S_Panda
S_Panda
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@[Deleted User] said:
I don't think Tome II is directly the issue. I think the increase in number of games you have to play and then anticipating a similar increase for III and IV is the issue. I don't want to have to play 20 games for each objective in IV.
Honestly this was my biggest issue. The sheer amount of survivor matches I have to do to full complete tome 2 has me in the red ranks while killer I only have 2 master challenges left and I'm still barely in the purple ranks...And I still need to do: 5 more generators, 15 safe unhooks, 2 botany medkit heals in a match, 2 blinds in one match
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abusing the harvester: right now it can be, but at least on ptr they re-added the hay-stack lunge trick which makes the harvester a dead zone
Father campbell's? is a very balanced map in comparison to most of the others.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/862219#Comment_862219
Its also typically unnecessary, lol. Since exhaustion doesnt go down while running, if she hits you with a hatchet to apply it...unless you manage to evade her, your not gonna get the timer down even if just using the brown version.
Which begs the question, how would these addons be 'fixed'? Reducing duration won't matter unless it's brought to like 5 seconds which could add counterplay in managing their new exhaustion, but if brought that low would killers end up running them? A single bit of lost los could give you the time you need to lose that exhaustion. Biggest issue is nerfing them so far they just end up being unused on the few killers that do have such addons (I honestly wish there were more even though I was on the receiving end against a huntress).
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@survivormain1105 said:
https://forum.deadbydaylight.com/en/discussion/comment/853974#Comment_853974
Hey, That's me.
Lol
But seriously your right. I have seen so many potato red ranks. I actually despise solo que some times.
Yeah it's why red ranks are slightly more fun as killer near rank reset - survivors as bad as me can get there thanks to how easy it is to pip up...Though thanks to the tome challenges (stunning killer twice is my hardest one as I tend to 'immerse' till nearer to end game so most pallets are gone) I've been doing far too much survivor this time :P
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/862193#Comment_862193
The issue is that it makes survivor map offerings completely worthless. If the killer uses one, the killer wins every time unless ALL 4 survivors burn the same map offering.
Not every player is a toxic SWF group, and just being able to try for a map you like shouldn't be that weighted to one player.
If anything, it should start by rolling, heads survivor offering wins, tails killer offering wins, completely 50/50, THEN choose between however many survivor offerings there are, but a solo player putting in an offering shouldn't have a vastly decreased chance against the killer.
Unless I'm reading it wrong then it should just become killer map = 80% & survivor map = 20% if only 1. Minus/add 10% per survivor and it becomes the 50/50. Of course that new 30% would be 15/15 in case of different maps chosen. The issue it is now / even in your scenario is that only 1 of the 4 survivors have to use a map to have an even choosing of their map and since there's 4 players that means they can spam it 4 times in the time a killer can use 1 (in terms of bloodpoints / owning the offering itself that is).
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@Johnny_XMan said:
Why doesn't anyone complain about DEAD ZONES in this game?
Probably because there are very few of them if any (unless we're counting hawkins many unsafe pallets as 'dead zones'). If there's a dead zone, it's likely because a survivor dropped the pallet there earlier. Heck some maps get those delicious 2 debris loop pallets in a 2 second distance due to how tiles are made.
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@DWolfAlpha said:
I have a question. Does BL activate if you don't sprint after landing? Does it still cause exhaustion if you walk away first?
It procs on landing where you receive stagger, so if it's a very small drop it won't proc no matter what. You can be crouching after a drop without urban evasion and move the whole what...50% movement speed?... Actually I honestly don't know how the math works in that situation. I know crouching is 25% basically and the speed bursts give +50%...
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@ggallinftw said:
https://forum.deadbydaylight.com/en/discussion/comment/861340#Comment_861340
okay thanks. wasn't sure because the other addons say "while charging" but this one says "while holding."
It's actually when you're holding a fully charged spit but not releasing it. Plague has three speeds depending on power usage: normal faster than holding faster than charging
(taken from int3r4ct's plague education video): charging is 90% speed & holding is 110% normally.
