Predated
Predated
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1345216#Comment_1345216
Well, to me, this is so rare that it warranted a thread. It's one of the few times I've seen a killer BM for no reason. Survivors, on the other hand...
It's actually the other way around for me tbh. A lot of killers claim t-bagging and using emotes or clicking the flashlight is BM by default, even though the vast majority of players use that just to gain some attention from the killer, making them focus on them. So its extremely easy to claim a survivor is BM'ing when they actually didnt(however, those who do, are extremely annoying). However, its extremely easy to know when a killer is BM'ing. They always instantly claim ez after a game, even though all 5 gens were done and they won due to gate placements being in their favor. Camp whoever they catch and always smack them multiple times.
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You can do both. Basically, right now its (demogorgon)-(bubba)--(most other killers)----------------(spirit)---(freddy)
Buffing most other killers and nerfing Freddy would leave you with (most other killers)-----(Freddy and spirit)
Then all that is next is slightly altering survivor objectives and you have a balanced game.
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@Maperson said:
Can ya'll just stop about that Freddy Is op, nerf him and stuff? He Is by no means op, he Is strong killer but he Is balanced. You guys talk about boring but yet almost always you use the same meta perks, don't you think that Is boring for the killer? He has teleport but you can see it from mile away, when he ######### snares change the loop, when you are not in dream he has no power, you have so many ways to wake yourself up.. This game needs different killers and Freddy Is one of them.
"so many ways"
Not really, only 3 at best, with only 1 of them being always available and that single option is, in the current Freddy kit, too inconvenient as it tends to spawn across the map. I have yet to encounter a time when the nearest available alarm clock was mine. But no, it's always across the map. So that only leaves skill checks and someone else being awake. But failing a skill check no longer wakes everyone up. When doing a gen, it will only wake up the person who missed the skillcheck and when healing it will only wake up the person being healed. Let alone that missing skill checks regresses progress by 5% and you fall asleep relatively quickly. The most optimal way is all being together and have 1 person miss a skill check and then wake everyone up manually. Meaning there are, effectively, only 2 viable ways: Run towards your clock, or huddle together and wake everyone up.
HOWEVER.
That is ignoring addons. Freddy's base kit is balanced indeed, ignoring his addons. His addons are probably the second most disgusting thing in the game. I've played Freddy 5 times, I am a decent killer in basic play. I've always gained a 4k playing Freddy, after going to the bathroom in each single match, using very generic killer perks, and could basically play blindfolded and still win the match. Same for Spirit. They require practically no additional skill for killers. In fact, any basic skills you have, will easily get amplified to insane levels. Especially after using add-ons. I always praise survivors for lasting as long as they did, because they never stood a chance in the beginning. I've used some great builds that were unexpected by survivors and easily made me win, but those builds required some knowledge of how the killers power worked, how I could synergize the perks, or anti-synergize the perks(which can actually leave quite a shock on players). With Freddy? Just slap on whatever and use any addons and you'll still win(winning being gaining a pip). Face it, the gap between Freddy and most other killers is too large. Either his base kit needs nerfing or his addons need alteration.
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@SurviveByDaylight said:
Don’t forget trapper and his infinite amount of traps he places all over the map cutting off every single pallet and vault location 😡 or huntress iridescent with infantry equipped so there’s 3 one hit down hatchets per locker refill 😡
Infinite amount of traps? Are you kidding me? He only has 8 and they are pre-generated across the map.
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@LALYTHIA said:
Racist remarks should just be a perma ban. No warnings. No 'certain number of reports' before it occurs. One and done. There's zero excuse to use the N-word anywhere. You use hate speech, you gotta go. It's wholly unacceptable the very first time its used.
Yeah, except there is a problem with banning words. If there is reason to ban people for using a single word, where do you stop? Especially considering most words are done in the heat of the moment and arent exactly hate speech, but rather just used as a curse word. I mean, "#########" is often just valued the same as "#########" in terms of usage. Especially considering that the people who use those words dont even know how the person looks like. It's not exactly hate speech considering the context. Hate speech requires intent. Especially considering one black person can easily call another black person "#########", and suddenly there is no hate speech in most people's eyes.
So considering all the context, where would you draw the line?
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@Dolls said:
https://forum.deadbydaylight.com/en/discussion/comment/1344423#Comment_1344423
Personally I think it would work best only on killers.
Oh, so killers are free from any offering punishment? Killers already have Mori's that are essentially the same value as a perk. The best thing survivors have are map offerings, that dont even come close to equal to a Mori.
If you want to use an offering on killer side that punishes the survivors for using an offering, you need to give survivors a similar option too.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1344431#Comment_1344431
The thing is, this is a really niche situation. And most likely it occurs when the game is already lost for the Survivors. Can it turn the game around tho? I doubt it.
I mean, we will see in the end, but I dont think that any of the Silent Hill Perks will be used.
It's not that niche, and can actually be a game changing moment in a game, because instead of having 1 survivor down and 1 healthy and running around, you now have 1 healthy survivor and one with deep wounds.
Besides, its not always about losing, its about being able to do something else rather than just laying on the ground. You know how boring it is spending 60 seconds on the ground after having your bar being 90% and then someone finally picks you up, and you get instadowned again?
Heck, even today, I was downed vs a Hag, then a teammate picked me up and started running while Hag was able to teleport and instadown me and trap me again. Having a perk that prevents those situations can only increase the fun of ######### games and at worst be unused. But I've had games where Iron Will was unused, games where Inner Strength was unused, games where Adrenaline, at best, only gave a speedboost, games where Unbreakable was unused, games where DS was unused. The list goes on and on. The amount of perks that get unused while playing the game are bigger than you think. But its under the list of perks that when they do get used, they can change the game.
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@Todgeweiht said:
https://forum.deadbydaylight.com/en/discussion/comment/1344433#Comment_1344433
That makes it even more situational, its interesting but not something I would like to run every game at red ranks
It is, however, I dont really rely on perks too much and only grab perks that could save me from an otherwise ######### killer. Having Soul Guard equipped allows you to be helped up by a teammate and not be instantly downed by a killer again(which is basically the same reason why some people run DS in case they get farmed by a teammate). The self pick-up is just a bonus.
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@YeetusDeeletus said:
I did a bubba's basement build on Hawkins lab and someone hit me with the "reported " I hit back with the "it's not bannable or reportable" and they said it was, I'm 99% sure it's not but I wanted to make sure it didnt change
It's not. It can be an ######### move(especially considering you're forcing a player to depip), but basement bubba is known to camp the basement and you simply need to stay out.
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@EmpireWinner said:
It's not op
Not a single survivor perk is OP, and out of the new ones, I think Repressed Alliance will have an overall stronger effect since it can counter Pop quite strongly.
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@Todgeweiht said:
Im a bit confused about this perk, are you able to recover fully before you know you are affected by a hex?
No, you have to have the cursed status effect applied to you. Meaning that you wont be able to recover when Thrill of the Hunt is active, when you never cleansed any totems.
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@Aven_Fallen said:
It will not be used. Same like always - some random, bad Survivor Perk gets released, Forums say it will be OP... and well, it wont. Especially the Unbreakable-effect... There is no reason to not cleanse a active Hex.
It's actually a really good perk in many other situations tho. I have had plenty of games where I got picked up by a survivor who was being chased(even though I didnt want to), only to be downed again by the killer and having to restart my recovery bar while also losing even more time on the ground. Now I can get endurance for some time, giving me enough space to take a hit for a damage boost and gain enough distance from the killer. The picking up factor while there is a hex is only a plus.
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@WRussoW said:
https://forum.deadbydaylight.com/en/discussion/comment/1344329#Comment_1344329
I mean, I WILL loose a pip if my team will leave me on a hook after I managed to juke a killer for a good portion of time from the beginning...
True, but those games are very rare. And if you're so worried about that, run Kindred. That way survivors can see you're not being saved by someone else.
