Decarcassor
Decarcassor
About
- Username
- Decarcassor
- Joined
- Visits
- 5,566
- Last Active
Comments
-
Actualy no. There are 2 kinds of grabs. Thoses where the survivors are locked into an animation and thoses where they can cancel what they are doing instantly. Ever since the introduction of dedicated servers, the second type of grab has become completly unreliable. The first type of grab work as intended. Jumping in and out of locker in front of the killer's nose is not meant to be a smart thing to do.
-
@megswifey said:
https://forum.deadbydaylight.com/en/discussion/comment/1817444#Comment_1817444
Yes, but I meant what I should do if I am going for a save in a situation where a survivor is looping or distracting near the hooked teammate. Heartbound gave me a good tip to body block during the unhook in case they get close, I was just worried about messing up the angle and putting my teammate in a bad situation! Good point though, it's very common unfortunately
Its an unfortunate situation that happen way too often. But I think the worst thing you can do is just wait for the situation to change. Either you think you can make the save and go for it, or just go do a gen. There is nothing more frustrating for the guy on the hook than seeing one teamate failing to lure the killer away and the other 2 waiting around doing nothing for a safe save that may never come.
There are a few ways to make a safe save without BT. If the killer is close you can take a hit and unhook during the attack recovery. But that won't work if the killer is using Save the Best for Last (not that common unless its Demogorgon). You will probably just end up trading places on the hook, but its better than letting someone go to second hook phase (unless you are on death hook yourself).
If you have enough distance, you want to try to position yourself beetween the killer and the hook, so your hitbox is in the way if the killer lunge.
The tricky part is if the killer just wait to try and grab you. You will have to engage in the dance of baiting the save until the killer lose patience or you lose your cool.
-
One shouldn't be looping near a hooked survivor in the first place. They should do their best to lure the killer away.
-
Perks are tied to Charlotte, while Victor is more like a remote controlled hatchet and does not count as a basic attack. Perks that directly affect the killer won't work while controlling Victor, but perks that affect survivors or the environment still do.
-
Things to keep in mind when looking at perks for the twins:
- When Charlotte is dormant, all perks that directly apply to her are inactive.
- Victor's pounce is not a basic attack.
The ideal attack pattern with the twin is usualy to cause as much injury as possible and try to rapidly down multiples survivors with Victor. Sloppy Butcher can only be applied by Charlotte, but it keep the survivors injured longer and help the innate blood tracking of Victor.
Forced Penance does not require a basic attack and 80 seconds of broken is not insignificant with Victor running around, but it very much depend on how the survivors play.
Save the Best for Last is a good way to make Charlotte more threatening by herself when Victor is stranded in an inconvenient place and make her way better at defending hooks.
Lastly Charlotte has an interesting synergy with Play With Your Food. Victor's pounces does not cause the perk to lose stacks since Charlotte is dormant. Its probably not super strong, but more mobility for Charlotte is always nice.
-
I only ever used Lightborn once in my entire DBD playtime and that was a few days ago for the killer rift challenge that I got done in a single game.
Nobody use Lightborn in normal circumstances. As long as you don't see a lobby full of Flashlights you have no reason to equip it.
-
Its... usable on killers who mostly use basic attacks. But compared to similar information perks its just not good or reliable enough.
-
I just don't understand why Oppression has such a massive 80 seconds cooldown when all it does at best is trigger regular regression on 3 generators. Regular regression speed is absolutly terrible and survivor can undo with a 0.1 second tap. It also can't multiply the effect of Pop Goes the Weasel or Overcharge. And if survivors pass the "difficult" skillcheck it just does noting.
Its just not good enough to warrant the massive cooldown.
-
Everything about switching beetween the Twins is rough and slow. I wish we had a way to drop Victor without taking control of him sometimes. I wish we had a way to recall him when he end up in a inconvenient place. I wish Charlotte was not camera locked when switching back to her. Also the hook distance requirement can be very annoying on some maps where they spawn close together.
Having Victor on you back is really not a big issue. It does not hinder chase at all and waste very little of the survivor time. You don't even have to stop moving to crush Victor. And without add-ons, its got absolutly zero lasting effects aside from being wounded. Incapacitated does not even prevent unhooking, helping a survivor up, or opening the exit gates from what I understand.
-
I don't know what's going on on Father Campbell's Chapel, but hill totems are just spawing in front of the hill instead of the inner side of the rock by the tall grass. It was allready a terrible spot for totems, but this is just ridiculous now.
