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SkeletalElite

SkeletalElite

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  • Fatigue and Recharge serve separate purposes.

    Survivors are only barely faster than the nurse.

    Basically the fatigue gives a survivor distance on a nurse while the cooldown allows a survivor to change the environment where the chase is happening. This gives the survivor an opportunity to break line of sight and avoid scenarios where there is nothing that can be done to avoid being hit.

    As long as you are walking towards the survivor while waiting on recharge the amount of distance gain they get is minimal. Nurse walks 3.85 m/s survivors at 4 m/s. Fatigue after 2 blink is 2.5 seconds. recharge for 2 blinks is 6 seconds. So after 2 blinking without addons, you fatigue for 2.5 seconds, then recharge for 3.5. In these 3.5 seconds the nurse can move 13.5 meters and the survivor can move 14 meters.

    The recharge only causes the survivor to gain an additional half a meter on you. In this regard fatigue addons are good for reducing survivor distance after blink while recharge addons are good for giving survivor less time to break line of sight.

  • What they should do is make oni get power charge for m1ing injured people who don't leave blood trails and people who dont bleed dont leave blood orbs, that way he can still get his power by hitting survivors.

  • @bluecrayon203 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1398675#Comment_1398675

    That is my current rank. I was at one time roughly rank 8-10 but I stopped playing for a while and came back when pyramid head came out. when I started back up I was back to rank 20. So yes I do have prior exp playing and am more capable than the average rank 15 but that doesn't change the fact that a rank 15 was put against 3 rank 1's

    They say sometimes they do live tests of the new matchmaking system on live without telling anyone and that system doesn't care about your rank, but a hidden value, so it could also partially be that.

  • You can spend the entire game getting chased get 12k BP while everyone else gets a ton of BP from gens/saves/totems/escapes while you die because the killer doesn't chase anyone else. You still helped the team a lot if you looped the killer for a long time, but your BP in this case probably hit the 8k boldness cap and you didn't get the opportunity to get BP in other categories, even though you were helpful for the entire game.

    Generally if you get less than 10k BP you either got mega hard core tunneled or were useless though.

  • @FellowKillerMain said:

    https://forum.deadbydaylight.com/en/discussion/165774/change-to-make-spirit-more-interactive-for-survivors

    When survivors approach a pallet, it's guess work to determine whether or not they're actually going to vault it. When you use the spirit's power, it's guess work to determine where they are if they start walking. When putting down traps as the trapper, it's guess work to determine if the survivor is going to step on it. When you try to interrupt and grab a survivor, it's guess work if the server is going to allow you to do it.

    Except it's not because you can use your ears/look at the environment to know. And if you're just guessing with your traps as a trapper, then you're bad at trapper. You're supposed to push survivors towards them. Grabs being bugged is just that, bugged.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1392141#Comment_1392141

    No she doesnt, her best addons were shredded and she lost her collision providing use for survivors as a juking method , a killer is supposed to hold power over the chase because it's a 1v4..and spirits gameplay is only as simple as the survivors be ause running in a straight line wont work, go figure, I'm sorry but everyone that say this always has minimal experience vs good teams or simply doesnt play her at all..its amazing how long I can keep spirit going despite the apparent need to ruin her as you suggest, honestly you just need to learn to do more than run in circles..its the very same with ph..this kind of thinking is why I literally can fall asleep as survivor...its easy mode 90 percent of the time because most of the cast is weak..I only really enjoy facing the top tiers due to this.

    Simply put..her entire kit depends on her remaining unknown..take that away and suddenly shes trash again..we saw it in her ptb, we saw it with how nurse was handled, you cant take away a killers identity and possibly think it's reasonable from anything other than a strongly biased perspective

    Her "best addons" were blatantly overpowered. With the saya/tsuba equipped you could exit phase without even having to know where survivors are and get hit because your lunge would be so crazy long that it goes around entire loops. Despite the nerf to these addons, the wakazashi saya remains one of her stronger addons, while tsuba is still decent.

    The amulet was also baltantly overpowered, making just about every aspect of your phase better, it was brainless. It's nerf was changed to just provide duration, but reduce your speed. When combined with a speed addon, this addon is extremly good, because duration not only allows you to potentially phase for longer, it effetively increases the recharge rate of your phase.

