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S_Panda

S_Panda

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  • @Bustanut_Champion said:

    Hey, at least it's easier to get gatekeeper now, so inexperienced killers will have an even easier time ranking up and finding disproportionately experienced survivors in matches. It's genius really.

    They aren't going to get gatekeeper more easily though: it's only a bonus if they 3k+ (cause hatch escape is fine for gate keeper) which isn't what their aim is if you remember their constant statistics 'goals'.

  • @Peasant said:

    https://forum.deadbydaylight.com/en/discussion/comment/970959#Comment_970959

    I know, but from where I'm looking the community is about 50/50. So I don't see a problem if some folks switch to get us to the 80% 20% ratio we need.

    It definitely isn't - Queue times for survivors in red ranks has a wait time at the moment (ie the people who play most). This would mean we're above the 80%. Meanwhile killers in the lower ranks have a longer wait - because survivors rank up so easily meaning they lose their opponents. Now we have matchmaking broadening so that someone in the green ranks can face people at rank 2 and incoming ranks being hidden in post-lobbies just to hide this fact.

    This becomes a never ending cycle: no new killers to add to the mix cause why play killer if you're going to have a long queue AND face people you don't have much of a chance to do decent against. Now you depip / safety pip and you're in the same place as before. "just do good" as you get nerfed constantly.

  • @Peasant said:

    I mean, it takes 4 survivor players and only 1 killer player to fill a lobby. So if survivors are having more fun and a more enjoyable role, that should mean more matches. Ergo, a good change?

    Except for every 4 survivors there NEEDS to be 1 killer. Say there's currently 800 survivors / 150 killers at the moment (random numbers). That's 150 matches going on at any time with 200 survivors waiting for the next killer to pop up. More survivors won't cause any more matches to go on, and increase wait time for the rest of the 800 survivors. Taking out a single killer will cause 4 more survivors to have a wait.

  • @Pharaoh211 said:

    https://forum.deadbydaylight.com/en/discussion/comment/970282#Comment_970282

    It's funny because the less killers there are. the more this game is gonna degrade. This is gonna be a slow brutal death if this keeps up, and no one wants to see that.

    It's noticeable ever since the nurse rework / rift introduction. I'm not saying the former is the reason: the latter likely made more killers try out survivor and realized how much easier it is to play and do well every single game regardless of their opponent. It was even released with a nerf to instant heals so survivor should be harder from that /s. When I first started playing in february this year, I'd have to wait a few minutes in killer queue.

    A few months later we got the DS rework which was a buff (is this the one people call a nerf, or the near-release nerf I heard about where all 4 players could strike without struggling). Survivors gained a new second chance that the killer had no workaround if the survivor had a nearby locker to hide in.

    Next up they release a killer with a stipend that "hey it's currently broken" hidden in the notes. I won't go as far as some say of bait and switch but hey usually it's the other way around: demo & ghostface got pretty big buffs on/after release (I didn't test plague as I didn't know how to ptb / care to back then). Alongside this, they broke the sound in the game so all survivors get iron will and perks not in the game when they go behind a large enough tree / a wall / a building. Spirit / Wraith get broken alongside the Spirit change (which isn't what survivors wanted btw, so that isn't over I'd bet).

    Now we get a Perk used by many killers for some odd reason that I just can't put my finger on getting nerfed.

  • @Siren said:

    https://forum.deadbydaylight.com/en/discussion/comment/969011#Comment_969011

    Did you get than info from a dev or form someone assuming? I wouldn't take any info as true until we see it for ourselves on the PTB.

    Peanit's post in another thread.

  • @Siren said:

    I would like to see if Ruin will still give you the hex notification as before. I think it would be more beneficial if it was like Devour Hope where you didn't get that notification till later in the game, once you've hit exposed. Survivors don't think to look for totems unless that red mark is on their screen.

    Other than that, I'm interested to see how it will fit into the game now with other perks. It seems to me it may flow better with other perks than this one. People are too quick to complain about it because they've become so reliant on it rather than learning how to properly pressure the various maps.

    Supposedly it either will once you stop working on the generator, or you'll see the sparks right away even though the killer kicked it. Therefore you'll know when it matters - when you're the 1 survivor out of 4 being chased off 1 generator.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/968770#Comment_968770

    In case the killer pushes you off. If they show up at your generator and start chasing you, it's going to regress (and fast). The only way you can prevent that is by cleansing the totem, otherwise you're taking that risk for the whole game. Otherwise if they hook a survivor, you need to choose between getting the unhook and losing progress or finishing the generator.