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Well, it should be a survivor offering then too. That way there finally could be an offering that can cancel out an Eboni Mori
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I tend to run Diversion and Red Herring with Stake Out and a medkit with Sponge and Surgical Suture/Rubber Gloves(Gloves heals much faster if plenty of skillchecks come, but Suture averagely has a higher value from Sponge). Diversion requires you to be in the TR in the first place, so might aswell use Stake Out to use that to your advantage.
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@SweetTerror said:
For me it's sloppy butcher and bloodhound. You can hide scratch marks all you like, but there's no hiding that blood! And sloppy butcher ensures that there's a nice long bright trail leading the killer to your hiding spot!
I think using Cruel limits in combination with Mindbreaker and Tinkerer, especially on maps like The Game or Lery's
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@Poweas said:
Hm, tough one. Lithe and Dance With Me, very strong juking potential.
https://forum.deadbydaylight.com/en/discussion/160267/whats-your-favorite-overlooked-perk-combo
And on top of that, you make their healing slower.
especially in combination with Quick and Quiet. Its actually quite funny to see that the killer is aware that you have Q&Q, and ending up checking lockers.
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@WRussoW said:
You expect me to be some rank 14 killer complaining about red rank survivors? Ha, no. I'm a red rank survivor who will complain about current matchmaking because it only shows how long you've been playing. On the one hand, I'm being teamed up with survivors who have 150 hours but somehow we share the same ranks (2-1). And that's why I loose, because my teammates are unable to play properly against high-rank killers. On the another hand, I'm being teamed up with good survivors but go against weak low rank killers, the match becomes boring, everybody just escapes. I don't feel entertained as a survivor because it's either the genrushing games or the hatch games.
And I can't be entertained as a killer too because I don't feel rewarded for winning against potatoes on high ranks. So both roles right now are boring as hell thanks to the rank system. How long will we have to wait until the matchmaking will improve? I just play for the sake of grind and the new chapter. And it's just boring.
"And that's why I loose, because my teammates are unable to play properly against high-rank killers."
To be fair, if you lose(aka losing a pip), even though the killer you're up against is your skill level, then its not just your teammates. If you're truly against a killer that is your skill level and your teammates are far below, then you should still be able to get at least a safety pip, and gaining a pip wouldnt be that hard.
Besides, I am assuming you're a player who keeps using a very limited set of perks if games actually bore you. Because I personally refuse to use certain perks that would make the game too easy against a weaker killer and would only be neccesary against 0.1% of killers I face(aka DS, Unbreakable, Adrenaline) because ofcourse with those perks, you wont have to rely on your teammates at all. And even though its fine using them, they do get boring to use at some point. Because I've put in over 1200 hours in this game, at least 900 of that being survivor and have yet to encounter boredom from teammates. The only boredom I have, is facing 10 billies with the exact same perkset, I rather face harder to play killers, simply because they tend to be much better at mindgaming.
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@Peanits said:
I can confirm that it does not affect chests.
That is kinda odd that it didnt tho, I remember back in 2017 that a dev in stream said that Up The Ante was unique in affecting chests. Was that maybe in combination with Ace In The Hole? It would be weird for a dev to have stated that Up The Ante did affect chests when it never did.
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@EvilJoshy said:
Haven't had that happen lately. I remember the days when a survivor could shine it in your ear and seer your retinas.
to be fair, that would actually prove the claim that killers are brainless.
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"What were saying is the killer is not camping the person specifically to make them depip. Thats not the point/purpose. The point/purpose is to draw the other survivors in to make their objective easier. Nobody goes into a game saying "im going to make that person depip." They might say "im going to kill that person" but they dont care if you pip or not in those situations."
Those are equal situations. "im gonna depip" and "I dont care if you depip" are literally the same in terms of this game. For a depip squad to depip a killer, they literally dont care about them depipping.
Camping someone you know is gonna depip because all they could do was 1 pallet stun and a 30 second chase since the start of the match is intentionally depipping someone. You dont care about them depipping, which is literally the same as going into a game, constantly stunning the killer as much as possible while having people with prove thyself fix gens as fast as possible. Which is a "depip squad". They dont care about the killer depipping, they got dubbed depip squads because they depip killers. Because they dont care. They are not actively depipping killers, they just dont care about it.
They are literally one and the same, and here you are trying to argue one is not because "its making their objective easier". Well, guess what? Stunning the killer over and over again literally makes the objective easier for people fixing the gens.
That is why I said the claim of "im going to camp this person" is equal to "im going to depip this person". Claiming they are not the same is IGNORANCE, regardless if they care or not. Knowing someone is gonna depip because of your action and you not caring about that is intentionally depipping someone.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1319502#Comment_1319502
Its not about ignorance, its about intent as I stated. You dont understand the difference between ignorance and intent dont you? I hope so cause one is murder 1 and the other is manslaughter.
Like I said, it doesnt matter to claim ignorance. Past rank 10 you must be aware that the survivor is gonna depip. If you got a gun, shot it at someone, knowing fully well that it would kill him, even though you didnt have the intent to kill him. It's still murder. You knew what was gonna happen when you did it, and still went through with it. Not even the excuse of "I was worried my gun might not work and perhaps his skin was able to block the bulled" is gonna help you there.
Feigning ignorance because "I was worried on my kills and maybe the team might be overly altruistic" isnt an excuse. You're 100% aware the survivor you hook will depip.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1318673#Comment_1318673
The situation your describing would pretty much be a weaker nurses calling. The killer cannot interupt a heal, has to hope the one doing the healing is ALSO injured in order to chase an injured target and also only gets information on targets far away as opposed to people nearby that they can close in on quickly AND isnt getting an aura, but rather a scream...which is a weaker detection. All this while openly announcing to the survivor that its happening.
The distance required would guarantee that the survivor has a HUGE headstart if the killer does infact choose to initiate a chase. No killer wants to start chasing a survivor who is 32 meters away and already running. The amount of time needed to catch up if the survivor chooses to do something as simple as hold W is absurd. Of Pyramid heads 3 perks, id say 1 of em has a chance of being used in any sort of serious manner...this aint it.
"The distance required would guarantee that the survivor has a HUGE headstart if the killer does infact choose to initiate a chase. No killer wants to start chasing a survivor who is 32 meters away and already running."
I kinda disagree here. The survivors that tend to stay away from the killer tend to be the ones who are easier to catch in general. Those who want to stay close to the killer are often survivors who know how to keep the killer at bay. And while 32 meters is a lot, the largest distance, which is on Crotus Pren(considering you have to walk around the center rather than straight through) or Bloodlodge from the furtest distances, takes about 30 seconds, which is a lot, assuming nothing has been done all game. But a game has been played, pallets have been dropped, some being destroyed. Some gens being fixed open up a new gen. You might need to go there due to a certain objective in general and now you know that not only the location of 2 specific survivors, you know which one wont be able to hear you. And you know that unless that survivor happens to have spine chill, they wont know you're coming untill they hear the TR.
Besides, killers are able to cut off massive chunks in a chase where a survivor cant. A survivor wants to stay away as far as possible, and by doing so, enable you to cut off a ton of distance. Which, especially when they are injured, can save you a lot of time.
