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LordRegal

LordRegal

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LordRegal
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  • @Todgeweiht said:

    1 charge per 4 seconds seems decent, especially now that he moves at 5.29 which is faster than feral frenzy.

    Oh God, it is, isn't it? (insert curse of choice here) there goes one of the last things Legion could be considered the best at...

  • image.png

    This paragraph is why I'm so frustrated personally. If you think there's reasonable counterplay and that he's performing to a point where you're generally happy with him, why do you then turn around and slap an objective nerf on him that cannot be made up for with add ons because it's a complete mechanic shift? It makes no sense logically (and I dislike their "every killer should be add on reliant" strategy that their last few reworks have focused on to an extent but that's a different story)

  • Can you go above one mil with that one? I had 800k when I signed off last night, I'd hate losing half of that because I can't store it...

  • I can't claim I'll be using it any more than I already am. Maybe if I get into a four flashlight lobby, but even then...seems too situational for something you can frequently avoid by careful positioning.

  • Most of mine have gone towards characters...used some for BP when Silent Hill came out...I keep telling myself if I get to 18000 (total cost of new original chapter) shards and then get to the point I could buy a cosmetic I'll do that, but haven't ever had that much at once.

    ...as you can probably imagine, I don't have many cosmetics.

  • This is precisely why I use Infectious Fright on him. If the person is tormented when they go down, the question then becomes if someone screamed or not. If someone did, cage and go get the screamer, which forces a third person to go get the caged person, and leaves at most one on gens. If no one screamed, then I know I'm completely safe to pick up the person and go hook them, and by my logic if no one was in that 32 meter radius then I wouldn't have been able to pressure much elsewhere anyway due to no mobility.

    Has worked very well for me so far, have had multiple instances where I'm hooking one person while two others are in cages across the map. Saving everyone before anyone advances an extra hook stage is not trivial at that point.

  • No, he's a licensed character and therefore cannot.

  • @knee_ah said:

    https://forum.deadbydaylight.com/en/discussion/comment/1418258#Comment_1418258

    Is that back in the days when 3 survivors in a match was a thing? God I'm glad that was fixed.

    Yeah, these are both super old screenshots, from late 2017. Haven't taken anything more recently that I find funny/epic...mostly screenshot endscreen stuff now.


  • image.png image.png


    My two favorites.

    Edit: Fixed the links.

  • My favorite thing in recent memory was a streamer calling me out for coming right back to the hook as Wraith...ignoring the fact that he and his friend were unhooking each other almost immediately, and I had MYC...and was going after the unhooker. They swapped hooks until they were both dead, but apparently it's my fault that they didn't let me go find anyone else before giving me all the reason in the world to turn around.

  • The devs didn't do anything with Nurse when she got nerfed despite the mass of PTB feedback telling them otherwise. I'm very disinclined to believe that they'll reverse course on Billy at all.

    Say he's performing as they want in one breath and objectively nerf him the next, BHVR's logic jumps never ceases to amaze me.

  • They've confirmed crossplay is coming. This is the test just between Steam/Windows Store of this feature. When it's working solidly between those two platforms I'd imagine full crossplay isn't far behind.

  • I can say with complete honesty I've never made a build that was outright designed to be toxic. I'd suggest the following:


    Taking a

    break from

    The game

    and then fourth perk of your choice.

  • The devs want cross progression, they've said this. But they also said that it's very difficult to get permission from all the different platform holders (Microsoft, Sony, Nintendo) to both agree to let them access their save data AND get it so the save data is unified across all of the platforms. It's a lot of work with a lot of agreement, so they can't put a timeline on when, or even if, because at the end of the day it's not their choice.

  • @[Deleted User] said:

    If you read their developer update, they clearly explain why they nerfed him: they are happy with how he performs and they think he has a reasonable amount of counterplay.

    There, two good reasons to nerf him

    This was the most ridiculous part of it. If they had said they thought he was overperforming, we'd question that, but at least it would justify the objective nerf (because let's be honest, no one can argue the overheat mechanic is a nerf). But you don't say "we think he's where he should be" and then slap him with the nerf bat. It makes no sense.

