SkeletalElite
SkeletalElite
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@Jplanas98 said:
https://forum.deadbydaylight.com/en/discussion/comment/3007241#Comment_3007241
Neither of those perks have a necessary FOV function because the increase in FOV is the function.
It doesn't matter whether or not it's an explained and laid-out mechanic, it's a well known tech that only new players don't know about, and the devs are fully aware of the mechanic.
If you think FOV doesn't affect the sight, you're either willfully ignorant or don't understand how FOV works. Yes, camera obviously limits your view, but in pretty much every FPS game increasing the FOV increases the width of your vision which allows you to see your environment wider. You can hop on literally any FPS right now and adjust the slider, and you will see how much your sight is limited at 60 FOV compared to 120 FOV.
Increasing your FOV also decreases the size of target on your screen, higher FOV is not strictly an advantage
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Yes please, I literally can't play any killer that moves around fast without shadowborn or I get motion sick, I just want 4 perk slots
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object, before its rework that nerfed into the ground it was one of my favorite perks, I know the nerfs were deserved, but I still kinda want it to be good again
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and probably never coming back
dont get your hopes up over the petition, Netflix's life missions is to run itself into the ground so the better an idea is the less likely they are to do it.
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I agree the fancy mask with casual hat is wack
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I like both but will never play survivor solo queue, not worth it.
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Maybe they'll just do something small like add exit gates to deactivation condition.
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I've been doing the ones on the bottom first before moving to the community ones so maybe there's a lot of people doing hte same thing and it will speed up once people finish the bottom
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When the event first came on I had some issues logging in, some error about being unable to retrieve the save, it stopped after a few minutes of the event being live though, am on epic game store with cross progression to my steam account
Haven't noticed any issues with the bloodweb though
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Even if you're using them every match you get them faster than you can use them, there is literally no reason to expire them, any character you are playing a lot will have excess wasted points otherwise.
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3001689#Comment_3001689
I think Hope is very decent. Only change it needs is either "pause on hook/when you're downed" or extend the duration.
Im pretty confident in saying that short of a total rework to one perk or hte other, hope will always just be a weaker pick than adrenaline
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I don't think there's a huge issue with the movement bonus stacking, the only other perks that you can potentially stack it with are dark theory and hope.
both of which are bad perks and even if this one perk combo makes htem slightly more useable it still wouldn't be as strong at ol reliable ds bt dh with 1 more meta perk of your choice.
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DS is pretty much fine as is, although I'd prefer they adjusted to to be more conditional deactivation based rather than a timer.
ie. there is no timer but now it deactivates upon any of the current conditions or when another survivor is unhooked.
Oh and add exit gate to deactivation conditions so you can't use it to open gates while immune to reprecussions.
This would mean its better at anti tunnel and also easier to track active DS since there can only be one active at a time (last person who came off hook)
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Billly players are not allowed to be happy, it is against BHVRs code. Every time billy players settle into the new state of things they must drop soul crushing pointless changes on billy
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I think they should just remove teh skill check from DS honestly. I don't think the skill check really adds much value to the perk.
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I don't mind vision range being limited but I think the overlay on the edges of the screen could be toned back a little bit
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wym he's already in that form 😋
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@Valik said:
I disagree completely.
Blindness should disable certain awareness perks such as Spine Chill and Premonition.
It should also remove the player's ability to see other player health conditions or generator numbers on the HUD.
Adding a disgusting vignette and giving the killer a major benefit of Undetectable for free is of a particularly unpalatable taste, in my opinion.
These are all changes that negatively effect solos and do literally nothing to SWFs that can ask their team mates for this information. We should be moving away from that balance direction not towards it, blindness is already a status that is plagued by this problem, it doesn't need to be that way even more so than it already is.
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Sometimes I miss the original BT that was 1 use per match but protected the survivor doing the unhooking as well as the survivor coming off the hook. It certainly made camping non viable.
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anyone have a picture of what it looks like with filters?
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@Brimp said:
I don't see the issue as if you are in a position where you're unhooked with the killer nearby then your team most likely did something wrong or the killer left hook which should have resulted in a 3 out.
The way it works you technically get the partial heal when you're hooked, not when your unhooked so its gone before someone even comes to unhook you.
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@Warcrafter4 said:
I personally just leave them on the hook if they try.
Why? Simple they are trying to deny me my unhook to spite me so I spite them back.
You can't complain about being spited back at when you tried to spite your teammates first.
Someone can attempt to kobe for more reason than spite, a successful kobe not only grants a large number of points but it gives survival points, the hardest category to earn score in. Kobes also deny value from MYC or floods of rage if they are in play.
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Also if you think about it attempting a kobe right before being unhooked is playing optimally if you dont need to be unhooked with BT since kobes do not trigger MYC or Floods of Rage
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you get a bunch of points for a sucessful kobe and none for being unhooked.
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@Angelicus23 said:
https://forum.deadbydaylight.com/en/discussion/comment/2980760#Comment_2980760
sensivity settings aint the same as having an app on PC that lets you change your dpi to force a mechanic for free
An app is not required, the functionality is built into gaming mice that do this. The app is simply a GUI to change the mouse's settings. If you buy a g502 and do not download logitech G HUB it has a DPI switch going up to 25000 by default.
