Malkhrim
Malkhrim
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- Malkhrim
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I like playing sneaky Wesker, but for that I usually use an offering to either Lery's or RPD, since those maps are the best ones for stealth (Lery's is definitively better).
Add-ons: Bullhorn to make survivors oblivious, Helicopter Stick to reveal their aura.
Perks: Lethal Pursuer (with that, when any survivor uses a spray, I see their aura for 10 seconds, and they are oblivious for the whole time and more), Dark Devotion, Sloppy Butcher (a good way of sneaking up on survivors is doing it while they waste time healing), and then I use Pain Resonance to keep some gen regression on the build, but I could use it with A Nurse's Calling to make a full stealth build.
I have tested other version of this build, with Dark Sunglasses and Uroboros Virus for add-ons and Plaything/Pentimento instead of Dark Devotion/Pain Resonance, but in my experience this one is less reliable because the aura reading only lasts for 6 seconds and only if a survivor let's the infection reach its maximum, skilled survivors will rarely let that happen and make your add-ons useless for most of the time.
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...and you'll never be the same again!
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I just had a match as Freddy in Eyrie of Crows and... damn, day turned into night. Seriously, it looked like a night version of a daylight map.
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/3277434#Comment_3277434
This. This is what I've been saying for a while: the current boon system as it is is just not sustainable. CoH is too strong, but if it's nerfed to the level of the other boons, almost no one will use boons anymore.
It was similar with scourge hooks. We never saw them when they were brand new, because Gift of Pain in its original state was too weak (with pre-buff Hemorrhage and only 9% action speed penalty). Then we got Pain Resonance and suddenly they became popular.
The other boons besides CoH should be buffed and then the boon mechanic as a whole needs some adjustments so killers can deal with them more effectively in one way or another.
Funny enough, a similar thing already happened to Hexes. Ruin was the only largely used Hex perk, then it got nerfed and Hex perks became extremely rare, since having a chance to lose your perk at the first 30 seconds of a match makes it not worth when compared to many better perk options. Of course, another reason this happened is that survivors are memorizing more totem locations and looking for them earlier due to Boons.
The difference is that Hex perks at least have a chance of having some value and can fit specific builds. Pentimento and Plaything are also pretty good for working differently from other hex perks. The other Boons beside CoH can be useful, yes, but they are too situational regardless of build.
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To be really honest, there was a time they seemed to be survivor-sided: way back in 2018. And I don't say that because of the really unbalanced state of the game back then, I said that because they would sometimes make some quite dismissive remarks about killer complaints and requested changes. The worst comments came from the game director. He suggested DbD perk meta was ok because every game had its meta and said "I don't think Decisive Strike is going anywhere" (Btw, DS was REALLY broken back then. It was active from start until used, with no requirement to be hooked first). Of course, there was also the infamous "play another game" when he was answering a question about improvements for the stressful killer experience. The comment received so much backlash in the community he had to apologize, but later in the same year he called out a comment about the game being survivor-sided during a stream, laughed it and argued that survivors had a harder time based on some really vague data they had shown about individual survival rates (they didn't show kill rates per match, didn't even inform when the data was collected , and the stream was right after a really bad Halloween event when survivors where farming and killing themselves on the hook). I don't remember him being as dismissive with survivor complaints. As a matter of fact, one year earlier, Freddy had been nerfed to the ground ONE PATCH after his release due to survivor complaints. Meanwhile, they took years to nerf DS amidst multiple killer complaints and, when they finally announced it, they planned and tested ways to rework it without ruining it for a year before releasing.
However, the way the devs balance the game and communicate with the players changed and improved a lot through the years. I think the latest changes should make quite obvious that today they listen to feedback from both sides. Base-kit BT, buffs to Legion and Ghostface, increased generator times, Dead Hard nerf and Tinkerer nerf were requested by survivors and killers for a long time, and the devs delivered.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3276697#Comment_3276697
THIS
It's so annoying. I've broken so many walls that I never want to break. And the power isn't responsive at all. Like you said, you can't be standing in the collision box of anything, but there's so much damn clutter on so many maps. Trolling is a good word for it.
