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LordRegal

LordRegal

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LordRegal
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  • @Todgeweiht said:

    I got it first try! I had to farm a bit with the last 2 survivors to get it, but otherwise, not such a hard challenge

    On the other hand, I am having a ton of trouble getting the legion one, I tried jigsaw piece with both sketch and notebook and I still could not get it.

    I had some survivors figure out what I was doing and take pity on me in the EGC, so I got it done.

    For Legion, while I get why The Game is a first inclination, that place is mazelike enough to navigate that knowing WHERE they are doesn’t mean you know the efficient ways to get to them, and those extra seconds can cost you dearly. I would suggest Hawkins or even just a smaller map like Rancid Abattoir or Coal Tower, where it’s more likely to have people close together.

    Midwich may be a massive map, but it’s got a very straightforward layout outside getting from floor to floor. Because of that and the two add ons you mentioned, it was fairly possible to cross the half a map needed between hits to keep the chain up. I’m not sure I’d reccomend it as a first option, but it’s certainly better than other large maps.

  • Because it would severely undermine some killers and majorly buff others. You can’t tell me PHead with his massive knife and Deathslinger thrusting a bayonette wouldn’t have absolutely busted range, while Legion, Clown, Freddy, etc...would need to be in grabbing range to make a lunge connect. Just one more thing to balance. Plus it would make swapping killers much harder and interfere with general killer muscle memory, and that’s not great when the M1 is the reliable touchstone while you’re learning a new killer.

  • I think they mean the ranged shot too. That nerf would absolutely ruin him. He’d be an M1 killer completely reliant on the survivors giving him any of his power. Seeing as they changed Plague to have one corrupted fountain at the start, I think it’s safe to say BHVR are erring away from that kind of design.

  • I'm not saying this is my final call, but right now I feel like he's the most balanced killer we've seen hit live in a long while. And I love it.

  • @C3Tooth said:

    Every one hundred new players join the game, only 20 of them SHOULD play killers. And its impossible.

    The only way is match them with other survivors with higher rank.

    Judging from how queue times tend to go when you see matches like this, it's generally that there's not enough high rank killers playing, so the high rank survivors get filtered to low rank killers. The opposite of the problem you seem to be describing.

  • A truly, truly good Nurse is completely unstoppable, and the game is over as it begins. Spirit, when played optimally, gives more of a chance than Nurse. The problem is Nurse's skill cap is so much higher than Spirit that you'll run into far more good Spirits than Nurses.

  • @Axsith said:

    https://forum.deadbydaylight.com/en/discussion/163049/pyramid-head-is-fine-as-he-is-just-get-used-to-facing-him

    It's not that I have a problem with him being "anti-hook" I agree and think that his cage mechanic and trails are cool concepts, it's his other things I'm not onboard with. Firstly, his has the best basic attack range out of any killer, which obviously makes sense because his weapon is so big, but he doesn't suffer any penalty for that. Pyramid head is the only killer I've gone up against that can hit me while I'm on a higher vertical plane than him. He also doesn't suffer a penalty after using his ranged attack, or more accurately the penalty is near non-existent. He can whiff his ranged attack and still be right on top of you. To make matters worse a lot of his add ons make it so that the range is increased. He's also deceptively fast, his speed is the same as all the other killers, but because of his walking animation, it makes it seem like he's super fast. It feels like the only safe thing to do is hide in a locker and hope he doesn't find you all match, which only works about 10% of the time because it also feels like he always knows where you are, no matter what hiding spot you're in. I don't want to complain, but it feels like the only counter play for him is to hope that he makes a mistake, which in my opinion isn't fun to go against. I do want to see a debate in favor of him though which is why I came here, but all I've seen is people saying that he's fair and not going much further than that. Granted it is hard to defend something when you don't know what people are saying about it which is why I wrote this.

    Couple things here:

    Basic attack range is standard across all killers. This is why Freddy is sometimes considered cheating from people who don't understand this as his weapon is so short he needs to visually move forward more to get the full effect, even though he's no better/worse than the others.

    The penalty after his ranged attack is extremely long, only Legion exiting frenzy has a more punishing cooldown. Nurse fatiguing isn't as long of a cooldown as his ranged attack cooldown, and he's unable to move backwards at all while he does the animation (intended of not I don't know). If he whiffs (or hits!) his ranged attack your best bet is to run straight away from him as far as you can, you'll extend the chase by at least a couple tiles before you're looping again. If you're sticking in the loop then you're objectively playing wrong against him. Scorpionz' video on him mentions that it feels like if you whiff 2-3 ranged attacks that alone can lose you the game because of how much longer that makes chases.