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@Angelicus23 said:
https://forum.deadbydaylight.com/en/discussion/comment/2980755#Comment_2980755
by the same logic I can buy a trainer that lets my character run at 1000% speed
Not even remotely the same.
One is a mouse doing what its supposed to do, the other is a hack modifying the games memory.
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I want to answer jeryl so much but it isn't true and that's a good thing
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They say its fair because they don't play killer
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Thana is a slowdown perk and it comes with a free character. I don't run it, but its certainly a better perk than most free options.
I saw bit of an otz stream once where he said he was watching a comp match where a blight was using thana and he wondered why he wasn't using it over many other slowdown options and then he checked the tourney rules and those other slowdown options were banned perks on blight.
So yeah, the reason to use thana is not having other perks.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2961363#Comment_2961363
Actually it’s 28. Double that with five stacks of ToTH tier III.
the 24 was a typo, I meant 28
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@Onyx_Blue said:
Honestly, Shattered Hope is a nice idea. But, I think they should change the way survivors interact with Hexes. If you have a Boon equipped then you can either Snuff or Cleanse the Hex. Snuffing the Hex removes the applied Curse effect of that Hex totem but does not destroy it. This turns the Totem Dull and allows a survivor to Bless it, but also allows a killer to snuff it and rekindle the Hex applied to that dull totem.
Cleansing a Hex completely destroys the totem and destroys the perk attached to it.
This makes it so Killers are not punished for using Hexes if a survivor has a Boon. The time to Cleanse and Bless remains 14 seconds at base, but because of the double animation required it would be 14 seconds to Snuff for survivor too. So in order to Bless a Hex you need to spend 28 seconds doing so. The killer would not receive a noise notification of their Hex being Snuffed, but the perks icon would fade out or have an symbol next to it to indicate this perk has been Snuffed. That would be a great trade off, since Killer should always dominate priority...even though current they don't.
It already takes 24 seconds to bless a hex, blessing hexes is slower than blessing dull totems
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1 character for each year of the game for each role. They're also all uninque beutifful unlike the crowns which are basically the same copy pasted object, so I prefer this a lot more
I can understand why your main not getting a mask would be sad though.I would have really liked a blight one. At least my main survivor ace gets one.
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Sure, but if we're gonna do that first we gotta make the boons more like hex totems. Lets place them at the start of trial with no prep needed and remove the range limitation and make them affect the whole map until the killer kicks it and reduce the audio range so you can only hear from pretty close.
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@brankt said:
https://forum.deadbydaylight.com/en/discussion/comment/2956555#Comment_2956555
I was talking about : "Each prestige level 3 character on your account at the time of the update will receive a distinct reward"
Just because id like whatever the distinct reward is on my fav characters
Right below that though it says
"It’s not entirely uncommon for a player to have withheld from engaging with the prestige system altogether. Some may have already collected every tier of every perk for every character without ever having levelled their prestige. Rest assured that this new progression system will ensure that these players are compensated for their time investments."
If they weren't gonna give you the distinct reward based on the bonus prestige granted, why even grant the bonus prestige in the first place, since there will no longer be a downside to prestiging.
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So if you've already got your character maxed out with all perks, don't bother wasting all your items/addons/offerings by p3ing them now because you'll be forwarded anyways.
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You don't need to p3 your characters before the update
"
“When we roll this out, we’re planning on doing a prestige catch-up mechanic that will look at the perk tier you have on your characters,” explains Matt. “If you’ve been collecting perks on your character and levelling them up, you’ll gain a number of prestige levels based on how many perks and perk tiers you've acquired.”
"
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It depends on how its implemented.
Lets look at the scenario before the change.
An infinite number of survivors attempt to get the traps off their head, 25% of all survivors get the trap off first box, 25% of survivors will get it off on second search, 25% will get it off in the third search and 25% will get it off in 4 searches.
However, things look a little different after change.
IF there is still 1 predetermined key, but that key is overridden on the 4th search even if the box is incorrect
20% of survivors will get it off on the first search, 20% will get it off in the second, 20% will get it off in the third, and 40% will get it off in the fourth.
So the chance to get last box will have gone up significantly and the chance of every other result has gone down slightly, which is a pretty large buff.
IF there is now 2 predetermined keys
40% will get it off first search, 30% will get it off in the second, 20% will get it off by the third, and only 10% will get the 4th box. In this scenario there is a heavy bias towards finding the key early and later searches become less and less likely which would be a significant nerf
Now lets consider the addon to add an additional box to the trial
In the current implementation. 20% of the population will remove their RBT at each of the 5 boxes
In the case of 1 predetermined key, with an override there are 2 possible outcomes
The addon increases max searches to 5:
16.667% first box, 16.667% second box, 16.667% third box, 16.667% fourth box, 33.333% of survivors will get the 5th box
The addon does not increase max searches 5
16.667% first box, 16.667% second box, 16.667% third box, 50% will get the 4th box.
