JHondo
JHondo
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- JHondo
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@GannTM said:
Just remove perk tiers.
Why not both? The grind is a mess and only gets worse each chapter. If they kept BBQ as tracking only and WGLF as anti slug, maybe give it another effect to make it worthwhile to run still could be great.
@steamed_hamzzz said:
It’s no secret that a lot of people use BBQ and Chilli & We’re Gonna Live Forever for the extra blood points, which is quite sad if you think about it,
yes those perks can be helpful in game, especially BBQ but the fact that we have to use a perk slot just to help with the BP grind just shows how bad it really is
how about if the blood point multiplier that you get from those perks just becomes base kit for all killers and survivors, so killers are rewarded even more for trying to hook everyone and survivors are rewarded for safe unhooks, taking hits ect
Realistically there's four things they could do to lessen the grind:
1. Make earning BP easier (never a bad idea on any game)
2. Eliminate perk tiers (with how the meta is it could make playing tedious with less perk variety from killers as they work towards unlocking their metas, but overall not a bad idea)
3. Reduce bloodweb costs (drop prices down by 1000 per rarity and you'd reduce the total bp costs per bloodweb considerably)
4. And lastly, introduce a buyback system (not a gread idea since players could just stock up on the strongest stuff for use in every trial)
For me options 1+2 would be ideal, you could open a perk slot for 90% of killers to experiment with build variety, survivors would have the incentive to not hook farm but run BT or be more cautious for safe unhooks, perks would be easier to obtain so I don't have to spend ~400,000 BP to get the three newest perks at T3 on a character I already have 100% on (seriously, I leveled up Feng to get Mikaela's perks and I had 520,000bp when I started and ended at 80,000bp when I got all 9 perk tiers).
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/292376/i-hope-the-devs-arent-listening-to-the-forums
Yea I have the same experience when I was playing the Hag. I hook a survivor and like any Hag player I place a trap near the hooked survivor. I walk away and not even 3 seconds after I leave my trap activates and I down the rescuer both DC immediately. I repeat the process with the other two but they didn't DC and they died. They responded with "Dirty Camping Grandma" "Uninstall you have no skills just camp"
Survivors will always blame the killer for their mistakes or lack of skills. The survivors know knew they were going up against the Hag so they should of known to be looking for my traps but because I was using the shackles they never knew they triggered the trap until it was too late.
I had a similar situation where I hooked someone in the basement, placed one trap down there and as soon an I left the shack the trap went off and an injured survivor from the previous hook was down there trying to unhook. And as I hook him another injured survivor comes running in.
I tried explaining in post game that "if you don't want me to camp then you should wait until I'm gone to bum rush the basement" but they weren't having any of that. Got three negative rep comments on my account for "camping" despite trying to leave the area. Some people just don't understand.
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So I've been playing a lot of Magic the Gathering: Arena lately and a thought hit me after 8 matches from 8 different players in a row running the exact same deck, the reason I hate metas in anything is because they're boring, you learn to counter them and then you're going through the motions with minor variation in rng. At least with MTG the meta shakes up a bit every 3ish months when a new set is released, unlike DbD at the same for the last 2.5 years I've been playing...
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My ideal change is to give them stacks so they can't be used indefinitely or have the totem break when snuffed. Barring that kind of change to the perks toning down the heal speed on CoH and the AoE on Shadow would be the next best thing. Overall I don't think they're as broken as some claim but their problem lies in the types of players they help most, swf, which is not balanced to the core game (but that's a whole other discussion lol).
Edited for clarity.
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@HealsBadMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2612220#Comment_2612220
If we're going off of Chilean folklore, lets talk witches. If you look into the site's code you'll find anagrams for the 3 revealed pictures: ALET, CKVH, and BLAE. When combined they mean THE BLACK VALE, the cult in the lore of the Entity. Makes sense- the first tower could be some kind of obelisk or religious feature, all the twisting black tendrils are the Entity itself. The Killer is a member of the Black Vale.
So why witches? In Chilean folklore, the only mention of magic and its usage is in one myth about warlocks on the island of Chiloe'- men who performed inhumane acts for dark magic. The only problem is that the warlocks were men only, with women only being involved as sacrifices or for use in rituals. This contradicts the fact that the site references C. Mora as female, so either this myth is unrelated or the Black Vale comes to Chile for the artist separate from any cultural magics.
