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SkeletalElite

SkeletalElite

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SkeletalElite
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  • Honestly only change I think she should get is not being able to hear the breathing or injury sounds of survivors. (she can still hear footsteps)


    Survivors can't hear her why is she able to hear them


    Either that or reintroduce the bug where you could hear where she was while phasing.

  • You could in the PTB although I think it is currently bugged and does not work if you are already at the activation threshold when picked up.

  • MORISAREDEAD.PNG


    Rejoice for the day has finally come, now we just need those key changes and the game will have it's two worst explosive unfun options gone.

  • Who cares if people are salty honestly.

    Occasionally people can be irritating but like, that's just life.

    I play on PC and I often play with crossplay off JUST so I know I'll have the opportunity to say something to the killer at the end even though I say absolutely nothing 95% of the time.

    Sometimes I want to ask the killer a question, give them a tip, or just talk about the match.

  • Few things

    1) I don't know if you mean speed or actual effeciency when when you say range decreases, but you already stalk slower from farther away although I don't know the exact values

    2) You mentioned something about stalking multiple survivors and I think you may be confused. Stalking multiple survivors does not make you gain stalk faster, you just take the same amount of points but evenly divided between stalked individuals.

  • More than 2 people on a gen isn't even effective though lol. At least with 2 people on a gen you're popping that thing real fast but the third and 4th person aren't even taking that much time off the gen the vast majority of the time it isn't worth stacking that many people.

  • Better change for second wind would be to remove or vastly reduce the difficulty of the prerequisite

    Camaraderie, this perk should stay the same, but automatically trigger when you are about to either stage on hook or die. Then also make it useable twice. Has a small amount of value in occasionally preventing death or hook staging but the main appeal here is it absolutely destroys campers, and no one likes campers so why not.

    Babysitter: I think a cool idea would be for this perk to somehow instead make you take hits for other survivors when they get hit. ie. If a nearby survivor is hit with an attack that would put them into the dying state and you are healthy, they will instead be inflicted with deep wound, but so will you.

  • @AhoyWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/1794351#Comment_1794351

    Probably you're right, like I said, I just hate cooldowns.

    About the math, I think you also need to count with the Fatigue movement speed, with the movement speed of the blink charge, etc.

    The math just shows the impact of the cooldown, the fatigue and blink charge time would apply regardless of cooldown. The survivor absolutely gains distance in those moments, but that's no different to if there was no cooldown..

  • Most likely. Im running stable 60fps with a 980 at 1080p so 1070ti should be just fine at 1440p

  • Honestly the cooldown on nurse isn't that impactful, it's only a few seconds and survivors are barely faster than you.

    Nurse moves 3.85 m/s

    Survivor moves 4.00 m/s

    Without addons the nurse comes out of her fatigue .5 second away from having her 1st blink charge and an additional 3 seconds from the 2nd blink charge for a total of 3.5 seconds.

    3.85 m/s x 3.5 s = 13.475 meters

    4 m/s x 3.5 s = 14 meters

    14 - 13.475 = .525 meters

    The cooldown causes the survivor to gain a half a meter of distance on you with NO addons. That can be lessened with addons.

    Conclusion: Nurse would absolutely be weaker because of the suggested change

    The main thing the cooldown does is give the survivor a small window to attempt to break line of sight and mind game the nurse.

    Being forced to fully charge your blink would make it much harder to get hits on survivors

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1793524#Comment_1793524

    To be fair, I think Scott was wrong here. Facecamping with Charlotte is way more effective than with Victor. She can't get disarmed and placing her in doorways and such makes it very hard to save someone.

    Yeah but when you switch to charollette you have a window of slow/no attack and also won't get the opportunity to outright prevent hte unhook since you won't know they're going for it until they've done it. You also cannot switch to victor while right next to the hook if I am not mistaken so you will be some distance away. Add a sprint burst or two and a DS on top of that and the unhook is as safe as can be unless it's like a basement hook.

  • It's just a symptom many asymmetrical games have.

    Warframe doesn't have various roles and require a specific ratio of one role to another.

    Look at every other assymetrical game. Evolve, Predator HG, RE:R, and Last year all had matchmaking issues.

    When you have a game where you have 2 teams but one team is 1 dude and the other team is 4 dudes, it is inevitable to have matchmaking time issues.

    When you need to have 1 killer player for every 4 survivor players, but there's more people queuing for killer than survivor, then inevitably there will be a wait time for some killers due to a lack of survivors to match them with.