    Meanwhile you now have 3 survivors working at 100% speed vs 3 survivors working at 100% - ruin's speed (rng). I'd take the former as a survivor 100%. I'm honestly not perfect at skill checks like some people are so I sometimes would miss a skill check by hitting too early to try for those greats, or just hit a good and there goes 3 seconds of generator progress from stopping + the loss of 5/10%.

  • @Danky said:

    https://forum.deadbydaylight.com/en/discussion/117517/they-reworked-ruin

    if they keep it then remove the "totem" park of it.

    Honestly this would make it worth using when pairing with other perks - If all you need to do is continue working on a gen (something you're doing anyway) why would you waste time looking for a totem + 14 seconds working on it when that time could be spent finishing the gen you're not being pressured on.

  • People are going to start seeing a lot more corrupt intervention now I assume. Ruin stopped people from stacking on gens which ended up working in survivors' favor often, but it still slowed down all survivors effectively. New ruin now pressures...the survivor you just chased off a gen? While 3 survivors work unhindered still.

  • @Biggs said:

    hmm try lerrys offering or otmnond.. although ortmond is heavily survivor map but at least basement spawn is right in the middle.. same with lerrys where you have nice path to the basement which is like always in the middle room ?

    Both maps have a different basement spawn which could end up just as bad. Lery's library/'office' is hard to get into as a killer as there's 2-3 window entrances and otherwise the killer has to do a decent walk around. Ormond has the shack as the other and like above can be opposite-cornered. Best bet would be haddonfield...which is haddonfield as well. Wrecker's yard would be a good choice since it's always in the middle, but you have to have a 1/5 chance to even get the map so that's even more RNG.

  • @PapiQuentin_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/968428#Comment_968428

    How is this hard to understand? It's pretty simple.

    I am wiggling at the hook, Adam takes a hit (he now has no collision like what @S_Panda said), Laurie then takes a hit (no collision too) then Ash takes a hit. Somehow, the killer phased through Adam and Laurie when they should've had their model collision back...

    Then I can only assume they were mis-positioned since everyone was stacking on each other. Not the first time people make a mistake in dead by daylight.

    Otherwise I hope you got a video of this hacker.

  • When survivors are hit they lose their collision for a few seconds so they can avoid being downed from cornering themselves between a wall and the killer. The killer used this to hook you.

  • @johnmwarner said:

    Spine chill and sprint burst are part of my build for the past couple weeks

    I switched off of dead hard about a week ago since I realized I'm not a pro enough looper to use it for its greatest strengths outside of avoiding hits which doesn't happen anymore :P

  • @PB_TORCHer said:

    The Oni needs to charge his power by collecting blood orbs and hitting survivors before it can be used. Hillbilly can use his power the first second of a game.

    Oni has to use his club until the power meter runs out and can't be canceled. Hillbilly can do a normal swing at any time. This can become a problem for the Oni in tight looping situations.

    the Oni has to fully charge the club swing to down a survivor and commit to using it once a swing has begun. If it is not fully pulled back and the hit connects it just counts as a normal hit. Hillbilly can charge and hold the chainsaw till the player is ready to use it and cancel at any time for a normal hit.

    I'm glad I got the Oni with shards and did not pay cash. Oni is not unique in any way. Just a clumsy lesser version of Billy

    The third paragraph is a bit inaccurate - the amount of time you have to charge is near non existent of maybe half a second tops. In this time if you're going to a pallet you're either going to down them, get stunned regardless of trying to do a regular hit, or destroy a pallet instantly. Billy also has to wait for his chainsaw bar to fully deplete before he can do a normal hit, unless he was faking using it which means he was aiming for a normal hit anyway.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/963905#Comment_963905

    To play Devil's Advocate, aren't they spending two perk slots to repair generators 7 seconds faster than normal? Doesn't that have a lot of requirements?

    1 person is spending 2 perks and 1 is spending 1. But yeah that's the point: it isn't THAT much quicker than normal at the cost of 3 of 16 perk slots + constraint to both being injured / vulnerable

  • If you already own cannibal it's much more worth to spend like 10 matches of BP on him than probably 30 matches of shards on it.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/963645#Comment_963645

    I did the mathematics: With 2 survivors on a generator, injured, equipped with Resilience and Prove Thyself, reduces the time to repair generators to, rounded to the nearest whole number, 37 seconds.

