Friendly_Blendette
Friendly_Blendette
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@darkcloudlink said:
What Sadako slugging strategy are you talking about? I've never heard of that before and I play Sadako quite a bit when I play killer.
Ring Drawing + heavily slugging to force condemns. I havent gotten great use from it personally but some swear by it.
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@IlliterateGenocide said:
They might be ignoring twins tell they give victor cosmetics (if ever)
Pretty sure they wont. But I wish killer powers could get cosmetics.
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Every teachable you had pre patch got converted into that perk being tier 1 and levelable on all killers. If you somehow managed to get a duplicate teachable (buying a perk in the shrine then later leveling the killer to the level to buy the teachable) you get it tier 2,
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@zarr said:
https://forum.deadbydaylight.com/en/discussion/comment/3192975#Comment_3192975
They apparently lowered it even more, to 1600. It was never necessary to have a cap that low anyway, there is an entire world between queues that are still reasonable and bearable and literal hour-long queues we had in Dowsey's Twins case. ...And even then, someone that has won 190+ matches in a row arguably should be waiting in queue for ages to find actual competition. Of course, ridiculous win streaks like that would never even be possible in a working MMR system to begin with.
The cap is so low that the top 20% of players or something are matched among each other, which is a huge range. It's the same issue we've had with all the old matchmaking systems, where the skill and experience levels in the top ranks ranged from "meghead with 500 hours that consistently struggles to last 30s in chases" to "5000 hour comp blight that usually gets 6 hooks before a gen is done".
And it's not even like a solution here would be difficult or make queue times prohibitively long. Just make it so that the matchmaker looks within a more restrictive MMR range for a certain period of time, like a couple of minutes. If there's really nobody queueing in that MMR range in your region, then the matchmaker can gradually open up the range. And they could make this more restrictive only at the highest and lowest MMR brackets too, because those pose the biggest issues when mismatched.
It was the right move to have a cap. I mean Streamers are a huge thing in promoting the game and bringing in new players how would it look if streamers either quite or were having longer queues than actual matches. Also you would sorta have an assembly line life of a player in the game, they start out, learn the ropes, improve, find a niche they enjoy a lot, become highly skilled with that niche, gets hit with extreme queues, likely leaves out of boredom. Capping the time someone will play the game is not a good idea and while few will reach it, those few are also the most likely to promote your game and to buy cosmetics/tomes. It might seem bad to have 1k hrs and 10k hrs matched up against eachother but its work for every account above a certain MMR to be stuck in matchmaking and quit.
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You lose 4 hatchets for 1 that can instadown. Risk reward. Personally I prefer just having the full 5 since you get way more snowball potential and if you miss 1 hatchet you dont instantly lose the chase.
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I guess thats the whole soft cap system. IIRC its something like 1900 MMR and past that it doesnt matter how high your MMR is youre constantly matched at 1900. Its there to avoid the whole Dowsey Twins ordeal.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3192799#Comment_3192799
I should have worded it more clearly; that's what I meant.
Killer queue times used to be instant more often than not. Whenever that happened, it meant that the ratio was less than the 20:80 the game needs to function and we would have had killer incentives.
Overall while queue times might suffer I think its definitely better for the game if more than 20% wanna play killer
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@Slowpeach said:
It states: Use Dead Hard to avoid a basic attack by a nearby killer one time. Using the current Dead Hard correctly does not complete this challenge.
So do I have to use Dead Hard incorrectly and have the killer miss anyway. Used this to absorb a hit twice and didn't get the challenge completed. Obviously perk is different now (thank god) but curious if this is an oversight. A few of the earlier tome challenges get bugged from time to time, joys of arriving late and blowing dust off these things.
Didn't put this in bug reports because I'm not certain it's bugged and I do not want to waste time deliberately misusing dead hard only to find that it is bugged after all.