And let's not forget, you usually want to use it as fast as possible at a loop, but you can't if you're too close to the loop's wall. That's probably the most annoying part.
And it's quite ridiculous that the guards can't just spawn too close to a wall, considering they will walk right freaking through it if they see a survivor.
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@GeneralV said:
I remember Ghostface's PTB. It was really pathetic how weak he was.
Twins on the other hand were just a miasma of bugs on their release.
I don't know much about the Knight, but is he really that bad?
I wouldn't say the Knight is as pathetic as PTB Ghostface, but just like him, he has a power that doesn't work as intended, doesn't do what is supposed to do, and has so many weaknesses it's made almost obsolete.
He is also not as buggy as the Twins, but... probably still the second must buggy killer I've ever seen on release, even more buggy than Wesker. He has a chance of losing the power his whole game or its sound bugging and becoming constant. There's also a bug that makes him abnormally fast. The visuals effects of his powers are also bugged and become permanent on spots of the map, and the detection of his guards is quite inconsistent.
There's also an issue where his powers seems to be unusable whenever the knight is too close to any object or wall, so pressing the powers button only for nothing to happen is quite common.
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@Pulsar said:
Maybe?
Sometimes they do, sometimes they don't, like you said.
If you want my opinion, I think they need LoS.
so... maybe they sometimes detect a survivor through a little hole like the gaps in the shack's barred windows?
Well, that's awful for an AI you don't have any control over.
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Wait... I'm pretty sure that's not the case with the Twins, right?
It doesn't make sense for the Knight's power not to function like the Twins' in this case. Both of them take the player's camera elsewhere, so both should function the same way with Make Your Choice. The way it is right now is bad for the sake of consistency.
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@Volcz said:
If they're holding you hostage, its likely they are bullies or you did something so they think you deserve it. Did it today to a Huntress who camped and tunneled an Ace (all solos) immediately upon hooking him. Saw cause Kindred. Didn't go on anyone else, despite me and the others taking hits for him, trying to grab the killer's attention, or doing gens right in the killer's face as the Ace ran by. Huntress got the Ace at the very end when we powered gates, the 3 of us remaining got out (after waiting for EGC's bar to get to 1%) and sure enough the Huntress decided to talk s*, laughing and making fun of the Ace for dying. Context matters a lot.
Either way, simple solution is to force them out. Alt tabbing is just contributing to the problem. Like if you won't help yourself then ?? I guess keep alt tabbing.
If by "holding you hostage" you mean waiting at the exit gates and refuse to leave, then they definitively don't do it because "you did something". In my experience, most of the matches where survivors escape through the exit gates have one or more survivors who waits at the exit gate for a long time. I see it happen as both killer and survivor. I have even seen a case where the killer was clearly having a bad game, so he let us do the last gen, openned the exit gates himself and went to a corner of the map to wait for us to escape... I left right away while the others, all healed, kept clicking their flashlights and vault-spamming near the exit to taunt the killer.
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I just open some other stuff to do with my computer while I wait. EIther that or I get up and do something else for the remainder of the EGC. Unless I'm playing Huntress. In this case, I practice my long range Hatchet Throws and try to get progress for the Skilled Huntress achievement.
I find funny that so many people complain that doing a gen for 90 seconds or being slugged in the ground "boring" and yet, when survivors escape through the exit gate, there's almost always someone who will wait for 2 full minutes in the exit gates while doing absolutely nothing.
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Oh, and by the way, new RPD fits the best case scenario (might actually be the best map rework in the latest two years). It improved map traversal and reduced map size, but still added issues like gens with some huge visibility that are really hard to defend with M1 killers and made two map variants that make memorizing your path in it more confusing. It improved greatly, but yet it doesn't seem to me the community likes RPD now. These aren't good maps, just aren't as terrible as old RPD.
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@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/comment/3261976#Comment_3261976
To be fair you can already do this with sole survivor + wake up combo so
And that doesn't need to become basekit at all. Today you can do it if you give away 2 of your perk slots for that, a reason people don't use those perks often, and it should remain that way. If survivors had that benefit every match, it would be almost always impossible to stop a survivor from opening exit gates after closing the hatch.
