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SkeletalElite

SkeletalElite

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SkeletalElite
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  • image.png

    Pick rates from nightlight

    Keep in mind the disclaimer on the top. This has voluntary response bias.

  • You won't get banned for using custom icons, I've literally used them for years and thousands of hours. I only recently stopped using them because I want to contribute to nightlight and custom icons make it a pain to do so.

  • Matchmaking uses SBMM, you have a hidden MMR value

  • Survivors can absolutely go on monster win streaks, just look at hens, and thats WITH a self imposed perk stacking restriction and no items except ones looted from previous games. Imagine if they weren't imposing those restrictions on themselves and instead stacked 2-4 of all the strongest perks and brought BNP boxes or Syringe/styptic medkits every game. They would never lose.

  • I think they should reduce the incapacitation to 12 seconds but increase the regression to 15%

  • 99% of the reason is survival points.

    There bare barely any sources of survival points, but you get 7k for escaping which is 70% of the category.

    Instead, you should be like 2k for escaping and everytime a gen pops you should get 750 and another 750 when the end game collapse starts while you are alive. In addition to that, you should get survival points for being unhooked and letting survivors heal you.

  • @Grum said:

    Do you think Blights are just walking up to loops, staring at the ground, and then just continuing to stare at the ground while bashing their face into the wall over and over?

    You look down for like, a split second, to hug tech. That is not enough time to break line of sight.

    Many tiles require you to continue to look down to hug tech.

    Not all, but many. One of blights bump detectors is attached to his camera and if you face it forward it can potentially detect a piece of the object you are sliding on. Car loop mirrors are a perfect example of this. If you are not looking down when you slide past them, they will bump you.

    An actually reversed example is any macmillian loop with a blue tarp on it. The blight cannot hug tech that unless they stare directly into the sky as they pass the blue tarp or else it will bump them, which blinds them completly.

  • @Pulsar said:

    I think I'd rather see what they produce first, before calling it a waste of time.

    I do think that the hug tech, coupled with Blight abnormally large initial swing hitbox can make for some very unfair situations.

    It's not something that I'm super concerned about but boy it does not feel good when you find a car loop and you just know you're gonna get hit around it.

    The thing is BHVR doesn't ever just throw out work they did.

    If they spend a bunch of time making something horrible, they won't walk back on it even if there is a ton of negative feedback because they are addicted to the sunk cost fallacy (see billy overheat)

  • ARP is horrible.

    The gens always either spawn with 2 3 gens and 1 in the center

    or 2 gens on one side, 1 in the center and 4 on the other and if youre REALLY unlucky, 5 on one side, 2 on the other.


    Grim Pantry also has some terrible gen spawn sometimes, with only 1 gen at main, 2 on the dock, 1-2 in or near shack 1-2 in the corner by the tower/on the tower and 1-2 in the middle. This setup can often arrange itself into 2-3 different 3 gens if you dont do the gens in a very specific order.

  • It'd be nice if nemesis had even a tiny bit of control over the zombies. Like being able to press the secondary ability button to command them around.

  • The best way to understand the impact a movement speed perk has on chase time is to calculate what it does to the speed difference between you and the killer.

    Dark theory makes you run at 4.08 m/s rather than the standard 4 m/s

    A standard move-speed killer gains on a survivor at base speed at .6 m/s.

    They gain on a survivor with dark theory at .52 m/s

    They gain up on you 13.3% slower which really isn't much.

    If there is a 12-meter gap between you and the lunge range of the killer it will take them an extra 3 seconds to catch up to you. A 12-meter gap is pretty sizeable for a chase, so it really doesn't have a considerable impact. 23 seconds instead of 20.

    Edit: It is a little bit more helpful against a 110 killer, as a 12 meter gap for them normally takes 30 seconds but now takes 37.5. However, pretty much all 110 killers have chase powers makes their slower speed not quite as relevant and so it's still not great.

  • restart your game maybe

  • Frankly there should be a hard cap to match time.

    At 20 minutes, end game collapse starts regardless of state of the game. EGC will be slowed if there are still generators remaining.

    This means after 24 minutes, all survivors will be killed by the EGC.

    On a 1 minute timer after that point, instantly terminate the match if it does not end naturally.

    It's a hard solution to all holding the game hostage via natural means, bugs, and hacks.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/3136203#Comment_3136203

    Correct.

    without prove thyself:

    1 Survivor: 90 seconds

    2 Survivors: 53 seconds

    3 Survivors: 43 seconds

    4 Survivors: 41 seconds

    withprove thyself:

    1 Survivor: 90 seconds

    2 Survivors: 45 secoonds

    3 Survivors: 30 seconds

    4 Survivors: 22.5 seconds

    It makes gens pretty damn fast, remember it takes about 30 seconds to walk from one side of the map to the other. After downing a survivor, picking them up and hooking them usually takes around 10-15 seconds.

