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SkeletalElite

SkeletalElite

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SkeletalElite
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  • While I don't see this in particular happening, I do want a new ultra rare offering for survivors, we haven't had one since lighting offerings were removed.

  • @MPUK said:

    https://forum.deadbydaylight.com/en/discussion/comment/1240804#Comment_1240804

    What difference does it make? The obsession isn't anything special anyway.

    - Dying light they should actively avoid killing you.

    - Play with your food they should be letting you go.

    - Save the best for less hitting you ruins their stacks.

    - Nemesis and Furtive chase change the obsession a lot.

    I don't understand why it would matter who the obsession was? It isn't like old dying light where you would get tunnelled to #########.

    2 reasons

    1) object (and I think sole survivor) are more effective when you are the obsession

    2) I learned this when me and my friends tried a gimmick where we had one obect and 3 other people with wedding rings and the person with object ended up not being the obsession.

  • Yeah that would be a good idea. Something like add an unstuck button to the pause menu and it will teleport you to the nearest traversible area with no object next to it. In order to do it you have to stand still for 15 or so seconds to avoid abuse.

  • nice bait

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1225451#Comment_1225451

    Not quite. If the survivor is using a lower tier of the perk, you are downed no matter what. Tier 2 may be a close call, but tier 1 results in a down no matter what happens.

    Tier 1: 10 second Deep Wound timer.

    Tier 2: 15 second Deep Wound timer.

    You can still have another survivor mend you. It's kind of like old BT except a medkit/self care wont do it.

  • @B3llee said:

    what happens when u cant run all the time bc ur trying to hide so the bar goes down? then the 20 will go down and well ur dead

    Then you wasted your time hiding instead of mending, play better next time.

  • @Lexilogo said:

    I wouldn't be against trying these changes out on a PTB to see how they work out, sure. Only worry of mine is that 8 seconds is a narrow window for potential shenanigans from organised teams to very quickly heal back up, so some worst-case scenario tests might be in order.

    Yeah if 8 seconds is too little, 10 or 12 seconds would be fair as well. Recover time should either stay the same or only recieve minor reductions though, it is fine as is.

    I believe full recover time is about 28-30 seconds or 18-20 with unbreakable. Recovery should be about 25-30 seconds or 15-20 with unbreakable. (so its currently within acceptable bounds as it is)

    Edit: I decided to further elaborate why I think this is good for the game. Currently as it is slugging is a difficult balance because if you're too altrustic and try to save your team mates too much, you're going to throw the game perpetuating a slug death spiral, but if you aren't altrustic enough the killer can possibly win the game due to a mass slug or just lack of gen progress. This is rarely a problem for an SWF as they will communicate when to come for pick ups and stay spread out well, but for solo survivors dealing with a mass slug or slug death spiral is very very hard. The idea increases the bounds of what is okay. It's a little bit harder to be too altruistic, but still possible, a good killer will still make use of the fact that a team is rushing the slug heals, but it's a little harder for the killer to end the game instantly in that death spiral because of a tiny mistake.

  • @Erak said:

    You can turn it of by setting sg.AntiAliasingQuality=0 in your GameUserSettings.ini or does this not have any effect?

    Quality 0 still has some form of really ugly anti aliasing that causes screen blurring

    The only temporary solution that works for me is using reshade to add a adaptive sharpening filter to the game, makes some things look ugly but better ugly than blurry.

  • A vault that activates lithe should always be fast vault. That would be a good buff for lithe. Currently SB and Dead hard are pure extenders, while BL is an enabler. Lithe is in this weird spot where it rarely acts as an enabler and isn't a great extender because if you vault a window you don't need a speed boost. Making it always a fast vault when it activates and it solidifies its place as an enabler similar to balanced landing.

  • According to this article, https://kotaku.com/epic-bans-stretched-screen-resolutions-from-fortnite-to-1833791581

    stretched screens are not truly banned in fortnite, just do not give an advantage.

    "stretched resolutions will still be allowed in normal play, Epic said in today’s announcement that vertical FOV will soon be locked no matter what resolution you’re playing in."

  • @Kamikazi said:

    It might only reduce obsession by 3%, and gain by 3%. Without numbers of percent, we really can't calculate it.

    Lets make a guess that its 3% difference for both, and create a scenario:

    Survivor A equips Object of Obsession (+ obsession chance) 37%. (25% +3+3+3+3)

    Survivors B, C and D equip the wedding ring addon. (- obsession chance) 21%, 21%, 21%. (25% -3 -1)

    Its still a great chance difference.

    @Deadeye said:

    Well, in first place, it is a "chance". You posted yourself in the title that it is RNG. If you tested that like a 100 times and see each survivor is the obsession around 25 times, then you might report this as a bug

    That is not how it works. Run object for a few games and you will see that you are going to be the obsession every single time unless someone else uses an obsession perk.

  • The classic anything I dont like is abuse and should be nerfed argument.

    Classic.

  • @adalesmo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1237292#Comment_1237292

    Highly doubtful unless people push for it. They said they'd consider looking at them after they changed exhaustion - ages ago - but they haven't mentioned it since and there's no sign that they will.

