SkeletalElite
SkeletalElite
About
- Username
- SkeletalElite
- Joined
- Visits
- 6,728
- Last Active
Comments
-
@DerpyPlayz said:
https://forum.deadbydaylight.com/en/discussion/comment/1700493#Comment_1700493
LOL, I just stopped caring about your opinion after you tried to argue 4 man SWF is harder then killers and not only that but stated Killer is easy.
I didn't say it was?
I said during the event killer was easy and playing survivor was frustrating unless it was with a SWF.
-
@DerpyPlayz said:
https://forum.deadbydaylight.com/en/discussion/comment/1700443#Comment_1700443
You are funny, acting like people don't still throw the match for any one subjective reason.
At least people actually fail at trying most of the time. During that event they may as well not even be trying to play. After I finished the event I shut the game down and only played with a 4 man SWF. Killer was brain dead easy because no survivors were doing gens and survivor was frustrating when your team mates aren't even trying.
-
It was terrible.
People who actually wanted to play the game were miserable because people hunting cankers were throwing the match, especially so if they suicided after all the plants were gone (and a lot of people did)
People who wanted to just farm plants were miserable because only the survivor who farmed the plant got any BP and you had to compete with other survivors. If you were the first survivor chased you were basically guaranteed to get no plants.
Not to mention lots of people played killers like hag or trappers and just tried to deny other people from getting plants.
It was honestly worse than the current event. Yeah the current event is boring, but at least it doesn't actively degrade the game in anyway.
-
You can only harvest plants with a tome challenge, plants are specifically for tome challenges not for the event.
-
Honestly it probably makes no difference. If you've ever run object you'll know a 72 meter range really only gets out of range on opposites sides of the map.
a 96 meter range? You'll have to be on the opposite sides of really big maps for that trigger. Like I think mother's dwelling and maybe ormond and yamaoka are the only maps where maybe it sometimes won't trigger. I think practically the perk is no different.
-
@BassTram said:
I was almost going to vote left to die on the hook but I have to say that revealing Ghostface is always a toss up and really needs to be tweaked a bit
The problem with revealing ghostface is you need him in the center 17% of your screen but often times the center 17% is like 12% being covered by your survivor's body.
They need to move the zone up a bit so your body doesn't get in the way IMO
-
For me the most frustrating is running and then an invisible collision sticking out of the object you're running on just bones you out of nowhere.
-
Owning every chapter on it's own reaches this goal.
-
I've never played the game on console but this seems like such an odd issue, are you using a wired connection on your console. I knew console players tended to be laggier but I always assumed it was because they used wifi instead of an ethernet cable.
-
Im guessing mean is probably like 17-25.
Median is probably 20-30
-
1) she still can't sneak up on you
2) if the huntress fakes her hatchet and you predict it, she eats a 2 or so second slowdown of putting the hatchet away and gets nothing. Shooting from the hip is brain dead easy with a software crosshair.
3) Iri heads are broken, deathslinger's addon is fine
4) That's not why I (and others) don't like deathslinger
5) Both of them have trash perks
-
Vigo is able to manifest stuff in the entity with some object similar to the auris so he is equally powerful as the archives man basically.
-
DS for survivor
BBQ for killer
-
Honestly anyone defending linked skins hasn't looked at all the available linked skins.
Sometimes it makes sense, for example the oni minotaur skin needs the head and body linked to work
But minotaur skin's sword shouldn't be linked. There is no reason the sword from the minotaur skin couldn't work with the other cosmetics.
Most of pyramid head's linked skins are linked for literally no reason and would work completely fine unlinked
Jane's dress head should honestly not be linked. Sure keep the dress bottom and top linked they wouldn't be apart, but the head is literally just jane's head with some flowers and makeup and could work perfectly apart from the dress.
Nea's linked set literally only doesn't work apart because the head piece doesn't have hair in the back, literally just add hair in the back and it doesn't need to be linked anymore.
-
only hag change I want is making unhooks pop all traps within 8 meters of the hook. She can create impossible unhooks since slowly crouching away from the hook can result in here just getting back to the hook before you can do anything.