    This is incorrect. Correct times with prove thyself are as follows, the math for the calculation is after each time

    1 survivor: 90

    2 survivors: 46.04 seconds | 90 / ((.85 x 1.15)x2)

    3 survivors: 32.97 seconds | 90 / ((.7 x 1.3)x3)

    4 survivors: 28.21 seconds | 90 / ((.55 x 1.45)x4)

  • I agree with this nerf to alch ring.

    I think just reducing the effect to recharging 2 tokens or something does cause us to lose something valulable with how good this addon feels to use. Taking a page from billy's tuned carberator and having it make blight 4.4 is a fair nerf that maintains what I love most about the alch ring.

  • @Taxman232 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3136494#Comment_3136494

    If you feel so strongly then send the footage to Devs and make the report. I have never heard of this happening before so you probably faced a SWF who were d icking around or a bunch of noobs who thought it was best to hide. Either way, move on to the next game and hope it doesnt happen again (or throw up on the lockers 👌).

    I know for a fact if they do it for 20 minutes, it's bannable. 15 is probably bannable though as well as long as it's apparent they're not attempting to repair gens.

  • Leaving before they even go down is a little much but against most killers unless the hook is near the exit, someone is dying in end game. Going for that unhook only gives the killer an opportunity to maybe even get more than that. It's just not worth taking that risk when you can take the 3 out 100% safely, which is still a W.

  • She's not S tier, top A, but not S.

    She's got a strong chase power and excellent add-ons.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3119033#Comment_3119033

    The burst of blood orbs when a survivor does a rushed action is intentional, but the amount dropped is currently over twice as much as he released with, and it wasn't an announced change, so the assumption is that it's a bug.

    https://forum.deadbydaylight.com/en/discussion/comment/3119142#Comment_3119142

    Fair enough, but in this case I don't think the bonus orbs are a good fix, because it just magnifies Oni's status as a wrecking ball once he gets going without making it any easier for him to make headway against a good team that stalls him out.

    On indoor maps, it's kind of 50/50 for me? Hawkins was great for Oni and Midwich is king, but Lery's and RPD drive me up a wall if I have to play him on them. But I'm only a casual Oni player and if you've got significant time on him, you've probably picked up some tricks to cope.

    The assumption that its a bug is because the addons that increase the blood orb generation literally don't do anything.

    They're basically functioning as if its a part of the base kit and the addons aren't doing anything at all.

  • @moonwinx said:

    Is it true that Fog Whispers get no DC penalty? I am pretty sure I have seen Otz have to wait one out after a crash, and I would think he would be the most obvious steamer to get a pass on them since he is the FW with the largest following.

    @Crowman said:

    So what fog whispers have d/c'd on steam and didn't get a penalty?

    It's one thing to say they can and another if they are actually doing so.

    @Microchipd said:

    If thats true thats pretty shady in my opinion just yesterday i had a hatchet throwing bubba who could fly

    @Phantom_ said:

    What would be interesting about this, IF it's actually true and not just hearsay, is that it implies that the system they have can distinguish that it's a diff type of player therefore the DC penalty should not apply. If it can do that, then why not try to apply the same to people that get disconnected due to game/server errors and those who just simply leave the match for w/e reason? Penalise the latter and not the former, considering people have 0 control over that.

    https://clips.twitch.tv/KnottyRenownedFennelHassaanChop-KuNFBNN6TrPUX3yj

    Video of it

  • https://imgur.com/a/6x1OpLc


    Level 3-50 bloodwebs at prestige 16

    Overall cost was about 1.8 million

    At this prestige, there doesn't seem to be too much of a lack of lower rarity stuff, but as I level up Ill continue to be vigilant, maybe at prestige 20 or 21 Ill do this again

  • @GrimReaperJr1232 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3114276#Comment_3114276

    At least with a killer like artist you get a similar mechanic when it comes to what it does to force survivors off loops but at least it doesnt slow you down anywhere near as much and there is a skillful/exciting aspect at aiming crows and predicting survivor movements and shes a much stronger killer.

    False. Dredge and Artist are both slowed to 92%. The difference is that Artist just slows when placing and launching a bird. Dredge is slowed until he cancels.

    being slowed down for half a second while you place a bird and being slowed down the entire time you walk around a loop is absolutely a massive difference.

  • Dredge is a decent killer and pretty well made, but he just lacks fun factor. It's not like blight where its super exciting as you zoom around the map outplaying survivors, moving fast, getting hits.