    I'm not saying this is broken as I remain neutral about OP's idea, I'm just doing this to add more to the discussion. 😁

    2 survivors on a generator without either brings it to 44 seconds in comparison. 4 seconds from prove thyself and 3 from resilience. The main gain is the combining rather than the perks themselves

  • @Rivyn said:

    I'm up to 17 rotations above 50 on my Hag, and it still has not popped. 13 on my Huntress, 9 on my Trapper, that I can remember. All three which I'm grinding atm, haven't used other killers aside from dailies. Every other perk seems to have at least two or three spots in those rotations each, yet BBQ? Nope. Just unlucky?

    Because the first tier of it is an uncommon perk so it's shared amongst the other 40ish uncommon perks.

  • There's a general lack of killers in the higher ranks is the issue. Red rank survivors take the killers that generally should be matched with your rank while the 15s end up matched with you since you don't have killers of your rank. Killers have a bad time facing survivors completely out of their league and stop playing killer and self-fulfilling prophecy almost: some survivors have gone to the quicker queue side.

  • @Thomasthetrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/957569#Comment_957569

    I'm not 100% sure on this, but if you're in a chase with M&A and you down someone and Infectious Fright activates... I actually think the radius is bigger!

    It does work like that. The chase ends as you down them but the effects happen at the same time so you get the larger radius for scream then smaller radius for hunting if needed.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/954482#Comment_954482

    I said very little. Not nothing, and definitely still worth cleansing.

    Especially since I'm still terrible at hitting greats myself :P

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/954297#Comment_954297

    Ruin does very little if the survivors hit great skill checks.

    Still adds 1.6 seconds for every skill check they get compared to a not hexed skill check cutting out 2% generator progress... Which is almost nothing considering you get maybe 7 skill checks on a generator from 0-100.

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/953955#Comment_953955

    To tell you the truth, I die to Trapper because of trap paranoia.

    Me against a trapper: searches grass slowly to disarm trap. stop right at edge of grass since there isn't one. start running directly into trap.

    another example: checks around shack for ruin without knowing it's trapper at this point, vaults window right into the cliche trap.

  • @humanbeing1704 said:

    I'm waiting for a nurse related tome and not doing any of the challenges because haha no

    Imagine doing a "grab as the nurse" with the sounds being as bad as they are (can't hear a gen through walls which is the only real way to pull it off). I remember a fun one where I was chasing someone heard someone working on a gen. I pretended to continue chasing my guy then quickly turned to the gen and grabbed (2nd floor of badham house)

  • @Exxodus21 said:

    https://forum.deadbydaylight.com/en/discussion/comment/952943#Comment_952943

    Overall game sounds are bugged as well so it's incredibly difficult to hear survivors now. At least I hope it's a bug and not intentional.

    Honestly the biggest reason to not play her at the moment. Unless you get a wide open map like shelter woods or wrecker's yard (or equivalents), your primary mode of tracking is removed because a survivor entered a jungle gym.

  • @snozer said:

    They didn't fix the problem so nothing has changed.

    People want some kind of tell when she is phasing during a chase because the stand still and do nothing "mind game" is utter bs.

    All the other nerfs were not needed.

    I feel collision is quite a nerf that people wanted honestly. Now the counterplay said at pallets is usable since she can't just choose a side and keep running till she runs into a wall that she can't see.

    I have no idea what they can do to get rid of "do nothing mind game utter bs" since it's even a tip in the loading screen when playing her. They'd probably have to increase her recharge on her ability to make up for the fact survivors now know they just need to evade for 4-6 seconds and they can now make a decent enough amount of distance that they can reach their next pallet because she's still a 110% killer with nothing besides her ability.

    Heck even regular killers can stand still at a pallet and survivors who are spooked ditch their safe spot enough to get a free hit in.

  • @Tokkern said:

    https://forum.deadbydaylight.com/en/discussion/comment/946718#Comment_946718

    You don't actually need to save survivor for that challenge. I blinded the killer while be was picking survivor up and it still counts.

    Yeah but at red ranks most killers look around for flashlights and chase you away before even attempting to pick up. Then your other choice is waiting next to 1 of 3 hooks hoping they choose yours :P

    Next time I do attempt it I'll be throwing on calm spirit. Infectious Fright becomes such a crutch /s :P

  • @silverwolf4455 said:

    https://forum.deadbydaylight.com/en/discussion/115521/survivors-do-you-help-killers-with-their-challenges

    I have, I also kinda farm when I'm destroying a team. I figure ok, they aren't the greatest let's chill and play a little. Did it with pig and got all 4 to boop the snoot.

