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Sharpefern

Sharpefern

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Sharpefern
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  • @HellDescent said:

    They'll eventually fix the by adding breakable walls and more pallets

    I don't get the breakable wall bit. They are there to allow you to counter strong wiindows if you choose to open them.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3243359#Comment_3243359

    I want a perk to help with footstep noises. I don't care how many alternatives you want to give. Do you understand this? Your suggestions are a waste of time.

    Maybe I want Stridor to also bump up footstep noises by 100% so I can reliably hear them. Maybe I want directional footstep cues in a perk. But I know I want something to help with tracking survivor footsteps.

    Okay then Become a Freddy main and always bring the purple swinging chains.

  • Other than the devout bug the main issue with trying to get merciless is some killers are just built different. If you are playing a one down killer youre gonna struggle getting high chaser using your power as you have half the chases. Killers with mini moris dont count for hook states. Like you can 12 cage/chop survivors as pyramid head and you will not get iri devout (when its not bugged) because of the 9 hook requirement.

  • Tinkerer is still a pretty popular perk even with its recent nerf. I wouldnt count on seeing a buff any time soon.

  • This is just an upgraded tinkerer.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3243331#Comment_3243331

    I don't care about your analogy. I still want a perk that can help me with footstep directions.

    Dude are you okay? Like I am down for talking to you about this but it seems like you just want to be angry. Like I can do two more legit suggestions if youre having that much trouble losing people.

    Spies from the shadows. If you are losing people close enough that people would hear their footsteps you will be close enough for the birdies to tell you something

    Darkness Revealed- If you lose someone in a loop with a locker they might have quick and quieted or if not you will still see their aura if they are within 8 meters of a locker.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3243309#Comment_3243309

    No. I'm not looking for predator. I'm specifically looking for something to help me with footstep noises. Survivors get something to help them with terror radius noises, so killers should get something to help them with footstep noises.

    Survivors dont get something for subtle noises. Like if you can't see how different footsteps sounds are to a terror radius IDK what to tell ya man. Its like comparing a brown toolbox to a commodious with a brand new part. Yeah they both are toolboxes but one means a hell of a lot more in game. Theres a reason why killers have 10-20 perks that obfuscate their terror radius and survivors have 0 that make them walk quieter.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3243286#Comment_3243286

    I want a killer perk that helps me with footstep directions, and I want it to help as much as spine chill helps people with terror radius distances.

    Maybe the perk icon can point in the same relative directions as nearby survivors that are making footstep noises. For example, if the perk icon has an arrow pointing left, and an arrow pointing right, it means there are survivors directly left and right of me that are making footstep noises.

    Okay so what youre looking for is Predator with the first statement. It will increase the amount of scratch marks you see and they will be tighter together. Wouldnt really recommend it tho. You'd do much better with like floods of rage. :D

    And unless the upgrades spine chill there is no directional cue.

    Also I am wondering how often do you run into survivors running spine chill. I mean I literally see no mither or head on as the exhaustion more frequently.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3243180#Comment_3243180

    When there is chase music, and the killer is trying to mindgame something, can you tell if they stayed in place, or if they tried to loop around, by the loudness of their volume?

    I have never seen it be that precise but if you can out mind game killers using spine chill I am sure that you could make an awesome youtube video about it. I would think it would be a popular perk if it was that strong.


  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3243213#Comment_3243213

    Being able to hear things like footsteps is extremely important to killer and pretending its not is either biased or ignorant, as it is absolutely as important as survivors hearing the terror radius. Same with gen progress, interactions with half the killer's powers, even just totems/lockers/chests/etc. The role is near unplayable if you have any type of hearing issues, and thats assuming the sound itself is even working properly. And since there are multiple design choices that obfuscate it on purpose, its even worse.

    Dude, the subtle sound queues work both ways. Hearing Ghostfaces cloak, Myers Breathing, Nemi's Clob stompers when hes undetectable all are also important. The reason these cues and the terror radius is important to survivors is to prevent the killer from catching you off guard. And there are perks that complement this, Spine chill is one of them but so does Alert, Dark Sense, Premonition etc.

    The reason why the subtle sound queues are important for the killer is to track the survivors. There are several perks to help you track survivors. I'm all ears, Darkness Revealed, Infectious Fright, Iron Maiden, Whispers, Bloodhound, Predator, Retribution, Nurse's Calling, Awakened Awareness there are so many information perks.

