SkeletalElite
SkeletalElite
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This is kind of already the case. A clown affected by the bottle moves at 5.06 m/s or 126.5%
The only part of your post that is wrong is the part about stacking. The way things stacking in DBD works is that all positive modifiers are added together before multiplied onto the base value where as negative multipliers are simply multiplied on sequentially.
So (base value) * (all possitive modifiers added together) * (negative modifier) * (negative modifier) * (negative modifier)
this applies to action speed as well as movement speed, hope that clears things up
This means an individual with 3x pwyf agitation and tonic while carrying a survivor would move
4.6 * (1 + .05 + .05 + .05 + .18 + .1) * (.8)
4.6 * (1.43) * (.8)
5.2624 m/s
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I think billy was updated too
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I think what they could do to make NOED more interesting is make it so it is lit up at the start of the match but you don't get the 1 shots until the gates are powered, each gen that is completed can give a token that gives some kind a boost to the killer, probably 1% speed per token and maybe some other affect too.
Would be a little easier for survivors to counterplay it, make it not totally useless until the end game by making you stronger as the game goes on.
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70-110 on us east servers 40-70 on us west
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It's only useful for slugging, but the only source consistent enough for slugging is third seal which is a hex perk and is bad as a result. Every other source of blindness is temporary and generally applies to the person getting slugged and by the time they're not a slug anymore it's generally expired.
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@danielmaster87 said:
A theme that I've noticed with these map remasters, except maybe Ormond, is that they're unabashedly survivor sided. Yes, there's new dead zones on some of these maps, but does that really do anything for the killer? All the survivors have to do is not run to the dead zone. They should know the maps just like the killer has to. The same broken loops are on all these remastered maps, and in some cases god loops were reintroduced form an old version, with the breakable wall excuse of course. "Just break the wall." But then the survivor gets away because I stop to do that. The god loop still served its function: to waste a guaranteed amount of the killer's time, in a game where the killer doesn't have enough time as it is. The Coldwind remaster is gonna be the exact same thing. Stunning visuals, but god awful map design. Every map but Rotten Fields gets a new breakable wall god loop. So if you thought Thompson House or Fractured Cowshed was getting fixed, you're gonna be sorely disappointed. I see survivors trying to use up all their farm map offerings thinking the maps are gonna be nerfed. Don't bother.
breakable walls (at least the ones that matter, the others you can just ignore) are predropped pallets, run brutal strength if you have that big of a problem with it or break the wall preemptively
in fact the orignal removal of the god loops was only temporary for when htey added the breakable walls, the devs literally said this when they were developing breakable walls
From the dev update where they said they were adding them
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both answers misrepresent the situation, camping can win if you get like 2 hooks next to each other or a hook inside a 3 gen, but if you just camp at the start of the match for no reason you're gonna lose
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This map is total garbage.
Long hallways with very few pathways means shift + w gaming abound. If you see an object on this map as killer you may as well just DC or not chase that survivor and hope they're not a SWF as they will be able to hold W so long 2-3 gens will pop by the time you're close enough to the survivor to force them onto a pallet/window loop (thats if you're a 115 killer, 110 killers are just plain boned) and once that survivor is down the next survivor will be able to do the exact same thing. 2 stories also make the map effectively quite large for non teleporting killers. A few matches ago I played against a deathslinger while solo Qing with object on this map and he ran after me for 3 gens before I even had to drop a pallet. By the time 5 gens were done I had dropped 1 and vaulted one window.
Meanwhile the map is miserable for survivors who aren't doing this, due to the terror radius and verticality interacting poorly meaning there's no way to know whether you're a safe distance or not without a killer aura read on some gens, meanwhile the pallets are the exact opposite of gideon in most circumstances. While I don't know how the total pallet count compares, the extremely limited mobility on this maps makes the pallets feel far more limited since you can basically only go 2 directions from any given point on the map, whereas you can get to anywhere from anywhere on other maps. Among the pallets you do get, a lot of them are unsafe, save a few (1 or 2 of the classrooms will have a safe pallet, sick bay, the pallet at the bottom of the meat stairs are the only ones that come to mind)
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@ClamorVentus said:
Is tunneler and camper censored aswell?
Wouldn't be surprising, the filter is complete garbage and I doubt they tested it at all. I literally can't have a normal conversation without triggering it on totally arbitrary words.
