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SkeletalElite

SkeletalElite

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SkeletalElite
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  • I don't like anything about this.

    Skill checks are ass, if it's anything like a PH cage it's just obnoxious.

    The anti camp is too punishing on the killer.

    Hook grabs should honestly be removed or only made possible on injured survivors IMO. If the survivor is healthy you can just down them by 2 hitting twice instead, this makes trading always possible against killers that cant 1 shot you. This is probably the best anti camp they can possibly add to the game, since the ability to go for guaranteed trades makes camping not viable way to get kills since the survivors can trade before the person on hook dies.

  • 4 WGLF stacks even if you die

    Looted a good item while you have a white ward whiteout an item

  • @GHERBEARRULES said:

    When I play survivor, none of these apply. My teammates run in straight lines

    I wish my team mates would run in straight lines, usually they're so bad that they would have ran for longer if they did.

  • The way map offerings work is they add a modifier of 9999 to the map weight. Technically there is a very very very small chance that it fails and another map is picked.

  • @Beelzeboop said:

    https://forum.deadbydaylight.com/en/discussion/comment/1936750#Comment_1936750

    If you're Tormented, he can still just drop you on the ground and then cage you.

    If your DS is active though, you stun him when he pulls you out the locker

  • Use the locker tactic against pyramid head.

    He can't send you to the cage while you're in a locker.

  • @Slendy4321 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1935177#Comment_1935177

    Except they've had Hackers in the game way before they probably even came up with the new UI. What they need to do is get rid of Easy

    Anti-Cheat because it's clearly not doing a good job

    Yes there are too many hackers, lets get rid of the anti cheat software that'll make them go away.

  • @EvanSnowWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/1927518#Comment_1927518

    A Survivor running in a straight line on a hard W having his catch time reduced from 17 to 13 seconds is fundamentally dead regardless in an endgame collapse unless for some reason they are both on a straight away, that happens to be leading to an exit gate, that happens to be open, that is in a scenario where Killer powers do not matter.

    That's.... oddly specific.

    In a straight line was for simplicity of math, because in a non straight line you will have minor inefficiencies sometimes on the killers part, sometimes on the survivors part. In non straight pathing its equally helpful though because you still have a significantly increased gain rate. On loops for example, 30% increased gain rate can often be difference between another go around the pallet or them getting hit

  • @EvanSnowWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/1927505#Comment_1927505

    4% at purple tier. Less than Bloodlust. Look at Scott Jund's video showing you how little difference that makes in meters covered over a 32 second period on the longest stretch of open map in the game.

    It's less than two seconds of game time. Hardly enough of a difference to make or break a perk.

    scott junds video ignores a very fundamental part of speeds and that's speed difference.

    A 4.6 killer with noed runs at 4.78 m/s

    A survivor runs at 4 m/s

    115% killer catches up at .6 m/s where as a 115% with NOED catches up with .78 m/s. So with a 4% increase a move speed the rate you gain on a survivor is increased by 30%.

    Say for example there is a 10 meter gap between the killer and survivor runs in a straight line. It takes the regular killer almost 17 seconds to catch up where as it takes a killer with NOED only 13 to catch up.

  • @EvanSnowWolf said:

    Yes.

    That's it. Just yes.

    NOED does not reveal where you are on the map. It does not slam doors shut. It doesn't do anything except let you treat a Healthy Survivor as an Injured one.

    So yes. You got outplayed. Not only did you get outplayed, but here are a list of things you can't use as an excuse:

    • Blood Trails

    • Injured Sounds

    • Trying to get the last few percent of a gen done

    • Slugging

    • Camping

    These sorts of threads are the same old, same old attempt to say "NOED REWARDS KILLERS FOR KILLS THEY DID NOT EARN" myth that refuses to die.

    actually it gives a speed boost too

  • I agree, they should make the requirement completing a heal action, not a total of a full health state.

    I don't think the other change is necessary, but I 100% think the first one is.

    Currently 1 full heal = 2 heals 99% of the time because of coop healing/medkits/self care.

    Yes you could quickly activate it by just finishing a 99 healed from a slug or someone in SWF but I don't think the perks effect is powerful enough for that to be abusive. The killer has to slug for the 99ed slug to be even worth considering and giving it a slight benefit against a slugging killer is okay I think. As for people 99ing heal with self care/medkit to let people activate second wind is okay, it gives second wind a positive synergy with people who are able to heal themselves, but once again, I don't think the effect is powerful enough for that to be a problem.

  • Underperform seems useless? You lose tokens when skill checks are hit and only get them on fails? Like you're almost never going to get more than a single stack on this.

    Problem with hex: recress. Generators do not regress by any means while blocked. I think the idea was a generator being worked gets 20 seconds worth of regression for free, but while blocked gens dont lose progress to regression, which is an intended mechanic. Don't believe me? Try using repressed alliance and blocking a gen thats almost done when facing ruin, when the gen unblocks it will have lost no progress. Still seems pretty good though.

