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Nayru

Nayru

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Nayru
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  • uh try propnight i guess, it's pretty cute

  • i think there's a lot of people wishing their damnedest that the wearable exoskeletons are fursuits that are desperate for this validation of such

    i for one deny our cringe overlords

  • uh hello crypto is the future of life love the universe and all of time itself it is very much 42 yes

    obviously


    i guess



    you posted the thread, i came

  • @Squirrel_Thicc said:

    I'd rather destroy the environment, waste all my money, and donate to a scam industry than have a furry killer in this game. Sorry I will always die on this hill

    silly rabbit, corpses in robots can't be furries





    i think

  • give non-webp version plx

    even though spirit's about to get ganked i desire all the cute art because spirit's a big part of why i even got interested in the game

    on the actual thread subject note, i'm not surprised, and [vague statement + deflection] 'and that's all i can say about that' was a bit of a red flag

  • @Vampwire said:

    https://forum.deadbydaylight.com/en/discussion/comment/2567208#Comment_2567208

    https://forum.deadbydaylight.com/en/discussion/comment/2567227#Comment_2567227

    He spent way too long committing to Cheryl and didn't capitalize on Corrupt by searching gens. The whole point of Corrupt is to cut down your patrol route, yet he sticks to the Cheryl in the part of the map where she can't do anything. It's actually really hard to tell when the match starts because of how the video is cut. But it still supports my argument of killers not managing time well. CM chose a bad chase in a bad part of the map and the survivors were efficient by splitting on 3 gens. All of this was his fault for making bad choices, not the survivors.

    of course he committed to cheryl, the chase started with an instant injure on a killer like that, it's just that the map baits you into thinking that surely there won't be another god loop around this corner as well

    and speaking of the map, it's rancid abattoir you realize, there's hardly any 'bad part of the map' to be chasing someone in and the difference in swapping off cheryl to go perturb gens is cheryl gets on a gen and you're back to square one without a lucky insta-injure probably

    that's also not in the slightest what corrupt is for but everything else you posted is so further far-removed that it's hardly even worth touching on

  • @SabunoHakia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2567236#Comment_2567236

    No perks need to counter perks such as strider nulls a % of the iron will by however high the perk goes making this a fair balancing aspect but that won't happen.

    well the devs have consistently changed survivor perks to take priority over killer perks like how stridor now doesn't work vs iron will, so..

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2567726#Comment_2567726

    So it's less about going into the game with casual mindset, and more about finding that they don't have a huge stomp early on that allows them to goof off anymore?

    Hmm... I suppose I can see where they're coming from, even if I don't agree.

    my biggest irritation is that there's far more cases of people being left to second stage by adamant genrushers that trade someone's state for two gens popping --> one gen left or something akin to that

    and then because they gave survivors perfect hook state information but expect killers to be robots or just not care about stages ever i find myself punting people out of the game WAY earlier than they should've been in a matches i've determined i have no chance of losing so do not feel the need to gank someone out of it 2.5 minutes in and would've left them on ground or dropped them if i realized they were death hook when they really shouldn't've been

    they're never going to give the killer any agency in this regard despite very clearly being mechanically the allower of access to chases/unhooks/stealth/like.... playing the game itself

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2567702#Comment_2567702

    I suppose I empathise with that, but if you're screwing around surely that means you're accepting that you're probably going to lose? That was the case before SBMM too, after all, I don't see how that's changed at all. Hell, the solution to this problem is also completely separate from MMR, so I suppose that people just aren't correctly identifying the source of their problems? I'd believe that.

    https://forum.deadbydaylight.com/en/discussion/comment/2567703#Comment_2567703

    But why would you start sweating if you don't care about winning and you're just there to have fun?

    you misunderstand, you find out you can screw around when you get 2-3 hook states (or god forbid more) in the first minute of the game with nobody on a gen

    this is a bit of an exaggeration but by the end of your first chase you generally have an idea of what the doomsday clock is set to, and ever since sbmm as with the pig's rather oppressive addon, the timer is almost always tampered with

    if you start out screwing about with a bit of a meme build you never really know what you're going to get but in sbmm it's a large quantity of rating loss that will still have you going against 'hold m1 until they force me to deny the grab' gamers for far longer than you'd expect

  • @Shaped said:

    I feel dumb because I don't understand.

    Billy is nerfed into the ground and Nurse is the strongest killer. Survivors feel happy going against either of them?