Considering everything that can happen in every game, not just assuming all games to go perfectly, this perk has a LOT of potential. Assuming all games are optimal SWF, yeah, its a bad perk. But thats not the case. 90% of 4 man SWF's arent even optimal. So you're basing the judgement of 1 perk to be on the behaviour of about 2% of the community. Which simply isnt the case. Most survivors I play with and against, are far from tryharding. Heck, most survivors, when I am survivor, end up ######### me over in some way or another, giving the killer the option to catch me in a situation where I dont expect to be chased, since someone else is being chased, and get a hit on me before I have the chance to remember all the obstacles I encountered in the map. Which can lead to an easy down(I once even had a killer claim that he didnt have a clue how I was rank 1, even though literally all pallets had been burned in the first minute of the game, and the killer had no TR. I literally had no idea the killer was close for the first hit, and I didnt have any place to run to since other players essentially turned those parts of the map into deadzones). Dont underestimate the stupidity of the average player, dont underestimate the lack of community in a game. Most survivors have to find out themselves what the state of the map is. Even when I play with friends in discord or teamspeak, some of them dont communicate where deadzones are and only inform me after I already ran to the deadzone. A false sense of security is sometimes all you need and even a baby killer can take down a high ranked survivor that is given a false sense of security. When I play solo survivor, that obviously is less common, because I already have to assume things are gone and that I can only rely on windows, any pallet given would be a blessing in the first place, but I can confidently say that in most cases all a killer needs is common sense and time to get what they need. And perks like death bound, aid a killer in that. Yes its ######### against optimal swf and high skill tryhard solo survivors, but in general, when you are not already in a chase or realize the chase is gonna last much longer and you have no inkling where other survivors might be, which is more common than you'd think, death bound is gonna be very useful.
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@Stinde said:
https://forum.deadbydaylight.com/en/discussion/comment/1318649#Comment_1318649
When I wrote the post I based that statement to my own experience and knowledge of the game. I don't remember a match where I would have pipped with 7 hooks and nearly always even 8 hooks hasn't been enough to pip. 9 hooks seems to be the sweet spot where I have usually gotten a pip. But I play in red ranks so in green and lower ranks that is probably possible because of lower emblem requirements. Personally I don't think the killer had a good (or a bad) match if s/he got 7 hooks.
In red ranks the killer needs 9 emblem points to safety pip and 13 points to pip and in purple 8 and 12 respectively.
7 hooks grant 8 devout points IF the killer hooks every survivor at least once or gets 1 kill. 7 hooks can grant 9 devout points if the killer gets 2 kills. 7 hooks can even result in 10 devout points which is iridescent devout emblem but that means 3 survivors die on 2nd hook and the 4th on 1st hook which happens rarely with either slug build killer or genrushing non-altruistic teams. Reaching 2nd state on 1st hook grants points in the malicious, not devout category (if you don't believe me, go check the wiki). But lets say the killer gets lucky and gets the golden emblem which grants 3 points.
Within these stats all gens were done in over 80 % of the games but it took over 9 minutes. Since there was no crazy genrushing on average, it's safe to guess the killer got at least silver emblem in gatekeeper on average which grants 2 points.
All one-shot killers suffer in chaser and malicious categories and some normal killers too, such as trapper and plague. Silver emblems in these categories are extremely common for more than half of the killers in this game. Silver emblem grants 2 points in the pip system. That's 9 points.
So yes, 7 hooks might be just enough in purple ranks if you're using non-one-shot killer, how common that is only devs can know for sure. More probable outcome tho is a safety pip. If we acknowledge the fact that matchmaking has been busted since December, killers have been having a hard time pipping lately since green and early purples usually don't stand a chance with good red rank survivors.
I checked and there was actually only 1 DC in my games, it was at the start of the match and it was still a 5 gens done and 2e (rank 8 killer). I didn't consider it to neither sacrifice or escape.
Since this matter goes off-topic and you seem to be worried about survivor pipping compared to killer pipping, I suggest you make a new discussion about it. My experience is that pipping in general in this game is easy enough (too easy on the survivor side I might say).
Well, technically 3 hooks can give 10 devout points. My point was that hookstates matter a lot. Even if only 5% of players got 2 hookstates for the price of 1, that can heavily scew the results. Then you also have some unfortunate people who get 3 hookstates in one and the final survivor being hooked always instantly counts for 3 hookstates if they've never been hooked before.
And yeah, I know. But your stats gave a 1.82 sacrifice, which would calculate to 3.28 points on average for devout. Assuming that most killers can hook everyone once most of the time(especially considering survivors tend to tank a hookstage for someone who is dead on hook), that would need to be 72% of the games or higher. In my experience, 90% of killer matches where the killer plays normally, everyone gets hooked at least once, or no one gets deadhooked. 10% of games has that 1 idiot that has never been hooked and lets his teammates die while only holding m1. Which should mean the average is more than 4 Devout points, which is why I put it on silver averagely. I never said hooks themselves dont matter. But if 7 hooks are average, you'd need to consider hookstages taken aswell.
"All one-shot killers suffer in chaser and malicious categories and some normal killers too, such as trapper and plague." I'd actually be kinda surprised if that were fully true. I mean, I understand Trapper(even though personally I'd relatively easily get gold, especially since downing and hooking a person permanently saves a point), but using your stats, lets assume that 7 hooks were all just 1 hook state in all cases. That's at least 21 points if everyone escapes injured.
"If we acknowledge the fact that matchmaking has been busted since December"
Its always been busted. I remember days when matchmaking only looked at lobby leaders, meaning you could have a rank 20 survivor with 3 rank 1 survivors(which back in those days kinda meant something for a few weeks) facing a rank 20 killer. And you could have a rank 1 survivor with 3 rank 20's facing a rank 1 killer. I literally always asked my friends to host the lobby, because I knew they wouldnt have fun facing a rank 1 killer while they literally only had 5 hours in the game. Then we've had reverse matchmaking, where after 1 minute of not being able to find a suitable killer, it would start looking for lower killers and if lower killers werent found, it would go all the way up to rank 1 and then go down. During which time, about 90% of killers were red ranks(back in the day that 20k BP gave you a double pip, even as a killer, who can easily get 30k, addons that increase BP for specific catagories were actually created because of that system). Then you've had a system where killers were literally tasked to kill survivors, nothing else. 4 points per survivor, 1 point per hook state, 2 points for a mori, 3 points for a DC. Back when Dying Light slowed down for all remaining survivors once the obsession was dead. So the killer would literally tunnel the obsession, hook them, wait somewhere nearby with insidious and mori the obsession and basically slow down the game by 60%. Which also had like 80% killers in red ranks.
Right now, ranks have a tiny bit more meaning, but being red rank simply means you spend a lot of time playing the game. I dont consider myself top tier killer, yet here I am, rank 2, never losing enough pips to go to rank 3 and I probably will be rank 1 again after 2-3 games. And while I do consider myself to be above average survivor, I fluctuate from rank 1 to rank 4 and back a lot depending on what type of killers I face. I've looped god-tier killers with not too much effort, yet I've been downed by killers that were awful simply because the pallet prompt didnt show up because of latency(im 99.99% sure its latency, because whenever it happens, the killer is always from russia when Im from western europe). And yeah, killer is more frustrating to play. I have had my share of people who are tryharding while I just wanted to try out a new build. I have had times where I didnt tryhard at all and survivors claimed I was tunneling(its not really a tunnel when 3 of you were hooked in the basement while I took a stroll on the opposite side of the map and ran into you on my way back). Its not easy. But its not hard either. Survivors definitely pip easier. However, in return, they also depip a lot easier.
And yeah, my issue was a bit on killers claiming that red rank killer games are so much harder than red rank survivor games. Which its not. It literally depends on who your opponents are. I might have went into a rant a bit, since this felt like an excuse for killers. Especially since you said:
"killers have been having a hard time pipping lately since green and early purples usually don't stand a chance with good red rank survivors."
I disagree. I returned to the game 4 months ago, and faced plenty of red rank killers while still being green or purple survivor. Some I had a hard time facing, some I didnt. They helped teach some new things in game that I thought were initially were very OP as I thought they were unchanged(I left somewhere right before the EGC was introduced, which, prior to PTB during early concepts, was extremely killer sided to the point where the only survivors who stood a chance were top 5% survivors. Very early concepts were brutal and made me literally leave the game, since it essentially was presented as a F13 2: electric boogaloo in terms of killer strength without changing the pipping system), but later learned that the whole ranking system was altered and was, in its core, a very different, but still the same game. Which is a bit off-topic, so back to it. As a killer, while I was in green and purple ranks, facing red rank survivors wasnt too bad. I had some advantage because I had experience in mindgaming as a survivor, but everything I was bad at, survivors forced me to acknowledge and grow my skill. If I didnt learn from my own mistakes, I'd still get a safety pip and didnt really derank. I literally needed to use the killer kit more instinctively to rank up. As a survivor, there is a similar pip hell in rank 12-7 where gaining pips is almost impossible, because high skilled killers who frequently use mori's exist in there. So you literally get mori'd out of the game and lose a pip almost every other game. The only way out of there is either being boosted by red rank survivors or gaining double pips and forcing yourself to shake off a killer while injured. Which is why a lot of higher ranked survivors still run Iron Will and Self-Care frequently even though they rarely need to and in the case of Self-Care, can actually be bad for you.
