Decarcassor
Decarcassor
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Idealy a win should be when the game say you won. The closest thing we have to that are the pips, but they are based of the emblems which are very iffy as a measure of skill. Some killers get penalized for using their power efficiently (chainsaws) or simply because the whole design of their power go against what the emblem sytem reward. And some underperforming killers like Legion or Wraith can get high emblems score and pip even if they fail to kill the survivors.
For survivors its even mudier, because its supposed to be a team effort, but the game rate you individualy. You can be the MvP of your team and still die, or be super selfish and still escape. What you define a win where you died ? What would be the criteria to consider an escape as failure ?
Improving on the emblem system and resulting pips could be done. It could be pushed forward to represent what the game officialy consider win or loss. But I does not seem to be a priority for the devs, especially when they manage to break the goddamn thing every other patch.
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Even in its original form the aura donwside of Mettle of Man made no sense.
MoM is just a fundamentaly bad idea for a perk. If it can be reliably activated its too strong, but if its not reliable enough its worthless. Everybody knew it was a bad idea when it was leaked, everybody experienced the sheer stupidity of it when it was released and everybody know there is no way to save this perk unless they change it to something completly different.
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They allready gave Surge a shadow buff by changing the terminology of generator regression. Surge will regress generators in range by 8% even if they are allready in regression state, where it previously didn't. So thats nice.
As it is, Surge is a good option for M1 killers and a poor one for killers who moslty rely on their special attacks. And I think thats ok ? I wouldn't mind the shorter cooldown but maybe it would be a bit too good for killers like Hillbilly, Cannibal and Oni who allready get massive pressure and snowball potential for landing their instant down special attacks. But then again, maybe it wouldn't be so bad ? I dont know.
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The Twins are a bit weird because of all the perks that don't do anything when you are controling Victor.
Sloppy Butcher allmost feel mandatory because it keep survivors injured longer and help Victor track them. I'm not convinced about Coulrophobia, because Charlotte lose her Terror Radius when she goes dormant.
Forced Penance can be surprisingly good for the Twins. It trigger when a survivor take a protection hit, so Victor actually benefit from this, but overall its not as reliable as Sloppy Butcher.
But once you take away all the perks that don't work well for the Twins because of the nature of their power, you are just left with the good old reliables. BBQ, PGTW, Corrupt Intervention. Save the Best for Last is also not the worst of ideas, but I find that Charlotte does not build stacks as fast as other killers who enjoy the perk, since a lot of you time is spent controlling Victor.
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I wondered if they played on console based on the weird movements we see. Thank you for the precisions.
Perks restriction and the detail of scoring probably explain why this does not look like the typical DBD games.
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I'm pretty sure there are restrictions on the players perks and items. The fact that they can't get multiple Dead Hard, Borrowed Time, Decisive Strike or Unbrekable and the likes certainly influence how the survivors play. You can't just bum rush the hook when the guy with BT is the one hanging.
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Why care about killer adept achievements in the first place ? Its pointlessly hard, mostly relying on survivors being bad enough to let you farm them to meet the requirements. And you gain absolutly nothing from it. So you don't lose anything by not doing them if you don't enjoy it.
Achievements are one of the stupidest thing ever invented and I will never understand why some peoples seem so obsessed by them in games where they aren't tied to any kind of tangible reward.
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I also found a hook on the chapel that the killer could stand in front of and made rescue impossible. So I'm guessing it was just not the greenhouse.
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@Mr_K said:
Good thing with Autohaven.
I know the Asylum has a loop with no collision but is that the only reason to block it?
I encountered a hook on the chapel that the killer can completly block by standing in front of it. Survivors can't make any rescue. I don't know if the same tile can spawn on the asylum version.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1931963#Comment_1931963
I mean, the patch notes specifically say "1/6 (16.6%) chance of succeeding on each attempt"
Patch notes have been wrong or incomplete before. This is why I'm asking. I'll be happy if the patch notes are 100% correct. I just want some confirmation, because the chances of escape are significantly different if the mechanic does not actually work as advertised.
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If a survivor you are chasing got behind cover where you can't easily land a Tonic bottle, you can use an Antidote, provided that you have enough space to pass in the cloud as it activate without having to stop. Thats about it, and its really not much in addition to being very circumstancial.
Other uses of the Antidote are dubious at best. The distance gained is so minimal that it doesn't really feel worth the expenditure of a bottle.
