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SkeletalElite

SkeletalElite

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SkeletalElite
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  • @xTalon32 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1567660#Comment_1567660

    It's people like you that blame others for their own problems.

    I play solo queue exclusively and NoED is rarely a problem. There are perks that let you see totems, run with them. Just because your team doesn't do totems, doesn't mean you get to blame the perk for the problem. Survivors can blame themselves if NoED goes off. Most are just too lazy to do totems because they "shouldn't have to do anything besides gens."

    To quote you, "use your brains hun" and choose perks to cover your weaknesses instead of blaming everything/everyone else.

    telling people to run ######### perks like small game/det's hunch is just killer main counter intelligence to get survivors to waste their time. Gen rush and leave the one guy hit with NOED to die. That's the real noed counter.

    Cleansing totems is absolutely a waste of time 99% of the time at red ranks and cleansing totems "just in case" is a good way to end up with your whole team dead before you even reach end game against a competent killer. Things are different for a SWF who can count the totems, but for solo queue gamers, there is absolutely no way cleansing all the totems is a good way to spend your time.

  • doing bones is 3 IQ way to counter NOED

    the 300 IQ way to counter NOED is gen rush and leave anyone who gets caught to die and just escape.

  • I never shame people for what they run perks. I sometimes give people ######### when they use OP stuff and lose anyways. Ie. iri head ebony mori huntress or full meta SWF with strong items

    Really I think the problem with stagnant meta is the lack of good perks. Especially on the survivor side, since every survivor is the same they are very stagnant. Like what good perks have been released in the past year. The upcoming chapter has no great perks, some are decent but nowhere near good enough to be the meta. Soul Guard was pretty good, but not consistent enough to be meta. Inner strength was pretty good, but still not strong enough to be meta.

    The devs are so afraid of making survivor perks so strong that basically every single survivor perk they release is just not good enough to be slotted in a meta build. Look at blood pact. In the PTB it was not a very good perk and then coming to the live they nerfed it. #########?!

    The perks they release always have one of or a combination of these problems.

    1) The effect is plainly not good enough

    2) The effect is strong but it's prerequisite is so costly that it's barely or not worth it.

    3) The perk is too inconsistent.

    Look at soul guard, it's effects are good, but it's very inconsistent and you won't get value in most of your games, making it definitely not worth the slot on it's own and not meta even though it synergises well with 2 other meta perks (sprint burst and unbreakable)

    Look at second wind. This perk had the potential to be absolutely great. Delayed heal coming off the hook means an extremely time efficient way to get healed up AND anti tunnel potential if you're a good looper. But guess what you gotta heal someone first, AND you have to heal them alone AND you have to not use a med kit AND they can't have partially healed htemselves with self care or medkit. Otherwise you'll have to heal an entire second or even third person to make it activate. And on top of that there's the chance you never get the chance to heal someone and the perk does nothing. The prerequisite is so costly that the perk is absolutely not worth it. The perk might not even be meta if it gave you an adrenaline effect off hook (instant heal + 150% speed for 5 seconds)

    Look at mettle of man, being able to tank an extra hit before you go down could be an absolutely game changing effect (and was extremely OP before the nerf). But guess what you have to let the killer hit you 3 times just to take an extra hit, not only that but the 3 times you let them hit you, it has to be while they are chasing an injured person. This is so terribly bad that I often see people with this equipped being less optimal than someone with no mither, because at least the guy with no mither often spends his time contributing to gen progress. Mettle users spend tons and tons of time just following the killer and throwing the game as a result. Not to mention the fact many killer with one shots like billy or bubba make this pretty much as useless as it gets. At least these killers making it useless encourage the people running it not to throw the game to make their trash perk work.

  • Decent but not great. Replacing urban with something else would improve the build quite a bit and using a med kit and replacing self care with something else would make it pretty good.

  • He's decent. Close to the middle if not the middle of all the killers.

  • Unfortunately there is no good answer to that question, this game tends to go one or the other extremely fast.


    The two most common results are either a killer or survivors steam roll.

