Avatar

Remedicist

Remedicist

About

Username
Remedicist
Joined
Visits
0
Last Active
—

Comments

  • I thought universal perks were just that, general perks that every killer or survivor just knew and had unlocked. Was it stated somewhere that the universal perks belonged to killers and survivors that lost all hope in the void?

  • Can't say I mind it. I'm happy I don't have to worry about waiting DH out anymore. Killer also has many perks and add-ons that can force exhaustion onto the survivor. I don't find the other exhaustion perks to be very annoying as I tend to play ranged killers. Also seeing an uptick in Head On has been pretty fun in my matches.

  • Build.png

    On one hand, the build works. On the other hand, people are very vocal in the chat after the match is over.

  • That was an enjoyable watch, thank you 😂

  • In my opinion, BHVR managed to make a killer with a balanced power that is both fun to play as and against, so I'm not personally against seeing Wesker a lot in my matches.

    Plus we get content like this:

    https://youtu.be/1UYzs4rrNVo


  • @Ricardo170373 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413459#Comment_3413459

    I struggling about how i should spread knifes. holding or tapping? what distance i need chase until use knifes. I dont understand. any trick about how him throwing? any secret? why agitation without any scourge? really helps? nothing helps more ? thanks for your tips

    Close-medium distance is the best time to throw knives, assuming no obstacles are in the way of your shots. Anything over about 25m away from you becomes harder to hit knives. When the survivor is at medium distance from you, it is better to throw one knife at a time (tap button instead of hold). This is because throwing a flurry will cause recoil and make it significantly harder for you to aim at that distance. It also helps to conserve knives. With practice, you'll begin hitting knives slowly at that distance.

    The only times I throw a flurry of knives (holding the button) is when the survivor is out in the open at close range, when they are looping around short-wall tiles at close range, or when they are stuck in an animation, such as vaulting. At tall wall tile loops, since the survivor can easily break line of sight, it is better to be accurate with your shots. That's why I throw around 2 knives (tapping the button) around each corner where they are. This will build up their laceration and eventually injure or down them. Remember that around tall wall tile loops, put down your knives when you don't have line of sight so you can catch up to the survivor more easily, unless you are able to mindgame them and throw your knives when they least expect it through crevices in the walls or doing a backwards walking mindgame. All of this takes practice to learn.

    Agitation isn't necessary. It is a personal preference on my part. I have had many times when using Agitation where I could hit other survivors with an m1 while carrying another survivor on my shoulder. Additionally, getting a survivor to a hook fast means I can go to a locker faster to reload and use Darkness Revealed to spot a survivor and begin another chase. You also don't have to worry about hook spread when using Agitation. However, again, this is just my preference. If you'd like a slowdown perk instead of Agitation, I'd recommend Deadlock or No Way Out. These perks will help you interrupt the survivor objectives.

  • Any change to this perk is better than being sent to Springwood, and the survivor purposely going down in the school boiler room without basement hooks, and being unable to hook them anywhere because it feels impossible to leave the school boiler room because of Boil Over.

    Even on PC, it is difficult to control. But I also remember how much worse it was to carry a survivor with Boil Over on controller when I used to play on the Xbox SX.

  • I use Darkness Revealed, Agitation, Bamboozle, and Iron Maiden. I've found that his ability to get quick downs makes him pretty reliable without any slowdowns. Instead, the perks help you get certain tasks done quicker so that you can find survivors and keep up with them. Additionally, I use the Fizz-Spin Soda and Caged Heart Shoes add-ons. The soda add-on helps you throw knives quicker around loops and it generally gives survivors little time to react. Generally, I'll be able to throw 2 knives in quick succession before the survivor takes a turn around a loop or object. The shoes add-on also help tremendously while ADSing around loops and loses little distance from the survivor.

    Overall though, Trickster takes practice:

