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IceCreamPrincess

IceCreamPrincess

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  • @pizzamess11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1266080#Comment_1266080

    If shadowborn was such a buff then why dont most killers use it, the only people I've heard use it because they're use to having higher FOV from playing a lot of shooters

    Thats less that shadowborn isn't useful, its more that there are more beneficial perks out there. I run shadowborn on killers like huntress, legion and nurse where its important to keep track of the survivors, but on other killers there are just better perks out there.

    The benefits shadowborn provide are usually marginal, and good game sense can do its job almost as well

  • Well, the game was designed around the killers tight field of view, as its designed to restrict peripheral vision. It allows survivors to more easily sneak past them or do things like the "window trick"

    Shadowborn being a perk is for a reason, having a wider field of view is beneficial in almost every regard, you can see those who think are in your blindspots, vision reducing stuns are mitigated slightly etc. If FOV was a slider in game, very competitive would crank it to max to get any advantage whatsoever

    If the lack of FOV makes you feel nauseous or uneasy though, then my heart goes out to you, but you are in a minority

  • @Anara said:

    https://forum.deadbydaylight.com/en/discussion/comment/1266039#Comment_1266039

    I think DS is a waste of a perk slot. But play what YOU like!

    Oh exactly, im never one to harass someone for how they play or what there build is, i just enjoy the game. And the times i need the perks i use, im glad i run them. Sometimes i do regret not having the Quick and Quiet/lithe houdini builds, and sometimes im completely justified in running Borrowed time

  • @Anara said:

    https://forum.deadbydaylight.com/en/discussion/comment/1266021#Comment_1266021

    I'm not sure about that. The killer wait for DH, the killer let you on the ground because of DS, etc...

    Being slugged for DS is preferable to there being no obsession and just being picked up, and its not always as easy as waiting out the dead hard, and thats the perks working at there worst.

    After an unhook im more glad im running DS instead of diversion or dance with me thats for sure

  • A defense for the meta perks, some people find more fun in the actual match interactions, running the killer around, chasing survivors etc. Meta perks just help ensure you stay in the match longer

  • They have a point. Getting in a locker is playing to the survivors outs. They know you want to tombstone them, so they know that if you pull them put they could potentially escape. So they either 100% lose if they get out on there own accord, or take the smallest chance to survive by you pulling then out and then letting them wiggle off.

    No one needs to give anyone anything. Playing against a The Shape whos running those addons is annoying, since its stopping the survivors getting any altruism points whatsoever, so you can't use the moral highground arguement since just by running the addons you choose a selfish playstyle. You're not budging an inch, so why should they

    You have the guy dead to rights, could easily just pull them out and hook them, but because they won't let you kill them how you want to is BM? Either kill them or be a hypocrite

  • It would be justifiable to earn bloodpoints in KYF if you didn't have access to everything, but since every character you own is unlocked, as well as all perks maxed and all items, people who play kyf dont need the blood points.

    If you have 5 people, KYF is the only option anyways, less than that you might as well do a normal SWF, or a KYF with less people

    And finally, the penalty would have to be so low as to not allow people to just farm ot, it becomes almost negligible in the amounts you earn, so its pointless.

    Groups of friends don't not play KYF because theres no reason since you don't get bloodpoints, its either because its not 5 exact people, or they dont want to play it in the first place

  • Well, i think if handled well the MMR system could work better than the system we have in place already. It all depends on what brings up your MMR. Right now its pretty much universally agreed that the rank system we have is awful, and that you can play against such a wide range of ranks its almost useless

    If they make it so pipping raises the mmr and depipping lowers it, then it would functionally be no different from the current ranking system, just perhaps a higher bracket than the rank 1 we have now.

    And even now we have people depipping already to reach lower ranks, so they can crush lower ability opponents, so the change to an MMR won't change that already. Infact, hiding the MMR would help that, as it would be harder for those doing that to know if its succeeding, it also makes it harder to know if the good players can chalk a win down to a fair match, or just being matched against worse players

    Of the 3 main issues you have, MMR *should* help against 2 of them. Fairer matches against people of similar skill, and faster matchmaking with the new system they said would implement. Only one it doesn't help is with latency

  • There are 5 totems in every match, and without any Hex perks, they're all dull and don't do anything for the killer. If you bring a Hex perk, one of these 5 dull totems will light up and become the host for the Hex perk.