    First most common scenario is the killer never manages enough pressure to slow the gens enough to kill at least one survivor before the game is basically already over and they either all escape or the killer gets a 1k by securing the kill and defending the hook.

    or

    The killer manages to apply enough pressure to survivors that they don't get gens done fast enough and as a result the killer manages to kill 1 survivor before 4/all gens are complete. Once this one survivor is dead it is extraordinarily easily for the killer to bring them game to a complete stand still unless every survivor is a good looper (but if that's the case you were probably never going to get into this situation to begin with). This results in the killer usually getting a 4k or 3k with hatch escape.

    2 escapes, 2 kills I find to be rarest scenario and generally only happens when either

    1) a survivor misplays in the end game and ends up giving the killer another target to just secure a kill on after getting 1.

    2) They manged to get 1 survivor out of the game, but it was too late to bring the game to a halt and the survivors manage to get to endgame, the killer gets their 2k by catching one before they can get out the exits and camping to secure the kill.


    This means their really is no optimal "balanced amount" because the "balanced amount" is however much time it takes to get 1 kill right as the end game is starting, which will vary wildly depending on how much time it takes to get gens done and what perks everyone is running.


    Questions number 2 and 3 vary wildly depending on perks, map, map RNG, items, addons, and killer.

    For example a very good nurse with strong addons against almost any very good survivors on a favorable map is going to have short chases. The only factor that really swings the chase in the end is the nurses skill. While there are things the survivor can do to make it much harder for the nurse, in the end the result is all in the nurse's hands.

    Compared to say a good clown on a unfavorable map against good survivors, will probably have mostly long chases and the skill will almost always be in the survivors hands and it will be the skill of the survivor determining chase time and any skill the clown has is only making things harder for the survivor.

  • This is not a bug. The way the pallet spawning system works is that after a map is chosen the game will chose to spawn pallets one at a time randomly, each time a pallet spawn is chosen, it creates a radius around it where pallet spawns are blocked. The game continues to spawn pallets until no unblocked pallets remain or the predetermined maximum is reached. The radius differs depending on the map. Each map also has a defined minimum and maximum allowed number of pallets. If a map has not met the minimum number of pallets by the time all spawns are used or blocked, then the game will force random blocked spawns to spawn anyways until the minimum is reached, which can occasionally create double pallets.

  • @KingFrost said:

    I'll take the survivors who do nothing over the survivors who farm you off the hook. I can't get 2 feet from the hook without getting downed again because my teammates don't know how to do a safe save.

    I'd prefer farmers over people who do nothing the whole game. Most killers won't even chase you out of fear of BT/DS and I also run UB/DS/SB/something else most of the time so I can usually get away from the hook and loop the killer and 59 second DS them if they try to tunnel

  • Facecamping has kind of lost it's meaning but actual face camping, before the end game is a problem when it happens.

    It's rare, it's extremely beatable and not even an effective strategy, but it's just boring.

    The vast majority of the time people are using it, they aren't even trying to win anymore they're just being toxic and trying to ruin the match for whoever they got hooked for one reason or another.

  • @Deadeye said:

    Just went through the list, the following definitely work:

    • Bond, Kindred, Detectives Hunch, Empathy, Left Behind, Plunderers Instinct, Windows of Opportunity, Visionary

    The following should work, I guess. but no idea as I never tested that and the description is slightly different

    • Better Together, Buckle Up, Object of Obsession, Saboteur, Wake Up

    Probably doesn't work as it is killer aura reading, not your:

    • Sole Survivor, Boil Over, Mettle Of Man

    Premonition and Small Game just as example also do not work as it is an audio cue, not aura perk.

    Just to clarify

    It technically works on 128 meter range perks, but 128 meters is larger than any map and is thus irrelevant

    You are correct in the "probably doesnt" category

    It does with object, sabo, and technically wake up, but once again 128 meters is already the entire map.

    I dont believe it works on buckle up, but I'm pretty sure it does for better together.