  • My philosophy with cages as PH is as follows:

    If Infectious Fright triggers, cage the person and go chase the scream.

    If IF does not trigger, hook because I now know the survivor will not be rescued if I pick them up, and I also don't have immediate knowledge of where others are.

    Cages are a snowball tool the way I use them...if I can get multiple hook stages from multiple survivors in short order, why wouldn't I? But if I don't get knowledge of where to go for the snowball, it's a poor option to use it.

  • I'm relatively certain that if someone starts the trial injured I'd know they had No Mither, even without the broken symbol.

    Deliverance...I have fewer opinions about, but I disagree that it's too much information - after all, a kobe doesn't break the survivor and yet it's still only one person at the hook.

  • I’ve dreamed my wife, a couple friends, and I were in a trial on a map I’ve never seen before or recognized at all against Hillbilly. The problem being none of us had any idea how to repair gens so we were very much just hiding/running the whole time. Was fairly intense.

  • ”fixed an issue where Nurse could leave Midwich’s map”

    Cool...and the massive deadzones? I won’t expect a full fix to her bugs this patch since it’s so soon after the chapter release but if you were fixing her on Midwich anyway...

    ”........”

    ...cool. Nice to see where the priorities end

  • @NuclearBurrito said:

    Huntress because she needs an addon pass and that comes with a basekit tax.

    I hate how true this is. If they're looking at the add ons, and can't come up with enough ideas to "standardize" them, throw on a red bar around the power button and make some about it! Huntress fatigue bar like Billy's heat bar incoming...

  • @yoyoyo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1409197#Comment_1409197

    I never said your opinion is irrelevant or you can't have concerns about her, I said what I said because I highly doubt that you're a top tier nurse as you think. I watched through a few matches of a VOD and all I've seen is you stomp pub bots and that's just it... you can't consider yourself that when you've never even played against competitive players in a private environment..

    I'll be honest, the hours argument has always seemed ridiculous to me, but claiming you can't call yourself a good nurse without playing in tournaments...that's a new level of "extremely high bar that's completely irrelevant." That's not even saying you need to be in red ranks to have an opinion (which I also disagree with)...that's saying 99.9% of the playerbase isn't allowed to have an opinion because they don't play in unofficial tournaments.

  • We've had our disagreements, but I can completely agree with you here. If you're happy with how he's performing, don't nerf him just so you can come up with "enough" add ons. Since that's all I can really come up with for the "why" of this, seeing as they're happy with how he performs.

  • @not_Queen said:

    Can't wait for all of you to get your hands on PTB and give us even more feedback! We'll also have a Q&A next week so keep an eye out for it.

    Is this going to be an actual feedback PTB or is it mostly a bug finding PTB? Because I swear recently we've been told that the purpose of the PTB is not to overly rework changes but rather to find problems in function.

  • Yeah, I'm really happy actually with the changes to Leatherface, but that is a pretty major Hillbilly nerf for...reasons I don't quite understand. He feels like a Nurse update...we wanted a red bar on the killer, so damn it we're going to have one!

  • @Mrjuice said:

    Do you get notifications when someone is rescued in a cage?

    Yes you do, it was supposedly a bug fix (though I have my doubts about that given the other changes)...it's largely because of that that I'm ok with the overall nerf, honestly. At least now even if you forget on your mental map whereabouts the cage was as you're chasing someone else, you get notified where it was when it disappears.

  • @Mew said:

    honestly, i dont really understand why people are so mad over not being able to tunnel

    like, his main power is punishment of the damned. cages are just an accessory

    I can't claim to speak for anyone else, but my concern was ALWAYS the lack of information. Information is power in this game, and denying him it when he uses part of his ability when any other killer would have information had me worried.

    @TWiXT said:

    Funniest thing happened for me today: It was on the Game map, I caged a survivor, then followed another over to where the caged survivor was, downed them right before they could reach it, picked them up to hook them, and before another survivor could rescue the caged one, caged boi vanished! I had already hooked the survivor, and now had a new one to chase while the caged one entered struggle phase on the other side of the map.

    I actually like this new mechanic, it can turn into a sick game of "Keep Away!" After experiencing something as funny as that, I had no qualms about the new changes.