I didn't catch where it referred to C. Mora as female but good catch. I was looking more at the fact the art site references Chile and the coordinates to the graveyard. Another strong link to the black vale is great but imo makes for a crappy teaser since unfortunately many players don't seem to read or care about the games lore.
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The fact the article is about an artist from Chile and it keeps showing crows I think they're teasing the survivor again like with All Kill.
In Chilean folklore and mythology the only being that is similar to crows or birds that I can find is the Alicanto, a bird with shining metallic wings that consumes ores and will lead miners to treasure unless they have ill intent it will lead them off of cliffs to their deaths.
The strong crow related imagery reminds me of the loading screen tip that refers to crows as "these servants of the entity" and makes me think it's like Kate's expanded lore from the tomes where she caught a glimpse of the entity before being taken.
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I see a Steve or Nancy almost every game. Haven't played against Demo ina long time. And Hawkins is my least favorite map in the game. Overall I'm not sad to see any of it go since I've already gotten the achievements and perks from the chapter but it does suck knowing any license can leave the game at almost any time.
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@El_Gingero said:
https://forum.deadbydaylight.com/en/discussion/comment/2600281#Comment_2600281
I've because most survivors just didn't do them, so it feels like they take so much time. In reality if each survivor did must one totem, casually between gets, they’d all be done before NOED even has a chance. It's extremely easy to achieve but even with totem tracking perks, it scarcely happens.
And I'm over here in solo queue using Inner Healing and being the only person in my games tracking down Hexes let alone cleansing dulls after finishing gens or healing.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2600292#Comment_2600292
No it should be on. It was re enabled in the patch this week.
I know it came back on when I rage quit the other night after being sent to Dead Dawgg 5 games in a row lol. This is the second DC post in a few minutes so I was just wondering if it was disabled again quickly for some reason.
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Is the penalty down again for some reason?
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I know it's just anecdotal but most games I get a DC in are when I am hard tunneling a survivor right off the bat... I know I can't say much by just your screen shot alone cause that's no evidence to go off of.
Due to the DC penalty most survivors that want to give up will let go on hook, attempt to farm, or go afk.
Unless Starstruck is just unbearable to some players but only one brought a flashlight and that tool box isn't equipped for sabo plays.
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Blighted Doctor, the most grotesque and menacing looking killer in the entire game to me and I love it.
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Had a game like that last night, Trapper bearing down on a Steve and he decides to body block me in a corner, the trapper got to us and we both bolted, he hit me then immediately went to down the Steve and left me to finish the gen I was on in peace.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2598480#Comment_2598480
Sure.
But the thing is - DH felt balanced around these quirks, with a pretty short exhaustion timer. Remember - even before this fix, it was probably the most meta of meta perks. It was strong.
This fix was probably needed, but it has definitely make this perk significantly stronger as a result, to the point where, no hyperbole, it's unhealthily overpowered. It's not hard to time, offers an incredible mistake correction ability and now has the potential to completely throw off the killer due to the wrongly applied FX.
At the very least it needs another balance pass. Probably aimed at it's exhaustion length.
I think a great solution is to give it the Doc Shock treatment, you can use it to avoid a hit or get some distance but you won't be able to immediately drop a pallet or vault a window anymore. That's honestly my biggest issue with DH, in the open you can bait it out, at a short loop they might get the pallet but you've got them down as soon as they try to move to a new tile, but at any strong window or pallet the DH for distance extends a chase drastically. Killer play is already overloaded with time management that a chase being extended as much as those windows or pallets allow leads to more camping, tunneling, slugging, and other unfun play styles to try to mitigate the time lost. Imo, it's okay for perks to be strong, some need to be, but when a strong perk borders on unhealthy for the game (think old, old, and older DS) it needs to be brought to balance.
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@[Deleted User] said:
Because the mechanic was rushed and undertested. I believe there are scoring events related to boons that aren't recognized in the game, and not all totem based perks and interactions were changed to allow them.
The devs are not done adjusting Boon totems, and I think we'll see them further nerfed in the coming months.
What I find funny is how the one most people were losing their minds over is only okay while the one that hides scratches and auras is in my opinion a bigger thorn in the killers side with how well it synergizes with the already established meta.
Definitely agree with you though, there's gonna be more changes coming to them in the coming months, if not the next mid chapter then definitely early 2022 given their schedule of looking at new killers and perks performance in the game.
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For how I play I've found a few builds that are fairly "universal" for my style. My M1 build is Brutal, Pop, BBQ, and STBFL with minor adjustments based on killer power or flashlights in lobby.