  • any aura reading perk or effect with a range

    Kindred included

    Also works with key addons

  • @OllieHellhunter said:

    https://forum.deadbydaylight.com/en/discussion/comment/1551750#Comment_1551750

    Its very rare everyone in one of my games is from the same country, had a game earlier today where every single person was from a different country actually, do you really think most people use VPNs while playing this game?

    It's called geography my man if you're playing in the western US and get some dude from europe in your lobby he's obviously using a VPN.

  • It is a decent synergy but like, why run all 3 of those perks just to be able to heal yourself 3% slower when you could run any perk you want and bring a medkit and heal yourself at 100% speed?

    Or just run inner strength to heal yourself

  • I'd pick pop but I also just really don't like hex perks.

  • They should add chat to consoles but add a toggle for it in the options and have it off by default. They should add the toggle to PC too for consistency, even though you can close the chat

  • @[Deleted User] said:

    Really begs the question: why would you put an old iteration of the killer to PTB? You're receiving feedback that isn't even valid and we're wasting time testing a version of a killer that doesn't exist anymore. Pushing stuff that isn't ready is a huge problem in the tech industry and it almost always leads to negative outcomes, yet managers keep doing it despite pushback from the engineers.

    Probably because of the bureaucracy of maintaining a code base. The version of the code on McLean's computer has more changes yes, but it likely hadn't been pushed to the PTB build yet either because it's unstable or just because the changes haven't been approved/merged yet.

  • @Elcopollo said:

    I mean, we still have Nurse, Legion Gang, Oni and Deathslinger, who are still not injected. Sir Grimes might need some more test subjects.

    nurse has a blight skin actually, it was in the rift last haloween instead of purchasable

    Untitled Image


  • @Timmylaw said:

    They haven't worked since day 1.

    They definately did work once upon a time, I have no idea when they broke but they've been broken for a long time now

  • I don't think reducing the range will actually make it weaker. If it were 24 meters and it activates and you hear no TR that just means it's guaranteed time to run instead of having to play a guessing game of whether or not they actually are coming for you. Reducing the range just makes the information you gain more reliable.

  • Depends on graphics settings. On low settings the red stain does sometimes shine through things, but not everything.

  • @Acromio said:

    No, don't legalize DCing.

    Of course there would need to be restrictions such as be in the dying state for X number of seconds and there can only be 1 or less other living survivor. That way people can't use it to rage quit, but in the scenario its made for it makes no difference, the person on the ground is going to die anyways, why does it matter.

  • Your problem seems to be that you're focussing too much on hiding/escaping from the killer. That isn't how you win. Hiding can sometimes be a good way to delay the killer temporarily or be important for time efficiency (ie. you're the closest person to the hook so ideally the killer doesn't chase you so other survivors dont have to waste as much time travelling, or the killer is checking the gen you were just on and you are now hiding, this is not a permanent solution but rather just making the killer waste a good 10-15 seconds before he even starts chasing where ideally you delay at least another at least 20 seconds per health state.)

    But it seems like your focus is on escaping chases once the killer sees you. This should not be your goal, once the killer starts chasing you your goal should be to pallet loop for as long as possible to give your team as much time as possible to get generators done, you're going to be put on the hook (unless the killer decides you're not worth the time and drops you to go for someone else) but that's okay because you're taking one for the team.

    As for your build, lithe is good, BT is good, but the other perks are bad. Try Decisive Strike and Unbreakable instead.

  • People don't understand because the post is poorly written.

    They're not talking about healing for points/emblem. They're talking about healing a down survivor to prevent the killer from picking the downed survivor up. Hitting the survivor healing stops them from healing but then that gives the down survivor a wipe animation worth of time to crawl out the exit and then they can do it again and both them can crawl out with the wipe animation. It's really no different then body blocking though.