    They will. All killers with problematic exhaustion addons are killers that need addon reworks to be standardised. I'm confident that exhaustion addons will be significantly nerfed or removed when this happens.

    Just look at iri king from doctor rework. Exhaustion was taken away

  • They'll do it when they get around to making changes to those killers. There's a reason they haven't released any (good) exhaustion addons since exhaustion no longer recovers while running.

    Only one they released is demo but his is completely avoidable, just dont walk on a portal.

    It doesn't matter how long the exhaustion is, if it's anymore than 5 seconds, it's basically a complete disable, these addons use to delay exhaustion perks, but they would come back. They're just an outdated design that'll get reworked when the killer does.

  • It happens some games more than others which is strange. It seems like some games it happens almost blink and completely ruins the killer, some games it just happens everyone once in a while, some games it happens rarely or if at all. It usually happens in sprees, like once the bug first occurs, it will keep happening again and again like some kind switch got flipped and if you're lucky eventually it will just stop all together like the switch got flipped back the other way. That's really the only additional context I can think to provide.

  • That is the gameplay for dead by daylight. You're supposed to loop objects to delay the killer while your team gets gens. Best perk choices are almost always perks that directly affect your survival or help you do this (stuff like decisive strike, dead hard, and adrenaline)

  • Shelter woods is the most bland and boring map in the game in addition to being killer sided. Very few pallets, large number of tiles that can't possibly spawn pallets. The size is good though. Doesn't help that the tree tile in the center takes up a huge chunk of the map and is literally nothing but open space. It'd be like if rotten fields was tiny and didn't have a shack.

  • Nevermind it happens even without charge addons.

    It happens with no addons. It's completely unavoidable and it makes this killer completely unplayable.

  • It is possible this bug may be caused by recharge addons like fragile wheeze and dark cinture. Not sure whether that's true yet. Will play a few more games and report back

  • Disagree on the base kit change, she is still really strong. Only basekit change nurse should get is making it to where fatigue is like legion's power stun and doesn't force your camera to the ground anymore.

    Agree with buffing her bad or useless addons though

    Spasmodic Breath: Good idea

    Anxious Gasp: Exhaustion addons are a relic of the past that aren't gonna happen. Instead this addon should have a long aura reveal. Something like 10 or 12 seconds to make it easier to deal with line of sight blockers

    Matchbox: 4.5 would be a bit much, even 4.4 would be really strong, maybe even 4.3 would be good.

    Torn Bookmark: Three blink nurse should stay in the grave where it belongs. It took no skill to play and was totally unfair for survivors. This addon should totally be reworked though because its terrible.

    Disagree with what you say about purple addons. Kavanagh's (more max range) is one of her best. Campbell (double blink) can be used for some really great pressure by a skilled nurse. Jenner (retracing) can get you some hits by overcharging blinks and forcing survivors to either run into you or run into your last position. Bad man (undetectable on hit) could use a minor numbers buff like 20 seconds on 40 second CD instead of 16 seconds on 60 second CD.

    Also for some reason nurse has TWO addons that literally make her worse just to give her extra BP. I don't mind the brown one, but that yellow addon could have actually been something good, that addon should do something else.


    edit: oh and fix the occasionally things that cant be blinked through and the bug where your blink charge just doesn't work sometimes please.

  • The exit gates are going to be powered in under 15 in 99% of games

    The fastest that survivors can be is gens done and gate open in 5 minutes. Typical games are usually from 7-12 minutes though.

  • Seems like you take problem with the fact that myers just isn't a very good killer rather than OoO. Spine chill would effectively give you the same problem if a good looper was running it.Only thing OOO is better for in that situation is telling your SWF whats up.

    If you're relying on your small terror radius to win games, spine chill (which is way more popular than OOO) is equally brutal

  • @illusion said:

    I think there would be too much they would have to rework for that. Plus it wouldn't really fit with the lore. Why would a spider care about sacrificing people the Entity? I think it would just web them up and save them for food. How would a wolf hang people on hooks? I get that it COULD be done, with reworks, but that development time would be better spent elsewhere.

    Why would the demogorgon care about hooking people for the entity?

  • @Multiplenames said:

    a new survivor perk where when you press e next to a window it turns a medium vault into a fast vault, maybe exhausted for 70 seconds? i'm just throwing this out there to anyone who wants to comment, whether it be "stupid idea" or "noice"

    They should just make it to where vaulting a window with lithe is always a fast vault. Of course it would have no effect while exhausted, just like balanced landing. Would make lithe a more competitive choice compared to the other superior exhaustions.

  • @KingFrost said:

    Styptics are just as gamechanging as most iri add-ons for killer.

    Styptics are consumed upon use regardless


    @KingFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/1225587#Comment_1225587

    Why do you assume BBQ+Chili, but NOT WGLF? That doesn't seem fair. Or hey, IDK. Ace in the hole?

    Because WGLF is literally a waste of a perk slot and BBQ is not

    @ZaKzan said:

    the game gives survivors enough resources on maps for them to almost indefinitely, and in some cases actually indefinitely, run the killer.