    • Aiming down a bit helps control the recoil, but most of the time it is better not to spam knives unless the survivor really cannot escape from the flurry. This helps you both conserve knives and makes you more accurate with practice.
    • The knives are quick, but try to aim where the survivors are going to go. Specifically where their backs/butts are going to be since that is generally where the hitbox is when they are running. You'll get the rhythm down with that practice.
    • If a survivor begins spinning near you, but not making any distance, just m1 them. It's better to conserve knives at that point unless you are confident you can hit a majority of those knives to injure and down in that situation.
    • Throw knives at survivors that you predict are going to throw down a pallet, or vault a pallet or window. Survivors are stuck in an animation when those things happen and these are the easiest times to hit knives at them. You can deal a ton of laceration during these times too with the Fizz-Spin Soda when you have your accuracy down.
    • Shack isn't so bad when you have Bamboozle and learn how to throw knives through the holes in shack. However, some main buildings are rough for Trickster and I would try staying away from them if you can. Catching survivors in bad positions and areas is always the best case scenario.
    • Speaking of holes, you'll find that some loops have holes or openings around them, try to use this to your advantage by predicting when survivors will go towards those parts of the loop and throw knives at them.
    • Don't be afraid to m1 and do m1 killer mind games around loops. Survivors surprisingly don't expect it a lot of the time and have gotten many downs doing that.
  • You sound like them perfect candidate for a Left Behind, Sole Survivor, Low Profile, Fast Track build tho.

  • Bots have unnaturally fast reflexes to all of the ranged powers. Try hitting them with Trickster or Pyramid Head's power too and you'll feel pain.

  • Well I can tell you what isn't overrated: Agitation. On golly, getting survivors to a hook fast and getting into the next chase faster helps a lot. And I dislike going against Boil Over, which this perk helps deal with.


    As for a perk I believe to be overrated, I'd say SB. Sure, you'll sometimes have those gamers that know exactly when to use it and how to 99 it. However, I tend to see survivors walking around a lot when they have it and, therefore, wasting their team's time. Additionally, there are a lot of killer perks and add-ons that force exhaustion onto the survivors nowadays and can disrupt SB. Occasionally, it can actually work in the SB user's favor, but at that point the player is gambling their chances. Overall, I think the more situational exhaustion perks like Lithe and Balanced Landing can be more useful when it matters most in the chase.

  • BHVR would have never removed it if the choice was under their authority. Sadly, that choice isn't theirs to make. Only Netflix can decide whether to bring the chapter back or not.

  • I want OG Freddy back to some degree because the power was really unique and fitting. The current Freddy doesn't really portray the aesthetic of A Nightmare on Elm Street very well. I say to some degree because OG Freddy did need some buffs and changes in some areas. They should keep the teleporting and dream clock aspect of the current power. Changes from the older power could include making the survivors that are transitioning into the dream state suffer from the incapacitated effect, and make the transition only last 5 seconds, and I'd say he'd be improved from before. He had such a cool tracking power that I miss from back then. Also the animation of those orange souls that appeared around his hands whenever he pulled a survivor into the dream world was amazing. His dream world was an actual hindrance to the survivors too compared to the current Freddy.

  • I've always wanted either Slenderman or Jason Voorhees as a killer, but I doubt either of them will be part of the new chapter. I'd also wish for a new gameplay mechanic to be added to the game so that the matches feel fresh and new. Overall though, I'm excited for the bp offerings to make an appearance during the anniversary event. I love getting bp.

  • Whenever the DC penalty is turned off, I notice a high influx of DCs. Even before the DC penalty was a thing, this was the case. And compared to other games like Battlefield, Apex, or other shooters of the like, DCing impacts the matches in DBD much more, and it pushes the match much more towards the killer's favor. Ofc, if the killer DCs, the survivors also don't even get to play the match at all either. Therefore, the DC penalty makes sense to prevent these things from happening. Sure, if people don't DC much, then they can DC every once in a while for matches they don't enjoy and it won't impact anyone as much. But for the people that are ruining many matches by DCing, the best thing BHVR can do is either temporarily ban them from matchmaking, or throw them in lobbies with other DCers.

  • Well the FoV tech isn't an exploit. Although, they should just add an FoV slider to the game. FoV is an accessibility option and always will be.

  • I'd say it's more annoying if the weapon takes up a majority of the screen because it actually affects your ability to see and play the game. Even if I spend money on a weapon cosmetic that I normally can't see while walking around, I will still see it during swings and successful hit animations.

  • I just want og Freddy back in some form because that was really unique. That was a pretty out-of-the-box design. They should keep the teleporting and dream clock aspect of the current power. Changes from the older power could include making the survivors that are transitioning into the dream state suffer from the incapacitated effect, and make the transition only last 5 seconds, and I'd say he'd be improved from before. He had such a cool tracking power that I miss from back then.

  • And if using Slinger, try using Forced Penance. I manage to proc the broken effect quite a bit, and it leaves the survivor in a pretty vulnerable state for a good duration. Can also pair well with Terminus by the time the endgame has begun.

