SkeletalElite
SkeletalElite
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I don't know how many people have voted on this poll but there is no way your matches usually last 0-5 minutes. 5 minutes is a very fast match. Speed run world records are extremely difficult to break the 2-minute mark on and I don't think there is any under 1:50.
If you are consistently getting 5-minute matches it is because you are attempting to get a sub 2 for the world record and playing around specifically making them that fast lol.
In a typical match 5-10 minutes is a faster match, 10-15 is pretty normal and over 15 is pretty long.
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It doesn't have to be.
They could switch from indvidual hook states to team shared hook states in this team game.
Suddenly the only value there is to camping or tunelling someone is they might be an easier target to burn the teams hook states, which is why I think a hybrid system is best.
Each person gets their 2 personal hook states, and then the team shares 4 hook states on top of those.
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There is a reason the OG 110 legion that could down you was literally impossible play when he came out. Within the first week of release. I'd say more than 1/3rd of survivors would instantly DC the momment they learned it was a legion and this was before DC penalities.
No one wanted to play against the killer, and so they didn't.
BHVR saw this, saw this incredible amount of negative feedback and made legion a 115 killer but nerfed his power into the dirt because no one liked it. Even after nerfing it, no one liked playing against a legion, he was just a bad killer, so it wasn't something you had to do very frequently. He's still not a fantastic killer, but his buffs made him mid and the recent patch changes are pretty much all amazing for legion. Many of the buffed slowdowns legion uses pretty well and the killer chase buffs are incredible for legion.
He's still not as unfun as the OG 110 legion that could down you no matter what you did despite being a bad killer. Now he's just a mediocre killer with unfun power, which is almost worst because it's actually common and you can't just leave because of the DC penalty.
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I think the meta needs a bit of time to develop. Eventually, people will realize that if you're not running Off the Record you are throwing and it will hit use rates at least matching what BT used to be and likely even surpassing pre nerf dead hard in terms of use rate. You HAVE to use off the record. If the killer wants to win, and you are not using it, you are going to lose. Its that simple.
Killer hears grunts of pain, killer tunnels off hook.
Killer doesn't hear grunts of pain, killer doesn't tunnel because they will throw if the survivor they are chasing is good.
Pretty much every survivor game I've played since the patch where we won against a competent killer player with a strong build, we had at least 2 off the records, if not 3 or 4.
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As much as I agree that these perks would make it so the killer can't do much to get the survivor is coming off the hook again. I have a feeling this is just eventually going to develop into the NOED situation.
"well he's gonna kill someone no matter what I do, I would have to get lucky that he makes a mistake to safely get the person on the hook out without trading AND I create a risk that he could potentially kill 2 people instead so we should all just leave and let him have the kill."
I'm seeing it very frequently in end games now that survivors who try to go for the saves just end up giving me even more kills and the teams that perform the best are always the ones that just leave their teammates to die instead, and that's been my personal experience playing survivor too, it's just the safer play.
I doubt that's an issue that should be solved with perk changes, though. Remove hook grabs. Give more killers powers restrictions around hooks like the artist. Make it so saving the survivor is actually viable.
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@Ghouled_Mojo said:
https://forum.deadbydaylight.com/en/discussion/comment/3084238#Comment_3084238
You seem offended by a quizzical survivor asking if two perks stack before giving it a whirl. Also was going to slap on a BT and Guardian for shites and gaggles.
I was just saying that even if it does stack, the boost is so minor that them working together is not going to have significant results and it's actually their separate effects synergizing that is powerful.
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Oh no the survivor went an extra 1.4 meters during the adrenaline speed boost whatever will I do.
I don't think it matters. If someone is running hope + adrenaline the time it will take you to catch up on any killer that is not a mobility killer is so long the survivor is going wherever they want on the map, not because the boost is stacking but because you gain a lot of distance on adrenaline and are catching up very slowly because of hope.