    Not to mention the activation rate addons are unchanged, and those are very good as well.

    Her only addons that are terrible are the passive phase ones, and generally the recharge rate ones are bad (but not terrible) because duration is objectively stronger.

  • Edit: nevermind misread comment I was quoting

  • You can unlock the FPS in the .ini file

  • I think my change is a good enough solution for that too. You can still pretend to phase but only for a few seconds because people will know when they don't see any ghosts that you are faking.

    And like I said they can keep passive phasing, it's useless and so are the addons that affect it, they should just make this addons that affect it for this new mechanic instead because those addons would actually be useful.

  • Was thinking about this a little more and had another idea. If you want players to interact while on the hook. Add skill checks but make missing them do nothing but play the noise missing them currently does, hitting them gives you survival BP (50 each?). This way players like me who'd rather do nothing can, new palyers still feel tension because they'll just hit them without knowing missing them doesn't do anything. And then you also reward players who do it anyways despite knowing missing them does nothing (in the hardest category to max at that, thats a pretty big incentive.)

  • Are there any plans to add the cage skill checks to hooks? (from @Lycidas)

    The developers aren’t sure yet, but they are considering it. They will be monitoring the mechanic’s performance – how many people fail the skill checks, how much time they lose, etc., as well as player feedback on the topic. They clarified again that they are not “dead set” on the current button-mashing mechanic, they simply want players to be interacting with the game in some way rather than doing nothing during the struggle phase.


    NGL this is the most terrible line of thinking they have, you should have to do less on the hooks, not more. Doesn't matter how you dress it up being on the hook will never be interesting and "forcing the player to interact" is annoying at best and pushes people away from playing at worst.

  • @hahadrillgobrrr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1369095#Comment_1369095

    Thanks for the answer! You made me curious about Hag though, is she fun to play? I don't mind her being hard.

    Hag can be a lot of fun. It's very satisfying to have an area of the map all trapped up and just be a death trap for any survivor that tries to run you through that area, also, any gens or hooked survivors inside your web of traps will be very very hard for the survivors to deal with. So strong in fact that one of the biggest counters to hag is to just stay the hell away from the part of the map she has trapped up, even if it means letting someone die and just getting gens done instead. Your 110 speed and lack of any other abilities means your basically useless outside of your trap zone and that's why that can be an effective counter.

  • The only good perk from doctor is monitor. The other two are really bad perks that you'll probably never use on any killer.

    Monitor is primarily used for 2 reasons. Throwing on 110 killers to make your terror radius tiny for easy suprise hits, or for being combined with infectious fright on a snowballing killer (plus some possibility of surprise hits)

    So if you run infectious fright monitor could be good on nurse (monitor + nurses + IF is a pretty great high synergy combo) and oni. To some degree it could be good on billy but not as much as for the other two. I think it could be a decent with PH too since you can use the cages as an alternative to slugging that takes hook states away from the survivors.

    As for hag's perks, third seal is bad, ruin is good, and devour hope is fun (but maybe not the most effective.) Ruin is kinda bad on low mobility killers, but high mobility killers can seriously slow down gen progress with it, if you play a lot of high mobility killers like billy or nurse this perk can be pretty good. Devour hope is a very high risk high reward perk. It probably won't work out a good chunk of the time, but when it does, oh boy is it great.

    In terms of gameplay both are pretty good killers but I won't dive into that since you don't care as much about it. Hag is hard to play though, I'll say that. She plays differently than any other killer in the game. She's a 110 prep killer, which means she basiclally relies entirely on good prepping and thinking ahead and trap placement to get downs. Doctor is pretty simple.

  • Fundamentally this issue will never be solved without a massive rework to how the game plays (which is very unlikely to happen) because the fun of this game comes from your interactions with the killer and the most effective way to play is essentially for 1 person to do the fun stuff while everyone else does gens and waits their turn for the fun part.

  • That's too complicated. A simpler change that makes moris less effective while keeping them special and also an enhancement would be to require every survivor be hooked before it can be used. That way you can't just instantly tunnel someone out of the game with it. It gives the mori some counterplay without entirely reworking or making its effect purely cosmetic.