She'll still have strong defense game since you have to crouch towards the hook, but she won't be able to effectively camp you from almost anywhere.
-
@Starr43 said:
He really should be able to carry 2 traps by default without relying on bag addons. It so simple but would make him that much more appealing. I’m also not against the idea of survivors having a set time for being trapped like 15-20 seconds before escape attempts could potentially free them unless someone goes to save them. Gives the trapper a chance to make his way over and maybe add a little pressure to others.
disarming traps could be more difficult Or punishing too
I said 9 seconds because trapper is a 4.6 m/s killer and 9 x 4.6 = 41.4 meters
10 seconds would be fine too (46 meters)
This gives you a pretty large radius where you can reach your traps in time but doesn't let you capitilise on traps across the entire map.
15 seconds is too long for a base amount with addons. That gives you just shy of 70 meters. If you've ever used object that's about the range of object which almost the entire map. You really only ever get out of range if on COMPLETE opposite sides of the map.
-
@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/1658980#Comment_1658980
Yes, they can, but I don't think they can max out the sacrifice scoring category with only two-hooking the survivors.. can they? The same vein of thought should be true of a survivor escaping or not (for the survival scoring category).
If you 2 hook every single survivor you will 7200 points. meanwhile as survivor if you escape you get 5000 with extra 2k for obsession only. If you're lucky you might get another 1000 survival but that's really only against a killer like legion that deep wounds a lot.
As killer you get 500 every time you put a survivor hook. 200 for first hook, 200 for when they reach second stage. So even if you manage to kill no one you can get 5000 points easy with 7 hooks.
-
@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/1658396#Comment_1658396
The thing is, there needs to be a heavy weight to escaping or not as a survivor. If high values of survival bloodpoints are too easily acquired, you can escape or die in the trial with no real consequence (pointswise).
And? Killers can get no kills and get plenty of points by just getting lots of hooks without ever third hooking. Should we change hook points so you only get 2000 sacrifice points on a kill and that's it so the only way to max sacrifice is by 4king?
-
In addition to the above, game sense will kind of let you know with the rest. For example if he seems to his tier 3 really fast even though you're keeping out of line of sight he probably has faster stalking.
Default time of ew3 is 60 seconds so if its longer than that he's got time addons.
-
Nurse is a very hard killer to master but she is the strongest (by a long shot) in capable hands so she has to be. She's one of the only killer who I think can consistently win with zero slow down perks.
-
I'll always give a +1 to more ways to get survival points. Survival points are the reason killers tend to get more BP than survivors on average, survivors have a whole category which is near impossible to get points in except for 5000 you get from escaping.
-
Undying is probably going to get nerfed at some point in the future TBH. Even a lot of popular killer streamers like otz and hexy think it needs one.
If I had to guess what they do they're either gonna remove the aura read or make it to where when your undying is destroyed any totem it respawned, despawns.
-
Only thing I want them to change about toolboxes is to increase the purple and non commodious green toolbox charges to 24 (same as yellow) so that the commodious isn't strictly better than them.
Currently it's weird because toolboxes for repairing go like this in terms of quality go Green, Purple, Yellow, Green, Brown.
Changing the charges like I suggest would make it Purple, Green, Green, Yellow, Brown. Which makes more sense.
-
Better change
DS activates after being unhooked. Next time the killer picks you up you hit a check to stun them for 5 seconds.
DS deactivates after interacting with a totem, generator or hooked survivor. DS will also deactivate when another survivor is unhooked. DS cannot deactivate under any circumstance while in the dying state, if a deactivation condition is met while in the dying state, it will deactivate next time you are out of the dying state.
DS can be used twice in one match.
Now the perk is truly anti tunnel.
With this change the only way for 2 ds to be active at once is if a survivor with DS is unhooked while a survivor with active DS is in the dying state.
-
Honestly I think BT should just always trigger. At survivor speed of 4 m/s they travel standard terror radius distance in 8 seconds so if a survivor has to run for more than 8 seconds to get in your way and try and block you as killer then it will be very easy to just wait it out as they'll have less than 7 seconds left and it will also counter sitting just outside of range of the hook and running back as soon as the unhook happens.