Also, the combo increases the opening speed by 75%, not by 100%, which would be the equivalent of OP's suggestion.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/3261976#Comment_3261976
I have 2,322 hours played in this game as survivor. I have never been able to hide by the exit gate and open it in time before the killer got there after closing the hatch. "Got away for free" is a myth among killer mains when the last survivor just so happens to beat the odds and escape. Keys now are largely useless. To get any value from a hatch key now you have to be the last survivor and find the hatch before the killer finds you after its closed. I can't play a key every match as a backup plan in case I am the last survivor. At that point it basically becomes a BP dump because you're playing it hoping you won't die or lose it before it can even be used.
I know survivor is a team game, but often times I don't really have a team and end up being punished for other people's failures. The killer is then rewarded further from your hopeless situation. It sucks when you're giving your all and your team is giving 1/10th of what you're giving and you end up paying for it. The current end game for the last survivor feels unbalanced and unfair.
Ok, a few points: first, I was referring to what would happen with your "exit gates get instant 50%" suggestion. Yes, in that situation, you would get away for free in almost every situation. The huge majority of killers has no way of reaching an exit gate from a hatch in less than 10 seconds, unless it spawns right in front of one.
Second, that can already happen today. Okay, maybe you never saw it happen like that, but I did and I escaped like that more than once. There are also perks that make it easier if it's bothering you so much.
Third: yes, keys aren't an easy escape anymore, which is good. You suggested yourself the key should spawn in the map for a "solution". Well, if you really believe keys would make your life easier in that situation, just bring them yourself. There's no need for a free key to spawn in a map.
Fourth: team games are aways like that. If the team is not that good, you go down with them. Still, DbD gives you a CHANCE of escaping against a killer that already won by beating everyone together. Again, a CHANCE, not an advantage, you're not supposed to get that.
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What if? Then one of the tactics killers can use to get an advantage over actually good survivors will be gone, and since going for hooks is not viable against the strongest SWF teams, killers would have to be buffed in a way that made the 10-12 hooks playstile more viable in high MMR.
Oh, but wait. Know those solo survivor games where the killer destroys everyone even without camping? Well, those would happen even more often. Since the average solo teams aren't very good, they wouldn't need to get camped to get destroyed.
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Exit gates powered to 50% would be WAY too easy to escape. Are you the last survivor? Hide right by and exit gate and immediatly start working on it when endgame colapse starts. Voilá, you got away for free. A key spawning at random would also put the killer at a disavantage, having to patrol both exit gates and the hatch, even after ALREADY having completed the step of finding the hatch. Want a second chance for the hatch? Bring the key yourself. The hatch is there to give the last survivor a chance, not an advantage over the killer.
The hatch is fine for the last survivor. If anything, the hatch change made harder for the killer to prevent a hatch escape. Before then the killer could slug until they found the hatch, then sacrifice the slugged survivor, go back to the hatch and close it. Even if both killer and survivor reached the hatch at the same time, the killer could close it BEFORE the survivor could jump. The killer doesn't have this advantage if nobody knows where the hatch is. The positive change made for killers was that it made so keys weren't broken and uncounterable anymore, that was perfect and should remain that way.
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This thread is from a year ago. And the devs keep ignoring the chat filter problem. Yikes.
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The saddest part is: Badham was the first map to be reworked and still has a really problematic design.
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I really dislike the idea of removing map offerings because some builds only really work on very specific maps... like most stealth builds, which includes Jumpscare Myers, which involves a quite popular and unique playstile. Scratched Mirrors is a meme add-on in any outdoor map, but since there are only 5 indoor maps in the whole game, the chance to get one via RNG is really low. To make it worse, the only map that is CONSISTENTLY good for stealth builds is Lery's. Gideon's upper floor has a ridiculously open area with really good visibility, Midwich has long corridors there are impossible of entering without being seen and both maps from new RPD have some gen placements that can't be approached out of line of sight.
By the way, Scratched Mirror Myers is the one affected the worst by map RNG because he is too slow in Tier I, but every stealth build loses effectiveness in most maps. That is specially hard on killers with oblivious/undetectable add-ons like Demogorgon, Nemesis, Wesker, Twins and Pinhead.