Something is definitly wrong with totems right now.
-
The hatch is only part of the issue. The other is the emblems scoring. That 1 extra hook can make all the difference for thoses who care about pipping on consider a black pip game a draw. Its especially important when the survivors are good and the killers don't have the luxury of slowly hooking every single survivor 3 times each.
But in my experience the most boring games are the ones where the last 2 survivors are hiding, waiting for the other to die and get the hatch. Nothing gets done until one of them get bored or the killer finaly manage to find one fo them, but unless you have some very specific perks its really hard to find survivors who are dedicated to doing nothing.
-
I'm not too fond of Billy and don't play him much either, but I used Infectious Fright and extended a game way longer than it needed to be until it worked. As far as challenges go it wasn't the worst.
-
Its for consistency accross killers gameplay. You can always estimate if an attack will hit because the hitbox is the same size for all killers. Having different lenght and width of attack accross the different killer would just be a mess since there is no visual indication of such thing in the killer PoV.
-
I'll tell you what I enjoy about Freddy. Its the smoothness. He does not have arbitrary slowdowns when using any of his abilities, no weird camera locks, movement restrictions or fatigue downtime.
That being said its true that Freddy has a bit too much in passive benefits. The sleep cycle is completly free, it highlight asleep survivors making them easier to see, make them waste time if they want to wake up, confuse them with the lullaby and apply free Oblivious. This is the part of Freddy that need to be looked at.
-
When I play survivor I have no issue revealing Ghostface whatsoever. Unless he is moslty covered and leaning of course which is working as intended.
When I play as him its really hard to tell what the survivors see with the 3rd person camera, I just assume they had an angle on me. I also see plenty of survivors who are incapable of revealing me even if I stand right in front of them.
I will admit that server lag issues can probably screw with the reveal, but I have not experienced it myself. So the most likely issue when it comes to breaking Ghostface out of Night Shroud is the simplest of all: user failure.
-
@LowSpecGamersMatter said:
https://forum.deadbydaylight.com/en/discussion/comment/1789923#Comment_1789923
If I dont stay injured gens wont get done.
Bring a med-kit or use Inner Strenght.
-
Don't stay injured. Victor is great at slugging multiple wounded survivors quickly, but having him latched onto someone can actually be more of a pain in the butt for his sister than anything.
-
Oppression does not apply "kicking" perks to other generators, it just make them regress or trigger a skillcheck.
Charlotte allready lose her Terror Radius when controling Victor, so you don't get any extra value from Insidious. But I suppose you could pretend to be dormant with Charlotte to trick survivors.
Surge and Oppression have completly separate activations and effects. You won't be able to kick a generator that has started regressing because of Surge, but you can trigger Surge on generators that are allready regressing because of Oppression.
-
The notification is the only thing that work with Hoarder EXCEPT in the basement.
It does not create extra chests or reduce the rarity of items within.
-
So here is how Azarov go: As survivor you MUST split it, and as killer you MUST 3 gen a side. Whichever side can do that usualy win. Also the middle part is nothing but strong looping tiles back to back so the killer really has no interest in trying to cover both sides. Laslty, the totems spots are terrible like on all old maps. Hopefully the graphic update will fix that.
Autohaven is one of the worst realms in my opinion, giving us such gems as Wreckers Yard, which is all about the center basement camping, Gas Heaven and the infinite car walls, and Blood McFlippin' Lodge.
-
That is why Kindred is an amazing perk for solo survivors. You can see if the killer is camping or not, where your team is in relation to the hook and if they are about to do something... unwise. You have all the info you need to make the right decision. Stay on a gen, go for the save, or sadly sometimes, start planning a hatch escape.
Of course the worst part about Kindred is when you are hooked yourself and broadcast all the above informations to your whole team and yet they still manage to make a terrible save with everybody running around the killer like headless chickens.
-
It seems to be that the Twins have been designed to be an entertaining killer to face rather than an effective killer to play if that make any sense.
A lot of tought has been given to counter-play while everything to do with playing them is rough and underpowered. The inability for Charlotte to find Victor or recall him is most puzzling. Victor's ability to latch onto survivors while fun, does not in fact hinder them the way I think it is supposed to. And while the locker weakness is being adressed, its still a bit baffling that they didn't see it coming.
I really like the idea of the Twins, and I hope the Mid Chapter will give them the polish they desperatly need, but I agree, it looks like its going to be a rough release.