    You cannot claim any sound the killer hears has the same impact as a terror radius, which again can be removed. Just like there isnt a visual cue for survivors that is the same as scratch marks and they have the various color blind modes for accessibility there.

  • @hiken said:

    this is the thing, i got a 4k with wesker right now, 2 gens till remaining then what... +1 amazing and i got 3 golds and 1 iri, this is madness.

    Are you trying these in the current patch. If so I would stop until the Devout bug is fixed. If you are not aware Devout will not give you the points for a kill if they are the last living survivor in the trial meaning the highest you can get is gold for hooking everyone killing 3 and having 9 hooks.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3243180#Comment_3243180

    I think their point is that sound is extremely inaccessable for the killer side, especially since it doesn't even work properly half the time due to bhvr not understanding how sound emitters work in unreal engine and constantly having to fight with blaring chase music and other forced auditory obfuscation. Its one of the main reasons I personally can't play the role, my hearing is very poor and its extremely unforgiving for how important it is.

    Its great that they left a makeshift option for survivors who have difficulties hearing, but they really need to at least attempt parity regarding accessibility and they need to go full ass instead of half ass for it regarding both sides. As it stands on places like the artist's map the sound issue gets even worse by design.

    The survivors have it for information that they are supposed to have anyway. The closest thing to a terror radius for killer is scratch marks. which they have a perk to be able to see better. The killer also has perks to remove their terror radius.

    The only other aspect that I could see with regards to sound is surveillance giving an indication when its active either by hearing gen noises or having regression occur or stop. You dont need a gauge because you can see the gens auras but I suppose you could do that as well. But I dont think this would satisfy people. I think certain killers just don't like the perk.

    With regards to all of the smaller sounds such as footsteps and breathing etc. Neither side has a perk for this.

  • @RpTheHotrod said:

    https://forum.deadbydaylight.com/en/discussion/comment/3243140#Comment_3243140

    In that case, let's be fair. Killers need accessibility options to. If the killer is within the range of a generator, there needs to be a visual indicator of how far the generator is, and on top of that, since you can hear how fast a generator is, if you are within the audio range of a generator, the indicator should tell how much progress the generator has on it (same information you'd get if you just hear how fast the pistons are running).

    Heck, let's toss in survivor pain grunts and breathing. Killers should get an indicator how close they are hearing those, as well.

    I mean, this is JUST for accessibility, right? So fair is fair, killer players should get it, too.

    Killers do have a perk that will tell them when a survivor is working on a gen, its called surveillance, and you don't even need to be close to it. But I will give you that if there are gen repair sounds that a killer would hear I think surveillance should light up, since it lets you hear gen repair sounds 8 feet further. This would actually be a good accessibility change.

    As for the grunts of pain and breathing, not the same as spine chill does not change based on footsteps lullabies or grunts from killers. Undetectable still has 0 change. But if you want a perk that lights up when you are near survivors try whispers.

    @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3243140#Comment_3243140

    It's not the same thing as sound, because the terror radius is only split into 3 parts, so you only have 3 different volumes. New spine chill tells you if a killer is moving towards or away from you, down to the smallest inch.

    It has 3 different layers sections but the volume is different depending on how close it is.

  • 1) They are already addressing slugging with the finisher mori update

    2) There are people who need to have their power reworked to not work too close to a hooked survivor, ya know like how twins and artist are. because some powers allow for free camping with no counter play (looking at a leathery faced chainsaw boi) but other than that camping is counterable, just not by the survivor on the hook. The only change I would think is healthy hook grabs being removed. Allowing for camping to essentially require 2 people or will be a trade (unless stabiffle)

    3) I agree that Keys need something base, green keys are my bane, but maps are very useful. Especially maps that show totem locations if you have a boon or find out they have a hex that needs destroyed.

    4) I assume you mean you have 0 hook stages you should be able to attempt to kobe or deliverance. Again this is addressed, not they way you want it, with the finisher mori update

  • @LylakLavender said:

    Can someone explain to me how Spine Chill actually works? I get the concept but I thought it only told you if the killer was looking your direction.

    Spine chill as a perk will light up if the killer is within 36 meters of you. If the killer has a terror radius it will fill up as the terror radius gets louder. If you are performing an action such as opening an exit gate and the killer is within 36 meters and looking directly at your entire body you get a 6% increase.