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Technically, it's tunneling... but that doesn't mean it's wrong or your fault. The struggle to win matches in DbD involves taking advantage of your oponent's mistakes. If someone unhooks in your face, the best option for you is usually to go to the hooked survivor. There's nothing wrong in taking advantage of that and there's no rule against that.
One of the problems in the DbD community is that people love to talk about certain killer tactics as if they were a big transgression or something. They aren't. Sure, being tunneled isn't fun, but a lot of things killers have to deal with aren't fun as well. That doesn't mean you shouldn't do it.
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Jeff and Wraith are my first picks for this.
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@sizzlingmario4 said:
Couldn't agree more. The regression increase from 6% to 10% was good but the Incapacitated is just way too long now. It was already a poorly designed perk even before it got buffed but no one really used it so it wasn't talked about much.
I think they should decrease the incapacitated effect to 15 seconds or a little less, and compensate by increasing the regression to 13-15%, since the main problem with it is how awfully much you get penalized by the incapacitation. It's a time you become almost completely useless, as you can't even do a totem or heal to compensate for not doing gens.
Eruption used to be useless because both values were pathetic low and didn't compensate for having to kick gens or the cooldown. If the regression is good, the incapacitation shoudln't be so freaking long.
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Once I was paired in old RPD with SWF and one of them was a streamer. At some point, I got hooked and they spent some of their time healing, but most of it was wasted clicking and teabagging the killer for clips. None of them even tried to come to my rescue and I died on my first hook.
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@HellDescent said:
Sure, once they agree to stop facecamping.
Facecamping zombies aren't a common thing at all. They were at the PTB, you rarely ever see something remotely close to that today.
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With all due respect... this is one of the worst ideas I've ever seen on this forums. If you could gain BP on custom matches, some people would keep farming again and again with their friends and there would be less public matches. So, no way in hell.
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@sluc16 said:
I think in general he is fine, the only thing I considered an issue is for how long he can hold his second dash after missing the first one, is just too much advance to aim and even move around a loop to use the second dash, he shoula be forced to use the second dash faster like the nurse. Also is dumb that after missing the first dash he can cancel his power without using the second, which is not fair, he is already using his power, he shoud be forced to use it completely and not be able to cancel it mid use
The time between his dashes is more of a weakness than anything else. His time to aim is still quite limited, he can't charge it like the Nurse (it's instant, so there's a need for more precision before even pressing it), he can't control his distance like the Nurse does and he can't go through objects, so he only has a short time to turn around and aim at a survivor before he runs out of time or the survivor simply enters behind an object, and if he misses he goes a long distance away and has to wait for a 12 seconds cooldown, so he's punished far harder for misses than Nurse. It makes sense that he gets more time than she does. And by the way: he only gets HALF A SECOND more than her unless he uses a green add-on, but even with that it's still not so easy to maneuver around certain loops.
Also, don't forget decreasing the window would also decrease the time he takes to "cancel" his second dash and go back to chasing normally. That can actually make him more deadly everytime he lands the first dash near you and you're behind an object.
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I remember League of Legends used to have that, and people used that only to "thumbs up" their skilled allies while raging over the chill casual ones. I don't think it works at all.
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@sizzlingmario4 said:
As far as the high pickrate you mentioned goes, he was very popular around release and is still played often, so it makes sense for him to have such a high pickrate. In the coming months, that number should drop a bit.
A similar effect applies to the kill rates. People don't know how to counter him yet, and the stats are from his first month in the game. So of course his kill rates are going to be high.
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Honestly, this movie left me extremely frustrated. I don't think it's all bad, I appreciate they tried to make something new, but the story ended up not fitting Halloween. It seemed more like something made for a standalone film. If anything, I think it could have worked quite well as a standalone, but it didn't work with the franchise's story. The beginning and the middle builds up an interesting story of its own, but wastes what could have been a more fitting conclusion for the franchise. Then the end ruins this interesting new story by trying to put more Halloween into it. And there's more, there's a lot wrong with this movie, actually.