For almost all killers I run BBQ and Brutal cause I'm a slave to the BP grind and pallets suck (and it makes Pop a bit faster on the ones I run it on). For ranged killers Jolt is a pretty good slowdown but I feel Deadlock might be more useful in the long run, haven't really tried it out much yet on ranged killers though.
I do have a couple builds for specific killers though like Doc and Hag:
Doc: BBQ, Whispers, Iron Maiden, and Pop
Hag: BBQ, Franklin's, Third Seal, and Undying
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I've been running Brutal Strength, Jolt (formerly Surge), BBQ, and swapping the 4th slot out for other perks to try to find a little more synergy or benefit.
I've found that Brutal helps a lot at god pallets and to get them to leave high walled pallet loops faster to get them more in the open.
Jolt is an okay slowdown since his speed makes Pop inefficient, Corrupt only lasts 2 minutes, Ruin is usually gone in a minute and his speed makes it harder to get value from it, and I don't have Deadlock on him yet (which is gonna be my new slowdown or played on top of Jolt)
BBQ for the BP and to know where to go after the hook on bigger maps.
For the last slot I find myself using Lightborne a lot lately cause flashlights physically hurt my eyes irl but sometimes I put on STBFL, Agitation, Bitter Murmur, or I'm All Ears. Once I get around to unlocking it I'm probably gonna use Deadlock as my every match perk and relegate Jolt to the adjustable slot for Lightborne or Agitation.
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Personally, I haven't played killer against CoH, only shadow step since I'm just playing survivor tonight. Here's my thoughts.
Shadow Step: Using and VSing it is 120% map dependant. It's oppressively strong on indoor maps but if there's any line of sight it's a wasted boon.
COH: Only used it a couple times, without coordination on heals it's just pretty good with the potential of being ridiculously oppressive.
Edited for clarity
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@zumer said:
https://forum.deadbydaylight.com/en/discussion/comment/2590533#Comment_2590533
Why isn't this in my games? Why did the escape become a sensation for me? Do we play different DBDs?
I play selfish and have a slightly higher MMR so unless I get tunneled out immediately I do objective, try to avoid the killer as much as possible, and if I'm injured during egc I find the nearest gate and just leave. Unless I'm bored or feeling altruistic and take a BT hook trade and die so my teammate can get out.
I've had so many games where I've been left to die on first hook or saved someone and instead of leaving they go for another save or take the world worst pathing to the gate that I play for my own points not for the teams at end game.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2590512#Comment_2590512
Well this is just an updated version of the old matchmaking system. The old matchmaking system used emblems to try and determine if you are doing everything to try and escape or make kills. The new one is based on escapes/kills, it just gets rid of the unnecessary middle stuff.
My issue isn't so much "new is worse than old" it's, with no meaningful reset they'll end up with the same issues over and over and over again.
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As solo I escape roughly half my games, which is what I would expect for my skill level playing with the handicap of no communication.
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Old match making wasn't a problem until it never put anyone back in rank. When I started in 2019 rank reset put you back 10 ranks and all the sweaty tryhards were back in red ranks in a day or two. Then they changed it to put you back usually a single pip out of one color so unless you stopped playing for a couple months there was no way you could get back to a rank of similar skill since the majority of the player pool was blood red regardless of skills. The same will happen and already is starting with SBMM. You get everyone in the same group of people and when the game can't find a match it pulls from a wider net in search of match making making it pointless. At least when I was a green rank killer the sweaty all red teams were so few and far between they didn't bother me that much.
For those complaining about hours played "I have/had lobbies of 100 hours paired with 30k hours played" that happens with swf. You have a person that has played a lot and gets their friend into the game and they, brace yourselves this is a shocker, play together. Wich throws another huge wrench into match making, but that's a whole other discussion.
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@ggallinftw said:
I agree... calling it skill based matchmaking is ridiculous when it does not take skill into account in any form. Hell, the emblem system was a far more accurate measurement of skill but ppl whined about that and now we are stuck with escape based matchmaking.
Honestly what killed the old emblem system for match making was them making ranks not reset further back. When I started in 2019 rank reset put you back I believe 10 ranks from where you were but when they changed it to only being pushed back one color they killed any semblance of rank based match making since it became impossible to depip out of red or purple unless you stopped playing for a few months thus making rank meaningless.
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Red grades only mean they've played a lot this month, and there's no depip anymore.