    I don't know what this means.

    it's a very reddit post





    but then you probably wouldn't get what i mean by that either

    it's a low-effort bit about how hillbilly/nurse are rare killers to go against with a dumb image because rare killer sightings are good i guess

    but nurse isn't nearly as rare as hillbilly, neither of these are rare at low-mid mmr and a good nurse is unbelievably miserable to play against and completely and utterly dominates anything people could say about spirit who people will happily moan for many paragraphs about, so ?

  • and then everyone dies at 5 gens because they spawned together vs lethal pursuer infectious turboslug 2000+ hours purely in nurse main and you got a rare lobby without unbreakable, foolishly believing sbmm would give them a potato nurse

  • if they don't shoot you over cover that breaks the chain in seconds that's their fault

    but next patch playing deathslinger at all will be their fault, ooh well



    ..also i don't think survivor has any motion input given they're locked into an animation so the 'nodding' would be purely client side but whatever

  • survivors stuck in low-end mmr with potato teammates that get them killed constantly since killers are very favoured at low skill play

    killers at mid+ mmr getting significantly more consistent survivors that've figured out to hold m1 on a gen if killer isn't imminently threatening them

    either way, the capacity to screw around and the fun has drained for a lot of people, even if before's matchmaking was just a partial filter for low-end players and very inconsistent generally from my pov of playing both sides (far more survivor now though.. sheesh) before was generally far more tolerable

  • 'least didn't bring any addons/offering to lose, i guess

  • that's true, how about 10 stacks instead

    40% is kind of an awkward number, and it's not like it doesn't have a massive downside once obsession notices you ignoring them and proceeds to bodyblock your chases/hooks for the rest of the game if running it on a pure m1 killer

  • i get a majorly increased % of very genrushy/tryhardy/toxic survs as killer in the dead of night on east coast (2-4 am being the worst)

    maybe they're european/russian or something, don't have a habit of checking pings, but past primetime (8pm or so) the survs i get are decidedly less and less fun to go against and i have far less capacity to play normally with each hour that goes by


  • @konchok said:

    If you tunnel off of hook, you're taking this game way too seriously.

    And can we please stop it with the "second chance perk" non-sense. Killers get perks, survivors get perks. Believe me, if perks were disabled, killers would be off way worse than survivors.

    while the state of gens makes high-end killer perks pretty mandatory if playing normally, i don't think it matters if you don't have any perks if you catch someone or god forbid two people out as an instadown killer 'cause you really are well and truly doomed with no exhaustion off hook/bt/ds if they proxy you

  • hopeful, but first the devs would have to have the capacity to accurately judge the quality of a given setup

    which if old instavaults, entity blocker, bloodlust and breakable walls is any indication............

  • rather just have +10% lunge permanently per completed gen

    god forbid fire up had a decent % to actually be worthwhile

  • @Yamaoka said:

    Personally I don't think anyone can make a high MMR conclusion at this moment due to the ridiculous number of cheaters.

    There have been so many blatant and subtle cheaters lately - what do think is the number of "suble" that "only" bump up their movement speed by 5% or their gen repair speed by X-% (especially when no one else is near-by)?

    I wonder if high-MMR matches looked a lot different if suddenly all blatant and subtile cheaters, stretch res users, modders (who for instance turn traps bright pink etc) were gone.

    there's always subtle hackers in games, the fact there's this many overt ones suddenly is a bad, bad, baaaaad ######### sign

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2567208#Comment_2567208

    I mean... that's how it should be and that's still a very win-able game he had. Corrupt gave him a loose 3 gen at shack, 2 o'clock, and main. Plus he kicked most of the strong pallets on the whole right side of the map in the first chase. It's a dead zone at that point.

    So now he has a loose 3 gen, Pig traps, and PGTW. If killers can't win that or at least get a 2k out of it, they need to improve their game sense. Lose Tinkerer since he's on Pig and tracking perks are pointless in high level play. Take NOED or a chase perk. 4k.

    it's winnable because this guy plays killer like a second job and was able to come back because the survivors are boosted genrushers

    that scenario would just be a 3-4e for most killers because creating that kind of pressure out of gate power + everyone alive is kind of insane

    it doesn't really matter what part of the map becomes a deadzone when your second chase = all gens completed and it's just their endgame trade perks vs any endgame perks you'd happen to have, even if all your chases happen in that part of the map and suddenly chases take 20 seconds to end from full health (because two are stuck to gens and one is saving), and in order to compensate he pretty much ripped the entire rulebook in half which was fun for nobody

    if this is how it's supposed to be then spirit should be losing all audio information not giving headphone users 24/7 radar detection

