FFirebrandd
FFirebrandd
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@OniWantsYourMacaroni said:
I just want a map for Trickster 😔
Just imagine,a part of a city at night with graffitis and neon lights etc.
Beat me to it. Trickster's main menu looked amazing and I'd love to get a map similar to it.
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Deathslinger kind of has 2 playstyles that both work quite well. I personally slightly prefer the 2nd.
- Ranged Stealth Killer. Perks: Monitor, StBFL, Nurses, BBQ, maybe Corrupt. The idea is Monitor drops your TR lower than your gun's range so you can show up and instantly shoot, fast wipe, fast reload, shoot again before the Survivor can do much.
- Ranged Legion. Perks: Sloppy Butcher, As many mid chase info perks as you can get. Discordance, Tinkerer, Deathbound, Nurses, maybe even Hex: Thrill of the hunt and Hex: Retribution. The idea is that if you shoot and stab someone with Sloppy and leave them be... they're going to spend a lot of time mending and healing up. But you don't have the info you need to know where to go after you break chase... so... 3 mid chase info perks.
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Wait, they opened up the Dead Dawg infinite? Why?
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@Vulgun said:
https://forum.deadbydaylight.com/en/discussion/comment/2417481#Comment_2417481
"How is somebody supposed to just... figure out where and when the exceptions are?"
Four words:
Monkey see. Monkey do.
That assumes you see them go up there. If the Survivor scurries up there when you're not looking at them, now you've got a Survivor in a spot where you can't stab them and don't know how to force them down. So... you have to guess which inch of the rock allows that or leave them and go after somebody who's not exploiting a bug.
Also that phrase won't help the Survivor who inadvertently gave the Killer a free hit because a bug makes the pallet ridiculously unsafe.
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Pig's not exactly my main anymore, but I run Surveillance, Monitor, Sloppy, Nurses on her.
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@Vulgun said:
https://forum.deadbydaylight.com/en/discussion/comment/2416781#Comment_2416781
So you're saying that these people in those two scenarios don't have functioning brains and can't figure this stuff out on their own, so instead of letting them, I don't know, use their brains like humans should, the thing that could be easily learned about should be removed instead?
What the hell are you on about?
We are literally talking about a situation where the terrain is allowing for people to climb up on top of it when in 99% of cases they can't (ignoring stairs and ramps obviously). How is somebody supposed to just... figure out where and when the exceptions are? I doubt there's anything about that rock that makes it stand out, that indicates "Hey, you can climb me"
Fun perk interactions, neat techs with Killer Powers that sort of thing should generally stay put assuming they aren't OP. This though? This is just weird randomness that breaks the standard rules of the game in one particular spot that probably looks no different than most other spots.
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@RetroBadGamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2417051#Comment_2417051
At this moment, why would you play any other if you already have the perks you like?
with what you mention I see people moving from david, to meg, to Bill and to laurie to use their perks + others they had to buy. You wont see all megs with decisive strike, borrow, adrenaline and dead hard.
If you only only only want to play david with dead hard, then nothing of this matters and shouldn't be a problem if perks are consumable or not. You can actually call yourself a Main David.
Base perks should be consumable too, that way you won't see all NOEDs. Actually, there would be less matches with NOED since people will have to buy it, stack it, keep it.
People in rank 1 would actually earned it somehow if they could get there using any perks and not just meta builds. And staying there would be harder too if you can't depend all the time on your meta build.
I would like to see variety in the game, and not just variety of builds when people is bored. I was also considering the possibility of having a "random build generator" in game, which would pick random perks that you have and give you bonus BP at the end of the match. Just like some MOBAs have, so you pick a different character for a bonus of exp or whatever ingame currency.
At the moment, which Survivor you play as is 100% dependent on your personal tastes in asthetics... and that's fine. Good even. Honestly I see a pretty decent variety of Survivors when I play killer. Some are more common than others obviously but I still see just about everyone at least occasionally. People do switch Survivor mains sometimes. I mean, I started off maining Claudette and transferred to Zarina because I liked her better. That's fine, and healthy because it was MY choice to do so.
Here's the thing though. I don't want to main David. Have you read his lore? He's kind of a jerk. However, on my actual main, I find myself running Dead Hard fairly frequently because it fits what I'm going for. This change would likely make it so it would be far more economical for me to switch mains. As much as I like Zarina and her perks, they... aren't actually all that good. They're fun, but not good. And 2 of them kinda require reliable healing methods to function. The game would be borderline punishing me for daring to main someone with bad teachable perks. So... I wouldn't. I bet most people would do things like that too. If your plan were to be implemented, Zarina, Elodie, Yun Jin, Kate, Felix, Steve, Adam, Dwight, Nancy, Jeff, Quinten, and more would probably basically disappear from the game. Instead of frequently seeing 18-20 Survivors a decent amount of the time, we'd basically only see about 7 of the survivors out of 27. Does that sound like more Survivor variety? Cause it sure as hell doesn't to me. Sure YOU PERSONALLY would have more of a reason to switch people around... but guess what? If you are willing to invest the BP to full perk and P3 multiple Survivors... YOU CAN DO THAT. There's nothing stopping you from doing that. But forcing the playerbase at large to do it would be an incredibly terrible idea.