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Action speed penalties are already multiplicative. Only benefits are additive when stacking.
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@Dunkinspunkin said:
https://forum.deadbydaylight.com/en/discussion/comment/3080593#Comment_3080593
I mean it's literally a meme build. It's not meta. It's just a gimmick build and a weak one at that.
On this particular map with this build if you get a basement hook off your first down (and it happens before corrupt expires) the survivors basically just lose. They literally cannot do all the gens in the time it takes that dude to die on hook, and you'll be able to camp a second person to death as well, also likely before they can finish the last gen given the person on the first hook died so much faster.
If they go for the save you will just have 2 people in the basement instead because Bubba does not care for your endurance, he will chainsaw right through it.
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@ASurvkillivorer said:
https://forum.deadbydaylight.com/en/discussion/comment/3079962#Comment_3079962
https://forum.deadbydaylight.com/en/discussion/comment/3079966#Comment_3079966
Not a numbers person. How are you both getting different numbers? The first one seems right? How could new SC and BK actually be slower than the old one when it adds up 2% higher?
They don't add together.
Only positive benefits add together before multiplying onto the base rate.
Negative benefits always multiply onto the rate seperatly.
Otherwise you could have a healing speed so slow you undo healing. ie . self care through coulrophobia would be a -15% heal speed but that's not how it works
its 16 / (.35 x .5) = 91.4 seconds to heal
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Old self care
16 / (.5) = 32 seconds
Old SC Botany
16 / (1.33 x .5) = 24.5 seconds
New SC
16 / (.35) = 45.8 seconds
New SC Botany
16 / (.35 x 1.5) = 30.5 seconds.
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@Remedicist said:
I genuinely do not see the appeal of camping. Obviously there are situations where you're playing like usual but then have to camp because survivors are nearby, a 3 gen is nearby, or it is the end game. But how do people get on and decide they wanna put a player on a hook and have a staring contest with them? Just seems like a waste of time to me. You literally gain more bp and pip score from chasing and interrupting survivor objectives with a 0k compared to camping and getting a 1-2k.
No one cares about pips. As for BP the per match BP might be pretty low but camp matches are also pretty fast since you're not stopping gen progress so if you get a 2 or 3k with 12000 points in 8 minutes, its the same BP as getting 18,000 points with a 0k 12 minute game.
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Yes the bonus applies to the role with shorter queue times as that is the role more in demand.
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@Phasmamain said:
It’s still just as good as before with botany knowledge which was 28 seconds if I remember correctly. I agree though there was no point in nerfing it when medkits are still overpowered
Self care + botany is 30.5 seconds.
16 / (.35 x 1.5)
it's just 1.5 seconds short of unnerfed self care by itself.
Throw in mangled, and it's 38 seconds, which is only slightly better than self care with mangled before the update at 38 seconds instead of 40.
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That is 3 weeks after the mid-chapter release, so it will likely be the PTB for the Project W chapter.
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Literally just had a match where I had this happen. I was the first to be hooked, but had OTR. Came off the hook and the killer went to follow me for a second but when they heard no grunts they just turned around and went to chase the dude who unhooked me instead. That dude proceeded to get hooked 3 times in a row and die at the 4th hook of the match.
There needs to be a good anti tunnel perk with no tell, it actually improves build variety because survivors don't feel shoehorned into running OTR if the threat of DS is enough to dissuade a tunneling killer.
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Unfortunately, it is pretty much the only anti tunnel perk, and it has a tell. Survivor coming off the hook has grunts of pain? Time to turbo tunnel they have no good anti tunnel protecting them!
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I've been winning most of my games too, but that's mostly the same as before patch, it's just a matchmaking issue because I do occasionally get tough games.
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@EntityNea said:
https://forum.deadbydaylight.com/en/discussion/comment/3072348#Comment_3072348
I loved reading "it requires 0 skill", while remembering all the times I watched survivors dead hard into walls just before I smacked them :')
If not running into a wall is the bar for something being skillful, I am the best survivor on the planet.