ANYHOW, point being in general, I think in the average of those 80 games, survivors indeed had higher pipgain on average than the killers. But I dont think that the killers on average in those games didnt gain a surplus of pips that would be relatively equal to the survivor surplus in pips. Its gonna be anniversary soon, so devs will probably release the stats for all platforms with it. And I think many players, killers mains and survivor mains alike, will be surprised on how balanced the stats are. I also hope they will release average killer perk usage per killer as I dont think they did that last year(they did release average killer perk picks in general, but thats not really telling anything other than that BBQ is insanely common) and I kinda wanna see how right I am in how boring certain killers are. Boring as in static builds. I know some perks on some killers are essentially necessary to make them work(aka, STBFL on Clown) but other killers can have many different types of builds because their general ability is so strong and yet they decide to use the same 4 perks every single game, which I find boring, as I rather face different playstyles for a certain killer than the same thing over and over again. It might be effective, sure, but boring.
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@RizeAki said:
https://forum.deadbydaylight.com/en/discussion/comment/1318715#Comment_1318715
Or everyone can stop whining about how people play and let them do what they want to do. Also btw doc only got changed cuz survivors were complaining that his passive madness was too strong so they removed it for a more active version instead.
Well, he was weak, but his passive was too strong yeah. It was literally "be in my TR and your madness goes up". On smaller maps like Lery and The Game, you literally couldnt avoid being in his TR, so you were essentially constantly in t3 and couldnt fix gens or heal up. While snapping out of it only regressed to t2, meaning you essentially were perma t3.
You need a vanilla counter against vanilla abilities. If you dont, you're ######### over a massive amount of players. It's why some perks got turned into hex perks in the first place.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1318666#Comment_1318666
I think the difference is intent. Those depip squads were actively trying to make killer depip, tge killer isnt thinking about your pips hes worried about his kills and hoping your team is overly altruistic
No, ignorance doesnt matter on this case. Past rank 10 you must be aware that the survivor you are camping is gonna depip. As for the team being overly altruistic, well, you know after they tried for 10 seconds and you wont budge that they will go for the gens.
And yet those people have the balls to complain about a genrush.
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@MyersxKate said:
Infectious fright let's you snowball hardcore with it.
Death bound is a good perk, but you are wayyyy overestimating
Well, you could say the same about Bamboozle. Its not exactly the greatest perk(even though it can literally break a windowdrop loop and was literally the strongest counter to old haddonfield with BL to a point where you could still get a hit), yet its common as #########. BBQ isnt exactly the greatest perk. Its not even the best at what it does. Yet the easy double bloodpoints in addition to detection is why its super common.
I'd say that NOED, Thana, Agitation and Brutal Strength are all worse than deathbound, yet I see them often enough to sometimes consider a counterbuild or counterplay. I already sometimes use Calm Spirit just to mix up my builds a bit, and its funny to have killers be ever be so confused to not hear a scream when someone drops. And if a killer happens to run Huntress with Iron Maiden(which is quite common, 70% of the huntresses I encounter have Iron Maiden and about 35% of the killers I face are Huntresses). So they dont tend to check lockers much outside reloading, since if they open more than 1 locker, survivors tend to try and go for the sneak escape, which Iron Maiden prevents. So there simply already is a reason to sometimes pick Calm Spirit if you're not tryharding, even though its a niche one. I've seen more Calm Spirits the past month, than I've seen Botany Knowledge, excluding games I play with my friend. Even though botany knowledge has more value overall,
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1317512#Comment_1317512
The entire point of the perk is that it causes someone to scream after theyve finished the healing process. If everyones still injured... no one has screamed yet because no one has healed yet.
After 1 person finished the healing process, they scream, meaning that if 2-3 injured survivors are healing 1 injured survivor, they reveal the location of themselves(still injured). Thats the whole point. The scream means that 1 person is healed up, if everyone is injured, and 1 person screams that means the screaming person still is injured. How could you not get that implication from my comment?
The set-up was "everyone is injured, then someone screams", implying the perk activates, meaning 1 person is healed. Its not "someone screams, then everyone is injured".
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1317961#Comment_1317961
Survivors have always died after three hooks in the live build.
Camping is fine, as long as you go work on the generators. It's a self-defeating strategy. Problem is, survivors haven't yet grasped that they're not supposed to be able to walk all over the killer. They want to unhook, despite the killer being there, so camping must go because it prevents them from doing what they want.
Eh, the only camping complains I have, is that you're forcing a survivor to depip. You used to have "killer depip squads" and those were considered toxic as hell, because they forced a killer to depip. Yet forcing a survivor to depip isnt toxic?
I agree that it can be a legit strat, but at the very least, let them swap hooks once. At least, unless being camped ensures you a safety pip, just like a DC tends to do for killers, which it doesnt for survivors, which again, is quite a dick move unless the killer himself dc's. Any dc in game should prevent other people from losing a pip by lowering the safetypip requirements for each DC, but not lowering the requirements for a pip. That way, mass DC's wont happen. I've dc'd from a game before, because 2 others DC'd and I was gonna lose a pip anyway and the killer wanted to end the game fast rather than let us get our safety pips(like seriously, it's only gonna be like 2 minutes of your time, you can even practice some harder to pull of moves in that time)
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@Stinde said:
I needed a bit of a project in the middle of the corona quarantines so I gathered statistics from 80 solo survivor games I played (PS4 Europe red rank). All the games are after the ruin change and most are after the map balance update. I didn't include mori games or DC's into the stats. In three games I took video capture too early so I only had rank and perk stats for 77 matches. I excluded my perks from the survivor perk stats because that would skew the stats. My perks were nearly always WGLF, DS, Inner Strenght and IW/DH. In a few games I had BL, Spine Chill, Adrenaline or BT.
General stats:
Average killer rank: 5,73
Average survivor rank: 3,22
Average amount of
- sacrifices: 1,83
- escapes: 2,17
- hooks: 7,04
- gens done: 4,63
All gens were done in 62 games and average time to complete them was 9 minutes and 18 seconds.
I survived 54/80 or 67,5 % of the games. I double pipped in 8 games, pipped in 44 games, safety pipped in 20 games and depipped in 5 games.
Only 27 out of 80 games were actual red rank games. I considered a game to be actual red rank when killer was red rank AND survivors were either all red, 3 red and 1 purple/green or 2 red and 2 purple. In these games average amount of sacrifices was 2,3 and escapes 1,7.
Killer stats:
10 Huntress
9 Hillbilly
6 Spirit
6 Ghost Face
5 Cannibal
5 Deathslinger
5 Trapper
5 Nightmare
5 Wraith
4 Nurse
4 Clown
4 Oni
2 Doctor
2 Shape
2 Pig
2 Legion
2 Demogorgon
2 Plague
0 Hag :'(
Killer perk stats:
38 BBQ & Chili 49,4 %
26 Nurse's Calling 33,8 %
25 Pop Goes the Weasel 32,5 %
19 Hex: NoED 24,7 %
19 Hex: Ruin 24,7 %
12 Sloppy Butcher 15,6 %
9 Corrupt Intervention 11,7 %
9 Whispers 11,7 %
9 Thanatophobia 11,7 %
8 Discordance 10,4 %
7 Bamboozle 9,1 %
NoED activated in 8 matches and granted kills in 6 of them. NoED didn't activate in 6 matches. Other 2 were 4ks before activation, 2 non-confirmed because of no hits in end game and 1 was Oni demon strike proc so it was a kill even if there was no NoED.
