing against survivors who don't know what they are doing.

    From purple ranks and up you start to face good survivors and the pipping conditions are much more strict. You can get 3 kills and just black pip or even depip. And it get worse in red ranks.

    Get to red ranks, not even rank 1 and see how you like it. Then we can discuss killers pros and cons.

  • While a scarecrow is not particularly original I also think the poor crows are criminally underused in the game. If the killer is not using Spies From the Shadows, they do next to nothing.

    A new killer with a power and new perks that interact with the crows would be cool.

  • Oh, ok then, maybe I'll wait a bit before buying a new mouse. I also have the problem seemingly only in DbD.

  • I don't like moris for the same reason I don't like insta heals or to some lesser extent, keys. They create huge unfair swings in the momentum of the game and have absolutly no downsides.

    Killer execution is a nice idea, the animation are cool (well the recent ones anyway) but I don't think memento moris was the right way to implement them. Offerings and add-ons have a lot of issues that just keep pilling up with every new chapter and the whole system should just be scrapped and redone from zero.

  • Not getting that fourth sacrifice can really screw you with the new scoring system. Especially in purple/red ranks.

    That being said. If the game really went pear shaped for the survivors in a very obvious way and I know I'll get at least a pip, I still might let the last survivor get the hatch.

  • Hex: Ruin and Pop Goes The Weasel can't be directly compared to each other because they don't serve he same purpose.

    Ruin give you a global slowdown on all generators and potentially a distraction for survivors if they don't just happen to spawn right next to the totem complelty in the open. Yes good survivors can power trough the Hex, but hitting the great skillcheks require a bit of concentration so they might not pay as much attention to their suroundings.

    PGTW help you get a single generator under control provided that you can actually hook a survivor. All the buff did was make it more reliable. It does not slow down the game at all. It just help you stall a bit better. Its an OK perk but it simply does not have the same scope as Ruin.

    Personally I tend to prefer Overcharge over PGTW. I don't have to hook a survivor to get extra benefit from kicking a generator, and its a great defense against swarming tactics and gen tapping. Each time they blow the skillcheck its 10% base regression +5% from the perk. And you can re-apply Overcharge immediatly.

  • Ghostface is only good as his ability to sneak on survivors, wich is not great. Survivors have the superior 3rd person camera advantage over him. Don't waste time trying to break him out of Night Shroud, just run away and loop him. If he stalks you, you can just gain more distance on him. Eventually you'll find the time to break him out of Night Shroud, or just drop a pallet on his face.

    Not to mention, Ghostface can waste a lot of time trying to sneak, crouch and lean around stuff to get a good stalk. Its nice if it pays off with a quick instant down. But its crippling if its for nothing and the survivor just spot you or even finish the gen you where trying to stalk him off.

    tl;dr: He is just another M1 killer and not even a particularly good one.

  • Its the least bad of Ghostface perks, but its still not great. If you have no better detection perk you can use it, but thats about it.

  • My guess is that it was originaly intended to reduce the Terror Radius all the time but, they slapped the "in chase only" limitation on it to prevent it from stacking with M&A. Unfortunatly they didn't realise it made Furtive Chase completly useless.

  • The Shape can't have his power taken away from him by survivors. He expose every one of them at once and get an extra long lunge and faster vault speed in EW lvl 3.

    The Ghost Face is just too inconsistent with his power and the survivors can make it allmost impossible to use, turning GF into a basic M1 killer than can someetimes interupt his TR for a few seconds. And crouch.

  • Was it against Legion ? Because that happened to me against a Legion. I could not mend myself, self care or recover. That was fun.

    The game turned to farm, and I managed to open a gate, but I also was unable to leave. I just crossed the threshold and could freely move outside the map. I could even walk back in.

  • Depend on how you define tiers.

    To me he is not top tier, but he is not the worst either. I'd say he is in the same boat as Myers, Doctor, Pig and Clown.

  • I'm All Ears, is a niche aura reading perk. Outclassed by more universally usefull ones that allready exist.

    Thrillings Tremors is a weird mishmash of detection and gen control. But the activation condition is awkward, the duration is too short to be significant and the cooldown is completly unnescessary. Its just not good enough.

    Furtive Chase ask you to hook a specific target multiple times to get a completly useless benefit in most circumstances. And if the obsession die you lose said useless benefit. Its bad. Really bad.