Beyond just the impact on the players... riddle me this. Why would anyone buy Ash? His perks are terrible and he doesn't even come bundled with a Killer. Literally anyone who knows whats up will never buy him because the game is basically punishing you for trying to play him. Also, this would hard core devalue any and all cosmetics attached to "bad" Survivors. The sales for those items would plummet. For that reason alone, Behavior will never do this. This is made even worse by the fact that now anybody who has ponied up real money for cosmetics for a character who they like how they look but hate their teachable perks now has a garbage choice to make between using those cosmetics and making the game's new economy even remotely functional for them... which will create Massive backlash like you've never seen.
You're not going to leave the generic perks as permanent? HOLY... do you realize just how bad of an idea that is? Starting off as Wraith is already a terrible idea because of how bad his teachables are. And now you're saying that players with a bad enough loss streak won't even be able to fall back Whispers + Sloppy + NOED in this ass backwards terrible system you designed? No. Just no. Congrats, you've made your proposal irredeemable.
No joke... this could just flat out kill the game if it was implemented.
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You seem to have misunderstood what I was getting at.
If your "normal" Survivor build includes Unbreakable and Borrowed Time... why would you ever run anyone besides Bill? Sure you can get those perks on Quinten, or... you can just play as Bill and not have to rebuy them each time you die. Which one lets your Bloodpoints go further? Obviously just playing Bill does. If you want run Dead Hard 100% of the time, playing David is the most economical choice. This is how it goes for any perk in the game. I personally can easily see this resulting in the vast majority of players playing as David, Meg, Bill, Laurie, and sometimes Feng and Nea. Everybody wants their 2nd chance perks and Exhaustion Perks, and playing those characters specifically is the only way to guarantee that you'll always have them.
Beyond that, unless you're going to buff Blood point gains to the point that they flow like the Amazon River... there's going to be times where you simply do not have the perks you actually want to use and have to wing your build. Seeing as that's literally the entire point of this change I can guess you aren't doing that. When that inevitably happens, certain killers will be significantly weaker because they're too dependent on certain perks. That's just going to happen unless you make it so easy to always get the perks you want and undermine your entire suggestion.
That means that Players are going to start playing a ton more economical. Which... what I've laid out in my first post is all the of them doing things I can see that are the result of players doing that. Survivors and Killers already do that. They bring no item or no/low quality add ons to save BP.
That's why I said NOED's popularity will absolutely spike... assuming you aren't making an even more predatory system by also making the perks that belong to noone consumable. There will 100% be a rash of Killers who are playing with NOED to conserve Blood Points. Are you OK with that?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2416781#Comment_2416781
Completely right. This game needs to be sanitized to competitive perfection. There should be no room for error so long as you learn the basics. Learning is for the weak and the sheep.
There's a massive difference between what you just said and expecting everyone to know... "Oh hey, in THIS exact spot on THIS particular map, you can scale THIS rock when most of the time you can't scale anything". There's a lot of neat techs and interactions in this game that absolutely should not be removed because... while not obvious, they're repeatable in a wide variety of situations.
This isn't that. This is a specific bug on a specific map that is causing the terrain to not act the way that it usually does. Should they have kept the bug a while ago that would get Survivors stuck next to the hill? Obviously not. This terrain bug is not as game breaking but it is a similar enough issue that it should go too.
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Picture this situation.
The Killer is playing someone without a ranged attack. A Survivor in the match knows how to get on the coal wagon. The Killer does not. Suffocation Pit loads in. The Survivor hears the Killer's TR and goes up there. Killer shows up... sees the Survivor up there, but has zero clue how they got up there or how to get up there after them. So... the Killer goes elsewhere. That Survivor now knows the Killer doesn't know how to get them there and is functionally invincible as long as they're somewhat close to the Coal Wagon.
Alternatively... there's a pallet at the coal wagon loop right? Picture the reverse. Killer knows how to get up there. Survivor doesn't. Survivor tries to play out the Coal Wagon pallet. Killer just says no and goes on top of the loop. Survivor is now guaranteed to get hit because the Killer is *on top* of the loop and there's nothing they can do.
That's why it got fixed.
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@Thytuz said:
Name a dev team worst than behaviour's.
Fun fact: you can't.
https://forum.deadbydaylight.com/en/discussion/comment/2416596#Comment_2416596
I actually can. Blizzard has been running Overwatch into the ground constantly for no apparent reason for several years at this point. Also the controversy behind Diablo Immortal has literally 2 legendary memes. Let's also remember Warcraft 3 Reforged was... what it was.
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Does Blight count? He was released in 2020 but late in the year so its been less than 365 days since he showed up.
Ormond rework was 8 months ago so I'm counting it. New Ormond is just so much better than it was.
OoO and DS changes.
Numerous new perks that I'm still itching to try out. Oppression is legitimately my favorite perk now.
Zombie Boi's. Nemesis isn't always my cup of tea, but the addition of those Zombies is low key exciting for the future.
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Let's look at why this is a terrible idea.
- It drastically increases the grind. Others have explained that so I'll leave it there.
