SkeletalElite
SkeletalElite
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- SkeletalElite
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I think it should be able to be used twice but it's mostly good
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Plunderer's has always worked like that.
Chests are indeed bugged in that they give better stuff even without plunderer's equipped, but plunderer's has always given you a better a loot table from chests and is unchanged basically.
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They should just give him a secondary movement ability that lets him "phase" like spirit does except he can only appear a minimum of X of the survivor and when he leaves the phase he gets stunned for a few seconds so it's more of a movement ability than a chase one.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2153391#Comment_2153391
https://forum.deadbydaylight.com/en/discussion/comment/540236#Comment_540236
Have a source of infinites ever being bannable?
using infinites was only bannable if used to takethe game hostage. In this regard it's not the infinite that was bannable. It was holding the game hostage.
And we're not talking the pseudo "infinites" that people talk about today, they don't exist anymore. I'm talking like pre-bloodlust pre killer vaulting buff pre window blocker ironworks window where the survivor could literally just run the window forever and never get caught.
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It can actually be good. Sometimes killers getting tilted can cause them to make a bad play like ignoring a survivor when they shouldn't or chasing a survivor when they shouldn't. Sometimes it can even frustrate them enough to make mistakes in the chase because they're not thinking straight.
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Some builds I might switch to thrilling tremors but for the most part I still prefer BBQ over tt
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I don't play against him very often but it's always a welcome sight. Maybe there's some addons that are busted and I haven't realized yet but I like how he is
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Having a perk that literally only coutners a certain killer (like how old slippery meat increased bear trap escape chance) is not, but perks like spine chill and calm spirit are fine, yes spine chill is very strong against stealth killers, but it's still useful against other killer's too because of the 6% vaulting speed and the fact that it triggers earlier than the terror radius so it's some early warning.
Calm spirit is fine because it doesn't actually stop you from getting madness or prevent you from getting the status which prevents you from throwing pallets, it just makes you not scream and it has other uses as well, like stopping crows from flying off and countering perks that cause screaming like IF.
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I think duration add-ons are too strong because they also help her recharge faster.
I think they should reintroduce the bug from a few patches back where you could hear her during a phase because it gave survivors a little bit of information on what she was doing in the chase which let them make smarter choices.
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Heal slowdown like sloppy is already incredibly strong and I think this would make it too good. Maybe this could work if they undid the healing speed nerf they did a long time ago (healing used to take 12 seconds instead of 16)
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What do you mean dude the ####### is working ######. I just hope that it #######.
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If you're playing on PC give blight a whirl he's strong and he's really fun for both sides and he has a lot of skill ceiling.
Probably avoid him on console though he can't turn nearly as far and is way weaker
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submit a customer support ticket
© 2015-2020 and BEHAVIOUR, DEAD BY DAYLIGHT and other related trademarks and logos belong to Behaviour Interactive Inc. All rights reserved.also you should probably remove the video from your post as the player needs to have their name censored if posted publicly as per the "name and shame" rule of the forum.
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It silences it completely at level 3, however if the killer is running something that makes your grunts of pain louder, like the perk stridor or certain addons, it will make your grunts of pain audible again although at a reduced volume.
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what do you mean I ########## the ############ and I really think it ################## for the game.
Honestly the devs should ########### the ########## would be ########## if they did.
so yeah overall, ###########
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Literally just don't camp. It's not that hard. Hook diving is easily countered.
If you're going against a team who dives the hook you should be a little extra careful after getting the unhook so that you can down the person going for the hook dive as they are doing the unhook.
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They could do a survivor only paragraph or they could add one of the human antagonists as a killer.
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High Risk High reward is a little too easy to get tokens on, needs to be a bit harder and sacrifice is far too strong. Maybe if it inflicted incapacitated (unable to work gens) for 80 seconds instead and was one use it'd be close to balanced but becoming injured for a guaranteed save is way too strong.
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Depends. This game does has a decent amount of bugs but to be fair most of them are not game breaking. There's usually a couple big bugs in each patch, but they usually don't stick around for that long.
If they did a chapter where instead of releasing new content they went back and looked at a bunch of underused/underperforming perks (for survivor and killer) and killer powers and buffed them that'd be cool though.
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I'd have to say repressed alliance and soul guard
Not sure for killer, I think the meta is to variable from killer to killer to say any given perk is "not meta" except for the really really bad ones. I love monitor on nurse if that counts. I never see anyone saying its good for nurse but I think it's one of her best perks.