    So, no. I'm not a big fan of Ghostface's perks.

  • Not it wouldn't be good at all. You'd have to hook your obsession 4 friggin' times to get the full effect of Furtive Chase. And then what ? 16 meters of TR is still significant. You'd have to maintain a very specific distance to force them to bleed out while maintaining the chase. Eventually they will just try to mend and you will have to advance and hit them.

    The only killers I can see Furtive Chase being a gimmick on are Huntress and Doctor. After 4 stacks, Huntress would have a 4 meters TR and she does not sing in chase. Doctor can stack the Calm add-ons to get a 4 meter TR in chase in punishment mode.

    But the fact that you have to get 4 hooks on specific survivors to make this even work, and that you can lose all the effect if the obsession die mean its still pretty damn bad.

  • If they can't fix Wake Up in time they should at least disable it until they work out the bug.

  • Just have Lullalby start inactive, so no notification right from the get go and no walking into the lit totem 10 seconds into the game. When you hook your first survivor, a random dull totem becomes Lullaby and you gain your first stack. There. All fixed.

  • *Put theorycraft hat on*.

    Assuming his power will eventually work as intended, what does it actually do ?

    -Hide his TR while moving at normal speed.

    -Hide his red stain while crouching but reducing his movement speed to that of a running survivor.

    -Give him the ability to quick stalk individual survivors and expose them for a short time.

    -His power is meant to be interupted by survivors if they spot him. This is currently what is the most broken and will be changed. But it will certainly remain part of his power.

    So at the end of the day he has an unreliable insta down attack that depend on his stealth ability and the blindness of survivors. He also has no mobility and no innate tool to really waste the survivor's time or hinder the gen rush. In fact his whole shtick is to slowly creep around the map peeking at survivors hoping they don't see him.

    Currently he just a strictly worse version of Amanda, without traps or dash attack. He need to be able to rely on his stalking and exposing if he ever want to be more than that. If he can't capitalize on the time he has to invest in hiding and stalking with somewhat reliable insta down what is even the point ?

    *Take therorycraft hat off*.

    Hopefully we shall see some fix coming to the PTB Soon™. He just can't stay the way he is right now.

  • The really daft thing about his default shock therapy range is that if you are close enough to shock them you are probably close enough to just hit them instead, wich is more valuable most of the time.

    The fact that you have to switch modes during chase to use your shock does not feel great and I'm not entirely sure why the Doc need to be slightly slower in treatment mode. He also has a bunch of useless or very weak add-ons, but every killer has that issue.

  • Just like many fighting games nowdays have character specific rankings, there need to be killer specific rankings in DBD. A P3 Billy with a full meta build of lvl 3 perks does not belong in yellow ranks, ever. And just because you can reach red ranks with your favorite killer does not mean you are automaticaly god like with all of them, especially the ones you only play occasionaly that don't have many good perks unlocked.

  • I'm pretty sure nothing other than the nasty and filthy blades add-ons affect the mending action. Not even Thanatophobia or Dying Light wich are supposed to be global action penalties. I'm not entirey sure if this is intended or an oversight.

    On one hand I can understand why they would make it this way so mending could not be broken or easily abused. But on the other end its very counter intuitive and hard to figure out unless you experience while playing survivor.

    If Thanatophobia applied to mending the time would become 15.6/16.2/16.8/17.4 seconds. So at max stack it would be the same as equiping the green blade. If you combined it with purple blade for a mending of 20 seconds it woud become 20.8/21.6/22.4/23.2.

    So in the best case scenario of 4 injured survivors with the best add-on possible that add 5 seconds by itself, Thanatophobia would add 3 seconds tot he mending time. So why does it not apply again ? Is it a bug ? If it was done on purpose I think its really overestimaing the effect of Thanatophobia.

    Dying Light is much easier to calculate. After you kill your obsession, Mending would become 18.75 seconds and 25s at best with purple blade. A 25 seconds mending time would be pretty nasty, but you have to use an unreliable perk and a purple add-on to make it happen, and it can be nullified by survivors perks that cause the obsession to change.

    So all in all it would not even be close to being broken or even strong. So I really have no clue why its not allowed to work.

  • It wakes you up, so why doesn't also counter this ability ?

    You've got it backward. Adrenaline should not wake you up to begin with. There. All fixed.

