Financial_Stability
Financial_Stability
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- Financial_Stability
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Killers get more BP on average amd are able tp get 2x with theor respective BP perk (BBQ) a hell of a lot easier than survivors. Pick a killer you like and throw bbq on them. Hag if played right tends to always max deviousness, so she's a good option.
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It's the collision that makes me not like it. Theres tones of areas that require you to be in a very specific position to enter (silo thingy for ex.). It just makes it a pain to traverse.
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Hi. I'm actually a retired competitive player and could hook you up with a few good resources I know. I use to be a staff in a league that's fairly populated and active, so I can post a discord server link and set you up with a 1 on 1 with the owner for your questions. We have our own ruleset that you'll be able to view in the server. I personally think that it's a pretty good baseline for how scoring in a tournament should work.
DBD League Discord inv: https://discord.gg/3K5pDbQ
Here's an excerpt from my bio with tournaments I've played in. My team has done a lot more than me, so yeah.
"I've participated in many DBD tournaments, and was apart apart of Instant Dodge.
All Tournaments are listed in order.
Here's a list of Tournies that I've played without ID:
Peeps by Daylight (Lost First Round)
Festive by Daylight (Lost First Round)
Here's the list I've played with ID
Destiny By Daylight (5th Place)
Toxic Shmocks Tourney (3rd Place)
Stuffed By Daylight NA (1st Place) - 750$ Team Prize
DBD League Playoffs (1st Place) - 50$ Team Prize
Dead By Daylight Weekly Ritual Week 1! (2nd Place) - 50$ Team Prize
Dead By Daylight Weekly Ritual Week 2! (Lost First Round)
Dead By Daylight Weekly Ritual Week 3! (1st Place) - 150$ Team Prize
Utter Chaos #1 Tournament (1st Place) - $50 Team Prize"
You can dm me on discord with any questions: Financial Stability#9906
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Personally I think survivors shouldn't be aware that they're "oblivious" because, well ya know, they're oblivious?
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@ProfessorDunwich said:
https://forum.deadbydaylight.com/en/discussion/comment/691216#Comment_691216
Sure, rarely see more than one suicide, unless the killer is closely camping. One game all 3 fellow survivors killed themselves quickly when they saw they were being camped, I was the last one. Probably the worst survivor game I have played, still sticks in my head. Went exactly like OP said they should go, 4K with 4 hooks.
Please don't misrepresent what I'm saying. I never specified a number of hooks that should be aimed for. What I'm simply saying is that it's generally more efficient to try and win with a few hooks as opposed to many hooks. More often than not you need to let the first unhook occur in order to properly pressure the game.
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He really isn't a bad killer when he's got his best addons. If anything he becomes more deadly around common loops that almost no other killer can be. As for testing without proof: as another poster said, a spreadsheet would be good, but only with a grain of salt.
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I don't get why they don't give pips off of sacrifices anymore. It's in the title, KILLER. Victory cube was the closest to perfect ranking system we got as killer, and it makes me sad to see they tried to over-complicate the ranking system with a bunch of bull. Tell me, who's more skilled? A killer who 4ks with many hooks, or a killer who 4ks with less? Emblems will say the killer who hooked many times is "better."
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@BlueFang said:
https://forum.deadbydaylight.com/en/discussion/comment/666814#Comment_666814
Can you imagine how fast the healing rate would be if you had either a "We'll Make It, Botany Knowledge" and or a med-kit?
It will be a free insta-heal, that's frigging busted. Dying Light was already the killer's left behind equivelent
Now it's less viable than Monstrous Shrine
Apparently healing speed is capped at +100% speed, so they don't stack. Still kinda bs that the obsession isn't affected by the gen debuff.
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Literally unplayable.
