JPA
JPA
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@Ivaldi said:
I wish the opposite would happen.. instead of catering to all the baby players. It's sad how much gets nerfed because people don't want to take the time and effort to learn how to get better at the game. Instead they cry for nerfs why don't you put more than 40 hours into the game. There was nothing wrong with old ruin, there's nothing wrong with new ruin, there's not wrong with undying, there's nothing wrong with object, there's nothing wrong with DS.
Oh and how can someone learn to play around a SWF with OoO? Or a better question is, why should they have to?
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You and other DS abusers will not be missed. See ya!
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1920017#Comment_1920017
You should replace tinkerer. Demogorgon has too loud footsteps and portals can help you detect if a generator is being worked anyways.
I didn't really use it for the undetectable, more for the early warning.
But yes that's a great point! I could just use the fact they destroy a portal, or the sense thingy, as a warning instead. Thanks for the advice!
Do you happen to know how far the range is for the detection? I.e. does the portal basically need to be touching a gen, to cover all the sides of a gen?
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Going for Rank 1, still haven't got out of purple ranks yet, but I'm starting to pick up steam and consistently +1 or +2 against purple teams, it's just the full red rank teams I still struggle with, although I guess that is fair given people have been playing this game for longer than me.
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@ASpazNamedSteve said:
BBQ, PGTW, Corrupt Intervention + Enduring
CI allows for some early portal setup without getting punished, and then BBQ and PGTW later for some gen control with portals.
Enduring's my favourite perk on him, as I love getting back into the chase instantly after being pallet stunned on a Shred.
Ah yes I saw someone run Enduring on a Demo I faced once. I have it on him at tier 3 so need to try it sometime, just don't know what perk I'd be willing to cut for it. I guess Infectious but it feels too useful.
Yeah definitely want Corrupt, still didn't unlock it yet on Demo though, I'd possibly swap Tinkerer for it (although Tinkerer feels so good on him!)
@[Deleted User] said:
Corrupt Intervention, Pop Goes The Weasel, Infectious Fright, Bamboozle.
Corrupt Intervention and Pop Goes The Weasel are necessary on every killer. Infectious Fright is useful for getting one more injury before hooking or even downing 2 people at once which is very advantageous. Bamboozle is good for cutting loops short although Demogorgon doesn't necessarily need this most of the time. Still a reliable perk for a fourth perk slot.
Hmm, I wonder if I should replace Tinkerer with Pop, or have Tinkerer and Pop, seems a nice combo
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Yeah I think the Rat Liver or Rat Tail for demo also says it "slightly" decreases something but it literally cuts the time in half...
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I like using Corrupt Intervention as it has as 30/40/50% reduction in the chance of me getting an aneurysm when 3 gens pop in the first minute of the game.
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Smoked Bill
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@Epicidex said:
https://forum.deadbydaylight.com/en/discussion/comment/1908240#Comment_1908240
Bro I can barely find any ######### rat livers honestly this game hates me.
But yeah apart from only having 1 addon slot I don't really care that he needs rat liver
Haha yeah I have a theory the bloodweb learns what items you like to buy and then makes them appear less XD
(Just noticed a perk I didn't want appear 7x in a row one time)
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Previously the survivor with DS has 60 seconds of protection and they can repair gens, do totems, etc. in this time, and then still locker stun you.
Now the DS is deactivated if they do any of these things.
59 second DS won't be a thing anymore, as someone would literally have to do nothing for 59 seconds, and is not progressing the game for the survivors.
If someone hits me with a 59 second DS with the new DS, I'd be very happy, as it means they've essentially done nothing for 59 seconds, and that's a good trade off for a 5 second stun (for me).
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@ShadowRain said:
If you are getting chased after being unhooked you can still jump in a locker without it deactivating so you can still waste the killers time..
There is a difference, they can still jump in a locker and activate DS, but the difference is DS will now deactivate when they do anything else to progress the game, such as work on gens.
Now they will have to spend 59 seconds doing pretty much nothing, in which case, I'd be quite happy for them to give me a 5 second stun, because they traded 59 seconds for it. Previously, they could have spent those 59 seconds working on gens, doing totems, healing other survivors, and then still get value out of the perk.
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@JPA said:
You might as well just run the perk "Alert" at this point.
The Killer probably breaks things more often than once every 30 seconds, and you don't have the downside of your aura being revealed too.
RIP OoO 😀
Actually ignore me, I missed the part they see you when you see them with auras, thats actually quite cool
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You might as well just run the perk "Alert" at this point.
