S_Panda
S_Panda
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"Since DS got nerfed" Actually it basically got buffed. I started playing ~3 months before the change and learned quickly to be a "butter fingers" on my obsession. Current DS doesn't even let the killer perform a single action before you can activate it. IE you can just sit under the hook force yourself to get 'tunneled' and DS your way away for no reason besides the laughs. I'd all be up for this buff if it meant things that show you aren't being tunneled is happening deactivates it: being outside of terror radius for x seconds (suppose not against stealth killers, so ignore this one), healing up, working on gens (beyond a tap to stop regressions of course). Or the current meta: take me out of this locker I dare you, or walk away and leave me be because you can't pressure my team at all with this stand off. Oh pulled me out? I'll hop back in, head on! That'll teach you to tunnel me after hooking my ally and hitting me for my now healed state!
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Basically either way can work out with the right perk building to offset rushing or so on. I'd personally prefer the former with slight reduction in initial build but I always look at it addon-less first since any killer should be able to perform 'fine' without them. I just don't like the sound of the active-buff because if survivors can know you have it on they'll pallet you early or so on to avoid the majority of the buff, even more so if you do give a tell of what one you're using.
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Aren't mind-games just making survivors second guess themselves with the little info they have (red stain) and causing them to make a mistake: take a hit at a safe pallet while dropping? Or am I misunderstanding the meaning of mind-games used normally
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Reading further in generated a few questions (obviously stuff that would need nailing out more on devs side but still):
Will the 3s channel be completely still? reduced movement like clown's reload or perhaps an even slower movement like legion/nurse fatigues?.
I assume after the channel to choose an orb you'll have to hit one of three buttons: will they be m2, space, control (by defaults) so if a survivor comes in range you can punish them?
Can you spend multiple tokens in one summon? IE pooling 4 to get 2 orbs in one go
- Moving onto addons: Which ones can or can't stack? Basically any of the very rares x ultra rares (the ultra rares sort of impeded one another I assume) sound pretty strong paired: Moderate + Considerate essence effects, with first orb costing 1 less. Considerate + all orbs costs 1 less, and first one costs 1 (free 2 orbs at start & buff). Start with 1 of each considerably & first one costs 1. 3 orbs cause expose x having 3 free orbs at the start to use (use 2 at first then 1 later if my first question is has to be repeated).
- Finally if I remember right they usually do 4 / 5 / 5 / 4 / 2 for addon rarity for new killers so you'd have to create 1 more for uncommon / very rare basically?
Perks time! I quite like the three of them as 2 are very new feeling compared to other perks. The perk-based mori is nice as that's how I use moris for the most part anyway.
For the hex: there doesn't seem to be a hint that the killer is using it (ala devour hope) so I actually like the thought of players not caring about totems ignoring it thinking it's haunted ground or so on.
For the curse: will the player know they're cursed from the get go? or surprise once they work on a chest/totem/sabotaging or worse altruistic a survivor.
Glanced at survivor perks: the gate one feels a bit too strong to basically run at 100% for that long. poised gives it for 10 seconds at its highest for a generator being finished and adrenaline runs for 5 seconds (imagine pairing the 2). Fleet footed also feels a bit too high, but that might be me misreading it: will it ever work in a chase? Or is it just so long as not 'in danger' + healthy you run faster?
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My only change would be putting them closer to a 'normal M1 killer' at first:
Movement Speed - 114%
Terror Radius - 34 meters
Height - Short
Power: Blood Ritual - The Acolyte starts the game with a 5% penalty to action speed (breaking pallets and generators as well as channeling this power) and attack cooldowns, he also vaults slightly slower (-2.5%) and has a reduced lunge (-.5 meter).
Otherwise soon after release any survivor in the know will notice the killer coming and loop them enough to prevent them from becoming 'normal'/above M1s. Since their power is only 'fixing' their normal stats after 5 hits (excluding addons) they shouldn't start too far below killers who have a power alongside their normal status
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Personally my feel would be make them all be -.5 an orb rather than change it altogether. I suppose it'd be an odd killer though to never be 115 at some point, but someone using play w/ your food or so on would be used to it (and that would probably be one of the better moves to use with it early game to assure hits).