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Addons are alright but I disagree with pretty much all of your perk choices. Wraith can already find and get close to survivors fairly easily compared to other killers. What he lacks is chase potential and gen slowdown. Ruin, STBFL, Enduring+Spirit Fury, and BBQ are all excellent choices. I'm talking about red ranks of course. If you don't have any teachables, Sloppy butcher is a decent choice. Whispers is a wonderful perk, but I don't think Wraith gains as much out of it as other killers. Your other perks, Bloodhound and Predator, don't make much of a difference as you shouldn't be losing people much at all when you get to a certain level. Spies as much as I miss it being meta, is too inconsistent for my tastes. There aren't many crows, and some maps have drastically less than others.
Not trying to rip on you, just a little suggestion from a dude who's played since launch. C:
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/645653#Comment_645653
It was the main culprit but not the only one by any means , thos fixes the issue at its source rather than going one by one changing perks
What I'm saying is that the stealth killers may be safe, but there still is the issue with other killers such as Trapper, Plague, Leatherface, Huntress, and even billy. There are only two killers in the game that aren't affected by it to a large degree, Spirit and Nurse.
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OoO is the real culprit here. If it didn't exist in its current form, the status effect would likely never have come about. OoO still completely neuters a good amount of the killer roster if used by swf. Trapper probably is affected the most unless he's got addons. Instead of looking at the main issue, they bandaid it. Now this isn't a bad status effect, but there's a real issue with that one perk that provides perfect information on demand from almost anywhere on the map.
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Personally I think he's going to be pretty strong. His teleport pads take 18 sec from what I counted on stream to disarm and his lunge is pretty ######### huge.
https://clips.twitch.tv/ResilientBovinePuffinMoreCowbell -
@screamdreamsx said:
https://forum.deadbydaylight.com/en/discussion/comment/644607#Comment_644607
Yeah that’s enough time to get over there (if there is some kind of notification, this’ll probably be an add-on) and make use of the oblivious status, or if not you’d still know someone has destroyed it so you know where someone is.
Exactly. I think this killer has some really awesome potential!
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On stream it took the survivor 18 sec to disarm a teleport pad, so I don't think that's a big issue. I think he has good potential. I wonder if STBFL will affect the cooldown upon successful lunge. Probably not, but one can hope.
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From the stream it takes 18 sec for a survivor to deactivate a teleport pad, so it isn't another case of Hag. His pounce has me interested. From what I saw on stream, I THINK he slows down to 100%, so he won't lose any distance. The lunge seems to go fairly far as well. I think this could be timed just right around regular waist high loops and could be used in great effect with hiding your red stain on certain tiles. I don't know how fast he goes, but I think he has real potential.
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@rayoxium said:
The lunge alone would make him better than the bottom tier killers, IMO. The teleporting across the map is a huge bonus for map pressure, however, it can be destroyed by other survivors. I'm concerned with putting the power of the killer in survivors hands, mostly because of SWF. It is too early to tell, we'll have to see with the PTB
From what I saw in the stream it takes survivors 18 seconds to disarm a teleport pad.
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@JAWS_BDSM said:
https://forum.deadbydaylight.com/en/discussion/comment/644497#Comment_644497
I think it's comparable with "Bull's charge". You prepare an attack and them launch forward without being able to change your direction after you release it. The main question is if he gets slowed down while charging it. I hope not.
From what I saw in the stream, I THINK he gets slowed down to 100% movement while activating his power. Leaves some mindgames that I think will be interesting.
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I think his pounce could be very interesting. From what I saw on stream, I THINK that he slows down to 100% speed before the pounce, but can initiate it immediately when triggered. I think he'll have some good options on certain loops and moonwalking could be very effective. I think Enduring + Spirit Fury could be very strong on him since he can make the time to down after stun even shorter with the pounce.
That being said I think we should wait and see how he plays before making any judgements.
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I'm actually quite excited for the lunge. We're finally getting a killer who's power can help down a survivor that doesn't rely on them being still. Last time we got something like this was Spirit. I'm very excited to see how skillful the lunge can be.
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For realism, yes. For balance, HELL NO!
They've done something similar to this before, where 110% killers had a smaller lunge, and that was wack. With the dedicated servers coming, you'll see less hits from across the field. Most of that distance is actually latency, so it isn't hitboxes that are the problem. Also note the devs adjusted the animation of freddy to better match his hitbox in a recent patch.