  • @Kind_Lemon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1367961#Comment_1367961

    I completely and wholeheartedly disagree. An Obsession symbolizes a special interaction between one survivor and a killer, and if there are extra effects in a game to warrant a special interaction, then there should be no Obsession.

    That line of thinking already goes out the window when DS is the only obsession perk in the game as DS makes an obsession appear, but DS doesn't gurantee you are the obsession, so you can run it and someone without DS can be the obesssion. The whole "obsession" effect of DS is kind of just tacked on and there is no obsession interaction besides the obsession change.

  • @shanny_boi said:

    Sometimes killers have to tunnel to secure a kill or gain the upper hand against good survivors. And when the gens are almost done, forget about being nice.

    Then you can attempt to do so at risk of eating a DS. An obsession should exist regardless so the sides have less information about each other

  • I don't know if it's good enough to be meta but it will be an alright perk at the very least.

    The main use is against pop but its decent against ruin too because gens can't regress by any means while blocked (that includes ruin regression.)

    If you want to dedicate a perk slot to something to help get gens done I think prove thyself is better for SWFs. This can be decent in solo queue though.

  • Don't like it at all. Sloppy is a way better choice, if people are broken they just do gens. If people are affected by sloppy, some of them will choose not to heal still but at least if they do decide to heal it wastes a lot of their time.

  • I think a cooler change would be to make it to where for each hit you get with frenzy the stun is shorter. -.75 seconds for each hit after the first one

    Hit 1 : 4 seconds

    Hit 2 : 3.25 second

    Hit 3: 2.5 second

    Hit 4: 1.75 seconds.

    The stun reduction addons can get a change. Cold dirt will be straight -.75 second to stun. The other add on will increase the reduction 1 second per each hit.

    So with the add on

    Hit 1: 4 seconds

    Hit 2: 3 seconds

    Hit 3: 2 seconds

    Hit 4: 1 second

    Once again cold dirt is a flat reduction of the stun by .75.

  • If the condition is going to be a completed heal the effect needs to last much longer. No shorter than 30 seconds for sure. No longer than 1 minute.

  • Better change for moris. Make them require all 4 survivors getting hooked at least once before they can be used, for both ebony and ivory.

  • @MiniPisa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1296186#Comment_1296186

    Yeah but the difficulty isn't entirely based on how easy it is to kill, otherwise Spirit would be 'easy' and not 'hard'. Trapper is very straight forward, you go around and place traps and thats it lol, so because of that he's easy to understand. I'm not saying Freddy is hard to understand, but he is complex. Nurse is straight forward but she's hard to get a grip on and takes a long time to master so I get why she's 'hard'. Huntress is intermediate because although she's simple to understand you gotta have a good aim and that can take time to get the hang of.

    So is freddy.

    You hold m2 to put trap on floor.

    You hold cntrl to go to generator.

    He should be intermediate at most

  • @MiniPisa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1296102#Comment_1296102

    But if he should be medium then who would be hard? From the top of my head he's IS the most complex killer. He teleports to generators, puts people to sleep, and can have blood snares or fake pallets. I can't think of any other killer that has more than 2 abilities.

    Nurse and spirit are infinitely harder to play and understand than freddy.

    Freddy is an easy killer to play. To be 100% honest trapper is probably harder for new players because the limitations of trapper's power means that he has to think about and be careful with his trap placement, something freddy doesn't have to do.

  • @MiniPisa said:

    The difficulty isn't based on wins, it's based on the gameplay.

    Basically, the difficulty is based on how simple they are to use. So where trapper is a great killer for new players, Freddy isn't.

    Freddy is an extremly simple and easy to use killer.

    He places traps that slow people and can teleport to generators. The only thing remotely complex about him is the the fact that teleport cooldown changes with number of asleep survivors and awake survivors dont trigger traps. He definatly doesn't deserve to be rated hard. He should be max medium if not easy.

  • They should make it so that if you're broken you don't leave blood orbs, but hitting a broken survivor gives a you a chunk of your power as if you had hit a healthy survivor. Boom no mither is a pretty decent perk against oni but it doesn't completely rob him of his power and turn him literally into m1 killer.