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Jeryl with his medkit that he will use to HEAL DBD
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Networking related issue, happens because of desync of the skill check. You hit in your client but the server thinks the skill check wasn't hit because it thinks the needle was in a different position, this happens way more frequently if you are on a high ping.
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If I'm not playing with a SWF, I generally just don't play survivor. Solo queue survivor is not worth the time spent doing it, in my honest opinion, and that will be even more true at 90 second gens.
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@AGM said:
I mean, that's fine I guess? But if we look at what they did to WGLF, where (in addition to the 100% healing speed of downed survivors) upon unhooking someone or taking a protection hit, the next time you pick up a survivor in the dying state that survivor gets 10s of endurance, I believe BBQ needs either: a massive duration buff (think like, 8 seconds or so), a good secondary effect that actually affects gameplay, a slight range limit decrease, or a little of everything.
Since its niche is "information" perk, I might make it something like this:
- After hooking a Survivor, all Survivors who are farther 44/40/36 meters away from that Hook have their Aura revealed for 6 seconds. Whenever a survivor is unhooked by another survivor while you are farther than 44/40/36 meters from the hook, the aura of the survivor who performed the unhooking action is revealed for 6 seconds.
The first effect is the Barbecue, the second is the Chili. 😁
I think it'd be better if they kept the token effect on it for hooking different survivors and give you some kind of bonus for getting all 4 similar to grim embrace.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3066659#Comment_3066659
these add-on were already nerfed, old tamper timer was 30 seconds. new one is 20 seconds. Crate of gears was 33% slower boxes. new one is 25%.
@Crowman its not anymore rng. it used to be RNG. Almo wrote a post explaining how new pig boxes work. it is consistent ability. survivors are suppose to not get downed by the pig as her chase is not strong and if they do get downed, they can 99% generators to give the survivor more time to search through boxes. it doesn't need any negatives changes. people need to stop call pig the worst killer in the game when she uses good add-ons and learn to play against her ability.
It changed from 30% to 25% not 33%, just a minor correction.
The in game description currently claims it increases box search time by 33% which is also technically correct.
12/.75 = 16 seconds to search a box
12×1.3333333333 = 16 seconds to search a box
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Total XP required for 1 devotion level is 348,270
In game time is the biggest factor, as a 10 minute match results in 600 XP
Let's say that your average per match is a bit less than 600. It will probably take around 580-620 matches.
If your total match time including queue, lobby, loading, end game screen averages about 20 minutes, it would take about 200-250 hours per devotion level.
So devotion 62 would most likely be around 15,000-20,000 hours of play time.
The highest hour count I've ever seen on a steam player is 16,000 hours.
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dead hard nerf
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Because the one time in 50 million that flip flop does something for you, you tell the killer your entire build in the process, thus telling them you have no good perks, and they can tunnel you without fear of getting smashed into the dirt by 4 different second chance perks.
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Range addons significantly mitigate nurse's primary counterplay.
Nurse's attacks being special attacks is bad because she is one of the best chaser's in the game and letting perks that are limited to basic attacks function on her leave them in a limbo where they are OP on her and okay on other basic attack killers, or balanced on her and bad on others.
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If the survivors mess up enough to get 4 man slugged they should lose. I wouldn't mind a mechanic that instantly entity kills all remaining survivors if they manage to all be put into the dying state simultaneously, though, to prevent the killer from doing BM bleedouts or ending the match quicker if there are no hooks.
Its a feast or famine strategy and if you play it well as a survivor you should basically win every time unless the killer is nurse with broken addons.
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End game collapse should start at 18 minutes into the match, progresses at a slowed rate as long as a generator is being actively repaired.Edit: Actually, if survivors don't attempt to repair a generator for 5 minutes it should start. Simply tapping a generator isn't enough to interrupt, and you have to actually put some progress on the generator before the 5 minutes resets.