    Extra credit. This would be incredibly overpowered. Additionally there are already 7 generators in the trial.

  • I see blights quite a bit.

    Blight's camera being too low is a little annoying but other than that he's one of the best killer's they've added to the game. IMO before they butchered billy he was the champion of well balanced and well designed but since he got butchered blight took his place now.

  • To add on, I'd like to be able to filter for opponents ping as well. No one likes playing against a lag wizard.

  • The way protection hits work now it would actually be a little too easy to accidently take a protection hit when the killer is just tunnelling. If you go near an injured survivor you are flagged as "protecting" them for the next few seconds. So if a survivor unhooks and killer tunnels you off hook you might just get it deactivated because the other survivor being nearby therefore you are "protecting" them.

  • But if they touch the generator they lose the DS so it doesn't matter.

    Yes you're invulnerable in a locker, but if you're pressuring a survivor enough that they're jumping into a locker with their DS you're tunneling or they are wasting time not doing gens, in which case your snowball is unaffected by not chasing them since they're not helping their team

  • The way blood web generation works is the node rarities are selected and the nodes are given items based off their assigned rarities. While there is usually only 1 ultra rare per web, there is far less possible things to come up in those nodes (for killer, 2 addons and an offering, for survivor a couple items and a few addons)

    So ultra rares are rarer than browns/yellows/greens/purples in the sense that you get less of them overall, per item they are a quite bit more common than the less rare things.

    So say in a survivor web you get 6 green nodes and 1 pink node. That pink need has 1/5 chance of being any individual pink such as a key. However those 6 green nodes have many many possibilites. You have every green, addon, item, and offering that can show up in those nodes.

    I'm not sure exactly how many greens there are, but I'd guess it's 20+. So you get a a lot more greens but individual greens are much rarer than the less diluted pinks.

    Comparatively any individual green thing is much rarer than any individual pink thing.

  • I see blights, PH, and Oni all a pretty decent amount of the time

    Deathslingers are rare but I hate playing against him so I'm kind of glad that's the case. He's unfun to go against, even if he's fun to play.

    Twins is a total failure though that's for sure. They need to seriously reconsider some aspects of this killer. They somehow managed to create a weak killer who is both unfun to play and to play against.

    PH is kind of middle ground to me, not particularly impressive, but I don't dislike him either.

    I enjoy playing against oni as well. He's got a pretty unique power that creates interesting counterplay. Normally as survivor you want to be greedy/risky at first to try and make big plays/save resources. Oni is the opposite, You want to be safe early on and go for the risky plays after you're already injured to deny blood as much as possible.

    Totally disagree with you about blight though. Blight is the best designed killer in the game. He's fun to play, fun to play against, and is very strong.

  • @Ravenlord4711 said:

    notice back in 2018 when DS change is coming..... its still the same in 2021....... but ruin undying made it was 3 months before started getting nerfed? hey devs do any of you play killer at high rank? I am asking this as a serious question and if so do you stream? I want to see some of our devs go against what high rank killers go against and say " yea this is fine"

    Yes they said change was coming back in 2018 and it DID COME

    Back in the day decisive strike was just used the first time you got picked up. It was literally just a free get away once per match.

  • You don't always need to hide from the killer.

    Killer's gonna chase someone eventually and you'll only get better at running the killer for long periods of time if you try to run them instead of escape or hide.

  • It was good before they nerfed the stagger so it doesn't work while exhausted, now it's situational and bad.

    Yeah it's better on maps like haddon but why use BL over lithe when you're only gonna get haddon rarely. Hell even with a haddon offering I still stick to using sprint burst, the only redeeming quality BL really had was that it had some small use even while exhausted, now I just don't see any reason to use it over lithe and I don't even think lithe is good.

  • @CountVampyr said:

    This is a very old post. Do people still feel the same way? Because in my experience some killers have gotten so adept at using this perk that they can nail your position with pin point accuracy. Ergo, I do think some sort of counter perk is in order. What say you?

    just loop him

  • Doesn't matter to me either way TBH

    The information is a little less compact on the new HUD but I don't think it's as big a deal as people make it out to be.

  • Once rank rewards are added rank will no longer be used for matchmaking, MMR will be used instead.

    Although, rank doesn't matter, just play the game and stop thinking about rank. Literally just stop looking at the pip screen in end game lobby, I skip right over it and go straight to the perks/scores.

  • I really doubt name changing has a major effect on toxicity, console players have to pay money to change their names and I don't think it's any less toxic for them, plus you're not technically anonymous. People can still check your steamid, it's just that literally no one cares enough to do that.

  • Main problems with grind I think are a few things

    Honestly grind isn't bad on killer because BBQ is a meta perk and they get more BP in general

    Problem is that perk tiers make the grind grow exponentially get rid of those.