Survivor perk stats:
81,81 % of the games had Self Care
115 SC --> 49,78 % of survivors had SC
76,62 % of the games had Decisive Strike
96 DS --> 41,56 % of survivors had DS
59,74 % of the games had Dead Hard
59 DH --> 25,54 % of survivors had DH
58,44 % of the games had Borrowed Time
73 BT --> 31,6 % of survivors had BT
57,14 % of the games had Adrenaline
64 Adr --> 27,71 % of survivors had Adrenaline
54,54 % of the games had Iron Will
54 IW --> 23,38 % of survivors had IW
44,16 % of the games had Sprint Burst
43 SB --> 18,6 % of survivors had SB
28,57 % of the games had Unbreakable
26 UB --> 11,26 % of survivors had UB
Map stats:
6 Underground Complex
6 Game (1 offering)
5 Family Residence (1 offering)
5 Ormond
5 Badham
4 Suffocation Pit
4 Dead Dawg Saloon (1 offering)
4 Shelter Woods
4 Pale Rose
3 Rotten Fields
3 Wretched Shop
3 Rancid Abattoir
3 Coal Tower
3 Ironworks of Misery
3 Father Campbell's Chapel
2 Disturbed Ward
2 Azarow's Resting Place
2 Sanctum of Wrath
2 Temple of Purgation
2 Wreckers' Yard
2 Fractured Cowshed
2 Thompson House
1 Blood Lodge
1 Treatment Theatre
1 Groaning Storehouse
1 Torment Creek
1 Haddonfield
My thoughts:
I was surprised how many games all the gens were done but also surprised at the average time it took to repair them. So on average there was no serious genrushing in these games. Before I had imagined that I survived maybe 33 % of my matches but was surprised how high my escape rate actually was. Although I'm 100 % sure the matchmaking has boosted my survival rates because it's been busted since December.
Regarding sacrifice/escape rates and how they change in actual red rank games, the game seems almost balanced. Killers got on average 7 hooks which isn't enough to pip. This is probably also because of busted matchmaking.
NoED was not used as much as I imagined and it granted kills only in 6 matches out of 19. Although I have noticed that mori users also use more NoED and since mori games were excluded, that explains why it wasn't so used that I expected. I expected Sloppy Butcher to be more used and was surprised that Nurse's Calling was as popular as Pop. Ruin is less popular than before but not dead.
There was only 14 games without a single Self Care. Decisive Strike was a bit more used than I expected and almost as popular as Self Care. Dead Hard, Borrowed Time, Adrenaline and Iron Will seemed to be equally popular.
I encountered only 4 killers that BM'd and excessively camped/tunneled/slugged, so the games were mostly enjoyable. In 6 games I noticed that my fellow survivors could have been more nice to the killer.
That's all, I guess. If you have questions, go ahead! :)
"Killers got on average 7 hooks which isn't enough to pip. This is probably also because of busted matchmaking."
This is pretty much a false statement tho. 7 hooks is enough to get a pip, that should be at least 2 sacrifices(especially if 1 hook ended up taking 2 hookstages, which I am kinda leaning towards, since 7 hooks on average wouldnt be 1,8 sacrifices on average. Hookstates matter more than hooks themselves). You said you ignored DC's too, but did you ignore DC games or just the DC itself? Because a DC essentially counts as a sacrifice for the killer.
Either way, im guessing the average Devout emblem would be very close to silver on average. Iridescent Chaser is pretty much guaranteed if you're not facing an optimal team, Malicious tends to be around Gold too, and Gatekeeper should be silver-gold on average.(its either bronze or gold/iri, there isnt really much of an inbetween). So lets say silver on average. Thats 12-ish emblem points on average. Which up untill red ranks is enough to pip. Considering your average killer was purple rank, they definitely should have pipped in the average game.
But lets throw all that aside, and reconsider something:
For a survivor there are many reasons they can lose a pip:
- killer being afk with insidious(which depipping killers tend to use, but the issue is that they also depip any and all survivors they face)
- the killer being generally bad, I cant get a pip when the killer fails to hook and injure people.
- the killer being incredibly good, which is fine, if he can finish a chase within 20 seconds and doesnt give us the option to heal up, we lose a pip
- being sacrificed early, or being mori'd ASAP
- fellow survivors DC, making the game much harder to win if the killer takes advantage of the DC(which is a bit of an ######### move, I mean, imagine you couldnt damage 1 of the survivors, ever, and that survivor takes advantage of that and constantly bodyblocks you, you would consider them quite an ######### too, but ofcourse if you were in their shoes, you'd probably want to take some advantage out of it).
- fellow survivors constantly screwing you over, which isnt as common, but its common enough to lose pips over.
The list goes on and on, and all lead to you not being to complete enough objectives to get your safety pip, while a killer is almost guaranteed to get their safety pip.
Why does this matter? Net pipgain.
The net pipgain of killers is consistent and doesnt rely on others, it relies on their own ability and its always greater than 0 every single day. Survivor pips rely too heavily on everyone else in the game, and could one day have a net pipgain of -5 while the other day they could have a net pipgain of +10. I can theoretically lose 10 pips in a row, deranking from rank 1 to rank 4 as a survivor, and only 1-2 of those would actually because of my actions. Me as a killer, even against an optimal SWF, could still earn a safety pip. A killer NEEDS to be heavily outmatched or AFK to actually lose a pip.
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@LordGlint said:
Information on your location is only really useful when a killer can act upon it. If you heal up far away from the killer and they find out your across the map... its not really valuable information to them. They probably have more pressing things to handle. For that regard, I doubt the perk is gonna see much use.
True, but you also remain oblivious for 45 seconds if you go outside the 8 meter range of the person you healed. Especially if everyone is injured, the killer could easily sneak up on them and get a free down. Especially if you already run Nurses and know they will probably keep healing.
It's not the greatest perk, but its good enough to be ran consistently on a handful of killers. Im not saying it should be nerfed, ######### that, its just that I definitely see this perk being used more commonly than Iron Maiden and Infectious Fright to a point where running Calm Spirit will be quite viable. Right now its a niche perk and actually fun to run and have killers be confused about the lack of scream when someone gets downed, let alone to constantly be spamming lockers when you find out it has Iron Maiden. But part of Doctors strength is that the scream and shock stack, preventing survivors from vaulting for 3.5/4-ish seconds instead of 2.5 because of the scream(which I honestly dont think was initially intended, but it makes Calm Spirit kinda worth running in the first place).
I mean, people claimed reworked Ruin would never be used because it was "so terrible", yet I still see ruin almost every other game. I have yet to see a so called "unused" perk to not show up once every 1-2 hours. Ofcourse that doesnt include actual terrible perks, I sometimes just dont see them at all, but I've heard plenty people claim that Dead Man's Switch wouldnt get much use at all because "survivors will keep working on gens because they have no reason to instantly unhook", yet here we are, getting that perk at least 3 times a day because survivors dont play perfectly at all times. Especially not when they dont expect certain perks being used. Cruel Limits, in example, actually could have massive value simply because survivors tend to miscalculate how far it actually reaches(in some cases, 2 quick gens can literally block 80% of all vaults), basically creating multiple deathchambers where they run into, giving you a free hit, while also being unable to reach the next loopable structure because the closest ones are mostlikely blocked off too. Yeah, if Cruel Limits was used as commonly as BBQ, ofcourse people would know what to expect in the first place, but the devastating effect a single unsuspected perk can do can literally change games.
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@Decarcassor said:
Calm Spirit is not even a true counter to Doctor anyway. There is a sound cue when you hit someone with Static Blast, even if they don't scream, and the true tracking potential of the Doctor come from the hallucination with Restraint, not from the imprecise randoms screams.
The screams are not imprecise at all, they show the final location where the survivor was. Having 2-3 screams from the same person and you know their pathing. They scream more often than the hallucinations spawn and they are much more distinctive.