-
Hook and generator grabs have been completly unreliable ever since the switch to dedicated servers, because it seem to give the priority to the survivors, no matter how late they cancel their action. And even when they work, they can still finish working on the gen or successfully unhook teammates. I've seen it happen myself.
Meanwhile, locker and vault grabs are completly fine, since survivors are locked in animation and can't cancel out of it.
And apparently its not a problem since nothing seems to be done about it, even tho its a massive nerf for stealth killers in general, who could rely on grabs to compensate for a lack of lethalithy.
-
There are many things that could be done to improve the Demogorgon. Sadly its unlikely we will see anything done to him in the near future. I'm sure the devs are aware he isn't in a good place due to his low pick rate and kill rate (not that kill rate is a good stat to focus solely on, but thats another discussion), but they seem to have other priority at the the moment.
-
It seems the Twins where designed to be played against, not played as. Great concept, poor execution.
-
@GrimmReaper said:
I made a post a while back about this. Looping is such a strange design choice of interacting with the killer. No other asymmetrical game I've played has "run around a small area in a circle, drop a pallet and run" as the only way of interacting with the killer. Closest I can think of is F13 running from cabin to cabin but even so, there was more ways of interacting with Jason.
I don't think looping is a bad design choice when it's mixed with stealth and other aspects but for the most part this game relies on it too much to the point that stealth becomes obsolete. Stealth should be better than it is now and there should be more ways of interacting with the killer. What those ways could be I'm not entirely sure. Maybe another objective that both killer and survivor can interact with? Either way I think looping is getting a bit stale.
Looping was never a design choice. Giving survivors the ability to vault windows faster than the killer and drop pallets that can then be destroyed, where design choices. Looping was simply discovered to be the most efficient way to use thoses gameplay mechanics.
In fact in the early days of the game, nobody knew what they where doing and there where so many windows and pallets everywhere that looping was not really needed. But as soon as players started figuring it out and spreading it, things got really silly.
Ever since, the devs have tried to correct their design to account for looping, by deleting infinites loops setups, giving the killers bloodlust and entity window blockers, reducing the numbers of pallets, etc...
There is just no way to remove looping because it is a consequence of the devs designing a game where survivors use environmental obstacles to delay the killer and the players figuring out how to make the most of that.
-
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1742343#Comment_1742343
The egc timer has no such issues and will gladly kill indiscriminately, which is what I believe @Tricks was referring to with "let the EGC get them" 😌
You can't do that either because the survivor can struggle to remove Victor anyway. Preventing the survivor from leaving by the exit gates is complelty pointless. Only the hatch part matters.
-
I'm more interested in the Twins than I ever was in the Blight. There is so much mind games and tricks you can potentially play with this new killer and even if they end up being terrible at least they are interesting and unique. Blight seems like the complete opposite of that. A character that should have been something special and ended up feeling incredibly generic to me regardless of how strong he might be in the meta.
-
Ah! No they won't. They are just too weak.
Oppression might be a decent perk at best, but the cooldown is just too long for it to be meta and its the best one of the lot.
Hoarder is a fun idea that will only end up punishing casual survivors who like to check chests while, not doing anything against thoses who laser focus on generators.
Coup de Grâce is potentially very powerfull on some select killers but its no narrow and so limited. You are not in control of when you get it and you can very easily waste it. I can't ever see it being meta either.
-
The portals have so many mechanics tied to them and they barely matter. Once in a blue moon you will catch a survivor trying to hide near a portal with the Killer Instinct and that only because plenty of survivors don't even know the portals do that.
The Oblivious status does not matter because it does not last and you can still use your eyes and ears. The Undetectable effect doesn't matter for the same reasons. The way the killer instinct work really insn't practical either and can't be relied on. Removing the portals is easy, relatively fast and is shown to the whole survivor team for some reason. And allmost all Demogorgon's add-ons have to do with his portals but barely change anything.
Demogorgon is a pretty basic killer sitting on a pile of wasted potential.
-
Step 1: Screech really loud so the survivors all over the map know you are coming.
Step 2: Become undetectable for a laughable duration while the portal you emerge from make gross noises.
Step 3: STOMP! STOMP! STOMP!
Step 4: Where did the survivors go ? How did they see trough my clever ruse ?!
-
Pig has a cult following of very dedicated and very good players. Thoses Pig mains who consistently play her at red ranks are really good. I wonder what the Pig stats are when you look at all ranks ?
-
@Ghoste said:
He's one of the best users of the Ruin + Undying combo, so that should tell you how strong he is. Controls are janky, but his mobility is top-tier.