The Killer probably breaks things more often than once every 30 seconds, and you don't have the downside of your aura being revealed too.
RIP OoO 😀
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/1916953#Comment_1916953
I mean everyone?
It's still an anti tunnel perk. You just can't use your shield as a weapon anymore.
It will still stop you from being rehooked 5 seconds after being unhooked
I've been playing more survivor recently, and in all honesty, I can say I've not been tunneled in maybe my last 30 games.
In my experience as Killer, people who run this will play in a certain "in your face" kind of way, at this point I can usually tell who is running DS just from the way they act in game.
I suspect we'll see this perk a lot less. I'm rank 3 at the moment as Survivor, maybe it is the lower rank killers that tunnel more, as I definitely saw more tunneling when I started this game a few months ago.
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They're changing DS. Let's take a day off moaning about perks on the forums! Or maybe 20 minutes off at least.
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I can't wait to see how many people still run this perk after the changes
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It's great to see the devs have listened to the community on this :)
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Thanks for the info.
And yes, I am happy!
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This thread would be much more useful if you posted the changes in the first post, rather than point people to trawl through twitter
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@Aven_Fallen said:
Keys are much weaker than Moris were. This is not something new.
Yeah and moris are gone now, move on to the next broken thing, oh yeah that's keys
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1+ DCs
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1913689#Comment_1913689
that's not counter play that's standard game play to avoid the killer counter play would be preventing yourself from being affected in the first place.
Obviously standard gameplay is to avoid the killer.
But that's not what I said, I said HIDE from the killer. There is a difference between evading the killer, and hiding entirely.
"Standard" play is to aggressively stick to gens like a magnet, only leaving them when forced off by the killer. Maybe sometimes players will hide but around gens, which is a risky strategy with high reward as they can get back on the gen if the killer leaves.
In these cases the exhaustion perks provide the main method of evading the killer.
The proposed changes to blood echo may be enough of a deterrent to make survivors hide to the extent were they are relocating from gens and trying to avoid the killer entirely.
So this would make blood echo more of a slowdown perk rather than a highly situational perk with little to no use.
Either that or it should have additional effects, and a longer duration, if it still only affects injured people.
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@Mileena_Kahn said:
https://forum.deadbydaylight.com/en/discussion/comment/1913728#Comment_1913728
No one complains about unbreakable? Boy oh boy, if there isn’t one thread about DS or Unbreakable being op at least once a day on these forums then you must not be looking carefully or something. As to your first question, that was to the first comment saying to “get Gud” and “sorry for the killer not holding my hand and letting me escape”. I could care less about escaping and could easily escape if I wanted to. But it’s solo que.
Oh yes there's at least 5 threads a day complaining about DS. I don't see nearly as many complaining about Unbreakable, and if they are, it's usually complaining about people who run DS + UB.
Slugging is necessary for killers to apply pressure to good teams. You simply can't chase and hook people at the rate a good team can split on gens.
Run WGLF and UB and you can counter slugging easily enough.
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I think survivor is a much easier role to play than Killer.
I have been playing since late October last year, still fairly new. The vast majority of my hours have been on Killer. Despite this my survivor rank is higher (rank 3 survivor and rank 7 killer). This is with only playing solo queue survivor as well. Survivor is just less stressful and easier to win.
When you encounter survivors who like to insult you on victory, it just makes me think they never play Killer, and like playing survivor as they like winning. They like the fact it's easy to win, and can pretend that they are more skilled because of it.
With that in mind, I don't get annoyed anymore if a survivor says GG ez, as I know they're probably just a weak person.
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@Akhaten said:
https://forum.deadbydaylight.com/en/discussion/comment/1913717#Comment_1913717
i mean, the last few patches had game breaking bugs, delayed or not, so i don't expect them to fix much even with a delay. That argument would have worked 2 years ago, but now not so much.
Sure, that may be true. If they are delaying the patch though it is most likely to make it as polished as possible. An extra week could mean a few less game breaking bugs.
People are just coming off as super entitled in this thread though become they're not getting daily updates, or moaning because this patch didn't come out as quickly as the last one.
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@Mileena_Kahn said:
https://forum.deadbydaylight.com/en/discussion/comment/1913458#Comment_1913458
I could care less about escaping. I could easily grab my experienced 4 man and wreck the killer if we all felt like it with no remorse. This is more of a personal pet peeve about killers. Oof. Someone didn’t read the thread all the way through.
So you're saying you would wreck the killer with your swf backup with no remorse, yet you're expecting some sort of sympathy or remorse from this killer for slugging you?