  • that being said the fact that injured survivors have precisely two downsides beyond not having their 'freebie' damage state vs most killers (louder/blood trail) and they either don't matter (stupid sexy ace/grasstastic maps) or (the pertinent one) is completely negated by iron will is a bit dumb

    really leads into a lot of the hold w stuff you see because you're no slower when you're injured, you just got a mini sprint burst and the killer a major slowdown for several seconds, i'm not saying survivors need some sort of debuff for being injured/hooked but i'm implying the implication

  • i got recommended a video by yt recently that was pertinent, any thoughts op?

    https://www.youtube.com/watch?v=3OxzVHV8vRo


  • @ElusivePukka said:

    https://forum.deadbydaylight.com/en/discussion/comment/2566969#Comment_2566969

    Don't bring up the fallacies. Certain posters breathe the things.

    ye but it's a peeve of mine when it comes to coding things being a mystical voodoo jungle that's untouchable and mysterious

    it's not, and i've routinely coded convoluted things for games a non-coding peanut gallery considers impossible in literal minutes

  • @Orion said:

    If it were that easy, don't you think every single game in existence would have a perfect anti-cheat? I'm not saying DbD's is perfect, but you have to know it's not as simple as "thing happens when it shouldn't".

    low-end whataboutism, 'thing that shouldn't happen has happened' is not the epitome of anti-cheat but it's a decent low effort system to flag games to be looked at

  • @WeenieDog said:

    https://forum.deadbydaylight.com/en/discussion/comment/2566815#Comment_2566815

    Does breaking LOS do anything in that same situation on a killer that loses sight by herself the moment she hits m2?

    What are you going to so? How much distance are you going to make walking away from a killer that moves 176%?

    That's why I dont get people that think she's going to be f tier after her upcoming change.

    because wraith's shtick is also 'move fast' but without the cooldown/without blinding himself and he's not a high-end killer (but is getting nerfed anyway because he dunks on low-end survivors like no tomorrow)

    what hope do you have when people can hear where you are/when you're phasing in a long loop? people trying to play short loops vs spirit are already kind of potato but there's way better killers for that that you have basically no recourse against getting hit by

    @Ohnoes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2566815#Comment_2566815

    I feel like the people grandstanding for it don't know that you can literally just watch them do that and then catch them straight away. Good luck outrunning iri add on spirit and doing that. I feel like people keep forgetting that spirit isn't a slow killer and can easily just catch up. I feel like people forget that tracking on her is easy unless the person has iron will. Even then, typically not that hard. But what do ik, I only played spirit over a two year span.

    people also forget that you're not a waifu magnet until you're injured even without iron will, getting that first hit on a 110% will be very interesting once she loses her capacity to ambush people

    but generally talking about how a killer plays in general and countering with 'but some of their most powerful addons!' is a very weak argument

    what about 4x commodius bnps with two prove thyselves that power the gates before 'headphones = instant 4k even vs iron will gg' spirit can get two hooks? what about just running into a full iron will squad (vs mother-daughter this is hell on earth)? what about not going what about X specific massively dice-loaded scenario and using that to judge the killer as a whole, that'd be nice

  • don't concern yourself with entitlement from either side, it'll even come when their side wins

  • ^ most good survs i run into on spirit just start walking away if i stand still and uninjured/iron will, otherwise beeline to the next loop

    potatoes that get grabbed off the pallet are the ones that tend to kill themselves on hook or dc afterwards, sometimes they deal with it though

  • @SabunoHakia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2565571#Comment_2565571

    Question how does being tormented make them easier to track if you mind me asking? An yeah I recently learned my usual hook setup isn't working the best for him because his cage counter.

    the little lingering trail of rotating barbed wire at their feet

  • @Superyoshiegg said:

    She's an S tier Killer going down *at most* to A tier with the directional audio change. It's not an unreasonable nerf, there doesn't need to be a compromise.

    hmmmmmmmmmmmmmm yes having the same 'headphones = know exactly where they are' treatment without iron will equivalent for spirit, very cool and definitely still S A++++++ fake grade letter fighting game terminology, absolutely reasonable

    in Spirit Comment by Nayru
  • @Trickstaaaaa said:

    Name checks out. Legion is gunna get hurt by circle of healing.

    technically true

    as otz once put it, healing against legion is a bad idea, healing this quickly against legion might not be a bad idea

  • @Roadrunner said:

    https://forum.deadbydaylight.com/en/discussion/comment/2566696#Comment_2566696

    How am i supposed to counter that? Do i just lose if everybody brings this addon? Is it even possible to slow down a game with 4 brand new parts?

