SkeletalElite
SkeletalElite
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either youre a killer that would get more value from noed or youre a killer that has better endgame options like nwo. maybe has some use in gimmick builds featuring all endgame perks on a special attack killer like blight.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3194875#Comment_3194875
The scenario Peanits described isn't the situation in this thread.
"They will hit people off gens, but will not commit to chases. They will down survivors, but not hook them They just protect their 3-gen for over an hour." sounds exactly like the situation hes describing to me. Killer only downs people who dont run away and only does so to stop somone whos not even trying to run from repairing. Theres just no scenrio where a match should legitamately stalemate for over an hour
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@Crowman said:
So you want it to be reportable for the killer to play the game basically.
I get it's not a fun situation to be in, but it's a perfectly valid style of playing.
@dugman said:
How is it the killer that's refusing to progress the game if the survivors aren't doing the gens?
It can absolutely be bannable to 3 gen if you make no attempt to kill survivors
https://forum.deadbydaylight.com/en/discussion/comment/521124#Comment_521124
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The scenario you are describing IS bannable
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The devs don't target 50% kill rate.
They target 60% kill rate
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Funny how they can cut its use rate in half and it's still the most used survivor perk
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If they thing this small buff they added even remotely makes up for the fact that you can't just have it up 24/7 they are out of their minds.
Frankly, the duration should be removed and it should just say that only 1 trap may be active at a time.
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@Igor_Bielobereg said:
1. His power is not for map traversal, but for zoning in a chase. And if you already in a chase, you do not need a bigger terror radius to alert you of a possible chase. He can dash in a straight line for 21 meters at maximum. He also gets stuck in a 3 seconds cool-down afterwards. If he could cover larger distances and with a shorter cool-down, 40 meters terror radius would be more justified. As of now it is not.
2. Hindered status effect endangers a survivor only if a survivor himself allows that to happen. If he did not cure himself before becoming fully infected, it means he mismanaged his time (depending on a situation there is 100, 75 or 60 seconds at his disposal). In that case he deserves to be punished. Wesker in terms of infection is a worse Plague. Does Plague has 40 meters terror radius? No.
Nurse blinks 20 meters on a 2 second fatigue with a global sound queue and moving slower than survivors for her ability. Wesker going 21 meters with 3 second fatigue with no long-range sound queue, while moving 4.6 and potentially having a survivor move 3.68 m/s instead of 4 m/s is totally justified.
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Because, unlike other mobility killers, he is not very loud and does not have clear sound queues that he is coming.
Nurse has the global screech.
Blight makes a ton of noise in general, and bumping/rushing is a clearly audible sound effect.
Billy's chainsaw is obvious.
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I wish I could 1 click buy on bloodwebs, that would speed it up tremendously
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It's the survivor perk with the highest use rate on nightlight and it's easy to see why.
It is incredibly powerful. Equipping it will cause you to play better. No matter how good you already are, I can almost gurantee you will play better with this perk equipped. Even in a 4 man SWF.
It's a looping enhancer, and beside the exhaustion perks, there aren't very many of those. There used to be iron will, but it got nerfed hard, and now WoO is clearly the best (non exhaustion) loop enhancer perk in the game.
You can identify dead zones, path optimally, find strong tile generations that interconnect efficiently without scouting ahead of time and have the information to make the best decisions in chase.
If you know the area you are in has 1 pallet and that's it until you run a decent ways a way you know you need to make that pallet count and get out of there. If the area you are in has many nearby pallets you know you can afford to spend a lot of time there and destroy killer's pressure making them deal with that area.
If there is a nasty tile combo that has 2 connected windows with a pallet between them. You won't miss it.
This is a perk that many respected players tend to say is good but not top tier, and I heavily disagree. It is currently one of the best survivor perks in the game. Really, if you disagree just try running this perk for 10 matches. Then play a few games without it and once you get used to it and realize what it's like to play without it, you will realize just how strong this perk really is.
In some of my toughest matches as killer there are many survivors running windows of opportunity and in those matches it is always pallet after pallet without fail. They always run to the right places and rarely make mistakes, and in addition to that they use more of their resources. A survivor team where no one is running it will frequently die while leaving many of the map's resources unused, but games against people using this perk I very frequently I end up playing almost every pallet on the map.
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@GoshJosh said:
Agreed with all of the above. Also slightly off topic, but I don’t get why it still allows survivors to open exit gates. Might be more interesting if we had more killer perks or add-ons that applied it too. There’s hardly any out there.
