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SkeletalElite

SkeletalElite

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  • @DatFastBoi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2509395#Comment_2509395

    It was removed since pinhead got released but the scoot slides aren’t there anymore and back bumps are even more frequent for me

    Feels like they upped the size/sensitivty of the bump box, I've had better success looking up instead of down scoot sliding many objects. Hug tech still works at certain spots you just have to be wary of tiny stuff that will bump you. For example on cars the rear view mirrors will bump you unless you look up as you slide past them.

  • I agree, they create pointless bloodweb bloat and take up space actually useful stuff could spawn like items, addons, and BP offerings. Killers dont have luck offerings alone and look at killer bloodwebs, higher quality bloodweb. Now luck alone doesn't account for this, survivors have a lot more items/addons to roll and as a result a lot more bad bloat in all rarities, but I think decreasing the amount of useless/bad things that appear would be nice. It's just RNG to waste your BP on stuff you'll never use.

  • The issue is that ghost face's detection area is the center 17% of your screen. Streched res gives better vertical FOV and as a result your view over objects will be closer to the center of the screen. Generally this grants a better view of the horizon but specifically against ghostface this allows you to reveal him better since the center 17% of your screen can more easily be framed to contain the needed portion of his body.

    It isn't just an advantage at revealing over objects, but in the open too.

    Part of the reason ghost face's reveal mechanic is utter garbage is that the a good portion of the reveal area is blocked by your survivor's body. Increasing your vertical FOV allows less of the reveal zone to be blocked by your body even in the open to reveal him more easily.

    The solution to the problem is to move the reveal zone, it needs to be shifted upwards to the upper middle of your screen both so that the survivors body is out of the way and so you can reveal over objects without needing a higher vertical FOV.

    Of course they could also fix the game so your FOV is not dependent on your resolution and finally add an FOV slider to the game, but I feel like if they were capable of doing so it would have been done by now.

    They could also dynamically adjust the reveal zone based on your FOV, but once again this unnecessary if they were to just fix the game.

  • @Toxicboii said:

    https://forum.deadbydaylight.com/en/discussion/comment/2506227#Comment_2506227

    1 - That is understandable that a 30 second cooldown would keep most people away... But it didn't stop most people from running other perks with the same cooldown.

    2 - What sort of information deems it 'valuable' enough to call "A killer looking at you" more important than "A killer's general direction"?

    You might be looking at Premonition's effects to do the wrong task, by trying to see how close he is. But I'm using Premonition to find out where he is. So I can adjust myself to a point where he may not see me.

    If you have good game sense you should already understand the killers general direction in most circumstances, so by the time spine chill activates you should generally already know what direction they're coming from and unlike premonition, with spine chill you'll know if the killer is committing to coming towards you or if they just so happened to walk within premonition range for 10 milliseconds while chasing your team mate on a loop in the middle of the map.

  • In order for them to implement something to ban people for strecthed res, they'd have to make stretched res bannable in the first place. They have said before stretched res is not a bannable offense.

    There's also the issue that if someone was using a non 16:9 monitor, they would effectively get banned for simply existing.

  • @bjorksnas said:

    Counterpoint to #4 decrease the aura reading range to 6-8 meters but have a screen border when you are within that range of the box, this isn't really to make it much easier to find the box but its more of a quality of life for people who are hearing impaired or deaf since they have the hardest time finding the box and it would be nice to have a small buff thats closer to quality of life for people who need it

    Yeah that woulld be fine too, the value is mainly a spit ball but the reason is to make it easier to find if you're actively looking for it.

  • Its not that there's no recoil, but much like any other game it's far easier to control and compensate for recoil with a mouse than a joystick

  • poor killer queue times are not a symptom of people not wanting to play survivor. It's that there are significantly more high MMR killer players than high MMR survivors players. Low MMR values supposedly have the opposite problem, there are lots of survivors and no killers.

  • Depends on what killer you're playing against. It's really tough for killers without mobility because the long hallways are a hold W gamers dream.

    Against a killer where that doesnt really matter so much like hag, nurse, blight, and billy it favors them quite heavily.

    Against killers that particularly struggle with this though, like a death slinger. myers, doctor, pig or nemesis it can be quite bad for them.

  • Your very first killer match will be against bots, so yes.

  • They literally just recently made adjustments to iron will and how it stacks with other sound modifiers like stridor and it still functions the same in this regard, do you really think the devs have any intention of ever changing it

  • I think they're fine but could use some changes.

  • I play blight and blight almost always maxes deviousness so it's a good one

  • @Shaped said:

    https://forum.deadbydaylight.com/en/discussion/comment/2497541#Comment_2497541

    My ping is always good and I still experience this as killer.