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/1928770#Comment_1928770
Stealth play has always been a running joke in this game (unless you're Claudette) especially with the number of tracking perks killers have at their disposal (Whispers being my main one, but there's BBQ, Bitter Murmur, Rancor, Nurses Calling, etc) It's part of the reason you'll see newer player Urban Evading around the entire map and then once they get good at the game, that perk gets tossed in the trash.
As far as his power update, I genuinely don't know how it works. Does he slow down when he switches bottle types? Do they share an inventory meaning if he uses his speed boost bottles to get across the map faster, does he have to reload and switch to the regular gas bottles or do they have a separate inventory.? Asking because I genuinely don't know
He is not supposed to slow down when switching bottles, but since you tap the reload button to do it, I can see how it might slow you down for 0.1s or something. But I didn't notice it on the PTB and haven't checked the live version yet.
Also yes, the tonic and antidote share the same inventory. Meaning when you use the antidote for "pressure" you have less tonic for chases and you will need to reload sooner.
And as expected, nothing changed from the PTB. Nobody really knows what the antitode is supposed to accomplish. Clown just got a shortened reload, new chase music and some add-on changes, half of them now affecting the antidote. But hey they didn't touch the incredible Kerosene Can for that sweet 30 seconds of blindness, what a relief ! 🙃
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Unless they made some significant changes from the PTB version, Clown will still be a relatively low tier killer.
The afterpiece antidote on the PTB was really awkward to use. You have to switch bottles and throw it at the right distance so the delayed activation trigger when you get there. I don't quite understand what the antitode is supposed to contribute in loops that the tonic can't do without the finicky bottle switch. And as for map pressure, a 10% speed boost for 5 seconds make you gain 2 whole meters. Its really not much. And if you use the antitode like that, you will have to reload more often.
So I really wonder what the dev's goal was with theses new bottles. On the PTB they didn't really accomplish anything in particular. The best thing about them is the add-on that give you wall hacks when you are invigorated. Everything else is incredibly underwhelming.
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Deep Wound's purpose is to provide a weird 0.5 health state and waste time. Survivors are not really meant to go down from it, its just there so survivors have to mend eventualy. But 20 seconds its still 25% of a generator. So a survivor can easily ignore deep wound for a while to push an objective.
I think having the timer go down faster if you perform any interaction other than mending is an interesting path to explore. I also like the idea of removing a few seconds if you interupt mending, to discourage mending right next to the killer, but this one is maybe a Legion specific issue, so maybe it would be an effect to replace the current Frank's Mixtape or Stab Wound study, alongside pausing exhaustion recovery.
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Thematically Myers is pretty cool. Staring at survivors menacingly to power up is very fitting. The problem is the game has changed a lot since Myers's release and he changed little. We also have Ghosftace now who is a better stealthy killer than Myers and can quickly stalk individual survivors as much as he please, and Oni who has a much scarier Powered Up Instant Down mode and a more aggressive way of building up his power by collecting blood.
Nowdays what is Myers good at ? And is he really that good that he need so many restrictions ? What is the purpose of Evil Within lvl 1 ? Is Evil Within 3 really that scary without the busted add-ons ? What even are you in EW2 if not just a knife man ?
The Shape is a bit lost right now. The devs need to take a good look at him at some point and ask "What did we design this guy to do and is he successful at it in 2021 DBD?"
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In my experience, most peoples who complain about Ghostface reveal mechanic don't understand how it work and try to do it wrong.
I will admit that there are some cases where latency and weird map objects blocking or not blocking vision properly can mess up the reveal mechanic. But its not the reveal mechanic fault directly. There is just a weird invisible wall above an object or you are trying to look at a killer that the server say is somewhere else. But thoses remain rare.
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Long story short: because Decisive Strike was always meant to be a defensive perk to protect someone from being tunneled, yet it can be used aggressively to make plays in the killer's face knowing you couldn't be hooked for a while. This create some very frustrating scenarios that have been complained about for ages, especially against experienced survivors or SWF who know exactly how to milk every second of the perk.
So the devs solution is a rather blunt one. If you make a play after being unhooked (in the sense of something helpfull for your team), your DS will deactivate. Lockers don't count, so you can still hop in lockers to force actual tunnelers to waste time or eat DS.
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What make the current OoO so annoying is how unrestricted it is, how badly it screw some killers and the general lack of a real downside. And then the general SWF issue.