    Whilst its lit, you can see the red aura through walls, and can physically see it lit if you look at it (and so can survivors, to know if its a hex totem) you can't differentiate different hexes from eachother, so you can't tell if one is devour hope and the other is ruin, just that both are hexes

    And as for haunted grounds, that one actually activates two totems to make it more likely it is found. Only hex perk that works differently is Hex: no one escapes death, that picks a random dull totem midway through the match to activate

  • I think its a mix of two reasons. Trappers traps are inherently more dangerous than hags and freddies. Freddies just slows people, and hags dont actually do anything unless the hag then chooses to act on it, whilst the trappers traps always (minus padded jaws) injures people at least, and then holds them in place.

    Trapper also is more simpler than the others, Hag is 110% and relies on her traps to even do anything, whilst ol trapper is 115%. And freddy is just busted, but his traps merely slow to potentially get kills

    Sure i think trapper should start with more than 1 trap, but starting with 5-7 and being able to carry them all would be utterly busted. You could down 1 guy, hook them, and then instantly trap every single angle, whilst in normal play you either need a bag or have your traps already there

  • For me my choices are through getting used to using them, so i feel weak without them.

    4: PGTW, ive been using it since clown existed, i just love the pro-activeness of it, kicking a gen and visibly seeing it lose progress. No better feeling than kicking a gen with a pop, seeing it tapped so you can kick it again with another pop right after, 40s of gen work gone in an instant

    3: kindred, used to run it before the buff purely to shame other people into rescuing me, and now with the buff its just too useful to take off. Its knowledge exactly at the time you want to be able to see your entire team, and the killer too, only time i ever take it off is when im playong with my buds

    2: STBFL, i crutch hard on this perk, unless the killer im playing dont use M1s, or is nurse, i wont bring it, otherwise its always part 1 of every build i make. Being able to slap a guy before an unhook, slap em again right away, and slap the unhooked guy again for a 3rd slapparoo is a powerful feeling. Plus gives me a plausible excuse to ignore DS, as ive had plenty of matches where my STBFL isnthe only reason for an obsession

    1: spinechill, not because i like the perk, but purely because i have never played a single match of survivor without it. Waaay early on when i first leveled mu first survivor, i did 10 bloodwebs before playing surv, and i had gotten spinechill, thought that perk sounds busted, and now have never once taken it off. Its hard to find something to justify trying a match without it. Its the first part of every build, and usually the reason i can't fit unbreakable or an exhaustion perk, but the use i get from it is insane, its almost like cheating

  • The simple reason survivors run those perks, is because the grand majority of the other survivor perks ard too weak to justify using.

    The meta perks of DS, BT, and "insert exhaustion perk" are simply because whats the point of gimping yourself running other perks. Most perks survivors have have effects that either do something unnecessary (alert, technician, buckle up etc.), where the effect is barely useful even when it works

    Then theres perks that barely add an effect. (Premonition, This is not happening, breakdown etc.), where you see almost no benefit from running the perk. Then theres perks that are good but require other perks to make useful in conjunction with others due to how niche they are (dance with me, detectives hunch, tenacity etc.)

    And then theres aura reading perks, that have alot of overlap so you only need to run 1 of them, and even then notmal game sense or being in a group of friends means alot of these don't see competitive use (bond, empathy, better together, aftercare etc.)

    When you think about it, survivors have a fair amount of perks they do use, its just alot accomplish the same goals, and the 2 most powerful perks (DS/BT) are the ones that are used the most.

    In my own matches as killer i see alot of Quick and Quiet, Self care, Inner Strength, For the People, Iron Will, Spine Chill, Adrenaline, Lithe/Balanced Landing/Sprint Burst/Dead Hard, Head on, Urban Evasion, We'll Make It, Deliverance, Object of Obsession, and im even seeing a surge of players using Calm Spirit and Off the Record (maybe a streamers influenced people)

    You can't compare survivors running perks to killers running perks, as the fact multiple killer powers interact differently with perks means that of course build diversity is much higher on killer than survivor, but that dont mean theres no perk diversity on survivor.

  • Unfortunately, alot of these cases are not arguements to keep god windows, but are arguments for other aspects for the game. I believe your best points are points 1, 3 and 8, but I'll give my opinion on each of them anyways

    1: killer being on autopilot is a problem, and i do agree if killers get dumbed down enough then it becomes super dull to face them and to play them. However, removing these god windows means that playing survivor is also less autopilot. I do agree, removing bloodlust would be a good idea once all these windows and problematic areas are sorted. However the argument that a killer would win by holding W falls apart when the idea of time management comes in, as trying to brute force every hit will take far too much time.

