LapisInfernalis
LapisInfernalis
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And I noticed that the DC penalties don't cool down when you didn't DC in a long time. And with long time I mean months. I DCed one time about 4 or 5 months ago and I had a 6min ban minimum when I DCed today. I rarely DC. It has to be multiple matches with tunnel moris or similar to bring me to this. And even then I just rant and play.
But having this large cooldown is just insane. It should be back to the first ban after you haven't DCed for like 2 or 3 months or so.
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@Moundshroud said:
The only issue with Freddy, if one can call it an issue, is his learning curve is ridiculously low. It doesn't take any finesse to play him. This, by comparison, makes him feel extremely OP compared to Killers that have a steeper learning curve. If you don't really have to learn any tricks to a fancy power, you can focus on basics. So yeah, people who like to play Freddy are going to get good at him very fast.
This is what I like about him. I only play killer for about 1/4 to 1/3 of my matches (depending on my mood) and even with 3.2k hrs in total, I'm just not the person who wants to get stomped matches after matches while playing another killer learning that power. The frustration and toxic survivors is just something I don't want to endure all the time.
Maybe I made the mistake and ranked up pretty high with Freddy (I even got to rank 5 with old Freddy) so I'm quite stuck there, because I get stomped if I play any other killer. So Freddy it is.
I just hope they get the MMR fixed so I can play other killers as well without getting sweaty swf all the time.
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It is normal for the killer to be the more powerful role the lower your rank and skill is. Have you ever watched a normal red rank gamplay? You can find one easily by searching on youtube for content creators like Tru3, Otzdarva, Monto etc. There you will see that it is not the Killers who are powerful but the survivors are.
It is true that some maps tend to create large death traps without pallets or windows to use like Shelter Woods, Wretched Shop or Disturbed Ward, but most maps have an acceptable distribution of pallets. Some still have tons of pallets (Ormond) which needs to get fixed though, since it provides really nasty loops to go against.
Survivors have enough tools to prolong the chase: Pallets, Windows, Jungle Gyms, Insta-Vault Build (Resilience+Spine Chill), Dead Hard, Sprint Burst, Lithe, Balanced Landing, Decisive Strike (if used like a weapon), Adrenaline, "Bottled Time", Syringe and the teammate who tanks a hit for you. Killers only have Bloodlust. They need to do mindgames or use their power to get to you, and many of these powers are not usable in chase well enough. there's only a few perk which help with the chase: Bamboozle, Brutal Strength, Enduring+Spirit Fury, STBFL an PWYF for some killers.
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since they are only available and usable during the event, i would prefere using pustula offerings for now.
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Is he strong? Yes.
Is he OP? No.
But he kills about 60%! It should be 50% because that's what the Devs aim for. Eh? And what about Nurse and her 40%? She doesn't need buffs and Freddy doesn't need Nerfs because of stats. This only shows that Freddy is easy to pick up and get decent with. Unlike Nurse or some other killers who need hours after hours to get something done with. Freddy is straight forward without some fine tweaks and tricks that distinguish God players from normal ones.
He is what I call the "Survivor equivalent as killer". Play and chill. Mostly. Until you get Object of Obsession users in your lobby. But that's another story.
I don't know about this idea, but making him 110% could be something. In that case he needs some better add-ons tbh. 70% of them are not good at all. I don't like the anti BT thing, so this can go imo, if they fix the OoO abuse against freddy.
Greetings, a Freddy Main since almost 2 years.
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I used The Game offering and hoped not to get Myers, GF etc. And it worked.
But on other maps this challenge is quite painful.
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Tapp, Laurie, Bill, Quentin, Cheryl, Steve, Nancy, Myers, Freddy, Bubba, Pig, Ghost Face and Executioner are all licensed characters. They need special approval from the license holders. This is why there are none or only few cosmetics for these characters. And also the reason why they cost Auric Cells.
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Well... now I'm happy I bought 2 sets with auric cells I got due to a bug. But I can understand the frustration wery well.
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Why do you post this in bugs and not feedback?
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@BenOfMilam said:
https://forum.deadbydaylight.com/en/discussion/comment/1693568#Comment_1693568
I'm hard stuck at rank 5 and 6, and I mostly get matched against red rank survivors. The people who did this were all rank 1 console players (I was on PC, so I played against them via crossplay).
