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SkeletalElite

SkeletalElite

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SkeletalElite
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  • Imagine for one second blights rush attack was a regular attack. Could you imagine how insanely overpowered it would be if a killer with a strong chase power could insta down you with star struck or NOED. Wait a second, theres a killer with a STRONGER chase power where that does apply.

    If absolutely nothing else I think her attack with her power at least shouldn't be a basic attack, and 3 blink /range addons need a nerf.


    I wouldn't even mind if you buffed some of her other addons that are bad if you did that. Stuff like the blink "retracing" addon. That shouldn't use a blink charge to activate might make that addon somewhat useful and fun.

    Campbell's last breath could instead be changed to press secondary power while charging a blink to instantly do a half charge blink, regardless of current charge. If you're full charge it does half charge. If you haven't charged at all does half charge, can be used on first blink too instead of just on second and you have control over when you use it.

  • @Alionis said:

    https://forum.deadbydaylight.com/en/discussion/comment/2848318#Comment_2848318

    Based on the information we have from dataminers digging into the nurse's code, this appears to be the way it should have worked ever since the nurse was reworked, not just now with her most recent fix.

    As the poster above me pointed out, the blink has a maximum duration of 1.5 seconds, it cannot last longer than that. This is simple maths: if you increase the distance (with the addons) and time remains the same, you automatically need to increase the speed as well to balance out the equation t = d/s.

    That this equation is now true is evident in the video you posted. You can see that while the nurse travels much farther and faster with her addons, the blink takes the exact same amount of time to complete.

    This, to me, is not a case of the devs bugging up the addons, but actually fixing them and them now working as intended by the code. This shouldn't be called a bug, as this is not code not working as intended, the code says that this is how it should work.

    For the purposes of development even if something is functioning like it's "supposed to" it can still be an oversight which is still an issue, ie. something functioning differently than expected even if isn't actually a bug. In this case, I think the 2 of the nurse's strongest 3 addons providing an additional boon other than their stated one on the killer who is already the strongest in the game can be safely considered an oversight.

    It's like how spirit's duration addons also make you recharge faster. It's an oversight. For whatever reason the devs have yet to fix the spirit addons, but its the same thing.

  • Whatever GF changes they have coming up in the pipeline are most certainly long past its ideas phase, we just have to hope whatever they're doing is good.

  • @GuyFawx said:

    You guys dont realize that their are guild rules I work in television and the studios all have to follow specific guidlines for work hours and payment. Now i do not know if the videogame industry itself also has a work union but I think it does as almost every other entertainment branch does. So if they do work those extra hours they have to be compensated for it and its reported to their work union. Sure its not fair to leave a game in a broken state for a few days but usually bhvr has been decent at fixing MOST things. Yes they have a few theyve left too long in a broken state but if you yourself do not know any programming then you probably should keep your mouth shut as bug fixing is a b!tch when you have so many lines of code to sift through which sometimes can be found automatically through the software just not always. This is why some companies have teams where their only job is quality testing to find bugs and issues and BHVR itself might have one it just doesnt seem likely at times. Anyways you guys need to chill a bit and remember covid has alot of people running on edge things will get fixed when the fix doesnt cause more issues.

    They don't even need to work extra hours. You just need a small crew that works Wednesday - Sunday or Thursday - Monday instead Monday - Friday. Literally 0 extra hours worked, but you always have a small crew there on the weekends who can at least perform temporary remediation in the event of an incident.

  • There is a bug with Object of Obession where if it is run with Empathetic Connection, all other survivors in your match will crash as soon as they are hit by the killer.


    If it is run with Aftercare, the same thing occurs on healing or unhooking.

  • @DoritoHead said:

    https://forum.deadbydaylight.com/en/discussion/comment/2846721#Comment_2846721

    The difference here is that you can't really produce a situation where all four survivors are grouped together unless you 3 gen them, and even then that's a lot of effort for just one down.