    @Krazzik said:

    https://forum.deadbydaylight.com/en/discussion/comment/3243071#Comment_3243071

    It ticks down the closer the killer gets to you which is hugely-useful. You don't even need to look behind you anymore if you've got it. It's only stealth killers or killers with undetectable perks that it doesn't tick down against, and it -still- lights up so you know to be wary anyway.

    It ticks in the same increment as the terror radius volume. A doctor with a 10 meter terror radius (Double calm + Monitor) is just gonna start filling up at 10 meters because the terror radius would be light at that point, where a Wesker with a 40 meter terror radius its going to be completely full if they are 10 meters. Its the same as telling the difference in volume which is why thats there for accessibility.

  • It's always been a decently strong but not overpowered perk but most likely the change to dead hard is the reason. I know sprint burst and lithe have taken some of the old dead hard users and these are more easily counter by fearmonger because 1) you sprint burst to a gen and 2) if you break chase with lithe you most likely are going to be on a gen before youre done being exhausted.

  • @jajay119 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3243043#Comment_3243043

    That's assuming people will try and solve the box which most of them don't because:

    1)people don't want to risk giving him a free down which is what happens a lot of the time due to being frozen in place while he teleports, even if you try and solve the box in a safe area.

    2) the chains more often than not make it too hard if they're in play as they often don't work as they should.

    The box feature itself isn't the issue but there needs to be a better counterplay than 'solve it and hope he ignores you' e.g having one designated survivor who can for 'x' seconds get to the box and solve it without the teleport coming into play. If the timer runs out then the box works as normal and everyone has to take the risk.

    This way everyone has to keep an eye out if it's 'their turn' and it means at least one survivor is distracted from gens regularly.

    The survivor who has the box already relieves the pressure from the rest of the survivors. It automatically ends the chain hunt for everyone else. There isn't a need to rush the box. The main danger comes if Pinhead finds you with the box, but then its a chase like normal. and you mention a free down however Pinhead has no instadown capabilities on his own and the freezing in place is a concern you can utilize nearly any exhaustion perk to gain more disance by solving near a window if you have lithe or near a drop for balanced a pallet for smash hit or anything for sprint burst. In addition ideally you pick up or solve the box when Pinhead is already distracted with a different chase or carrying a survivor. There is plenty of counterplay but solo queue survivors don't want to do it.

  • Clown's chase I think is fine the main thing I would give him is a minor secondary effect. If you think about killers with similar powers, Freddy and the Doctor, it is only 1/2 their kit. Clowns base chase power is a bit stronger than either of them so my thought would be something like when directly hit with a bottle you are incapacitated until you do something like snap out of it or cleanse.

  • @Regulus47 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3242424#Comment_3242424

    Pinhead mains be like "yeah just abandon gens to waste time with my stupid gimmick every 30 seconds dude, it's well designed I swear"

    The chain hunt and box is Pinhead's slowdown power. Its like saying "Yeah just abandon gens to waste time with this trap on my head" against the Pig. Like those are their two main powers. Yes Pig has ambush and Pinhead has his Possessed Chain but those are not what make them viable as killer. I mean they have the most oppressive built in slow down in the game but thats because their chase powers are subpar compared to other killers with slowdown. Examples being Doctor or Legion or Wesker. It takes 30 seconds for the box to spawn after solving and an additional 90 second before chain hunt activates, assuming he doesn't find it first. This is plenty of time to do it and is punishing if you fail to.

  • So as people have pointed out these aren't tournament statistics. People are not going to play sweaty all the time. This is a game its supposed to be fun.

    That said with the question of what makes a good killer depends entirely on what type of gameplay you are looking at. There are basically three things you can be looking at here: Competitive, High skill Ceiling and Low Skill Floor/High RNG.

    For Competitive- These are killers that would be best on the competitive scene. They need the ability to get hits quickly by countering loops and distance and the ability to utilize perks and add ons to increase their power. They also need to be good at playing in the competitive way which is different than normal DBD playstyle, survivors are less risky, less prone to mind games, less likely to go for cheeky plays, majority of the time competitive dbd is less fun to watch than casual because of this. Instead of going for the stun timing they will predrop a pallet because its safe because its not that they may get tunnelled and camped but they will get tunnelled and camped. This is why when you see killer tier list you have nurse, blight and spirit at the top. They all have abilities that allow them to transverse the map quickly, shut down or ignore loops and get downs quickly even if the survivors are playing well. I am not saying other killers aren't used but these killers are generally dictated as the best.

