SkeletalElite
SkeletalElite
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What are those percentages in hte screenshots in your post?
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ace mains rise up
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Having a lot of pallets is fine if they're pallets that you actually loop and have opporunity to mind game and outplay but so many pallets on that map are basically just "yeah there is no loop here, you simply reach the pallet and throw it and the killer has literally no choice but to kick it, but thats literally all the survivor can do because there is no actual substance to the loop"
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I just wish the survivor on the ground had a way to make themselves die faster so they wouldn't have to sit around waiting for 3.5 minutes while the killer scours the map for someone crouching a bush and waiting for hatch spawn.
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@GoshJosh said:
No. I don’t want to automatically die later in a match on my second hook because other survivors managed to get hooked earlier on.
Not accounted for either is what happens if a survivor is left on hook until the struggle phase and/or what would normally be death. As those technically don’t count as hooks.
I would rather versions of BT and DS be made base kit before anything like this.
Being left on hook progresses hook states, failed kobe eats your personal hook state not team hook states.
So if the killer tries to camp you to death on first hook, they are going to be sitting at your hook for 4 minutes, as the initial hook of couse consumes a hook state and you lose another hook state every minute after that.
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@Valik said:
I don't like this because it basically has no true effect.
You press the button when you want to use it.
Now, you press the button TWICE when you want to use it.
I could understand if you HAD to use it within a certain context.
'When you are put into the Injured state by any means, Dead Hard activates for 8/12/16 seconds'
Only within that window can you use the perk. Yes!
But having people press it twice doesn't make much sense.
It makes sense for Jett in Valorant, because that split second is all that matters. They're sick of her dashing to cheese ping and avoid getting headshot as a team lights her up. Literally this puts the perk on a fraction of a second delay - which is how Valorant works.
Dead By Daylight, though, making people press E twice won't change much at all, except annoy survivor mains for no reason.
Thats why you add a delay between the first press and second press. Ie. You press the button the first time and then the perk becomes usuable 3 seconds later. This means you can't just react to making a mistake and double press E, you have to have the foresight to have acitvated it 3 seconds earlier when you believe you're about to be in a situation where you wont be able to make it to saftey.
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What was wrong is that the system was clearly flawed. You can say "the system rewards good plays though!" all you want, but it doesn't change the fact that when using a grade based system, bad players see their kill rates plummet and good players see their kill rates sky rocket. This means they are clearly not being matched with survivors of similar skill level.
During the MM tests when we had the grade based matchmaking for 2 days, I liked having easy games for the first couple matches I palyed, but after a few matches I got really tired of playing against players that weren't providing me any challenge at all. Like game after game was just a stomp. Clearly it doesn't work.
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/2919520#Comment_2919520
Milo, he is suggesting if they go through the whole shebang, hitting the report button, making a report, uploading a video, and getting a confirmed ban. I honestly agree. But I don't think that simply reporting a cheater, even if confirmed as a cheater later should reward you with BP. And honestly I'd take it a step further, reward them with auric cells. Make that reward super juicy. BHVR is going to get money anyway when the cheater buys a new account.
When cheaters rebuy they buy grey market so BHVR is not going to be getting money off their new key purchase typically. Many grey market accounts or keys are acquired during big sales and using regions/currencies that have lower pricing like Kazakhstan or literally free accounts like ones from epic games.
Additionally, a lot of gray market keys are purchased using stolen credit cards, which then results in charge backs, but the keys have already been resold and used. So the developer ends up paying the credit card company charge back fees, and actually LOSING money on a game sale.
to Quote a comment from a small game dev on reddit
"Yes, please pirate my games over buying them on G2A.
In fact, if you are going to buy them on G2A, just message me and I will just send you a key."
Although I agree that if you report a cheater and they are banned you should get a reward.
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/2919677#Comment_2919677
I would expect these killers to have an high MMR when they are trying to get away from the frustration.
People who lower their MMR will likely do it regularly to ensure it does not climb back to high levels, so you probably see these people more often at mid-low MMR
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I like this idea.