    2: the god windows themselves are enough where that is all that is needed in that area, with or without pallets. Forcing a killer to bloodlust/loop the window 3 times eats easily 20/30 seconds for just one hit alone, and we go back to time management issue. Also, having the basement near these windows means very little, as the power of the basement is the time it takes for suvivors to get in and out, and being forced up/down a chokepoint. Most maps have basements in a place of very little mindgames already (killer shack etc.) So trying to use them to justify these windows isnt fair.

    3: if a survivor just sits at the window, of course they are just wasting time, but that doesn't then mean that window is fine because of it. I have had many chases where the survivors use sprint burst/hit sprints etc to beeline straight for the god window loop, knowing full well that there is no mindgame to it and the only method of getting the hit is time investment. And as you say, time management means if i do go for the chase, i waste alot of time. This basically gives survivors a zone around the window loop where they can safely heal, knowing that if i attempt tp approach they can wastes my time.

    4: this is a stupid argument for broken mechanics in match. God windows don't just punish the sweaty killer, or reward the sweaty survivor. In a perfect game there would be tools on both sides to know what to bring. Saying that these windows shouldnt be fixed incase a killer brings a mori isn't a case for the window, its more a case for the mori (plus there are ways for survivors to sweat without these windows)

    5: trying to argue that removing these windows will promote gen rushing is ridiculous. Regardless of maps, most survivors who play the game with the goal on winning will focus generators already. Killers can't abuse bloodlust and entity blockers for 20s chases either, since bloodlust 1 takes 15s to kick in, and an entity blocker takes 3 loops to kick in, and that is if the killer doesn't kick a pallet or use there power. Most survivors don't do totems, chests, flashlight saves anyways, also regardless of maps, unless they feel like they have the time to do them.

    6: even when used wrong, forcing 20/30 seconds for 1 hit means the killer is screwed, and if used correctly thats 20 seconds without a hit, and then moving away to somewhere else to extend the chase even longer, further meaning the killer gets screwed due to time management. Bottom line is, if using something wrong is still insanely good, then using it right just makes it even worse for killer

    7: one god window on a map severely changes how that map is played. Lets use fractured cowshed for example. If the RNG spawned its god loop, i knew that the gen inside the shed was a lost cause, i couldn't try to protect it at all as the moment i approached the survivors could instantly force me to either waste time looping me around the shed, or force me to drop the chase, which ultimately gains me nothing. Also the surrounding areas around the barn where also a lost cause as most of the time they can make it to the god window loop, meaning several other gens where also lost causes unless i waste alot of time chasing one survivor, and as said many times before, i would lose due to time management.

    8. This is less of an argument for strong window loops, and more that these killers are strong. Those killers are strong precisely because of there pallet counters, but still require interaction to do it. Of those killers you mentioned, the window fully counters all of them (besides spirit and freddy), meaning they are forced spend that time in the loop until it is blocked naturally. Spirit can also be mind gamed at any window or dropped pallet, so thats not a case for the windows either, and freddy still has to trap the window, so at least 1 loop is required. Only 3 killers can fully counter these loops, and that is nurse (because its nurse), trapper (who can also have his trapped get disarmed by another survivor mid loop) and hag (who can also have her trap disabled)

    9: saying just run bamboozle is stupid. No one should be forced to run a perk due to basic map design. Survivors don't have to run iron will or spine chill, it just makes certain match-ups easier (plus i think its ridiculous that certain perks counter specific killers powers i.e slippery meat and trapper, calm spirit and doctor) plus in your examples as well, there is multiple use with the perks, as iron will and spine chill is useful against every killer, whilst bamboozle, even when its doing its job, is fairly weak.

    Bottom line to me, god window loops remove all interaction between killer and survivor. There is no gameplay for either of them, just both of them simply press W until the entity blocks the window. There simple existence makes certain parts of the map extremely unfavourable for the killer to such a degree that every chase started there is doomed to eventually lose them the match. This game needs more interaction, as the mindgames at loops are what is the most fun. Loops should be safe enough where the killer needs to outwit a survivor to get a hit, and a survivor needs to outwit the killer to escape. God loops dont allow any mindgame, and is purely just an entirely safe location, either permanently, or until a pallet gets broken.

    Finally though, after these loops have been removed, sure remove bloodlust, its a unnecessary mechanic for most killers anyways.