    High Skill Ceiling- These killers are often going to be similar to competitive but are good in the casual way as well. More mind gaming, more tricking or mind gaming or predicting the survivor. They are killers where the killers actions have the most impact on the game. Where if the killer plays the survivors correctly they win the game. Look at the killers at the top of the Top 5% MMR. Wesker's dashes can make loops super unsafe if he mind games them right, Plagues red puke can hit blind shots over walls if she predicts where the survivor is going, Dredge with his anti-loop remnant. These killers are good at the fun chasey aspect of DBD. In addition you still have the competitive killers like Nurse, Blight and Spirit near the top

    Low skill floor/High RNG- These are the killers good against the casual gamer. Their built in mechanics make it difficult for survivors even if the killer doesn't make the correct choice every time. They are good because of the survivors mistakes not just the killers good judgement, or at least one part of the killer has this aspect. Stealth is also a big part because where at higher levels survivors are more aware of stealth killers the lack of a terror radius is a much bigger deal at mid and low MMRs. Looking at the all MMR highest we have Pinhead, his chain hunt, Sadako, both her tapes and stealth, Wesker, Ouroboros and killer instinct with sprays, Freddy, Dreamrealm obliviousness and dream pallets, Pig, stealth and beartraps, Plague pretty easily making everyone one shotable or going to cleanse, and Dredge with Nighttime possibly being super oppressive if you dont know the map or dont have aura reading perks. Killers that require precision and are punished if they don't have it drop like the nurse (miss a blink in fatigue), hillbilly (bad sprint= lots of distance), blight (bad rush = lots of distance) and trickster (needs consistent aim for 6 knives as opposed to 1 lucky shot).

  • @zHypnotism said:

    It's because Lerys Pallets are mindgamable while most pallets on the game are literally braindead and ruin the looping experience. I somehow go the game quite often and especially against players that don't really know how to loop the experience is just boring, they pre-drop every single pallet and you are forced to break it since every second pallet on the game is either completely safe or only very hardly mindgamable. The pallets on the game are also ridiculously close to each other and it can happen that there are 2 god pallets right next to each other being 2 free loops and like 60 seconds of free time at least, during which you can lose 1-2 gens easily. Lerys has a few annoying windows but the pallets in general arent that bad and usually on pretty short loops that can be mindgamed without too much sweating.

    How are Lery's more mind gameable. All of them are either in loops that can 100% be seen over or pallets that block the entire hallway. Like they seem the same level of complexity.

  • I know man. Like this ticket has so much information as well including both logs and details of when the kill doesnt count. I am kinda wondering if they are going to do something for killers with regards to BP if it doesnt get patched by the 13th cause idk about others but I have lost several pips from this bug. I mean I still think I am making it to Iri 1 just because I play the game too much but there are definitely people with less hours who arent going to make it nearly as far.

  • @HellDescent said:

    Devout is bugged? I was wondering why I kept getting gold all day with 10-11 hooks.

    Based on the research I have done (Playing games and experimenting) the last survivor does not count for devout nor bloodpoints. It doesnt matter if its a mori or a sacrifice if there is noone else in the trial because A) they are all dead or B) they have left through the exit gates it will not count... at the moment that is. So giving hatch will currently change nothing about your score but will up the survivors emblem.

  • @Kosturko92 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3242211#Comment_3242211

    https://us.v-cdn.net/6030815/uploads/SW14BG1VEU6P/image.png

    This is the match i just played, against SWF Low mmr team.

    But once you go to HIGH mmr against SWF its whole different story, most of the matches are impossible to have even 2 kills and the game is just not a fun experience for a killer.

    If there is no way to add separete quee for SWF, then at least we should be able to lock our mmr to not go above certain points by any means.

    Youre showing a 4k which is 40% more kills than average. You cant expect to get that every time. On a killer that you think you have high MMR with if you get 0-1 kills every match in you will drop in MMR. But again the devs released the data showing survivors dying 60% of their matches in the top 5% of MMR. Like it is honestly sounding like you want to win every match however thats not the way this or any game works.