  • Good survivors allready don't waste any time healing when they don't have to. Being Broken just make them rush the gens even harder.

    Vile Purge is just a different way to get the first hit on survivors. If they juke around a lot it can be even longer to infect them rather than just hit them. Vile Purge is not a threat by itself.

    Compare it to Legion's Feral Frenzy. Some would say its also only good to get a free first hit and nothing else. But you get detection out of hit. You can bounce quickly beetween targets and the survivors can't juts ignore Deep Wounds forever. Eventually they have to mend, even if it only waste a few seconds, its less time spent on gens.

    Back to Plague, getting a survivor fully infected can be arguably harder than landing the first Feral Frenzy hit and you get absolutly no momentum out of it. If the survivor manage to escape you or they get infected by the environement they don't have to do anything about it as long as you are not around. The sickness does nothing to hinder the survivors by itself.

  • @Frugl1 said:

    Could potentially add a third state that makes you scream ala doctor.

    Being infected allready make survivors more noisy and leave a little trail of green smoke. Also Plague has an add-on to detect puking survivors. Screaming wouldn't change anything. Its not the real issue.

    The issue is that right now at high rank there is an objectively correct answer to the question: "Should I cleanse ?" And that anwser is "No." Because cleansing let the Plague access her most powerfull weapon while being sick isn't that big of a problem for confident survivors.

    But I don't think we want to do the opposite. Make the sickness too harsh so that survivors always have to cleanse. And I don't think we can achieve a balanced choice between cleansing or not with a static sickness effect.

    The best solution in my mind would be to make the sickness get worse over time, so that the pressure on survivors to cleanse increase. So first you get Broken. Then if ignore the sickness, maybe you get Exhausted too. Thats annoying. And if you keep ignoring it, maybe Hindered too ? Being perma-hindered would be super harsh, but you got to deny the Corrupt purge for a bit longer.

    Or maybe make some entirely new effect for the disease, but thats a decision for the game designers at that points. We are just throwing ideas around.

  • The Plague is basicly 2 different killers. Vile Plague and Corrupt Plague. And survivors are the ones who allow Vile to turn into Corrupt.

    Corrupt Plague is a terrifying killer with a powerfull ranged attack and faster movement than Huntress.

    Vile Plague is a barebone M1 killer with Placebo pressure and no chasing tools.

    No wonder high rank survivors would rather deal with Vile than Corrupt even if it mean staying broken for 90% of the game. She can be looped forever.

  • Not that it make much of a difference. Puking on stuff seemed interesting at release but its near pointless. Being infected is not scary at all.

  • Well we got the aknowledgment of the issue in the latest Q&A and a fix is coming Soon™.

    Good job BHVR. 👍️

  • Legion is surprisingly fine. Better than Clown or most M1 killers really. They can get a lot of pressure and momentum if they can chain a few Feral Frenzy stabs.

    Feral Frenzy gives you increased mobility, detection and extra pressure via Deep Wounds. Individualy each of theses things is weak. But when you add them up with perks and keep re-applying them over and over again, its really start to pile up.

    But Legion really need to get that initial momentum. If the survivors split up consistently and don't let them chain Feral Frenzy they are just another M1 killer.

    Also their add-ons are ass and need to be looked at. But really that apply to most killers.

  • @thesuicidefox said:

    From what I understand, TR and Killer Instinct are now different zones. By default, they overlap at 32m. When you use Iri Button, it increases your TR ONLY not KI. So survivors should hear the TR no matter where they are, but you can only see them with KI within 32m. If you want KI zone to be larger, you need to use the add-ons that increase its range.

    I think they did this so that you could run stuff like Tinkerer but still be able to use KI.

    I'm not sure if that how it works. When I tried to use Monitor & Abuse, it seemed like I would initilaly get a very wide detection range in KI, but a few second after I would suddenly lose my targets, because I was no longer in a chase and my TR shrunk.

    I don't know how Iridescent Button work, but it does not appear to extend your actual own TR to wich Killer Instinct is tied, where M&A apparently does.

  • The only time I feel a difference is with Stolen Sketch Book. You really feel that your Feral frenzy last longer and allows you to catch a survivor that might have escaped you otherwise.