    I've yet to see the cage actually teleport away, what's the animation for it?

  • @Zaitsev said:

    https://forum.deadbydaylight.com/en/discussion/comment/1406191#Comment_1406191

    Hes not unusable or Legion tier at all. It just solidifies that Im not going to use the cage whatsoever and just save the torment for when I need the mori.

    His range attack is still ass though. Its got great mind games, but the attack itself is lackluster.

    Personally I use the cages when there's another survivor nearby that I can start chasing immediately. Keeps pressure up and guarantees at MOST one person will be on a gen until the cage save occurs. If there's no one around, you're not doing yourself any favors caging over hooking.

    The ranged attack...I respectfully disagree. My personal highlight from tonight's play. https://imgur.com/a/TIlqhGi ...stopped him from getting the hatch too, it spawned right next to that tile.

  • @BigBrainMegMain said:

    I'm an avid Pyramid Head player.

    The Cage Mechanic needed to change.

    https://us.v-cdn.net/6030815/uploads/PJJJXCKJHZPJ/ptb-feedback-png.png

    I was the first to provide the feedback to the dev team on this matter because I knew it was going to be an issue.

    I'm still playing as him.

    It's funny you mention that, I'm the one who argued with you so much about it at the time in that thread. Not ashamed to admit I was wrong having seen the changes...that being said if the sound notifications weren't there after an uncage, then I'd have an actual issue with it. It's always been an information thing for me though...the more information a killer has, the better decisions they can make. Losing the information was a very concerning prospect, and I genuinely think the sound notification "bug fix" (I still don't believe it was a bug) is what balances the changes.

  • I play too much killer to not feel bad for them if they're having a terrible game. If I know everyone is safe and the door is open, I'm out. I know how frustrating it is to have people not leave and I don't want to be "that survivor who wants Mommy/Daddy to show up and escort them out" because I know how much I hate it as killer. Also why I don't BM. Doesn't matter how toxic the killer is being, no point in being a dick back to them about it.

  • Frank and Julie, their default masks. Joey and Susie did not get halos.

  • @Nos37 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1404910#Comment_1404910

    Just continue to make "inteligent plays" by going to the opposite side of the map. The cage always spawns on the opposite side. Not sure if it will spawn on the back left or the back right? Don't walk straight down the middle. Walk toward the back left and patrol the edge of the map heading right, or vice versa.

    Oh... Your "intelligent plays" were just BBQ holding your hand and giving you momentum, but caging doesn't proc BBQ nor show you the white cage aura anymore, so now you have to think for yourself... Poor thing.

    Ah yes, let me remember exactly where I downed the first person while I go chase and down two other people, then go to the opposite side of the map from that point, not the second nor third person I hooked. Clearly the burden should be on me to remember precisely where this happened so I can get a vague idea of where I'm going next.

    Also I find it interesting you brought up BBQ when that has nothing to do with what we're discussing. I don't run it on PHead as I find it counterintuitive at best on him, and I don't run it on my favorite Wraith build either who is my most played killer right now. So if you want to have an actual discussion, constructing a strawman with a perk that has no current bearing on the conversation is not the way to actually counterpoint.

  • @Nos37 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1404388#Comment_1404388

    If you can cage, AND hook two Survivors after, then you don't NEED the aura information. Either continue playing exceptionally well, or let the Survivors continue to play exceptionally bad, whichever the case in this scenario may be.

    If the game is that much of a steamroll, I would enjoy being able to bring it to a close rather than draw it out. Nothing worse than a game where you perform well enough that the remaining two survivors start hiding in hopes I find the other first so they can get the hatch. If I can't make an intelligent play until after the save has already occurred (due to the sound) then it's actively just drawing the game out at that ponit.

  • @mouse0270 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1404600#Comment_1404600

    Yeah but he also denies all survivor hook related perks. On top of that survivors have no way to save someone from being caged like they do with a hook (flahlights, taking hits, sabo, pallet stuns, head on).

    This is a trade off with the cages I am okay with. Yes you as killer get slightly less map awareness, but you get a guaranteed hook state.

