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SkeletalElite

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  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/1506075#Comment_1506075

    Nah the perk must have a CD, imagine someone dropping the unsafe pallets, Killer ignoring them and another one following them around getting all the pallets up. I agree the CD it has now is way too much but it needs at least 60 seconds.

    If the pallet is so unsafe you can ignore it in chase it's unsafe enough you can ignore the next time they dropped. the pallet doesn't sudenly get safer because its getting dropped a second time.

    plus if you're pressuring two people in chase because one is just following you the whole time you're probably gonna win anyways if you're any good at the game. The time spent picking up pallets is the cost of using the ability in this circumstance.

  • Honestly they should just remove the cool down from any means necessary, I still don't think it'd be good enough to see people running it very often, but at least the perk wouldn't be a literal joke to equip.

    Literally, when I play with my SWF people equip that perk as a literal joke so they can waste god pallet then pick it back up.

  • The only thing I don't like is the lack of cost to "baiting" the ability. Everytime you come up on a pallet or a window he can use his ability with practically no slowdown, then if you use the pallet/window he just hits you with the power. If you don't use the pallet or window he just stops using the ability and m1s you instead.

    It's not even that he's OP or unbeatable, it's just unfun. In my opinion cancelling his power should invoke a 2 or so second slowdown similar to huntress putting a hatchet away unless the ability is cancelled before fully charged. This way it's actually a mindgame to "bait" your power since the survivor has to try and predict whether you'll commit to the power or let go and you have to guess whether the survivor will throw the pallet or call your bluff.

    He can be buffed in compensation for this of course, as it would make him weaker, but more fun. I'm not sure what the buff should be, maybe some kind of tweak to the trails to make them better.

  • overheat is only supposed to stop chainsaw camping and add a cost to being bad at backreving and waiting forever to actually go for the saw.

  • Replace dark sense with sprint burst

    be careful of not making the mistake of being so scared of wasting it that you waste tons of time walking. Walk if you don't need to go very far, but if saving your sprint burst means walking a great distance instead of running you should just waste the sprint burst.

    You can also start running when you have less than a second left on exhaustion in order to be able to run and use it "on demand" by letting go then running again.

  • Untitled Image

    Almost all of those

    Mother's Helpers, Lopro chains, black grease, and tuned carburetor are especially insulting

  • IMO Most of the indoor maps are bad.

    The reason for this is inherently how this game works.

    Scott Jund explains the concept in depth in his video "The Strength of Holding W" found here: https://www.youtube.com/watch?v=-Fv1rD82kmM

    Basically almost all the indoor maps except for the game have terrible gameplay because the prevalance of walls leaves almost no room for the killer to try and cut the survivor off. This results in boring game play for both sides. The most interesting point of the game happens when the survivor and killer are relatively close to each other with slightly imperfect information about each other because that's when the mind game dynamic takes place.

    Indoor maps tend to cause this dynamic to be fewer and farther between because the information is either too imperfect leading to less educated guessing and more true guessing or having movement so limited that there is no way for a killer to quickly gain distance on a survivor who has extreme distance.

    On a normal map like gas heaven, a survivor can run in a straight line to buy a decent amount of time sure, but obstacles means the survivor can't be completely effecient forever, allowing the killer to react and take more efficient pathing to catch up to them quicker. On midwich however, obstacles tend to actually make survivor distance effeciency higher, since the massive square nature means they can just run in a square completely effeciently and it cant take the killer 30 seconds to a minute just to catch up.

    Hawkins is an example of the map with the first problem. Don't believe me? Trying playing against an object as freddy on this map. That's rough on almost any map, but on hawkins you can be practically untouchable due to the perfect information sheer amount of pallets. But that's needed becuse normally without that perfect information this map is just a guessing game, guessing which way the survivor/killer went to try and avoid going down for as long as possible, which is normally okay but the sheer number of possibilities created by wide spread pallets and line of sight blockers means you are often flipping coins in chase.