- It will drastically kill Survivor diversity. I would not be even remotely surprised if this resulted in every single survivor player only ever playing whichever Survivor owned their favorite Exhaustion Perk. Meg and David would be everywhere. Poor Steve and Quinten would never get played because the only perks they keep suck.
- It will severely nerf most Killers. There are several Killers that really only get amazing with particular perks. Trapper with Corrupt Intervention comes to mind. Sure you can play Trapper without that, but it is significantly more painful to do so. Similarly, Pig's Stealth is significantly weaker and borderline unusable without Monitor and Abuse which is a Doctor perk. Then Killers also have the similar issue as Survivors where their perks are not at all equal... but don't have the recourse to just freely switch mains to one with good perks because Killers have different powers. Like... Deathslinger for example... the heck is he going to do with Hex: Retribution, Gearhead, and Deadman's Switch? Or poor Wraith with Predator, Bloodhound, and Shadowborn which should just be replaced with an FoV slider?
- It will basically kill any sort of fun, synergistic, meme builds. For example, the fun combo of Iron Will, Lithe, Dance With Me, and Quick and Quiet. It doesn't matter which survivor you play as, you'll lose 3/4 of that build every time you die and the build falls apart without all 4. Similar story of something like Make Your Choice, Furtive Chase, and Dead Man's Switch. Those perks that are iffy alone but good together won't be able to be buffed because their synergies could still happen, but you'll see them even less because you can't run them if you don't have every piece of the combo. Which will make Perk Diversity *even worse*.
- Killer on the whole will be severely nerfed. I'm assuming that we also wouldn't lose the common perks like Kindred, We'll Make It, Whispers, and Sloppy Butcher? If so... Killer is going to be so so very bad. Survivors can build a useful, reasonably strong build out of 4 of those basic perks. Kindred, We'll Make It, Spine Chill, and Resilience. Pretty solid build that with these rules could be run every game. For the Killer side... well... I hope you love facing NOED... cause the Killer base kit has no gen regression perks and most individual Killers don't have them either, so getting to Endgame is almost a foregone conclusion. Also what would they replace NOED with? Spies from the Shadows? Insidious? Iron Grasp? Monstrous Shrine? Nah, NOED is by far the best perk in the base Killer set and there's a LOT of real stinkers in there.
- This bears repeating... I really hope you like facing NOED in every game. Cause you're probably going to.
- How would Killers even keep their perks? For Survivor it's pretty clear because it'll follow the same rules as items... but... Killers never keep add ons. That wouldn't be fair. But like... "You keep 1 perk per kill" is a fantastic way to turn every single Killer into the sweatiest person on earth.
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NO! Good lord no. Never. Or at least not until Badham and Dead Dawg don't have legitimate infinites that get opened up when the Killer kicks the wrong wall. Hell. No.
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I mean, I've seen Ads for the new Candyman movie. Maybe they're pulling something like RE did and getting a killer in DbD around when they're putting out a thing.
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Killers don't have enough time to 12 hook the Survivors without using some combination of tunneling, camping, slugging, and slowdown.
I personally don't really like resorting to any of the first 3, so currently I'm running 3 slow down Legion. I'm not sure my Survivors like that more... But... Them's the breaks.
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@TacitusKilgore said:
Literally anything to make kicking gens viable. BHVR has supplemented its complete uselessness with a shovelware of awful gen perks. Have you ever seen anybody actually make use out of opression? Overcharge? Dragons grip? Eruption? They're pretty terrible. We really need a better reason to kick gens so these perks can see more usage.
*Raises hand* Oppression is low key my favorite perk in the game right now and has been for a bit.
Also, my current Legion build has both Oppression and Eruption in it... which was the result of modifying a meme build that consisted of those two and Overcharge and Surge which worked far better than I thought it would.
Funnily enough, Thanatophobia actually does wonders for making kicking Gens better. When Survivors acquire 1 charge per second repairing, regressing for 0.25 charges per second doesn't look so good. 0.8 c/s vs 0.25 c/s looks a lot better.
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@WTBacon said:
https://forum.deadbydaylight.com/en/discussion/comment/2414015#Comment_2414015
Alternatively they could do the more sensible option and just rework them to do something completely different.
Sure, but to be honest, Demo and Huntress arguably needed to get their add on pass before Legion did... and... I could easily see Ghostface and Trapper being ahead of them too. Other than those 2 add ons, Legion's add ons are... fine. Not very exciting, but fine. Unlike GF and Trapper who have add ons that are nearly required for them to function. Heck, even the changes to Wraith's Windstorm needed to happen first.
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Yes they are as bad as they seem.
I wasn't going to post, but I've seen several people indirectly say that these addons should be buffed. Here's the thing though, Frank's Mix Tape is bad on purpose. Think about it. Frenzy has no charge time, Frenzy lets Legion keeps perfect movement control, Frenzy doubles the speed gap between Legion and Survivors, Frenzy allows Legion to vault windows and pallets about as fast as Survivors can. How are the Survivors supposed to keep from getting stabbed by Legion in Frenzy?
Trick question, they aren't. Unless Legion uses Frenzy from too far away, or messes up badly the Survivor is getting stabbed 100% of the time. That's why at base, Frenzy cannot down people. That's also why the one addon that gives Frenzy the ability to down is left to be borderline unusable. If it was usable, Survivors wouldn't be able to do anything about Legion's slow Frenzy downs, and it'd make Legion the most boring and uninteractive killer to face... again.