  • The only reason you should be hit with a chain halfway through the box solving is if Pinhead shoots the chain himself. After dodging the chain from chain hunt you should be able to solve the box safely. What I see too many players do is:

    1) Try to solve the box after manually breaking a chain in which case the new one will hit you

    2) Try and solve the box after breaking a chain on the environment which will cause a new chain to spawn

    3) Wait too long after dodging a chain to solve the box

    4) Be too close to Pinhead when solving the box causing him to be able to interrupt.

  • SWF is not the issue. Does it help yes but you can watch good players who are streaming, not on comms with anyone and they still play very well and coordinated.

    @Kosturko92 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3241976#Comment_3241976

    You can't get better on a game that is designed for you to lose 100%. If you watched the video you would understand how it feels Killer High MMR.

    BHVR literally just released the kill rates for the top 5% of MMR and they are just above 60%. Given the soft cap of MMR the average high MMR killer is gonna get 2-3 kills on average a match.

    It is possible that your expectations for yourself or what you consider a win are too high, or that you are having a selection bias with the matches you remember. A match where you have 4 escapes and 2 hooks is gonna leave a bad taste because it feels unbalanced. But a match where you have 4 kills at 5 gens you will probably brush off as they are "trash survivors" when in actuality they made more mistakes or you made less. Have you been keeping track of your matches? Are you getting an average of less than 2 kills per match? Or are you just thinking you should be getting more kills or hooks in games that you lost in?

  • Okay I am posting this because it gives another new information set. I managed to do my goal of killing 2 survivors with end game collapse, and felt terrible doing it. But 2 things happened with it.

    1) they didnt die at the exact same time like I thought they would. The sacrifices went one than the other.

    2) I got only 60 points again for survivor sacrifices with devout.

    Given that they didn't die at the same time my current working theory is still that it is only counting survivors when there is another survivor in the trial. This explains how if the last kill was a mori they they dont count the mori and if the last kill was a sacrifice they dont count that, as well as why I got full points on the game with Freddy where I rancored 2 survivors and sacrificed 1 before the last survivor escaped.

    DeadByDaylight.log


  • So I have been really liking:

    1) Lightweight

    2) Quick and Quiet

    3) Head on

    4) Flex perk but I like Balanced Landing

    I have dodged so many killers by hopping in a locker and head on-ing once they realize what happened especially since lightweight makes the disappearing scratch marks less crazy. I have also been enjoying using balanced as a backup exhaustion since its not commonly used or expected.

  • If you are actually looking for the serious answer

    -An additional 13 seconds of required recovery time/bleeding out.

    -A nerf to flip flop, probably unintended (because you get less progress for the same amount of time).

    -A nerf to no mither (but lets be real this isnt anything)

    -The ability to end the game quicker with a 4 man down.

    -More pressure at the end game with slugs and people leaving.

    Not saying its equivalent but its what they get.

  • Wimpy so based on what I have seen I am think that it might only count kills while another survivor is still alive and in the trial. Which is why it never counts the last kill and is kinda flip floppy on if it will count the others. The only way I can think to test this though is to kill 2+ people after the others have escape via the end game collapse as that still counts as sacrificing. Unfortunately my twins gameplay on lerys or rpd isnt as strong as Otz and Dowseys.

  • Base the second one is longer than the first, however his two brown add ons can also adjust the distance of his bounds.

  • DeadByDaylight.log image.png image.png

    So there goes my theory. So this one is 4 sacrifices on 10 hooks prior to EGC (1 gen left, hatch didnt spawn yet/last two were hooked at the same time) Still only got 60 instead of 80.

    I also added the log for all the games on this comment.

  • image.png image.png

    I am sorry wimpy for posting so much on your post but this has been something that has been bothering me so I am wanting to include as much evidence as I can. I decided to try and see what would happen if more kills happened in end game however every kill (2 rancor moris and 1 sacrifice) here occured prior to EGC and the score was calculated correctly. Which is making me think its an issue with EGC sacrifices and moris.

  • image.png image.png

    Inputting this one because its different. 3 kills (only get credit for 2). 8 hooks. One kill occurred during EGC. I am hoping that the different scenerios help to narrow down what is causing it.

  • image.png image.png

    3 sacrifices. 11 hooks. 4 Gens complete. Last kill was with Rancor Mori. RPD.

  • image.png image.png

    Just to add a second set of evidence. Also can be seen that its the same game by the info at the top

    I feel like I should give more evidence in the match.