    you don't, killer doesn't have any equivalent to loading the dice that heavily in their favour ever since mori was nerfed

    but hey, when they were first introduced bnps instantly completed a gen, so there's that i guess

  • and hypothetically speaking what would the effect of the less percentage-y scratch/aura suppressing blue totem be when it doesn't replace a hex that theoretically exists

  • 33% is botany knowledge without the corresponding 33% kit efficiency boost

    with the 100% heal speed you get currently at rank 3 you self-heal at the same speed as a standard healing action (16 seconds) due to how the math's applied, it works like how you'd expect on others reducing it from 16 to 8 seconds like a location-based we'll make it

    if you don't run into any hex totems you're essentially figuring 'what if i took a modestly sped-up self-care + otherwise low-end botany i could only use within x radius of y totem that i found and cleansed that the killer will punt if comes anywhere in this general area and is it really worth running this bit that might also affect others or should i just' you should just run inner strength

    i'd really have rathered these be mechanics for hex perks like killers have wanted since nearly day 1 of the heg but making them super low-end is just going to make their existence pointless, if they're going to exist at all they might as well be designed well

  • but the entire point of blue totems is location since they're designed with an area-based effect rather than global, they wouldn't be mechanically viable with both that restriction yet broadcasting their exact location to the killer on creation since either you do it in a central location and it's gone quickly inbetween chases or you do it in a far-off location and its effect is basically pointless unless you need to heal right then and there

    perhaps a lategame clutch on the healing one? but self care would've done a lot better at that point and not been unusable if killer has no hex perks

  • really if you think about it fastvaulting a pallet (which has way, way more of itself to get over than a thin window vault i.e. need much higher momentum) doesn't make any sense from standing still, it's like they have a little rocket engine in their behind that suddenly fires up

  • killer's always aware of the location of their hex totem and when one disappears with the global sound notification they're probably just going to beeline to that location and punt it

  • @BastardKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2530062#Comment_2530062

    *Reads the first paragraph.*

    May I offer you a Mesa Prime in these trying time?

    no i want the original before they inflated her behind and made it look like a horrid cellulite-ridden texture stretching mess model-wise

    but also given some of the recent posts in regards to deathslinger nerfs you'd think he really was mesa lol

  • @BastardKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2530158#Comment_2530158

    They made a change that caused going into Viktor to make the gen completion sound. No change that came out that patch was related to gen noises. Or Viktor. I know in general that is not how coding works, but BHVR has special abilities to cause bugs. Call them Weevil Underwood.

    sure but this is really common with decent size companies where a lot of people are messing with the code at any given point and not every little change is logged, if had access to their repository you probably would see some pretty dodgy change related to either the killer power or sound queues in general, many a bug has been caused in the cursed name of refactoring

  • @Kirby_of_the_Stars said:

    https://forum.deadbydaylight.com/en/discussion/comment/2524767#Comment_2524767

    Actually, that isn't something I had considered. I'm glad you brought that up. Thinking off the top of my head, I'd say that I like the idea of being able to not be revealed by downed/carried/hooked survivors, in the sense that in other media, Ghostface often baits the hero into coming into his/her court by holding someone else hostage. However, I think that in this particular scenario, that comes with some caveats about promoting healthy gameplay, e.g., a hooked survivor cannot reveal a player, and thus solo players will be camped with no way to communicate it after hitting stage 2.

    Another issue I am seeing when it comes to this idea is promoting the Ghostface player to plan and position. The main goal of this rework is to reward tactical awareness and preparation. If we were to consider being unable to reveal him when hooked, at the very least, it should come with a small window, enough to get out of the line of sight. Or, enough to reduce the distance of being revealed. Actually, a change where he can't be revealed by someone hooked but only at close distances could be a good thing. Hooked survivors have a better angle to reveal Ghostface because of raised elevation. If you, say, can't be revealed within a 16 meter radius, that takes the edge off of potential camping by a better margin while giving Ghostface a little wiggle-room when it comes to leaving the area.

    But overall, while I like the idea of the comfort base-kit protection from losing Nightshroud while getting a marked down, I think that the aim should be to bring him up to a solid mid-tier or high tier with back-and-forth between the survivors, much like pre-rework Hillbilly. I personally don't want him to be too strong, or encourage unfun gameplay. Do you think that the ability to not be revealed by an incapacitated survivor would lead to camping?