    Sometimes the scales tip the other way. If there are too many people playing survivor but not enough playing killer, matchmaking times will inevitably worsen for survivors because there is a shortage of killers to match them with.

    Non asymmetrical games don't have this problem because ratios of certain player types are not required. So you just pool together all matchmaking players and divide them up in whatever way works, meaning matchmaking times are only bad when there are not enough player total, compared to a game where certain ratio of player types is required for ideal matchmaking, you can have bad matchmaking times at any number of players. You could have 10,000.0000 people playing at once but if 9,500,000 of them were survivor matchmaking time would be hell.

    Edit: The best thing BHVR could do to amend issues is to offer a warning that there is an unbalance of players when queuing and also create a system that automatically offers BP bonuses for switching roles in times of unbalance. IE. you go to queue for killer and when you ready up the game says "Role Unbalance detected: Matchmaking times may be extended as a result. Survivors will gain 50% extra BP until player count is even"

  • @MrPeterPFL said:

    The counter to this is to crouch past Victor, like you would do when you’re against a Hag. Crouching past Victor won’t activate killer instinct.

    What this guy said, crouching doesn't activate killer instinct and it's like hag except you can safely disarm the trap without a light. This is not an effective strategy, survivors just haven't learned the counter.

  • graphics update. I want the coldwind and swamp updates.


    I'd say 3 but it's kind of irrelvant as the graphics team is seperate from the gameplay programmers and are not interchangeable.

  • @Demogordon_Ramsay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1793423#Comment_1793423

    Hardly matters when his pounce slows him to a crawl and is countered by literally everything with a collision box.

    git gud

    @Unseen_Force said:

    https://forum.deadbydaylight.com/en/discussion/comment/1793423#Comment_1793423

    Huntress hatchets are faster are more useful then victor ever will be and you can miss 5 times with the hatchets before you need to get more.

    Plus when you hit someone witch a hatchet, they cant kidnap your other 4 hatchets or your ability to get more for 45 seconds lol

    she should be able to recall victor at any time and not have to wait 45 seconds

  • Want to know the difference between huntress and victor?

    Huntress moves at 110% speed and victor moves at 150% speed. There needs to be a downside to missing.

  • Gonna have to hard disagree on the hook gymanistics part.

    It's been code for a long time that hook gymanastics=camping. It's been on the wiki, unchanged for years.

    https://deadbydaylight.fandom.com/wiki/Hooks#Hook_Gymnastics

  • Line's a bit blurry. If he's only slugging then no but if he literally just delaying the game at every opportunity then yes.

    For example I had a game vs a doctor who did a 3 gen from the start, refused to chase anyone and would ONLY defend his 3 gens. The match lasted like 30 minutes, I was a SWF so after like 28 minutes of juggling (we got every other gen done in 2 since he wasn't chasing) we got the last gen done and after we managed to do it he DCd.

    We reported him and sent the video of it to support and he got banned.

  • Honestly I haven't played against enough of them to get a good feel for how to play against it. Lot of the ones I've played against were obviously still learning the killer too so I'm not super sure . I've had some success running around small objects, it seems to at least make it harder for the killer but they do still sometimes manage to get me, maybe I just haven't learned the strat though.

  • @[Deleted User] said:

    With how bad survivor queue times are right now, this honestly isn't too bad. Also did you report them all?

    Probably gave props



    Honestly rank gap of 5 isn't bad. 4 or less is ideal, but 5 is okay too. 6+ gap is starting to get bad though.

  • 3.85 is accurate. The speed in the kiler info panel is off because they don't list more than 2 significant digits.

  • @CornHub said:

    But how can I leave if the gates aren't powered smarty-pants?

    NOEDs not active until they are powered, therefore power the gates and leave. One person will probably go down and die, but it's not like the killer couldn't have killed them by face camping them anyways.

  • @Nosferatu3145 said:

    Or do the bones

    yeah but going out the gates is a lot faster

  • Really good snowball

    Great mobility

    Unloopable by traditional method


    nurse

  • It is in the known issues of the patch notes that hoarder literally does absolutely nothing.

    Literally.

    1 perk slot. Does NOTHING.

    How do the devs work on a chapter (including this perk), have a PTB with plenty of time to squash bugs, only to release the perk live onto the game, literally doing nothing.

    Do they just not care?

    Are they extrodinarily incompetent?

    Are they just trying to cash grab regardless of the state of the game?


    We may never know.