    Plus, it can be awfully hard to juke a Legion who's frenzying. In the days before CoH I used to play Legion almost exclusively, and it's not hard to hit someone trying to juke you. My point is, it's basically either going to be something that you never get value out of or something that guarantees a down, without really having an in-between. I hope that makes sense.

    Having a power that gets strong off of survivor mistakes is fine, but one that completely relies on survivor mistakes without any input from the killer isn't a good thing.

    You don't necessarily need all 4 survivors together. You can get 2 or 3 with one use of power then potentially herd that survivor into another survivor for another use of power. It wouldn't even be crazy to rework an addon so you only need to chain 3 hits to have enough strength for a down.

  • @DoritoHead said:

    https://forum.deadbydaylight.com/en/discussion/comment/2846702#Comment_2846702

    Yeah, that's why it would be so ineffective. Unengaging when it works, completely and totally negligible when it doesn't.

    "the killers power is ineffective when you play around it and boring to play against when you dont" can be said about almost every killer in the game besides like the 3 best killers, especially for hag and trapper. The skill comes from trying to engineer situations where your power is valuable.

  • @DoritoHead said:

    https://forum.deadbydaylight.com/en/discussion/comment/2846666#Comment_2846666

    It's not OP, but it would provide a way to down a survivor in a way that is painfully skilless let still ineffective.

    Punishing the survivors team mistakes isn't really skilless, you should be spreading out espcially against legion.

  • I think the map is horribly balanced and poor in DBD but I don't think traversing it is actually an issue.

  • @ReikoMori said:

    https://forum.deadbydaylight.com/en/discussion/313608/sadako-confusion

    With a coordinated group you can currently shut off a significant number of tvs. TVs turned off by survivors stay off for 60 seconds at base and 100 seconds at base after Sadako teleports to a TV. If for some reason all TVs are turned off they will come back on much like Plague's fountains giving Plague corrupt purge automagically should all fountains be tainted.

    https://deadbydaylight.fandom.com/wiki/Sadako_Yamamura#Power_Trivia More information can be found here.

    The TVs turning back on if they're all off is a disabled feature, that currently does not happen

  • it doesn't really matter

    You have about 31.36% chance of no kills, 42.19% for 1 kill 21.10% for 2 kills 4.69% for 3 kills and 0.396% for 4 kills from the RBTs.

    If the survivors are good. At most you will get an additional +1 with NOED. Not really good odds.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2843997#Comment_2843997

    You're off on a few things:

    • Sadako's animation takes exactly as long as Freddy's charge time on the teleport (3 seconds). So that "lengthy animation" is the same amount of time it takes for Freddy to actually teleport.
    • Also "you want to teleport to the gens" isn't quite right - you want to teleport to the survivors. A lot of the times they're at gens, but not always, and sometimes you want to teleport somewhere else if you know there's a survivor nearby you can hopefully down quickly.
    • And on top of all that Freddy has a 45 second cooldown between teleports. He simply can't teleport as often on a moment's notice as Sadako (and he can't teleport at all once all the gens are done)

    1) Freddy can cancel his though

    2) If you're teleporting to survivors who aren't on gens, you are going to lose. You're an m1 killer. Not the nurse. You can't just win off raw chases against remotely decent survivors

    3) In the CoH meta the only benefit you get off of sadakos back to back teleports is checking a generator to see if its being worked before quickly going elsewhere. If you are teleporting often you will lose because you are either not getting chases or you are dropping your chases to go elsewhere which is lose by default if CoH is in play. Additionally each TV has a much higher cooldown than an individual teleport, While having map presense everywhere sounds good. Its much stronger to be better at defending a hot spot. Map presensce everywhere means dealing with pallets everywhere and never getting deadzones. You are an m1 killer. You will lose if that happens