The proposed OoO rework is completly fair. The perk still provide very usefull informations, allowing you to deduce what detection perks or add-ons the killer is using, and you still get a freebie if you are the obsession but you are no longer in full control of the perk and it no longer act as super spine chill against stealth killers.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1915481#Comment_1915481
This is wrong. You need to search the correct Jigsaw Box to get the Trap off. It doesn't come off after you search X boxes, where X is a randomly assigned number.
Indeed. But in term of odds it does not matter if you have to find the right box or search a set number of boxes. You have 25% chances to find the key in the first box, 33% in the second, 50% in the third and 100% in the last (without add-ons adding extra boxes.)
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I'm pretty sure what they did to Trapper's traps was actually to make them more like Pig's. The bear traps will just have a randomly set number of escape attempt beetween 1 and 6 (modified by add-ons) just like Pig's RBT have a randomly assigned box out of 4 (modified by add-ons) to remove them.
Before Trapper had a flat 25% escape chance for each attempt. After the update it will be 17/33/50/66/83/100%. If anything its kind of a nerf, because the odds of escaping on the first try are now lower but everything after that is higher. Maybe the reworked escape add-ons will make it worth it ?
Of course thats assuming the number of attempt is determined with a flat d6 and not with some other formula.
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You forgot N°4: Teammates making terrible unhooks because they count on you having DS.
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Rework the awfull Badham school building. Problem solved.
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The reason you don't see Devour Hope often, is because its too much of a gamble. With the reworked Undying, you will get 1 chance to save Devour Hope, but if it fails you will have wasted 2 perk slots instead of one.
At least Ruin put a choice on the survivors. Stay on generators or cleanse the Hex. But with Devour Hope, just do the bones. Its not like the gens are going to regress. You are probably better off using Huntress Lullaby with Undying, because at least it hinder the survivors who stick to the gens.
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@HR_Helios said:
https://forum.deadbydaylight.com/en/discussion/comment/1899161#Comment_1899161
Still a waste of time if you ask me. Some anti loop killers may be able to deal with it better but killers like ghostface, plague without her power, michael,billy (depending on the loop tho honestly you should just saw the pallet anyway),etc need to break the pallet or spend the next 30 seconds bloodlusting which imo is boring as hell.
Better "waste" 30 second to secure a kill than break the pallet giving the survivor a chance to find another safe pallet, and another one, and another one, etc... And this is not a common scenario. You don't want to do it most of the time.
Safe loops are boring by design. Once the pallet is dropped you either have to break it or Bloodlust around it if the loop is short enough to do that. If you don't have a power that can help in loops thoses are your only 2 options and one of them is not always available.
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There is nothing wrong with brute forcing a "safe" full visibility pallet where no mindgame is possible to begin with, if you know you are getting a big payoff out of it. Typically if the survivor you are Bloodlusting is on death hook.
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The no duplicate perks rule for survivors is interesting, but that still mean they can bring one Object of Obsession while being on voice chat, wich is pretty much the most busted thing SWF can do. Still, knowing that there can only be 1 Decisive Strike and 1 Unbrekable per team is a relief for the killer and mean that you might see some less meta survivor perks used in a competitive setting. So thats cool I guess ?
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@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/comment/1891914#Comment_1891914
Not making mistakes isn't easy.
Most people will make mistakes.
That applies to both survivors at killers, even at red ranks. A lot of Killers here like to pretend that killer can't be won unless survivors make mistakes. They seem to think that they don't make mistakes and the game is unfair and survivor-sided and the only reason they can ever win is because survivors are making mistakes. This is a laughable argument to be honest.
The reality is killers tend to make more mistakes than survivors per game on average. Why? Because killers play 4x as much compared to a survivor. That should be obvious because there are 4 survivors and only one killer. The killer interacts with all four survivors and has much more opportunity to make mistakes. While a survivor will be holding down M1 at a gen at some point of the game doing nothing but that, the killer is always on the chase or hunting down a survivor. Killers do a lot more in this game, but that also means killers have a lot more room to make mistakes.
Fact of the matter is a lot of the time I escape because the killer made mistakes. And these mistakes aren't always obvious from the point of view of the killer. If the killer patrolled a gen and didn't find anyone and left, that was a mistake on his part because actually I was crouching behind a corner avoiding him and waiting for him to leave. That is a mistake made by the killer, and it's one that let me finish a gen to win the game. But the killer was 100% unaware that he even made a mistake.
If you aren't making mistakes in your play you'd be a grandmaster at the game.
There are nurses out there who make very few mistakes. Most survivors can't win against these players they are just so good at tracking and chases, and there is no defense.