I have 300 hours on console and 200 on PC. Not a new player.
Oh OK. Yeah, console players are a different type of player I guess. I also noticed that they tend to hide more.
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What is it with these codes now? Are they time based or imput based now? I found both answers.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1693583#Comment_1693583
The top half is to stop survivors from hiding all game and give them 4 mins to finish gens or die.
The bottom part is if the killer somehow gets the survivors stuck by bodyblocking them in a corner OR the hook glitch happens which forces either the killer or the glitched survivor to DC to end the game.
Ah OK. I only ran into the hook glitch once so I forgot about that one.
Bodyblocking a survivor is bannable and should be reported. The others can do gens though. If it's the last survivor Bodyblocking becomes a problem and I agree that there should be something against it. But not during the match. Sometimes you have a bad day or the others are too good for you to get anything done as killer.
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@Warcrafter4 said:
My solution is "Realm Stagnation Collapse"
at 15 minutes and every X mins afterwords(X can be dynamic to end longer games) the game will check If neither side have progressed their objectives within Y mins:
If survivors haven't worked on(Regression doesn't count against it) X% of a generator or completed a generator
And
If the killer hasn't downed nor hooked a survivor.
Then the Stagnation Collapse begins:
During this special collapse the hatch door is blocked off by the entity and has a set 4 minute death timer for the survivors to finish the generators and leave as the gates DON'T get powered when this happens so generators still need to finish the generators.
The above is for survivors holding the game hostage and the below is for killer's holding the game hostage
The game will try to detect every X mins(same checks as Stagnation) if all remaining survivors are stuck(No possible way to move by either being glitched or killer body blocking) and end game collapse isn't started. Then if this is detected the match will simply end in a draw for the remaining players rewording to escape nor sacrifice points.
How is the killer able to hold hostage? Escaping and therefore ending the trial depends clearly on the Survivors, not the killer. Or do you have problems to escape vs an afk killer?
Whereas perfectly hiding survivors give the killer no chance to end the game naturally.
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What rank are you currently on? I guess white or yellow ranks since matches on red ranks are rarely longer than 10min. And your description of these Survivors seem to fit this.
I usually play killer on high purple ranks but I have a smurf account where I can train at rank 17 with new or difficult killers without getting destroyed by 4-man swf and object. I usually notice that Survivors hide a lot more and that I need other perks to find them. I also had a match where I couldn't find anyone for 10min straight on The Game map, but I was patient since indoor maps tend to be confusing for newer players.
I usually use perks like Spies From The Shadows or Whispers to find those Blendettes. If that doesn't help, I search every locker and search every corner of the map. You can't imagine how often I found someone just crouching at the map border.
Maybe the solution is, that the survivors need to touch a Gen for at least 10s in the first 5min not scream and reveal your location. I thought of something like the scream bubble from Doc or Freddy. This would give you the general direction but leave enough time for the survivor to go away (we want to be fair). People who are afraid tend to scream. This would help against extreme passive Survivors who are clever enough to avoid crows.
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Iron Will is purple....
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Bubba. I hate everything about him. His perks are OK though.
1.5 years before, I would have said Nurse, but I was quite bad back then and Omega Blink was a thing.
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I think they are OK. Missing a hatchet due to DH or SB can be very fatal to your pressure.
These Survivors all use meta perks. They should not complain when you disable their DH like they can disable a Hex perk.
I play both sides and have realised that I don't need an Exhaustion Perk to loop well. DH makes you very greedy around loops and walking with SB takes a lot of time and even sandbags others when you try to bait a killer into swinging while the others want to run away (happens a lot to me).
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Have you ever seen a high rank match, where the killer does everything in his power and still gets owned by that 4man swf (or sometimes even a good solo squad)? I bet not.
I've seen plenty of these matches. Killer is easier on lower ranks because people don't know all the counterplay. Killers like Freddy, Spirit and (a good) Nurse destroy survivors on lower and mid ranks if the player knows what he's doing.
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I guess you are on console then. As PC I only got problems, when I am at Dwight's Locker Paradise on the Temple map and want to vault the window.