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2842769#Comment_2842769

    • I think her teleport is actually significantly better than Freddy’s. Unlike Freddy she can teleport over and over until she finds a chase if she wants, and she also gets a significant speed boost coming out of the teleport. (Freddy gets snares to make up for his lack of speed in loops, but that’s nothing to do with his teleport.) Also Freddy can only teleport to gens that aren’t finished, so by the end of the match his options are limited and he notably can’t teleport near the gates once the gens are done. Sadako’s TVs last the whole match, so if she needs to teleport somewhere near a completed gen she can still do it.
    • Her Demanifest is also significantly better than Wraith’s Decloak because, unlike Wraith, she still moves at about survivor speed while Demanifesting. Wraith slows to a miserably slow speed while Decloaking, enough so that even with the extra speed he gets afterward the survivor will still get a huge amount of distance from him by the time it’s finished. The only way he gets hits out of a Decloak is by trying to bodyblock or Decloak from hiding and catch survivors offguard so they get confused about which way to run away. Sadako can pretty much Manifest and Demanifest midchase with little problem, and even gets a bit of an edge by Manifesting midchase since she is still intermittently invisible during it.

    I’m not trying to claim she’s “great”, but she definitely feels like she’s better than her counterparts in those respects.

    Hard disagree on the freddy teleport, the only thing her teleport does better is potentially snuff a boon totem IF you know where it is. Freddys teleport takes you to gens, which is hwere you need to be, if the gen is completed you no longer should be spending time in that area. On top of that she has a lengthy animation after doing a teleport where she doesn't move instead of being able to move instantly like freddy. Yes she doesn't have to channel it like freddy but freddy does not slow down when he channels it and also can cancel it and that can be used to your advantage as a result, such as to fake it. Her teleport audio is also much louder than the blood splash of freddys teleport making it much harder to use in chase.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2843715#Comment_2843715

    My only thing is imagine 5 of those stacked now looking at 1s intensity. Noone will see a thing lol. Im gonna hit a survivor and play marco polo with them for 4 minutes.

    Stacking them doesn't do much. I believe there is a maximum fog intensity and 2 addons hits it, dont even need to both be purple I think to hit the max, I think 1 purple and 1 yellow does it, maybe even 1 purple and 1 brown or 2 yellows

  • her problem is her kit is an amalgmation of concepts other killers do better. TV teleport is freddy teleport but worse. Condemn is like an amalgmation of being asleep, being tormented, and having an RBT but its worse because you don't waste anywhere near as much time as pigs RBTs, dont passively fall asleep like freddy, and don't get to avoid hook perks like BT/DS with pyramid head.

    Her ability to "demanifest" is just wraiths power but with no speed and poor invisibilty and her "decloak" isntead of giving you something useful like wraiths speed boost gives you spirits passive phasing, a mechanic of hers which is largely ignored because who cares about it.

    The ONE thing she does that is even close to unique is move through survivors who are bodyblocking, although meyers is technically capable of doing that too since you lose collision while stalking and can quickly tap your stalk ability while someone is body blocking to go through them.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2837227#Comment_2837227

    Oh, I absolutely play him. I also main Trapper, Billy, Plague, Twins, Freddy, Hag, Cenobite and have dabbled in all the other killers. When I say he's easy, I mean he's freaking easy.

    Let me compare Blight's map mobility and power to Billy's since their powers are very similar.

    1. It takes me several seconds of revving to activate Billy's chainsaw, I can instantly activate Blights power.
    2. When I'm going to the other side of the map with Billy, I have to avoid every single tree, barrel and wall. To get to the other side of the map with Blight, I just run in a straight line vaguely head toward an object once in a while to bump into. The addon that slows down the recovery from a collision makes getting around objects easier if you are having any trouble and it's a yellow addon.
    3. If I hit anything with Billy it takes forever to recover. Hitting something with Blight is part of his power.
    4. Curving with Billy is very difficult. Curving with Blight is easy.
    5. Looping with Billy's power is pretty much impossible. Looping with Blight's is somewhat hard. This is literally the only thing Blight doesn't excel at. His power is only somewhat effective at looping. Take Billy, Wraith, Trapper and a whole host of other killers and their powers do nothing for looping.