    I've played as and against him quite a bit, and he's got a LOT more counterplay than someone like Spirit...in reality he's fairly similar to Demogorgon, albeit instead of moving himself forward quickly he's got the shockwave. Demo isn't top tier, and he definitely has counterplay. So too does PHead.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1374918#Comment_1374918

    “Excuse me Mr/Mrs Killer. I just spotted a totem while you’re chasing me. Please stop a sec while I cleanse it”

    🤦‍♂️🤦‍♂️🤦‍♂️

    I dunno, my last killer achievement since coming back from my break is the interrupting on totems, I'd be down for them trying that...

  • If I'm understanding right...

    1. Trapper should be allowed to place traps under hooks again (I disagree as that was always a nooby strategy anyway)
    2. Legion should be able to stab a person a second time and have it do something (I'm not inherently opposed but that's dangerous territory)
    3. The lobby should show survivor ranks again, and matchmaking should be more restrictive on who you play with (I agree to the second part, not the first)
    4. Something about the Tomes I think, making the challenges take longer? (I disagree, some of them are grindy enough)
    5. Fairly self explanatory, but would bring back some psuedo-infinites so that's absolutely not a change I support.
    6. Don't let high ranks play with low ranks and stabilize matchmaking (seems like a repeat of 3 but I'm not sure what the second part of 3 was trying to say then)
  • @Blueberry said:

    I see someone get actually camped once like every 10 games...maybe. I think people vastly over use the term "camping" and "tunneling" when it really isn't. Most the time it's your teammates or yourself making bad plays and the killer capitalizing.

    Your description, which is more hard face camping, is extremely rare from my experiences.

    It's rare because it's not fun. Unless you're doing the Bubba meme facecamp, but that wears thin quickly. It's as boring standing there watching a person die for two minutes as it is for that person to be up there for that two minutes. Which is why I firmly believe if everyone agreed on punishing the behavior rather than still try to go for the saves, people wouldn't see it almost ever.

  • @Rhymewriter said:

    Shout out the the mic'd swf that had maxed out everything with a flashlight, key, map, med kit and burned 3 petrified oaks on me. You are the reason I'm gonna spend the handful of ebony moris I have in the next few games.

    I enjoy this game but when people pull that kinda stuff it's just not fun. Survivors complain about their que times but what do you expect when you treat the other players like this? Like I'll happily carry a survivor to hatch after a good game or even farm points with survivors when 2 people dc. But I swear some people are just toxic

    See, the problem is you using the ebony moris isn't going to do anything to the people who actually tilted you, but rather it could tilt these new people who then go toxic against a killer who isn't you, and it just repeats.

    As tilting as this game can be on either side, being a scummy person to the next group you face isn't doing anyone any favors, not even you.

    In a more direct answer to the question, yeah, there're definitely days I just hate the game...heck, I took a very, very long break from this game (early 2018, shortly after Pig came out, to just before Oni) because I was so burned out on it. The fact it got me back here and enjoying it...most days...says a lot about its staying power to me personally, anyway.

  • Underrated...yes their power can't be used to down someone, but that ignores their insane ability to negate healing. All it takes is good map awareness and one person who won't accept being injured and Legion has a murder spree on their hands.

    Did their 5 hits in one frenzy on Midwich today, actively played poorly and sub-optimally until I got it as I needed everyone alive, which was at 2 gens done, and proceeded to 4k with 1 gen left. On Midwich, a map they should by all rights struggle on (just because you can see them doesn't mean you can get to them!)

  • @Freesham said:

    I think it's a good opportunity for people to learn Huntress more, I don't see her played that often. I'm not amazing at her, but I was able to finish the challenge on my 2nd try.

    Oh I enjoy her concept a lot, don't get me wrong. I just can NOT tolerate her humming. I can't explain it, but it ruins my mood. I can tolerate one game, sometimes two, as or against her in a row, if I get three or more, I am automatically in a bad mood because her song just does that to me.

    I'll likely pick up Deathslinger instead eventually, same basic idea, no humming that is just intolerable to me.

  • @Dead_by_Gadfly said:

    Im going to farm. Survivors are usually down

    I'm really not sure how to indicate it when the "farm" is I need a bunch of hatchet hits.