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Another is to prevent the initial hit in the first place - the longer that takes the longer it takes for him to gain his power to possibly snowball. A hit on a healthy survivor gives him half the power bar alone, then along the way to the 2nd hit he can pick up a few orbs you drop and be ready to use it on the next find.
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@Buff_Bubba said:
Her design is dope as hell and I really enjoy the religious themes in her lore, but is she a viable killer?
She is not only viable, but she has 2 great perks and a situational perk as well. Corrupt Intervention can replace Ruin pretty well on quite a few 'set up' killers
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Is it on the PTR already? Curious how the game itself shows the husk in the UI: If it still shows as the unplugged cord then for their performance it'll still be cut out from their 'kill count' which doesn't take out matches with disconnects because those matches are surely still fair.
I'm hoping for the above as the best case scenario still, with the husks only being there to count for emblem / bbq if it's "oh I got downed within a minute this match is pointless bye bbq stack / sacrifice points"
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Since survivors have perks that give them speed boosts on certain conditions, I think killers should get 150% speed boosts for 3 seconds too.
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@underlord99 said:
why can killers do this ?? isnt body blocking a reportable offense ?
only if it completely removes the ability to finish the game I believe? If they're just afking on the hatch you have the option to complete the generators and escape normally. If they're waiting on it to remove the end game collapse rng then the game will be ending soon anywho.
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@PickCollins said:
https://forum.deadbydaylight.com/en/discussion/comment/843907#Comment_843907
That's some backwards logic you've got there. Ideally a survivor running DS is trying to get you off them with DS, then you should probably back down.
With this mindset I bet you lose a lot :/
to be honest I do the same when they force the DS via lockers and I don't mind the loss. Hey least they get their 500? survival points for that stun they HAD to get.
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@DetailedDetriment said:
Let me tell you how DS doesn't need another nerf. If you're getting DS stunned then you're tunneling. Most survivors can run the killer for longer than 30 seconds at which point DS is almost deactivated. Besides, a DS stun isn't even significant at all. Pallet stuns are probably more hurtful considering you then have to walk around it or destroy it.
A lot of survivors running DS will purposely get downed near the end or locker themselves to force it otherwise. They'll not use pallets or their exhaustion perk because they can use those after the DS stun for more value.
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@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/843435#Comment_843435
So moonwalking as m1 killer at some walls when survivors cannot see the killer is not mindgame too? The information you get is 0 too
This is honestly the biggest thing that bugs me: survivor has limited information, not a mindgame
killer gives up ALL information: you're mindgaming the survivor! (knowing where the survivor was, and maybe grunts of pain if they're injured + not iron willing, which is sort of what the spirit gives you, where she is)
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@Livearth said:
I used BT in the radius when the girls are singing but freddy hit and the survivor get down anyway.
Adding on: even if it was active, when freddy hits your survivor they're asleep so they're no longer in a terror radius so he can just proxy chase them for borrowed timer's mend timer to run out.
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@MissBehavingX said:
Can't wait for the nerf. Everyone and their mothers are playing spirit with prayer beads, much more now that the nerf has been announced, can't come fast enough!
Sad news is it's probably a near month away. ptb is usually 2 weeks and it hasn't been announced yet even :D
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@underlord99 said:
https://forum.deadbydaylight.com/en/discussion/comment/836521#Comment_836521
jesus can you spirit mains just shut up for once and wait and see what the dev's have in store instead of comparing a needed nerf to a nerf that ruined a killer ???
nurse players commenting on nurse before ptr
nurse mains just play on ptr and wait to see what changes!
ptr had: blinks recharging earlier than they would be on live (on swing instead of fatigue), one addon breaking nurse altogether, juttery blinks altogether...was there one more?
nurse on live: we nerfed the addons that made her almost a base kit nurse further and thats it!
so yes "wait for ptr"
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@oxygen said:
Makes sense when a change is announced in advance, just like with instaheals. Probably won't be as widespread anyway as any survivor can get them in their bloodweb and obviously only spirit can get beads, and not everyone plays spirit in the first place.