    Midwich is an example of the second. The map is practically just 8 long hallways with a small square in the middle that's accessible from a parallel set of hallways. To make it even worse. 4 of these hallways are only accessible after going to a specific point (either a corner or a drop down) of one of the hallways. This means even though the map is quite small, it's effectively extremely large with no possibilities for cut offs. As a trade off for the survivors there are a very limited number of pallets, many of which are extremely unsafe. This results in bad gameplay because for one it takes the killer forever to even get to the point of looping a survivor because they can hold W and take forever to catch up to. and once they finally do, the limited number of pallets and poor pallet safety makes the actual looping unejoyable as well.Object on this map against basically any killer can effectively highlight this problem if used well.

    Lery's is like a less bad hawkins but I still don't like it.

    The game is actually pretty good for an indoor map because it uses mostly wide open rooms with mostly unlimited traversal and the traversal limitations are used well. With a large amount of stair wells and drop downs as well as only limited use of areas where both a big door and small door that connect a room being closed. That's not to say the map doesn't have it's problems and I certainly wouldn't call it one of the best maps, but it's one of the best in door maps.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/1478968#Comment_1478968

    Simply running into their field of view is giving them what they want. A stage to tbag/butt dance in your face or other things to emphasize their imaginary superiority.

    I personally take the time they waste to use the killer power to onesidedly farm points, find unbroken pallets and so on or I simply get me a drink.

    I was mobbed from pre- up to highschool despite using the ignore tactic. But it works for me ingame since I don't have to watch them or empower their ego.

    If you force them out, it can give them the feeling that they juked you one last time showing their skill and whatnot (great skill by pressing w for this half meter). And I know that all this is simply me projecting my negaitve thoughts onto them.

    I know some want to give one last hit (no reason for me since I normally max out brutality up to this point) or get stacks for wglf or something but both also come with a gain for them and are not really out of pure goodwill.

    The problem is that those are a minority while the rest gets the feeling I mentioned above out of juking the killer by leaving.

    I guess it depends on your mindset, but the point is that if they've gotten to the point of being able to taunt you with impunity, there's nothing you can do to avoid giving them satisfaction, only minimize it. For me personally that's to make them leave and not to talk to them. Survivors tbagging or light clicking doesn't really bother me. These things only have power over you that you let them have and in the end The only way to win, is not to let them have power over you. You have to convince yourself that tbagging or light clicking doesn't matter (it doesn't) and for me personally if they're sitting around the gate doing nothing wasting my time, that is a way to annoy me that I can't be convinced doesn't matter. I push them out and move on.


    Edit: The only way to beat a troll, is to disallow them to have a profound effect on you.

  • bUt wHaT aBoUt mOrIs /s

  • The satisfaction they get from hanging out at the exit gate isn't that you saw them tbagging, it's that they clearly got under your skin enough to make a forum post about it.

    Just force them out. No matter what you do, if they got under your skin, there's nothing else you can do because they've already got their satisfaction. If you've gotten to the point of just ignoring the gate because you don't want to "give them the satisfaction" you've already failed at that goal. The best thing to do is force them out and to not react to their shenanigans because annoying you is what they want. If you stay away from the gate, they will wait until the time is almost out to annoy you. If you force them out, yes they will teabag and light click, but you simply can't let that bother you, if you do, you are giving them what they want.

    The best solution is not to give them what they want. Force them out and don't engage with them in the chat if you're on PC. I say don't engage with them in the chat because it doesn't matter what logic or appeal you use, their goal is to annoy you, there is nothing you can say that will counter the talking out of their ass and mental gymnast they will do. Many of them will know these things make no sense and many of them won't, but in the end making sense isn't what they're trying to do, even if they don't realize that. They're trying to annoy you. It's what trolls do.

    You don't want to give them the satisfaction? Simply force them out and don't engage with them any further.