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Try and blink a little bit behind them instead of right on top of them because otherwise they will disorient you more easily.
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1) When the game first launched
2) Claudette then nea once she released, now ace
3) Billy then nurse once she released, now I main nurse but I dabble with blight.
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@Aztreonam78 said:
Most offerings have minuscule effects. Some ones spawn slightly more or less hooks, some slightly alter mist thickness, some increase Luck, some manipulate players spawn locations, most award Bloodpoints. Not very significant to complain about Map offerings are so much unlike them.
Map offerings provide players with incredible and unfair advantage over other side like Haddonfield one for Survivors, and Hawkins for Ghost Face. Considering how poorly designed maps may be and how Survivors and specific Killers may take huge advantage of a specific realm, I think it would be a healthy decision to temporarily increase maps offerings rarity from Rare to Ultra Rare. This would reduce map selection abuse until the map rework pass is done so no more maps are really favorable for one side.
Consider also this would be a big nerf to all other purple items/addons for both survivors/killers appearance rate and massively buff the appearance rate of all green items/offerings.
More BPS (more BP means more items/addons), More commodious toolbox (best box), more emergency medkits (not the best kit but certainly very strong with that very fast self heal speed), more good recharge addons for ghostface (his best one). more fatigue and recharge addons for nurse (some of her better ones).
Basically if your killer has good purple addons, this will be a big nerf to them. If they have good greens, it will be a buff.
There is also the possibility that this could result in "ultra rare syndrome" where in the appearance rate of individual map offerings changes little if at all, due to the fact that bloodwebs generate node rarities before node contents. This means that an individual ultra rare addon is often much more common than any individual green item/addon due to the large number of possibilities that green nodes can be despite the fact that there are many more green nodes and very few ultra rare possibilities despite the fact that there is not many node spawns for them.
Basically this could potentially result in no change because there aren't a lot (although a decent amount) of purple options, but there are a lot of green options so individual map offerings could become more common or not change at all as a result. This could actually make the problem you have worse
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Honestly should be a part of lithe, would make lithe a little more on the same level as sprint burst and dead hard, which are significantly better.
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You guys read the lore?
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Yeah back before EGC killer couldn't close the hatch so you would get "hatch standoffs" where the killer and survivor were both standing on hatch and first one to act loses (if the killer hits survivor tried to jump in before the killer hit, the killer would get a grab)
So many killers in these days would just camp on the hatch. As survivor in this situation you could just go repair all the gens and leave out the gates to get this achievement and while rare was doable. These days you basically have to coordinate this with a SWF. get all but the last gen done, 99 the last gen. Have your team DC, then finish the last gen and go out the gate
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It's still much faster to be able to skip splash videos. Usually the video takes 2 or so seconds to load then it takes an additional 2 or so seconds to actually skip the video. That's a few seconds faster boot up every time and it's not insignificant.
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They're okayish, main use is farming items.
Bonus points if you're the ultra farming type who brings in a white ward, loots all the chests, then let the killer kill you with the best item + addons (and keeping it as a result of the white ward)
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I do , although rarely, sandbag people who maliciously sandbagged me.
I can't recall a situation where I've sandbagged someone over incompetence, unless you count not going for unhooks on bad players that would be more of a liability if I spent my time helping them instead of doing gens.
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I think gen speed is fine. If you manage to get good pressure on survivors gen speed slows to a crawl. Once you get your first hook if you keep getting hooks you can pretty much keep it to 1 person repairing at any given time, if you manage to snowball you can completely stop repairs all together.
Ruin Tinkerer loses effectiveness vs good swfs because the moment you push them off a gen another survivor will come work it before it regresses too much. Compared to solos where ruin most of the time means that generator is going to lose like 50% if you push someone off it.
If you become over protective of the gens and drop chase every time tinkerer procs, survivors will realize this and begin using it to control you and it will cause you to lose the game. If you want to slow down repairs, you need to make survivors do things that aren't gens. Get more hooks, after you get a hook choose your next chase wisely to make someone go across the map for the save. Slug survivors. When it comes down to it the balance is really about how fast you can get downs. Perks can buy you some time, but in the end you have to down survivors faster to win or camp survivors to death at a 3 gen.
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it also censors face camp and myers
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DS needs 4 changes to be perfect IMO
1) can be used twice so the killer can't "get it out of the way" to tunnel you. If they really want to tunnel they're eating 2 DS.