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@NuclearBurrito said:
Does injuring count?
https://forum.deadbydaylight.com/en/discussion/48451/killer-idea-the-acolyte
if so this is one of my favorite Killer idea's that I've made.
I quite like the concept but I feel it starting off with basically -1 orb in all categories would be too much of a negative (I understand there's addons to negate, but still). One very good looper could make it so you don't power up for a long minute and until then you're worse than a wraith even
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And that's why I started using spine chill all the time :P. "Is he staring at me or after another (non obsession) survivor?"
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@PolarBear for some reason any time I edit a comment it feels like it gets deleted. Went through a few videos to find some points where the survivor happens to catch it happen in their camera: you can see it at the pallet after the timestamp: https://youtu.be/0MfQzRb484E?t=467
another (watch her hair specifically on this one): https://youtu.be/ovKUtWmKscU?t=369
animation reset (watch the real phase instead of the fake out one): https://youtu.be/-iwTQODwXEc?t=91
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Finally found an old vid where you can see it at the pallet after the timestamp: https://youtu.be/0MfQzRb484E?t=467
another (watch her hair specifically on this one): https://youtu.be/ovKUtWmKscU?t=369
animation reset (watch the real phase instead of the fake out one): https://youtu.be/-iwTQODwXEc?t=91
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/768747#Comment_768747
It is more noticeable with longer hair but I don’t have a clip of it.
I think it is subtle since she is based around mind games so it can’t be a dead giveaway.
That sentence reminds me of ptr ghostface: dead giveaway you were facing him (unknown killer is a variable after all), and you'd know if he's skulking around or not. Post-change it's now a "is he +32m away or is he currently staring at me".
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@StevePerryPsychOut said:
https://forum.deadbydaylight.com/en/discussion/comment/768700#Comment_768700
I could be wrong, but the spirit stand still thing seems to be a pretty well known technique, so apparently it's working on people. Why make the tell so subtle that people don't notice it if the intention is that it be noticed? Seems like bad design to me. ¯\_(ツ)_/¯
On the bad design part: I'd more likely assume it's accidental than intended honestly. The creation of the husk is probably why she resets. It's a powerful technique not just for the "is she or not" it's the fact that she isn't forced to phase right away to catch up (compared to a currently running to a loop survivor) so she can gather information on what move to make.
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I actually lean towards sheldor's side of it: If a survivor dcs a killer gets a whopping 650? brutality points, probably the 2nd easiest category to get points in whilst losing: 600 minimum points in sacrifice ~300 in chasing and 600 in brutality (assuming person chooses to kill self on hook instead). Perhaps when they get their dedicated servers fully tuned up they can give varying amounts (to both sides) depending on how early a dc happens.
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The only way they'd "negate" each other is if the obsession heals others therefore reducing thana's effect.
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@ocafghanistan got linked a vid and timestamped it for you: https://youtu.be/XNEqKQLkDCU?t=613
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@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/766969#Comment_766969
oh yeah that one makes no sense also the window spawn on the top of ironworks of misery doesn't make sense to me
I'd like to say way back when there were multiple windows up there making it an actual 'distance gainer' (ie see all the boarded up windows, like suffocation pit has different windows being boarded up at times). Course this is based off bad memory of watching old videos.
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Keep in mind PTR nurse is not the fully 'reworked' nurse as the notes say. any 'attacks' you make start the cooldown (whether hit or not) so on misses your cooldown is actually ~1 second shorter than it should be and hits depends on how long the lunge is.
Glanced through that first video: what red rank survivors heal under the hook against a nurse in the distance after running towards the hook?...and then continue standing there after the first person is hit. Said same hit guy decided to heal next to a pallet against a nurse instead of out of los at the bare minimum (yeah I know nurse's calling).
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-rep tunneling camping bad nurse player who doesn't fairplay cause someone rage quit on the sound of a nurse blinking is my favorite one
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Ah you're right we're reading the initial post differently I suppose. I read the first bit and saw "last survivor escapes while no gens are even done" then the 'fix' sounds more like no death hooks completed but give me a mini rancor. I think the "kill" part is more so someone using moris doesn't get a free rancor on the final survivor as well
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@NuclearBurrito said:
You can just actually use rancor
That'd be assuming the 4th survivor is your obsession though.