    And everything i have talked about only really applies to matches where the killer is playing well, and the survivors are actively attempting to do gens. If the killer is an idiot that can barely understand the game, or the survivors are screwing around urban evasioning in the corner, then of course a god window isn't going to mean anything

    (And yes i know, i do have a lot of free time on my hands)

  • Franklin's demise to me is incredibly powerful and incredibly useful in the one niche that it fills. Its not just smacking the item out there hand, its the effect it has afterwards.

    Once the chase is over, you know the survivor will want to go back there to get the item again, meaning more time they're off the gens, and a better idea where they will be. It also makes it so that medkits won't have enough charges to finish a heal, and cleavers don't distinguish between those who are almost healed and those who are freshly wounded

    Outside its niche? You get nothing, usually a toolbox has been used up by the time you slap it, no one really brings maps, and flashlights aren't all that powerful overall. Without items its pointless, but with itens its amazing

  • Well, as great an idea as that is, it would mean survivors could always bring an item into a match without fear of them losing it. Bringing an item is incredibly useful, even brown ones.

    A brown medkit is a full healthstate, and a brown toolbox still shaves valuable time off that generator, plus there would have to be base items for flashlights and maps, which dont have brown versions

    Im my opinion, items are a risk/reward, bring an incredibly useful item, at the risk of losing it on death, and make that item even more powerful with single use addons. I don't believe the devs want players to always bring addons every match, as at base alot of the items dont 100% need them to be useful

    There is also multiple ways of getting items already, with the bloodweb and chests, so if you start to run out, enter matches without an item and try to loot one instead, or use one that are supplied in abundance from the bloodweb

  • As you asked how to gain more blood points as a survivor, i will focus on that

    Aside from the obvious Escape cakes/ bloody streamers/envelopes, most anyone can get is 32k bp (64k with We're Going to Live Forever).

    As a survivor, so long as you are competent in a chase, you will easily max out boldness after a chases, and if you feel your not the best in a chase, totems and pallet stuns add lots of points to it

    Altruism is harder, but safe unhooks really add to it, as well as We'll Make It, as the quick heal under hook generates thousands of bp.

    Objective is really easy to max so long as you work with others, and hit skill checks. Doing 1 gen alone, start to finish, gives only 1,250bp, but doing one with a fellow survivor increases that dramatically. If you really want to max it, run Prove Thyself, as that speeds up the gens, as well as give 50% faster bp gain when you work with over survivors.

    Hardest category to max is survival, since very little actually gives these points. Best way of getting them is either healing yourself, or escaping which gives 5,000bp, even more if you're the obsession, so any perks that makes you live long enough to leave helps, Decisive Strike doubly so as hitting it means you're guarenteed as the obsession, and thats 1k minimum even if you die.

    A good build if bp is all you want to get is Prove Thyself, Inner Strength, Decisive Strike and WGLF. PT gives 50% in objective, DS lets you live longer, and Inner Strength makes it so Totems also provide healing, and further points. Try to prioritize safe unhooks, and heal the survivors under the hook where possible.

    Bring either a map of a flashlight, as maps gives you bp whenever you mark things, like gens and totems, and a flashlight really adds to the boldness, as after a pallet stun/kick you can get some free points by blinding them.

    One thing to note thought, bp gain for survivors is alot harder than killer, as each category requires focus to gain points, if you're healing someone you aren't getting objectives points from gens, or boldness from being in a chase. Killer on the other hand has alot of overlap in their categories, as well as an easier to fulfill bloodpoint perk (BBQ vs WGLF), so don't get put off if you dont get as much as survivor.

  • An issue with what that suggestion, is that yeah you can add a ingame voice system thats proximity based and all that, but if there is any downside or risk to it, no one would use it besides the solos. Groups won't just drop discord/teamspeak since they're risk free

    It would however let the devs balance around it, since everyone has the option of voice

  • Its simply because the way the offering works. It protects the item in your hand, no item no protection. This way you can play white ward without and item, find one in the match, die with it and take it home with you

    Should it work like that? Probably not, but it does

  • Lets use some numbers, and these are all at base (assuming no addons that effect them)

    It takes 2.75 seconds to reload after a shot, and theres a 1.5 second cooldown after missing a shot. So lets assume 4 shots until one lands, thats 17 seconds alone where the deathslinger is slowed and can't do anything due to cooldowns/reloads

    If a shot lands, you still have to reel them in, which takes time, and land a hit which isn't always guarenteed. All this, whilst also being 110% means he also needs time to reach and chase survivors, meaning that if the deathslinger is missing his shot, the chase takes incredibly long.