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I built a computer for 200$ that could run dbd on lowest settings 60fps.
Just bought an old office comp with an I5 and plopped a graphics card in there. This was like 2 years ago so I'm sure you could get better performance today.
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OOOOPPPPPIIIIEEEE
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The Game has 20 pallets consistently. :/
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T and L walls if played right almost always grants an m1. Please research how to properly run them.
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Hi, I've played and won many tons of high-profile tournaments (Space Esports 3x100$ 1x50$, TydeTyme's 750$, ect. Team name is Instant Dodge, cringe amiright?) for DBD in the past, so I'd thought I'd chime in with my experience.
While I myself am heavily against DCing voluntarily, I can understand the frustration behind it when going against OoO.
Note when I say this, I talk about the highest skilled players.
OoO kills any potential a killer has of winning unless they are Spirit or Nurse (possibly billy). Knowing where a killer is and knowing what they plan on doing ahead of time is the most perfect information you can have. In SWF, this can be heavily abused. Even in solo, you see a killer coming your way you have a ton of time to check out where you want to run to and start going there. It kills Huntress, who is only 110% and her TR being 20m. Trapper has no chance. You know where every trap is, so go ahead and disarm it (In tourneys, addons are generally not in play). Hag has a terribly difficult time setting up because of a certain tech a survivor can do to pop her trap and be able to run 28-36m away before getting hit. Stealth killers I'm sure you can guess.
It's the one perk that I believe if nerfed would lessen the gap between swf and solo.
That said, you must be good at survivor to get the full potential out of it. A new survivor can't just put it on and become a god. You need to be good in chases. That aside, this is my view on OoO from a competitive perspective.
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@SoylentPixie said:
https://forum.deadbydaylight.com/en/discussion/comment/635158#Comment_635158
Pineapple on Pizza?!
Now you have gone too damn far...REEEEEEE
But seriously, i get you. Apparently objective thinkers simply don't exists to these people.
People tend to be quick to anger in this community. Instead of having an actual discussion, they see anyone who disagrees with them as the enemy. At that point it isn't even a discussion, rather who can scream the loudest.
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@Jplanas98 said:
You never could hear the spirits phasing while within her TR, it's always been like that so idk what you're talking about. Unless you're talking about the bug in which people could hear when she went into phasing.
This
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@Raven014 said:
Ok, I disagree because:
- Setup for traps
- Traps have to be triggered
- they can be disabled with flashlights
- they have a minimum range for TP
Again, I'm not saying that she needs to be slowed down, I'm saying that she ALREADY is.
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Honestly, there should be a downside to being injured at base. There are a good few ideas that were in here, and I'd also think something along the lines of a scaling repair debuff, say 20% over 70 seconds regardless of proximity to killer would be neat. I'm just spewing ideas, but you have the same running potential being injured as you are healthy. I think there's a lot you could do with that.
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ThE bLoOdPoInT eCoNoMy!1!1
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/624307#Comment_624307
I'm willing to bet there are lots of people who are better than me at this game who have played for fewer hours. Time spent is a trash metric that doesn't correlate with anything, especially past a certain point.
It's a statistical probability that there is someone out there who is better than all of us with less hours. But you must not forget that just because there are outliers doesn't mean that there isn't any correlation between hours played and skill within the game. I'd be hard pressed to find stats otherwise.
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@Seanzu said:
No, because this will just lead to "Oh, you only have xxx hours so your opininons doesn't count" even more than it does already.
To be fair, the opinion of a person with 50-100 hours shouldn't be held to the same status as someone with 500-1000 hours.
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@Eninya said:
You shouldn't use all of your traps in obvious locations. Some, sure, but wild traps are still very useful.
I understand, but if you are denied setup, you have nothing. This is as hard of a counter to Hag as you can get.
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@savevatznick said:
If you're hag, mash shift to teleport before the trigger animation plays and lunge immediately. That helps deal with these problems except if the survivor knows where the traps are.