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At one point I did an exploding gens build... Surge, Oppression, Overcharge, and Eruption. That was a fun one.
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@Bluerry said:
https://forum.deadbydaylight.com/en/discussion/comment/2409131#Comment_2409131
I'm aware of the boost speed after you get hit but you are not aware of that to get that speed bost you are wasting 32 secs which is bs yeah of course being healty is much better but not your priority you put your proirity on healing and waste of 32 secs there is no logic in this you say you heal in case of killer can catch you in a deadzone so you waste 32 secs which is almost a half gen lets say you got catched and got the hit conguralations man now you are wasting even more time cuz you gonna selfcare again and a gen time is gone at total and this is just for your health state meanwhile other players used the resources and your concern of getting downed is even more cuz the deadzones are even bigger and this makes you use that mf SC for forever Lets say killer didn't show up and after 32 secs of sc you worked on a gen but your teammate got downed now again killer is coming for you that gen is still not being done cuz you are littearly wasting chase time for your god damn health state and your teammate is lost a hook state for nothing cuz you were so concerned about yoru own hook state In both case all you do is wasting time and that is all solo game play all you care is your own hook count and your health state
And ı don't give a ######### about your personel games or your experinces ı am talking in general.Your playing swf or killer is off the topic
If I manage to use that health state to waste more than 32s of the Killer's time and prevent a teammate from having to waste 20+ seconds traveling across the map to either pick me up off the ground or get me off a hook, then it was worth it... no?
If you didn't want personal anecdotes about how I play the game, then maybe you shouldn't have included multiple personal attacks like this one "that is all solo game play all you care is your own hook count and your health state".
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Have you learned how to moon walk? If not, you need to learn asap. One thing the game never explains to Killers is that you have a giant red flashlight shining in whichever direction you're looking in. Survivors can see it, You can't. Survivors can use that thing's presence to see which direction you're facing and are likely going. A really big part of high level killer chases is managing When the Survivors can see your "Red Stain" and when they can't.
@M4dBoOmr said:
https://forum.deadbydaylight.com/en/discussion/comment/2399198#Comment_2399198
Why would you Pick Legion over Wrath?
I personally would pick Legion over Wraith because I love how their power gives him a fantastic 1v4 tool that can give copious amounts of slow down. When you stab somebody in Frenzy, if you don't chase them, they will have to spend ~12 seconds mending their deep wound. Otherwise they go down in 20 seconds. That part... almost never happens but keeping Survivors off Gens for 12 seconds per Frenzy stab helps a ton.
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I think it's a pretty close race between Plague, Hag, and Twins honestly. Not sure who's lowest.
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/2409131#Comment_2409131
Yea if you're bad at survivor you worry about staying healthy all the time, there's a time and place for everything and in the right type of build self care can be good but on its own you're trading pallets for health states, someone is carrying you by keeping the killer busy and if you have even just 2 self care users and the killer has sloppy butcher that's a minute for you to heal and if you each heal twice that's a solid four minutes of your team carrying you while you're doing nothing, I literally could get all the gens done in that four minutes if everyone not being chased is actually trying to actively do them and that's why you hear the big streamers complain about gen times and not about self-care if anything as a killer I welcome the self-care users because I know I'm walking away with a W in that match with all that wasted time.
I never said I worried about being healthy all the time. I prefer it... because then if the Killer somehow pops up out of nowhere I'm not completely screwed, but if I know I'm clear to save while injured I'm going to do it. However if I'm trying to save vs a Wraith and Kindred is telling me that my other two teammates are on Gens... then you bet your bottom I'm going to heal first cause there's a decent chance he'll come back to the hook.
Oh, and also I'm not getting carried. I basically only play Survivor in a SWF with people I know well and literally all of them are well aware and freely admit I'm the best looper we've got. But you know what? I can't loop for extensive periods of time if I'm trying to sneak a gen in a dead zone while injured and the Killer shows up. Nobody can. What I can do though is trade my healthy state to get somewhere I can work with.
Also, your math is wrong. Mangled reduces heal speed by 20%, SC by 50%. Assuming Sloppy and SC's penalty stacks multiplicatively... the two together reduces the charges per second from 1 to 0.4. 16 charges for a heal means a single SC vs Sloppy is 40 second. That means that 4 self cares against Sloppy Butcher at 40 seconds apiece is a total of 160 seconds which is 2.66667 minutes. Not 4 minutes.
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Its an intent thing.
If the Survivors burn a Haddonfield offering, that almost always means they're going to sweat, abuse the buildings with BL and just generally make the game suck. When I as Survivor see a Lerys offering burned by the Killer, it usually means he's running something stupid that only functions on indoor maps. Regardless of whether I win or lose, I'm going to face off against something out of the ordinary which is exciting.
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So... I misread this. Definitely thought you said that Survive with Friends should be able to ban maps. Definitely was about to post saying that was a terrible idea. Then I read it correctly.
So... yeah, I can see why you'd want that. Now I kinda want it too. +1 for me. If literally everyone in the Lobby doesn't want RPD or Midwich, they should have the option of turning those off without cutting out 80% of the other maps too.