All that tell us is how strong Ruin + Undying is. Take it away and I'm not sure where Blight would stand.
I don't like playing the Blight. He feels very high effort low reward to me. You do 90% of M1 while using your power to just cover the map. I don't like that.
-
Myers design is really cool but its showing its age. And his add-ons are all over the place as was the fashion at the time.
His power has weird quirks, like having a limited amount of "evil" to stak per survivor. And stalking multiple survivors at once not actually increasing myers charge rate.
His add-ons range from garbage to broken with a few weird or useless ones. You can tell they where experimenting with them.
Being a 105% speed killer at the start of the game can be crippling. And you need to stalk your way out of it wich can sometimes be more difficut than it should. Because you can't gen grab anymore. Ever since the dedicated servers have gone live, grabs have been broken. Generator and hook grabs fail 99% of the time because survivors can cancel out of them. The only grab that work are vault and locker grabs because the survivors are locked into an animation.
Myers basekit design is fine but could use a little dusting off, because the game around it has changed. And he need a complete add-on pass.
-
Just like the last time we got such broad statistics, its really hard to conclude anything from them because we don't know how they are gathered.
What does "red ranks" mean ? Are games where where at least one of the players isn't red rank discarded ? Or is it just the rank of the killer ? You often get matched against purples or even green survivors as a red rank killer.
What does "kill rate" mean ? Does it account in any way for things like, DC, suicides and Morii ?
The only meaningfull stat here seems to be the pick rate, because we know what it represent. The rest might as well be numbers pulled from a hat.
Actually screw all of this. I want to see stats about average number of morii performed per game, average number of DC, average number of escape atempts and average struggle time. Then we might actually be able to discuss anything.
-
Myers design is one of the bests in the game. Unfortunatly, good survivors learn to deal with him and his kit is outdated in the current state of the game. Also his add-ons range from junk to absurdly broken, making it hard to balance anything.
He greatly suffer from his slow early game where he need to build up and get out of EW1 as fast as possible, in a meta where the first minute of the game is perhaps the most important. And after that he has all the issues of M1 killers with no mobility.
A temporary Exposed state and smaller TR aren't enough to compensate his flaws in 2020 DBD.
-
There is a reason why nobody ever use Hex: The Third Seal. Its terrible. Most survivors don't use any aura reading perks, and thoses who do probably can play without them. Yes its does somewhat annoy OoO users. But you have to hit every survivor to apply it and they can just cleanse the totem. And since its token based, Undying isn't as effective. And it only work off basic attacks.
Blindness is a terrible status effect. Why do you think killers groan whenever new add-ons are made or reworked into a variant of Blindness ? The only thing its good for is slugging if you manage to get the whole team blind.
-
You could say Doctor does not help learning the universal ways of tracking survivors or handling loops. But you really could say that about any killer with built in tracking or any kind of anti-loop ability. Just like you could say mobile killers don't teach how to pressure gens as normal speed killers.
If you overly play a single killer you are going to get bad habits when playing the others anyway. Doctor isn't special.
-
I did just test it with some nice survivors. They said Mindbreaker still worked above 50% progress.
I also confirmed that Surge trigger on regressing generators. Technicaly that was in the patch notes, but as part as the new generators terminology. So thats a stealth buff to Surge.
-
It might just be a complete coincidence, but my performance as the Blight noticeably increased when I unlocked Hex: Ruin to pair with Hex: Undying.
Is the Blight really that good or survivors just unable to do bones ?
-
Its far from a must have and I almost never use it. Its a nice early game pointer, but you will also have some games where it will never light up because the survivors are split or it will highlight a generator you know you can't save anyway.
Its not a bad perk to have, but far from one of the bests for my own tastes.
-
@Zani22 said:
https://forum.deadbydaylight.com/en/discussion/comment/1614311#Comment_1614311
Best way to test that is pinky finger
If it activates on a direct bottle hit...
I don't think that would work with Clown's bottles, because they don't cause damage. But it should work with Feral Frenzy and possibly survivor becoming wounded by a bear trap.
-
What I like about blood favor is that its when a survivor get hit. Any hit. None of that basic attack nonsense. At least thats how its written and supposed to work.
-
On an empty race track ? Billy. Oni does not have blood to get his power going, Blight does not have obstacles to bump into and Legion can't reset his Frenzy if there are no survivors to stab.
If there are walls and sharp turns, then Blight win.