Also no one really complains about Unbreakable. It's a solid perk. It's mainly problematic paired with DS.
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I think people need to chill out. You are obviously going to complain if the patch is rushed and brings bugs, so maybe don't complain when the patch is delayed
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@SocialDistomancy said:
https://forum.deadbydaylight.com/en/discussion/223644/do-the-devs-actually-play-their-own-game
LUL
https://www.youtube.com/watch?v=R98e-Y4Lu8w
That was the one calling killers "chickens" on a twitchs tream in 2016 when swf was coming out and that later told them if they were unhappy to go play civilization. Lmfao
"Dead by Daylight Developer Getting a Taste of His Own Medicine" is the YT video's title if that gets removed.
Then he was like (in a longer version of the whole interview) "Well I'm not the guy that handles the balance decisions" LUL
Oh man, looks like flash lights used to be super OP
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1910375#Comment_1910375
the healthy survivors just shouldn't get affected
if you can't grasp that such a massive penalty shouldn't be on a survivor throughout the game with NO counter play or even interaction with the killer then you don't understand balance.
There is counterplay, just hide from the killer for 45 seconds. Or use one of the many resources on the map such as windows, pallets, without relying on an exhaustion perk. It's pretty easy. You don't have to be aggressively repairing gens or interacting with the killer at all times.
That would make this perk useful at slowing the game down, not just further punishing the survivors who are already injured.
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@ProfGameAndTalk said:
https://forum.deadbydaylight.com/en/discussion/comment/1910742#Comment_1910742
That's cool. I'm 140 hrs into the game and Doc was the first killer I leveled. Loved shocking a laughing and all that. Then moved to Spirit and Bubba and now I'm practicing Nurse. The mental reward for hitting your blinks is SOOOO satisfying that I'm gutting it out and working with her through all the 0k matches and I actually got my first 4k with her last night on Deathslinger's map. I'm rank 8 killer and loving it!
That first Nurse 4k is a proud moment.
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At green ranks you do start to see a wide range of lobbies, but at purple ranks you will start consistently seeing teams which are almost entirely purple or red ranks. There is a big difference between rank 8 (purple) and rank 9 (green), at least in my experience (EU servers).
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@matthewg64 said:
https://forum.deadbydaylight.com/en/discussion/comment/1910468#Comment_1910468
yea but where it makes you broken as well, it would be a neat buff
Ah yeah sorry, so they literally can't heal for the duration?
Yes I agree, that would be pretty decent. Especially if you could interrupt heals in progress with it.
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In exchange for being injured, you have hopefully used up much of the Killer's time by holding their attention. You've already gained a reward for that hopefully, as the other teammates have progressed the game by working on generators or finding totems.
It's already quite easy to run the Killer, with the various looping structures, pallets, and exhaustion perks. I don't think survivors should be rewarded even more when they finally get beaten in a chase by the Killer.
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@matthewg64 said:
https://forum.deadbydaylight.com/en/discussion/comment/1910375#Comment_1910375
It’s just the combo, forget spinechill what about the other stuff?
Your other main point was to keep it as is but with a quicker cooldown right? I believe I acknowledged that in my post, I'd take a shorter cooldown, and maybe even make the duration longer too (45 seconds is not that long, and they may heal up by then anyway). It could last 1 or even 2 minutes to punish not healing even more.
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No, it's not like Killer's are punished for doing their job poorly:
- if you fail at chasing, gens will pop
- if you fail at protecting gens, you lose
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@ImHexyAndINoed said:
But how am I supposed to make my baby killer bullying Compilations? Clickety click click:(
Sorry for off topic, but your name is amazing.
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To clarify, I don't mean it should regress at 50/75 speed.
I mean any progress should regress beyond 50 or 75%.
So the survivors can still pre-open the gate, but only up to 50%. If they do it to 70% or 99% etc, it will start to regress back down to 50%. So they can 50 the gate if they want, but its not quite as easy as 99ing the gate, allowing them to go for saves, open the gate, and even have time for a cheeky teabag.
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@SocialDistomancy said:
https://forum.deadbydaylight.com/en/discussion/comment/1909264#Comment_1909264
That would make blood warden obvious and even more of a waste of a perk slot outside of purely troll loadouts
This. If it only regressed with Blood Warden then everyone would just wait for the hook before opening the gates, or just leave before the hook could happen. Blood Warden relies entirely on the element of surprise.
I think the gates regressing beyond at 50/75 is a good idea.
At the exit gates there's two scenarios really
- most people are alive and the survivors are winning, in which case 99ing the exit gate simply makes it easier for them to win by a large margin, they can even go back and do saves, with the knowledge the gate is already opened.