At least its only 25k BP and isnt required for progression. It should be updates though
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Dear god no. Its already killer biased enough at low MMR and I dont want my solo potatoes ruining my game any more.
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@GoshJosh said:
I thought that was most likely the case!
Weird interaction though, you wouldnt assume you could own a teachable twice.
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@Laluzi said:
Currently more people want to play killer than survivor. If we'd had incentives before 6.1, you would have seen them move around far more dynamically.
We probably wouldn't, For there to be no incentives it needs to be a 4:1 ratio of players, atm you can have 3x the amount of survivor players and the bonus will still be for them. Like ideally with 50k players only 10k would play killer for the best matchmaking. The community is much more evenly split than that.
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I like the idea of it but often it just fails practically. First of all it can be completely ruined by just 1 guy being all sneaky and crouching around the mapand. secondly even its reward for hooking all survivors isn't hugely strong except on snowball killers after 40 seconds the games gonna be the exact same, so if there was 3 gens 90% done when you got the last stack as soon as it ends the 3 gens are gonna still be 90% done 40 seconds later, it does guarantee some value with the obsession aura but sometimes the obsession down is all you get outta the perk. Lastly one of the best strategies in the game has always been focusing most your hooks on 1 or 2 survivors which leads to Grim activating when you play least optimaly or more towards the end of the game
For perks that synergise mostly aura perks that can help you find that last survivor like BBQ, also perks that let you capitalize the most off the 40 seconds like Infectious. I dont quite remember if Pain Res procs before it but Im going to assume so, Surge is also your your friend in terms of slowdown perks since you can get a chunk of regression in and then Grim it so they cant repair it back quite as fast but still gens dont regress while blocked so.
I used it a few times and found it to be the best on Oni since you can really flip a game in those 40 seconds, I imagine it might also work decently on Myers for the same reason. Also Nurse but like cmon is there a perk that doesn't work well on Nurse?
Theres a few different avenues for changes imo either
-Aswell as the 40 second block they lose like 10% progress and begin regressing once the block ends or something like that
-Give it a smaller effects for 1,2,3 tokens
-While gens are blocked whenever you down a survivor the nearest survivor to you screams.
All of those effect different parts of it's kit so the direction to change it is mostly up to what BHVR wants the perk to be.
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@OrangeBear said:
Well it wasn't in the patch notes and it was acknowledged shortly before the 2nd patch so i would assume that it has not been fixed.
welp shiot shouldve skipped the twins daily
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@Chocolate_Cosmos said:
Title
Used to love them but between recent perks/perk changes, the longer stun and a plethora of bugs that never seem to get fixed they are kinda shite now
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Massive sweeping changes to everyone? No definitely not.
Weaker killers having their powers altered to be more fun and rewarding? Theres a bunch of candidates for this.
Solo Q is probably the most pressing issue atm however.
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Im just getting offering after offering with like none of it being left to RNG
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Suffering?
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@TheGentlemen said:
https://forum.deadbydaylight.com/en/discussion/comment/3191914#Comment_3191914
Likely, but it bothers me that the effort we see with Resident Evil chapters is never seen on other licenses.
I mean its hardly fair to compare the effort put into Myers as the second DLC to the 25th DLC. Sadako's was a bit lacking imo but it had next to no hype behind it.
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@fulltonon said:
No wonder kill rate has raised by 8%, BHVR really should do SOMETHING to that stupid perk.
Its all MMR ranges. New players load in and see ability to heal self then ignore how long and impractical it is. Its a major issue with the stats BHVR releases imo, they generalise it too much to the point we end up with dumb stuff like selfcare no1 survivor perk or Nurse being the weakest killer.
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@LeeONE said:
Seriously, nobody is running it, and when I tried playing with it for around week, most of the times it's just not enough, I need those extra 4 seconds.
It only works on indoor maps and with smash hit, because without I can't make enough distance, why it was nerfed in a first place?
Maybe that's just my experience, what do you think?