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Probably none of them, it would likely be about Vigo or the observer. Maybe the blight would be in it too given that he tried to follow in Vigo's footsteps.
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MMR actually increased the difference between solo queue and SWF. There was a dev update saying a 4 man SWF had 15% higher survival rate than solos. Cant remember if that was across the board or at high MMR.
As a result I imagine even if the distribution of players in SWFs vs solos hasn't changed high MMR will inevitably have a higher likely hood of facing SWFs because higher escape rate = higher MMR = more SWFs.
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@Kira4Evr said:
I don't think Mettle will work if have Deep Wound. Altho, if you take a Mettle hit first and then a normal Endurance hit, then that would probably work.
Mettle will still work, only the endurance effect does not work in deep wound. Mettle of man does not apply endurance.
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It will likely be next week, probably on Tuesday, but maybe on Wednesday.
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I feel like hooking survivors/hook saves is part of the magic formula that makes dbd work. So much of the interesting gameplay takes place at that moment.
I'm not certain this is a good idea.
I'd just like to see 1 of each survivor's hook states converted into team hook states that can be used by anyone. That way, the fastest kill doesn't necessarily mean exclusively chasing one person. At least not until the 4 team states get used, and camping is also less effective because camping someone out has to go through the 4 team hook states as well as the person's 1 personal hook state.
Inevitably, the game would be a decent bit more survivor sided since the slowest possible kill is still the same but the fastest possible kill is 3 hooks longer. Particularly for the weaker killers that are a lot harder to consistently get short chases with, but rebalancing the killers and maps around that new power level would be leave a healthier game without totally fundamentally changing the mechanics.
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Sunk Cost Fallacy
They don't want to throw it out because they spent time and money working on it even though it is terrible.
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@ArchAbhor said:
https://forum.deadbydaylight.com/en/discussion/comment/3054390#Comment_3054390
That is just not true. Theres a button trigger for it. A crash doesnt cross that check. If theres not a built in check for it yet. Its not hard to program in. They have one for are you sure about that? They can have one with a strict timeout.
If they do that people will just alt + f4 their games or end the task in task manager. Or whatever the equivalent force stop is on console to get a shorter time out.
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Yeah but heres the difference. They get paid nothing by adding exclusive cosmetics that people get by earning without paying anything.
With the prime stuff, They get paid the big bucks by Amazon to promote Prime.
Rift premium track charms are exclusive too. Paywall.
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@Grandpa_Crack_Pipe said:
I'd say don't get in them, for starters. Unless a killer aggressively patrols their three-gen early on a smart team can prevent one.
I wouldn't mind some way of preventing the forever 30 minute 3-gen, though. God knows how though.
Just add a 18-minute time limit to the match after which the EGC begins instantly, EGC progresses at a slowed rate until the generators are completed. This means a match cannot go on longer than 24 minutes
Very few matches reach 18 minutes long and even the ones that do an additional 6 minutes is more than enough time to wrap up if the match is even remotely close. The number of times when the EGC can shift a killer's losing game into a survivor's winning game would be such a minute number of edge cases that it's not a problem.
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I honestly think CoH is fine now at 50%
Takes 14 seconds to boon + time to find a totem every time it gets snuffed.
Takes 21 seconds to self heal + travel time to reach the area of the boon.
And if you're playing a killer that really gets hurt badly by CoH you have the option of using shattered hope. You get a global notifcation letting you know a boon is in play, so you can't really get hit by it without expecting it.
You take away CoH and the survivor just equips a medkit and an additional second chance perk. And spends more time doing gens instead of healing and booning and the gens finish a minute or two sooner, bonus points the second chance perk they replaced it with was adrenaline and finishing all those gens faster just heals them anyway. Which is pretty much just as bad for the killers that can't handle CoH because generally those killers are weak.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3052210#Comment_3052210
So just watch the gen while they are losing progression? Nice logic.