From what I hear that's all that's played in red ranks though /s
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Survivor emblems (besides altruism): go as hard as possible against the killer to pip
Killer emblems: go easy on the survivors, but don't let them finish generators.
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A few seconds in the red ranks. I'd like to assume thanks to survivor challenges requiring multiple matches for a few of them is buffing up survivor side a bit more than normal, but it's been out for over a week now.
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I've played against one at rank 5, and got hit once in that match.
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Your 2 examples sound like the usual matchmaking, 6 ranks in range of the killer (Excluding the 20 which I hear gets put in matches asap so they can "enjoy" the game rather than queues)
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Because it's very easy to rank up as survivor. any action you do basically goes up in categories regardless of success (ignoring survival which will cap at silver). killers lose gatekeeper the longer the game goes on, but if they perform too well they don't get enough hook actions lowering that category, and chasing / malevolence are lower if you're a one shotter because why count health states for that. I'm somehow rank 4 due to the number of matches I've been doing for the rift challenges.
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I ended up locker bluffing by accident to obtain a slug - I had nothing else nearby left to use to escape so I jumped in locker / out and got slugged :D
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@StarMoral said:
https://forum.deadbydaylight.com/en/discussion/comment/811118#Comment_811118
(I know you're joking, I just wanna reply to this XD)
Then stop complaining about Spirit and make a build that beats a majority of the cast. 1/19 games lost.
"But I face Spirit all the time!"
Then change your build.
"....But the 19 othe-"
AAAAGGGHHHHH
That's my entire point to it. Most killers don't have specific counters necessary so they just run the second chance / chase strengtheners to make them even weaker. Dislike facing hags? urban evasion. trappers (and bonus on hag as well)? small game. Spirit? Iron Will + 1 other bonus one to help juking. Leaves you room for your DS or BT or dead hard of your choosing
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I'm somehow rank 4 survivor atm thanks to having to spam matches for the rift challenges. I'm not doing as terrible as I expected against some killers, but sometimes I get a hillbilly 0 gens done.
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I can only hope the duration ran out on it then ><
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Just want to be sure that it's not a medium vault: is it when they take a bit of distance before going towards the window (fast vault, where one arm is used to jump the entire thing, momentum is kept) or the 'medium' vault which isn't that much slower, but leaves them much more vulnerable? it only prevents the former and used to be much stronger back at introduction I hear when mediums were slower.
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@MrPeterPFL said:
I discuss this on a different forum and we agreed on Rituals having fragments 5-8 (depending on daily challenge). That way it's not much of a grind for casual players but still a reason to grind.
That alone would give you 30 rift tiers (for minimum that is) along with your regular plays giving ~800 exp per match (assuming a single match on each side giving enough for your rituals).
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@thrawn3054 said:
I've been seeing alot Self Care users lately. Is it just me? Or is Self Care becoming meta again?
I'd use Iron Will over it - but I'd have to have it at tier 3 for it to be truly useful which would require pumping points into my survivors :P
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The Third Seal I assume...but besides for slugging it doesn't have much use? Unless said survivor is running an aura reading perk that they're losing due to being blind
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It happens on every 13th.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/811472#Comment_811472
RE: Moris.
Huge flaw there; you need to hook someone before you can mori them.
Sorry to be off topic here - Do "you" know the tractor-hay lunge trick isn't perform-able since the update and can let us know if it's in the works to be fixed?
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@sekkima said:
https://forum.deadbydaylight.com/en/discussion/comment/812339#Comment_812339
The spirit does not require skill, I have seen 100 hour players be in red rank just for be spirit.
This player must've gotten lucky. With all the DCs pipping gets much harder
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@Nyaren_Chan said:
This will sound pretty naive:
Why disconnecting against a killer ? I don't get how that helps. Isn't that better to learn how to counter the said-killer and try your best ?