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@Bluerry said:
https://forum.deadbydaylight.com/en/discussion/comment/2407848#Comment_2407848
''Me looping too well and the killer leaving me alone is actually my situation pretty frequently. Here's the thing though, sometimes you just mess up your positioning and get found by the Killer in a place where you have nothing to work with.'' this sceniro doesn't make your SC efficient yeah it is sucks when this happens a health state may look like a good thing but if u are in a dedzone you are gonna get hit again and this puts you in a vicious circle you SC for 32 in a deadzone bc you are in a deadzone you are likely to get another hit in there and if u manage to run you SC again you are making game take so long which results in defeat you are considering everything as a solo player you are saving yourself with that SC waste time meanwhile resources are running out your being good at chase doesn't gonna make SC better survivors when played together are stornger if everyone in your game runs SC you ll never win
And still ı'm pretty sure you are the at miniorty about not having medkits cuz ı just leveled up every survivor ı have to 50 level and done this in 5th anniversiry they were all like 30 level and considering you are not new in game it is so unlikely to happen yeah you might be a exception but still in general nothing changes I play both sides ı have lots of medkits and every killer except nemesis which ı don't have him are 50 level has bunc of things there maybe 3-4 40 level killers that's all
even if it is licensed i ve seen more than once inner strenght at shrine of secrets you can get it easily
There is ridiculously easier solutions for everything u have said instead of healing 1-2 times with SC go do a gen and you ll go out for max of 2 times healing and probably gonna win
I don't think you quite realize how far you can get away from the Killer after you take a hit. Like you can legitimately go across half of most maps between the speed boost, the killer's weapon wipe animation, and the Killer only being 0.6m/s faster than you. There are some Killers where that doesn't work, but against a lot of them it does. The only way you aren't getting to something is if almost the entire map is dead and you got like... zero windows. If you're on a Gen in a dead zone, being healthy is way better because then you aren't feeding the Killer free hook states.
"you are considering everything as a solo player". Really? Am I now? hmmm. Funny. You don't seem to have realized the one reason a Killer main would play a decent amount of Survivor. Playing Survivor with friends. You can't really play Killer with friends. If I'm playing DbD, I'm either Killer or SWF. I don't solo Survivor.
Also, you do know that not healing and trying to just rush Gens is a decent way of handing the Killer a snowball right? I can't tell you how many games I've had that has looked like it was going to end badly, but then I managed to run through and slug all of them because nobody healed ever? I mean I probably get that more than most because I main Legion, but still.
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Ambush isn't considered an M1. It doesn't activate Sloppy and STBFL and so forth.
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I mean... I'm having fun and have for a while.
What helps a ton is finding a Killer and Perk load out that really clicks with you. That said, if you aren't having fun, no shame in leaving behind a game you don't find fun anymore.
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@Bluerry said:
https://forum.deadbydaylight.com/en/discussion/comment/2407774#Comment_2407774
yeah that's my solutions cuz if killer wasn't busy he would find u both before gens poped he is not wnadering around randomly patrolling gens it does matter the order a survivor heal takes less then a gen loosing a gen is worse than a health state and the longer the game takes the more diffuclt it will be healing slows down the game especially with SC players body blocking killer is really is when you do it right you don't try to assume where killer will go our block him just be right behind after your teammate you might need to go sometimes just a little left or right where the killer goes but mostly you should be tail of your teammate If someone just gets tilt not getting heal to end the gen that person is new or shouldn't play the game in my opinion cuz what ı said is the efficent way
yeah my solution either medkit or using inner strength just like your all solutions has SC and it is almost imposible for someone to not have medkit in this game or you just have to be a new player and if u are getting injured bc killer can't catch you shouldn't be that afraid to play injured that but you act like priority of yours is healing so ı don't think that's your situation and if u are gonna selfcare to save someone pls don't bother someone who needs a protection hit not gonna last that long and if does that person is decent doesn't need much of your protection hit there some exceptions of course i keep saying that from the begining sometimes it can come in handy still my other options medkit and inner sternght does the same trick and does faster so what you said is valid to all other heal options SC is the worst one that's all
and you are talking like lots maybes what if etc. i can give millions of maaybes to SC as well in general SC is suck and my solutions are better on those maybe situations here is an example that i see so often maybe you just almost heal your self like 30 sec and killer find u and downs you 30 sec waste
Me looping too well and the killer leaving me alone is actually my situation pretty frequently. Here's the thing though, sometimes you just mess up your positioning and get found by the Killer in a place where you have nothing to work with. I don't want to go down like a sack of potatoes when that happens. So... I usually bring self care and a med kit, heal up, and that way if/when I need to I can use my healthy state to get somewhere safer.
" it is almost imposible for someone to not have medkit in this game" I personally am slowly running out of medkits. You know why? I main Killer. Most of my BP goes towards one of my Killers, trying to get them all the perks I want to use. My main Survivor has all the perks I've got unlocked so I don't throw many BP her way. So... I'm slowly running out of items. I still run medkits, but not high rarity and definitely not with add ons because those are guaranteed to go away. The only way I'm bringing a 2 heal med kit is if I run either Botany or SC and I prefer SC because in the games where I do need a 3rd or 4th self heal, I have that option. I'm sure I'm not the only person in that sort of situation BP wise.