Corey was a nice character, but his story didn't really need the Halloween name or Michael Myers. He could be in a movie with another name and meet an original killer stablished by the movie in the sewers. Michael wasn't even needed as he barely appeared in the whole movie. Let's be real, after Halloween III, the franchise became about Myers. Isnt't it weird that this movie tries to follow his story (unlike Halloween III), but at the same time makes the movie not about him? That seems like something for a spin-off, not a franchise's final entry.
Anyway, the movie tries to make the story fit into Halloween by presenting character lines that connect it to the events of the previous movies (tell, don't show?)... but the connection simply doesn't make sense. The introduction is pushed by a mean kid making a prank. There's some tallk about he being traumatized... but we never really see evidence of that, he seemed just like a spoiled kid trying to do really wrong things. Then we see a bunch of people blaming Laurie for some stuff she definitively didn't do and had little reason to believe they did. She didn't "taunt" or "provoke" a guy that was locked away from her for 40 years, and the "paranoia" she is blamed for was spread far more by Tommy and a bunch of other people in Halloween Kills. Allyson, of all people, should know that. But the worst one is still "they needed another monster after they lost yours". THAT DOESN'T MAKE ANY SENSE. Someone who killed a kid would be hated anywhere.
Michael was presented in Halloween Kills as this manifestation of Evil that couldn't possibly be beat by brute force... only to look like a tired old man in Halloween Ends, to the point he was free but didn't go out for 4 Halloween nights in a row. So all of sudden the brute force HAD actually worked against him? Or he couldn't be beaten by bruteforce but the passage of time still did the trick? That's really anti-climatic for an old man who was tanking shots to the head and punching through doors two movies ago.
But besides that, Corey was a nice new character who was being develop to become "the next shape" or something, so we expect that to pay off in the end, right? NO. It's almost like the writers got to that point and thought "oh yeah, it's a Halloween movie and we promissed a final battle between Michael and Laurie", so Corey is just killed right away and wasted. Michael is brought back on the last few minutes to an ending that just doesn't work well with the rest of the story so far, only to be killed (the fight was cool, sure, but nothing close to the one in Halloween 2018). And then, in a moment that seems quite absurd, the police simply agrees to make a procession exhibiting his corpse.
That's another big flaw on the writing: Laurie was the only character who actually acted like an actual human being. Many of the others seemed to have a literary, even poetic view of reality, making speeches about how much Laurie and Michael were alike, making connotative comments about monsters and masks, and then having no problem in helping to drag the bloody and burnt corpse of a serial killer. Even the police agrees with something the law would never allow. Come on, all these lines and actions would make sense for Laurie, but not for any other character.
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@humanbeing1704 said:
I thought it was solid
https://us.v-cdn.net/6030815/uploads/I72MIY64O8CU/294cbf54-51a4-487f-a11a-99610d23f792.jpeg
My personal tier list of Halloween movies lol
Besides the new trilogy, I still haven't watched any movie after Halloween 5 (That movie is so bad it pushed me away from the franchise, I need to gather the strenght to finish the second trilogy before I continue), but come on, Halloween III is not that bad. Sure, is not about Michael, but Has a better story than Halloween 4 and 5 for sure.
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@TheArbiter said:
Artist being kinda low in top 5% surprises me the most
She is strong, but there is a need to be really precise while playing her, top MMR survivors usually know better how to fake their movement, get out of her line of sight to hide information and Dead Hard at the right time. Even the best Artist player may end up making mistakes against such plays, and that can be quite punishable.
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@Dwight_Fairfield said:
https://forum.deadbydaylight.com/en/discussion/comment/3233541#Comment_3233541
Most killers suffer if you don't bring add ons. But I think even without add ons Mikey is not worse than several other killers without add ons.
Btw I'm a Myers main and I rarely use infinite tier 3 and I never use tombstone piece. I know several Mikey mains who stream and you can check out their vods and see the same is true for them too. I think its a fabrication that most Mikeys bring them. If they did they would have been nerfed when they gave him an add on pass months ago. Instead they actually buffed regular tombstone.