  • @anarchy753 said:

    You have to have the cursed status, I believe. Haunted Grounds never has one, you don't see you're affected before it's cleansed, and when it's cleansed it's gone, you're exposed not cursed.

    What this person says is correct. While I wouldn't call this a bug per say, it definately seems like an oversight. You are affected by the negative effect of a hex perk, it should be considered a curse in my opinion, like NOED.

  • @MrPenguin said:

    As far as I know, ATM we don't even know if we're getting cross-save. We just know we're getting cross-play, which is not the same thing at all.

    "Allowing players to team up with their friends from other platforms was the first step to break barriers between platforms. We know that some of our players are active on several platforms, and Cross-Progression is also one of the top wishes from our community.

    We are thrilled to announce that we are preparing the first steps toward Cross-Progression and that it will be available for Steam, Google Stadia and Nintendo Switch in September! Players will be able to share their progression, purchases, and inventory on those 3 platforms – Exceptions might have to be made to accommodate for some external licensing needs.

    As of today, we cannot make Cross-Progression available on other platforms and we have no guarantee that it will happen. However, we know that this is a community wish, and we will keep trying to make it happen."


    From https://forum.deadbydaylight.com/en/discussion/172863/breaking-barriers-with-cross-play-and-cross-progression#latest

  • The reason they have the cap is specifically so people don't do that, but I agree they should increase the cap. I think there isn't a downside to being able to level characters as soon as they come out.

  • If calm applies before the distressing calculation (which I think it does)

    Static blast ready, no chase: 47.88 meters

    Static blast ready, in chase: 68.04 meters

    Static blast not ready, no chase: 12.6 meters

    Static blast not ready, in chase: 47.88 meters

  • @Filippo295 said:

    Basically: HG and STBFL: easier to use, less effective/less consistent

    MYC: more difficult to use, more consistent since you DECIDE to use it, it doesn’t happen randomly like maybe HG, which pops whenever survivors decice and stbfl, whose tokens depend on which survivor triggers your traps.

    did i get it? Anyway thanks a lot

    Yeah that's pretty much correct. Only time MYC won't do anything is if someone with urban or a flashlight is doing all the unhooking. The other situation where it won't do anything is if the survivors decide to leave the survivor on the hook to die and to try and complete gens instead but if they do that it should be pretty easy to beat them by protecting a 3 gen with your web of traps.

  • Oni is a snowballing chaser. very good with infectious fright

    I personally don't think legion is what you want given the conditions good and reliable.

    Freddy is also pretty good and reliable, but at least IMO, somewhat unfulfilling to play since his entire gameplay loop is just hold w, place trap lunge at survivor. Not really a lot of mind game too it.

    Demogorgan is more of a mid tier killer, but I think he's very fun, both to play as and against. His shred ability has a lot of mind games and predicting involved and portals give him decent mobility for map pressure

    Pig definitely does not fit the reliable condition because of RBT RNG. Basically your ambush is pretty sub par and you're actually better off just standing up and m1ing survivors. The ambush is more of a mind game to use mid loop to try and get survivors to leave/hit survivors on the loop. The traps will cause the survivors to waste time not doing gens, but it could end up only wasting 20 seconds or possibly end up wasting 60-80 seconds, its just RNG.

    Hag is a preparation killer like trapper, so she has an extremely different play style to most killers, you actually don't really want to spend much time chasing, instead you want to trap up an area of the map and then push survivors into the area you have trapped up. Sort of like trapper, except you have a lot more traps and your traps are more reliable and also give you map pressure, but at the cost that you will lose the game by trying to do traditional chases.

  • @Filippo295 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1474720#Comment_1474720

    So basically i have to know how to use it, right? Anyway do you find it more consistent than stbfl and HG?

    I'm personally not a fan of HG.

    MYC is a lot harder to use than STBFL and gets countered by flashlights/urban very hard since the marked survivor will be able to unhook and get out quickly without bothering with the traps at all. You have to be a lot more mindful of the perk than you do with STBFL/HG. With them you mostly just equip them and reap the benefits as they come to you (with a little bit of mindfulness when it comes to the obsession) with MYC, you won't get any value out of it unless you make it happen, but the act of making it happen basically makes it impossible to unhook without trading, barring those counters I listed.