    Had survivors give me...8? for free last game, wasn't enough. And as expected, I'm just in the worst mood I've been in in a month. I cannot stress enough how much her lullaby messes with my head. I hate it, so much.

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1373640#Comment_1373640

    If your going off ranking yes survivor is pretty easy compared to killer. But that's more down to killer ranking is not the best.

    And I don't disagree. But, a rank 1 killer must have performed very well in at least half of their matches to retain that rank 1 status. If I have not noticed a strong trend on survives versus escapes against such killers, then I'm comfortable saying my survivor games have been easier on average.

  • I think the act of vaulting causes you to leave "crouch" state. You can go back to it the moment you're out of the animation, but a slow vault definitely has you touching the ground before it's done, which would count for the trail.

  • My favorite Wraith build that I consider to be not what the meta would dictate for him:


    MYC, StBfL, Thrilling Tremors, and Surge. NO add ons (since I dislike being reliant on add ons).

    Starting with the obvious, StBfL is a great perk for Wraith since he has nothing going for him once he's in a chase, so the reduced cooldown on hits really improve his ability to chase. This synergizes with MYC, as you can potentially down the obsession in a single hit as opposed to two, conserving stacks. Plus, MYC is my "snowball" perk, allowing me to not tunnel and not lose momentum.

    Surge and Thrilling Tremors are my slowdown and finding perks...Surge is a guarantee to go off as you down people and saves a lot of time so you can get on to the next chase immediately (seriously, this perk is criminally underrated on M1 killers IMO) , and Thrilling Tremors is a minor slowdown perk and acts as a pseudo-BBQ at the same time, telling me where to go looking as an alternative to MYC for continuing the momentum.

    This build has had great success in red ranks, and combined with solid fundamentals on Wraith keeps the game rolling. Obviously if you get a terrible map for killers without map pressure you'll struggle a bit, but even on more neutral maps this build has gone wonderfully for me.

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1373621#Comment_1373621

    I would think that would be in part due to the poor match making.

    I've had the same experience, coming back less than a month ago. Even if it's a rank 1 killer it doesn't mean I won't have a solid game. I do not consider myself a top tier survivor by any means, and yet I quite literally cannot derank out of red ranks as long as I'm playing normally. That to me says it's easier as a survivor than it was before, when I admittedly had to tryhard my ass off to get the rank 1 achievement back in 2017.

  • This is one of a few reasons why I don't run teachables on survivors...too much grind for what would amount to a skin if I did use teachables. Killers are at least unique.

  • Definitely see more toxic survivors than killers. It's very rare that I'll run into a killer that I would consider toxic, while as in solo queue I wind up siding with the killer in post game chat fairly frequently when they get called out for toxicity when I quite frankly didn't find it toxic. Even with the multitude of threads complaining about Pheads facecamping cages, I never encountered one, or anyone that tunneled hard out of a cage. Whereas just in the few games I've played so far today I've seen a Dwight extremely mad and spouting obscenities at a Feng postgame for not killing herself on hook so he could get the hatch (which made me extremely glad I opted not to give him the hatch as I was thinking I would).

  • Really the only thing I would like to see is a reduction of size in some of the largest maps. The shrinking of Ormond and the general rebalancing made it fairly reasonable, I'd love to see Mother's Dwelling, Asylum (not Chapel) and other massive maps redone in the same way.

    I've recently come to the conclusion my best example of a balanced map is Coal Tower. Strong, survivor sided central structure, and generally a few strong tiles, but it's a small enough map it's not overly difficult for a killer to cross the map regardless of map control, and there's always a couple dead zones too. Experienced dominance on both sides on that map, and there's not that many maps that I can say that about.

  • Clarifying question: when you see your boyfriend getting shunted all around, is there a red diamond with a horse in it next to his perks? If so, then you're seeing Boil Over in action, which is one of Kate's unique perks. If you're both just starting out, then it'll be more common that people are running minimal perks, and have fewer teachables. Boil Over makes it so your wiggling shifts the killer a lot more, and they don't see hook auras that are within 10 meters of them while carrying them.

    As for why you're seeing less of that on PC, I can only guess that you're running into new Kates less frequently (so they have actual builds instead of just using what they have), but I also haven't played on Switch so I can't say for sure.

    If you're using Iron Grasp, that also decreases the power of wiggling moving you around.