    If you don't know where the cages are anymore outside of vague ideas, then hook perks not working...doesn't really matter anymore. The only thing it blocks is that "59 second DS where I hooked someone else and forgot I even hooked you." situation which shouldn't exist in the first place. Feels like a weak reason to justify loss of information.

  • @mouse0270 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1404561#Comment_1404561

    https://forum.deadbydaylight.com/en/discussion/comment/1404565#Comment_1404565

    The problem you have here is this, yes the devs are never going to punish killers for camping/tunneling, they have actually said quite the opposite and defended it as a playstyle killers are allowed to use. HOWEVER many of the devs have said that the don't want to reward players for this playstyle. Yes their are perks that help you, but there are many more that discourage it (BBQ, BT, DS, Make You're Choice, Devour). All of these perks reward you for being away from the hook not near it.

    The problem with Triangle head is two fold, one his cages don't care about hook related perks, so all of these perks that encourage killers to not camp/tunnel don't apply to him. So you had many killers abusing this. I know it wasn't everyone, but it was enough to make a point.

    Now before I get accused of being a survivor main that just cry's, I would like to say I do hope they come back around and make another choice, which is: The survivor screams when released from a cage. This way a killer can know that 1 someone was rescued and where that rescue roughly happened. This still provides killers with information but at the same time discourages tunneling and camping cages.

    They did supposedly give a noise notification when a save happens now so that idea is there.

    My problem with that is it's a free save and the killer only knows where it happened after it happened. I've played almost all PH since he came out when I'm killing, and there have been games where I have one or more cages up and when I down and hook the third survivor, I know SOMEONE has to be going for the cage because it's the currently available "need to stop the snowball" location. In those instances, I would head there and try to find and intercept the would-be rescuer. This is the exact same logic as someone who hooks two survivors...odds are everyone else saw survivor 2 get picked up and went for survivor 1, so heading back to pressure that save is an objectively good option. PHead is now denied of that option if he uses his cage. Feels extremely counter-intuitive. "Save time at the cost of information" when information is power in this game.

  • @mouse0270 said:

    Are we completely forgetting that survivors can't stop you from caging someone, no flashlight, no pallet stuns, no taking hits, no breaking hooks... Cages aren't useless they are just more tactical. I am also assuming cages spawn in the same way.

    Also to the [BAD WORD] who haven't realized, you can actually use the new warping mechanic in your favor to move the cage around?

    Basically there are three reasons to hate these balance changes that I can think of

    • I want my free tunnel
    • I want my free camp
    • And maybe the most reasonable is, Information of where survivors are. Assuming they haven't changed spawn logic, you already know this. They are the furthest they can be from you. The bottom left tells you when they have been saved. You gain all the same information without the ease of tunneling and camping.

    Counterpoint, since I've been arguing that third bullet for an hour now. If I'm in the center of the map, say Crotus Penn, I have no clue where that cage went. Sure if I'm on one part of Azarov's dumbell shape I know they went to the other, but from the middle of a map? You have no idea.

  • @gatsby said:

    Cages having unique mechanics is cool, but they needed this nerf to prevent that from being abused. Doesn't matter if you didn't personally abuse it. Many did and it was a necessary change.

    I've shared my more detailed thoughts in a bunch of other threads, but I will say, for all the community's complaining about how "many" PH players played, I never encountered that once as a survivor, but I played against plenty of PHs in the days after the chapter dropped.

  • I used them as a source of information. Look, see where it is, and watch for how fast the save happened. If it was in about as much time as it took to get off the nearby gen, that's a new survivor to chase and go after. Or, if I caged one person and hooked two others nearby before the caged person got saved, the best play was to head by the cage to see if person 4 was over there, can't do that now. He's now the absolute worst killer for information in the game, and that feels...really weird.

  • They did "fix a bug" and there's a noise notification when a save from a cage happens now, but I do agree that the lack of information is absolutely massive.

    @Respectfulnancymain said:

    How about you cage a survivor and then go patrol gens instead of going back to the cage to tunnel him?