I think you are missing my point here. I'm not saying killers don't make mistakes. They do. No more or less than survivors. But survivors mistakes can kill their teammates.
And I'm not talking about advanced play where you could have squeezed an extra loop or a few meters if only you turned left instead of right or made that clucth read on the killer. I'm talking very basic mistakes that show a lack of game awareness. Unhooking in the face of the killer without BT or any plan is a stupid thing to do and is going to get someone killed, unless the killer also follow up with a big mistake of his own. Hiding from a killer who is nowhere near or self caring while someone is looping the killer on the other side of the map instead of finishing an important generator. All of theses are very basic things that I see constantly in solo queue and from all sort of ranks. And all of theses in addition to hook suicides (and possibly Disconnects) impact the kill rate as a global statistic.
There is now way for the kill rate statistic alone to distinguish a 4k from a good killer who had to sweat and read the survivors correctly from a mediocre killer's 4k who just happened to have the survivors make a huge missplay (or several small ones) and snowballed from there. Also kill rate is not number of hooks or emblem scores. A 4k with 4 hook is significantly different from a 4k with 10+ hooks in terms of how the game went.
All I'm trying to say is that I don't doubt that the kill rates stats we are shown from time to time reflect the reality. I'm just pointing out that kill rate alone is not a very usefull indicator of how the games actually play.
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In my solo Q games experience, a lot of the kill rate come from survivors making mistakes or throwing the game. And then it just snowball out of control. All it takes is 1 hook suicide or 1 terribly executed rescue to give the killer massive pressure for free.
I'm by no mean a great survivor and I do make mistakes too. But some of the teammates I've had truly have no clue what they are doing or don't care about the consequences and are too eager to blame the killer for camping or tunneling when they are the ones to blame for serving them a perfect opportunity on a platter.
There are some really good killers out there that don't need big mistakes from the survivors to kill everybody, but I'm less afraid of running into them than I am of running into clueless or selfish teammates.
The game should really be better at highlighting the survivors mistakes during the game and at the end screen too. Killer's too, probably. But a killer's mistakes are his own problem. Survivors mistakes kill their teammates.
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The Twins have a very unique visual design but they were released unfinished and it shows. Even after being patched, their gameplay is still rough with many annoying little things everywhere. They need a lot of polish and possibly some small redesigns of part of their kit.
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The Afterpiece Antidote require carefull use for very marginal benefits and make you reload more often. Thats about it.
Like in the pallet exemple, if you are right in front of the pallet there is no point in throwing an Antidote at it, because the time to switch and throw, added to the time to break it will offset the speed boost. Now if you throw the antidote in advance before reaching the pallet you don't waste any time, but even then the speed boost remain minimal, to the point where you have to wonder if its really worth using a bottle for it.
Its also bad for map pressure for 2 reasons. First, a 10% speed boost for 5 second does not gain you that much distance. And second, the 2.5 seconds delayed activation of the Antidote make it awkward. You have to throw it pretty far away from you to get to the cloud when it activate, meaning any kind of wall or large obstacle make it near unusable.
Maybe if the Clown had more bottles by default or if the Antidote recharged differently it wouldn't be so bad. But asit is, using one of my few precious bottle to gain a couple meters now and then does not seem worth the time you are going to waste reloading even if its been made a bit faster.
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/comment/1864698#Comment_1864698
If you actually think in Solo Ruin/Undying could be easily ignored or countered you never actually played against it in solo. Solo was borderline unwinnable if a killer had the combo and wasn't a complete 4head.
The only reason it works so well against solos is because of bad plays. A lot of solo queue players have no game sense and make terrible decisions. They don't know where to look for the totems, don't want to run perks that would help them, etc... This does not just apply to totems and Ruin + Undying. Unsafe unhooks, abbandoning gens, hiding when they should run. The solo queue experience is always terrible no matter what perks the killer is using.
Nobody who understand the game say Ruin + Undying is bad. What they say is that good survivors can play around it by cleansing totems efficiently or ignoring it completly. But you don't run into really good survivors that often.
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No mobility or innate lethality. Shock therapy is nice to turn unsafe loops into worthless loops, but if a survivor opt to drop the pallet of a strong safe loop early, your power is useless. Sure using pallets early can bite the survivors in the back, but only if they waste a lot of time. Good survivors will take a huge lead on objectives while you struggle to end some chases and get no hooks.
Its all about the time crunch, and Doctor simply ain't that fast.