  • I've definitely seen all four get out a few times. It seems to be down to how well survivors can find gens. If they find them efficiently it's a very survivor sided map. If they struggle to find the gens, it's a killer sided map.

  • @darktrix said:

    https://forum.deadbydaylight.com/en/discussion/163307/ds-off-for-the-challenges

    Yep, no DS = open season for tunneling by killers. They complain about DS because of misuse, but without it they are the ones that just exploit that weakness.

    Ah yes, every killer does that. Every one. Yep. So when I'm chasing a person as PHead and, as they're being chased, they uncage someone, and I mess up the ranged shot and only hit the person who was in the cage, me abandoning the caged person and continuing to chase the sandbagger means it's 5 survivors and 0 killers. Got it.

  • @indieeden7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1369100#Comment_1369100

    The thing is though, strength and the level of interactivity aren't exclusive qualities. Take Hillbilly for instance, he's one of the strongest killers in the game while he is also one of the most fun and fair to play against. Now let's go back to Deathslinger, as previously mentioned, he isn't all that strong, and I personally find that he feels unfun to play against due to a number of factors. I also wouldn't go as far as to say that faking an ability can be considered a "mindagame" due to the fact that the killer generally has time to react to what the survivor does and act accordingly (e.g. aim down sights and decide whether or not to shoot depending on what the survivor does).

    This is why my Deathslinger strategy is to not loop him if he's the type to go for shots. I've ran them ragged around the deadzones of the map dodging shots left and right and gaining a ton of distance after they miss and reload. If they get too close to me, find a pallet, drop it early, and keep running, since even if they do shoot me they can't get me at that point since I'm on the other side of a pallet. There have been relatively few slingers in red ranks that've been able to counter this strategy, to the point it's a genuine surprise when they do.

    Any killer that discourages the same old "run in a circle" strategy, but is countered by adapting to a more dynamic approach is one I fully support, personally.

  • Personally, I would much much rather have a killer like those three where there's interaction and a potential for true mindgames over another one like Spirit where there's far less interactivity for the same level of outcome.

    I think you counterpoint yourself when you mention Demo and DS aren't topping the charts in kills, despite having this fake out power. If they're not the strongest, than the ability to fake isn't turning them into a godlike killer.

  • So I'm still not sure what causes the random iron will, but I have, at least once, STOPPED the bug (only the random iron will part, not the rest of it) by crouching. Which is a really weird interaction to kill it, but there you have it.

  • They were actively trying to let you go. Each time they drop you you get some wiggle bar back, it’s the only reason to do that kind of thing. Literally no benefit otherwise.

  • @Spooky13 said:

    I just got him there and I'm a huge fan of everything but the head, there's barely a noticeable difference, it's red on red, kinda like Oni's P3 but even less noticeable. The body and knife are amazing though.

    My colorblind self sees a minor texture difference but that's it. I've gotten him to P2 50, was saving up for P3, I'm seriously debating it now...

  • I find killer more fun, but survivor far less stressful. So I wind up playing roughly equal amounts of both.

  • If they kept what we have on live but added the discordant high notes back to the chase theme I think it'd be the best version of the three. As is the total lack of high end is weird.

  • If it's a tryhard 4 stack I'd rather the game be over as soon as possible, a sixth gen just delays it more and lets the frustration continue for longer. If it's not a tryhard four stack, then I don't think they should be punished for just playing with friends.

  • We currently don't know for sure how it's going to work, but I can't imagine people would be too happy if they had to buy all the DLC again on a different platform. I'm willing to buy the base game again once cross progression is out, but I'm certainly not doing that if all the DLC is locked on that one regardless of the fact my account has them all unlocked.

  • It's pretty much the last thing you said. If it exists, the killer has to be extremely mindful of when they last saw you get unhooked. If there's an obsession, the killer has to act like everyone has DS, or else you're not going to be happy when you're getting stabbed.

    As a killer, I find it's most effective on me when the player doesn't act like they have it. By this I mean, if you jump into a locker so you get it for free you're announcing to me you have it, so I know to not pick you up/open the locker. If you hook rush, I can tell something's amiss since injured people generally don't do that unless they're under pressure. But if I'm chasing someone else when you get unhooked, I down that person and hook them, and then just happen to find you next...I'll just think you're unlucky, and am far more likely to pick you up (because I swear a minute is three minutes if I'm not meticulously tracking it)...the problem is this is the scenario where it's extremely frustrating to GET DSed...it's not tunneling since someone else was hooked, and I just happened to find you next, it's not like I hunted you down specifically and ignored a third person.