@Huff said:
Even if Calm Spirit did become meta, I don't think it screws over Doc as much as people think. Don't get me wrong, it definitely harms him (more than most killers at that) but I think something people often forget is the fact that Doc's power isn't only useful for making people scream. There's the disruption aspect of it obviously, but even if you can't see the survivors because of their screaming, you can still see the Doctor phantasms pop up. On top of all that, Calm Spirit isn't going to stop a Doc from being effective when it comes to stopping a loop or a window.
Like I said, it will be a very big nerf for doc gameplay in general. Ofcourse doc will still have his powers, but its simply going to be like using amanda's letter when everyone is using Sole Survivor. Its just a massive ######### you towards 1 specific killer essentially. A killer that wasnt super strong in the first place, and since his rework gained some strength.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1316744#Comment_1316744
Having a headset to listen to what the game is providing isnt "unfair" at all. The game offers different sounds from left to right and a headset is the easiest way to experience those sounds. Its the same for many things...not Just Spirit. Hearing the revving of Billys chainsaw and being able to tell which direction its coming from for example...
Thats the thing tho, you cant hear billy's direction. Not untill he is within 8 meters, at which point its often too late to react unless you have Spine Chill.
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@Rydog said:
I don't think Calm Spirit is gonna become meta. It wasn't a thing after Infectious Fright, and it won't be a thing now.
Except infectious fright isnt always useful and only good on certain killers and only works in the killers TR. Deathbound works pretty much anywhere outside the killers TR. Especially on Killers that run NC already.
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@RayrafLPP said:
Hey guys, so we all know maps are formed by many tiles which are placed randomly.
This leads to Many possible map layouts, some of them stronger for survivors some of them weaker.
Usually They seem to be pretty fair (aside from Window spawns on main buildings, but they started fixing them so its okay)
Today I played on the Chapel map and two tiles got my attention.
The killer Shack next to an L T wall. The shacks window was opposing the window of the L T wall.
The L T wall pallet was never destroyed, it did not matter during the chase, we looped 2 times around the shack and then he vaulted both windows and I couldnt do much about it. i guess the chase was about 90 seconds and then the survivor was downed (It was a decent player who saw how strong that setup was so he didnt drop a pallet during the chase to come back again for another chase)
So 90 seconds without the setup weakened.
Is this healthy? I could just search for another survivor, but everybody could know how to use this setup. Also there were two gens in that area so I cant just "let them go"
I also watch streamers and its not the first time these "super strong setups" occur.
Should I just take it and think about it as bad luck, or should these kinds of setups not happen?
I was playing Demogordon and i know how to use his jump attack so I dont think I could have ran the tiles better.
Yes, its healthy, there are also deadzones and structures with weak vaults and pallets or even without any vaults or pallets that allow for an easy hit. So there should be structures that have strong vaults or many vaults that make getting a hit harder.
It's up to you wether you let yourself be distracted in an obviously survivor sided structure, just like its up to a survivor to run through a deadzone while being chased. The only real downside about deadzones, however, is that some killers are extremely strong in breaking loops AND catching up in deadzones(coughcoughspiritcoughcough) to a point where you can go to pee as the killer, come back and still get a 4k.
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@SquirrelKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1316133#Comment_1316133
Infinites as most people knew them didnt quite exist uet, what we had was the ability to spam windows and vaults with no counter. Hop thrkugh window, killer would hop through, you run around to the other side and do it again. If the killer turned around to cut you off, you double back and sat by the window. I had a game, 4 survivors spam jumping through windows woth no way to stop them. I dropped the game fore nearly 2 years
Oh they existed. Perhaps not to the extend of Haddonfield on release, but they existed. You could literally go from one side of the killer shack to the other side faster than the killer could walk around. They werent really used, but they existed.
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@angematias said:
https://forum.deadbydaylight.com/en/discussion/comment/1315929#Comment_1315929
This absolutely undoable at endgame scenarios whereas someone is being camped by a killer once the gates are almost open/open @ the second suggestion.
If you injure a survivor before they can unhook, you recharge your attack fast enough to hit them a second time before they are able to move again, downing the unhooking survivor in the first place. Many people go in, knowing full well they might just end up switching out hooks. Besides, technically, you could use Dead Hard during that period to dodge the damage. Making it fully rely on skill.
It's not that bad, and it would actually prevent players from farming people on the hook, because what did the person on the hook do wrong to be hooked twice in a row because someone else made the mistake? A mistake that you have no counter play to. If a survivor is leading a killer to you, at least you have time to get out of sight. If a survivor missed a skill check on the generator you work on, you have time to get out of sight. If the survivor misses a skillcheck while healing you, you have the option to run away to safety before the killer decides to check on why he got a notification. But when unhooked? You cant do ######### in that situation. You could say its your fault for being downed in the first place, but the hook is the punishment for being downed. Not the unhook.
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@Seiko300 said:
https://forum.deadbydaylight.com/en/discussion/comment/1315961#Comment_1315961
Before Laurie was released Killers couldn't even kick generators at all to regress them at the time, bloodlust didn't exist, the entity blocker didn't exist, map design was absolutely atrocious with incredibly strong loops existing all over every single map, perks like pre-nerfed Hex: Ruin didn't exist (that would come in the next chapter) or BBQ and Chili which wouldn't come for another year, etc.
You have to keep in mind that The Halloween Chapter was the second chapter they ever released all the way back on October 25, 2016, the game was only a few months old at the time after it released in June of 2016. It's possible my timeline is skewed and a few of those changes I mentioned had actually made it into the game by that point at the time (I don't have an encyclopedic knowledge of patch history) but regardless this was extremely early in the history of DBD. So there were a LOT more issues with the game beyond the specific scenario being discussed here (DS and unsafe unhooks) so I wouldn't exactly call it a reliable time to glean information about balance or comparison of anything.
Yeah, but my point was that survivors would still finish their gens. It's not DS that makes survivors finish gens before unhooking.
As for the rest, yeah, but the vast majority of players didnt even know they could do infinites. I played killer back then too, and only about 1 person per 5 matches would know the infinites. I was a red rank survivor in those days too(red rank was incredibly easy to get for both sides too), and by the time I got to know where infinites were, a lot of windows got blocked. Some of which I still kinda disagree with nowadays, I wish they would change some permablocked windows for other open windows. Not because they are weak, but because windows are practically static nowadays, and thats kinda boring. The only RNG that influences loops nowadays is Pallet RNG. I wish they added more locations where it could be 1 of 3 states: Window, Doorway, Blocked Window.
But going back to why my point still stands: DS never made it easier for survivors to finish up a gen before unhooking someone, neither does BT. That has always been in the game. Doing nothing while someone is hooked is bad. Heck, I even used to know exactly how much I could fix a generator before I needed to run to the hooked survivor to prevent him/her from going into second stage. I can still guesstimate it today, but I dont really care too much about fixing a gen as fast as possible as I used to back then unless the killer is camping. Because back then, Ebony Mori's were given almost every single bloodweb, and they were OP as #########, especially that the Halloween chapter made it worse by introducing Dying Light, not only making matches extremely short, but survivors were punished for not rushing.
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@killde said:
i'm level 68, and I barely have good global perks. I have very few.
I just hate the amount of grinding, usually I fixate on one killer throughout many matches.
Anyone else like that? And I'm a purple killer, yellow survivor.
Depends, just focus on just having 1 survivor being loaded out with all the perks so you wont have to spend too many bloodpoints kitting out other survivors and only focus on the teachables you want first(if there are multiple teachables on 1 character, go for that one first, even though Dead Hard from David might be a very good single perk, but having Inner Strength and Fixated from Nancy has more reliability). I got 1 survivor kitted out to p3(prestiged it in the beta days, when the only skins you could get were prestige skins) and have all the perks available on that character. I have someone like Kate at level 41 with terrible perks, so I never play her, yet, because its not worth dumping BP into her untill I unlocked all the perks. The only reason I'd say to avoid kitting out every single survivor is that one day, you'll have all the perks on every character and then that prestige option gets very tempting. So try to avoid maxing out characters unless you are 100% certain you never want to prestige.