Also Inner Strength isn't exactly a perfect solution either because that's on a licensed Survivor.
There's a ridiculously easy solution to healing for 30 seconds with SC and then getting downed. Its called "Heal under a pallet". Not that hard. Killer shows up? Start running or throw the pallet and finish your heal.
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- Burnout. I've gotten tired of other games after playing them extensively. I could see it happen to this one.
- A Legion rework that leaves them not feeling like Legion to play. Legion has been my longest, most consistent main, and I've recently cycled back to them. If they got a drastic rework I'd probably quit.
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@Bluerry said:
https://forum.deadbydaylight.com/en/discussion/comment/2407613#Comment_2407613
ın first situation if ı was A and B came to me heal him i would ignore him and do the gen which is priority then heal the survivor if killer comes to our gen i ll take the hit and move on due to the fact that killers cannot chase 2 survivors at the same time one of the survivors would end the gen
the latter one A does the gen B uses medkit heals faster even go help to A to finish gen faster or just go start on another gen
this way this two stiuations becomes efficent
or even you can just ignore being injure and do a gen with a little risk and make game even shorter that way killer will even more punished you just make sure you sit on a gen where it has some resources
Let's say you are getting too much hits even a purple medkit with add ons not enough for you at that point you should consider what you are doing wrong cuz ı play with 2 heal medkit and it is definitly enough for most games
and you can always run inner strength instead which is also efficent
You are looking this at only one point which 2 persons healing each other is equal sc it is not effiicent the faster it is the better it is there is no point of using it while medkits and inner strength exists yeah maybe at EGC you can heal yourself at the gate but how many times will u be able to benefit it that way
So your "Solution" for situation #1 is to ignore your teammate asking for help and finish the generator which throws up a giant signal to the Killer that "Hey, there's people here"? Really? After the Gen is done, staying at the Gen is a terrible idea unless the Killer is busy elsewhere and at that point it doesn't matter which order you do things in. Also, your solution could easily result in you feeding the Killer an easy hit or in some cases, results in your teammate losing another hook state if for some reason you aren't able to body block the Killer correctly. Your solution is bad. Especially since there's a very high chance that your teammate will probably stand around spamming crouch for a bit trying to get you to heal them and your unwillingness to might just tilt them into throwing the game, especially if it gets them hooked again.
Your "Solution" for situation #2 assumes that Survivor B will always have a Medkit. That's not an accurate assumption. Maybe he brought a toolbox or flashlight instead. Maybe he did bring a Medkit but he's already used its charges or the Killer brought Franklins. Maybe that Survivor is currently low on BP so he's running itemless out of necessity. There's a whole mess of things that can make "Just bring a MedKit" not a valid solution. Also this bit? "Let's say you are getting too much hits even a purple medkit with add ons not enough for you at that point you should consider what you are doing wrong" Needing to heal several times a match doesn't necessarily mean that you're doing things wrong. Maybe it means that you're doing things very right and the Killer is taking a while to get an injury and doesn't want to throw the game by continuing the chase so they leave you alone. Maybe that happens several times and your 2 heal med kit dies. Then it gets to mid/late game, you've still not been hooked and you have teammates on death hook. If you have Self Care, you can insert yourself into the chase and take a hit to give your almost dead friend more time without putting yourself into a permanently dangerous position. You know what loses the Survivor team way more time than self caring for 32 seconds? Having one of your team Die.
Also you seem to have missed that the point was to compare those two similar situations. Not make up random 3rd situations.
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The time right now seems about fine. However, I agree with people saying that gens should maybe be more interactive.
What might be interesting is making gens take 100s default, but then have each map spawn Wrenches, Hammers, Screwdrivers, and... idk rolls of electrical tape randomly around. The killer can see tools carried by Survivors. Each unique tool makes it so you gain an additional eighth of a charge each second repairing. So... 0 tools = 100 seconds, 1 tool = ~88s, 2 tools = 80s, 3 tools = 72.7s, 4 tools = 66.67s. Survivors who die drop their tools and living Survivors can scavenge them if they need to.
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The issue is actually right there in your post. "I can’t chase even one survivor". If you're chasing one person, what are the other 3 Survivors doing? If they are all healthy, then the answer is slamming gens and that means you are very very swiftly losing the game. You as the Killer need to be causing the Survivors to do anything and everything that isn't generators as much as possible. What exactly that looks like depends on your preferred Killer and playstyle.
Which... that leads into the necessary question, which Killer do you play as and what's your normal perk layout?