I can't tell you how many times I went into that ######### locker instead of vaulting the window because I like to spam the SPACE button for vaulting.
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This doesn not happen to me usually, since CowsIAm bunkers all the 4% chances in this game XD
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For me, a skillful Killer is:
winning (3-4k) while
- not camping and tunneling without reason (reason=desperate need for pressure, open exit, Object etc.)
- not 4-man-slugging at 4 or 5 gens left
- being a fair player in general
- not using broken stuff (like Stridor on Spirit or Iri Head)
It doesn't depend on which Killer you chose. You can impress me with i.e. Nurse/Spirit as well as with i.e. Wraith/Clown.
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@hangm_nn said:
@LapisInfernalis The reason why I use BL is because it's a better sprint burst imo, and it gets rid of the fatigue when dropping so it helps a ton in chase. I value it vastly over DH because 9/10 times it doesn't work. For me at least. Here's a little list for a pro and con of each exhaustion perk
SB
+Might cause the killer to miss a shot and you gain distance
-You have to walk around the map, takes forever
-You spend the entire trial walking basically. You spawn, wait 2 minutes or so until the killer finds you, SB away, spend more time walking and it's just a rinse and repeat
Lithe:
+Good when your on a T + L tile
-Can't loop the same thing with it
-You'll still git hit through the window, nothing makes it so you could possibly dodge a hit, unlike SB or BL
Dead Hard
+2/10 times one Dead Hard wins you the game. There are several games where having DH would have made the difference of me winning rather than being sacrificed
-Exhausted on the ground
-Killers expect it
-It just isn't reliable
Head On
+Good for the memes or even killer grasp escapes
-Takes 3 seconds to set up
-You NEED to FAST EXIT out, you have no idea how many times this has gotten me killed
-Killers can easily bait you into exiting, they land the hit, or even catch or grab
BL
+Might cause the killer to miss a shot and you gain distance
+Mutes grunts by 100%
+Reduces stagger by 75%
-When dedicated servers gets the best out of you
-When the killer also has about 75% reduction to stagger
-1/20 times does not activate
I choose BL because out of all of the perks, I find it more reliable and easier to use in chase. I have firm experience with each of these perks, having 1,080+ hours in the game and this is just my opinion. I personally do not like DH or SB but you do you. But I will say, you should probably run an exhaustion perk. They are the strongest group of survivor perks in the game.
It's not too map dependent, some maps are better than others, the Asylum, Haddonfield and Midwich are all good maps but I can find value out of it on Rotten Fields because of the tractor. I wrote this forum because out of all 35 maps of DBD, Shelter Woods is the only one that does not work with BL. I hope this helps.
I got over 3.2k hrs in dbd. I can see the benefit and difficulties of each Exhaustion Perk. It is only that I think BL is far too map dependent for my style. I like to think on my feet during a chase and not to plan ahead.
I used DH long tome ago before the implemention of dedicated servers. Since then, and a good Kindred buff later, I rather have the extra information than an Exhaustion Perk I might not activate at all or hinders more than it helps.
I try not to go with the meta, if it is not necessary. I.e. I would love not to use DS but that's all you have against notoric tunnelers or campers who are sadly not quite rare.
For me I would rather show my strength and skill without crutches than having an easier time with strong meta perks.
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I agree. I don't use Exhaustion perks for about a year now, but I was just like "What the #########!?" when I realized that I couldn't climb the tree anymore. There should be at least something.
I never understood why I should use BL out of all Exhaustion Perks since it is so map dependent, but hey.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1671308#Comment_1671308
If you're in the USA, your connection is going to be fairly poor compared to other countries'. Regardless, P2P has nothing to do with crossplay, so I'm not sure what your reasoning is for wanting P2P if crossplay is disabled.
Really?
I know I've got luxury here in Germany with the DBD server being right here in Frankfurt (the other is in London), but is it really that bad for you? What is your average ping? I get around 30-50ms and I dodge the lobby if it's over 100ms because of hit detection etc.
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@Slashstreetboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1672349#Comment_1672349
These numbers seem a bit more reasonable. But who knows, maybe the DEVs will come up with something entirely different?