    5 shots, thats 13.75 seconds purely of reloading. Yes a huntress needs to walk to a locker to reload, thats the price of a stronger attack, and even then, using the numbers, there isn't much difference between there overall reloads.

    Against a team that don't mess around and actively attempt gens? There doesn't need to be added punishment for the deathslinger missing

  • Well, the punishement of the deathslinger missing a shot is the short cooldown afterwards, and then having to reload. Missing a shot means the survivor can make alot of distance and against a 110% killer that makes a big difference.

    Huntress however has very little punishment if she misses as her cooldown is short, and she doesn't need to reload right away.

    If the deathslinger is missing, that should be its own punishment, if he takes 6 shots to finally land one of them, then hes already lost alot of time

  • Whilst they are very comparable in terms of strength, they're strong in very different ways.

    Getting mori'd has alot of wind up to it, getting hit/downed, hooked, unhooked and then downed again. You can be mori'd pretty much right off the hook sometimes and thats an incredibly frustrating.

    On the other hand a key is not nearly as well broadcasted, but less powerful as the process is harder to achieve since gens need to be completed. Alot of matches i realise someone brought a key and i didn't notice, or they found a key in the middle of a match and suddenly i lose mid match. This also doesn't even factor in aura reading addons etc.

    Mori's are the more obvious evil. Big, instantly broadcasted (because no one uses SoS) and have a long animation to show "hey look you're being killed by the killer", but keys are the more insidious of them. Both are super unfun, completely ruin the flow of the match and in my opinion, are super unhealthy for the game

  • @KingOfGhost said:

    https://forum.deadbydaylight.com/en/discussion/comment/1185305#Comment_1185305

    How you know what is a proprly playstyl is for the killer devs say do anythnig you want.

    Im not talking about proper playstyles, i simply meant it more that the killer is not restricted in any way. Still able to do everything they always could. Whilst a slugged survivor can only move around. Sure theres gameplay in healing and trying to not get slugged, or rescuing those who are, but once on the floor, theres little to be done

  • The difference between them is that a slugged survivor can't really do much beyond slowly move around, whilst a killer is still able to move around the map, hitting survivors and properly play the game. Yes the game is shorter for the killer, theres still gameplay for them

  • @ThisLadyRightHere said:

    https://forum.deadbydaylight.com/en/discussion/comment/1177735#Comment_1177735

    If someone can’t handle being called a no life and sweaty again why are you on the internet lol . There a people who literally troll for a living lol

    Oh of course, being on the internet means you need to develop a thick skin, but that doesn't excuse the fact you messaged them purely to either insult them or antagonize them, and then act surprised that they're annoyed that you insulted them. What exactly was it you was hoping to achieve, messaging them that they was sweaty?

  • Caing them a tryhard isn't mean, however repeatedly messaging them that they have no life, aren't fun and are sweaty is far from a nice thing is it?

  • Considering you messaged them first (or at least thats what im inferring) and then continued messaging them after they obviously didn't want to, then technically you are in the wrong.

    Did the spirit need to go all out? Probably not. Are they in the wrong for going all out? Not in the slightest. Did you then need to antagonize the killer afterwards? Nope, especially a paragraph of just straight insults at them.

  • Well, some general help for those specific challenges

    first off the malicious one. Easiest way is use a killer who gets hits easy, as thats important one, so killers like billy, bubba, plague etc get robbed of the emblem because they get less hits, whilst killers like legion and wraith gets tons of easy hits.

    As for those survivor ones, the 4 unhooks one is an ass yes, but kindred and borrowed time do wonders, and even saboteur helps as it gives you a good idea which hook the killer will go for. Yeah you won't be on gens but thems the brakes.

    And the protection hit one is very easy, just get hit whilst the killer is carrying someone, then just book it out if the area and heal up. Rinse repeat, bring a method of healing (SC, IS, medkits etc.) and empathy so you know where/when the kler fowns people before its too late to reposition yourself

    They're challenging for a reason, the clues in the hame challenges but i do wish you the best of luck with them

  • for me its spinechill, i have yet to play a survivor game without it, and every single build i make begins with it. i dont think i would be able to play without it

  • I used to suffer from the same issue, a fix that worked for me was that i had set my desktop icons on windows to above 100%, so the game kept thinking me clicking was actually off screen (despite being in full screen)

    Assuming this is the problem, and that you are on windows 10, you hav to right click the desktop > display settings > change the size of text, apps, and other items to 100%. There are other methods i believe but this is simply the one that worked for me