  • Honestly the perk should just always trigger. It only gives you the status for 15 seconds which isn't that long. If the killer is far away and you try to rush them to take a hit they will easily be able to down you by waiting it and if they're nearby then it's just functioning hte same as BT was before. There's really no reason for it to be restricted to if the killer is near since even if they aren't the temporary nature of the effect will make it not useful. This would also counter the type of campers who stay at a distance but then rush for the hook the momment someone is going to get the unhook, ie hag with traps, demo putting a portal at the hook, huntress holding a hatchet up at the hook from a distance away, ect.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/153776/anti-camping-perk-suggestion

    So one person just loops the killer within 16 meters of the person on the hook(With camaraderie to extend the time by 34 seconds per 2nd hook stage per survivor) so their buddies can gen rush the ever living day lights out of the game?

    Distance alone won't work sense survivors have abused distance based anti camping mechanics in the past to the point they got removed from the game entirely.

    Also giving a 100% gen speed to the entire team on any perk that doesn't have a MASSIVE GAME LOSING DOWNSIDE should NEVER exist no matter what.

    The anticamping penalty that currently exists in the game uses the same distances


  • @PassarinoT said:

    Not sure about these distances, can't lie, I'm really tired and do not have a good mental picture of how meters work. I blame the imperial system

    They are the same distances used by the chaser emblem camping penalty

    (killers who camp with no survivors nearby lose chaser emblem progress currently)

  • @zavch said:

    Personally it would be easier to get survival points if escaping the killer gave survivial points instead boldness.. And it makes sence! Your being bold while your getting chased but escaping a murder killer would be perfect for the survivial catagory that never seems to max without perks to farm it (i.e head on and selfcare and decisive strike)

    They should add more survival point scoring stuff to the game.

    Things like a small amount of survival BP when you get unhooked.

    A small amount for time spent on hook in first phase (basically equivalent of struggle points)

    Perhaps 100 survival points every minute you are alive in the game every minute up to a max at 8 minutes (promotes not gen rushing and leaving as early as possible while also not promoting holding the game hostage and delaying it as long as possible)

  • Any balcony or second story window on haddonfield will do it.

    The harvesters on coldwind work.

    I'm fairly certain it will work on the hills that are present in most of the maps.

    Gideon plant jumping from second to first story will do it

    There's a ton of drops on Hawkins that will do it.

    Anywhere you can trigger BL will get you this challenge.

    The trick is that the chase music has to be playing when you trigger it. A lot of people jump to early before their chase with the killer starts and don't get it as a result.

  • This is an intended affect of make your choice as far as I know.

    It's been that way since it's been in the game at least so I assume it's intended. It's so the person you're unhooking can tell there's MYC.

  • Hmm yes today I shall make the already terrible queue times worse by splitting the playerbase in half.

  • As of Patch 2.2.0, all Killers have the same Lunge Range and speed. Their base Movement speed, if it differs from 4.6 m/s, gets temporarily set to that and all reach a top speed of 6.9 m/s during the Lunge Attack.

    • The exception to this is still The Shape in Evil Within I 
    •  as stated by the Power's description, that Lunge is still shorter.
    IconPowers stalker1.png

    from the wiki

  • I usually expect huntresses to be the type that "camp" the hook by never going far from places they can't throw hatchets at the hook.

    I expect hags to always run back to the hook after the unhook, even if you don't trigger a trap.

    Anytime a bubba has agi or iron grasp I expect a basement camping.

    Blendettes and spine chill.

    Slugging oni

    Freddy and slowdown builds.

    Free survivors with default cosmetics are usually potatos.

  • I'd honestly rather it stay space bar smashing then skill checks.


    It should be changed to just holding the space bar for accessibility though so people don't have to macro it to spare their poor space bars.

  • I hate playing this map as both roles.

    Of all the indoor maps, its the weakest for stealth killers.

    Almost all the pallets are completely safe and unmindgameable.

    The map has like 4 usable windows.

    One of those windows is only useable if you have BL or the nearby pallet is up (workshop).