    I mean, what is Blight's downsides? He does everything. At least the other killers have downsides.

    Blight does not have to charge and has better mobility but he has to bump at least once first and does not insta down.

    Even the iri addon that gives him potential for insta downs while quite good isn't like billys. It makes the blight need to waste a lot of bumps which makes him very predictable and gives a lot of opportunities to exercise counter play. Like disrespecting his power to go somewhere safer while he is spending time wasting bumps or jumping in a locker to force him to fatigue so you only take an m1 instead of an instadown.

    Additionally, if a billy misses a saw he can start up again almost instantly and overheat only becomes a problem after multiple misses where as blights power goes into cooldown always after a miss, meaning you will fatigue for 2.5 seconds and then cooldown for 4-10 seconds.

    I disagree with your assessment that billys power is unusable in loops. A good billy can use their chainsaw well on many loops and the instadown on command is not to be understated even if used as a backrev for the amount of time it can save you.

    Yes overall blight is a stronger killer and in some ways is easier to use but using billy as the target for balance is really not a good one, most people agree that billy could use some buffs and they absolutely did him dirty in his rework.

    Blights downsides are his restricted turning and semi hefty cooldown after use of his power, if you hit with your power 1/3 times against good survivors, they will be done with the gens before you can get anything done. You cant afford to be wasting that much time cooling down. If you're hitting 1/3 chase chainsaws as billy you're absolutely shredding

  • @Bob32544523 said:

    BHRV at least ban the obnoxious people who use macros to click 50 times a second.

    its not necessarily a macro, you can do it by binding the flashlight to the mousewheel, and if your mouse has a hyperscroller, a mechanical switch that allows the mouse wheel to continue spinning with it's intertia after you spin it, you can just spin the mouse wheel very fast and it will click the light.

  • Now that we have a few boon perks I think it would be cool to add a pure synergy boon, something that just buffs other boon perks you have.A Like "Boon: Gemini, allows you to place 2 boon totems in the trial at once, both totems will carry the effects of all your boon perks, increases boon totem range by 2/3/4 meters."

  • @YOURFRIEND said:

    Infinitely replaceable God loops are a problem for obvious reasons

    If you need to use a toolbox to build them it's not infinitely replaceable, toolboxes have a limited amount of charges

  • A strong nemmy player has pretty decent anti loop and there will be times when you get hit no matter what or make the wrong read and get hit. Above all maintaining distance is always reliable as he has no fancy mobility to help catch up more quickly AND must hit you 3 times when using his power. You gotta read whether or not hell pull up at the loop. If you read that hes gonna pull up then keep running. If you think hes not gonna pull up put the pallet down. Above that, hug loops really tightly to make the next corner as quickly as possible so he cant hit you with his ranged attack and if you think you wont make it around a corner in time (when you are in range) you have to try and make another read. Is he gonna whip straight on as quickly as possible or is he gonna be patient?

    If you think hes gonna be patient keep running if you think hes gonna whip as quickly as possible dodge away from the loop.

    Another strength of the nemesis to keep in mind is that he is one of the best killers in the game at breaking pallets once he hits tier 2 because he has a decent move speed during the use of the whip and its cooldown so a nemmy in tier 2 will almost always break a pallet and that predictability can be used against him until he wises up and starts to hesitate a bit before breaking pallets.

    Remembering that he has to tier up is another thing to keep in mind. Maybe have preference to use some of the pallets that would be too unsafe to use against tier 2 early in the game before he can get it if you are able and save the more powerful pallets that will stave him off even in tier 2 or 3 until later if possible.

    Keep in mind for the tentacle attack hitbox lingers for 1/3rd of a second so good nemmy players might hit their whip attack right as they are on a corner.

    When it comes to the vaccines, I recommend holding off on using them early on. Use them only when you are nemmys most valuable target. So if you are the only survivor who has a hook on you, you should probably use one to make it harder for the nemmy to make the strongest play (tunnelling) but if you are the only survivor who hasn't been hooked maybe don't use them because you have the life to spare, incetivising the killer to spread his hooks is a valuable asset for your team.