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If they actually cared about the bug they'd just disable breakdown, which is less work than banning people who are abusing the bug and not susceptible to accidently banning people who decided to use the perk just because.
Banning people for using bugs that are anything short of literally making the game completely unplayable is stupid, in any game. Literally just fix the bug
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I think they should just up the regression speed a little bit but reduce the percentage on ruin so that ruin is unchanged in terms of speed but basic regression is a little faster and just make it so regression doesn't stop unless you spend a full second or so on the generator.
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@malatruse said:
https://forum.deadbydaylight.com/en/discussion/comment/2118728#Comment_2118728
https://forum.deadbydaylight.com/en/discussion/comment/2118755#Comment_2118755
Not that I agree with OP or anything, but there's a bug at exit gates where you literally can't hit survivors at the very edge of the exit so there's no way to force them out.
yeah but that's a bug and will be fixed, bleeding a survivor out when you have the option to just kill them is toxic though. I'm not talking about slugging to snowball, just straight bleeding survivors out when there is no reason to and there are alternatives more reasonable and less time consuming
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@RenTheCat said:
https://forum.deadbydaylight.com/en/discussion/comment/2118728#Comment_2118728
Slugging always has a reason to exist. Survivors have zero reason not to leave when the gates are open. There are some that completly wait until the timer runs out if the killer doesn't show up, and the fact that you think killers should give those kids the attention they seek and "hit them out" is disgusting.
I didn't say slugging didn't have a reason to exist, I'm saying bleeding survivors out when you have the option to just kill them is wasting their time. ie. they're the last survivor and you're just watching them bleed out on the floor to waste their time
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I'd maybe look at changing her addons a bit to give the less useful ones some love and maybe moving the roar sound of the ambush to the end of the charge rather than the beginning.
Also I'd make trap RNG fixed. ie. 1 trap of your traps will always be 1 box, 1 will always be 2, 1 will always be 3, and 1 will always be 4. I'd make the extra box/extra trap addon the same addon so that it increases your traps to 5 and 1 of those traps will always be 5 boxes, would probably be a purple or ultra rare addon.
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Might be comparable if the survivor had a concede button that allowed them to instantly kill themselves, if you want the survivor to leave at the exit gate, you have the option to hit them out, if you want the survivor to go out the hatch you can walk up to them to threaten closing the hatch. Bleeding a survivor out also takes 4 minutes and not 2. Additionally one thing does not excuse the other
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I've literally never fallen for an item tech in my life and I find it kind of funny
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/2110058#Comment_2110058
if you have a legitimate reason to DC - such as a hacker, you can always contact DbD Support ( https://support.deadbydaylight.com/hc/en-us ) so they can look into it and, if necessary, unban you. also, if you have a hacker no one in your team is going to report you for quitting.
and yes, reports do matter.
even if you dont get notified that someone you reported has been banned, people do get banned for offenses, such as cheating.
If you submit video evidence with a customer support ticket to accompany your report the cheaters pretty much always get banned, I always check the steam profiles of cheaters after they resolve my ticket and they always have a game ban on record on their steam profile after the ticket.
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high ping favors killer though so they're obviously not doing it for advantage
VPN is really only a problem if it's the killer player doing it.
IN fact if they're playing survivor they don't even need a VPN, they can just join match with a friend in NA, obviously killer players cant do this but like I said it's really only a problem with the killer. Additionally there is networking software out there that can be used to inflate your ping without even needing to connect to a far away server. I won't say even though it's nothing obscure, just in case it breaks the forum rules somehow.
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@brokedownpalace said:
So if someone uses a key and I'm forced to close the hatch I'm punished? Kind of an odd choice.
I get that it would be a lot harder for the last survivor to escape otherwise.. but it wouldn't be impossible. If you bring a perk specifically for end game that DOES NOTHING all trial long and you go out of your way to hook all 4 survivors only for that perk to be invalidated because you played just a little too well doesn't make sense to me.
If someone uses a key the hatch closes on its own after 30 seconds or 10 seconds after the mid chapter update releases. End game collapse does not trigger if you close the hatch in this way. Once mid chapter relases camp hatch for 10 seconds and let it close on its own, only close it yourself if someone comes and tries to jump in.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2106913#Comment_2106913
You’re completely ignoring the point.