    Now add more ways to generate survival points (worst BP category for survivors and reason for bad BP gain)

    Now if you truely want it to be even, rework WGLF to be strong enough to be a meta perk. Add the BP effect to BT or something and keep WGLF as it is without the BP effect.

  • Mclean said they were a goner


    two years ago


    so the change will probably be in sometime in 2023

  • It's not free, it costs a perk slot.

    Why do people call everything "free" it doesn't even make sense.

    "Everything I don't like is free"

    While we're at it lets nerf surveilance because it's "free" info + stealth

    Let's nerf balanced landing again because it's a "free" speed boost

    Let's nerf prove thyself because it's "free" gen speed

    Let's nerf self care because it's "free" healing

    Let's nerf brutal strength because it's "free" break speed

    Let's nerf enduring because it's "free" stun reduction

  • I played a few matches and in terms of 360s/moon walking/tbagging/ect. are all doable even if they look at little different. Mechnically it feels the exact same but it looks a little better now. Only thing I think is worse is the idle standing animation. They're standing very casually but like, they're being hunted by a monstrous killer they should be a little hunched / on guard.

  • @KingOfGhost said:

    https://forum.deadbydaylight.com/en/discussion/comment/1857508#Comment_1857508

    Well with your logic when a killer kill 3 survivors the fourth should die insta sense survivors at that point have lost.

    https://forum.deadbydaylight.com/en/discussion/comment/1857493#Comment_1857493

    No one said that the end game need to give kills to the killer what we said is the way the end game work doesn't make any sense

    It does make sense actually

    The end game timer is not an an advantage for the killer it is a way to stop the game from being held hostage

  • @Weeb_H_Toast said:

    https://forum.deadbydaylight.com/en/discussion/comment/1857493#Comment_1857493

    Bolding text doesn't make the point within correct. Besides, the game should just insta end when the last-gen pops then because there's no way a killer that is already losing can win.

    You can win if the survivors make mistakes, but if the survivors are playing optimally as you said they are in your hypothetical scenario, there are very few scenarios where you'll get more than 1 kill. The point is that survivors have already completed their objective, they deserve to escape.

    Additionally in your hypothetical situation, the killer ceased to play optimally once you started to describe the scenario (and potentially even before then, because 2 hooking every single survivor before getting kills is not good as a killer, you need to kill people faster than that to win), the killer should have camped their 1 hook.

  • @Weeb_H_Toast said:

    With how the game currently is, the killer becomes more dangerous as the game progress, (pallets and walls a broken and survivor loose hook states) whoever, all the pressure is gone after the last-gen is poped because if a gate is 99'd, there is no way for a killer to pressure survivors near it, as they can lick the switch and leave, which means the killer must go out of their way to regain some pressure via opening the gate and downing the survivor at it, wasting time the killer already does not have, (due to both gates being 99'd.) The "second half" of the trial is a joke, there is no pressure on the survivors, which allows them to make even more mistakes and still be able to escape.

    Completely dismissing the idea of some counter to punishment for the survivors 99ing a gate is pure entitlement, the killer is as entitled to a winnable match as the survivors are. Yes, killers can play poorly, and giving "free kills" from the EGC would be stupid. However, the fact that survivors can 99 gates, creating safe areas around them defeats the purpose of the game not instantly ending as soon as the last generator is completed.

    Here's an example; Say both sides played really well, and the killer doesn't have a slowdown perk, and all but one survivor are on death hook. After the last generator is finished, the guy with the 2 hooks left gets downed by the killer and hooked.

    - Remember, the killer payed near perfectly, and so did the survivors. -

    2 survivors go and 99 both gates, while one guy gets chased by the killer. At most 30 seconds have passed since the last-gen has poped and that guy got hooked, both gates are 99'd right now. Now 60 seconds have passed, and the guy on the hook is saved. The one being chased opens a gate, dead hards to boost himself away from the killer, and escapes. 100 seconds have passed. The other 2 survivors save their friend and leave through the other exit, the EGC has been going for a total of 30 seconds maybe. The killer, who played well and wasn't a God Nurse or Spirt, had no way to win, the guy he was chasing escaped because of the 99'd gate, and with no way to guard the hook, and the survivor who was saved being effected by BT and/or decisive, could just tank for his friend to get out if the killer was able to be there instead of chasing the other survivor.

    Once the last-gen is popped, the killers who don't have good powers or end game perks, have no reason and no way to win against a coordinated team, without them messing up badly, or the killer's power being especially good at stopping gates (see trapper, and even then he's still slow af so disarming and 99ing the gates still applies.) The killer is the Power Role, everyone seems to forget this, the Power Role is meant to be daunting, near-insurmountable your own, but the most killer's in dead by daylight aren't. That's why dumb stuff like Mettle of Mither can work, the only thing that feels challenging as survivors is literally gimping myself against the killers. In an Asymmetrical game, that should not be how I see the killers.