  • An issue with the 5 perk suggestion is that while theres a chance it'll shake up the meta, its more likely that players would just use the normal 4 perks + another great perk, making a new meta. Having 5 perks doesn't suddenly make borrowed time, decisive strike, pgtw or bbq and chilli any less meta, it just means you can suddenly add that other perk you wanted too

    For survivors they can now add iron will to DH, DS, BT and unbreakable, and killers (who are more varied due to differentiating powers) can now fit in that niche/utility perk

  • Its got the same efficiency as a survivor healing you (outside of we'll make it/botany knowledge shenanigans), either i spend 32 seconds alone, or we both spend 16 seconds (which is 32/2)

    Of course, efficiency isnt as important as urgency, and self caring is alot of time spent standing still, time that can suddenly become very important to manage. Thats why usually if i want heals I'll bring a med kit.

    But say i fancy bringing that flashlight/toolbox, and i want a means to heal myself self sufficiently, then yeah I'll pick self care, you can choose when and where you want the heal, do it in smaller chunks or all at once, 99% yourself for resilience shenanigans etc. Its a decent perk

    However, its more the playerbase than the perk thats bad. You need to know when you dont have the time to heal yourself, or when to focus on doing something else, and just be injured

  • Trying to compare dead hard and sprint burst is silly, theyre used for two very different scenarios. Dead harding for distance lets you reach the window/get an extra loop when you need it to, the caveat where you have to be injured just means its less good against exposed or chainsaws, but usually when youre injured you're in a chase, and actually can get use out of it

    Sprint burst on the other hand (and i wanna preface that yes i know you can 99 it but thats not always viable), its use is make it harder for you to be out of position. Doing the generator in the middle of the corn or in a pallet dead zone is suddenly alot less dangerous, since if a Billy just suddenly comes barreling towards you you can beeline for safety.

    They're both great perks, with upsides and downsides, but serve different niches

  • For me its 3 fold. I dont like adrenaline, don't like unbreakable, and never use borrowedtime

    I have never used adrenaline, since i wouldnt choose when it would go off, its effect is (to me) far to minor, plus ive never unlocked it

    Then i dont like unbreakable, its powerful yes but i never really get the opportunity to make use of it.

    And as for borrow time, great perk, but i just can't justify the perk for myself. If the killers nearby i just wont go for the unhook

    Now decisive i always use, less to protect me from killers but more from my teammates who would unhook infront of the killer. Great perk, incredibly powerful, worth its slot.

    And dead hard, also great perk, usually my go to exhaustion, as its a low risk all reward thing, almost always guarenteeing an extra loop (just use it for distance, trying to actually dodge an attack never works)

    My typical go to builds is DH, DS, Spine Chill (because i have legit never played a survivor match without it) and Kindred (cuz if you got kindred you dont need borrowed time)

  • As far as we know, theres no locking perks behind other perks. Its just luck of the draw. Sometimes it just do be like that, i wanted BBQ on freddy, finally got it in bloodweb 70+, but got it bloodweb 3 on my legion. Best advice i can give is game the bloodweb system. If none of the perks are ones you want, try and buy any tier 3/2 perks, as to stop them taking up slots later on down the line

  • He recently got a very nice rework, and he is "needed" for several archive challenges, so its not surprising to see alot of him tbh

  • Licensed myself, whilst yeah they get more creative freedom with original characters, theres creativity when you're hit with the limitations of a licensed character. Cant just add jason and have him be able to sprint everywhere etc.

  • My go to perks all have reasons for them.

    Spine chill because i have the killer awareness of a horror movie character, and it helps against both stealth killers and spirit.

    Decisive strike, because if im playing solo i need to protect myself from both the killer and my teammates, as well as guarentee i survive a decent length of time.

    Kindred because i love the perk lately, it shames other survivors to come save you, helps manage time better when you actually need it, and its a counter to BBQ since you can see if the killer beelines towards someone

    And lastly, we're gonna live forever, because im addicted to bloodpoints, and you pretty much get 2 stacks for every unhook if you trade positions.

    Yeah i should probably swap Wglf for something more useful, like an exhaustion perk, but nah, bloodpoints more important

  • Its the unfortunate part that a lot of posts and conversations on here will very quickly fall into whataboutery, can't mention strong killer perks without "what about *insert strong survivor perks*" and you cannot mention camping without "what about gen rushing"

    Its a type of deflection, im not saying that everyone does this, but calling out the shortcomings of one group of players and they will try to deflect the blame or just share the blame with another set. Of course they have a point with alot of the connections, keys and moris are 2 very similar coins.