Something like press e, then after 2 or 3 seconds it becomes active for 6 or 8 seconds. During that entire 8-10 or so second window the survivor enters a unique running animation. At any time during the 6 or 8 second activity window you can press E to dodge as you currently do. If you don't use it you become exhausted, but with a reduced duration, like 20 seconds.
Makes it so the survivor has to have a little bit of foresight as to whether they'll make it to safety or not and can't just use it on reaction anytime they mess up, and simultaneously solves the problem where no matter how patient you are sometimes a survivor will just straight up get lucky with their DH timing because of the wind up and animation indicating whether or not it is a momment where its dangerous to swing.
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I agree, every single perk in the game that uses a basic attack requirement is held back by the nurse.
Starstruck is mediocre at best perk on any killer other than nurse and its one of the best perks you can run on nurse, so much so that its banned for her to use it in most tournaments.
No perk that has a basic attack requirment can be buffed in a way that isn't removing the basic attack condition, that doesn't extremely disproportinately affect how it performs on the nurse vs any other killer. The only other killer that even comes close to having basic attacks that powerful is spirit, but even on her they are fine.
Nurses power should be a special attack for the same reason blights lethal rush is one. If blight could insta down with starstruck that would be incredibly broken, and I think most would agree, so why is this so controversial when nurse has a STRONGER chase power?
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Even back when DH validation wasn't a thing and DH didn't work consistently except for distance you still saw lithe/BL more than you did sprint burst so realistically it would likely be one of them even though SB is stronger, because the average player just does not use sprint burst very well and its a perk thats much less effective for Solo Q survivors since you can't coordinate when the killer is busy to strike the best balance of time effeciency and saftey when it comes to wasting your sprint burst outside of chase.
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@Tiufal said:
https://forum.deadbydaylight.com/en/discussion/comment/2916595#Comment_2916595
You obviously dont know how SB would be used. We will gonns see the same outcry as now with DH when those killer realize how much of a struggle a 99ed SB is.
99ing a sprint burst, takes pre emptive planning and comes with a downside, that being you can't stop moving to repair a generator or you will lose your 99d sprint burst.
Then once your sprint burst is no longer 99d (and right at the start of the match) you have to decide between moving very slowly or having a sprint burst ready to go if you need it in a short time.
So you can play it safe with sprint burst and literally always have it when you need it, but doing so will inevitably result in losing time effeciency to time spent walking.
Of course you can tactically waste your sprint burst in moments where you believe you won't need it soon to strike a balance between time efficiency and safety, but then you are taking a risk. if the killer shows up after you have wasted your sprint burst then the risk you take by doing so doesn't pan out. Thus you have to actually think about managing your sprint burst.
Like if you want to have your sprint burst 99d when you finish your gen, you have to waste it at roughly the half way point, but what if the killer shows up during that last half of the gen? You must assess that risk and choose whether you're willing to take it for increased time efficiency you get by having a 99 sprint burst after the gen is done.
Where as dead hard is always active, it will always be there to save you. You dont think about it ahead of a time. You dont make plans around it. You just play the game and if something happens that makes it to where suddenly the chase isn't going your way, you press the e button and you're back neutral.
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There is a lot of survivors out there who couldn't, many survivors who aren't that good at the game and can only go 15 or so seconds on average without getting caught out by a mind game or making a mistake suddenly take 45 seconds to get downed instead of 30 because that one mistake they made got counteracted by DH and let them go another 15 until they made a mistake again. So the survivor team basically got a combined 135 seconds of generator time instead of only 90 seconds because you ran a perk and pressed e after getting caught out.
Not that there aren't plenty of good survivors who can win without it or with smart use of the other more conditional exhaustion perks to help in chase, but DH is pretty brainless. You make a mistake, you press E, mistake undone, killer now has to outplay you an additional time.