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@justarandy said:
No?? It's a killer favoured map like all indoor maps so far. Survivors can't find gens, can't find totems, have a hard time knowing where they are and therfore difficulties to find pallets/good loops. Also, this map kinda follows the new pallet loop rules applied to new springwood maps while bloodlust still exists.
I really cant see how this map is survivor sided.
I'd disagree with the not finding gens part of any of the 3 maps. There's at least 1 assured gen in each map (2 for hawkins/game) with an easy to understand pattern for the rest. Totems I can agree with but that's more because I rarely look for them as survivor now that I'm practicing my skill checks and only really play survivor maybe once a day for the bonus exp.
Edit: Add on that killers usually won't find survivors who aren't at generators, so until they find their generator they're mostly safe.
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If you just mean recently like the past 2 or so days then yes you're facing higher skilled survivors due to the reset. I haven't gotten onto it with any killers who would be 'neutral' on it (ie ghostface/nurse is all I've gotten on it so far iirc). I'd like to say it's quite a balanced map or perhaps actually killer sided due to the number of unsafe pallets (even if there's many more pallets). You either get a hit before they use it and they rush to the next one or exchange a stun/hit meaning one less pallet in that area for them to use. The only truly safe/strong pallets are in the middleish hallway and in the long hall with catwalks.
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For those going why compare moris to keys: moris cut out at most 4 hooks (+DS since everyone runs it of course) or in other words 33% of the match. A key when survivors gen rush themselves into a corner with 3 remaining means they can leave the match either 20% early (excluding exit gates) and "without any skill" as some would call moris. just gather up together walking around until you find the hatch and leave. Now let's regress further: 2 remaining survivors with 2 more gens to do, a very hard situation to come back from at that point. once again, skulk around till hatch and walk out with 40%+ of the match to go.
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The issue here is killers NEVER have skill checks, so forcing it on them when their gameplay never has it would be rude to those who rarely play survivor. Of course some will put that into "well survivor needs it for an unfair advantage killer has!"
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For those who don't get what's going on: the survivor is stuck in perpetual speed burst meaning they always run at 150% while killers can only reach near that with play with your food & bloodlust at max...maybe noed speed boost to top it.
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Thankfully your last sentence is the truth and you'll have however long the rift runs for to acquire the vials, and 14 days after that to spend them.
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Seem to have deleted my comment while editing: You forgot the third hand of going over the safe pallet because you chose to run a perk besides the 7ish meta ones (counting all exhaustion perks as one).
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@GennyFromTheBlock said:
https://forum.deadbydaylight.com/en/discussion/comment/764835#Comment_764835
I don't understand how Killah Main Spirits don't get this...
SPIRIT COUNTER-PLAY 101:
Hide a coin in one of your hands, put your hands behind your back, and asking someone to choose which hand has the coin. They picked left when they should have picked right -or- they picked right when they should have picked left.
You're missing the third hand of going over the vault which is a choice if you run a counter perk to her. but of course can't remove one of the 6 meta perks (counting exhaustion all as 1)
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@BongRips4Wraith said:
Give survivors a clue that she's phasing after the charge time is complete when activating her power (standing still guessing games are boring and anyone that calls this a mindgame has no mind) and give her a vault animation. Boom, the game's health gets better and she's still really strong.
All of her add-ons are fine except prayer beads, I'll just DC or not play the game and kill myself on hook against Beads. It's not a multiplayer game at that point.
I don't own the spirit (yet) so I can't speak from her side, but as survivor I run spine chill and feel your "fixes" would remove any of her ability's mind game? "Is she vaulting, or powering?" yes because now she has vault animation and she didn't use her now-obvious power. "Is she standing still or powering?" Powering because you now always know when she's using it. If the only mind-games a killer can do is looping around safe pallets then she'll need a boost in movement speed (both regular and power now that that's no longer a mind-game) to make up for loss of her ability's strengths.
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Another issue is I can't see the reason you would want to mimic survivors with the current proposition: you can dismantle a single generator at the same speed 4 other survivors are repairing 4 others. otherwise, you're slowly repairing a generator helping the other team as a .5th survivor. Unless I'm misunderstanding the 'revert after a small animation' where you'll spend time standing still (say next to another survivor at a generator). As soon as they know they're playing against legion they'll be paranoid to be near another survivor and even more so if said survivor stops repairing the generator.