Without seeing your game I can't really give any solid hints to help you out as Hag cause I dunno what your play style is but I'm assuming with MYC you're a hook trapper. If you're gonna go for that play style I highly recommend running setting speed and longer teleport distance add-ons. Also, Hag isn't really a chaser so Ruin doesn't get very good value, I'd recommend swapping that for Surge or Deadlock if you feel you need gen defense. Personally I run Third Seal, Franklin's, Undying, and BBQ on her since it often makes getting saves take longer and draws more people off of gens.
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I'm guessing they'll be things like "When in an X meter radius of the boon survivors gain an X% bonus on healing speed or an X% quicker endurance recovery"
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If I wasn't so ######### over all the day glo 80s nostalgia crap I'd be more interested in VHS since it seems more balanced and not a bully sim like the trailer makes it seem. I'm with Scott Jund's video on it, they're different gameplay styles, nobody has really played it yet, and the thread that connects all the asym games that died has been survivors fight back Wich turns off a lot of DbD killer players.
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All that shows is you play the game a lot and the people you matched with don't play as much.
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My Twins issue is DCs. I don't slug or camp with them unless the pressure survivors are putting on gens is too high and I need to resort to some "scummy" tactics yet every game I played as them tonight had a DC.
That and they need to reduce the cooldown for pounces, or just revert the last batch of nerfs for them.
@topic You can recall Viktor after a set amount of time so they can't hold him indefinitely.
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I keep getting Cold Wind (mostly Rotten Fields as survivor and Rancid Abattoir as killer), Ormond for both, and Haddonfield for killer. The rotation seems a little off, I'm getting some variety but for the most part I'm so tired of snow and corn....
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I'm still waiting for my old reliable m1 build to fully level up: Brutal, STBFL, Pop, and BBQ. About 4 million in and I'm only T1 Brutal Strength but have the rest at T3.
Thinking I might do Deadlock instead of Pop. Would run Franklin's or Hoarder but I feel I need some form of regression to help deal with the Genrush squads with how unreliable the Chain Hunt can be.
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I'm okay with the hit validation if they just fix it so the killer doesn't get the hit feedback. I'd rather just be stunned and say "damn, thought that was gonna hit" but instead I get a non hit and let out a stream of expletives and curse the pallet validation because it's giving me that feedback that a hit connected before rolling it back.
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Do what I did to get the pallet save achievement, burn The Game offering and being power struggle, flip flop, and unbreakable. Faster recover from unbreakable, wiggle progress from flip flop, and a map with a metric ######### tonne of pallets to get the killer to walk through one.
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They posted it on the patch notes as a known issue so expect a fix with the 5.2.1 hotfix or the 5.2.2 midchapter
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@Phasmamain said:
He seems like Ghostface where add ons make him 10x more fun to play
Unlike a lot of other killers his add-ons can actually change the play style, which is a good thing.
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I'm still on the fence, the way I play this lunge bug of his is messing me up a lot and for the first time ever on PC I'm getting frame rate drops that are messing with me when I play as him. Hopefully when the hot fix hits (cause there's usually one 2-3 weeks after the killer launch) I can get a better actual feel for him.
So far though his passive power definitely out shines the active power and the Iridescent Box should be how his power works base kit instead of allowing survivors to see the box at all times from anywhere on the map. Having fun using his Candle and Torture Pillar add-ons to get the chain hunt starting faster.
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Yes for both sides.
Survivor matches in solo more often have teammates that will do things instead of me on hook watching one self care in a corner, one in chase and the other coming out of a locker as I die.
As killer it's a little bit of a mixed bag, only really played Pinhead so I can't speak on any if my mains or lesser played killers, but it kinda feels like when I was a rank 8 killer just clawing up from green ranks, a lot of close matches with a couple potato teams and super efficient teams sprinkled here and there.
As a whole games just kinda feels better, don't really have a metric I can give it but one big thing I have noticed from all matches is more perk variety. There's still the meta sweats that are obviously crutching on their perks like the Nemesis that got 0k against 4 solos while running Ruin/Undying/BBQ/Tinkerer after both totems went in under 2mins or the Megoon that died as a 1k after forcing the use of all of her 2nd chances towards end game getting only 8,000bp while the rest of us escaped with 18-25,000bp.
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/2492787#Comment_2492787
They removed the mori line too. It's probably more than just the jokes over "I came" when both lines were removed instead of just one.