  • Basekit Blight is extremely fair to go against. Blight just has some busted add-ons that need changes, namely Alchemist's Ring and Compound Thirty-Three.

  • From the moment I knew the killer was going to use drones, I was hoping that she would be a hunter-tracker killer. Basically, a killer focused on tracking with a lot of stealth potential.

    Therefore, I would make her become immediately undetectable whenever her drones are spotting someone, instead of making the survivors become exposed within the area. This means that whenever a drone is tracking a survivor, she will gain the undetectable status effect no matter where she is on the map. The effect would also linger for a while. In addition, if a survivor deactivates a drone, the survivor would suffer from the oblivious status effect while the claw trap is on them.

    Everything else would stay the same, with her having the same haste effect when survivors are being tracked, her becoming undetectable in the drone range, the claw trap causing pallets to break when vaulted, etc.

    Overall, this would change her from being an area denial killer to a stealth tracking killer.

  • Amazing work! These look so good!

  • @TeemoSurfer said:

    A cool idea for the dredge would be he can teleport to opened chests too.

    That would be very fun actually

  • Tell me about it. I play a whole lot of Trickster and it's pretty crazy when I have to go across the map just to reload because of the obscure locker locations. I can't imagine trying to play Dredge and not being able to teleport anywhere at all I also use locker synergy perks like Iron Maiden and Darkness Revealed, so it does blow when even those perks suffer from the locker spawns. However, BHVR has addressed this in the Autohaven map change and has added more locker spawns locations, which is great! The change seemed noticeable, at least for someone like me that has to reload a lot.

  • For consistency and balance, I think grabs should only be performable on injured survivors. Even if it was removed, a killer can still get a hook trade since the killer is able to down the unhooker regardless. The successful hit cooldown animation speed lines up almost perfectly with the base unhooking animation speed. Hook standoffs have never been fun either.

  • Yeah, that generator labeled #2 should definitely spawn way more to the right, closer to the main building and away from those two gens. Maybe that gen labeled #3 should also spawn farther from #1 and more towards the corner.

  • Self-healing times with medkits were insane before this update, and it basically removed any pressure a killer could cause because an injured survivor could heal themselves repeatedly. This meant other survivors could work on generators with no time loss.

    Now survivors have to rely on their teammates more for heals, which means more survivors getting off generators to heal and the killers not requiring gen slowdown perks just to keep the pressure up. In return, the most annoying gen slowdown perks were nerfed.

    Additionally, medkits heal other survivors significantly faster by default and start with more charges by default. All of this is to encourage altruistic healing, and not negating the killer's pressure just by self healing in a corner with no time loss on generators.

    Realistically anyway, it doesn't make sense for balance purposes that healing yourself is faster than another survivor healing you. Therefore, these changes to healing made the game far more balanced.

  • I've been healed and have healed others in my matches. I suppose when an effect from a very used perk is removed, it will take some time for all survivors to get used to the change. In this case, players were so used to healing themselves that players are currently forgetting to heal others. I'm sure this will change over time since clearly survivors have to be healthy for the majority of the match if they want to survive.

  • @ShroudedGhostFace said:

    He’s fine if you use the tombstone add-ons. Deadlock, Corrupt, PWYF, a forth perk of choice has always been a solid build for Myers.

    Seems like he needs a very specific set of add-ons and perks to be fine then 😭

  • I'm surprised No Mither doesn't make the survivor not grunt at all given that the user will always be injured. The 75% reduction is nice, but it just makes sense to have 100% when the user has such a drawback.

  • I don't think it works correctly. Pretty sure it is supposed to purchase all of the nearby nodes and cheapest nodes first, but instead I notice it purchases almost an entire arm of the bloodweb regardless of rarity.

    I will say, I would like it if they gave us different options for what the automatic bloodweb purchases. Personally, I would leave it at "purchase random nodes" if it were an option. However, it seems to work that way already given that it doesn't look like it works properly.

  • If grades are basically just a measure of playtime for the month, then yeah, depipping makes no sense and should not be a thing. Grades should just be a way of saying "hey, here's a cool reward incentive for playing a lot during the month" and that's it. Seems like a very easy change too.

  • I'm not really sure what there is to complain about in my opinion.

    On the survivor side, I am unbelievably happy that a generator I worked on hasn't lost almost all of its progress because a killer kicked it, with no other requirements but that. Perks like Pop and Pain Res were healthy because they require the killer to actually get hooks in order to regress gens a substantial amount. I dislike perks like Overcharge and CoB where a killer could push a survivor off a gen, and they could come back to it with a substantial amount of progress lost with little to no effort.