They don't let anything block exit gates or hooks. It's like doctor madness.
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He's certainly not at his best on controller, but he's still probably better than most of the cast.
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@Someone_lol said:
It should work, especially as it also works with Soul Guard which also states "Gain the Endurance status effect for 8 seconds after being healed or having recovered from the Dying state. ..." and since the verb healed is mentioned in the same way and it also works with FTP i personally think and hope that its a bug and is gonna get fixed.
https://forum.deadbydaylight.com/en/discussion/comment/3089196#Comment_3089196
FTP does work with WGLF.
You just have to heal for like .1 second before activating FTP, if you activate FTP instantly before you even put a sliver of progress onto the healing bar it wont trigger WGLF for some reaosn
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Still an issue after the most recent patch hope they change this. Killers like blight get to get their brutality points, so should wesker.
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Yes it works, however you have to heal for like .1 second before you use FTP otherwise it won't work. If you hit it instantly before you can even put a sliver of basic healing progress onto the bar it doesn't trigger for some reason
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None of them
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They just need to fix the hyperfocus bug where the 1% from stakeout is considered part of hte "base %" by hyperfocus, effectively making it twice as strong as it's supposed to be when they are combined.
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I'm not even sure it's toolboxes that are the problem.
The problem is that the 1% bonus granted from stake out, hyperfocus considers part of the base progress.
So if you run just hyperfocus great skill checks will grant:
1, 1.3, 1.6, 1.9, 2.2, 2.5, 2.8
If they were stacking correctly, and you had them both, it would be:
2, 2.3, 2.6, 2.9, 3.2, 3.5, 3.8
However, the way it is stacking currently it is instead:
2, 2.6, 3.2, 3.8, 4.4, 5.0, 5.6
Let's say you get 10 skill checks with each of these setups because of a toolbox.
Just hyperfocus would save 19.5 seconds, strong but very difficult and requires your item.
If they were stacking correctly, they would save 28.5 seconds. Strong, but still requires your item and 2 of your perks.
But now we look at how it's currently functioning. 39.1 seconds saved. Overpowered as hell.
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The numbers are seemingly random but it is anonymous mode. You could be the only Dwight and be Dwight Fairfield 06
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It should affect wiretap though.
This perk is easily countered. Just kick the gen and it's gone.
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In my last 95 matches I've had 313 sacrifices, 3 moris, 8 dcs, 34 door escapes, 14 hatch escapes, and 5 given escapes. You can add those up and find the ratio if you want
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Tunneling is when the killer and the survivor exist simultaneously.
This is why you should try to kill someone as early as possible! No one wants to be tunneled, by getting them out of the match quickly, that is 1 less person you are tunneling.
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@Tizzle said:
https://forum.deadbydaylight.com/en/discussion/comment/3167392#Comment_3167392
I have two questions for you.
Do you understand how the bonus is calculated?
Have you ever used Hyperfocus in an actual game?
Yes and Yes
The way it's calculated is each token grants 30% of the base progress which should be .3% but stake out has an additional 1% progress granted and for some reason the 1% added by stakeout is considered a part of the base %. So when running it, each hyperfocus token removes an additional .6% from the generator instead of .3%.
When running both:
1st check: 2%
2nd check 2.6% (4.6% cumulative)
3rd check: 3.2% (7.8% cumulative)
4th check: 3.8% (11.6% cumulative)
5th check: 4.4% (16,0% cumulative)
6th check: 5.0% (21.0% cumulative)
7th check and beyond: 5.6% (26.6% cumulative)
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It's not garbage.
It's been tied for the most common perk in my last 95 killer matches (all since the meta update) at 97 appearances, tied with OTR.
That's been more than a quarter of survivors. It's still an incredibly popular and effective perk. Nightlight has it's use rate 21% in the last 2 weeks, crow sourced from thousands of matches.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3084580#Comment_3084580
Cool idea ... until a single AFK survivor/griefer dooms the entire team :D
A single AFK person already dooms the team. I dont know what fairy tale game you're playing where it's possible to win a 3v1 against a remotely competent killer.
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What do you mean it's a totally fair perk combo on a fair killer /s
Watch "Fair Killer" on Streamable. -
Blight Puffs
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@Tizzle said:
https://forum.deadbydaylight.com/en/discussion/comment/3166941#Comment_3166941
Stakeout is used to reliably hit the faster skill checks as you build up more stacks of Hyperfocus.
The 1% is great and all but is not the reason you need it.