I didn't realize there was a line in the Mori, the damn screams almost completely cover it I just never heard it before looking it up just now. Definitely makes it seem like more of a licensing issue
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@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/2492787#Comment_2492787
Edit: Nvm. I misunderstood your post.
I just think that people finding everything offensive might be the issue here.
I could have been clearer, talking about immaturity not outrage/offense lol
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@Barbarossa2020 said:
I think they've just done a mass reset because it's the 13th in half of the world, rather than by region.
Seems odd to me since in Quebec it is still the 12th, you would think they would time it by EST where they're located.
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I'm gonna go with they removed it because the community is a bunch of 12 year olds losing their ######### over "I Came" so they wanted to get rid of it. With any luck they'll reinstate the "You Opened the Box." line though
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They could be trying to lower their MMR, which we don't know if first hook suicides will do that or if they have provisions in the algorithm to prevent afk/first hook suicide MMR decrease.
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You answered your own question, the more people playing killer the longer killer queues will be because there's less survival in the pool to pick from so you'll be waiting until enough survivors finish a match to get one. During the PTBs I wait 45+ minutes to find a killer match because that's what people want to try, the new killer or the rework of a killer.
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Some people never grinded for adepts on damn near impossible to get for killers like Plague, Slinger, and Twins and it shows. Previously High Rank adepts were more of a chore, it took me 18 plague matches in a row because of DCs and her power ruining chaser emblem score. If they're easier to get for killer I'm all for it. On the opposite side the only hard adept as Survivor was David because you're basically playing the whole game exposed but I got lucky and the killer decided to slug the guy with no mither near the gate and chased the Clicky Clicky Meg to the other side of the map.
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It's all semantics. MMR meaning Match Making Rating is a tem that could be applied to Skill Based Match Making (SBMM) or Rank Based Match Making like we previously had.
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For me tonight Survivor felt great with the exception of the Trapper game where my team 3 genned because they kept looping him to where I was trying to break the 3 gen. As killer three of the four pinhead matches were 4ks with 1-0 gens remaining and close/fun games. The other match was a 0k with 7 hooks and full meta builds but sbmm needs time to settle and you'll still probably get a couple outliers based on queue times and upticks in sbmm scores.
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@anarchy753 said:
They definitely seem to work the same as before, had 3 games with 1 gold 3 iridescent before getting the adept. On the plus side since everyone goes to ash rank every month regardless of skill, you can do adepts when the merciless requirements aren't so strict.
I still think it's a little stupid that I can have a 12 hook 4k but I don't get adept because I didn't go easy on them and let them heal an extra 3 or 4 times unnecessarily, so the game thinks I "didn't chase enough."
Tonight I had a 12 hook minimal heal game as Pinhead but got ruthless because the last person opened the gate so I got gold gatekeeper and Iri everything else.
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@7eewilsmi said:
https://forum.deadbydaylight.com/en/discussion/comment/2483297#Comment_2483297
I'm hoping since I've only played hag once that not only are the criteria easier but the players as well.
Best way to do Hag's is to let your totems go and don't camp hooks with traps. Once Devour procs your chaser emblem takes a huge hit and Third Seal can prevent high Devout because people tend to hit stage two or die on 2nd hook because of it. Best is to not worry about totems and trap common survivor paths and jungle gyms instead of trapping the hook.
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I'm waiting until the 13th even try again, three 4k games at Iri 2 with three Iri emblems and one gold, tired of the "high rank" adept system for merciless needing all 4 iri emblems and when I'm a "rank 20" again I'll finally be able to get this ######### done.
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That's why I always play a new killer or survivor as their adept and tinker with add-ons while I get to learn them. Then I'll play the hands RNGesus deals me until I can get my ideal build.
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It's like some people forget Inner Strength exists and the best way to use the perk. When you spawn if there's a totem near the closest gen you hit the totem and then do the gen. Once you're hit you escape or get hooked and then go to a locker and heal. After you're healed you find the closest totem and do the bones so next time you're hit or hooked you can get another quick solo heal. If more than one person is running Inner Strength there's plenty of options to do the totems.
For a while now the devs have been saying "hey, there's this thing that survivors can/need to do called Totems" by constantly introducing more hexes, having Iri maps, Detective's Hunch, Counterforce, Inner Strength, a counter on Small Game, a text notification that the killer can see you at any totem with Undying, and now a perk for Pinhead that should literally be called Hex: Do Bones!