    As a survivor...I've ran it like twice. I don't use teachable perks on survivor and I'm not a huge fan of Laurie so just haven't had the games to really try it that much, so I can't comment too much on that end.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1365550#Comment_1365550

    Should just direct em to that Scott Jund video. The guy did a pretty good job at showing EXACTLY what was missing.

    I have a bug report doing that exact thing, and I know there's a more popular bug report doing the same thing

  • A mod briefly asked for specifics yesterday, but otherwise afaik no official response has been given whatsoever.

  • Personally I’d rather see them shrink maps. When maps are too big, gens feel like they go too quick. Can’t remember the last time I felt like gens flew on Rancid Abboitoir though, since that map is fairly small.

  • @TheMonadoBoi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1365002#Comment_1365002

    I'm just amazed they're still pretending everything's fine and we don't need a break from new chapters and have a real, fully fledged Operatio Health.

    I would absolutely love a “chapter” that was one big ball of bug fixes. Call it the “revitalization of the fog” chapter or whatnot.

  • Chasing purely based on sight has been absolutely miserable the last couple days. Once I finish the killer side of the archives I’ll probably move to pure survivor for a while, even though I really want to master PHead.

  • It's an active denial of points for the killer, as well as emblems. Emblems are earned through hooking, and bleeding out gives far fewer points to the killer than hooking and sacrificing them would. It's effectively one last moment of spite in the face of losing the game.

  • I fully support this idea. If the goal is to make it so survivors are both aware that something has happened, and make it so they play differently and the killer has more options, then this actually succeeds in both of those as survivors are told when they become oblivious, and the killer isn't broadcasting their position globally to everyone (and broadcasting where a gen with progress is too which is detrimental if it was only one person who knew about it). This would be a nice buff to the perk and actually allow for mindgames - and would even synergize with the one achievement added with him to take down survivors suffering from oblivious.

    I can't really see a downside, and it actively keeps the functionality they wanted where the survivor at least knows something has happened, without compromising the point of the perk, which is to become hard to predict.

  • That's how many of her cosmetics you have in relation to how many there are. Same for all the other characters.

  • @Orion said:

    I get the idea that survivors should probably be made aware that the killer is roaming while Undetectable, but there's a very simple way to make it work with this idea in mind: instead of making the killer Undetectable, have all survivors become Oblivious and remove the aura.

    It's the same idea, survivors still become aware that the killer could come from anywhere at any moment, but now they know that they won't hear the terror radius or see the red stain.

    Please make an official feedback about this change, that would be an excellent rework of this perk and I would fully support it.

  • @lucid4444 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1363411#Comment_1363411

    Jesus.. did they even test the map with every killer before release?

    As a retired Nurse main, if a new map ever works perfectly with Nurse I will eat a sock.

  • Can confirm, I'm very reliant on sound as a killer and since the patch I've been losing people way too easily if they manage to mislead their scratchmarks at all.

  • No, that’s expected, no need to worry, Peanits (community manager) was confirming there was no issue with this yesterday. Just note you won’t be able to earn more BP until you go below 1 million.

  • They play relatively similarly, and both have two good perks (and one bad one).

    Myers has Save the Best for Last which is really good on any killer that relies heavily on their M1 to down, made better by killers with an alternate attack such as Demogorgon that can be used on the obsession to not lose stacks. He also has Play With Your Food which is more situational than STBFL but still good on some builds.

    Ghostface has Thrilling Tremors, which is an excellent alternative to BBQ that has some built in game slowdown, and I'm All Ears, which gives limited wallhacks which is excellent for mindgaming and on killers who can work around walls (Nurse, Spirit, Pyramid Head).

    Personally I'm better with Myers but that's because he's got the lower skill ceiling, and I'm not great with either of them, but a lot of people find them both really fun. So if you're not leaning one way or the other I'd go based off of the perks personally.

  • We're pretty sure that's a bug with the new map - it's not supposed to be literally unreachable. So unfortunately you just got really unlucky with that spawn.

  • The Deluxe edition comes with the soundtrack, an art book, and a couple of masks for Payday. So if you don't care about anything except actual in-game content, you're better off not getting the deluxe.

  • Oh god, the patch broke matchmaking again? That's a bug from wayyyy back in the old days, where the "allowed rank" wrapped back, so red ranks could encounter gray ranks. Something I'm very unhappy to see back.

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