It absolutely matters
With just hyperfocus, hitting 8 great skill checks will remove 14 seconds from the generator.
With Hyperfocus and stakeout, hitting 8 great skill checks will remove 29 seconds from the generator.
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@Laluzi said:
It's incredibly effective, but only if you can hit greats extremely reliably. It's pretty much a toy for high-level survivors and not worth trying for anyone else.
Stake Out has great synergy, but waiting to build up 4 stacks is the opposite of gen efficiency and that tends to cancel itself out unless you're banking on a long chase followed by not getting tunneled. The best survivors would only need one or two stacks to make it rain.
Stake out isn't about the stacks its about the bonus 1% progress.
First thing you should know: Stake outs bonus 1% applies to all great skill checks, not just the ones converted by the tokens.
Additionally,Stake out's bonus 1% increases the base amount for hyperfocus, causing each hyperfocus stack to grant an addition .6% to the generator instead of .3%.
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/3166863#Comment_3166863
You're saying Hyperfocus with Stake Out will do gens 15 - 20 seconds faster in an average game or is that the most optimal time getting lucky with skill checks and hitting every single great skill check?
14.4 seconds saved for 5 great skill checks
18.9 seconds for 6 great skill checks
23.94 seconds for 7 great skill checks
28.98 seconds for 8 great skill checks
Keep in mind every token also increases the base 8% per second chance of getting a skill check by 4% so after the first check you are 12% per second then 16% then 20% then 24% then 28% then 32%
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People when running prove thyself makes hte gen go 8 seconds faster, but only when you are coop repairing which is not optimal.
"5 star perk"
"top tier meta perk"
"strongest perk in the game"
People when hyperfocus + stake out lets you do solo gens 15-20 seconds faster even with no toolbox.
"Idk you're better off running prove thyself"
Literally delusional. It's the best gen perk setup in the game.
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Yeah it looks really weird
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@OrangeBear said:
https://forum.deadbydaylight.com/en/discussion/comment/3165251#Comment_3165251
I thought hyperfocus could give you up to 2.8%?
30% of 1% (the base value of great skill checks which is what it applies) is 0.3%, so times that by 6 is 2.8%
For some reason the 1% bonus from stake out (which applies to checks that you have hit manually in addition to consumed tokens) actually increases the progress for the purposes of hyperfocus, so if you run both it's 30% of 2. Thus at 6 tokens you're getting an extra 3.6% on top of your 2% base, for a total of 5.6%
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Here's a 45cm, 40cm, and 20cm box in unreal engine.
It's absolutely tiny, you can't even skim the survivor. You have to hit them directly or else you are going to miss. For something like deathslinger shot, thats fine because it moves at 40 m/s.
Wesker moves 11.2-14m/s during his bound...
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The frist aid sprays are fine. If you use a spray focused play style you can use them to your advatnage quite well.
Use the addon that makes the survivors all start infected, granting some early game slowdown and removing 4 of 12 spray uses from the game.
Then combine with either the aura reveals on full infection, extra time to use spray, or an add-on that increases infection gain and use more of a hit and run play style on him. Survivors needing to heal up in addition to spray will turn into a noticeable amount of game delay, and once they run out of sprays they'll be put into a position where you can get quick downs.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3013503#Comment_3013503
So dc'ing/suiciding against her is solution? If you have 5 Nurses in row, you will give up in every game?
Absolutely.
If I play those matches out I'm going to die in 4/5 of them AND waste an hour of my time. I can let go on hook, waste only maybe 20 minutes of my time and move on to another match that I actually want to play.
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Map offerings should prevent you from going to a certain realm rather than guarantee it.
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I'd rather see them buff it by revealing the killer aura to all survivors when the killer is within the radius of the boon
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@kizuati said:
https://us.v-cdn.net/6030815/uploads/AIUBFVBXGSLT/image.png
Upvotes go brr,damn.
But yeah,the changes BHVR has made still did not fix the progression whatsoever. We need progression to feel smooth and incentivize fun gameplay,not just be slightly cheaper.
I think it's probably fine with the changes. I think it should take around 1 - 1.2 million BP to prestige now, which is about the same amount that it took to previously unlock all of a character's teachables. Only now it doesn't just unlock their teachables, it now instantly unlocks the perk at level 1 on everyone else so thats less bloodwebs to max the perks on other characters and those bloodwebs will be cheaper too.
And if you're the unlock everything on everyone type, it's now a lot cheaper to get the character to prestige 3, like 1.2-2 million less BP.