    Lastly if you own the nemesis, I recommend playing a few matches as him or at least watching some youtube videos of a decent nemesis player. Playing a killer is the fastest way to learn their limitations and knowing a killers limitations is how you play around them as effectively as possible.

  • Are you using the lean function, if you lean you stalk much faster and can get a 99 pretty quick, despite that the killer is still pretty sub par with mostly sub par addons though.

  • THey did a test of this a couple years back. Asked peopole who signed up to play 10 games on a private PTB. Never publicized anything about it but they tried it before

  • Honestly I dont think old freddy was beyond redemption.

    Nerfing the gen slowdown, but adding the gen teleport from new freddy

    Give old freddy clocks but also give passive falling sleep

    Then throw some other buffs on there, not sure what, haven't thought about it a whole lot but old freddy was definately more thematic

  • This is kinda boring but I dont think its a huge deal because it's not a particuarly good strategy

    You have about 31.36% chance of no kills, 42.19% for 1 kill 21.10% for 2 kills 4.69% for 3 kills and 0.396% for 4 kills.

    Of course after the hats are all out of play you can MAYBE get 1 more kill by camping with NOED but those are still not good odds, even if you consistently camp 1 additional person to death thats still a 2k or less 73% of the time. Reality is though even half decent survivors will have the gens done and gates ready to go before all your hats have resolved themselves and you wont catch anyone to camp as a result

  • I don't know that you would want to run this you don't want to chase survivors who are spending loads of time doing nothing

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/2803233#Comment_2803233

    ..... What is a three gen doctor? He's not better at defending a three gen than anyone else.

    Hostage Doctor absolutely exists and he is better at defending a three gen because he can sit in his 3 gen and constantly put people in madness 3 in addition to taking free hits while never leaving the three gen or actually trying to down survivors that dont give it to him for free. Typically a hostage doctor will use ruin and defend a 3 gen with their ruin in the center. Time spent healing and snapping out of it means that the gens regress more than they are able to repair and of course the doctor is defending his ruin as well

    Altneratively they will use overcharge and unnerving and constantly kick gens and an unnerving overcharge skill check is actually difficult enough that survivors who aren't super experienced will actually miss them more often than they hit them, especially since doctor skill checks wiggle and can be not centered.

    Ive personally played against a hostage doctor who lost 4 gens in like 3 minutes only to 3 gen the last 3 so hard that the match went on for another 30 minutes (during that time he only got like 3 hooks) and once that last gen finally got done he DCd (this was before DC penalties too). Needless to say I reported him and he was banned

  • I'm not a fan of the ruin change, the meta with that will absolutely be ruin + other slowdowns still and it may even be stronger because now your ruin actually works at hte same time as your other slowdowns and effectively doubles their strength for as long as it remains up because your regression is effectively twice as valuable in terms of time if survivors repair at half speed. I'd like to see the base regression speed for kicking a generator upped and the ruin regression speed lowered but I would also like for hexes to not be visible for the first 60 or so seconds of the match

    I'm not sure DMS needs the change, DMS is already pretty good in that it has poor synergy with other regression perks since it prevents the gen being kicked or losing progress. The only regression perks its got good synergy with is pain res and that's mainly because people aren't exercising the counterplay of letting go right before the hook goes through. I would like to see the ability of survivors to see a hook about to happen using the aura removed but also this positive synergy nerfed perhaps so that it counteracts the regression OR doesn't force the gen to block.

    Dead hard: I'm honestly so tired of seeing this perk on almost every survivor, please nuke it into the ground, I don't care if everyone and hteir mom starts using sprint burst instead this perk is far more frustrating than SB when it's used.

    Iron Will: I just wish it wouldn't basically completely mute the survivor, they should still be making all the breathing noises they make when healthy, just get rid of the injured noises specifically.