If MoM gave endurance EVERY TIME a survivor was injured andonce per chase, without needing to gain protection hits first, wouldn’t that be a problem?!
also, mettle of man's health state is superior to that of dead hards, it works anywhere and gives you the 150% for 2 second on hit speed boost. Dead hard when used for distance is practically just the extra health state with no speed boost.
Dead hard only works near a pallet or window
Mettle of man works anywhere
mettle of man requires so much more effort because it mostly provides better protection than dead hard, the only exception being trapper traps.
Even with that though, it is very widely considered that mettle of man is an underpowered perk, if anything, mettle of man should be buffed to gain tokens on any action that would give you a WGLF stack or the number of protection hits required should be reduced to 2.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2106898#Comment_2106898
It’s not being used as a baseline for every perk in the game. For all intents and purposes, being able to take an extra hit (endurance) is almost exactly the same as being able to avoid a hit the killer would have otherwise legitimately landed. Except DH can be used way more frequently than MoM.
Except your reasoning for nerfing DH is that it's much stronger than MoM. That argument doesn't hold much water when MoM is literally so bad it's often worse than having no perk at all since the effort it takes to activate detracts from time you could be spending doing gens
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If mettle of man is being used as our baseline of balance then literally every perk in the game needs to be nerfed because mettle of man is complete dog #########
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The way the current system (supposedly) works is that it tries to match with players close to your current rank, the longer you match for, the wider the range of acceptable ranks you can be matched with is.
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I don't particularaly care about pipping so whatever
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j flicking takes skill if anything they should add sesitivity clutching to the game so console players can do it too
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2088260#Comment_2088260
I know haddon is broken but also view this from a future proofing perspective:
If they'd ever want to make a multi story focused map(Aka the multiple stories are the main defence for chases) again they'd have to balance the entire map around a 20 second BL, which I would imagine make the map almost unplayable without BL.
Ex. The saloon map is already strong with the current BL now imagine how bad it would be with you're BL idea...It could out right make the main building an infinite loop.
Falls are balanced around the stagger and thus having a perk that effectively removes it entirely would cause a lot of issues.
Finally I fully expect that the reason why multi story focused maps is because of old BL which would have broken them.
Removing a very slight fall stun is literally only a problem on Haddonfield because on Haddonfield there are no alternate routes for the windows forcing the killer to vault over and over again, thus the fall stun being gone means that the killer loses massive distance on every vault. If they didn't have to vault the windows every time it wouldn't be a problem. Theoretically the same "future proofing" problem applies to spine chill resil builds but in practice it is not a problem because the benefit is so minor as long as the window is not a god window.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2088148#Comment_2088148
Trust me when I say this:
20 second long cooldown that can now be stacked with Dead Hard/lithe while going down mid chase will result in infinites/near infinite loops on haddon.
Remember any good looper will last longer then 20 seconds without landing(as it goes down mid chase it also goes down while falling and thus making its effective cooldown on haddon 18 seconds) doing the house infinites.
That's literally only a problem because haddonfield is badly designed and filled to the brim with god windows. If they rework haddon, which they eventually will, it will be fine.
Haddon houses are near-infinites regardless
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A better system would probably be upvotes only.
Ie. when someone gives props, which currently does nothing as far as I'm aware
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They should remove the exhaustion component, but put it on 20 seconds cooldown like Q&Q.
No infinites as a result but can be weaved into your loops effectively if timed well.
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he's pretty underwhelming
not totally useless but definitely not strong.
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This is especially relevant with the DS nerf
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I love playing against a billy and occasionally enjoy playing him but I really wish they'd undo the overheat nerf. He's still pretty good killer in capable hands though. Good mobility + 1 shot power is still a damn fine kit.
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@[Deleted User] said:
Bring DS. Some killers will tunnel regardless. If you don’t have DS and they take their chance you hurt your team anyway, so bring DS
"run ds if you dont want to get tunneled"
"wtfffff why do survivors only use dh ds bt ub nerf!!!"
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Balanced landing should have it's exhaustion component removed (yes that would actually be a buff because then you can benefit from the passive more than once) as an exhaustion perk it's worse than all the other perks, being more niche and difficult to use with very little extra benefit (not taking a fall stun is hardly a benefit when you could have not taken that stun by not jumping off something in the first place)
Lithe should get a very slight buff in that a vault that triggers it should always be a fast vault regardless of if you fufill normal conditions for a fast vault (running at window straight for half a meter and not at a shallow angle)
sprint burst and dead hard are fine though
head on isn't a great perk but uh, I think conceptually it's always going to be not great because lockers are dangerous. It's a fun perk to use though so it's good as is
smash hit seems not great, less reliable than lithe for 1 second more of speed. Might be okay if it was 5 seconds instead of 4.