  • I think they should give undying a buff and a nerf.

    Buff: Respawns no longer remove perk tokens

    Nerf: When this totem is cleansed any totem that has been previously respawned will go dull and disable.


    This restores some of the risk of running tokenless hex perks like ruin while breathing new usefulness into the perk for protecting hex perks with tokens.

  • If you have excessively large balls you can run no mither instead of lucky break, then you won't leave blood and combined with iron will you will be silent even if she has stridor, you'll be injured the whole match but unless she's a really good spirit that probably won't matter

    (if she's a really good spirit not having no mither won't save you)

  • @konchok said:

    That would guarantee getting the ability off once you got your tokens. Holy hell that would be broken good. no one would ever run another healing perk.

    Honestly I just feel that it should require 3 tokens rather than 5 to get full stacks. Tier 1 you can get just 1 stack, tier 2 maximum of 2 stacks and then 3 stacks is the full affect.

    No one whos good (and is sweating) bothers running ANY healing perk except for adrenaline and maybe inner strength because ALL of the healing perks are trash.

    Botany speeds up heals by by 4 seconds. Most games you'll only use it once or twice though unless you're specifically going out of your way to go for heals which is non optimal. Needs a numbers buff to see use. Simply does not save enough time in an average game to be worth a slot.

    We'll make it has the exact same problem except it's less consistent but has a higher reward when it does work. At least this one is a game changer when it does work though.

    Desperate measures is worse than botany unless there are 3 injured people. Needs a numbers buff and has to be slightly better than or equal to botany at 2 injuries. Even more inconsistent than botany and we'll make it.

    Autodidact is literal garbage. You may not even get the opportunity to charge it up. You can get screwed by RNG and never get it charged up even if you don't get the opportunity. Once you have it charged up you may not get anymore opportunities to use it and even if you do you can once again get screwed by RNG and have it be useless. Honestly would probably still be bad with the ability to guarantee one skill check. Does not work with medkits or self healing.

    Self Care is a massive waste of time, get 40% of a gen done instead of sitting around for 32 seconds.

    Inner strength is okay but you're still probably better off spending the time on a gen. Bad if you waste too much time looking for bones.

    Solidarity is a joke, leader would be a better pick (leader is not a good pick)

    Pretty much every single one of these perks is outclassed by medkits (even brown) in terms of consistency and costs 0 perk slots.

  • the minimum system specs say to have 50gb of storage available. The game currently takes ~44gb on my PC.

  • 1) Roar removal: Sounds good, maybe just move it to the end of the charge bar instead of the start though

    2) I don't think this is nescessary. The traps aren't supposed to be lethal they are a time waster and if the survivor gets it off before it's active they still wasted time taking it off, not any different to if they had waited for to activate then take it off.

    3) Honestly the skillcheck addon should just get an entirely new effect. Sure why not on the great skill check change.

    4) Sounds mostly good. Pig addons do need work, maybe not exactly your changes but the spirit of it sounds good


    It's probably not going to happen though because the devs consider pig in a pretty good spot stats wise and so they'd rather address killers in worse spots.

  • Yes please victor being able to start chases so you get boldness BP when interacting with him would be good. My boldness against this killer is almost nurse tier bad since you spend so little time in chase

  • My thoughts on your suggestions:

    1) Not entirely sure how I feel about this one, maybe restrict the cue to being within a certain range of victor or charollette so you can tell if you're nearby but not from far away.

    2) Totally agree, should always be able to recall

    3) I think applying deep wound would be fine which is kinda what this is and also get you a bit more value out of victor hits

    4) Mostly disagree, don't miss. Sure for successful hits though. Although I think it'd be better if victor could just stay latched onto slugged survivors to make it take longer for them to be picked up/recover

    5) Sure, but I think it should maybe be killer instinct or victor's aura instead of the survivors aura

    6) Yeah that'd be good

    7) Sounds interesting, may need tweaks but the idea that victor can essentially be his own hook is interesting.

  • I'd have this opinion if thrill of the hunt was actually a good perk but it's not so whatever

  • Yes technically since you can hold the charge longer you can go further on a chain blink but the addon is not very good since if you need extra range on a chain blink to potentially get the hit you should just wait on the fatigue instead (which this addon makes take longer, which ends up being a disadvantage)


    Generally speaking you only want to use first blink for mobility and only use second blink to go in for a hit.

  • Commodious Toolbox BNP Wire Spool

    75% of a gen in 30 seconds. Will take you another 20 seconds to finish the gen for a 50 second solo gen completion, assuming no other modifiers.