- 1 or 2 people are remaining and the Killer has the upper hand, in this case 99ing the gate is unlikely to be possible anyway, due to the pressure of the killer. Someone is going to have to open the gate and likely in a single action anyway, as the Killer can easily pressure 1 or even 2 people.
So I think currently, 99ing the gates is only really helpful when the survivors are winning, and it makes them win even more. So I think regression is a good idea.
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@matthewg64 said:
https://forum.deadbydaylight.com/en/discussion/223362/blood-echo-buff
Survivor main here. What if it stays only effecting injured survivors. BUT in return it has a way shorter cool down. Way shorter because it’s meant to punish injured survivors and if you want me to even go this far, Since it targets injured survivors, what if it also makes them broken for the duration too? Blood echo seems to punish spinechill resilience and dead hard users but still not the case.
I say this is because that’s been my build and I on purpose stayed injured against a bloodecho user and the conclusion is, I’m still at my best when injured. Even if bloodecho exhausts me I’m not dependent on my perks, I 99 my health so it looks vulnerable, he chases me I waste the 45 seconds and then he leaves.
to narrow it down.
blood echo: all injured survivors suffer from the exhausted and broken status effect for however long?
At the very least the cooldown should be reduced and the duration increased IMO. 45 seconds isn't that great and it already goes if they get healed, which might be less than 45 seconds anyway.
You lost me at spine chill, how does blood echo punish spine chill?
@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1910180#Comment_1910180
it would still be the same you down them then hook them to apply it to everyone hell i would slug and wait to get that effect.
i don't think the survivors should suffer that much of a penalty due to such a basic thing. the reason it's fair is that they are injured when it is applied the killer interacted with them and they didn't recover.
there is no interaction between the healthy survivors and the killer, in some perks that is fine especially info perks because those don't effect the chase at all it just helps start it and the survivor can make it worse to go for them by acting against what you want such as infectious fright showing you but you run away from the downed survivor thus resetting the chase to allow the downed survivor to recover. in perks like thano it is a very small penalty that can be dealt with and with dying light that penalty is accumulated but fair due to the small increase.
this takes something away from you without counterplay and without actual interaction between you and the killer.
I don't see why blood echo should only punish the survivors killers interact with. Let's say Survivor A is engaging in the game and gets chased and manages to escape, or has been unhooked, and survivor B is hiding in the corner, or sitting on a gen far away. Should survivor B gain immunity to the perk just because they are doing gens, or even worse, just sneaking around?
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Just 15 minutes ago I destroyed a 4 man bully squad with 2 flashlights on Ormond, as Ghost Face.
Felt good man, they were all obviously hook rushing, they only did 2 gens, and I ate 3 DS's. The last guy found hatch (they had a hatch offering), and they still said gg ez for some reason (mfw bully squads consider hatch escape a win). Their ranks were rainbow ranks too so I guess they wanted to juke the rank system to bully new killers.
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I'm not sure how technically easy it would be to block VPNs. AFAIK all a VPN does is route your traffic via some other computer (i.e. an IP address).
I'm not sure how these IP addresses are managed within VPN companies, but there is probably a lot of them. I think it might be difficult for BHVR to maintain some system which tracks and flags these IPs.
There may be other tell-tale signs of using a VPN but I'm not 100% sure.
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@VicThor said:
https://forum.deadbydaylight.com/en/discussion/comment/1910052#Comment_1910052
I understand you completely. But explain something for me you pip up, you reach rank 1.... What’s good? What do you gain with all that 4k slugging sweat? With bunch of boring, unenjoyable game?
I've asked myself this often across multiple video games. I remember CoD 4 was one of the first games I played excessively online, and I think the ranking and prestige system was part of this (on top of it being one of the best games ever, obviously).
I often wonder if gaining and showing off a rank, even on a video game, appeals to our monkey brains in some fashion, considering that as a species we have social hierarchies.
For some reason climbing rank just feels compelling.
However recently I've stopped really caring about ranking up, as I think the pipping system is quite flawed (punished for winning decisively, punished when playing against players with vastly different skill, punished for playing against an efficient SWF in a game not designed around SWF). However I'm slowly getting to the point know where I can hold my own on most maps, so I think it will happen naturally at some point. I'm happy hanging around purple ranks as a Killer for now.
So yes, I'm not always slugging for the 4K, and I'll happily give hatch to people who play well or are screwed over by matchmaking. But I will never ever judge a killer who slugs for the 4K.