    I personally used the auras of the cages to make it easy to discern where survivors were. If a save happened super quickly and there was a gen nearby, it's safe to assume the saver was on that gen and I should go there to disrupt the now two people working on a gen. If I cage one person and hook two others in quick succession, it is safe to assume the cage is the target of the fourth survivor, but with the change it is now impossible to contest the cage until after the save has happened. It's drastically reduced his ability to apply pressure when using the cages in scenarios when you wouldn't be tunneling.

  • @PrettyFaceKate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1404225#Comment_1404225

    He's also the only one of 20 killers who has cages which bypass any hooking mechanics except the sacrifice timer. Unique effects for a unique ability. Seems logical to me.

    There's a pretty major difference between information and perks though. Information is power in this game, it's why SWF is so strong, and why the best killers and survivors are constantly working on figuring out where everyone else is throughout the match. If you as the killer know where everyone else is, you know exactly where to go to apply pressure.

    Consider this scenario from a game of mine as Phead just a couple days ago:

    I down player 1 and hook them in the basement of Crotus Penn's main buiding. Encounter player 2 hiding poorly just outside the basement and down them, tormenting them in the process. Infectious Fright goes off on Player 3, so I choose to cage and chase player 3. Now there are two points of pressure and one survivor to save them both. I down player 3 and hook them, then head back to the basement as player 1 is close to dead and I assume that's the first place player 4 would go, and intercept player 4, game over.

    This was not tunneling, this was not camping, this was using my information to the best of my knowledge to shut down the game.

    Now, what happens if we slightly reverse the situation? I down a tormented player 1 who sets off IF on player 2, so I cage player 1, down player 2 and hook them in the basement, and then find player 3 hiding poorly near the basement and down them/hook them outside the asylum building. This is, precisely, what happened in the original scenario, just in a different order. Now, in this situation, the best option would be to take a stroll over to player 1 in their cage, since player 4 will recognize this is the first person to die. I did not camp the person in the cage, I did not rush over there and tunnel them out of the cage...I simply hit the point where the logical conclusion was to patrol the cage.

    Now? I can't do that for the simple reason that I don't know where the cage is. Crotus Penn is a massive map, and I caged player 1 in the center of the map to have gotten player 2 in the basement, so they could have gone to any of the spokes of the wheel that is that map. I now have lost pressure because I cannot locate where player 4 is almost certainly headed. My best bet is to head back to the basement and watch for the save on player 2, but that's not the best play since player 2 has more time left than player 1 and therefore is unlikely to be player 4's target. I cannot protect my cage when it is objectively the best option. That's why this change is bad.

  • I'm torn on this one. On the one hand I know some were abusing the knowledge and whatnot. On the other hand, they made the cage move if he's camping it and now you can't prevent a save via bodyblocking regardless. Seems like three changes when the latter two would have sufficed.

    I'm not bemoaning the loss of his tunnel playstyle, as I didn't use it as him myself, but it's an objective loss of critical information...now he's the only one of 20 killers who can not know where his pressure is on the map until the pressure is removed (since they did add a noise notification for an uncage.) That's not a small nerf.

  • Note that they also "fixed an issue" that didn't trigger a noise notification when a survivor gets uncaged. Is it still a nerf? Yes. But it's also coming with a supposed fix that provides the one way I said I'd be ok with the change on any level, so while I'm unhappy that they chose to do what they did, I'm at the very least somewhat placated by that.

  • @BigBrainMegMain said:

    No.

    Here's a DS nerf.

    Go for the unhooker. Keep track on who's been unhooked. Count to 60. Go for someone else.

    And before you give me "What if" situations, "WHAT IF you just went for someone else besides the person that was unhooked recently."

    I know it may be shocking but there are 4 survivors in the trial.

    One dead, two recently unhooked, one down, third gets unhooked in my face, so they're all down...time to just sit there admiring my slug collection for a minute just to wait out a single perk. Can't move to end the game which lets all four of us have fun sooner because a series of bad saves still let a perk activate for potentially all three of them, nope, gotta just stand there and purposely draw out the game just in case they have the "one minute invincibility" perk.

    Yes, I play a lot of survivor. I've used DS exactly 3 times in 3 years, and it was while I was going for Adept Laurie. It's a horribly designed perk and I wouldn't use it even if I allowed myself to use survivor teachables.