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@Bluerry said:
https://forum.deadbydaylight.com/en/discussion/comment/2402920#Comment_2402920
dude there is no logic on doing that math you are considering it as two injured survivor healing each other we are talking about 1 player just selfcaring for 2 persons heal time so it is waste with given time you could ve healed your teammate as well or for your team you could have done almost a half of the gen 32 secs for it is definitly a waste yeah there are some expections but no this doesn't make it a good perk for your team
Let's say we are playing swf you are injured ı'm getting chased you used your SC for 32 secs and sit on a gen ı got downed and hooked killer came to your gen kicked it with pop goes the weasel your gen has 0 progress on it right now cuz you were to busy healing yourself in the end you did nothing while ı was gettin chased ı used our resources so that I could give you time to work on a gen but it gone for nothing killer next time gonna use that deadzone to catch any survivor faster for what? for a one health state of a survivor and this situation is the same for the almost every killer not like your examples what if it is wraith or suposing no exposed status effect situation you are just talking about sc is being usefull at some points but say it is good for all your examples are exceptions what ı say is gonna happen almost every game
I feel like you're not following what I'm saying. Let's compare these two situations.
Survivor A is on a generator. He's 32 seconds away from finishing it. Survivor B shows up to get healed. Survivor A heals Survivor B for 16 seconds and replenishes 1 health state. Survivor A and B get on the Gen and finish it... a little over 16 seconds later because of the multi repair penalty. End result of 32 seconds: Gen is done and B is healed.
Survivor A is on a generator. He's 32 seconds away from finishing it. Survivor B doesn't show up, instead he is Self Caring somewhere safe. 32 seconds later, A finishes the Generator and B's Self Care heal also finishes. End result of 32 seconds: Gen is done and B is healed.
Which situation is better? The end results are close to the same. Funnily enough the second one is actually better for a few reasons.
- Survivor B didn't have to run to where Survivor A is, which avoided eating 1 second per 4 meters out of his way he had to run.
- Survivor A and B didn't have to deal with the penalty for repairing with someone else on the same generator.
- Situation 2 dodges Discordance.
- If the Killer shows up at any point during situation 1, suddenly the Killer is forcing 2 Survivors to start running and is generating twice the pressure as he would in Situation 2.
- If both Survivors are good at hitting Great Skill Checks, then the SC heal looks even better because the Great Skill Check bonus isn't effected by the -50% speed. More than that, both Survivors are engaging in activities that can actually generate Skill checks for the entire 32s instead of B just standing for 16.
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Oppression. I run it on like almost everybody. I love it.
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I would suspect that the next killer is going to be an original one. I doubt Behavior would release Nemesis and another licensed killer back to back. The original killers have so much variety that there's really no way of knowing what they'll be.
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Oh yikes, that gave me chills.
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@Milo said:
That's a nice idea with the cooldown, however the stacks would have to stay at 3 imo. Getting 1 unhook and 1 protection hit isn't that... demanding you could say.
Only with Lucky Break you realized and partially reverted the nerf.Also, what nerf? Did I miss something 🤔
On the PTB the new version of Lucky Break lasted 90 seconds. It came to live at 45s. It got buffed since then to 60s.
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None of what you posted is incorrect. However one thing I feel like I should mention is that Trapper can potentially snowball way harder than any other Killer in the game. Seriously, every single armed Trap is essentially an insta down waiting to happen. As much as I'd like Trapper to get some consistency buffs and QoL buffs, he can't get too much because a consistent Trapper would bring copious amounts of death to literally everyone.
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@yobuddd said:
https://forum.deadbydaylight.com/en/discussion/comment/2404067#Comment_2404067
For the killer one, I was considering making it 1/2/3 stacks split amongst applicable perks. Do you think that would be a better way to go?
Yes I think it would be better that way. Also that plus Dying Light might actually be pretty good. Oh you broke my thing? Merry Christmas, you get 9% permanent slowdown to everything.
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@[Deleted User] said:
Myers is really outdated. People can point to stats, but I defy anyone to explain to me why he isn't weak from a mechanical perspective. I know what his stats are. What is it about Myers' kit that makes him strong? Outside of his ultra rares and most survivors being sub-optimal, nothing.
He has negligible chase utility, and a small TR only goes so far. His tier 3 output is completely dependent on survivor skill. He will not get downs with any regularity against high level players at safe tiles. He doesn't have the chase utility to do it. And if he loads up on chase perks, he can be gen slammed because he has no built in game delay.
I think to start, remove the stalking cap. If a survivor feeds him, so be it. Maybe up his speed in tier 3 from 117 to 120. Increase stalking movement speed slightly.
So... for a lot of the Killers out there, once you know who it is, you probably already have a decent idea of what their gameplan is. Wraith is probably going to hit and run. Legion is going to try to chain Frenzy hits. Oni is probably rocking Infectious Fright and going to try to chain insta downs. Trapper and Hag are going to turn an area of the map into a minefield. Huntress probably is rocking what would be way too many aura perks for any other Killer. Ghostface is going to try to surprise you with death. You get the picture.
Myers isn't like that. The man basically has 3 different powers he can build towards and multiple different potential play styles even within those 3 powers. Is it scratched mirror? Is it surprise death with or without Tombstone Piece? Is it fast Tier 3 Snowball? Is it StBFL machine gun Tier 2? Is it double iri where he doesn't do anything until he murders everyone? Is it some kind of wonky hybrid of any of the above? You don't know but you kinda need to figure it out ASAP otherwise he may just wreck you with whatever specialization he went with.
The problem Myers mostly has is that he is countered by long lines of sight. A lot of his upsides have to do with being stealthy but he's not invisible. Heck he can't even crouch to hide behind shorter stuff. That makes him quite map dependent.