2) A slight modification to the conditions of deactivation: removing self healing and add any other survivor being hooked
3) remove the timer completely, it deactivates once one of the conditions is met. Just because you looped the killer for 60 seconds after being unhooked with BT doesn't mean the killer isn't tunneling you.
4) If DS would deactivate while you were in the dying state then it instead deactivates next time you are not in the dying state, so that you can't slug the DS after someone goes down to get you off the hook (assume a camping killer) hook the person who unhooked you and then hook you again. Slugging is still a soft counter to decisive since you remove that survivors ability to do anything until someone helps them or they use another perk to help themselves. This is so you can't circumvent someone's DS to do some thinly veiled tunneling. You should only chase the most recently unhooked if you know that they've deactivated their DS or if they throw themselves at you for a free slug.
I don't think the hiding grunts of pain / scratches / blood is a good change. Good survivors prefer the killer to chase them so they can buy time for their team mates. For decisive to be better anti tunnel it should just receive improvements that make it harder for the killer to circumvent it despite actually tunneling.
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The adrenaline vial could use changes but other than that no.
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close second for claire
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If you are consistently getting looped for 4 gens, you are playing badly. Yes there are some places where you won't be able to catch a survivor in a reasonable amount of time, at that point you should get a pallet out of them (to make the area less safe for later) and leave to go pressure another survivor who is working gens.
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@herrik666 said:
And then you go against Wraith. Or Ghostface, of Pig, or Huntress, or M&A Deathslinger / Trickster, or any killer with Tinkerer... there's just way too many variables that can make it very hard to gain stacks and, if you get unlucky, to use them.
the stacks don't matter, just hit greats without them, you still get the desirable bonus.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2129742#Comment_2129742
It says "when you have a token... great skill checks have a bonus 1%"
It doesn't say a token needs to be consumed, only that you have a token. So if you're hitting those greats yourself, and you have a token that's not being consumed, you get that bonus 1%.
I would imagine you don't get the bonus for natural great skill checks if you have 0 tokens.
When I tested, I tested the perk with 0 tokens compared to hitting greats with 1 token. The perk description is just poor. It just straight up increases great skill check bonus by 1%
Keep in mind stake out got this buff when great skill checks were nerfed and it was specifically changed so that running this perk would "undo" the nerf
as in the this april 2020 developer update found here: https://forum.deadbydaylight.com/en/discussion/141304/developer-update-april-2020
The developer update just says it increases the bonus not that it has to consume a token to do so.
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Better change would be make it so you only get basekit deerstalker if there are 2 survivors left and both are in the dying or hooked state
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@Eninya said:
It's hard enough to sit in the killer's terror radius for Diversion (20 seconds), especially since some killers outright nullify theirs in some way. This isn't an effective perk slot, and you're better off taking something else to waste more of the killer's time, or speed up your own repairs.
Like I've said in my other post you get the bonus progress from the perk for great skill checks you hit even without a token, so it speeds up repair without the need to waste time in the killer's radius. You take this perk for 1% bonus progress on ALL great skill checks, the token effect is a small bonus that makes that a little easier to exploit
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The dev's work very far in advance. The resident evil chapter probably mostly done content wise and they're just doing bug fixing/balancing.
The next chapter after RE is probably already got some content work going on.
The chapter after that probably has some concepts floating about but no actual work.
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Sounds cool but is probably a lot of work to implement that could be spent working on new content or improving old content. Although I imagine the environmental decay stuff is probably not too much work to implement and that would be cool to see.
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@IWasLeft2Die said:
I think it should have either been distance based or just chased for particular things like Freddy.
This most strongly effects stealth killers which were the weakest killers in the game anyways.
This perk was already very strong before this buff. You can cover a lot of distance in 12 seconds which will now are hooks after gate is open borderline pointless since a survivor will get unhooked, have up to 12 seconds of invincibility, they will get a speed burst from hit, and many likely have an exhaustion perk so they will get out.
Id say some possible changes should be (maybe even just one of these changes)
-be triggered within a certain range
-limit the number of times bt is available (every survivor getting essentially 1-3 invincibility hits each game is too much)
-seperate the perk with one giving same effect before last gen and one being after last gen
-have BT automatically turn off when within a certain range of exit.