  • I’m a bit of an anomaly for the audience of the game, since I’m a major horror wimp. Always have been. Not one to play things (or watch things) that trigger a fear response from me. DbD came to my attention from a channel I watch playing it, and while it looked too creepy as a survivor for me to enjoy it, the killer role looked like a ton of fun. This mentality and further videos from them convinced me to try it out. I was...a very immersed survivor the first few games I tried that side, but my general enjoyment of the game kept me around.

    Otherwise horror doesn’t do it for me - though I do enjoy reading horror plot synopses for some reason, and based off that alone I’d say Silent Hill of the options given. But I’ve never played them and don’t plan to so I feel disingenuous voting for it.

  • I’ve seen people intend it both ways, so I’ve learned to never assume the former just to be safe. It’s unfortunate it is the “end on the 30th” but it also could have been avoided by not making the assumption otherwise.

    in 28-30 Comment by LordRegal
  • I’ve done this multiple times actually due to timezone differences meaning someone needs to be quiet (and sometimes I’m just not up to VC as well). It’s still stronger than solo queue imo because you know how they work. If they take a hit you generally know how they’re going to react and how much longer they’ll be up. You know they won’t leave you to die and won’t hook rush either. It’s not a perfect setup, but it’s better than not knowing what you’re getting into and possibly making a mistake later on because you assumed the random was doing the most helpful thing and they weren’t. Even if your friends are potatoes you then KNOW they’re going to potato and act accordingly.

  • I think my greatest moment of victory was getting the “Mori all four in a single game” achievement. Evil Incarnate was memorable, but I had more experience then and admittedly was against relative potatoes who didn’t know what was happening so I got it first try. But going for the Mori all four achievement back in 2017 was just torture. DCs left and right, and a DC mid Mori didn’t use to count. Had multiple people DC after I was animation locked just to spite me, and the number of DCs when a Mori came out was absurd.

    Finally I started running DH. This was actually when I got gud at Hag as well, and it led to some fun games...but every time I just kept getting a DC or someone would die ahead of time, or get hatch...just wasn’t working.

    The game I got it was on old Lerys, got my 5 DH and started eating away, downed the Bill as my third victim near the hatch, but the fourth survivor was right nearby and I was extremely paranoid that they’d get there during the animation. So I chose to slug Bill and chase the fourth. I just had this resigned thought that Bill was going to DC: he knew I had DH and was going to eat him, and there was no penalty for DCing so sitting slugged for an inevitable Mori wasn’t exactly ideal. But for whatever reason he didn’t, and didn’t move either. Got the fourth survivor, ate them, and came back for Bill. The elation after so many games was unreal. I thanked them profusely in the chat after the game for not DCing but no one responded, so I get the sense they weren’t exactly pleased with me, but with how long I’d been trying to get that achievement, it wasn’t exactly going to keep me up at night.

  • See, when I saw how PHead played, I saw a killer capable of creating pressure in multiple areas of the map simultaneously by combining hooks with cages when each made sense. That's how I play him. The people who wanted to tunnel though...they saw a tunneler. Doesn't mean that's how he was expected or intended to be played, and I still say Bubba does a better job of that.

  • If you can get him to miss a punishment attack, leave the tile you're in and run as far away as you can...he has a major penalty after missing (or hitting for that matter) a ranged attack. Staying in the tile after he does shoot is giving him a free chance to do it again, and eventually you WILL get hit one way or the other. If you leave the tile and run away, you're extending the chase and making him waste a lot of time catching back up to you.

  • It's amazing to me how many people will be actively in a chase with me as PHead and they decide after they take a hit that they should now beeline to the hook and unhook. I very much am not a camper or tunneler, but I'm also not about to NOT use my power that is designed to hit multiple survivors if they're in the same spot. Hardly my fault that you're being an altruism lemming.

  • Fairly major correction: Killers do NOT need to 4k to get their crown, they just need to finish the trial. I can confirm this as I was being nice for a while and letting anyone with a glow escape, which didn't slow down my crown obtaining at all.

    Adepts for killers are absolute garbage now though, you won't need to convince me on that front.

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