    It looks weird tbh and throws me off.

    Yes it will happen even on good ping, zero latency is impossible.

  • @Master_Shifu said:

    Ok is it me or?

    why is it when i hit a survivor just as there dropping a pallet they make the pain noise but it does not count? I don't remember it doing this before it used to hurt them didn't it?

    If the stun happens on hte server before the hit, the server now rejects the hits.

    If the hit happens before the stun on the server, then it goes through.

    The better your ping, the less likely for your hits to be rejected. The better the survivors ping the less likely the survivor is to get hit through pallets.

  • Agi Iron Grasp Mad Grit

    Killer is any of your choice

    Play autohaven offerings until you get Wrecker's Yard.

    With your build you should be able to reach the basement hooks from just about anywhere on that map.

  • @Triadequinaxor said:

    well im playing at iridescent ranks as survivor

    That is your grade and it is not used for matchmaking.

  • https://youtu.be/WXbh4jwENSw?t=1218

    To be exact it was "it might be too early to talk about this, but we want to talk about additional prestige reward but I'll leave it at that"

    and "we've got a design in the pipe, it's neat, I'm not gonna say anything about it though"

  • I'd be fine with them breaking on environment if the replacement chains that it spawned weren't trivially easy to dodge and had a small amount of turning that would automatically track the survivor so it would take a sharper angle to dodge them.

  • @bjorksnas said:

    what did they change this time

    a lot of objects have random bits that will bump AFTER you start sliding on them now and back/side bumping is MUCH more prevalent which leads me to believe they increased the size of his bump box.

    This might sound like a good thing but its not, because even if you accidently slide on something its still going ######### you over but now you can't use the sliding to your advantage.

    This is the most terrible of all the blight collisions thus far.

    With original collision only some objects were slippery and everything else was very responsive.

    With slippery collision everything was slippery to some extent but at least that could be used to your advantage.

    Now everything is slippery to some extent but you will often arbitrarily bump on the tiniest object part way through the slide so now you cant bump intentionally very well but ALSO cant slide intentionally very well since you're just going to slide yourself into a ######### spot and not be able to convert your power usage into a hit.


    Basically blight players are gonna have to relearn every tile to figure what will slide and what will bump AGAIN\

    Additionally some corners have become VERY sticky when it comes to bump detection making them very hard to flick around since you can't preturn at all meaning blight players will have to learn specifically which corners are like this and corner bump them like you would do with original blight collision instead of flick them.

  • @Psycho_ said:

    I agree I get used to doing mechanics a certain way, whether its scooting, flicking, etc. it would be nice if you left it alone, or had some qa tests with good blight players before it got pushed. just my opinion.

    Yes, just choose a collision method and stick with it. If you constantly change things you force blight players to relearn how they play almost every tile every time you change it, it gets tiring.

  • @illusion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2488369#Comment_2488369

    I play on PC, so that seems like a positive. However, his fast movement along with his need to bounce off of things, makes me think I will just be pinballing around and be unable to hit survivors. How difficult is he to control compared to other killers? I'm not good with Billy, for example.

    He isn't super hard to pick up as you can take it slow with what you're using your power for and play like an m1 killer with mobility as you slowly get more confident with your power you can use it more and more.

    However, master of blight is one the hardest things in the game. People usually say nurse is the hardest killer because as a noob you will get decimated with her until your start to gain a semblance of skill at which point she quickly becomes the strongest in the game.

    Blight has less of a floor since he can fall back to regular killer tactics but true mastery of his power is MUCH harder than nurse.

    You need nurse's tracking skill

    You need belly's map knowledge/awareness

    You need hag's game sense

    And you need the mechanical precision of huntress.

  • With the latest update footsteps are pretty consistent and easy to hear so I dont think Iron Will is a problem but its still strong.

    Spirit needs some adjustments still though.

  • @[Deleted User] said:

    are we sure that works though? certain things actually bypass blindness like killer powers so i wonder if it applies to plaything

    plaything auras do not bypass blidness, it's a pretty good combo

  • @Lochnload_exe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2487201#Comment_2487201

    I am actually ok with the range addons. The chains have other uses than just the anti-loop, they are a great interruption ability. Longer range means the box solver will have a rough time escaping. I agree though, his main weakness is environment breaks, I think just spawning more chains would be really scary and help a lot

    The longer gateway cast ranges are fine yes, Im talking about the ones that increase the range of the chain itself. The addons only add like 2 and 4 meters respectively to the chain and the chain moves so fast that time is like 1/10th of a second longer, they are completely useless, even if you could hit a survivor with more than half a brain cell at that distance.