-
Yes please
-
My answer is a hybrid between farm and whatever it takes. I do whatever I can to get the challenege done as soon as possible. Sometimes this means doing the challenge then AFKing in the corner untill all the gens are done then I open the gate.
Sometimes it means going full sweat on the survivors ie. kills challenge.
-
Ace but steve and ash are close seconds.
-
It needs some changes but shouldnt be outright removed
-
It did get buff it's called undying
-
That's because trapper and hag are prep killers.
It's okay to lose a gen or two on these killers and that's exactly why corrupt is good.
It's not "wasted" if you spend the entirety of it setting traps because that's the point. Keeping survivors off gens before you have your prepping done.
With as much coop repair penalty as you're suggesting people would just not coop repair gens and instead of losing 1 gen before you can do anything you'll lose 2 gens after interrupting one that's close to done.
Honestly as a killer survivors not coop repairing is scarier than coop repair. Yeah if they coop repair and you're pre occupied you'll probably lose the gen, but coop repairs are easy to pressure. Individual repairing survivors are almost impossible to pressure if they play even remotely well.
-
Did the survivors have breakout or flip-flop?
-
If the download time was really what was stopping people from playing PTB more, they would just use steam to make a backup of live/PTB version so you can switch without a download. Takes a bit of time to do but if you plan on switching around it saves time. What really stops people is progress is meaningless on the PTB.
-
what does the emblem system and the archive have to do with the game's balance, it's literally meaningless.
-
@arcnkd said:
https://forum.deadbydaylight.com/en/discussion/comment/1646708#Comment_1646708
On the contrary; if Spine Chill wasn't nerfed to make stealth useless against Survivors using it (which I 100% disagree with and do not believe stealth play needs a hard counter; just play more cautiously and watch your back better, imo) - I would instead make a Killer equivalent that is a direct counter to Survivor stealth with roughly the same power - essentially pointing out anyone "stealing" around you.
That exists its called whispers
-
Flashlight saves already get you a token. Same for pallet saves and I think head on saves too.
-
Only PC players even remember red perks and if you still want them you can do it by changing the icons of the perks to have a red background.
-
@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/1643882#Comment_1643882
When killer proceed to chase survivors instead of popping gens, he's already made a choice with risks. He is betting that he can down that particular survivors within the time limit. For me this is already balanced risk reward.
But with this nerf, there is no choice. You either use your pop, and give survivors distance, or you commit to chase and waste your pop. Either way, you are losing something.
That is the point. Devs never want situations where you can chain pops numerous times in a row unless the survivors are misplaying badly. Right now there is no hurry to use the perk, you can just do whatever and use your perk when you see an opportunity, with this you have to plan accordingly to make sure you do not waste your perk.
-
Because the devs want you to make a choice between regressing a generator and committing to chases. 45 seconds it still enough time to reach any generator on the map, even as huntress on mother's dwelling.
-
They should have given slippery meat a secondary effect that makes you unable to grabbed from any interaction (gens, totems, unhooks, ect.)
It's thematic with the name and actually might have some use
-
The game isn't balanced for it, it'd split the playerbase which is bad for matchmaking times, and overall just wouldn't really work. I could see there being a second hearthstone style "tavern brawl" mode that rotates weekly to something wacky and unbalanced where they can try weird things out as something to play once or twice but other than that it shouldn't really get any time.
-
Good ideas but I think a better and more simple buff (therefore less work) would be to slightly increase her current crouch speed (but still not full speed) and make the ambush attack sound not play until after the attack.
-
@Zeus said:
https://forum.deadbydaylight.com/en/discussion/comment/1608512#Comment_1608512
Remaining one becomes dull AFAIK. Cant confirm yet but it's the likely thing.
I know it's a kind of late response, but I tested haunted + undying in a KYF with a friend and found something quite curious.
The combo is complete #########.