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Picking a high tier killer does not make you instantly stronger. In fact some of the better killers are also harder to play well, Nurse being the most obvious exemple. But you also have Freddy who has a lot of advantages making him high tier, but largely play like a normal M1 killer.
Always keep in mind that tier lists are supposed to reflect the game at the highest level of play, when both killer and survivors are doing their best to win. Any tier list that does not is pointless and based on subjective preferences. You can do well with any character or perks you like in a casual setting, but the limits of low tier killers become very obvious when you run into a very efficient group of survivors. But you don't run into them that often.
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I'm going to repeat the same thing I say whenever this subject pop up.
Remove the Feral Frenzy bar depletion on basic attacks, normalize Legion's Deep Wound to 20 seconds like every other DW source and rework Frank's Mixtape and Stab Wounds Study to be usefull.
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Making a change to only 2 add-ons is something they could sneak in a mid-chapter or any patch really. But I wouldn't keep my hopes up.
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I believe a lot of peoples are missing the point. This is not about what the OP could have done in this situation. Its not about it being overpowered, having counters or being an SWF issue or any of that.
The point is that survivors blatantly ignoring the killer and moslty getting away with it is dumb. No matter how they do it.
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Survivors: Kindred. It would help solo players tremendously in making better decisions.
Killer: Shadowborn. Because I'm tired of all the stupid "techs" that boil down to exploiting the very narrow killer FoV combined with jittery survivor movement.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1828344#Comment_1828344
Legion might be performing fine, but like the Devs have said, stats aren't everything, else we'd be looking at a Nurse buff.
Legion needs a total redesign. He feels terribly punishing to play and he's boring/annoying to play against.
A complete redesign into what ? What do you want Legion to be ? Right now they are fine, a bit on the weaker side, but could use some small fixes and improvements (as many killers do). What would be the point of compleltly redesigning them ? Why no just play another killer if you don't like how the Legion play ?
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Can you use Tinkerer on Freddy ? Sure. Would I ? No. Its just a perk that tell you when a generator is 75% done, but you lose a lot of its value because Dream Projection give a headstart to survivors and Undetectable is useless when they are asleep. Even if it worked, its not like Freddy need it. His lullaby and small size allready make it pretty hard to tell where he is coming from sometimes.
As a general rule I don't like using perks that I can't get 100% of the value from. There are other way to keep tabs on generators that he can take full advantage of.
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The stats say Legion is performing well. They don't need any major changes, only an add-on review and a couple tiny changes.
- All of their add-ons are underwhelming compared to the Frenzy duration ones. Buttons add-ons should have their duration increased and/or apply to the first Frenzy hit.
- Make Frank's Mixtape and Stab Wound Study do SOMETHING. If you can't find a way to make them affect Deep Wound in a balanced way make them do something else.
- Normalize Legion's Deep Wound to 20 seconds like every other instance of DW in the game instead of the current 30 seconds.
- Remove the power gauge depletion on basic attack. This serve no purpose and is just annoying. You can't down survivors with Feral Frenzy or proc basic attacks perks anymore. There is no concievable way to abuse M1 into Frenzy in any scenario.
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I'd say Freddy is the most consistant. He does not care which map he is on, how big it is, or how strong the loops are. He just snare everything and teleport where he needs to be. Survivors HAVE to deal with the Dream. There is no avoiding it indefinitly.
All the other strong 4.6 m/s killers have things that can really screw them. For all his amazing mobility, Blight's power won't help him in certain loops and he has no innate lethality at all. Oni can snowball hard but he can also fail to build up steam or lose it at the worst time. Pyramid Head and Bubba are scary to deal with at loops but have no mobility etc...
Freddy is Freddy, always, wherever, forever. You will Fall asleep and step into his snares. And he can pull some tricky move with unexpected gen teleport mid chase, especially when the survivors have no good sense of his location because he does not have a directional Terror Radius in the Dream and his short make him harder to see in the distance than taller killers.
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@gatsby said:
Personally, I would just remove the Aura reading. And give a Hex: Undying notification whenever a totem respawns. So we're pretty much on the same page. I feel like Undying steps on Thrill of the Hunt's toes too much
The problem with completly removing the aura reading is that Hex: Undying would do nothing on its own. I don't think the devs want that.
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Thats a pretty fair change. It still give utility to Undying on its own and make it clear that the Hex is in play.
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Using repaired generators as a ressource is an interesting idea to play around with. I'd happily welcome a new killer or new perks based around it. Just leave the Dotor out of it. His rework did a fine job and he does not need any major changes right now.