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what do you mean the word filter pefecttly ########## friend, you should just ##########, it is working just how ##########
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Shes just kind of boring, all you do is plan out spots to place traps and wait for survivors to run into them and maybe occasionally try to engineer a situation to make a survivor run towards them. Then once you down a survivor, you hook them in the middle of all your traps and now you camp that survivor and your 3 gen and its nearly impossible for survivors to stop you from camping by pressuring gens because their escape routes and saftey are all invalidated by your traps and they cant safely unhook either because of your traps they either have to apporach the hook incredible slowly at which point youll likely intercept htem while you patrol the hook or they rush in and you teleport back and end up trading.
Slap on NWO, NOED, Corrupt, and one free choice, and by the time survivors even manage to slowly and painfully grind through your defensive playstyle and they get hit with a 60 second gate blocker and incredible lethality that will often net you 1 extra kill but often times more with basically nothing the survivors can do about it except get lucky and find the NOED quickly, by which point they've almost certainly lost at least 1 survivor but there's a good chance 2 will be dead.
Her entire kit is built around a defensive playstyle and that naturally synergies with camping it out during the early to mid game and cleaning up with some strong late game perks, but thats just kinda boring.
When I play hag my brain turns off, I bind teleport to mouse wheel and just walk at the first 3 gen I see, trap up the loops and push someone towards it, get my first down. Hook someone right in the middle of it and just patrol, anytime a trap triggers I instant teleport from scrolling the mwheel and will get a hit most of the time, then I just redraw the trap and go back to my patrol. You only take hits that survivors give you. You never chase them, you never outsmart them. You trap up areas you know they will go, and just wait and patrol while only ever using yourself as a threat to someone doing your 3 gen, going for your hook, or steps on your trap.
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Highest skill floor, nurse
Second Highest skill floor, billy
Highest skill ceiling, blight
Second highest skill ceiling, billy
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On survivor side, originally meg and then nea because when I started playing they were the only survivors besides claud jake and dwight and at the time I liked their perks. Then I switched to ace some time after he came out and have mained him since just because I like him.
For a long time I really didn't play killer at all, but when I did I mostly played nurse with a bit of billy. I eventually became more a killer main and started to main nurse a while, then blight came out but I was in the middle of a break from DBD at that point, I came back a little bit later still split my play time between survivor and nurse. but then I started to get into blight a little bit before they increased his camera height, really fell in love with his power and how fun it is and have been a blight main ever since, ended up climbing well into the top #75 for lethal rush hits on the dbd steam achievment leaderboard, but I've been busy and kind of inactive for a while so I've fallen down to #120
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I guess Im semi comptetive. I'm not like playing every match likes a $1000000000000 tourney and I need to use the best possible things to win and get that W, but I do try decently hard to win and sometimes use strong addons/items. On survivors I typically use strong perks espcially, but on killer I use more relaxed builds a lot, but I also main blight so its pretty strong regardless even though I don't run slowdowns, just info perks.
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I wouldn't mind this, literally ever single team using comms calls out what killer it is when they see them. Ive never been on a team playing with comms that didn't do it nor seen any content of this game where someone was playing in a SWF and didn't do it. By the time you've been hit, you've absolutely seen what killer it is, so why not.
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/2911660#Comment_2911660
No, I have played many times in a 4 man group with no comms at all, with just Kindred myself as i always do in solo Q, and they're massively different
I litearlly mentioned numerous reasons besides comms why 4 manning is better. comms was literally a single reason
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the old movement looks really goofy, like the new movement at least looks a little bit fluid and realistic
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Because if you take 4 decent players and give them comms which boosts their effeciency incredibly they are at a significant advantage against even decent killer players, but if you take 4 solo queue team mates, you make even 1 or 2 them average or bad players, you make literally none of them or only 2 of them have comms and suddenly even a mediocre killer player can smash because how much less effecient the survivor team becomes and how easy it is for even a mediocre player to exploit a single bad or average player to their advantage, and they dont have the incredible time effeciency that basic comms grants you to carry them on top of that.