    Because the way spawning generally works, there tends to be a pretty serious lack of things like hooks and pallets because previously spawned hooks/pallets create an area around them where new ones can't spawn so pallets/hooks directly above/below are blocking each other from spawning even though they are often effectively 40+ meters away.

    The number of pallets is pretty limited so once you run out of all the safe pallets this map gives you it just becomes hold w to buy max time. Maybe you can get the L T wall in the corner of the map if you're lucky.

  • Temple of Wrath.png

    I have made an MS paint drawing to show why this map is bad.

    Blue boxes are possible gen spawns. The yellow are pretty much always has useless pallets. The red area always very few if any pallets. The rest of the map loses its pallets quickly because the lack of pallets in the middle gives the killer no reason to ever traverse that area that just take the hit and return to patrolling the gens on the side where they've used up all the pallets and completely ignoring the other side because their is no pallets.

    Here is a slight tweak to the map that can make it less bad

    Lessbad temple of wrath.png

    Basically the areas on the sides where the map normally becomes thinner go away and the map becomes a rectangle/square shape. This new area has possible gen/jungle gym spawns, this makes it much harder for the killer to 3 gen since the survivors can use these transitionary gyms to chain a chase and try to force the killer to actually commit a chase and get them to go the other side. The gen's will also have better spread as a result and it will be harder to 3 gen.

  • @Swiftblade131 said:

    As nice as it would be.

    It would be at the very bottom of their list of things. Plus they have already stated before they don't really have intentions on doing so. Some BS about cheaters and what not. But whatever.

    It being at the bottom of their list of things implies theres actually any work in changing it. If changing the BP cap is literally anymore than a 1 line code change, there's some serious spaghetti code going on.

  • I rarely get light saved and even when I do I give props to the dude who got it. They're hard to get (unless the killer misplays), if the killer even has an inkling you're going to try it it's almost impossible due to wall facing/pickup baits/looking in the other direction.

    It takes 3 seconds to pickup and 1 second light blind. So the momment you pick up the survivor essentially has 2 seconds to be in the correct position to get the save.

    If the killer is smart about it this means that really the only way to get a save is for the killer to not know where you are and getting a suprise blind (which means you got outplayed) or if the killer picks up unsafely and gets punished for it (which also means they got outplayed)

    Also unless the light comes from a chest (and sometimes even then) you'll know they have a light and will need to play around it.

  • The better solution is rather than buffing this addon is to just make kills from moris also count so you can get the achievement using perma tier 3 and a mori instead.

  • @Cixon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1252197#Comment_1252197

    https://forum.deadbydaylight.com/en/discussion/comment/1252183#Comment_1252183

    Though that does sound nice, isnt that technically cheating? You could just set the wiggle progression faster than humanly possible but the press of a button.

    Pressing the buttons faster doesn't make you wiggle faster. The wiggle rate is the same as long as you are pressing the buttons.

  • @PigNRun said:

    Lithe, No Mither, MoM, Left Behind, Tenacity and Breakout are fine as they currently are. They dont need any tweaks.

    I dont get the point of Technician though. Why would you want to force a skillcheck outside of maybe Autodidact? More so, why would I want to trigger skillchecks as a new player or stealth player (who this perk is aimed at)?

    Diversion could just be a cooldown really.

    My only problem with Streetwise is how better it is compared to Botany Knowledge when using medkits. Sure, BK also boosts speed, but I think that BK should be better when it comes to medkits than Streetwise.

    Not sure how I feel about Breakdown. You mean like no sound notification after being unhooked or literally preventing the Killer from seeing your current status?

    Others are fine. I especially like Boil Over. Finally someone that doesnt say "It ShOUlD mAkE yOu WiGgLe fAsTEr".

    Lithe is pretty much objectively worse than all the other exhaustion perks. No mither literally just makes you weaker and has no place outside of a meme or gimmick, Mettle of man requires you to basically throw the game to activate. Tenacity probably still isn't even good with my change, breakout is underwhelming as hell and basically requires a full build to even possibly get value out of it. Perks should be at the very least okay outside of a synergy build, and none of these perks are and when put in a synergy build, you can get a good effect out of it, but not as good as just running meta perks that are actually decent that don't require to run a full holy grail/synergy to actually effect the game in an impactful way.