    Second best would be Commodious double charge which is like a 2 second difference from the third best which is commodious with 1 charge addon and 1 speed addon

    It is worth noting however the engineer's toolbox is better at countering tinkerer. Since you can quickly finish up the gen before the killer reaches it, even though it isn't as much time saved.

    Toolboxes overall are pretty weak though, except for BNPs which are pretty strong.

    I think commodious box is in a good spot but all the other ones should have their charges bumped up to 24 so they don't pale in comparison to the 32 charge commodious.

  • If it was when you were playing doctor the counterplay to doctor is to throw pallets early and exit gate taunting is very common.

  • I think a better change would be to make the aura read trigger within 56 meters of any survivor in the dying state so you have more time to plan your sabotage and also give passive 24 meter hook aura read around you.

  • The train has already departed and nothing the devs do will change it.

    They have a damn baby bottle add-on. If they didn't want people calling it a baby they shouldn't have so clearly themed the killer like a baby.

    They made their own bed with this

  • They should integrate it into toolboxes instead

  • Ah yes breakable walls, often coming in 1 of 2 flavors

    "Break this or you're stupid"

    and

    "If you break this you're stupid"

    Honestly only some breakable walls should start spawned in on the map but the walls should be buildable by survivors.

    Ie. spend 12 or so seconds to create a wall that will help extend a chase later, the cost of doing so being the 12 seconds + travel time of not doing gens.

  • If you're saying what I think you're saying this should be in bug reports.

  • @[Deleted User] said:

    This is intentional. The speed increase from WGLF is additive, which means that if someone else is using the perk, you will heal the survivor cooperatively at 200% the normal speed.

    look at the vault speed and the dead hard near the end of hte video. That's what was being increased to crazy levels for some reason. The dead hard was barely visible it was so fast and that was the fastest fast vault Ive ever seen

  • I'm having a hard time figuring out what the slur they used is. If it's a word I've ever heard before I'm stupid and can't figure it out.

  • Slug whenever you get the opportunity.

    try to make them do things more ineffeciently by making survivors who are far from the hook go for the save (chase people who are closer to the hook)

    Try to eliminate one survivor as fast as possible. One being out of the game for good really slows gen progress.

    Understand that without slowdown directly protecting generators is often impossible and the only way to slow down repairs really is to stop them from repairing in the first place. Sometimes if a generator is far out of your way, it's best to let them have it so you don't lose generators that are more easily protected.

    Your time is very important, survivors will be trrying to end the game as quickly as possible, never over commit to one survivor. Try to get something out of a survivor every 15 seconds and if you can't you need to leave them (whether that be a hit, a pallet drop, ect.)

    Don't expect kicking generators to actually slow the survivors attempts to repair. Once upon a time, generators could not even be kicked, and kicking gens was only added as a way for the killer to potentially counter a 99d gen. Kicking a gen will only help if no survivor is nearby and able to continue repairs or stop regression and really only serves to get rid of progress on generators that survivors have abandoned completely.

    Don't allow yourself to be juggled protecting a generator. Sometimes survivors will bounce you back and forth on a generator. Sometimes you just have to commit, but remember the 15 seconds rule. Get a pallet or a hit then switch targets, if you can't do that you shouldn't be chasing that survivor in the first place.

  • Almost every game if end game collapse kill securing counts.

    Otherwise maybe once every 4 or 5 games.

    Hard camping/tunneling is maybe once every 10-15 games.

  • Because the game isn't survivor sided it's SWF sided.

    You can keep nerfing survivors all you want but the game just becomes unbearable for solos and that WILL kill the game.

    The problem is that base kit survivors need to be given tools that give them the same kind of information swfs have. Only then can you nerf them/buff killers enough to be balanced against swf

  • Honestly I think they should disable ALL hook aura read if youre running boil over, it has reasonable counterplay but a careless killer can get punished by it.

  • Honestly not suprising, pig is actually one of the best m1 killers against decent survivors because she's got the built in slowdown with RBTs. Even if each RBT only keeps a survivor off gens for 30 seconds thats still 2 minutes of keeping a survivor off a gen that you wouldn't be able to otherwise. Realistically you will probably get more than 30 seconds from your RBTs. Even a survivor getting their trap off in 1 box is probably wasting at least 20. More often you'll see them wasting anywhere between 40 seconds and a minute and a half getting their trap off.

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