And as a solo player, almost all of these ineffencines are invisible to you because you literally have no idea what your team mates are doing, where as in a 4 man you know exactly what your team mates are doing and if they are being ineffecient you have a method to rememdy that (just tell them what to do)
Not to mention in a 4 man you are likely playing with people that you know and are comfortable with and as a result have expectations of their habits and performance and can play around that expectation, and everyone in the group can do that for everyone else, which is an invisible increase to effeciency that you really dont even notice in a 4 man. You can notice this if you ever decide to play in a 4 man with people you know well, but play without comms.
Meanwhile you have literally 0 expectations or knowledge of habits and playstyles of your random team mates so sometimes you make a play that may be smart with your 4 man, but that just might not work at all for your random team
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I'm fine with the changes honestly. It's not going to be any worse than it was because you already had the ability to be matched with people with a significant gap before (500)
So if they lower the cap but also reduce the gap that will mean that you're still seeing the same difference from the cap in terms of how far from it you can be matched if you are at it, ie. if the cap is theoretically 1900 but you can be matched with someone at 1400 but then they lower the cap to 1650 but also make it so you can only be "downmatched" by 250 this means the lowest you will ever be matched with as a player over the cap is still the same, you just get better matchmaking times, since the expansion time is faster.
meanwhile lower skill and middling skill players will have fairer matches overall since they cant be matched as far out of their skill
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I doubt this will happen. The cosmetic system is probably not built to be able to select more than 3 slots + charms. Maybe somehow they could rework/expand the charm system so that the crowns are technically charms, but that is probably a lot of work particularly on the killer side where the charm system is designed to work for hooks and not the killer.
I'd be very surprised if this kind of change wouldn't come with a serious amount of under the hood work to support it, which basically means even if BHVR did decide it was worth investing time and effort into (they probably wont) it almost certainly wouldn't be ready in time for the 6th anniversary.
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I dont think it will be trash breaking the pallets will be quite a bit better now that the fatigue is only 3 seconds, previously even if you doubled up with cold dirt you still weren't getting 3 seconds, now you get to have the pallet break, 3 seconds, and the effect of another addon.
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@CodeDB said:
How would it work if multiple generators are being worked on at the same time?
Example:
Generator 1, 2, and 3 are all being worked on.
Generator 1 is completed while generator 2 is at 90% (108 seconds or so) and generator 3 is at 75% (90 seconds or so).
Does generator 2 automatically pop and therefore generator 3 automatically pops? Otherwise wouldn't this just incentivize ganging up on gens 1 and 2 (reducing the 120/100 second total) before taking advantage of the quick late gens?
I presume generator charges would be increased to 120 and a speed modifier would be added each time one completes
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I think it would be better if your hex totems were hidden and appeared as dull totems for the first 30 or so seconds. Just so you don't lose them instantly, but survivors can still interact with them if they want.
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This would absolutely encourage camping rather than a lack of it, because anytime you hook someone and hte icon is active you know its time to pitch your tent and wait until it turns off because as long as it is on you have absolutely 0 reason to leave.
Rather than eliminating or reducing camping it just optimizes it. Sure if the perk isn't on the killer wont ever camp because that would be stupid, but it isn't super rare for a survivor to be hanging around and hiding nearby waiting for you to leave before they get an unhook, but non optimal camping isn't the kind of thing that needs to be gotten rid of, it already doesn't work, if you camp when no survivors are nearby, you're just throwing.
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just DC and report them
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@cordonrouge said:
https://forum.deadbydaylight.com/en/discussion/comment/2903882#Comment_2903882
the claudette could just go to the nemmy, try to bait a m1 then jump.
otherwise if she closes the hatch when he sees her, she can tank a hit and open the hatch. you can't grab while using key.
There is a channel time for opening the hatch with a key now doesn't work, youll just eat 2 m1s after he closes the hatch.
Also I'm pretty sure if the killer stands in the correct position on top of the hatch, they block the prompt to jump in, preventing it from being usable.
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Because her gameplay is very straight forward and basically the same every time.
Reach a loop, put down a bird, survivor holds W away. Rinse repeat. Your power is such oppressive anti-loop that the ONLY thing survivors can do is pre drop pallets and holding W. It leads to gameplay that basically feels the same no matter what you do.