    I believe the gateway ranges are 8 and 4 meters respectively and actually have some use, even if its not very good. Those are fine.

  • I wouldn't mind the duration of chains staying the same as long as uncontrolled chains had a bit of tracking so they actually took some effort to dodge or if the chain were unable to break on environment.

    Although I wish the addons that make possessed chains go further instead made chains break more slowly.

  • I wouldn't call repairing a gen 7-9 seconds faster when coop repaired a "huge passive buff"

    You can equip stake out and if you hit every great skill check you'll cut out about 6 +- 2 depending on how RNG is feeling extra seconds of repair time when solo repairing.

    You can combine with a toolbox which has 5x skill check odds for even more time saved.

  • Some of pinheads score events ignore the cap, not sure which ones. Generally related to the box I believe

  • @Ladhellraiser said:

    https://forum.deadbydaylight.com/en/discussion/comment/2459932#Comment_2459932

    Yeah but solo queue was how the game was originally intended to be played. SWF was added later on. Squad gameplay on comms isnt the default so you shouldn't look towards that as a reference point.

    As long as squad gameplay isn't the reference point this game can quite literally never be balanced no matter what the devs do

  • @Hex_Llama said:

    https://forum.deadbydaylight.com/en/discussion/comment/2481697#Comment_2481697

    The reason I'd argue they should go easy is because it can literally become impossible to work on the box. You just get stuck holding it forever. So, gameplay essentially stops for that survivor and the killer also doesn't have the opportunity to teleport or start a chain hunt on anyone else unless he can find you.

    Everytime you start it and get interrupted it tells the killer where you are so he can find if he really wants to and he can teleport while you're starting it if he really wants to, generally teleporting is a bad idea though unless the survivor is solving in a bad spot or you aren't already chasing someone else.

  • @BastardKing said:

    Head On is kind of a dangerous perk to give a buff because it doesn't have a counter EXCEPT that it is somewhat difficult to use. The thing about the crows stopping it from working is bugged, it still works. The angle is so wide and the effect lasts so long that it is really hard to miss, because even if you do and the killer comes for a swing after you are out and can start movement, they still get stunned. Basically, if you get in a locker in time, even if they know you are there, you get a guaranteed stun. Making it so you can also guarantee that stun saves another survivor by having them go down in range and staying in front of it makes it kinda OP.

    It's not hard to bait out a head on if you know someone is in a locker just fake them out a few times and they all come out eventually and the ones who dont even after like 5 or 6 seconds of faking just get pulled out of the locker.

  • @AetherBytes said:

    Its possible his friend simply owns it on the windows store, not steam, and has the same username there.

    No sometimes people on your own platform just have a crossplay icon for some reason. Ive seen it from streamer's perspective after I played against them. They were on steam (how I found their stream, a link in their profile) but from their perspective after match was over I had a crossplay icon on their screen despite being a steam player.

  • @Phasmamain said:

    I always found it weird that Billy’s engraving give 15% with a charge speed reduction and blight gives 11% per rush with no downside. Bias much?

    They don't. Crow is 6% per consecutive rush.

    So 6-12-18-24%

    Rat is 4% per consecutive rush

    4-8-12-16%

    Both is 10%

    10-20-30-40% rush speed

    For billy engravings are 20% and 15% respectively so billy has a higher speed until the last rush where blight has the better speed.

  • I am reviving this thread because I really want this to happen

  • Depends on where you are in MMR, at High MMR levels you might actually start to see them since they are a decently strong killer that just feels awful to play and play against.

    Twins problem isnt a balance one, it's a fun one.

    After you down someone with victor, victor has a 5 second stun, then you have a 2 second stun when you wake up charolette to go hook them for a staggering 7 second stun after you down someone with victor unless you're just playing like a slug lord, which feels completely awful to play.

    What I think they should do with twins is:

    Allow you to switch back to charolette during the stun after a pounce with victor.

    Reduce the time it takes for charolette to wake up from 2 seconds to 1 or 1.5 base kit.

    They should lower the stun time after hitting a survivor with victor to 4 seconds. They should raise the miss to 4 seconds (hit and miss is now the same)

    They should make it so if victor is within the no swap range of a hook after you hook a survivor he dies to prevent victor camping.

    Victor should have a longer cooldown when crushed on miss, like 12-15 seconds. If he dies on the environment, due to hook proximity, or was crushed after hitting a survivor, or was detached from a survivor, he has the regular 6 seconds

    This should make playing as and against the twins feel less awful.