    I haven't gotten to the point where I get people to boop my snoot yet ><

  • I haven't as they usually do em in a 'toxic' way. Prime example is facecamp wraith doing their noed challenge. facecamped till down to 2 players then stared at the 2 from nearby while they finished the final gen then slugged until both were down then opened a gate to get it. When I noticed how they were playing it (I had spinechill up the entire time we were on the gen together), I decided I'd make it as hard as possible. thankfully me hiding from bbq then moving away led me to the hatch which I promptly escaped through.

    The other reason is none feel like helping me do decisive light >_>

  • @Deadeye said:

    What you say is just true for SWF, not for solo queue. Btw killers can also last-second-switch. Like when they suddenly see 4 flashlights or toolboxes, switch to your prebuild Franklins basement Bubba.

    But actually I would like another warning signal, when time to finish runs out (at the moment like an additional audio cue when you cannot unready anymore at 0:15) Did not happen just once to me that I was spending bloodpoints and suddenly had to play with a naked Lv 25 survivor.

    The thing is when they do that last second switch you don't have time to open your killer panel and change killer, as it's at the last second. If you're holding killer panel open you're hoping to hear the survivors doing a player change while it's blocked. Maybe it could meet a mid-way: at 15 seconds survivors no longer can while killers can't at 5 like usual.

  • Too early still as others have said...and I don't know who's included in A tier right now so I can't comment on that.

    All I can say is he will be better than before to me as I didn't run the T3=exhaustion addon.

  • @csandman1977 said:

    Because apparently No one used slow down perks until tru3. And I think I read somewhere that tru3 actually created those perks and bhvr actually pay him royalties to use them.

    He's a boring but knowledgeable streamer and his builds are effective. So obviously he's trash. And anyone who uses his perks are also trash. Just dbd player mentality.

    So he's the one who created forever freddy! get the pitchforks and torches!

  • They're both annoying when they're the actual term.

    "toxic" gen-rushing: just got unhooked and they're back on a gen cause they run bt/ds/adrenaline/exhaustion so they have 2 safety perks right away and the faster they finish the last gen the quicker they can rush away from the killer after being downed.

    "toxic" tunneling: going after the same person 3 times in a row as soon as they're unhooked while chasing a separate 'third' survivor, even eating the BT hit & DS stun without the survivor even getting into a locker.

    I love the usage of tunneling when you go after a survivor again after they've been hooked before.

    My favorite recent example is I'm playing the pig for fun with her 3 perks & slow-boxes + reduced timer. All 4 people swarm the hook of a guy I had first hooked and was now second. I rush to hit the injured person before he unhooks the guy without borrowed time: survivor gets downed. I leave him be and go after others for 2 other hooks and find my guy on death hook. I need 2 interrupts for my challenge so INSTEAD of sacrificing him there, I take him to his final box and whack at it. he starts I interrupt, rinse and repeat and here's the best part: I walk away. He gets his helmet off safely and there's still no survivors dead at 2 gens remaining. Later on I find him again at a gen injured and finish him off.

  • I would feel that if you were a stealth killer using his hitnrun build/tactics but I haven't heard about him using dying light yet?

  • @Boss said:

    On a side-note: Can anyone tell me if the game tells you which of the 5 variations you got when loading into Badham Preschool?

    Cause with static maps with variations, it'd actually be good to hide, so people can't immediately know which version they're on.

    yes there's roman numerals next to the map name at the bottom left.

  • @luka2211 said:

    https://forum.deadbydaylight.com/en/discussion/comment/945789#Comment_945789

    believe me it shouldn't have hit cause he just DID NOT HAVE enough distance it should have hit the window,people should stop trying to find excuses for dumb hits,what would be your excuse for this one?(I was the freddy and the hit didn't look even a bit legit,https://www.twitch.tv/videos/526286246 at 52:16-52:20)

    Medium vault instead of a fast vault meaning she hung at the window longer than she should've. What's your excuse for not showing it from your perspective? It's almost as if there's a bit of latency between survivor/killer perspectives where the killer gets a hit that should be a hit yet to survivors it shows their reach going further than it should

  • ...That was actually the claudette's fault there honestly. She stopped the momentum from the fast vault to start moving right leaving her close to the window there

  • @humanbeing1704 said:

    https://forum.deadbydaylight.com/en/discussion/comment/945227#Comment_945227

    I don't think any human on the planet has enough patience to get 9000 shards for every non licensed character

    I've just unlocked my last killer (oni) as of last night. Haven't worked on survivors yet since most 'meta' perks are free and therefore are just skins :P

  • One suggestion is to hit the survivor who was trapped rather than picking them up, as it'll give you a score event. but yes sadly they aren't working that hard on fixing killer specific emblems anytime soon. Billy/Cannibal/Ghosty/Perk/Plague's broken giving based one hits count as a single hit even though it's doing 2 health states (which is what should be counted honestly. You lose emblems per health state healed so why not gain)

    "You're good at using your killer's power! Well we don't like that so depip"

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/945051#Comment_945051

    I can agree with this. The final Survivor should get extra points for being the last one, especially if they weren't hooked until that point.