I am glad devs fixed this issue, now PR will still make your gen lose progression but they can not see which generator anymore. So kinda Pop + PR or PR + DMS combos died.
it loses progress at a whole .25 c/s. oh, no, if literally wait out the entire pop duration it will lose a whole... 11 seconds of progress.
Except you won't have to wait that long. You'll usually have to wait like 20 seconds at most.
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They stack additevly not multiplicatevly.
So if there is 4 offerings
It is NOT 2 x 2 x 2 x 2 = 16x
Its just x5
In this game basically any positive benefit adds together before multplying on the base value while negative stuff is multiplied seperatly
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Sorry what was that couldn't hear you over the sound of all my WGLF stacks
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@Header said:
https://forum.deadbydaylight.com/en/discussion/comment/3049719#Comment_3049719
pyhead has a pretty good chase power and is insane at tunneling, so i think he deserves to be in A
artist sucks. using her birds takes like 20 years and even when you hit someone with it, you probably have to hit them again as soon as possible. also using more than 2 birds to hit people makes it impossible to get the follow-up hit in time so thats basically a waste of time
legion is hard countered by smart survivors who just split up, and has basically no power in chase
freddy/sadako suck, though i dont know exactly how much, but since no one wants to play them anyway i just put them in D
Good players don't get tormented if they're running DS. They will literally hold W and comp corner you rather than get tormented playing a pallet. Your chase-power is countered by the same thing. You basically just end up being a worse artist, at least in the off chance the survivor does play a pallet artist just gets the hit no matter what, and she's excellent at camping with DMS too. She also has add-ons that increase the repel time and decrease her cooldown that are low rarity, so you can basically use them infinitely. Can't really say the same for Pyhead other than his only good add-ons being low rarity ones.
Legion injures survivors quickly and uses thana extremely well (which is also getting buffed). Combined with base m1 / pallet kick changes coming up legion stonks are rising. He's certainly better than doctor and trickster.
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Pyhead too high, more like B.
Artist should be higher in A.
Legion should be B.
Not sure about freddy/sadako in D, would put them C. Pretty decent placement otherwise
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@sonata93 said:
https://forum.deadbydaylight.com/en/discussion/comment/3049577#Comment_3049577
Against a face camping Bubba, perhaps, but not against a newbie Clown who wasn’t hard camping (just patrolling the general area). It was absolutely nothing a BT save and my DS couldn’t have dealt with.
Then he just double hits the unhooked as they go in for the unhook, puts them on the hook and camps them after you come off of it.
You should only ever go for hook trades if you need to buy time for your team to finish all the gens, if you have all the time you need, its best to let the person on the hook hang. Also, for all they know the clown could have redhead's pinky finger. Going to unhook is taking a massive risk that could potentially turn into a losing situation due to factors out of their control when they have the safe option of just finishing all the gens and leaving.
The clown got punished. He camped, he got 1 kill, and he lost with probably little to no points. Id rather have teammates that do that than give the killer loads of hooks and points thus rewarding that behavior.
Kindred did exactly what it was supposed to do in this situation, give the info needed to make the optimal play.
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The counter to camping is to do gens and leave, sounds like they made the right play to me
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Pyramid head, twins, freddy on the lower end. Nurse on the higher end.
PyHead has pretty much all useless addons except range. Twins has all useless addons except the undetectable iri, toy sword, and speed. And Freddy has all useless add-ons except paint brush.
Nurse has 3 addons that are far too strong: Range and 3 blink. Plus 2 addons that are a little too strong (recharge) and the rest are pretty much useless.
Blight has 2 that are far too strong and 2 that are a little too strong. And a handful that are useless. But also a handful of decent and fine ones so in terms of killers that have more problems with their addons overall blight isn't very high up there so I don't think he's hte most due for an entire pass of his addons compared to the others.
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Nurse base kit should get a bit of toning back. Like special attacks for blink attacks at the very least.
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Play death slinger and punish them yourself.