  • MYC is great for hag's gameplay since you should always throw a trap down at the hooked survivors feet and should be hooking survivors in the middle of your web of traps. MYC can make it impossible to keep people off the hook if you know what you're doing.

  • Won't work. There are ways of blocking programs from using your microphone through third party stuff. People will just block dead by daylight from being able to access their microphone. Plus that's a pretty big invasion of privacy, always listening on peoples mics without their consent.

  • I think med kits are probably the strongest (except for keys) item. They will be useful against any killer except plague.

    Flashlights are situational and often rely on the killer making misplays

    Maps are only good for dealing with totems or playing against a hag/trapper

    Keys are super strong but they're pretty rare, compared to a med kit where you can just take a brown every game and get good use out of it.

    Firecrackers are valuable because of their rarity so I rarely use them.

    Toolboxes are decent but the toolbox rework made them way more situational and save way less time so I think the med kit is typically more useful/versatile now, definitely would have been toolbox before the rework though, couldn't beat faster gen speeds sometimes for the whole game with the right box.

  • I think a better thing would be 250 survival/gen complete that there's still 1500 survival points to gain from other factors so they can add some other survival score events. For exmaple I think if you avoid getting hit by the killer or their power, you should some survival points. For example if the killer swings and almost hits you, but whiffs (either because of a spin or vault/pallet drop) you should get 100 points. Currently you get 100 survival points for a near miss from a death slinger shot, I think they should expand hte range of hte near-miss zone and also port this score event to other killers power. For example if a billy chainsaw sprints close to you but doesn't actually hit you, that could give a bit of survival. Or you dodge a huntress hatchet but it came pretty close, that could give a bit of survival. Same could apply to blink hits for nurse and phase lunges from spirit, as well as attacks that are from out of cloak against a wraith. Rarer miss types give more score. So a huntress miss might be less like 50 or so, since they tend use their power a lot more and have a lot more misses, compared to just whiffing an m1, since that happens a lot less.

    Basically avoiding the killers hits/power should give a bit of survival.

  • When I created my alt, I bought all survivors with meta perks, and using WGLF/BP offerings I manged to get enough survivor perks for a few variations of the meta builds in less than 200 hours. Had DS/UB/SB/DH/Adren. Just had to level laurie/meg/bill partially for teachables while playing david with WGLF + whatever else I could get my hands on in hte meanwhile. I play this game a lot though so those hours flew by.

    One time one of my SWF group started an alt and when we SWFd with him we were all putting BPS offerings for him and he must have gotten full meta in less than 75 hours. I think I personally used like 50 or so BPS and so did 2 of my other friends.

    Basically the point is you can get a good build going pretty quick if you know what to rush for. Then once you have a good build it's just smooth sailing as you slowly collect everything else.

  • just close the chat window

  • Deep wounds is fine as it is.

    Legions power is supposed to soften up the survivors so you can down them quicker in chase and the ones you aren't chasing are a litle less efficient with their time.

    Deep wounds from endurance is just the cost of using the ability.

    You lose some seconds and take that much longer to be healed/get gens done.

    It's not meant to be lethal it's just a time waster.

  • Nurse is a way better snowballer than spirit but hard to use.

  • Their plan is to use the new matchmaking system to quantify the advantage SWF provides and balance it out with matchmaking.

  • This is because there's a far greater number of possible killer challenges than survivor challeges. This results in killer dailies being far more common.

    I think the best way to fix this would be to rework the daily system so you get 3 daily survivor challenges and 3 daily killer challenges. They could even add weekly/monthly/community challenges for killer and survivor. Would be a breath of fresh air.

  • @Halun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1460459#Comment_1460459

    I think they should just patch it and move on. But instead of encrypting it, they should randomize the data just to mess with these exploiting cowards.