    You put the remnant down and slowly walk at the survivor and then teleport to it and m1 them or just m1 them if they dont walk into it. It's not particularly exciting, the only thing really exciting is trying to make plays with locker teleporting but thats not really the reliable part of his kit. Moreover, he's not the easiest to use, unlike killers like legion and Bubba who are kind of brain dead easy even if not the most effective.

    At least with a killer like artist you get a similar mechanic when it comes to what it does to force survivors off loops but at least it doesnt slow you down anywhere near as much and there is a skillful/exciting aspect at aiming crows and predicting survivor movements and shes a much stronger killer.

    Those things just kind of add up to a killer that no one really wants to main. People who would like his anti loop probably prefer artist. People who like his mobility most likely prefer demo.

  • I'd prefer if a fully recovered survivor recieved an option to do a kind "slug kobe" they can attempt to stand up, if they fail they lose like a third of their bar and the killer is notified of their position. They can try again after like a 15 second cooldown.

  • Occasionally

    Had a baby hag player accuse me of speed hacking once. Clearly it was a lobby I shouldn't have been in though because the killer had sub 50 hours and while I didnt/couldnt check my teammates they all had almost no perks and no teachable and none of them were good, so I was obviously thrown into a match with new players for some reason.

    Also recently got accused of cheating because I "turned too far with no turning addons" (blight, not billy)

    Those are 2 that I can remember off the top my head.

  • There is always going to be a lack of variety of the top.

    Nerf nurse and its all blight (see when she was disabled)

    nerf those 2 and its all spirit. nerf her and its all artist.

    Its just a side effect of SBMM. Killers who are better at getting kills will be more prevalent at high ratings than those that are weak or average.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3113592#Comment_3113592

    I’m more concerned with whether or not the purple addons feel like they are near the 3/26 ratio. It feels like I’m getting way less purple addons than before. I need more data points, but so far it also feels like if an iri spawns, it replaces a purple, as I still haven’t seen any mid bloodwebs with 2 purples and 1 iri.

    Well regardless, Im saving up 2 mil BP then Ill go from 16-1 to 16-50 and put every bloodweb in an album on imgur or something on post it here. Will probably take a couple hours.

  • @Coffeecrashing said:

    Do we have any data on what the addon ratios are like at prestige 20? I have a character over level 10, and some of my mid bloodwebs (like around levels 20-40) are still completely brown and yellow. And sometimes I only see one purple per blood web.

    Im at prestige 15 and my low level bloodwebs are mostly green with the occasional brown/yellow/purple/iri

    When I hit prestige 16 Ill screenshot every single bloodweb from 1-50 and report back

  • It's a waste of time

    They could spend time doing something that actually improves the game, or they could spend time doing this.

  • Alternatively they could make it stay at 2 protection hits, but if the protection hit that activates the perk would have downed you (you took a hit while injured) the perk instantly protects you. That way if you want to "bank" the use for later you still have to heal up and go take another hit, but the perk can be used to take 2 hits for someone as well.

  • Lethal is fine.

    You get a good early game for killers with good chase and then after that you get slightly longer aura reads which encouarges you to use more tracking, which is a good thing IMO. If you nerf everything that isn't gen slowdown into the dirt people are just going to run 4 gen slowdowns which is incredibly boring

  • Best change would be to reduce teh overall slowdown but front load the slowdown

    So each injure adds a stack

    First stack adds 6%

    Second stack adds 5%

    Third stack adds 4%

    Final Stack Adds 3%

    Now the perk is 6-11-15-18% slowdown at various number of injures, from 5.5-11-16.5-22%

    Killers that easily injure and keep injured get less value. Other killers get a bit more.

  • Also you can literally do the exact same thing with jolt

    WHERE ARE MY JOLT CHANGES BHVR? OP PERK COMBO ALERT.

  • In addition to that, doesn't this just make the combo even stronger?

    Because now the gen interrupts, meaning merciless storm will block it instantly. Basically instead of having a chance to potentially hit 40 skill checks in a clutch moment you instead just get a big chunk of progress lost, a blocked gen, and the middle finger.

    Like what? It makes no sense.

  • They should have changed it isntead to be worse at high stacks and better at low stacks.

    For example, it provides a 6% penalty for 1 injured survivor, an additional 5% for a 2nd, 4% for a 3rd, and 3% for a 4th.

    That way the total penalty is 6 - 11 - 15 - 18 instead of 5.5 - 11 - 16.5 - 22

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/3101661#Comment_3101661

    Of course Self Care is weaker than a Medkit, imagine if a perk was actually stronger than an item!

    Btw with Pharmacy the most crucial aspect is that sometimes you don't find a chest, and the basement is very far away. If you do, you still have to open it (and the killer might have Hoarder), pick the item and then leave the one you had, and then heal in a safe spot if the killer comes. Smart killers might even guess you're nearby because they saw the chest opened recently.