"time to kick another god pallet that the survivor dropped when I was 12 meters behind them"
" Ill place my birds at a specific angle to outplay th- nevermind survivor just ran away to a different tile"
"wonder how the survivor will play this til- oh theyre just putting the pallet down to make me walk around it so I lose a slight amount of distance while they just run into a corner of a map"
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For any offense that says "customer support ticket required" in the game rules, absolutely nothing will happen unless you make a ticket.
For the other offenses I imagine stuff actually happens though.
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I think hackers are way too common right now to look at increasing the DC penalty, they are legitmately commong enough that encoutnering them 3 times in a day isn't very far fetched if you play a lot and with some incredibly bad luck you could absolutely end up encountering 5 cheaters, escpially if you a streamer because cheaters like to snipe streamers and hold them hostage.
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Yeah the skill check isn't really necessary it really only hurts new players and potentially turns them off from the game because the barrier to entry for the only self perk in the game that really helps against tunneling.
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@MonsterInMyMind said:
https://forum.deadbydaylight.com/en/discussion/comment/2903874#Comment_2903874
Yes that is true but the way the OP is describing this seems like this hasn't entered end game technically.
In the situation OP is describing the claudette is the last living survivor. The nemesis is body blocking an open hatch so she cannot enter it. The nemesis does not want to close the hatch because that will power the gates and claudette has a key, meaning she can just open the door or jump out the closed hatch if he is to close it.
The nemesis CAN end the game by closing the hatch, he is simply choosing not to
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@MonsterInMyMind said:
https://forum.deadbydaylight.com/en/discussion/comment/2903866#Comment_2903866
It's been explained several times by mods and dev's that if a Survivor isn't doing anything for 20+ minutes it's holding the match hostage key or not.
Thats only if the hatch hasn't spawned or all the gens have not been done yet. Once the hatch has spawned or the gates are powered the killer has the ability to end the match and it is therefore impossible for a survivor to hold the killer hostage.
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Neither party is holding the game hostage in this situation because poth parties have the ability to end the match. Claudette can repair gens or let him kill her. Nemesis can close the hatch.
People seem to be forgetting that in OLD hatch standoffs (where killer couldn't even close the hatch) you could also go repair generators as a survivor and it never bannable for either party.
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yeah this should be kill switched
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people have said "its bugged" for a long time, but where have the devs stated this is not working as intended. The description being slightly misleading does not necessarily mean its working incorrectly.
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Watch lilith omen's blight guide. You should also watch AscensionWhos multipart blight guide, but keep in mind it is a decent but outdated but there is still good information to be learned from it.
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People like to play twins?
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Yeah nurse need some addon tweaks. I'd say green range +2 meters, purple range +4 meters. Down from 4 and 6 respectively.
Maybe combine with a buff to the blink retracing addon so that using it doesnt consume blink charges.
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@Reshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2896526#Comment_2896526
Quality of life improvements on killer really need to stop being packaged as addons or perks.
this is not a qol improvement
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2893834#Comment_2893834
Not in the slightest...the amount of confused players who believe that Grades are still relevant to matchmaking is very high - it's far less confusing to have them hidden and is something that has been highly requested.
Any possibility you could suggest to the team putting the account level there so you have an idea of how experienced your opponent is?
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I think playing all those map offerings might just cause my game to crash, not sure why, just got a feeling you know, sure is a strange game huh.
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I'd have to go meg for survivor, use SB Adren resil spine chill.
For killer I'd choose blight. For perks, I'd use Blood Favor Undying Whispers and probably NOED for the last one can't think of anything else off the top my head
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I don't think this should be basekit, maybe you could tack it as a buff to remember me though.
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I actually agree with removing the display of grades, there is very clearly confusion in the community, I very commonly see people referencing their grade as if it was used as an indicator for your MMR. I think in the post game they should put your devotion + player level where the grade was, that actually gives you an idea of how experienced your opponent(s)/team is but not how good they are.
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I just want them to make it not give the survivor any distance if the survivor doesn't actually dodge a hit with it OR make it only give the distance and ditch the I frames all together