    So if I pick, idk Billy for instance, it randomizes the data and might spit out info for Leatherface one game, and Spirit the next, on and on. Making this method completely unreliable would disincentivize them from using it. And it would actively backfire on anyone stupid enough to try. But also mainly because I think it's funny, and I'm extremely spiteful.

    That would defeat the purpose of even logging, the purpose of logs is debugging and if you're just putting random info in there, why even log anything.

  • @Sciffer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1460187#Comment_1460187

    So the issue there is that these changes wont really make them that much better at all. Clown would still only chug bottles that help in chases but are completely shut down by premeditated pallets. Wraith will still not get much done in most situations, and trapper will still waste time collecting traps all over the map and setting them up as 2-3 gens pop.

    Why I believe that the suggestions that I made are balanced? Well we play a game where huntress and deathslinger exist, that for the most part out class the clown as far as range goes. A game where ghostface, spirit, and shape exist, able to utilize their kits for stealth and even pull people off gens easy like that so wraith having to clap his stupid bell falls way behind all of them. This is also a game where hag and fredy exist, where their traps can be set in either 1 sec time or while moving and also with teleportation powers and also having no need to pick them up as well as with recycle mechanic.

    I think it'll help more than you think it will

    Even just the brown bag on trapper makes a world of difference when playing him

    Wraith with bone clapper/windstorm is actually decent and would be good if he didn't have to run these addons just to be decent.

    Clown's map pressure is bad because he spends 5 damn seconds reloading just use his power 4 times.

  • I think better buffs for these killers would be


    clown: cut reload time down by 2-3 seconds

    wraith: make bone clapper base kit and increase his move speed while cloaked so windstorm isn't necessary

    trapper: change trap escape from RNG to a constant amount of time. Give him a default carry capacity of 2.

  • As for hatch spawning, it's the same reason they made EGC start when you close it. Previously if your entire team died with less than 2 gens done, the chance of surviving was against a competent killer since they can gen patrol until they find and kill you, given survivors had no chance of escaping, they would just hide and waste a load of time.

    The alternative is starting the EGC, without giving the survivor a chance to even try for hatch. I think the devs wanted to avoid a situation where a survivor was completely hopeless for any chance of escape due to no fault of their own, which is why the hatch spawning was changed.

    Basically the hatch is supposed to be a last resort to give that last survivor some hope of escape, that basically wouldn't exist otherwise.

  • Being asleep does not have any slowdown without addons. Being asleep just makes you susceptible to triggering snares and lowers the cooldown of freddy's gen teleport.

  • I want this. Who cares about survivor variety. It literally doesn't matter.

  • Honestly his most OP addon is the tombstone piece not either of the ultra rares. They're fine.

  • @Toybasher said:

    https://forum.deadbydaylight.com/en/discussion/comment/1453752#Comment_1453752

    I thought that was fixed. I know there were two different programs. One just showed who the killer was, and the other was FAR more invasive and showed what perks they were running once the match started, totems and pallets remaining, survivor status, etc.

    AFAIK both programs method of working (accessing the log files) was patched and I think they even handed out bans for people using it (although the bans were rapidly reversed. I guess because the program technically didn't inject anything or modify game files, so maybe banning for what was mostly an issue on BHVR's end for it even being possible was deemed heavy-handed?) I asked the creator of program B (Turns out program B was basically a hobby project of his.) and he claimed it was fixed when the silent hill chapter went live.

    Is there some third program I am unaware about? Again, the main mechanism-of-action for programs A and B (I'm not giving names) was patched and I can't see there being any other method to do this without going into modifying game files/injecting code and if someone's going to do that, they might as well go all-out and use blatant cheats.

    Either way if there is another program, I am hoping it is quickly fixed because it's definitely an unfair competitive advantage and basically allows survivors to "Streamsnipe" any killer. Doctor? Calm Spirit. Spirit? Iron Will. Plague? Resilience and no medkits. Trapper? Small Game.