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Perks are tied to Charlotte. So only the distance from her should matter.
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Scratched Mirror Myers move at 105% speed, can't level up Evil Within, has a stubby lunge and can't gain Bloodlust. This is a gimmick that usualy require an indoor map, because if you can see Myers coming he is a joke to loop. He really can't commit to chases, so wen he hit you, just run away and find some kind of open place to heal where he just can't take you by surprise. Even on indoor maps there are open enough areas. As long as you keep running far away and healing in safe places he can't build any pressure.
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I generaly agree that Blindness and Hermorrhage are very underwhelming effects. Yet they keep being tied to rare or above expensive killer add-ons with often very short duration and I can't figure out why. They just feel like filler effects for when they have no more interesting ideas for add-ons and they design them weak on purpose to avoid any imaginabe abuse, just in case.
But making any change to Blindness and Hemorrhage at that point would mean having to look at and rebalance all add-ons and perks that deal thoses effects. Thats a lot of work if you want it done right. And since its not exactly a hot issue, I very much doubt its going to happen any time soon, sadly.
Altough one quick and easy fix to make most of theses add-ons more appealing woud simply be to give them decent durations. 30 seconds of Blindness is pointless, 60 is very short, but 90 or even 120 ? That might actually do something. Not much, because its still Blindness, but survivors migth be vaguely inconvenienced by it instead of not even noticing it happening.
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Early game you probably don't want to release Victor immediatly since the global audio cue will reveal who you are playing and put the survivors on guard.
If you find a couple of survivors, jumping on one with Victor and then going after the other with Charlotte is not a bad idea. If they kidnap Victor thats 2 survivors not working on gens, and they will be injured for later. You want to keep survivors injured as much as possible so they easily go down to Victor. You can also leave Victor as a detector in a place of interest while you patrol gens with Charlotte.
You need to carefully use both Charlotte and Victor. The brother is better at chasing, but he can't hook or damage generators and does not trigger most perks. You don' want to stray too far from the sister or survivors will just recover or finish generators before she can reach them.
The worst thing you can do with the twins is chasing survivors one by one. While survivors are uninjured, you are just and M1 killer. And if you send Victor at them and they don't crush him... you are still a basic M1 killer. Keep switching targets, keep them injured and keep them confused. Take full advantage of being able to be in two places at once.
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I don't think they need any big buff or nerf but rather some fine tuning.
The dumbest thing about how the Twins currently work is that crushing Victor is generaly a bad idea because he will just regrow on Charlotte in 5 seconds. Meanwhle he is not that big of a threat if the whole survivor team isn't injured and Charlotte has no way to recall him other than waiting.
Also the camera lock on Charlotte's fatigue is extremely annoying and complelty unnecessary. She allready can't move or attack, at least let her look around like Nurse or Legion.
Laslty I wish there was a way for Charlotte to just drop Victor without taking control of him. Sometimes you just want to use her bother's Killer Instinct and having to switch in and out with the fatigue waste tons of time.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/1817676#Comment_1817676
I'm pretty sure you don't get off a gen instantly, it's just much quicker than stopping an unhook, jumping out of a locker or vaulting. This would explain why I so often get hit with a skill check that I can't see after having already let go of the gen, because there is a brief amount of time between when you release the button and when the survivor is actually no longer on the gen.
Unless the survivor doesn't let go of the gen at all because they didn't see you or they thought they had time to finish the gen, then it makes sense that gen grabs are "unreliable" because a lot of the time you genuinely did not grab them in time. And the locker grab has nothing to do with whether or not it's smart, the window of time the killer gets to make the grab is just too long. If you're already exiting the locker than they shouldn't be able to grab you at all tbh, unless you are doing it slowly. Fast exits should automatically just be hits.
You totaly let go of generators or unhooks actions instantly. Just because your character model return to its default standing position does make it part of the canceled action.
When you try to grab a survivor of a gen the server decide if the grab is valid, but since letting go is instant it will work in the survivor favor most of the time. The problem is that the grab animation start from the killer side before the grab is rejected, screwing the killer of a free hit and giving the survivor a small headstart. This is why its a problem.
Same idea apply to lockers. The server decide if you where still in the locker when the killer opened it. But because exiting a locker is a fixed animation that can't be canceled in any way this will often work in the killer's favor. And if you exit the locker in time to avoid the grab, the killer can still hit you normaly.