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@SteelDragon said:
https://forum.deadbydaylight.com/en/discussion/95389/plague-questions
any actions other than standing still will cause them to accumulate passive infection past the initial infection
walking/crouch walking are safe to do as well
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me using splinters post freddy rework: I mean he's fine but I doubt his addons/builds will make him that much stronger
this thread: man I missed a chance to grab him on discount
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Also the game supposedly tracks dcs to a point and auto bans very repeat offenses. Adding this in to the meager amount of points and I doubt friends would do that just to boost a guy a few items a match.
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1800 points for a lobby just wouldn't be worth it. that isn't even a single bloodweb item bought. add on if the survivor happens to find the hatch and that's maybe 3 items tops. It's just a small addition for the rage quit of that guy who gets downed first after running straight into a trapper's trap.
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@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/759782#Comment_759782
I always figured it was from the tiny time sample they used.
Still I know people experience what I have so I'll at least stick to that logic regardless. Rank 1 has roughly 2 types of killers. Boosted Animals and Monsters.
I'd use to say the opposite before the matchmaking rework: 1 red with a bunch of noobs will of course pip easier than a killer who can't choose how they match with others. Post I happen upon 3 groups now: super tryhards ~15% of the time, a mixture ~60% of the time (includes 1 down ragequits and such) and the new survive with 1-2 good friends for the rest.
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Safe pallets are pallets where you can run around with view of the killer but tall enough to protect from huntresses hatchets and if the killer does not destroy the pallet, you can go around many times without getting hit. Unsafe ones are ones where even if you drop it the killer has an alternative to get around and perhaps land a hit to punish not stunning them or where if you stand behind and try to vault repeatedly will definitely land a hit. an example of such a pallet would be ironworks of misery's "infinite" has a pallet along the path between the building/a medium-sized tract. if you drop it while the killer chooses to run the outside of the tract, you're now stuck inside the pallet vault area and are assuredly going to take a hit.
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Just survive and escape far as I know, but for the most part unless you just stealth/afk and hatch escape you should be double pipping in most matches that you survive.
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What dwight said: you have to do more than get a full-victory as if you get too many one shots you won't have enough emblem points for your chasing category and if gens get rushed (big surprise there) you won't have gatekeeper. You can use addons/offerings safely though if I remember right.
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From a killer's POV: if one survivor is just doing that and hiding, perhaps follow him around causing noises? if he's just going to hide make the killer know the general area to find both of you to end the game quicker. or perhaps even show the killer the hatch. I know this means giving up the game, but isn't that what will happen anyway when you're 1v2ing a killer?
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The second one is due to not having hit space first. you could see the killer moving back and the interaction popping up then so jake hit it first.
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4 hours ago: killers are op
plays killer: wow survivors aren't saving each other when I camp.
In seriousness: not saving someone when you know the killer is camping is the correct choice. the killer gets their assured 1-2 kills tops and the other 2-3 escape vs trading a healthy survivor for an injured survivor at best, or losing another survivor at worst.
Killer isn't really supposed to camp survivors unless they literally have 2-3 survivors on hooks and the last ones just waiting nearby for you to leave to unhook and basically reset the match-status. The only way it does work is over-altruistic survivors trying to prevent a single person from being on the hook for longer than 5 seconds.
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I'll assume someone killed their net in loading and it ended the match at start with "a player disconnected while loading"
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Oh no I don't mean ignore all survivors and place traps cause then you'll find yourself having a pet who closes your traps on you. If you hit a survivor at the 'edge' of your zone and they run halfway across the map into generator / trapless loops then you're going to end up looping yourself for 2ish minutes which is enough for another gen to get done in exchange for a single down. In this situation you take your hit and hunt someone else because they're thinking "he'll chase his injured survivor".
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@se05239 said:
You should check out Not Otzdarva's content on Youtube. He does a lot of Trapper stuff and is very educational.
This guy right here is what made me interested in trapper. trapper is probably the oddest killer in that you don't exactly want chases (unless they're in / going towards your danger zone). He's basically a puzzler character in that you calculate where survivors will need to go and put a trap there. heck sometimes the most random of traps you set at the beginning of the game in a "they'll go here at some point" ends up being the game changer 7 minutes later.