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If you're going for a more defensive game plan on a slower/stealthier Killer, the info you get from Surveillance is unmatched. I really want them to fix its bug though.
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Make the heal more along the lines of Second Wind. So you get the speed boost, you get broken for 20s if you aren't healthy, once that 20s ends, you heal. If you get hit again during those 20 seconds, you don't heal. The main issue making Adrenaline unfair is that it has exactly zero telegraphing and counter play to its effects.
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Trapper with Honing Stone. They step in a trap, they go down if they get themselves out, but their friends can't see them stuck to get them out.
@HaunterofShadows said:
Rpd offering
Oh god that's even more evil than what I suggested.
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@GoodBoyKaru said:
I will not stop hating on the perk that has gotten me killed on so, so many occasions because people cannot bear the thought of saving someone while injured despite the killer chasing someone else across literally the entirety of Midwich. While I have Kindred equipped.
If you want to heal yourself, there are better options. Use a MedKit (yellow with +8 charges is enough- you shouldn't have to heal yourself more than twice in a match since teammates can heal you after an unhook unless youre being tunneled, in which case self-care won't help anyway), or Inner Strength (which while it may take longer to find and cleanse a totem, the heal itself can be pocketed when needed and you're doing something to help the team, which is more than can be said with self-care).
If you want to use the perk, go for it- I cannot control your gameplay experience. But there are substantially better options and I will continue to scream that from the rooftops until my throat bleeds.
I will freely admit that Self Care sometimes results in people healing instead of doing other things that are more important at that exact time. However, survivors using it wrong does not make it a bad perk.
Now, speaking as somebody who's terrible at finding totems, Inner Strength is not always better. For me to get consistent use out of IS I need to pair it with Small Game, Detective's Hunch, or a map that can see totems. If I go with the perk route, then I could also easily just equip Botany Knowledge which will cut my SC time down to ~24 seconds which is not that much more time than IS's overall heal time of 20 seconds and has the additional up side of when I heal you it only takes 12s. If I go the map route with IS, I could easily go the Medkit + Self Care route instead because SC makes my medkit last 30% longer and I can use lower rarity items because a yellow/brown map doesn't exist.
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@Bluerry said:
https://forum.deadbydaylight.com/en/discussion/comment/2402844#Comment_2402844
that's far from being the same 2 people heal time is equal to 1 so you are saying 2 injure people heals themselves it is same what the hell happens 2 SC players get hit and go to corner to heal up 64 secs lets say they didn't go to corner they found each other and healed then no useage of SC so you waste your perk slot in the end SC is a waste of time in mostly on every case except this one
https://forum.deadbydaylight.com/en/discussion/comment/2402850#Comment_2402850
Look, this is really not that hard of math. What's 16 * 2? 32. A standard heal occupies 2 survivors for 16 seconds for a total time cost of 32 seconds. 1 single heal eats 32 seconds total regardless if its one person healing another or its 1 person healing themselves with self care. From an overall time efficiency point of view SC = teammate healing. The math simply does not support your stance that SC is a massive waste of time.
Now... like I said earlier, Self Care really starts looking fantastic whenever you end up in a situation where you need to be healthy for whatever reason but your teammates can't or won't get to you.
Its EGC, you're injured, no instadowns are in play, gate is open but your team can't safely get to you? Self Care gets you out.
Azarov's vs a Wraith, You're injured, Teammate on hook close to you, Kindred tells you the other 2 are across the map on gens. You're by far in the best position to actually get the unhook but its Wraith. The only way to guarantee you don't just 1 for 1 trade and possibly end up with both of you on the hook is to get healthy first. Self Care looks pretty great in that situation too.
Those are my very simple points. None of what you said contradicts any of that because the facts simply don't back you up.
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@ciara1999 said:
https://forum.deadbydaylight.com/en/discussion/comment/2402865#Comment_2402865
Solidarity is still better, because you can heal someone else and get half a heal on yourself, so solidarity is still better than sc
Those two perks are for 2 completely different things. Solidarity is an efficiency perk, Self Care is a flexibility perk. They aren't really comparable. Botany and Solidarity is much more comparable and between the two I'd probably pick Botany. A lot of healing happens after unhooks and people don't usually go for injured unhooking unless your team is desperate.
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@TheMadCat said:
https://forum.deadbydaylight.com/en/discussion/comment/2402844#Comment_2402844
Self-care is 50% slower than being healed by someone else. It's written in the description.
I hated the perk until a Kate self-cared during EGC, went back to me, get me up, and took a protection hit for me. I was really happy she has SC actually. 🙈
I'm talking total time across all involved Survivors.
If someone else heals you, it takes 16 seconds but they're healing you and you're standing there doing nothing. That's a total of 32 seconds of the Survivor team's time used on the heal. Self Care takes 32 seconds but you're healing yourself so only 1 Survivor is involved so it is still 32 seconds of the Survivor team's time.
For that reason, Self Care isn't any less efficient overall than getting healed by someone else.
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a Self Care heal takes exactly the amount of Survivor time as a normal heal. 16 seconds of 2 people's time vs 32 seconds of 1 person's time. Exactly the same. What self care does that can be very useful is give you a way to get healed when everybody else is otherwise occupied.