Killer had only ruin and undying, no other perks. Meaning there was 2 dulls left on the map. (2 hex from haunted, 1 from undying)
I cleansed 1 dull totem first, then I cleansed haunted grounds. Haunted grounds did NOT respawn. Meaning haunted is unable to be reapplied to a totem it was already on. This means if you even cleanse 1 dull totem. This combo is useless.
As a result of that it also clearly not possible to have haunted grounds on 1 totem. Its 2 or nothing.
In order to confirm I was right I checked the 3 remaining totems on the map. 1 hex, 2 dulls. There 2 dulls for haunted to go onto, but it couldn't because one of the dulls already had haunted on it when the haunted was cleansed.
-
The totem replacement effect is already insanely good with non token based hex perks and the aura read practically makes thrill of the hunt but better.
Unless you're using devour, I don't see why would ever choose toth over this perk and even then undying is still just as good.
I think just the totem replacing effect is good enough on its own. At the very least, survivors will have to cleanse 2 totems in order to cleanse the perk you're protecting which is very good. At the most it guarantees totem stays up all game when it otherwise wouldn't.
The aura read effect should be moved to thrill of the hunt instead
-
@Slashstreetboy said:
So I had a match today on this map. 2 Survivors remain, I choose to chase the 2nd last survivor through the main building.
I´m sure you´re familiar with the vaults on the ground floor - one through the wall, one in the rounded area with the shattered glass which can spawn on either side.
The survivor in question was able to chain those easily and stupid me just following them through the vaults (no shortcuts possible here) yet I didnt´t gain any distance on him even in Bloodlust 3. Might be because the survivor didn´t stagger after the vault, I don´t know. No entity blocker too, after 3-4 minutes I finally gave up. By then the last Survivor had managed to complete the remaining 3 gens.
Bottom line is it is impossible to catch up with 115% MS Killer Bloodlust 3 if both vaults are used. Haven´t seen such a thing in AGES, you might wanna look into that.
Sounds like you're not hugging the loop tight enough if you can't catch up in bloodlust 3. Hug the wall tighter.
-
I think if premonition triggers it should get like 5 seconds of aura reading. Then it might be worth taking as an info perk.
-
Lets look at killers who have or used to have exhaustion effects.
Huntress: Devs have stated her addons need to be adjusted
Clown: Needs buffs in general as well as addon changes
Doctor: Used to have exhaustion, was removed in the rework
Demogorgon: The most recent addition, before doctors was removed and incredibly weak compared to the others. Was the only one added after the ability to recover exhaustion while running was removed.
Conclusion: The developers will likely remove exhaustion addons from huntress and clown or nerf them severely, not buff demogorgons.
-
@RepostRiposte said:
There actually is an audio warning for the Deathslinger aiming at you.
Listen for a small ringing noise, though it only really matters when he is ADSing for long periods.
if he has to ADS for a long period it's pretty much completly irrelvant. even mediocre death slingers are aiming less than a second before they shoot.
Good deathslingers will instant shoot using software crosshairs or putting dots on the monitor.
-
I have fun most games even rank 1
-
@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1636413#Comment_1636413
Just curious, you thought Billy and nurse didn't need any nerfs, but huntress and deathslinger do? A good nurse will take down any survivor regardless of skill as well.
I know you weren't asking me, but I think nurse prior to her nerf was OP and needed to be toned down, but is in a good spot now.
Billy nerf was completely unnecessary he only needed addon changes.
My main problem with these killers is their lack of fun back and forth interaction between the killer and the survivor in the chase. The chase is literally what this game is about. Having a killer that is too oppressive in chase or too weak at chase is a bad design. Even if a killer is an oppressive chaser but can still be beaten by a good team by strategies that involve making the chase as boring as possible while ending the game as fast as possible, they're still badly designed because you have a killer that encourages avoidance of what makes the game enjoyable. Similar applies to killer who is too weak in chase. Might be fun for the survivor, but without much room to play with, it's very boring for the killer.
Billy didn't fit in that by any means but nurse did prior to her nerf. Post nerf it's still possible for a REALLY good nurse to fit that, but that's such a minority of players that it's not a significant problem.
Deathslinger requires nowhere near the same degree of mastery and I think the slowdown/delay huntress has makes her fine except for iri head.