  • The killer is pretty good and there's a couple worthwhile perks so you should probably get it

  • @PlaysByShady said:

    https://forum.deadbydaylight.com/en/discussion/comment/2471920#Comment_2471920

    Classic straw man... "all you have to do is do more actions to get something the stretch res can see for free which demonstrates they see MORE"

    When hackers enable 360-vision, these guys will come up with "guys, you can do the same... just turn your camera!!"

    The point is that you can literally see over obstacles that are supposed to break lines-of-sight in ordinary aspect ratio, which removes the ability for killers to approach undetected, or mind-game some loops. That is not something that can be replicated by "just move the camera a little" as demonstrated in the video where Tru showed that by standing at a gym, normally you couldn't see over the wall except with extreme difficulty in some spots, but with stretch you absolutely can pretty much everywhere!

    And Like I said, in order to be able to see over the jungle gym when you normally wouldn't be able to, an incredibly specific positioning from both you and the killer is required.

    The only spot where he could see the killer and couldn't see on native, he had to be standing at the T wall while the killer had to be a neighboring tile. Were the killer in the same tile, this would mean you can see the killer when you otherwise wouldn't in such a specific scenario that it MIGHT be able to help you in a situation that you are lucky enough for a generator to be at one of these very specific angles.If the killer was any closer to the gym, you know like the momment at which its important to actually see the killer, the gym will either completely block the killer or the killer will be visible in both FOVs, it can only ever increase vision of the horizon under specific conditions.

  • https://www.youtube.com/watch?v=zK0d8yx3RmA

    He literally even showed this in the OP.

    All you have to do is tilt your camera, the fact that he left his overlay there when doing it was extremly bad faith, it's really not that hard to see if you don't have a literal overlay with a darkened background and a bunch of words/pop ups hovering over it. The only stuff you could see that you couldn't see in native required such an incredibly specific angle/distance from the loop, it's such a massive over reaction to how much of an advantage it really provides.

  • Pretty much everyone complaining about "Dead hard for distance" doesn't seem to realize that if the perk actually functioned correctly, the distance would be almost completely irrelevant. Let's say that the perk no longer makes you move any faster but the I frames can actually dodge attacks if you time it well. You can still time it so that you have the I frames as you approach a pallet and now the killer, regardless of what they do, do not get a hit because swinging will just result in them hitting through I frames and eating a pallet.

    In it's current state, the perk would be literally useless without the distance.

    If it were fixed, sure they could remove the extra distance, but it'd still be irrelevant because you can still use it as you approach a pallet and then instantly throw the pallet.

  • Some people prefer the movement of the female survivors as it feels a little smoother.

    Although it's worth noting that male survivors vault animation puts them further away from windows and can sometimes avoid trapper traps that are on the window, not sure if it helps avoid hits any better.

    Each survivor has their own sounds and some are louder/quieter.

    Generally when it comes to advantage with survivors the most advantagous are either claudette or ace

    Ace is the quietest survivor, his injured noises and breathing noises are some of the hardest to hear.

    Claudette ,as long as you wear dark clothes, is the hardest to see.

  • @adam1233467 said:

    FrAnKlIn'S dEmIsE

    Fortunately, Hag is one of the few killer's where Franklins is legitimately good since you can trap the item.

    The argument is kinda dumb when used as a defense for wraith's lightburn, but in this case, I think it's fine

  • NICE works for the sweet 69 bloodpoints

  • Plenty of people play with crosshairs via software or their monitors so no, not at all

  • @Bluebird said:

    Now, I will say from the start I 100% agree with MOST of your post.

    However, the only time Hag isn't fun is when she's played like how you stated in your post. Spamming traps around hooks, spamming traps around generators, spamming traps in hotspots for Survivor activity (not necessarily around loops), etc. makes Hag unfun to go against. I've had matches with Hags that used their traps to counter loops when mid-chase, and only put MAYBE one or two around hooks, and it was probably one of the most fun Hag matches I've had. When they play her in a way that strategically uses her traps, it can be a very fun match, however I'd say 80% of Hags just spam her traps everywhere because ggez win.

    I agree with this but hag's who play like this are a minority, and for good reason, that's an ineffective way to play hag.

    Hag's who play to win set a web on a 3 gen, never chase survivors, and camp anyone they hook.

  • When this happens it means the hit has been rejected by the server. On the survivors screen they threw the pallet before you were able to swing through it because of latency and as a result in the servers version of events you had a stun queued before your hit. When this happens the server decides to make the hit not go through. The survivor screams and there is a blood splatter on your screen, but on the survivors screen nothing happens and they do not receive a speed boost.

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