That's the problem, it's easy enough to know where a Hag's traps are. with OoO or simply overwatching her, you can cause her to waste precious setup time.
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Just for clarity I copy-pasted the desc from the video.
"So, here's how the testing methodology works. I set a timer from the moment the Hag initializes her teleport (shown by the interaction gui on the bottom disappearing) to the moment the survivor goes into the downed state (icon).
With these tests, a survivor who know's the radius of the Hag's trap can barely trigger it and be able to run for 7-9 seconds depending on how accurate they were with their trigger. Since survivors run at 4 meters per second, that means that a survivor has the ability to run 28-36 meters to the nearest safe zone.
As you see in the third run, that chase time can be bumped drastically by perks like Dead Hard and by simple pallet throws. Hag has nothing but her traps to chase, so often she is not able to commit to a chase. A survivor is almost always guaranteed a safe getaway when knowing where the traps are located, especially if it's a swf or a player with OoO.
As for the timer, the right two digits indicate frames of a second. The video was recorded in 60fps, so there are 60 frames in a second. Divide the two digits by 60 and you get milliseconds."
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It's sad that the ranking system actively punishes you for trying to get all 4 dead as efficiently as possible.
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Yes please. 2 mil would be nice.
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In my opinion, no perk should have 24/7 aura reading capabilities. Perfect information for the little price of revealing yourself is too strong, and is amplified by swf. There are only two killers in this game that can consistently use OoO to their advantage, Nurse and Spirit. It needs to be redesigned from the ground up. Killers that aren't stealthy like Trapper and Hag suffer greatly when survivors know where their traps are, and huntress simply can't chase them due to OoO's ability to let you know ages before if a killer is going for you. The chase becomes injuring rather than rewarding.
I've played and won several high-profile tournaments (Space Esports Weekly Rituals, TydeTyme's 750$ tourney) so I don't come from a ignorant perspective. OoO simply is too strong as it is now.
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@limierr said:
No i don't think so. It would most likely make her even more weak.
You misunderatand. She already is slowed. I don't want her to lose momentum when teleporting. But she does in live.
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I feel like you all are thinking I'm suggesting her to be nerfed. What I'm saying is that this is the case RIGHT NOW. I'm trying to make the case to remove the slowdown.
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@[Deleted User] said:
I’d much rather see a buff to Unnerving Presence before Overcharge were touched.
I'm not sure why you bring up what perks should be buffed first, I'm just spewing ideas.
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While I commend your effort, I don't see any real use other than GF, but he already gets a sound notification when he's being revealed.
:/
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Hag derives a ton of power from having a network of traps and doing anything outside of it could be detrimental. For this reason, it becomes important to have hooked survivors well within your network. And as much as people may not like it, the basement is a very powerful place with the Hag, this is where Agitation comes in. Not only does it significantly help with gaining basement pressure, but it also saves time in hooking with the faster speed, letting you waste far less time walking with a survivor on your back.
I use to disagree with STBFL on Hag due to it being very inconsistent with keeping stacks, but paired with Agi, it makes your basement game that much more lethal. Instead of only being able to barely down one survivor if you are right on them while unhooking, it allows you to potentially get both down even with BT if you have your traps set right. Now I see it as a tool that only makes her basement game that much more scary.
I personally think M&A is utilized the 2nd best by Hag. Not only is she a 24m TR killer, she is one of the smallest if not THE smallest killer in the game. This makes her very hard to spot, especially you're using the stealthy cosmetic (It's one of the cheapest skins in the shop). She can sneak up to survivors very easily and goes very well with Nurse's Calling (I don't use it anymore though).
And lastly, I think Corrupt Intervention gives the setup time that Hag needs to get her foot in the door in terms of pressure. It is way more consistent than Ruin in the fact that you can count on it to give you more time to set up and ward survivors away from your network of generators. After setup, Hag is one of the few killers that can snowball hard enough to apply her own "Ruin" or game slowdown. Not to mention, it draws survivors towards you, and that can be advantageous.