It got nerfed? Honestly that perk is so irrelevant I mustve missed it.
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Imo it and repressed alliance should be merged with one of them becoming something entirely different. Instead of just the boom it also blocks for a while to make it actually a viable counter to gen kicking builds instead of "oh no a 3 second wibbly wobbly thing on my screen. Anyways pop!"
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If I m1 a lot surge, if I dont pain res. Voila
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@My_Aespa said:
https://forum.deadbydaylight.com/en/discussion/comment/3188062#Comment_3188062
Not really, they could've made her sound like a normal Korean girl... not an anime character of all things. I don't know any Asian that sounds like that.
I mean how many Koreans are you hitting with a machete and putting on meathooks 🤨
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@Lochnload_exe said:
https://forum.deadbydaylight.com/en/discussion/346701/why-do-i-continue-to-get-infected-in-chase
While it is definitely problematic, Wesker is built with becoming infected midchase in mind. Personally, I think after becoming unhooked your infection timer should be paused for 20 seconds and if you get into a chase, this timer is paused as well.
Maybe if they added a hugely buffed video confrence and removed at least 1 supply crate. This would make it about as threatening as condemned.
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@FeelsBadMan said:
Nice. Now do it again against a SWF who bring multiple toolboxes (+BNPs)
Can provide legion example
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@OrangeBear said:
https://forum.deadbydaylight.com/en/discussion/comment/3187695#Comment_3187695
No, im in the UK. I've seen many people say the same thing so i am not a minority.
I play in Ireland and I rarely get queues lasting past 30 seconds and around 10-12pm it usually swaps over to a killer BP bonus. Only killer I get low Q times on is Nurse cause Im guessing my MMR on her is pretty shite.
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Yeah no its just a really annoying challenge since you need minimum 4 games and thats if its 3 4 iri and 1 3 iri. Play a killer thats good at pipping and play well is all I can really say. Definitely faster on killer since to get the Iri Unbroken 3/4 games you have to get some terrible matchmaking. Some of the survivor iris are easier to focus on and get consistently but in terms of speed go killer.
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@OrangeBear said:
How is it better?
- Nerfed DS - Tunnelling is rampant
- The solution to camping is locked behind a paywall and it's not even very good unless you stack it.
- Dead Hard is still the most used survivor perk and at higher levels it's stronger
- Killer perk variety is still stacking gen slowdown.
- Nurse and Blight are still at the top and only got better due to general killer buffs.
- Role ratio is very unbalanced. Survivor practically has a permanent 100% bp bonus and instant queues whilst killer queues take minutes.
The only changes i like are the removal of bp bonuses from bbq and wglf, and the 2.5% gen damage. Everything else i wish didn't happen.
Killer queue does not take minutes. Are you playing on like Antartica servers with the researchers there?
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The basekit mori thing will probably be on it and maybe the Twins changes.
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@versacefeng said:
https://forum.deadbydaylight.com/en/discussion/comment/3186548#Comment_3186548
Short queues mean there's a lack of people playing on that side.
huh cause killer quques are also really short. Weird.
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I doubt he's played much but he's really easy to make fun and intresting skins for so I guess thats it.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3186529#Comment_3186529
If we went by that standard then it should apply to everyone with an opinion.
What I just want to see longer content from my favourite forums user Sluzzy. Everyone loves Sluzzy :D
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You should really start posting videos demonstrating how filthily OP killers are I think it would really help illustrate it :)
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Asylum never getting hid was decently tricky for me then I found a baby nurse...
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Overall I dislike the idea of nuking the progression system and uprooting everything people have grinded for
But the killer interactions with chest sounds neat(although I think it should be something other than addons maybe something like a rune that gives a certain buff for a certain time and a global sound when they use one(could even vary depending on the type) also unlock the rummage option 1 time per survivor that gives them a rune + appraisal is now a way to gain more runes if your already holding an item) and the perk changes sound neat.