    As @turkeysubs said. Extra detection range is useless, because it lets you see targets you can't catch. Shorter refill time is useless, because you don't rely on FF as much and have so many way to lose your gauge anyway. The Pins and Frank's Mix Tape are useless for very obvious reasons. Faster recovery from FF cooldown is useless because you can barely feel any difference. And lastly Stab Wound Study is useless because the Bleed Out timer can't go down unless the survivors just flat out forget to mend.

    The only others add-ons I like to use are Nasty and Filthy Blades. 2 or 3 extra seconds of mending may seem like nothing. But to me the entire purpose of Legion's power now is time wasting. Waste a couple more second Mending, then waste a few more seconds on gens with Thanatophobia. Don't want to waste time because of Thana, then you have to heal, wich mean you don't work on gens, etc...


  • @Raptorrotas said:

    chaser calculation doesnt account for instantdowns of any kind or grabs. Same with Malicious.

    That would explain a lot.

    I've had games against immersed survivors who barely ever ran and just kept trying to hide in corners even when wounded. It seems that if you down them the instant you find them, the game doesn't have the time to detect it as a "chase" and you don't get Chaser points. But I could be wrong.

  • Next patch notes: Moderatly reduced the vagueness of tooltips.

  • I don't know what is up with this perk specifically, but it's pointless for me to run it because it always gets cleansed before I can hook a single person.

    Its really not rocket science. Lullaby is just as vulnerable as Ruin but does absolutly nothing until you get some stacks on it. Given how fast survivors will cleanse any totem, its no surprise that Lullaby end up being wasted.

    Lullaby should start the game inactive and after your first hook, a random dull totem will become Lullaby and get a stack. Survivors shouldn't have any notification of Lullaby's curse until they fail a skill check while Lullaby is active.

    Do it devs. I dare you.

  • @ClogWench said:

    https://forum.deadbydaylight.com/en/discussion/comment/468819#Comment_468819

    Maybe the Hindered effect for a survivor broken by the sickness? Aim her to be a bit harder to break someone with but being broken has far bigger consequences. Hindered, slower action speeds maybe

    Hindered would be too strong and its allready the clown's thing.

    Exhausted could work though and would make sense thematicly. The status would be removed instantly by the Pools too.

  • I don't think any particular Jojo character would fit in DbD.

    That being said a Stand user killer would me amazing. A slow killer with only a weak short ranged punch attack or maybe no attack at all, but able to summon his Stand to attack within his TR, while dramaticly pointing at the survivors saying "You stepped in my range". 😋

  • @Boss said:

    It's good if you use Coulrophobia & play a Killer they wanna heal against.

    Other than that though, i've yet to even use it.

    You use 2 perks slots to inflict a 50% healing speed debuff on 1 survivor for 20 seconds ? I don't call that good.

    The sad truth is that Dark Devotion is just plain bad. Its awkward to use, as you have to find your obsession, hit them, then let them go and find someone else to take by surprise within 20 seconds.

    Its a gimmick that might confuse the survivors a little bit if you manage to make it work, wich you won't be able to do consistently.

  • The fact that the Pools of Devotion fully heal survivors is not the core of the Plague's problems since the optimal strategy against her is to never use the Pools anyway. Not until the very end of the game after all gens are done.

    The Plague need some tweaking. There need to be some kind of tangible threat to Vile Purge so the survivors might want to risk giving the Plague her Corrupt Purge.

  • In theory Thanatophobia should affect Mending, since Thana is a general action penalty. In practice I'm not entirely sure.

  • The only killer who can really benefit from a larger TR in general is the Doctor. For all the other killers, a big TR is only for gimmick fringe builds.

  • Theses are wild. I love it. Small adjustment are boring. Lets nuke the meta ! 😋

  • The Plague's Vile Purge definitly need some more bite to it so the survivors can't just ignore it and deny Corrupt Purge.

    You can't ignore the Doctor's Madness. You can't work on gens if you never snap out of it. You can't just ignore Deep Wound forever. You have to waste thoses 10 seconds mending at some point. But you can totally ignore Vile Purge as long as you want. High Rank survivors don't waste time healing anyway. This is just an invitation to gen rush even harder and condemn the Plague to run chase oriented builds if she want to be relevant.

  • I wish intoxicated survivors where blocked from interacting with generators. Its frustrating to toss a bottle at a far away gen only for the survivors to complete it by the time you close the distance. It might be the only thing he need to have some light map pressure.

    At minimum there should be some kind of penalty for trying to work on a gen while intoxicated. It would make sense.

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