As it is now there is no reason to not run this perk and it's a must have perk (unless swf where you can coordinate saves more). This is probably the decision I disagree with the most from BHVR
I play both sides evenly bust to clarify. I just dont like that they made an amazing perk lose its one downside and it has no downsides at all now
You can go pretty far in 12 seconds but by the time you get anywhere the time left will be so low the killer can easily wait it out and down you. By the time you go 32 meters, you'll only have 4 seconds left and that's if you run in a straight line and that's the distance that against most killers, was the activation distance of BT. So I think someone running across the map to take hits won't be that effective because it will be pretty easy for a smart killer to play around. There are probably some edge cases where those few seconds are enough to stop someone from going down but that's likely to be a pretty rare edge case.
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Star struck has a potential lasting affect which makes it worth taking if it gets you even a single down, while completely shutting down survivor body block
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2129202#Comment_2129202
Are you sure about that? I haven't tested it myself, but the perk's description calls out that the progression boost is added when a token is consumed to change a good skill check to a great one.
as per my previous post:
"I have spent the past 15 minutes painstakingly getting frame by frame before after images of skill checks and I can confirm that no matter whether the great skill check was achieved using the token effect of stake out or you manually hit the great zone yourself, you still get the bonus progress.
I achieved this by getting the before and after frames of a great skill check hit manually and did the same thing for one gotten using a token. The footage was 120 fps.
I then measured the difference of pixels on the progress bar for the before and after images and both cases had the same difference of pixels."
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2129202#Comment_2129202
That’s incorrect. Even with Stake Out, correctly hitting Great Skill Check Success Zones only grants the normal 1%
I have spent the past 15 minutes painstakingly getting frame by frame before after images of skill checks and I can confirm that no matter whether the great skill check was achieved using the token effect of stake out or you manually hit the great zone yourself, you still get the bonus progress.
I achieved this by getting the before and after frames of a great skill check hit manually and did the same thing for one gotten using a token. The footage was 120 fps.
I then measured the difference of pixels on the progress bar for the before and after images and both cases had the same difference of pixels.
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@[Deleted User] said:
You need to spend 105 seconds in the killer's terror radius without being chased (with a cap of 60 seconds before you use your tokens, so it's easy to waste time in the TR) and then convert 7 good skill checks for Stake Out to give you more value than Prove Thyself. Prove Thyself also has the added affect of granting bonus coop bloodpoints, it's useful in most matches rather than being insanely killer-dependent, and it can even be used to speed up the repairs of teammates on solo gens. Stake Out used to be decent for countering Ruin, but since the Ruin rework it's pretty bad.
For Stake Out to be a viable alternative to Fast Track I'd like to see its token cap be outright removed. That way it's still killer dependent, but it can give huge value against killers with large terror radii, so the good has an opportunity to outweigh the bad. Also, it should probably be changed so that any skill check success, good or great, uses a token. As is, if you hit a great skill check, you keep your token and you don't get your additional 1% progress. Given the low token cap and the lack of benefit for unused tokens, you're effectively being punished for hitting the great. Yes, you can play around this by just intentionally hitting the good skill check, but I don't think enough people know about this and it still feels silly to punish you for landing a better skill check.
I thought about suggesting that it should work at a set radius in an attempt to make it less killer dependent, just like new BT, instead of removing the token cap. That would be a pretty sweet buff too since it would also become a valuable detection perk against small-TR or stealth killers, like a reverse Whispers until you hit 4 tokens, but this characteristic would once again make its usefulness killer dependent. So, it'd be more interesting as a buff than as a way of making its strength more consistent. It might be too strong like this but I personally don't think it would crack the meta and it'd be better in solo queue than SWF, so I could definitely dig it.
The bonus skill check progress works without tokens, you don't need tokens. Just equip the perk and hit great skill checks without tokens.
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Here's a graph displaying skill check amount probabilities if anyone is interested, this for 80 seconds of repair without anything altering your odds of getting skill checks.
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My last one was from may 2019 as well but I also don't post much
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I don't think the gameplay changed much, this map has always been loaded with safe pallets, the update to the map just made the problems the map already had more obvious because previously most of the maps pallets were tucked in corners and hard to see, but they changed this in the update and many of the pallets were moved to more central locations and a lot of line of sight blockers got opened up so pallets were easier to see.
Maybe it got a little worse for stealth killer due to improved visibility though.
Breakable walls didn't have a major effect on the gameplay of this map as they pretty much all just open pathways.
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I'm personally excited for it because 1) You have a seperate per killer rating and 2) It will hopefully reduce disparity between different survivor's skill within a game. When playing survivor having team mates who signficantly worse at the game than you is a very frustrating experience, because no matter how well you play the mistakes of the worse player can still cause you to lose.