  • @YehBoiGoku said:

    https://forum.deadbydaylight.com/en/discussion/comment/999992#Comment_999992

    I can't lie that is a splendid idea but is it a waste of a perk slot?

    Kindred is definitely not a waste of a perk slot. It not only offers the team the ability to see if a killer is camping you, but also the ability to see if the killer is camping others, as well as granting you the ability to see all survivors when you would want to be able to see them most. Unless you play with a group, this perk is great utility

  • It all depends on the circumstances as you said. If you're confident that you can get a down, or at least chase off any potential rescuers, then slug away. However its easy to overestimate and spend too long, and let the slugged guy get picked up.

    Of course, stronger killers or those with 1shots are much more suited to slugging, especially Billy as in your example. Slugging provides alot of pressure instantly, due to the time it takes to heal up the survivor, but its easy to lose this pressure once theyve had time to recover, so it is important to know when to cash in and hook the slugs

    Unfortunately, slugging will always be disliked by people playing survivors, as its both a bitter taste getting downed, and then being forced to watch and not able to aid the other survivors who are in a chase. There is also the drawback that if you get a win by slugging early, your chaser emblem will suffer for it, as well as your devout emblem.

    So its got its place in the game, as a short term gain in pressure, at the cost of it backfiring and ultimately gaining nothing. Just ignore those who incessantly rage at those who do slug, since there are perks that both enable and discourage it on both sides

  • For Oni you either want to focus on perks that let you get hits, or help maintain the hits you've gained.

    First build is all about just hitting guys and brute forcing: BBQ (duh), enduring, spirit fury (lets you really get those hits in, and breaking pallets is easy in demon mode), ruin/pgtw/surge. This'll work with any add ons, but usually i use topknot and then either the oni mask or splintered hull

    Second build is about getting a few hits and then demon mode it up: BBQ (or anything you want), Sloppy Butcher (more they bleed, more blood for you), Thanotophobia (really keep the bleeds), and then Ruin/pgtw/surge etc. Add ons that are good is topknot again, and then lions fang or the other one that adds time to the demon mode

    Final build and my go to is speed demon: BBQ (BloodBointsQuicker), Nemesis (to get them obsessions quickly), Play With Your Food (get the stacks, speed, and then many many free hits and easier demon time), and then slowdown perk blah blah blah (or if you're really saucy, furtive chase to really spook people). Add ons include topknot again (really i just love that add on) and then really anything would work, but for the truely saucy, renjiros glove really sauces it up

    Tbh, Oni is kinda mediocre at the higher ranks, little pressure at the start of match, needs to build up, and annoying loud so even with Monitor people will hear you first. I however adore his aesthetic so hes one of my most played killers now. Hes weak to pip with too, due to early concession of a few gens hurting gatekeeper, and then the one shots hurting chaser, but adversity just makes me him more

    Plus watching a survivor freak out when you enter demom mode is the funniest

  • The hatch is a necessity. If someone really wanted to, the last survivor could theoretically last in a match forever, sneaking around a giant map avoiding the killer and not touching the generators.

    Infact that used to be the case before the EGC happened, where there had to be 2 gens completed before the hatch would spawn, making it so the last survivor would have to repair gens and of course revealing their location, and so a large amount of survivors would do just that, hide it out and drag out the match

    Is it annoying killing the 3rd survivor and then the 4th instantly gets the hatch? Of course, but its better than running around going locker to locker, looking behind every rock. Plus, if there at 4/5 gens left still, its just luck of the draw, theres been matches where i get the 3rd guy, and the hatch just spawns in front of me and i instantly close it.

    Only issues i have with it is the arbitrary loss of Devout emblems, and the survivors who just sit on a spawned hatch waiting for the others to die, or sitting at an open hatch so they can wait for the killer to arrive and watch them leave

  • Apologies, i didnt mean to say that you @Pirscher specifically are making this a sfw war, or that you are insulting them or anything of the sort, but more the wider community as a whole does that.

    And i do remember that was the original goal for the game, and i agree the games atmosphere and game feel is leagues apart when playing the game alone. However unfortunately these intentions are put to the wayside the moment it becomes a team game, and players will always try to communicate.

    Im sure you remember the circumstances of sfws existence, and to me its a necessity that needs to be incorporated into the ranking system entirely, not barred from entry in the top ranks. But thats likely a thing we disagree with

    However that doesn't detract the other good ideas you made, the smaller ranking brackets is also a great idea, makes progression through the ranks less of a slog to go through

  • @Pirscher well i myself am not a developer, and dont have access to all the stats or balance know how, so my ideas would be flawed.