    The killer should be scary, powerful, and something you do not want to try in fight head-on, by yourself. Anyone who says otherwise doesn't want to play an asymmetrical team-work horror game, they want a cheap power fantasy, where they can be the main character, and beat everything without a real challenge. Why do you think experienced survivors quit?

    The killer has an opportunity to win the match, it happens before the gates are 99.

    Once you've reached the point of 99 gates you have already lost

    The end game collapse does not exist to give the killer an end game advantage it is for ending the match.

  • I'm on PC and elodie's screams are absolutely deafeningly loud.

    Don't know if it happened last patch or was always like that though.

  • People have hated the basement since the beginning of time

  • My go to is to assume they mean camping.

    If they die because they wiggled their arms and yell at me in post game chat, I'll tell them they shouldn't have wiggled their arms.

  • Since they're doing away with rank for matchmaking anyways and going to MMR, they should make your level/devotion show where the rank shows on the end lobby instead.

    Also charms at certain devotion milestones would be cool ie. charm at devotion 1, 5, 10, 15, 20, 25 and so on

  • Opening the gate is a way for the killer to start the end game collapse to put the survivors on a time limit to end the match.

    It's not meant to provide very much advantage beyond that.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/1834427#Comment_1834427

    Yeah, I guess that's true. I think more points are required in red ranks, I just found it super unfair I depipped from that match that I played well on.

    Yeah survivor BP and emblems vs PH needs tweaks, cages are effectively hooks but reward WAY less points

  • Happens a lot when the killer get's steam rolled.

    Had one that accused me of being an object SWF. I had object, but I was solo.

    Killer was so convinced they were like "I checked friends lists" except the funny part it is I wasn't friends with ANYONE in the lobby because I was solo...

  • @Huge_Bush said:

    https://forum.deadbydaylight.com/en/discussion/comment/1829883#Comment_1829883

    I agree bodyblocking someone in a corner is punishable, but I never heard anything about banning people not playing the game. If thats the case, wouldn't basement chest protecting bubbas get banned? Farming is also technically not playing the game, yet players who partake in it don't get banned either.

    technically speaking, farming is bannable under the rules (working with the killer) but realistically no one is banned for farming.

  • @RepostRiposte said:

    https://forum.deadbydaylight.com/en/discussion/comment/1829881#Comment_1829881

    Once the gens are powered neither side is capable of holding the game hostage which is what im trying to say.

    Killer and survivors can open gate to start EGC so unless everyone is bodyblocked in the same corner its not bannable.

    Yes but refusing to play the game is bannable, and just bodyblocking a survivor in a corner and not playing is


    Edit: For clarification if you look at the reports in game I believe the "Unsportsman Like Conduct" report specifies AFKing under it.

  • @RepostRiposte said:

    https://forum.deadbydaylight.com/en/discussion/comment/1829871#Comment_1829871

    I mean, if you call throwing the game to get 1 kill and a depip scummy then yeah.

    Actually bodyblocking a survivor in the corner is a reportable offense, once all the gens are complete the survivors are no longer capable of holding the game hostage, since the doors can be opened by the killer.

    Standing AFK in a corner isn't holding the game hostage but is still a reportable offesnse and AFKing in front of a survivor is the same thing.

  • boycotts do not work

    Audience's are simply too large for enough people to come to an agreement to cut something off in any significant way.

  • Players will always find something to BM in pretty much every game that has a semblance of freedom when it comes to player interaction.

    Remove tbagging? Well now people just point at the killer. Remove gestures? They BM with flashlights or even just slower tbagging since they can't remove crouching outright.

    The simple fact of the matter is that tbagging doesn't actually mean anything and the BM aspect of it is something entirely invented and created by players and if you take that away they'll just find a new way to BM. Eventually you dedicate so many resources to quashing BM while hurting regular play in the progress that you have to end up asking "what are we really gaining out of all this effort?" and the answer is, nothing of much value in the grand scheme of things.

  • The fact that you're making this post shows you've given them exactly what they want


    to get under your skin

  • Generally speaking you are notified of things directly affecting you and this applies to both killer and survivor.

    Survivors see dying light, franklins, leader, prove thyself, ect.

    Off the top of my head boil over and DS show for killer.


    As for deep wound, it is to prevent you from using the bar progression to figure out what the survivor is doing.

    RBTs don't show the time I presume to discourage trap tunneling and so it can't be used as a chase indicator.

  • @coley_219 said:

    @TripleSteal what do you think about this one? - this was a match from today.

    https://youtu.be/NAWHedsfT3I

    that's just a bug

  • Exhaustion perks are fine, more perks should be brought to the level of usefulness exhaustion perks have.

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