    They do if the hatch is closed by the killer giving the pressure score event :P

    Joking aside if the final survivor didn't get hooked at all during the match that means they did such a great job of avoiding any chases at all with the killer (ie not doing anything) or used a map's strong point every chase they got in so the killer just ignored them for the most part...

  • I completely agree there needs to be something done about survivors that lobby dodge moris / the game / hawkin offerings.

    On the second guy, I'd like to assume he's trying to get leatherface's claudette mask? otherwise survivor doesn't matter as far as I know.

  • @Deadeye said:

    @laurelstroodle @Waffleyumboy it is just harder for survivors to take the game hostage, it is more like bug abusing now. At least I know of certain spots where you can land on where the killer cannot hit you anymore.

    The mori spamming is actually reportable as during the "mori charge" the bleedout timer stops progressing. So you don't get slugged for x minutes but for like more than 15 if you time it correctly. The game will end anyway but takes massively too long. Mori spamming should be fixed, at least by making the bleedout timer progress while charging the mori.

    This I completely agree with, alongside things like possibly carrying. If a survivor is being on the ground for 3.5 minutes then finally being brought to a hook I doubt they want to possibly stay in that game much longer anyway. My friend once had a pre-rework freddy constantly pick up-drop till standing then downed again so as to delay his death as long as possible.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/944622#Comment_944622

    No they can't you're just stuck in the past. Get over it, the game is better now.

    Just popping in to comment on this one - when down to 2 survivors who both don't want to die they can easily hide around the map for a VERY long time wasting the killer's time. moving 10 seconds around in a generator-less area is quite easy to do to avoid crows. Once the killer stops gen patrolling because gens obviously aren't being worked on is when it actually 'gets' hard but survivors who decided they aren't working on gens anymore are VERY hard to find without whispers / an killer who gains information using their power.

    If you search a bit on these forums you can see someone commenting on this having happened on hawkins specifically which can be quite easy to do since there's lockers galore, many small rooms to block sight. They spent near 15 minutes doing basically nothing and unlike bleed out timer he couldn't just wait for the game to automatically end.

  • @underlord99 said:

    just wondering , why dont bear traps kill you if you jump through the hatch? I was playing a game as pig and three gens were left and the last guy had a active RBT on his head but jumped through the hatch.

    Because they only kill when you try to escape through the exit gates when they're powered. The hatch has always been a final resort kind of thing and having it no longer be that for a single killer wouldn't be 'fun' for the survivors :P

  • @luka2211 said:

    https://forum.deadbydaylight.com/en/discussion/comment/936509#Comment_936509

    why are some people's pfp's on the forums like "jailed"?I have seen few people have it don't get what it means

    It's a type of suspension to the forums - they can't create new discussions as a small slap on the hand.

  • Red rank survivor is so easy to reach, especially after tier 2 tome and even reworked tier 3 tome. The sheer number of matches you had to do without throwing them makes it easy to pip up to that area. Add in that rank reset is only about half as 'deadly' and they will constantly get back up there after a week or so.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/936018#Comment_936018

    Getting off only makes sense for ruin. Without ruin staying on will give you more bp.

    You don't gain extra BP when there's no progress made on the generator. A generator from 0-100 gives 1250 BP and coop actions add to that - but requires both making progress on the generator still.

  • @FriendlyGuy said:

    No pallet there is really safe so you need to change your playstyle on that map.

    There's usually 3-4 safe ones total in the long rooms. The 'warehouse' room and the catwalk ones specifically

    Edit: I mean ones where you aren't going to get hit a second after you drop it of course. Not the "so safe the killer must break it before they'll ever get a single hit"

  • @arslaN said:

    https://forum.deadbydaylight.com/en/discussion/comment/934607#Comment_934607

    The basement bug and the getting stuck inside gens need to be fixed at the very least. I haven't encountered these in a while but others still do

    I haven't heard anyone getting stuck in gens anymore since the hotfix, and I will admit I've heard the basement bug is a minor happening still since it.

  • @Mr_K said:

    So to the killer PoV. They hit you, you go down, then pop back up and dash away.

    🤨

    Hey I'll take that change, if it means if my grab animation starts it'll pull the survivor from where they ran into my grasp because on my side I clicked :P

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