But Michael's problem isn't exactly that he suffersfor not bringing add-ons. It's the opposite: most of his add-ons are OK or have little impact, but then he has two add-ons that are outrageously strong, and the frequent use of this two add-ons alone can grant a lot of wins for him. It's hard to have a low kill rate with that.
I obviously don't have any data to know for sure if almost every Michael brings Tombstone Piece or Fragrant Tuft of Hair like the guy above said, all I can say is my personal experience, and lately almost every Michael I face ends up mori'ing someone with Tombstone or having Infinite T3. Since they are so strong, I think it makes sense to suppose many users of this add-ons reach high MMR.
About Judith's Tombstone nerf, I suppose the add-ons was used far more frequently in a combo with Fragrant Turft of Hair, which is even a little underpowered combination and possibly had a low kill rate. Afterall, there wasn't much reason to use Judith's Tombstone with any other add-on since Tombstone Piece was better in every way.
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@Nun_So_Vile said:
https://forum.deadbydaylight.com/en/discussion/comment/3233144#Comment_3233144
Same. I guess his superior anatomy really does make him a cut above the rest
Wesker pick rates reaching complete global saturation.
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I knew Wesker was being played a lot recently, but...
Holy shoot, 25% pick rate at top MMR. That's a huge lot.
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Taunting dances and rage metter?
You just want DbD to become Friday the 13th the Game, don't you?
My answer is: hell no!
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@altruistic said:
Bring a flashlight. Run Off the Record.
Hit one flashlight save and watch killers become Dora the Explorer searching for Swiper. It’s hilarious, and it works.
Now that I think of it... wouldn't Parental Guidance also make harder for the killer to track the DS user, since no scratch mars would appear aftet the stun?
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Michael's Tombstone Piece.
Seriously, almost all the insanely broken things from the game's past have been nerfed, like Insta-heals, Ebony Moris, keys and Iri Head. For some reason though, Tombstone Piece remains untouched. I like the mechanic of instantly mori'ing survivors where they stand, but you should need to work harder to make that happen so you can't just mori someone in the first 2 minutes of the game. The Judiths Tombstone + Fragant Turf of Hair combo is fine, though, and I think that should stay.
Styptic Agent and Anti-Hemorrhagic Syringe
Sure, they aren't instaheals anymore, but Styptic Agent stills allows you to extend a chase by one hit and Syringe can still heal you mid-chase. Both this effects are insanely strong and sometimes they simply leave no room for counter (try waiting for the effect of Styptic to wear off when the survivor is near a god-pallet. Good luck).
Hooks Breaking Permanently
They are one of the reasons why sometimes you need to slug the last survivor untill they bleed out. It should never be impossible to hook someone unless a survivor is actively acting to make it harder for you (like body-blocking, sabotaging and blinding).
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Do you want to make a weak killer even weaker? No, nothing sounds more pathetic than completely disabling a killer's power just by constantly looking at him.
"it doesn't make a lot of sense for Ghostface to "stalk" people who know he's there"
It also doesn't make sense for survivors to be hung on a meat hook piercing their chest and then still be fine and run away at full speed, or to STOP BLEEDING from deep wounds when they are running, but that's how the game mechanics work.
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Oof, I never saw this, but it seems horrible. This map already has the worst hook placements in the whole game.
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Jane, Kate and Ada are the top hottest.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3230846#Comment_3230846
Shackle/Ear combo is absolutely the best and can get so many jump scares.
Doesn't Disfigured Ear warn the survivors when they step in traps, though (because they realize they got deafened)? For this reason I always thought it would work against Rusty Shackles, but never went against it to confirm it.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/3231025#Comment_3231025
Jerking the camera around without the players control has always been considered bad camera design especially when your camera orientation controls the direction of your character.
You can even look at elden ring when fighting certain large opponents if you use your lock on I makes the camera jerk around. No one was like oh that's intended to make the fight harder nope its considered crappy camera controls.
I have important news for you: DbD is not Elden Ring.
Disorienting effects exist in multiple games and are not bad design by default. You are not supposed to have full control of the character 100% of the time when there are effects intended to take that control away from you for short periods of time.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/3230847#Comment_3230847
People always forget how incredible Hag can be at defending totems. Devour, Ruin, Undying, Haunted is still really really good on her.