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Why equip grim embrace to block all gens for 30 seconds when instead you could equip deadlock and block the most completed gen for 30 seconds and for absolutely 0 effort on your part except equipping the perk.
It's pretty rare that grim embrace triggering is going to give you value on more than 2 of the blocks because you just hooked 1 survivor and 1 needs to come to unhook them anyway. That only leaves 2 people who are actually having their time wasted by these blocks.
Deadlock meanwhile takes no effort to activate, almost always wastes a survivor's time, and even if it isn't, it is still telling you which gen you need to defend the most. It effectively wastes the time of survivors 4 times instead of just 2 and works on its own with no effort from you and doesn't require you to play in a way that's beneficial to the survivors (spreading hooks).
I'd like to see a buff to grim embrace, increase the block time to 60 seconds so the 2 survivors having their time wasted at least have comparable value to deadlock and expand the aura read to all survivors.
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90% greats changes.
Slightly disappointed about the nerf to reassurance, I understand they did it mainly to combat griefing using the perk, but they could have given it a small compensatory buff. Like increase the duration to 40 seconds and activation range to 12 or 16
The low profile buff is okay I guess, no one will use it still but whatever I don't think it ever had a shot at seeing major use.
Better than new change is also kind of meh. Gives you a small buff to actions that are already pretty fast and can be taken away from you. Not that it would have seen any use before the change either, but I think the change they gave it is ineffective.
Main disappointment personally is the AA nerf. An example of a perk being nerfed for everyone because it's too strong when used on nurse, but perfectly fine on pretty much everyone else. Could have made the nurse do special attacks with blink attack and this perk would have been good on her but fine because it was specifically the combination of AA, Starstruck, Lethal, and Nurse that was broken. Just make star struck not effective on nurse, and the entire build falls apart on her. Lethal and that perk would still be good perks for her, but they wouldn't be broken OP, and they would be counterable.
Anything I didn't mention is wonderful, though, and was a change I was glad to see.
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If they're going to do this, they should buff the stop time to 40 seconds and increase the activation range to 16 meters.
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Didn't the devs say they are done with blighted cosmetics at some point?
Maybe I am wrong but I swear they said that arc/collection was over and they wanted to pursue new things for their halloween cosmetics.
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I, personally, would love to see subtitles when he says his iconic line "its gorgin time"
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There is literally no reason to leave the hook when 2 people are left. By allowing the survivor to get the unhook for free, you are just delaying the match and wasting everyone's time. Your time, the survivor on the hook's time, and the final remaining survivor. Get that third survivor out of the match, so you can hurry the match to a close with the hatch, either closing it or them going out of it.
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Here's another perspective from before the change: Which game state do you think is preferable for survivors.
Game state 1:
Jake: Hooked Once
Claudette: Hooked Once
Dwight: Hooked Once
Meg: Hooked Twice
Game state 2:
Jake: Hooked Once
Claudette: Hooked Once
Dwight: Never Hooked
Meg: Dead
Both are 5 hook states total. But the outlook for survivors in Game state 1 is MUCH greater than that of game state 2.
If 4 of the hook states are made into team hook states and the meg is instead hooked 5 times. It effectively becomes the same scenario as Game state 1 even though the killer tunneled the meg just like they did in game state 2.
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@Seraphor said:
This has to be the 5th time this has been suggested this week.
It won't work, it will just lead to more tunnelling, and then survivors who haven't been hooked once will end up dying on first hook.
If someone is getting tunneled out so fast they are burning ALL those hook states before dying you were going to lose before the change as well as after. Probably more definatelivly because you would be fighting a 3v1 that starts in half the time.
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@Wezil said:
https://forum.deadbydaylight.com/en/discussion/comment/3142999#Comment_3142999
Except every single data release from the DBD developers show that killer is always outperforming survivor by at least 5%. I've never once seen a data release by the developers ever showing survivors win more than killers. That's a fact.
The devs don't target 50% kill rate.
They target 60% kill rate
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@Hes1hp said:
https://forum.deadbydaylight.com/en/discussion/comment/3143495#Comment_3143495
Survivor winstreaks are dine with wrong rules. With same killer rules (-> anything less than 3 escapes) we wouldn't see barely any streaks in the double digits. Let alone 3 digits
Thtas literally what hens' win streak is. Win is 3 escapes or more.
He's playing in a 4 man SWF with no items except the ones looted from previous matches and a restriction on stacking more than 1 of the same perk. I believe he went on a win streak of around 180 before losing it then they restarted and are currently around 230 wins I believe.