If the change makes it so there is 2 pre determined keys
33.333% first box 26.667% second box 20% third box, 13.333% fourth box. 6.667% fifth box.
Conclusion: 2 predetermiend keys is a big nerf, 4th box override is a decent buff.
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I only switch up my perks for 4 medkits
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Does BHVR regret making killers the power role?
A 1v4 game, anyone would think that the 4 players working together well would be able to outperform the 1. Well not in dbd, here the 1 player is the power role and are favoured by the devs in such a way that they hold the power to completely grief the experience of the 4. Maps designs always favour them, they get second chances to fix their mistakes and the opposing team has no way to communicate despite it being a team game. The survivors who always rely on their solo queue team mates not making game throwing misplays have to constantly try to make effecient decisions despite a lack of information lol. Now the solo survivor role is so trashed and feels so stressful that very few people wanna play it, making SWF groups more common. So making killer the power role really backfired for Behavior eventually didn't it? It was only a matter of time. They kept favouring the majority, groups and killers, but forgot they NEED solo players to have dbd.
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I've been playing it and it's a lot of fun. It's not DBD, VHS is more like DBD than Evil Dead is, but it is a fun game none the less. I think its more similar to Evolve than DBD, but I also loved Evolve, still miss that game, one of my all time favorite games.
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yeah its been too long
it is against the laws of nature, pig must recieve one new nerf at least every other major update. This is why the steam playercount is dropping, BHVR has not paid its blood sacrifice to the gods of game development by constantly butchering the pig with nerf after nerf. Down with the pig
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It doesn't really matter, at the end of the day the root cause of the hug tech and sliding are the exact same thing, except in the case of objects which are completly impossible to bump into like ormond snow piles that is a separate bug.
If you fix blights sliding, blights bumps will be responsive enough that you can perform what is called a corner bump, a long time ago back in the days of short blight this is something that you could actually do. Where in you simply rush paralelel to something then turn your camera at the corner of it and would bump at the corner. This is easier to do and less predictable than the hug tech and does not rob the blight player of visibility by making them look at a wall, so the end result will be an easier to play blight that is even harder to play around.
This video demonstrates that at 4:57, the link I posted should start the video there automatically
https://youtu.be/8R56O4RyYJM?t=297If you try this in the live game it won't work because of how updates have made blight so much more slippery.
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Personally I think they should just remove the ability to see what you're about to be playing against UNTIL the loadout becomes locked so that you can't do any sort of build tailoring on either side. If you want to run a hard counter in your build you should run the risk the opponent is not using what you are attempting to hard counter. Survivors don't get to know if their opponent is going to run strong addons/powers or weak ones, why should the killer get to build tailor to the items the survivors have.
Once the loadout is locked though, I'm all for showing what they have. Would even be cool if the different raritiy items looked different so you could know roughly how powerful an item they were using.
Imagine how unfair it would be if the survivors could preemptively know they were about to be up against a killer with multiple hex perks equipped so they can all build tailor by putting on maps or totem perks. These perks and items are balanced by the fact that they are hit or miss. They will only be useful if you have a secondary reason to be doing bones or if the killer is running hexes, and if they could literally ALWAYS be used to counter then it would severely limit the potential of hexes. It's kind of the same thing. Many killers who see multiple items will tailor to those items. If they see maps they may switch off hexes or if they see medkits they may equip franklins. If they see flashlights they may use lightborn.
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I have a feeling this would leave the strong pallets unchanged and make the weak pallets weaker since, you can fake someone into making them leave a weak pallet but most strong pallets are so good that even if you walk around them you're losing just as much time as if you had just finished the entire break animations anyways
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When you start your first match IS against AI. Doesn't happen again though.
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It doesn't matter whats considered camping, play however you want.
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Ahh Anti-Aliasing, the hydra that BHVR is apparantly unable to kill
Seriously, this issue comes up like at least once or twice a year, why? How does it keep occurring?
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@Chocolate_Cosmos said:
https://forum.deadbydaylight.com/en/discussion/comment/2929230#Comment_2929230
Yea, they are helping them. It's like "I hate this playstyle so I will support him and get killed the whole team haha".
more like "whatever this guy can have staring at hooks for the next 8 minutes while I play a real match"
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@sluc16 said:
https://forum.deadbydaylight.com/en/discussion/comment/2928375#Comment_2928375
and I stay 99% exposed permanently? It never goes away?
it will reset back to 0 if you get hit with an attack
if you suspect your stalk is nearly done what is good to do is to bodyblock or let him hit you while his power is on cooldown.
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because evertime you dare to down someone with your power you have to wait 5 seconds for victor to recover and 2 seconds for charllette to wake up then spend at least a couple of seconds walking to where you downed them but usually a lot more than that and then 3 seconds to pick them and then a few seconds to walk them to a hook and throw them on it.
This means you basically have 1 of 3 options to win.
1) slug excessively so you dont waste so much time waking up and walking to where you downed survivors
2) tunnel as hard as you can so you can get someone out early and win despite the fact that it takes you 15-30 seconds to hook anyone.
3) use your ability to be in multiple places at once to camp it out while maintaining decent pressure.