    For Breakdown mean no notification.

    Technician is aimed at players who can hunt for great skill checks, but also can be good in an autodidact build

    Yeah that diversion adjustment is also fine, but it's still kind of a meme perk regardless and I don't think anything short of a total rework will ever make it anything other than that, but that's okay.

    Edit: As for the streetwise thing, a 7% difference in efficiency isn't a huge difference and because of the speed botany is still probably better specifically on a med kit.

    Also decided to elaborate a little more on my Mettle of Man change because it's a powerful effect and that can be a bit of a sore spot.

    So change 1: 3 Safe Unhooks (does not accept protection hits.) This change is good because in addition to being a pretty hefty requirement for activation, it also effectively limits the number of mettle of mans in a game to 1 99% of the time. You can only possibly get 6 unhooks in a game. (unhooking yourself doesn't count even if you mange it somehow and people die on their 3rd hook, cant unhook from that.) This means you have to get HALF of all the unhooks you can possibly get in order to trigger this perk. I think people underestimate how hard that is to pull off. If there is a second mettle of man it's going to be almost impossible one of the mettles to get their perk because of competition for the unhooks. There's only 8 possible unhooks across the entire team and even if the opportunity for all 8 presents itself across the game both mettles will have to account for all but 2 of them. 3 or 4 mettle triggers is literally impossible and it will even make it harder for everyone else due to more unhook competition.

    Change 2: 2 Protection Hits, so as it is right now for a protection hit, you are almost always letting the killer get a hit on you. So in order to get this perk currently you basically have to let the killer hit you 3 times. Even if someone else heals you every time. Thats still 48 seconds the two of you could have gotten an entire gen done in. At least at two protection hits you don't have to throw the game giving the killer free pressure as hard as you used to to activate your perk.

  • Condition activation being taken too far is a pretty significant problem with recent perk releases.

    Perks like second wind could be good, but the condition basically requires you to get 2 heals unless the stars align.

    Inner Strength is pretty decent as a perk and is complex but not too complex

    Gear head just has so many conditions, first hit 2 basic attacks, now you have it active for 30 seconds, now wait to see if survivors get any skill checks, now hope they don't hit the great.

    In addition to lasting not long at all, having an activation condition that makes it bad on a lot of killers, it's completly counterable by great skill checks and bad RNG can mean you just don't get any effect at all even if the survivor can't hit greats. Like what the hell, you know these perks are supposed to effect the game in a way advantageous to you right BHVR?

    The reason nobody ever uses your new perks and still use the same old perks they've been using for years is because you make these activation conditions so hard reaching that you actually have to play badly to make them work. Like there's a huge chunk of new perks, where you could have pretended not to have the perk equipped, and played better as a result because you focused on more important things like actually doing your objective rather than going on a quest for the holy grail just to get a mediocre effect.

  • @Ehh said:

    Maybe something like that:

    https://us.v-cdn.net/6030815/uploads/061/BGF7E9HYBA3O.png

    When clicking on the save icon a dialog pops up where the build can be named.

    https://us.v-cdn.net/6030815/uploads/814/97YKSGOEBG8P.png

    When selecting a build you switch to the original addons/offering/perks selection tab with the addons/offering/perks from the chosen build. A build can be deleted by clicking the trash icon.

    Awesome mockup, seems like a really nice QoL feature

  • Updated the main post with some changes

    removed prove thyself since it got buffed when coop repair was nerfed.

  • Bumping this because this is honestly one of the best QoL changes survivors can get.

  • @GoshJosh said:

    You may want to consider getting a gaming keyboard and/or mouse that enables macros, so you don't get that carpal tunnel. Best investment I made for my DbD experience.

    or download autohotkey

  • Add stridor to what you got in the screen shot and that'lll be pretty solid. I don't personally like to use STBFL on her but I could see the appeal, another tracking perk like is pretty decent in that slot if you decide to go that route.

  • They should make WGLF an entirely new perk and add the BP effect onto either we'll make it, kindred, or BT.

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