Thrill used to be great for Shackles+Mint Rag build too. You could have two hex perks, one of them being Thrill. A strategy I found funny was to trap both totems and, when someone approached to cleanse them, one of two things would happen:
If they triggered the trap, they wouldn't know, and you could teleport behind them from anywhere on the map and hit or grab them.
If they crouched and didn't trigger it, who cares? Thrill would warn you, and you could just teleport there with Mint Rag and either hit or grab.
But then they removed the notification from Thrill to stop it from countering boons, and a totem that was only useful in very specific builds became borderline useless. 😢
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@Chocolate_Cosmos said:
Yea it should.
26 seconds of not being able to do anything at all just because you play Solo Q is too good and unfun.
Buff a bit the regression ammout to compensate and make it more worth it againts SWF groups.
Yeah, they should reduce the time the survivor remains Incapacitated but increase the instant regression.
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@Xernoton said:
Trickster's main event is not weak. You shouldn't underestimate the damage you can deal with it. The main problem is that you have to micro manage exactly when you want to charge and use it. Charge it too early and it might run out without you getting any use out of it. Use it at the wrong loop or tile and you can't really hit a survivor. But if done right, there is pretty much no chance the survivor gets out of this situation without at least getting injured. Have you ever seen what main event does in basement scenarios? It's incredible how strong it gets.
The problem is, Trickster is a 110% killer that charges main event by simply using his damaging ability. That leaves you with little room to control when to charge it, and after it charges it's gone after 30 seconds and there is a good chance you will be in no good position to use it during this time.
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What I hate about Trickster's main event is that it's designed in a way that almost never has any value.
Sure, the ability is situational. Sure, you should wait for the right moment to use, so you can just shoot survivors in a straight line and quickly get downs.
But there is one problem: you need to work to be able to even use it. When the bar is filled, it only remains active for 30 seconds, but there is a good chance this timer will start right when you down a survivor, so you have to slug to have any hope of getting value from it.
So, Main Event only becomes usable for 30 seconds a few times in a match, but even when you finally CAN use it there are many situations and tiles where you SHOULDN'T use it. By the time you find a good position to use it, it will probably be gone.
An ability that almost never does anything and can even backfire is just badly designed.
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Nah, Yui is just praticing some Michael Jackson dance moves. Nothing strange here at all.
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@Dwight_Fairfield said:
https://www.youtube.com/watch?v=4DfYaDMTDZM&
Really captures the atmosphere of the original Halloween movie.
Yeah, Halloween trailer is unbeatable.
After Halloween, I think my favorites are the following:
- Portrait of a Murder (Artist) trailer is simply beautiful:
2. Roots of Dread has a great horror movie vibe:
https://youtu.be/KSXe4PgKufA3. Resident Evil has the four most iconic RE protagonists. It also has Meg being yeeted and that's way too satisfying.
https://youtu.be/m45Hi70RdLo -
@CoDismylife said:
6.1 was a massive failure and didnt bring the hoped results. At the same time survivors are not having fun anymore and Q killer all the time or not even launch DbD. Very well seen at the constant BP BONUS incentive on survivor side aswell as all the complains and general low motivation of survivors to just give up.
And if that wasn't enough bhvr continues with this trend in the next patches. Amazing.
6.1.0 shifted the meta and brought more build diversity to matches, as intended. It also made killers more of a threat to be reckoned with and increased the kill rates, again, as intended. It gave better rewards for prestiging and reduced the perk grind. Sure, it didn't reduce the general grind, but that was fixed by the patch that followed it, massively reducing bloodweb costs.
So, unlike what you say, 6.1 was a success and brought the intended results. The number of survivors dropped in comparison to killer? Sure, but survivors are still the majority. Don't forget the BP incentive doesn't increase when one side has more players than the other, but when the number of each role isn't 4 for each killer as desired. Survivor BP bonuses don't mean there are more killers, but that they aren't outnumbered in 4x1. And there are times at night when killers have a 50% or even 100% BP bonus, which means the number of survivors is WAY higher.