    On the killer side, the healing changes are incredible. It was pretty jarring that I could lose all my pressure simply because survivors could heal themselves in 16 seconds, or in most cases less than that. Now survivors healing themselves take longer to do so and will not immediately negate all the pressure the killer has caused. This also pushes survivors to heal each other and spend less time on generators, meaning gen regress perks aren't even required.

    I've seen all this in my matches too. Whether I play killer or survivor, the matches are generally very close by the end and fast-paced, with most matches having either at least 4 gens being completed or some survivors escaping. That is amazing. I've always found the solo healing speeds to previously be insane, and gen perks to be a bad way of balancing the core objectives. This update has basically pushed a massive change towards both issues for the better and I couldn't be happier.

    On the internet, even the minority can sound as loud as the majority. It seems that BHVR has listened to what most players wanted overall though with this update. If the game performs as they had intended with these balance changes, then it is safe to say that they will stick with the changes. Therefore, what should be talked about is "What happens next?" I personally hope for some new mechanics to the gameplay itself, but only time will tell.

  • Northeastern US on PC. Nothing has changed for me. In the morning, both sides have an easy time finding a match. During the afternoon, survivor queue times are generally faster. And during the evening and night, killer queue times are usually faster.

  • I'm noticing the game is freezing more when it didn't before the update.

  • I've had pleasurable experiences playing RPD on both sides. That was until Skull Merchant was introduced, where they always have the perfect 3 gens that they protect on that map.

  • Yes, map prevention turns off when changes to the map like this occur

  • @Caiman said:

    What if Hemmorhage was changed so that you only lose healing progress while you're running? Like the opposite of Deep Wound ticking down if you're not running. Resurgence and Reactive Healing would still be at risk of going to waste sometimes but Solidarity would work fine, at least.

    resonance.jpg

    Caiman making the greatest hemorrhage change known to mankind

  • K21_charSelect_portrait.png

    "He seeks out his prey with a sinister grin,"

  • So if I get chased by Slinger and Legion, I can listen to cowboy garage band music?

  • I always thought she'd be cooler if she was a hunter and tracker. Her drones immediately making her undetectable when someone is in the range is really cool. Since I already play her in a stealthy way, but I currently need add-ons and perks just to make it work, I'd actually be all for this.

  • Same 6 builds I've been alternating between:

    Totem Buster: Counterforce, Small Game, Clairvoyance, Inner Healing

    End Game: No One Left Behind, Hope, Adrenaline, Wake Up

    Medic: Empathic Connection, Botany Knowledge, Desperate Measures, We're Gonna Live Forever

    Support: Better Than New, Leader, Guardian, Vigil

    Stealth: Distortion, Quick and Quiet, Lucky Break, Iron Will

    Counter Attack: Rookie Spirit, Blast Mine, Repressed Alliance, Wiretap

  • I don't have a problem going against any of the exhaustion perks. I saw someone use Overcome for the first time ever and it actually surprised me. I welcome the variety.

  • I've used these perks on Yun-Jin sometimes because I always found it fitting for the character. But that doesn't stop me from helping my team even when I have those perks equipped. The chances of survival are always higher when more of the team is alive, and the "only survivor alive" perks are more of a backup plan for when things are going south. I also don't think I've ever come across those perks besides when I've used it now that I think about it.

  • @EmmaFrostyEyes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406825#Comment_3406825

    I honestly think dead hard is still good but I disagree on iron will but thats just me

    I still think Iron Will is great. You aren't inaudible, but are very noticeably quiet and it has gotten me out of situations where I would have been caught if I didn't have it. However, I also don't use exhaustion perks, which obviously deactivates the perk temporarily.

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406560#Comment_3406560

    Yes. In my mind, the object for repairing the gate and the gate switch would be completely separate.

    Okay, I understand your idea better and am on board with it. I personally believe that manipulating the objective times and number of objectives in the trials is a better way to balance the game than having perks and items that do it for the players. Overall, this is a cool idea.

  • Most of these these settings found in the files should just be settings that can be interacted with in the game itself like most other games out there. This includes things like FPS, higher resolution qualities, anti aliasing options, fov sliders, ray tracing options, etc. DBD currently has the most bare bones settings options I've ever seen in a game.

  • How would this work with a perk like No Way Out? Would the perk do nothing while repairing the gate, but still block the gate switch like normal when the survivors go to open it after repairing it?

1 2 3 4 … 20