    PT is fine I think

    I wish the combination of using DS and BT (add UB for extra insult to injury) was less effective used offensively to body block the killer. Im not sure how to fix that without gutting the perks though

    When it comes to boons, I wish the radius the killer can hear it from was bigger and that snuffing it was a much faster animation or maybe snuffable from further away. Feels so bad to have to go out of your way to perform a 2 second animation while you know the survivors are getting stuff done, which I think is why I see a lot of killers just ignoring them.

  • I usually get at least a 2k and 1/0ks are pretty rare.

    But I 3/4k a pretty good portion of the time

    So probably like 70-80%

  • the grade isn't used for matchmaking

  • Something I would like to see happen is for boons to have variable range and in hte event of multiple boons, all boons are upgraded to the range of the highest range boon in your build (encourages synergy and keeps the mechanics understandable)

    Exponential is currently the weakest IMO and could have a higher range under this system. Like up to 28 or 32 meters.

    Shadow step can stay the same

    CoH can be reduced to 16 or 20


    On top of that I'd like to see the snuff animation quickened or removed entirely so that the actual snuffing takes basically no time at all, the killer going out of their way to path to it is already cost enough on their part

  • People using monitors with crosshairs, software with crosshairs, or just putting a piece off tape on their monitor:


    Sure why not

  • You messed up the calculation for sloppy butcher


    16 /( (1+.75)(1-.5)(1-.2))

    16 / ((1.75)(.5)(.8))

    16 / .7

    22.85 seconds


    One team mate healing is

    16 / ((1+.75)(1-.2))

    16 / ((1.75)(.8))

    16 / 1.4

    11.42 seconds

  • a few days back I saw someone posted a bunch of heads from real beheading footage maybe related

  • Adrenaline Vial decreases turn rate, not increase it.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2780468#Comment_2780468

    Uh, I hope you do realize that violates ToS and is bannable.

    if using a macro to wiggle was gonna get me banned it would have happened already considering Ive been doing for 5 years and nearly 5000 hours of play

  • @SuzuKR said:

    Even if this happened, people would just Alt-F4 any hidden offering instead lol.

    100% the only hidden offerings are the ones that change survivor spawning that are complete garbage and moris which no one uses because they dont do anything and why not use a BP offering instead, so people will just assume that hidden offering = favorable map and DC because thats what it will be 80% of the time

  • Its not about console or assisting you at all

    Its literally there to make sure hits dont look weird so if you barely catch someone on the edge of the hitbox, it yanks your camera to the center of it instead so that hits look less floaty and more direct.

  • because of the BP mainly

    I use a macro to automate both so I dont have to bother so the actual ergonomics of doing either is irrelevant to me

  • That is part of the goal of her design

    Eliciting a feeling of disgust is a part of horror

  • It should be a scourge hook perk and the basement hooks should be scourge hooks in addition to other 4 hooks on the map. Even then it probably needs some buffs though

  • I would prefer an invert rather than a toggle, so holding shift causes you to walk and the default movement is running

  • resilience isn't exactly the cream of the crop of perks and 9% speed doesn't justify nerfing healing

  • Its great for camping with artist

    Played a few artist matches earlier NWO DMS PR Corrupt with Ink Egg and would just camp every hook from the minimum power distance while firing crows at gens.

    Now it's not exactly like some huge number of games but in the few matches I played they were all 3 or 4ks and I literally only had like 3 or 4 real chases (per match) because everyone either went to stage 2 on the first hook or would trade with the person on hook. It didn't really take any skill at all, just fire crows at gens and take trades.

  • @Gwinty said:

    https://forum.deadbydaylight.com/en/discussion/comment/2758201#Comment_2758201

    This could be solved by only taking the lowered radius into consideration, discouraging "rainbow-boons" and the resulting problems from happening in the first place. Depending on what Boons might appear in the future stacking effects could very much become an issue.

    However Icons would also be workable: Think about how the games shows you "We'll make it" as an icon.

    alternatively, it can use the largest boon to encourage synergy and picking perks other than DH DS BT and 1 boon

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