  • @KindaServinU said:

    https://forum.deadbydaylight.com/en/discussion/comment/1544889#Comment_1544889

    And all that does is reinforce in my mind that most survivors are mediocre players at best. The fact that a survivor would waste a pallet while I'm walking towards them from at least 8m away, bugs the hell out of me. As a killer main, it probably doesn't make sense, but it bugs me when survivors waste pallets; because then I just break them and there are no loops in that area anymore. It's just walk, slash, down, grab, hook. The looping is the most fun part of the game, seeing who can outwit the other. Simply a survivor against a guy with a knife who moves slightly faster than them, and yet, if the survivor plays their cards right, they can still come out with the advantage in the chase. It's all quite thrilling once you get down into the meat of the game.

    Maybe if the survivors are bad, but good survivors know that most killers think this way and exploit it. Here's an example https://www.twitch.tv/videos/671046417?t=1811s

    The survs are wasting pallets left and right but it doesnt matter because the killer can't get downs and the gens are done before the killer even has a chance to play.

  • @[Deleted User] said:

    The game has already been moving in the direction of making chases more dynamic by punishing survivors that endlessly loop.

    • Clown
    • Nurse
    • Doc
    • PH
    • DeathSlinger
    • Hag
    • Huntress
    • Freddy with either snares or pallets

    Any player that can effectively use either of these killers will heavily punish any survivors trying to do laps around the same loop.

    All these killers serve to do is instead of having survivors do mind games (the actual fun part of the game) they just reinforce a meta of run to pallet, throw pallet before killer is close enough to do anything about it and then find another pallet to do that at. If the killer refuses to break pallets, you just run for pallets that are safe.

  • The amount of people taking this thread seriously just goes to show why the vast majority of ACTUAL feedback on this forum is utterly useless

  • @Moundshroud said:

    Or you could just eat those 2-3 minutes. I'm sure it doesn't happen every game, and it is simply part of things. I hate when the last Survivor just hides and crouches all over the map and makes me hunter the Hatch and her down. I've also had games where Survivors did next to nothing, but hide and it made for a REALLY long game. It happens; it is the exception, not the rule.

    I really wish people would quit trying to fix non-problems.

    4 minutes isn't a small amount of time, my average match as survivor lasts 8 minutes, I could be a decent way through an entire game.

  • Best solution is make it so you can accelerate your bleedout timer by holding right click. (whatever medkit heal/toolbox repair is for console)

    By default bleedout time is 4 minutes. Accelerated could either be 2x (2 minutes) or 4x (1 minute) as fast

  • Damn manky really out here running counter intelligence lol. Ideally the killer has mindbreaker if you equip sprint burst because that makes it super super easy to 99% your exhaustion for SB since it only lasts 5 seconds.

  • Survivors should have their builds in general displayed to the other survivors. So many perks that are bad even in a SWF are just useless outside SWF because the other survivors don't know you're running them.

  • Traps shouldn't be RNG. Boxes should be reworked to be guranteed but take much more time and (as well as keep progress so she can't keep pushing you off them as effectively)

    Add ons need love

    Dash should have the roar play after the charge not before.

  • You can automate it with a macro too, that's what I do

  • Yes but now that there is crossplay any people in your game on console are unable to chat to you because they cannot see chat

  • That speed is mbits not bytes so the lag is probably being caused by streaming. 20 mbps up is a little low for streaming, it's handling it but just barely.

  • Seems like a problem caused by either high ping or packet loss

    It is possible that in the lobby your ping is fine but it's going up in the match, if you pause the game while mid match you'll be able to see your ping next to your name, see if it's still low even when you're lagging.

    If you haven't tried unplugging your router for 30 seconds and plugging it back in try that.

    There's always the possibility there is an issue on your ISPs end.

    Does the issue happen even when you're not streaming?

  • It's a cheat that I can't believe they still haven't patched. It's an extremely simple cheat that anyone with a bit of knowledge can pull off with universal cheating tools.

  • You would have to use some kind of third party method to communicate, like discord. This does provide some logisitical issues when it comes to headphones though, since it may not be possible for your headphones to connect to two devices at once without doing some computer hoodoo

  • Ping is an indicator of the amount of time it takes in miliseconds for your connection to get to the server (and maybe come back, I'm not sure if DBD measures latency round-trip or one-way).