    4 sacrafices. Last sacrafice was during end game collapse when all 5 gens were completed.

  • @HellDescent said:

    https://forum.deadbydaylight.com/en/discussion/comment/3237260#Comment_3237260

    Wasn't the case for me. I always had only 1 point for each stun

    You must have gotten insanely unlucky with the killer only having one spare point from kicking a treat pumpkin. Sadge.

  • @sizzlingmario4 said:

    All the healing speed buffs are added up first and then the self-healing penalties imposed by SC or CoH are factored in multiplicatively. CoH increases all healing speed by 50% first (making it 150% alone), and then penalizes it at 50% for self-healing, making it 75% overall. Healing speeds with these perks are calculated in the following manner:

    CoH only:

    Total healing speed: 1 (default) + 0.5 (CoH) = 1.5

    CoH self-heal penalty: 1.5 (0.5) = 0.75

    Time to heal: 16 / 0.75 = 21.33 seconds

    CoH + Botany Knowledge:

    Total healing speed: 1 (default) + 0.5 (CoH) + 0.5 (BK) = 2

    CoH self-heal penalty: 2 (0.5) = 1

    Time to heal: 16 / 1 = 16 seconds

    Self-Care only:

    Total healing speed: 1 (default) = 1

    SC self-heal penalty: 1 (0.35) = 0.35

    Time to heal: 16 / 0.35 = 45.71 seconds

    Self-Care + Botany Knowledge:

    Total healing speed: 1 (default) + 0.5 (BK) = 1.5

    SC self-heal penalty: 1.5 (0.35) = 0.525

    Time to heal: 16 / 0.525 = 30.48 seconds

    I hope this answers your question.

    I didnt realize that the heal bonus applied to self healing in COH. I thought you healed at 50% like old Self care. But they actually have it where you can set up a boon, with thrill of the hunt and heal with it faster than self care. That seems insane to me.

  • To capture and share your gaming highlights, download the Outplayed app on Overwolf

    @HellDescent said:

    You actually need to stun them 6 times. Bhvr and their descriptions 😑

    No you dont. You need to actually gain the rift this way. Meaning the killer needs to have unsecured rift when you stun them. You should be able to tell this after the stun because there is an animation of the rift leaving the killers body and get going to you. I got 3 points with a head on play and 3 points with a pallet. You can also get the points if you wiggle out. I am including a clip of a game to show the animation.

  • Like I just wish that they would call them something different or make it consistent. Like Health states vs Injury Levels or something.

  • Honestly it can be part of the game. People play for different reasons. People who just want to win, will do whatever is the best strategy to win. Tunneling and camping both can be counter by survivors using teamwork. I get that it will not happen in solo queue but the killer 1) has no way of knowing that and 2) plays in the way thats fun to them.

    Same thing goes for survivor. Constant sabotaging is able to be countered with slugging and means that they aren't working on gens.

    You had games that to you were both rough and unfun, and I am sorry for that. But there is a difference between using a strategy and being toxic. Spamming flashlights, constant t-bagging, intentionally throwing, DCing, suicide on first hook, attacking someone on hook, watching the last survivor bleed out when you can hook them, flaming in chat, etc., these are things that are toxic because they don't do anything for the game but are being done simply to make the game worse for your opponent or teammates.

    In addition the devs are doing things about the less favorable tactics. Sabotaging has been changed multiple times and now the time between basic attack is faster than the sabotage action, Basekit endurance means a lot. They adjusted the gen times. They are reworking the slugging system. I think cutting the devs some slack that tunneling and camping exist and that they do mean different things to different people.

  • The power of Ghostface is the expose. He can mostly stalk a person and then move on to someone else. A good ghost face will 99 someone and when they are in striking distance cloak, stalk, stab. I am not a good GF but I recognize how powerful the exposed is.

  • I would say no. Glyph challenges alter the standard game play, similar to perk and single game challenges. I personally am not a fan of the escape with new item challenges for survivors or the kill by your hand challenges as killer and I think glyphs would just be a step further.

  • @Veinslay said:

    https://forum.deadbydaylight.com/en/discussion/comment/3226437#Comment_3226437

    It was only supposed to light up if the killer had line of sight and people didn't like that because they like AFKing on gens with music on. They promised the heartbeat indicator to address accessibility concerns but since it's not in the game yet, they went with the 36m light up no matter what

    They wanted it so you only get the bonus speed with line of sight which it does. and its line of full sight. Meaning you can get stalked and you will not get the bonus speed if your left shoe is covered.