TLDR:
Agitation
Save The Best For Last
Monitor and Abuse
Corrupt Intervention
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Definitely cannot stack, but I dig it.
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https://youtu.be/h0nSes4JQ80@Haku said:
https://forum.deadbydaylight.com/en/discussion/comment/606001#Comment_606001
The game has close to zero ######### of loops though and some of them are a one way ticket or not fast loopable, they are so few that is not even a comparison to ANY map. Basically the map last as long as there are pallets/and you know where they are/. There is also the most horrible place for basement from all maps. Basically camped from the majority of the killers if you get caught cause it is just that easy. Some of the best pallets on that map are also VERY close to that basement/which make them VERY risky/. Also gens are extremelly hard to find on bottom floor, you just have no vision on them, so you have to run around the entire map to find them. Very easy to 3 gens yourself cause you can't tell where the other gens are at any given time. Also extremelly hard to tell what pallets are already used cause you just can't see where the killer is most of the time so you have to run and HOPE there is a pallet ahead. Also hex totems are a nightmare there. Ruin, DH and the all time favourite NOED are very hard to find and NOED close to impossible to prevent. As you know killers claim it is just very to to clear all totems - well not on that map I am sorry. Even with Small Game it is just so hard cause you have 2 floors and the perks does not tell you a floor... Half the stage is very very bright, there is no grass anywhere - it is extremelly easy for a killer to follow scratches or to find ones, it is just impoisbble to lose the killer there. That's not a fun concept. Such horrible areas should not exist and make this map a breeze for killers
The game consistently has 19-20 pallets, majority not mindgamable
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@Bludge23 said:
I don't think there are any infinites though even on maps like Haddonfield.
With Balanced landing on Haddonfield, you can create infinites that more than half of the killer roster can't catch up with. All it takes is a two story house with 2+ windows to completely shut down any chance of a killer being able to get a hit in. The main building is a great example of this.
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@Yamaoka said:
When did they say they're gonna "rework" Bubba?
Latest dev stream they mentioned reworking the "chainsaw brothers" right after doctor.
I'd get you a clip but I'm a bit lazy. :P
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@starpilotsix said:
https://forum.deadbydaylight.com/en/discussion/comment/589117#Comment_589117
No, plenty of survivors don't need stealth. Certain killers need stealth, and certain players do, but skilled players can, in many cases, run up to a killer, grab their attention, and then loop them around the map without once hiding, until all generators or nearly all generators are done, and still escape if the killer doesn't camp them. And when you're talking SWF teams - it may not matter to a SWF team if one of them dies by keeping the killer distracted enough to let the rest of them escapes, and provide detailed information about the killer's movements over coms.
OoO reveals the survivors as well as the killer, but they're not equally dangerous... in particular, the survivor can, in many cases, decide when to activate it, spin the camera so you only flash on for a second, and you know where the killer is and he only sees you if he happened to be looking in the right direction. You can activate it while you're shielded by a generator aura - might still be seen, depending on angle, but you might be harder to see. There's basically never a time (outside of a few specific killers in a few specific instances) where the killer can see your aura without you seeing theirs, but there's plenty of times you can see theirs without them seeing yours.
As for blindness add-ons/perks? There's only one perk that provides blindness, and that can be destroyed at any time in the match (including before the OoO is found and inflicted with blindness), with no hope of getting it back, and as for add-ons, almost all of them last for 60 seconds at most, following a hit, during which time the killer is usually still in a chase with the survivor they hit, within their terror radius, and so OoO wouldn't proc most of the time anyway. Either by the time they get away the blindness is over, or they get hooked and it's gone by the time they get unhooked. Not really an effective counter.
I don't think it's an absolutely awful perk, but it does need reworking for stealth killers in particular. Simple rule: If there's no red stain, you shouldn't be able to see them. Maybe make it so they can't see you as well in those instances, but at least make it so you can't remove their main power.
I'd take it a step further. For people like Trapper, you aren't going to have a fun time with the survivor knowing your every trap. 24/7 aura reading shouldn't exist in this game.