On an obstacle course Legion's free mobility and ability to vault windows would give him an edge. And if there are survivors scattered around he can potentially run forever.
Oni would only win if he start the race with a full power gauge on a track with difficult obstacles for Billy and Blight and short enough that he does not run out of blood. Even with a survivor pit stop he would waste too much time refilling.
-
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1611995#Comment_1611995
so a huntress hatchet should be classed as a basic attack? also, deathslinger hitting someone after having speared them applies deep wound and yet still is classed as a basic attack.
Ok, you got me. So any basic weapon attack that inflict a single health state of damage then. And yeah I know about Deathslinger, but the idea in his case is that its a bonus effect of hitting a reeled in survivor with his basic attack.
Really this whole nonsense came about when the devs decided to make the Legion's Feral Frenzy attacks no longer count as basic, which wasn't a major issue at all. And then they kept going for "consistency" and made Pig's Ambush not a basic attack too. And now they rework old perks and make new ones with basic attack requirement all over the place. Even killer powers, such as Demo's Shred and Blight Lethal Rush get to be classified as non basic for no clear reason when they have the same effect.
This create the problem of killers being discouraged of using their special attacks because they take more risk to land than basic M1 hit, but have the exact same benefit. And in fact if you run any basic attack perks, your basic M1 hit are more desirable than your special attack.
Meanwhile killers of older design don't have that issue at all. They get to use all the perks they want along with their powers. Where is the "consistency" here ?
Rant over.
-
Great map mobility. Everything else is "meh". Feels super add-on dependant.
But hey now we got Hex: Undying.
-
Any attack that only inflict a single health state of damage without any additional effect should be a basic attack.
Just slap Deep Wound on Pig's Ambush and Demogorgon's Shred. Fixed.
-
Lethal Rush work exactly like Wraith's Surprise Attack, Nurse's Lethal Blink (notice the name), Hag's Phantasm Attack and Spirit's Grudge. All killer who gain special mobility when using their power all arguably easier to control than the Blight. Even Nurse.
Hell even the Deathslinger Reeled In is treated as a basic attack and he get to inflict Deep Wounds!
All theses attacks with fancy scoring event names are performed with the attack button (M1) and can benefit from perks and status that trigger of basic attack.
The Blight's Lethal Rush is an attack that is performed with the attack button, that only deal a single health state of damage with no other effect and yet it is not a basic attack. For some reason. Seriously, if Nurse and Spirit can benefit from basic attack perks and effect such as the Exposed status why can't the Blight who has a much harder time hitting anyone with Lethal Rush ?
(I realize the same argument could be made for Pig's Ambush and Demogorgon's Shred. But wanted to try this short and focused on the Blight.)
-
Blight is very frustrating to learn and being forced to play him on a bunch of reworked maps who have been made incredibly dark and full of tall grass when his PoV is so low to the ground does not help (not to mention the usual sound problems where survivors only make noise when they feel like it it seems).
I've been improving with him over the few games I played with the small amount of perks I have available on him, but it also happen that my last games where on old maps where I could actually see stuff. So there is that.
His power is great for mobility. You can cover a lot of distance with it and bounce in any direction. Its also on a relatively short cooldown. But for everything else its very lackluster. Its near useless at any loop, but its not really meant to be used there. But Blight's ability to catch peoples in the open is fairly limited by how incredibly easy it is to lose sight of survivors. His very low to the ground PoV combined with screwed up sound and scratch marks on top of getting unfavorable super dark maps full of visiual clutter make it very unlikely to hit anything with Lethal Rush, not to mention the very limited turn angle and weird momentum of the attack.
Sure you can use some of his add-ons to help him turn better and keep track of survivor, but that just make him add-on dependant and thats not good for any killer.
I reserve my final judgment on Blight for when I'll have a decent set of perks and some more games played. But for now, while he might not be as bad as he seems when you first try him and has interesting potential, he also has issues. He really feel undercooked and in dire need of some small gameplay tweaks and QoL stuff.
-
Missed attacks interupting Feral Frenzy is fair. The original Legion could just stab the air non stop and even lunge to go further. There was no skill or counter play to that. Just keep it in mind when playing Legion and don't stab recklessly.
What is complete nonsense however is Legion losing some of their frenzy gauge when landing a basic attack. This has no purpose I can understand and simply exist to frustrate Legion players, preventing them from quickly using their power in some situations. Its not exactly a big deal, but it has no reason to be there either. Its just annoying.