    So then what would possess anyone to equip self care when med kits and literally any of the other healing perks exist. It's consistent? Consistently bad, maybe.

    Self care is a horrible perk now.

    There is very few scenarios where spending 45 seconds healing yourself is a good way to spend your time.

  • Self care wasn't even a fantastic perk. It was alright at best. Even if it was unchanged in the patch, it wouldn't be meta. 32 seconds healing is just too long, too easy to interrupt when you can bring a yellow medkit with a yellow addon and heal yourself twice in a match.

    You can bring a green addon and heal yourself 3 times, which is more than you need in most matches. You can even get up to 4 heals with a purple medkit with a pink and green addon. There is just no scenario where self care is better than bringing a strong medkit.


    CoH is only different because it enables your whole team to heal at a slightly slower speed, rather than just yourself. It is the only thing good about the perk, if you wanted selfish healing, you'd just bring a medkit.

    Hell if you really want to use a perk for selfish healing, bring pharmacy and a coin. Now there are 5 chests on the map and every one of them is a green medkit. With a lucky map you can even have 6 chests, since some maps have a bonus chest locked behind a gen like the temple of purgation.

  • @tippy2k2 said:

    If you're getting killed with only a thousand BP from a Tombstone Myers, at least two people on your team fed him like crazy because to get to T3 Myers with Tombstone, I think it takes two survivors to be fully sapped on Stalker Juice plus a fuzz of Stalker Juice from a third player (or maybe when I've gotten TBM, I didn't sap every last drop out of the two players I stalked and it does only take two people).

    It's amazing how many survivors like to sit there and have a staring contest with Myers...

    with the tombstone piece it takes 17.5 stalk points to go from tier 1 to the first tier 3.

    Survivors have a total of 40.4 stalk points across their team.

    So you have to fully stalk 1 survivor and 3 quarters of stalk on another.


    Now with the full tombstone it takes 20 stalk points so you have to fully stalk 2 survivors.

    With the stone and the fragrant tuft it will take 30. So you have to fully stalk 3 survivors.

  • its a pun about the adept david achievment which requires you to use dead hard.

    adapt, adept

  • I always try to hit as my DHs on survivors as I can because a 3rd hit means I get 900 brutality instead of 600 and brutality is the hardest category besides sacrifice to max. Sacrifice, of course, can only be maxed by getting end game collapse hooks.

    Same with BTs. I will hit every single BT. I MUST get those brutality points. it's what stands between me and 35k+ BP matches.

  • Yes you can buy an existing code for the ST chapter from a third party.

    YOu wont be able to get the cosmetics for the ST characters other than p3 though.

  • @GuyFawx said:

    https://forum.deadbydaylight.com/en/discussion/comment/3097365#Comment_3097365

    I specifically didnt want to name them as I didnt know if it was a cheat I was just curious as to how someone could get that high. How many bloodpoints would be required to spend to reach that is it 135 million roughly?

    More like 160-175 million

    @Anniehere said:

    There are two options I can think of.

    1. They probably saved up blood points, higher then the cap.

    2. They have one main and they play everyday all day.

    The update came out on the 19th so I don't think it's possible, it's a world record if they didn't lie.

    Nah they'd have to play over a thousand matches. If you average 15 minutes per match including load, queue, lobby times and played 12 hours a day you would probably only get about 45 matches a day.

  • Deliverance, Sprint Burst, Off the record

    Unhook yourself, sprint burst away, have endurance if the killer keeps chasing you.

  • Yeah I have the same experience. I've kind of lost the drive to play killer because of it.

    Solo queue is miserable so I'll probably just not be playing unless I get a SWF together.

  • @bittercranberry said:

    so perks = skill??

    sorry but if you can loop then there no need for the "meta"

    No amount of skill is gonna win you the game against a blight or nurse running 4 slowdown perks that consistently 3 hooks and kills anyone who makes grunts of pain when they come off the hook, indicating a lack of OTR.

    You cannot win the match in the amount of time it takes.

  • @MikeyBoi said:

    I mean is there really any good survivor perks now?

    Sprint Burst, overcome, lithe

    Off the record

    Adrenaline, prove thyself, circle of healing, BT, windows of opportunity, kindred, and unbreakable are all good perks

  • The number of perks you had + a bonus for every prestige level you already had.

  • Experienced Survivors throw because they'd rather interact with the killer.

    Bad players throw by making bad decisions.

    Rage quitters throw by giving up.

    This is how it's always been and probably how it always will be.

    No one is throwing to "inflate the kill rates"

  • Experienced survivor players have always thrown games for interacting with the killer rather than sitting around doing m1 simulator, and bad players have always thrown games by making stupid decisions and rage quitters have always thrown games by giving up. There's nothing new there.

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