    I would myself instead of just putting up a "no sfw allowed" sign for the competition ranks incentivise all players rank specific rewards, for both getting to and maintaining these ranks. I would also of course wish the matchmaking was tighter, less variance within the system so not to have a rank 7 killer playing with ranks 1s and rank 13s

    Furthermore if possible, add a unranked mode, and make it so you cannot play with players who are not within your rank bracket (or say 3 ranks away) from eachother in a specific competitive mode. That way, yes sfw groups can play with whoever they fancy, but a rank 20 cant play with rank 1s in the competitive mode, but instead a seperate "quick play" mode.

    Telling players that sfw is evil is just insulting a large portion of the playerbase, and demonising them for just wanting to play a video game with there friends. However i dont want to ruin every discussion on here with the "sfw is reeeeeeee" debate so i digress

    I do like the idea of the early ranks, where you can't derank to just stomp on babies, and with a properly active playerbase that would be a good way for newer or less able players to be able to play against players of their own skill levels. Yes smurfing will be an issue, but thats an issue with every game

  • A good idea in theory, but it would both divide up the games community further than it already is, thus increasing queue times, as well as band-aid fix the "swf problem".

    Locking sfw away from the tip top ranks or "competition ranks" just means those who regularly play swf will either keep playing but find that very few killers stick around to play against, further increasing an already lenghty queue time, and when they do find a killer will decimate the killer due to them being :blood, sweat and tears" worthy, and getting a killer who is likely just trying to outrank that system.

    The whole idea seems a veiled attempt to just say "lol screw you sfw players", and as rude as im sounding (which i aint trying to call you out or insult you in any way) the whole idea is just entirely unacceptable. For killers its just "oh i get to play against solos forever, and also get great rewards? But to do so i have to wade through a bunch of matches against the sfw groups left behind?"

  • A lot of killers will typically start the farming once a few survivors are dead, that way the survivors are more likely to actually agree to it, and understand the intentions. Its just a matter of leverage, one i dont bother to do, since i dont farm

  • When i play survivor its usually a 50/50 split either alone or with 2 of my friends. We all yoyo between red and purple ranks so we cant really carry eachother, and i just enjoy playing games with them. Without them tho solo is also alot of fun, albeit a very different experience

  • Huntress will always be fun for me, and she'll always be at least decent just due to her nature of having ranged attacks, plus i absolutely adore her aesthetic. So definitely yeah its worth to main her if only to get good as her.

    Build wise shes kinda unique that a few perks are useless on her, things like sloppy butcher or surge since you're not using basic attacks to down people, and perks that effect terror radius are weak due to her song aura.

    My go to is Ruin (cuz ruin is ruin and huntress is slow, so needs that early pressure), BBQ (i love me the bloodpoints and huntress can actually throw hatchets across the map), nurses calling (because since her song is much wider than her terror radius, survivors will sometimes heal within it and you can see them) and then finally whatever perk i fancy, lately ive loved lightborn since the archives have incentivised people to bring flashlights and damn does it feel great to watch them try in vain.

    Addon wise, iri heads is dummy powerful with infantry belt, so lets ignore that. I myself typically use additional hatchets (cant remember what both are called), increased hatchet wind up (so you can throw them quicker) and the coatings that apply exhaustion

    And as for her lullaby, i always hum along. And fun fact many people might not know, its called Bayushki Bayu

  • I do like the core of these ideas, big pay off for big rewards, the issues are in the details.

    Stab for example, you basically apply an old MoM to them, and with a relatively short cooldown and minor downside this is heavily abusable.

    Scream seems divided to me. Theres a passive sprint burst but on steroids, absolutely busted powerful infact, and then theres a second action (like pebble) that seems in no way tied to the sprint burst, but instead to be a tool whos only niche is to bring the killer to your location, which is heavily abusable in the other direction, the sandbagging one

    Not really stealthy also seems unnecessary powerful, trade off the ability to crouch to essentially be running everywhere without scratchmarks is absolutely ludicrous, even going against the name itself since the no scratch marks makes you the stealthiest around.

    Unfortunately, as they are and even heavily tweaked they would be unlikely to fit the game for various reasoning, but as i said, the core of them might be possible to salvage

  • Its very hard to add a killer whos entire schtick is not moving when being looked at, and has no other discernible attack besides ripping people apart. And its hard to add a survivor when you have no clue what the survivor looks like.

    But itd be cool imo so why not

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