The sound cue similar to Onis fully charged Wrath seems likea good addition too.
Unfortunately I only startet in 2018, so I´m not sure which sound cure you´re referring to.
https://www.youtube.com/watch?v=VCjMJbx-BEg this one, maybe?
I thought of that one at 0:21 in this video here.
https://youtu.be/BMlTAZVkyyUI started 2 years ago, but I watched some people LPing DBD back then.
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@Slashstreetboy said:
Dam, I like your approach. Many of the changes you suggest seem fitting to "update" Myers power to more modern standards. The only thing I disagree with are your EW3 buffs. Built-in Brutal Strength AND Enduring seems too much, and this is coming from a Myers "main".
I´m with you on the fact that EW3 needs a bit more, but not as much as you suggest. Hopefully the right people get to read this and maybe take something from it, Myers is in dire need of some updates.
I adjusted the numbers and mentioned an alterative for the Stalking rate add-ons if they were to be too strong. I also thought about the little audio cue the Survivors should get when you fully stalked your EWIII before unleashing it with CTRL. Quite similar to Oni. Do you remember that eerie tone that was playing when he stalked you when Myers was released in 2016? That would be perfect.
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@Slashstreetboy said:
Dam, I like your approach. Many of the changes you suggest seem fitting to "update" Myers power to more modern standards. The only thing I disagree with are your EW3 buffs. Built-in Brutal Strength AND Enduring seems too much, and this is coming from a Myers "main".
I´m with you on the fact that EW3 needs a bit more, but not as much as you suggest. Hopefully the right people get to read this and maybe take something from it, Myers is in dire need of some updates.
Thanks.
I also thought if my EWIII would be a bit overkill, but you can always change the numbers. His vaultspeed in EWIII is like a little Bamboozle (without the entity blockers), so maybe let the EWIII Enduring be 25-30% and EWIII BS 15%.
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@BaldursGate2 said:
https://forum.deadbydaylight.com/en/discussion/comment/1664864#Comment_1664864
What is kinda sad and you clearly see, how mediocre or bad the majority of perks are. If you look at the tier list, the last good killer perk was when plague was released 1,5 years ago. Now with blight there is at least one additional perk that becomes meta. Even worse with survivors with dead hard 2017 the last perk that became meta.
The problem with new perks is, that their use must be quite universal for people to use. This is why new good perks are rare. Many old perks are universal: Iron Will makes you quiet all time, DH lets you dodge a hit whenever you like if you are injured (which you are in a chase at some point), DS gives you 60s no touchy-touchy etc. Same goes for killer.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1666673#Comment_1666673
No man tapping E to add extra distance and i-frames is totally outplaying the killer.
Pressing the E key is a skill that only the most skillful of players can master.
I guess this is sarcasm. If not, then I can't help you.
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@ILoveDemo said:
If you use dh to not get Hit. If you dh into a pallet or window or use it to let the Killer miss. Then you outplayed the Killer.
No. You successfully pressed E at the right moment.
That is having 1. a good connection and 2. a good reaction, not outplaying the killer. Outplaying the killer is i.e. winning a mindgame.
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@C_Frank said:
https://forum.deadbydaylight.com/en/discussion/comment/1664864#Comment_1664864
It is not a valid argument to say that you do not have to nerf the perk because survivors have perk op as well. you have to nerf all the perk op (Ds, noed, undying, OoO) the only thing you say is to agree with me. the perk is op and you don't want it nerf because they also have op perks. counter unbalance with more unbalance.
I was just pointing out your one-sided arguments.
Many players just cry "it's op pls nerf" because they are too lazy to adapt. Leave the perk be for some months and then reevaluate.
There were really broken perks which needed the nerf asap (looking at you Mettle of Men) but were gutted in the process. This is what I fear. That because there are so many people who just cry because they are too stubborn to adapt, Undying gets nerfed to Oblivion whereas all the Survivor meta perks stay untouched because killers adapted or got used to it over the time, because they had to.
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1662829#Comment_1662829
There's a difference though, most people don't have a problem with corrupt and pop. Well i don't at least. Because yes it can be effective and good but it doesn't just do the work and win the game for you.