So in short, you would want 1 survivor kitted out completely, and the rest just level 40 to unlock all teachables.
Then all the remainder of your BP should go into killers you think you will enjoy playing and leveling the rest to 40. Since Killer is a more diverse role by default, that means you're gonna have at least 2 people you want fully kitted out. So focus the majority of your BP into leveling killers.
Then, make sure to check out the shrine of secrets weekly, its fairly easy to get 6000 iridescent shards per week, so that means at least 3 perks you wont need to level a character for(saving BP) and if they are all perks you already own, you can convert shards into BP, which is a smart thing to do, unless you want to use the shards to unlock characters and skins.
@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1315578#Comment_1315578
Good luck with that! Getting a single character to maxed out Prestige/Perks is going to be quite the BP Dump. I would know, I did the math on it.
https://forum.deadbydaylight.com/en/discussion/152639/the-massive-grind
It will take several days, or even weeks to get one character to Prestige 3-50, not even maxing them out. Especially on the Survivor side since, again, they do have more perks and their BP gain is much lower to Killers.
https://us.v-cdn.net/6030815/uploads/IRA06SOPVT7Q/381210-20200530192454-1-copy.png
https://us.v-cdn.net/6030815/uploads/7BMGFHAXQH5N/381210-20200530192525-1-copy.png
It's not that much. If you use the Entity in your favour, you can level up a character from level 1 to level 50 with 1.7 million bloodpoints easily(I've leveled up Claudette from 1 to 50 with about 1.2 million BP because I dont care about what she does and doesnt own, I only care for the prestige). Which, using BBQ on killers, is about 27 games. Ofcourse this will include ignoring purple perks as much as possible, which is fine if you just want to unlock the teachables. Then you can also focus on prestiging the character first fully(which is what I did with my prestiged survivors), only going for the cheapest possible way of leveling up. So if you only care about prestiging, that's about 3500 killer games total(including the Silent Hill DLC) using only BBQ. Including Survivor Pudding/BPS that drops it to 2250 killer games(assuming you have one of them at least every 4 games). Having some random BPS from survivors every 10 games(averaging 0.2 bps per game) drops it to 2000 killer games. But for every 580 games you play, you earn about 26000 iridescent shards, which can be turned into 2 million bloodpoints, reducing the amount of games needed even more. Meaning you, in total, need to play about 1250 killer games to get every single character p3.
Then comes the grind of actually getting all the perks, which is probably gonna cost you about 4-5 million bps per killer, which is roughly double the amount you already invested. Which still is "only" 2500 killer games. Considering the average game lasts about 7 minutes(its actually 8-ish, but its easier for the maths) and the average queue time for killers is about 3 minutes(at least, in my experience), that allows for 6 games per hour, which means that in 420 hours, you should be able to have all characters maxed out, not accounting for time being AFK.
Now, the issue is ofcourse that offerings cost BP to get and you need to refresh your blood page to get new offerings and addons. So that is going to crank up the time a bit. But all things considered, if played smartly, it isnt thát much of a grind. Like I said, the biggest problem is actually ignoring a perk if there are cheaper options available. Getting 2 perks for 6000 bp each would be a dumb move if you have 2 brown offerings/addons worth 3000 bps each and you're focussing on prestiging. Doing that for 10 levels in a row would already save you 60k bloodpoints alone. Let alone that you'd essentially have to ignore all pink and purple icons as much as possible. Spending 6-7k when you could be spending 3-4k is just a dumb move. You're getting your first pink icons around level 15, and if we assume 1 pink icon per bloodweb, that's 105k bloodpoints saved at the very least. If you can somehow avoid all green icons too, the total amount of bloodpoints you can theoretically shave off that 1.7 million total is about 500k, especially if you constantly use the entity to block out as much as possible whenever you can allow it.
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@SpiritLover1133 said:
before DS rework, survivors had to be careful when to safely unhook a survivor. Failure to plan accordingly would result in farming your teammates and send him/her to the second entity phase quickly.
But the current system of DS, survivors can take their time finish whatever they are doing without having to worry about the killer presence.
Trading hooks is bad for the killer. Survivors now abuse this technique by finishing the generators first before unhooking their teammates. It doesn’t matter if it was a safe hook or not, the generator is finished and the unhooked survivor would be granted immunity for 60 seconds ( DS and Unbreakable).
"But the current system of DS, survivors can take their time finish whatever they are doing without having to worry about the killer presence."
Before Laurie was even released, survivors did gens before unhooking their teammate. People rather spend 59 second on hook and being unhooked with 2 gens being finished than spending 5 seconds on a hook with all 3 survivors swarming around, having done nothing and essentially wasting your sacrifice, especially if the killer is overly focussed on people being unhooked(camping, tunneling, or simply being too afraid to move too far away from the hook). Having 3 survivors with practically free reign is the killers fault, not the survivors. If a survivor can finish a gen before they can safe and still has an unsafe unhook, it basically means you've been either proxy-camping or just straight up camping and got punished for that.
Let alone that when Laurie was released, DS was permanent, no cooldowns.
You're basically asking "give me a way so I can camp without survivors being able to do gens". At least, thats what it feels like.
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@JHondo said:
Survivor mains, have you ever considered running a game off meta to try different perk synergies or play styles? If you only ever run the meta (DS, BT, DH, Unbreakable, adrenaline) why do you not change it up and what could convince you to? If you don't always run the meta, what are some great perks not being utilized?
I just had yet another game where the majority of the Survivors are opting for the meta builds.
https://us.v-cdn.net/6030815/uploads/84TUV4IC3LIE/deadbydaylight-5-28-2020-9-05-41-pm-2.png
Lately I've been doing pretty well against them but it's getting so boring going up against the same tactics (bait the dead hard, 360 lunge the juke, slug the most recent unhook who is playing super bold suddenly, slug then find hatch before hooking the final survivor, camp slugged final survivor of possible) nearly every trial.
And since I also play a lot of Survivor I'd like to try out some cool builds.
Same applies to many killers. I mean, lets see if you can guess exactly which killer I'm referencing with how common these builds are:
Iron Maiden, Nurses Calling, BBQ, Whispers(or Pop)
Bamboozle, BBQ, Spirit Fury, Enduring(or Tinkerer)
Distressing, M&A, Overcharge, Unnerving Presence(or Lullaby)
Stridor, Pop, BBQ, Rancor(or surveillance)
Pop, Discordance, Thanatophobia, Dying Light(or surveillance)
Those builds are pretty much static. Not even including the addons, which are practically the same each game too. You literally have 5 killers whose builds are so static that its boring to face them. Only 1 perk gets swapped out. At least other killers are mixing their builds up a bit. I mean, plague and thana isnt really common at all(even though I have seen plenty). I really hope the new perks do mix up the meta a tiny bit, altho im worried they simply replace one super strong perk with another super strong perk. Trail of Torment would essentially replace Tinkerer if killers use it, Huntress would replace Whispers or Iron Maiden with Deathbound and basically remove even more reasons to heal up, at least, untill calm spirit becomes the new meta. I mean, yeah they arent groundbreaking perks on their own, but I'm gonna start DC'ing once the Huntress Deathbound meta is fully implemented.
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@BloodMoneyMerc said:
https://forum.deadbydaylight.com/en/discussion/comment/1314384#Comment_1314384
I think Spirit is fine as she is, but I know a lot of the survivor community doesn't agree. The thing everyone hates is that you can't tell when she is phasing or not, or at least not so easily. You basically have to run Iron Will against her too, even though she most likely will have stridor on anyways. But the best way people can counter Spirit is to be very unpredictable. I find that works really well against her because it often leaves her confused & mindgaming herself.