  • @Veinslay said:

    https://forum.deadbydaylight.com/en/discussion/comment/3226259#Comment_3226259

    Well bad faith actors also got Spine Chill changed back to hard countering stealth killers under the guise of accessibility so

    ??? How? The only accessibility piece to spine chill requires a terror radius. That doesnt change stealth killers at all. The turning on withing 36 meters is by design. The perk is designed to be a slight counter to undetectable but unlike the terror radius doesn't give indication of how far away.

  • Honestly I think that the chase music is fine except that it doesnt have an end. It's anticlimactic. Like add a symbol when the chase ends or something. It just kinda fades out and feels unfulfilling

  • I did want to test this and after looking at the data I still don't know how I feel. If anyone wants to look/check my math they can do that here. https://docs.google.com/spreadsheets/d/1wmxWjp7aO_uvjb63-RCOmNXzVJL692TqW3Qlr0qPz_o/edit?usp=sharing

    I guess the reason I don't know how I feel is it still looks to me like the main issue is toolboxes and that built to last will give more value than the stakeout/hyperfocus but that doesn't get near the attention. You can get 39 seconds shaved off a gen (without hitting skill checks or lose another 12 seconds if you hit them) with built to last and you dont have the restrictions of hyperfocus. I recognize the downside of needing to spend 12 seconds in a locker on the recharge but this is a simple task in between gens. Brand new parts are crazy with how much they give (granted no longer fully completing a gen but still 22.5 seconds).

    By itself hyperfocus can save ~15 seconds with perfect accuracy on a gen by yourself from start to finish. If you are extremely lucky you can get ~20 seconds. This is a obscenely large amount however being interrupted by any means, working with someone else, or starting a gen with any progress dramatically decreases the value gained from this perk. Meaning the value of the perk is going to decrease throughout the game. The bonus given by stake out gives and addition 1% per skill check whether a token is used or not. This allows for the perk combo to be significantly more powerful throughout the game because it doesnt require the high streak for value. Even the first skill check will give double value. If they changed this to only give the bonus when a token is used like it states on the perk I don't think people would see near the value.

    I guess I think that the restrictions on hyperfocus are sufficient but I would adjust stakeout to only give the bonus when a token is used. Anyone who is using hyperfocus without stakeout is wasting a perk slot atm IMO not because just because they might break a streak, destroying the perk, but because stakeout will double the value of hyperfocus as it is now. I still think BTL is better and gives an additional perk slot but does require the bringing of a toolbox which med kits are very valuable so I understand it not being as popular.


  • The video and the Pig situation are not the same. The Pig was able to fully prevent you from taking off the helmet if RNG chose that box at the beginning of the game. Sadako does not have the same situation. If she is standing there blocking the TV you need to get to try the Pig strat, you are not exposed and the time it takes to get the tape into the tape deck is shorter than the time between hits, 2 seconds compared to 2.7. You bring up STBFL but that requires her to hit people prior to blocking the TV meaning you have the opportunity to get it in because even if youre not the obsession she needs more than one stack of STBFL to get the second hit before you place it in the TV. So at best she can get a hook out of it, for a huge time sink and a chance at 0 value.

  • Tunneling is a strange situation if you play both sides. Because sometimes it is the choice of the killer but other times its actually the survivors who initiate and cause the tunnel. For example if Dwight gets hooked and Meg unhooks Dwight while the Killer is still very close by, but doesn't try to take the chase, Meg is choosing to get Dwight tunnelled. However if Meg is body blocking, protecting and trying to force a chase on her and being ignored by the killer, the killer is choosing to tunnel Dwight. Its obviously less cut and dry than this but it is important to recognize that survivors have impact on the killers decisions. If the killer seems to be taking out a specific survivor, the other survivors can influence their decision. Killers sometimes bait the "tunnel" to get someone else into a chase because the unhooker ran out farther than the unhookee. If you end up using endurance to protect the unhooker, body blocking the killer, the killer didnt tunnel you, you tunnelled yourself.

    Basically I do think that tunnelling is an unfun situation for the survivors to be in, however they do have more control over it than most care to believe.

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