Have you ever slapped that on a high mobility killer like Freddy, Nurse, Oni? Corrupt and Pop don't have rng, Hex perks do. It only needs 2 lucky Survivors to first cleanse Undying and then ruin right at the beginning of the match to get rid of 2 of your perks. And if it is a large map, they'll do the totem before you are there (unless you are Billy or nurse). So the non rng perks are always better. They can't be destroyed by Survivors.
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@[Deleted User] said:
I didn't think I'd see the day people called hex builds "op". Just do the bones. I've had games where the survivors destroyed ALL totems in less than 2 minutes because two of them had Detective's. The moment you start doing bones is the moment this build will no longer be viable.
Btw, you can't really complain about killer meta when the survivor meta has been exactly the same since Laurie Strode
Thank you! My point exactly.
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@C_Frank said:
Tinker is a.good perk but not op.
Ruin is very good and one of the 3 perk can slow gen with corruption intervention and pop.
Undying is the real problem. The aura reading is insane, an the start of the game u spot survivivor and they don't know about the perk or if they are near a totem. Free hack on loops. And some nice protection for yours totem. The aura reading need to go if survivor is not cleaning the totem.
OK how about an Object of Obsession nerf? Aura reading and free info whenever you want to tell your team if you are on coms.
OoO gives free wall hack against Nemesis and Freddy while you are asleep. No mindgames possible. How about a change for this?
Stop calling Undying op or too strong. Just learn to go against it and don't cry because there was a meta change.
Survivors use the same 2nd Chance perks for 3 years.
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@ILoveDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/1664578#Comment_1664578
Ds, Ub, Dh and Adre don't give you esay wins. Because Ds is only working If he is tunniling, Ub only against slug, Dh reward the survivor for a good play. And Adre Reward you for doing Gens.
But Ruin, undying, Tinkerer is just unfair and boring.
These survivor perks are all 2nd Chance perks. Did u ever went against a 4man swf who stack these perks, use Object and do gens in record times?
If they use these perks, you can't slug, you can't tunnel to get more pressure if they know what they are doing. Nothing.
And you want to teln me that this new perk combo on killer is boring? Have you ever heard of the Tragedy of the Forever Freddy Build? I think not. That build was boring. But not the Ruin/Undying combo.
Just do Bones man. It's not asked too much to do.
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@Sluzzy said:
It needs the nerf hammer so fast. A hotfix should have already been released.
Nobody should be able to automatically win for throwing on 3 specific perks.
So DS, UB, DH, Adre need to be nerfed as well? Because that is mostly what Survivors use to get easy wins.
Ruin/Undying/Tinkerer is less pain than some Never Ending Build.
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1662084#Comment_1662084
Another problem then arises from that though. Do we have to waste a perk slot just to deal with this bulid? It's like how iron will is a nescesity against sprit. You have too many situations like that and it really forces you to run certain perks. I've been running detectives hunch recently but i'm already starting to get bored of just searching for totems all game.
You don't need a single perk to counter Ruin/Undying. I recall most totem spawns anyways. Only indoor maps are a bit tricky. And you can check most spots while searching for gens or being chased.
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Me and my friend have rarely problems with this. She kills every totem she sees with Small Game (no noed when I play with her). And you only need to get lucky in the beginning. 50% chance to get Undying first. Only indoor maps are a bit tricky.
At least the gens don't get done so fast with Ruin/Undying/Surveillance.
No need for Tinkerer on Freddy tbh. And no need for PGTW either.
I'd rather face a Ruin/Undying Freddy than a Pop, DL, Sloppy, Thana Freddy.
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I like to be a fair killer so that everyone has fun and get's a lot of points.
But I will be sweaty and will use strategies which are considered unfun, if the Survivors force me to.
4-man-Swf, 2 Gens left, Exit gate open, Object, Sabo/breakout plays? No problem to tunnel or be sweaty.
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@TKTK said:
T1 Myers used to be immune to all tracking perks of survivors but they nerfed him by making him undetectable when they brought out that and oblivious into the game.
And they said "Having 0m TR all the time will benefit you more" at a time where 80% of Myers players ran M&A.