Yes, the best way is to be unpredictable, which is impossible if Spirit runs Stridor. If a Spirit doesnt use Stridor, and because I use Iron Will, she'd have to be focussing on my breathing. Which is soft enough on its own to actually work in counter play. But add in stridor, and its impossible to counter unless you play against a baby spirit. There is a lack of windows that are strong against spirit, because they would be OP against all other killers. There are essentially no pallets that are strong against Spirit, because they would be OP against all other killers.
That is the issue. I'd be fine if Spirit forces a map to spawn double the amount of Pallets or opens more strong windows against a Spirit. Because they are needed. Most maps are just too open for a Spirit. Basically, the only maps I would like to face a spirit is Lery's and The Game. The rest is lacking counterplay. Well, I mean, that, or actually having someone who doesnt use their ears.
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@BloodMoneyMerc said:
Freddy with BBQ & Pop, or Freddy with an anti-gen build in general. It's only annoying because every Freddy I go up against runs a build like this. Usually its BBQ, Pop, Surge, & Sloppy Butcher (probably his best build honestly). The add-ons that slow down survivor action speed on top of that is also annoying. Yeah you can wake yourself up by blowing up your gen or finding another survivor/the dream box, but then you either give up your position or waste more time. It's just a super try-hard build which is why Freddy is as strong as the data shows him to be.
Pretty much. I am expecting Spirit and Freddy to be on the highest average killrate this year. The only reason Trapper outshines them is because rank 20-15 plays trapper a lot and rank 20-15 survivors arent exactly the brightest when it comes to trap placements.
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1314177#Comment_1314177
I know you were hoping that this would save your hide, but even after seeing what Heather looks like outside from pre-rendered cinematics, DBD’s in-game model STILL looks worse than the in-game model from almost two decades ago.
Bruh moment.
That moment when a gamemodel from 2 decades ago seems better due to shittier graphics display, but if put on an HD screen you'd suddenly see massive triangles. I mean, old tomb raider games looked great on grainy old tv's, but if you look back at them now on an HD screen, it's just massive triangles.
Yeah, DBD doesnt have the most sophisticated graphics, but you cant even compare current day graphics to those from 10 years ago. Besides, how much I love burning the devs on terrible balancing(I mean, really, spirit is balanced in your opinions? There isnt really any vanilla counterplay to her, and the counterperks that do work against her are practically useless against other killers. It's literally phase and get a free hit, even Billy and Huntress have to at least put some work to it.)
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1314270#Comment_1314270
They do save game data for every report they receive. If you don't even think the report system works, why are you so worried about being banned, anyway?
I've yet to see a game that has completely stable servers. DbD's are more than enough 99% of the time.
Well, I meant more like the game generating as it was played/aka saving footage. Knowing 1 player was using a pointing emote isnt exactly evidence that they are aiding the killer. Lots of games end up temporarily recording the game in case there was someone reported and deleting the footage if no one was. Which is, on Overwatch for example, why your highlights are saved for up to 24 hours. And why in league of legends you can pretty much download your own gameplay footage from weeks ago. I'm talking about that kind of game data.
As for 99% of the time. I'd say technically the truth, considering that even with the worst latency, the game works mostly fine. What I am more talking about is interactions between players and things that actually do alter the outcome of the game quite a bit. I've never had a killer miss because of latency, however, I have had many times that I've been hit because of latency. If I count up the games where latency gave the killer free hits when he really shouldnt have, I would've escaped at least 15% more often, would've lasted in chases at least 6 minutes longer on average(especially when I am matched against someone who is extremely bad at predicting where I go), would've been hooked 35% less and would have been able to stun a killer without recieving a hit 70% of the time that I did get hit. Ofcourse pallet hits are a thing, but 70% of the time, the killer isnt even close to the pallet. And if thats not the issue, I get vacuumed to the opposite side of the pallet for 1 second, for absolutely no reason, just so the killer can hit me. Or even worse, the killer being vacuumed to my side of the pallet even though he was on the opposite side. Saying 99% of the game is fine, when most of that 99% is environmental interactions rather than player interactions is like saying guns arent dangerous since 99% of guns are shot at targets. It's technically true, 99% of guns are not used for any violence other than target practice, but does that mean every person should be holding a gun?
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@xBEATDOWNSx said:
https://forum.deadbydaylight.com/en/discussion/comment/1314193#Comment_1314193
I'm not disagreeing on NOED. I just find it boring to play against when I do play survivor. After the last gen pops, I just assume the killer has NOED and okay accordingly
I agree its boring to face it over and over again. Which is why I am extremely bored facing Billy's, Huntresses or Spirits. Because they all are already top tier killers and any perk on them will pretty much be good. But they still go for the best of the best. It's just not fun. However, the amounts of times I encounter a NOED is practically non-existent.
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@Rydog said:
Any reasonable reporting system should not be incumbent on the players to do all the heavy lifting. If I report someone, it should send a full chat log and whatever data it is that enables the community mods to reconstruct/view the match using whatever internal replay tools they're using.
Yeah, but lets be honest here. BeHaviour and saving gamedata for every report they are recieving? They dont even have stable dedicated servers yet.
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@survivormain1105 said:
https://forum.deadbydaylight.com/en/discussion/comment/1303340#Comment_1303340
You say suspect a killer of using noed? Can you suspect a rank one killer spirit to use noed. Rank doesn't matter so many ppl use noed good and bad killers. Its a crutch perk regardlessly.
Yes, you can. You can figure out a killers perks quite easily. And yeah, if the player is playing spirit, they are likely running noed because spirit is already a crutch killer anyway. If you gonna be an #########, why not be a complete one?
But NoED has 2 functions:
- if you're outmatched, you still have a chance of getting survivors and not end the game with 0k thanks to instadowns
- if you're evenly matched or steamrolling, the survivors are going to be injured no matter what, meaning they shouldnt care about the instadown.
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@xBEATDOWNSx said:
If you run BBQ and or NOED, I automatically assume you're a bad and boring killer.
BBQ is understandable, its literally free double bloodpoints and a decent detection perk aswell. If We're Going To Live Forever also had a killer aura detection whenever you unhook someone(which it should, no reasons not to), you'd be running that perk almost always aswell.
NOED has different uses and while it can be used as training wheels for some killers, its mostly used as a speedboost for other killers(and pretty much the only counter to Adrenaline).
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@OniKobayashi said:
https://forum.deadbydaylight.com/en/discussion/comment/1313321#Comment_1313321
I can imagine that because I've encountered a team that had all DS, BT, DH, and Unbreakable/Adrenaline equipped. They use those perks because in that situation those perks work well. It's not about fun, it's about viablility. Perks that aren't viable aren't fun. Perks that get minimal use every match aren't fun. Playing a character with perks that match your best playstyle with that particular character is fun and viable.
"It's not about fun, it's about viablility. Perks that aren't viable aren't fun."
So it is about fun. But yeah, there are some perks in the game that are neither viable to run, nor are they fun to run. And I am not about to say those perks need to be ran. They need a rework and/or a buff. And some perks simply do get minimal use. Heck, I very rarely get in a situation where DS actually would be usable. I almost never am in a situation where BT is needed, and when one of my friends is using unbreakable, the only times it really works if the killer has NOED or assumes he doesnt have unbreakable and just wants to damage as many people as possible. However, a lot of perks still get a lot of use in a game, and they are quite viable, yet they are all ignored because other perks are more viable than them. Personally, I run Autodidact a lot, its an extremely weak perk in the average game, especially if there is no one for you to heal early game. Botany Knowledge overall gets more value out of the game, because theoretically, you can get 0 skill checks all game after the first 2, meaning the perk can essentially only have been bad the whole game, while botany knowledge will have 33% speed consistently. However, if you can get Autodidact to stack early game, its a very strong late game perk. Even outclassing the We'll make it+botany knowledge combo if RNG is on your side. And yeah, sometimes a build doesnt really work out due to spawns, or you happen to get the worst map for your build. But there are only a handful of perks that are always minimal use.