    ___

    Actually I just had an idea on a rework to Furtive Chase I'll post on later once I workshop it. If people like it or have suggested changes, I'll add it to the main post body.


    technically nothing stops him from camping a hook out of los of the hooked person and still being unable to communicate this fact, kindred also won't do anything if he got shroud back along the way + threatening an incoming rescuer (if they were pre-99'd they're absolutely screwed), the only bit that's really different is that he can't be right in front of the hooked person which would be less good than hiding

    but hypothetically if he was expected to be in shroud more you could have something similar to losing hunter points from being too close to hook where a bit after the animations of being hooked/entering 2nd stage and such being in los + immediate vicinity of the hooked person reveals you a bit slower than usual

    it's a similar bit with people on the ground, that he can be revealed by them in immediate proximity + los doesn't stop him from hanging around the corner with deerstalker/nurse's (a very common perk on him) if really wants to, + generally winds up scaring the hell out of people by lunging around a corner regardless of what he's doing

    maybe incapacitated survivors can't remove night shroud but can tip other survivors off to something being 'off' and have an audio stinger in the general area + flash him white like he is when revealed if he enters los shortly afterwards, they could probably figure out something better than 'someone on the ground in tall grass facing the opposite direction most of a terror radius distance away revealed me' or 'hooked person in stage 2 facing 90 degrees away saw me going for a window stalk on someone going from the unhook from 24+m away'

    but geeeeenerally that he's getting base cd on power reduced to 24s is nice at least, i just feel like actually having to have your power taken away otherwise you just keep it up would've probably been neater design, but also kind of hard to negotiate it in a game where survs can weaponize their third person view against you and reveal you over complete los blocking walls with stretched res

  • it'd probably work out better if it really did spawn two totems since as it stands tripping haunted grounds immediately screams that it's very likely the killer has a more devastating totem in the mix (if it wasn't ruin or lullaby or something which are overt)

    though there's also somehow always cases of people hitting the 1 in 3 and then never tripping haunted ground in the match, wonder what it'd've been like if it ate the cleanse like undying

  • that's not how code works, bad or not, it'd be quite easy to hold the other item in reserve until the 'temp' one is used up or dropped

    but all the more reason to dual wield items since you have two hands, never use both for any action that doesn't have your item disappear into t ether anyway and get rid of the damn item shuffle at chests/vaccines (particularly the former with appraisal)

    are you a bad enough dude to go into a match with 40k bp worth of item+addon and then get found immediately and smacked with franklin's and pray there's no plunderer loot gremlins around

  • hee <333

    on a completely unrelated note after seeing the blue totems in action + what they presently do it is pretty scary given how much pressure is on killers to analyze dbd rocket science and multitask already

    i mean i'm not against survivors getting neat mechanics to screw with but why is it mechanics that the killers badly needed for -their- totems, the killer belongings as a map tracking addendum would tell you

    i hope it's a field test for picking hex spawns or respawning them..

  • for me it's a m1 gamer squad that counterplays the fact i play killers that can't instadown everyone in a cone in my field of view with one click by sticking to gens like glue unless i'm within striking distance

    or clueless killers that down someone and then facecamp them to death and repeat vs complete potato teammates that don't just hammer gens in response

    depends on what side i'm playing you know

  • if they were permakilled like hex perks i think it'd be fine if you got something akin to the thunder noise of a hex being purged alerting you that a blue totem was created somewhere, don't need a radar system beyond something similarly akin to the short range fire sfx of a hex totem, perhaps more substantial since there's only one killer but yeah

  • depends

    can i be spared the spirit nerfs + loss of actually good and fun addons like wakizashi saya? non-headphone spirit without stridor reporting in

    the iron will megabuff to utterly trump and kill stridor as a perk didn't affect me at all, can i play normal spirit and not live up to the title of 'dc waifu'?

    i get that many survivor mains have always whined about literally any aspect of spirit in existence but they had years to figure out how to play against her

  • i'll never understand people preferring a teleport making pallets/windows/entire floors irrelevant to 'goes fast but intangibly and blindly'

    it's the same 'suddenly: killer' shtick only comparatively instantly and on little to no cooldown, at the low low price of not being 110%

  • i wanted it when it just restored half charges once

    now i need it

    the sheer quantity of red key auras + crystal bead flashing + hyper-fast kit heals


    and come on, you cannot tell me that part or all of a heavily jacked commodius replenished in a locker near what's soon to be part of your 3-gen related death hammering a whole lot of seconds off that gen as soon as killer's back is turned is pointless as far as using it with toolboxes is concerned

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