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@landromat said:
My opinion is all killers should have good exhaustion option and be able to remove or make it very hard to use exhaustion perks. Im pretty sure 90% of survivors use at least one, because there is no risks or downsides, which makes it no-brainer and i don't think that's good
Currently we have Mindbreaker and Blood Echo, but they are both pretty situational and weak :(
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@AmberClad said:
Honestly, they put too many restrictions on some perks.
But if it didn't have the injured condition I think that would definitely make it much better. They could also stand to reduce the cooldown. But having the aura reading would encroach on BBQ's niche too much.
Yeah agree the aura may be too much, even if only on injured people, I can see people crying it promotes tunnelling if you see previously injured people.
@AChaoticKiller said:
That is too much, a good killer will basically render exhaustion perks useless way too easily.
the cooldown can be adjusted but i think it simply needs a shorter cooldown and the exhaustion effect being at 45 seconds is fine and plenty of time to find a injured survivor.
as for the other status effects meh, it's main purpose is to exhaust survivor. i feel that simply reducing the cooldown is good enough as it should only apply exhaustion to injured survivors.
What if it applied exhaustion to every Survivor, regardless of them being injured, BUT the exhaustion is lifted as soon as the killer downs or injures someone. This way it limits the value the Killer can get, but it makes it less situational. Currently, you have to injure everyone to get a lot of value out of this, and in this situation you are already doing quite well, so Blood Echo is kind of a win more perk at the moment. Most of the time, not everyone will be injured, and then not all of them will be running exhaustion perks, and it's likely if they are smart they will be out of your range to get value within 45 seconds. So there's literally 3 conditions that must be met to get value out of this perk (must be injured, must have exhaustion perk, must be nearby and/or not hiding).
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Congrats! Don't worry, it's harder to pip in red so you might find you'll be bouncing between 4 and 5 quite often. That's the case for me, although I usually only play survivor anyway to take breaks from playing Killer.
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@Yords said:
"Huge update"
No offense, the only thing huge about this update was the graphical updates (the game looks fricking gorgeous) and clown's belly. If it was a huge update then we would have gotten a variety of other smaller changes too, but I guess it is asking too much from BHVR.
But at least someone is excited about it.
Are they nerfing Clown's belly?
Sometimes I find that beautiful body too distracting and it causes me to misplay. ESPECIALLY if he's running the santa outfit.
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@VicThor said:
https://forum.deadbydaylight.com/en/discussion/comment/1909262#Comment_1909262
My only problem is killers who sweat for 4k. Jeez he will pip for sure, but he still makes it boring as pipping and rank would matter.
Blame the pip system or the game designers. Loads of games Killers have to face SWFs, map offerings (or just bad maps without offerings), key escapes, and a wide variety of challenges, so it can be tough to even safety pip in a lot of games. At red ranks that iri devout medal can be the difference between a 1/2 pip, so I can't blame any killer wanting to maximize their pips when they can.
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/1908057#Comment_1908057
You can't let the teabagging bother you, friend. Also keep in mind that survivors sit in queue for forever, so they have an incentive to drag out the game as long as possible. It's no big deal, go get some free hits.
He mentioned specifically the survivors that juke so I think he means the survivors that sit at the exit gate but move or dead hard at the last second.
I can see why someone might do it in a situation where they want to maximize wasting the Killer's time if other survivors are still under pressure saving, healing, fleeing, etc.
However when someone does it when everyone else has escaped or is also at the exit gate, it's just pure malice.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1907389#Comment_1907389
Yes. I'm really not worried about kill rate. If a Killer is fun to play, I don't think Kill Rate matters too much.
I also forgot to add that his add-ons are awful. You NEED Rat Liver, but almost every other add-ons is bad.
If you ask me this is a plus, I hate add-on dependent Killers but its great if they depend on a brown add-on. I bought Demo like 2 days ago but I already have 25 Rat Livers, I'm sure they'll be easy to restock, too.
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@CountVampyr said:
https://forum.deadbydaylight.com/en/discussion/comment/1908108#Comment_1908108
And you recognize a person using spine chill on sight, “how” exactly? Curiosity minds want to know.
Spine Chill is basically the difference between life and death when it comes to Myers or Ghostface on any indoor map or place where your long distance vision is obstructed due to close walls.
If someone who obviously was just working on a gen as you arrive, but is further away from the gen than usual, it's a good sign they used Spine Chill to detect you coming, and booked it earlier.
It's difficult though as a really good Spine Chill user will have time to walk away from the gen and hide well. It's pretty hard to play against!