    On a side note, I find it rather amusing survivors are complaining about killer's lobby dodging yet are using a program to dodge killers they don't want to face. + quick-switching has gone full-circle, now killers have to pick a "decoy" killer like Clown only to swap to Doctor or Spirit at the last moment, just like how survivors swap from Baby Dweet to P3 Legacy Flashlight Claudette.

    The method the more invasive program used was patched but there's a new method for finding out who the killer is in the lobby by checking what the log file says about cosmetics being loaded.

  • I agree with this, if the survivor is healthy you can still down them because of the amount of time it takes to unhook, you can still guarantee trades easily, but you're not playing a game of chicken to decide whether or not you trade or just lose everything anymore.

  • @Seiko300 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1451560#Comment_1451560

    ...

    Ok, one more time:

    It's not bias. Why? Because the perk for the longest time has always been hailed as problematic for being too strong, never because it was not strong enough. We're talking about game balance, we're talking about fairness between two sides at a very BASIC level.

    The choice doesn't need to be there, because the mere suggestion itself is entirely unnecessary to the point of redundancy. In fact it is redundant.

    Yeah that is your opinion, someone might think the perk is not strong enough.

  • @Seiko300 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1449429#Comment_1449429

    It's not biased because it literally is not feasible. We're talking about game balance not the intricacies of voter manipulation, it shouldn't be a poll option because it's not a realistic change the overall community is looking for. It' already a meta perk that is used regularly, and it is already far too strong as it is, that's not "bias" that's common f*cking sense. The community would absolutely erupt in outrage and fury if that ever happened, people don't want it to happen, people don't think it should happen, hence why it's not a poll option in most every poll. The only realistic options are to rework it or to leave it and one of those isn't even entirely realistic anymore.

    Evidenced by the 19 people who have currently voted, NONE of which voted to "buff it".

    https://forum.deadbydaylight.com/en/discussion/comment/1449207#Comment_1449207

    At first.

    ?

    Oh do go on.

    Sure no one voted for the option, but not having the choice to pick it can still indicate possible bias in the poll.

  • @Seiko300 said:

    BUFF IT??? LMAO

    I can't believe you actually wrote that as a legitimate poll option.

    Not leaving it as an option would make the poll biased https://en.wikipedia.org/wiki/Opinion_poll#Wording_of_questions

  • Actually they won't have 5 minute wait. DC penalty is disabled to an exploit that allowed people to give others massive lockouts when they did nothing

  • yes make cages count as hooks for both killer and survivor perks please.

  • We should start a movement.

    we can call it Make Monstrous Shrine and No Mither Meta Movement or the MMSNMM

  • Currently this would never trigger on totems unless you mean within X distance because there is a check when choosing survivor spawn locations that checks if their is a totem within line of sight and if there is it chooses a different location. If that's not happening then it's bugged

  • I think a more simple but nice buff would be make it to where you see all hooks within a 56 meter range around any dying survivor (carried or on the floor)

    A lot of saboing is trying to be in the right place at the right time and by the time the killer has picked up the survivor it might be too late. This change means it's a lot easier to know where you need to be waiting to try a save.

  • I agree with everything about this. Can't believe I've never thought of this before

  • @TotemsCleanser said:

    I hate all indoors maps but I feel Hawkins is the most balanced one out of them all. Survivor isn't as frustrating to play as in the others (specially The Game), and killers still have the advantage that all indoors maps bring to them (casting aside the few killers that benefit from outdoors maps more).

    what do you mean, hawkins literally has the lowest average survival rate out of any map, including all the other indoor maps.

  • I'd rather linked sets didnt exist.

    If I can't mix and match, I'm not going to run the cosmetic. I'd rather the art team spent their resources releasing skins that I can mix and match with.

  • Microsoft store is a terrible platform all around. Steam is just better in almost every way.

  • I like this, makes deliverance a lot better in solo queue

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