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@MadLordJack said:
Ghostface takes 2.5 seconds to expose someone while leaning, if I am remembering correctly, so Spine Chill isn't really that big a deal since you get to 99 someone and maybe push them off a gen for free. But Myers... Yeah, maybe spine chill should deactivate. It doesn't seem that fair, given his terrible T1.
SC wasn't even a problem against EWI Myers back then. But since they added Undetectable status you are miled away before he's even there. Just give him his Detection Immunity back for EWI. Problem solved.
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This change doesn't solve the problem of "I can't find my perk" either. Not all of us have all perks on all characters (For me: 6 Survivors & 2 Killers are Full Perk). You still need to know what the tier of the perk you are searching for is. You still need to search purple, green and yellow.
There are 2 solutions:
- Choose rarity based upon unlock level and not upon the perk tier. Common (free) perks have brown (common) rarity, Lv 30 perks yellow (uncommon) rarity etc. So i.e. Dead Hard (Lv 35) would be a green (rare) perk regardless of its tier. You would always know where to look for it. The rarity can also be shifted upwards, so common (free) perks have Uncommon (yellow) rarity and Lv 40 perks have Ultra Rare (pink) rarity.
- Implement a sorting function like you did for the Charms and Cosmetics. Sort by Rarity, Sort by Name, Sort by Character. With this sorting function you can reimplement the old rarity system what so many people like, without confusing anyone.
I like Solution 2 more.
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@StarLost said:
Object is bad enough on an SWF group, but if you get multiple people with this sodding perk (as I've experienced today) - it completely and utterly negates most of my favorite killers.
Also - is there a way for survivors to see what killer you are in lobby? I recall there being an old trick, but...wow. Every time I try Ghostface or Wraith, there are 2-3 people running this and I have an impossible game.
Anyway - rant over.
you can crab/moon walk to counter SC. and yes there is still a way to see what killer you are. they read the server logs or something similar. and since you are locked to play that killer, you can't counter it. i used to select Doc and then swich to the killer i wanted 10s before the match.
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1) Don't let him stalk you. Don't feed him. No tbags, nothing.
2) Once he's got EWIII: don't heal if possible. It just takes too much time. You're a oneshot anyways.
3) Do gens. Do gens. Do gens.
4) Loop him like normal, but be aware of his larger lunge and faster vault speed. Conclusion: Don't be greedy around a loop, but also don't throw the pallet asap.
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I use Nemesis for it and even then some people DC. Just because they can. Even if you're playing fair.
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@maxchienbinh said:
https://forum.deadbydaylight.com/en/discussion/comment/1632586#Comment_1632586
well, devs never change the condition of any perks. they only tweek the number so keeping it at 3.5 secs stun is more realistic
DS stun is 5s and it is OK.
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@ASaucyWench said:
Fun fact: hitting the person who DS you is not “abusing” a glitch, that’s just how it works. Yes the time is shorter but that doesn’t mean it’s getting abused. If I get DSed I follow the survivor regardless, that’s the way things work
If you do it on purpose and even gloat about it and are happy to do it, then something is wrong.
I don't like tunnelers. If you think that is the way to go, I won't stop you. But at least give people a fighting chance. It is not fun to go against Spirtit or Huntress after Huntress who just takes advantage of this bug. Believe me.
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@maxchienbinh said:
keep it at 3.5 secs. this fking bug is great against all those tbager feeling proud of themselves for hitting skillcheck.
And promoting tunneling even more? No thanks. I would rather like to see the condition to use DS changed. Something that prevents to use it as "get out of the jail free" guard.
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i hope this gets patched fast. i'm sick of killers abusing the ######### out of this bug. some are even proud about it:
https://www.youtube.com/watch?v=5O1Jh7XLJY4 -
@Maníaco_da_garrafa said:
https://forum.deadbydaylight.com/discussion/comment/1627691#Comment_1627691
Meh. In most cases, they just notice your 2,5 meter body or your loud breathing and just run to deny stalking, and with grab roll-backs being a thing, you might aswell just get out of EW1 as soon as possible to avoid losses.
Yep. I grab more people while in EWII than in EWI due to the higher movement speed when I use M&A and maybe the Rabbit.
Spine Chill could be a problem too.