Also like 80% of "broken" builds are mostly just perks
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No obviously not.
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you were doing so well... then the hornyposting came
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Now we just wait for them to also unlink non liscenced sets >:D
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Too strong, he already has an iri thats pretty decent but if that was changed to post vault it would mean survivor get even less distance.
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@xni6_ said:
4.4s have 24m terror radiuses. imagine a blight moving at 9.2m/s (as he does) but youre only just getting warned when hes 24m away. youd be complaining about that 100%
also the fact that devs have stated criteria for 4.4s before, i remember they said all ranged killers would be made 4.4s, however i dont remember what the other criteria was nor can i be bothered finding where they said it, but blight clearly didnt meet it
Better yet slap on monitor and you have less than 2 seconds to react to his terror radius,
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He still has to chase normally whenever his power is on cooldown and his power isnt applicable for every loop even with hug tech. No killer is 110 just for mobility unless you count billy's addon. Its either useful at every loop + something else like mobility or territory control (spirit, nurse even though shes slower, hag sorta fits in here too) or being able to damage from anywhere with LOS (huntress, slinger(thought he shouldnt be) and trickster)
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Got my wesker from P2 20something to p3 and my dredge to like p1 30 something from p1 but I only got rank 1 killer.
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@AshInTheTallGrass said:
https://forum.deadbydaylight.com/en/discussion/comment/3186156#Comment_3186156
hahaha all I'm picturing is this 😂
You, the Survivor, the pallet, and the glyph
"Go on, make your move . . ."
https://us.v-cdn.net/6030815/uploads/GB1BMI8IVME0/mexican-standoff-standoff.gif
Sadly it was on the Game so I ended up getting shafted and got 4 hooks, 2nd game went better.
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I mean not really, unless they have head on not many have gotten it off me I'd say. Did have someone going for it at the same time as my Orange glyph challenge and we would lock eyes for like 3 seconds of me respecting the pallet and them waiting to drop to get the stun before one of us made out move lol.
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@RatbasterdJr said:
https://forum.deadbydaylight.com/en/discussion/comment/3186127#Comment_3186127
I got irid 1 on both survivor and killer. It’s really not that hard to do with an hour or two a day.
Only reached like copper something on survivor since I was focusing on leveling all the killers I was missing and I only came back after 6.1.0, thanks to this rank reset and some lucky bonuses and cakes I managed to p3 wesker in 5 days so its just dredge left.
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@Sumnox said:
Tell me how you're either a Nurse main or only play SWF without telling me
Youre forgetting the 3rd option: Having no life.
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Because matchamking needs 4 survivors for every killer and Im pretty sure the plkayerbase isnt a 80/20 split
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Midwich, Lery, RPD would be my top 3
Swamp, Swamp, Wreckers Yard would probably be the worst imo. Maybe a shoutout to haddonfield due to decent loops + any gens on the street are near impossible to get to without just normal walking most of the way.
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@Bot_Salvo88 said:
In my opinion you need to earn it rather than getting it for free when gens get done. You can be afk all game and still win because of it (a Myers did this to me and other 3 survivors, all solo). He was pretending to be afk but then kill us all because of NOED.
Let's make it so you need 6 hooks to unlock this perk. I see too many killers playing poorly and rely on it for end game.
While I believe it's very easy to get rid of it, a lot of "noob" killers use it. You can see the noed coming when killer has 3 hooks and all gens are done. I just want killers to earn that NOED.
then whats the reason to run NOED over devour, devour needs 3 hooks not 6 and also oyu can mori at 4. 6 hooks in you likely have at least 1 survivor killed so unless youre on 1 gen by that point you have a good shot of killing everyone before the last gen pops.
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@Hoodied said:
Ah yes, Old Freddy is returning through the gaps by bringing back old flashlights
Great new freddy buff, when out of the dream world your retinas are scorched by the sun.