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None of them?
They should give survivors shroud of separation and killers the shroud of union/binding though.
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I don't main either side but for me playing normally is usually using good perks/add-ons so I guess it's kind of the same thing. I do like to watch VODs of people I play against after the game though
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you can change anything in the config folder to your hearts content, you can only be banned if you modify the games .pak directly.
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Build requires a 4 man SWF and will probably get WGLF nerfed if it gets traction but build is
desperate measures, leader, WGLF, soul guard
Doesn't work on multihit killer like bubba or if the killer has STBFL/coulro
Basically what you do is 4 survivors group up together and all get injured for desperate measures, anytime someone goes down 2 survivors instantly start to heal the person on ground. The team will heal so fast that as a result of the endurance you get from soul guard the killer will be unable to actually kill anyone.
Gen progress is extremely slow with this tactic as you only have time to gen tap as you are preventing the killer from getting any hooks. If the killer has ruin you will need to cleanse it before starting this tactic.
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Honestly they probably lost because they tried to do a sabo build.
Take it from someone whos been playing since 2016 there was only one time in history when sabo builds were viable and that was when hooks stayed permanently sabotaged (which was OP)
sabo is useless garbage now and it's probably going to and should stay that way, it's not particularly fun for the killer as a play style.
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Don't remove it, it's good for stopping bad survivors from doing bad revives ie. if they pick you up now the killer will down you again right away regardless
They should add something similar to hooks IMO
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I don't really think it makes a big difference, franklins/light born aren't worth equipping because they don't really make that big of an impact regardless.
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Third seal applies blindness, not oblivious. Blindness removes the ability to see most auras except a few killer specific ones like pig boxes.
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intentional
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@swager21 said:
well it was kinda just thrown into the game. none of the perks really had an intended use. here are a few examples:
dead hard was meant to dodge attacks, not be used for distance
ds was meant to used for hook campers/tunnellers, but instead its being used for locker techs and free gen progress
head on was meant to be used for making a juke during a chase, not being used to escape the basement
sprint burst was meant to be used when available, not to get 99d
spine chill was meant for information, not for faster vaults
mettle of man was meant to be used for helping teammates, not to be used as a free health state in a sabo build
i dont have a problem with any of these, but these were probably the intentions of the devs for these perks
DS was not intended to be used as anti tunneling lol. You know when DS was first added to the game it was always active with no timer? Like you just got picked up at any time you got out. Making it so it was only active after getting hooked was literally just a nerf to DS not a redesign or change of design goal with the perk.
The sprint burst one is kinda true but only because when sprint burst was first added it still recovered while you were running so you'd get multiple sprint bursts per chase.
If spine chill wasn't meant to give you faster vaults, they'd have removed that by now, it's not like it's some unintended side effect, it just does that.
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when it makes sense too
(no ds, have 2 people hooked, I can defend the remaining gens and the hook at the same time)
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I usually just let go unless the other person has been a terrible team mate, then I return the favor
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That map has always been safe pallet city even before the rework. The graphic update just made the pallets a little easier to find, they could be hard to find sometimes before the update.
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They addressed all the issues with it so yeah and I like the new features. Don't care either way for the aesthetic change
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The removal of this (whether it was intentinal or not idk) also removes some other things.
Basically the "pulsing" happens when someone's bleedout / hook timer was suspended. This means you could tell if a survivor was being healed or carried while slugged or you could tell if someone's camaraderie was active while they were on hook.
Im guessing removal was not intentional, but I hope they add it back.
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In my experience, console players are less likely to skilled players than PC players. Likely due to the game being out longer on PC and due to less casual gamers on PC. Maybe that's confirmation bias though.
There are certainly bad and skilled players on all platforms though.
Also I don't know what crossplay off looks like for consoles, but when you play with crossplay off on PC there is significant increase in the average player skill, both killer and survivor. This is also likely contributes to the perception of console players being bad/PC players being bad because when you turn off the ability to encounter other platforms you find better people.