    It is possible that the people you are matched with have a bad connection, their bad connection could be leading you to believe you have a problem although if it's happening consistently that's unlikely.

    It's also possible you're experiencing packet loss, where information is being sent to the server and getting their in a timely manner, but information is being lost along the way, causing lag.

    I may be able to tell you more if you describe what you mean by lag (as in specific symptoms such as weird hits or rubberbanding).

    You said your family is using Netflix a lot more lately, video streaming is very network intensive so that could be the cause depending on your download speed or any hardware limitations caused by your router.

    Are you using an ethernet cable or wifi?

  • I use default except I also have a macro for stuggle

  • They removed the vaults at the fence corners. I don't even think those were problem vaults compared to some of the vaults in the houses.

  • Doing bones is just what the killer want you to do. It's a waste of time. Just note where the totems are in your head and if NOED triggers check the totem(s) you remember, if it isn't any of them just open the gates and leave.

  • you can remove the end game chat yourself just click the close button.

  • I don't really play the killers who have exhaustion addons very much and dont like either of the perks. On the survivor side sprint burst is my favorite though because I have a really aggressive, fearless playstyle and sprint burst works well with that since it makes me basically immune to getting pressured by the killer being nearby. If a survivor is looping near the gen I'm on it's all good because even if the killer breaks off to come for me they won't get a hit and now they're just chasing me instead and chances are I can loop longer than whoever they were chasing before.

  • Just so you know the stun of the pallet triggers like a tiny fraction of a second into the animation of the pallet throw, so not right at the start but also not when its completely down.

  • @logbomb said:

    https://forum.deadbydaylight.com/en/discussion/comment/1509771#Comment_1509771

    That would completely defeat the purpose of the shrine. You would just be able to check how many totems are left every time you cleanse one. The purpose of the shrine is to have a way to get this info without it being directly displayed on the screen. For all you know, you might have to travel the full map to go into the basement and check at the end of the game. That adds to the game difficulty and strategy.

    I figured the purpose is more so that you check the basement to see if there's any left when you can't find one

  • @Xbob42 said:

    How the ######### you gonna have 20,000 hours in a game that's only been out 4 years?! Even a full-time job (excluding overtime and weekends) will be less than 10k hours in 4 years!

    they probably boost their hours. There's no way to legitmately have that many hours of actual playtime, even if you have literally nothing else to do but play dbd for 4 years.

  • They should also add the candles around every totem so you can see how many totems are left when you cleanse one/find one.

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/1507745#Comment_1507745

    It can be used to stun the Killer and prolong the chase, helping you reach the next loop or pallet, getting one unsafe pallet up is not going to screw you over but imagine a SWF of 4, one gets chased, he runs towards all the unsafe pallets, the other using coms keeps getting them up with no CD, the Killer might notice it after the first pallet or after the fifth one. Also, having to stop to break all pallets (even the unsafe ones) because there is someone getting them up non-stop would make chases way too long.

    With no CD on Solo queue it would be strong, on SWF would be totally broken.

    Still a lot less powerful than you think. Following the killer around the whole match just results in everyone dying because you're not doing gens fast enough.

  • I'd actually rather they kept button mashing then skill checks. Ideally they should make it so you don't have to do anything at all. Their sentiment that they want people to feel "involved" in the "struggle against the entity" is stupid. Doing skill checks or mashing buttons isn't involvement. Trivial tasks aren't involvement.

    Would not be surprised at all if the people at the dev team who think making someone do menial tasks on struggle didn't have any significant amount of playtime. It serves no purpose. It's just annoying. I've had it automated with a macro for around 3 years now and the thought of going back to having to do something on the hook is terrible. Having to engage with the game in a menial way gets boring after the 10th time you've been in the struggle phase, I couldn't fathom having to do it over and over again.

    If they make it like pyramid cages I might not even bother hitting the skill checks at all because you don't lose that much time anyways and I can't be bothered.

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