Because that teaches us not to play overpowered killers / addons / perks / offerings / attacks. (paraphrased from the many complaints of one shots, moris, forever freddy)
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What if there isn't an obsession? BBQ doesn't generate one on it's own and has no reason to do so by design (I don't believe leatherface ever obsessed over a single character and was more a berserk killer?)
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Many have mentioned making her actually move grass which is a fine change - loops tend to hide grass for spirit and survivor both so it's a win win. survivors get something to think they can get where she is while spirit doesn't actually lose viable use.
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If there were no other changes to benefit this nerf? No way at all. Survivors lose any mystery of where she is ever while she only gains an ~50% movement speed at worst in exchange for loss of non scratch marks. At a pallet mind game? oh there she goes, time to crawl over.
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By the way I had a question to those on the often-receiving side of spirit - is it possible to do a range just inside terror radius to pull off silent gen grabs? I've been experimenting with it but can't tell if the people I grab were just oblivious (not status effect) or actually couldn't hear the approach...One was a rank 16 the other rage quit on grab
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Took me about 4 for totems. My last one was against a hag and I left one dull alone as I was already done - hatch closed I'm at gate and noed :D
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@Mrwood204 said:
https://forum.deadbydaylight.com/en/discussion/comment/811100#Comment_811100
I dont mind them, most of the time. It's just the one I guess I suck at lol, like the chainsaw. I don't think I've ever hit anyone with anyone's chainsaw. Or hag traps, blinks, to be honest I guess i justbsuck as killer haha
Sometimes I reroll the ones I suck at too due to my rank. My billy's out of chainsaw speed ups so unless survivors are nice enough to let me hit em at the end I never get it done :P
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/811144#Comment_811144
Pretty sure I spook crows when I phase, It's given me away to survivors on Lery's.
You do, and is a nice heads up you're coming towards a gen for the prayer beads runners or even moving around the map and crows suddenly fly up. They aren't there just for killers :D
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@[Deleted User] said:
https://www.youtube.com/watch?v=DQ-TSZky9Ao
https://www.youtube.com/watch?v=434wYv20N28
https://www.youtube.com/watch?v=eAlfQaUs-X0
people who say spirit have no counter or op need to watch these videos
"But those are perks and I shouldn't have to switch off the perks I can use to counter the other 16 killers extremely well but don't have as much use against the spirit"
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@Desolate_Sands said:
https://forum.deadbydaylight.com/en/discussion/comment/811075#Comment_811075
Lol, clearly didn't watch the video, where it's mentioned that playing against the spirit feels like a coin flip.
Either way a pointless conversation. Dev's have acknowledged she is overpowered, and she will be nerfed in the future.
Yes it's a common quote used for the discussion. Everything in the game can be boiled down to a coin flip for fun. Do I get stunned by the pallet or not. Do I make the vault safely or not. Doesn't make much of a discussion since you can then just say "well were you far enough from the pallet / killer". Almost like the replies to the coin flip of spirit
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@Mrwood204 said:
https://forum.deadbydaylight.com/en/discussion/comment/811094#Comment_811094
Imm assuming I own about the same. The only dlc I dont have is the strangers things one.
I had a bad loop of 2 survivor dailies in a row (I do play one a day for them but still do more killer) so I feel you :D
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Perhaps if you 'own' more killers than survivors you will, but I'd like to assume it goes "chicken or fish" before asking how it's cooked.
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I'm personally still glad for hatch closing over standoffs. I remember only winning one because I had a flash light, killer turned before being fully blind and I jumped out. he missed on the quick turn which is the only reason I got out. If anything it's just people deciding "oh first one downed and no gens done, waste of a match cause of snowball effect". Or other such stupid reasons: gen grabbed by a no beads spirit, or ghostface, or pig, or stepping in a trapper trap 3 seconds into a chase.
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I mean just look at that OP perk + addon combo. They're showing you where you're wrong in playing.