    You barely even need perks even at rank 1 survivor. If 4 survivors could afford to bring the best items plus the best add ons every game, this game would be way more survivor biased than it already is. You don't even need to spend bloodpoints to get items, just find the chests in the levels, or you could even run the item perks to get fully kitted rare items from chests, you don't need to run 4 second chance perks to survive.

    This was not a problem before the update and will not be a problem if it is changed again.

  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/1224588#Comment_1224588

    I'm pretty sure EAC does detect macros. Even if it isnt great at detecting much else.

    It does not. EAC (at least for DBD) only scans the game files for modification. Macros are just automated keyboard strokes basically.

  • Doesn't matter literally unenforceable, even if the devs cared to try enforcing it.

  • I think this solves a lot of the problems the game currently has. Currently the no heal-adren rush strat is too oppressive. People hate NOED. People want a totem counter.

    People would hate NOED a lot less if it was guaranteed because then people would always know its there and know they need to play around it.

    Gens would be slowed a little bit by the totems.

    Adren rushing is a lot worse since cleansing all the totems will delay your adren heal or its going to be much less effective due to the heal being useless.

  • @Smeagolthevile said:

    For the record 'the game mechanic is bad and physically damages my hardware and also makes the game impossible to play for people with certain disabilities' should not be dismissed with 'just download a macro' maybe they should fix a broken mechanic.

    Oh yeah the game mechanic is 100% bad but knowing the devs they'd replace it with skill checks or something stupid like that and then I can't automate it with a macro, at least personally I prefer it stay bad but macroable rather than be slightly more accessible but remove my ability to relax while I'm on the hook.

  • Please add this devs. I finally want to be able to prestige OG characters but I would lose legacy offerings if I did (like brown map offerings/ UR moon offerings)

  • Just download auto hotkey and make yourself a struggle macro. Been using a struggle/wiggle macro for 3 years now and honestly the thought of going back is sickening.

  • A huntress hatchet hitting you downs you.

    The death slinger hitting you only injures you. Getting in for the m1 often requires a little more work than just landing the shot. Additionally the death slinger is more limited in range then the huntress. If you added these things, the death slinger would just be a worse huntress.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1220145#Comment_1220145

    This has exactly nothing to do with my post. Go to one of the 100 Threads about this topic.

    Yes it does, the point of the post is that if we boil the game down to optimal play and "the killer will just do this" or "the survivor will just do this" and just automatically make decisions for them based off that line of thinking there will be no game to play. Truth is that there is a large variety (a few of which are meta) perks and certain items (keys and styptics) that can cause an escape. Sure, maybe the killer can counter it if they play well; that's the point of the game. The killer can make mistakes and so can the survivor.

  • If they did this survivors would have to be able to open each other's doors, to help each other, just not able to leave through them.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1220115#Comment_1220115

    Yeah, or there could be a lunar eclipse. Or the Sun is shining in the Killers eyes so that he cannot see the Survivor. Or his Mom calls for Lunch.

    Honestly, such minor possibilities dont justify that there is at least a minute of extension.

    Like, the Survivor can have DS - the Killer will wait.

    The Survivor can have Unbreakable - the Killer will wait.

    It is just a waste of time for both sides.

    And if someone has Deliverance active and has not been hooked, this person could have played more aggressive earlier so that his Team did not die while he was trying to not get hooked at all...

    well if an SWF plays well they should almost always beat the killer so should we just end every 4 man SWF match right at the start, give the killer entity displeased and 20k bp for each survivor?

    The game is built on capitalizing on other people's mistakes.

  • You could also have DS, UB, or a key and dead hard into a hatch. Or the killer might just plainly miss. The fact of the matter is you should at least be able to try.

  • Now I really want a robot survivor/killer from the future. (entity is able to pull from all different times after all)

  • You got greedy and the survivors punished you for it, if you dont want to get unbreakabled, hook the survivors.

  • @Trwth said:

    https://forum.deadbydaylight.com/en/discussion/comment/1216194#Comment_1216194

    I’m not entirely sure what you’re trying to say. It looks to me like you’re adding onto what you said earlier, which still doesn’t help the fact that you can jump into the hatch with no downsides whatsoever. What you’re explaining is only one of a million scenarios that a simple fix just can’t mend.

    The cost is getting the gens done. If going out the key with hatch is "free" then so is walking out gates; The more complex a change is the less likely the devs are to implement it. The problem is that the cost is too low. I proposed raising the cost without any complex changes

  • @Trwth said:

    https://forum.deadbydaylight.com/en/discussion/comment/1216158#Comment_1216158

    Well yes, but that still doesn’t fix the numerous other problems with Keys. If the game is held at a standstill, then that means you are losing and the Killer is winning. Just because you brought a Key into the match you get to escape regardless of the Killer’s momentum isn’t very fair and is a huge letdown. Yes, Keys should give you an advantage, but you should have to earn it somehow (doing a few generators doesn’t count).

    I think the suggested generator numbers are fair. Its nearly impossible to avoid to 3 people going out hatch at 1 gen left and 2 people going out at 2 gens left, but 1 gen left 2 survivors is avoidable with good gen pressure. Especially since once you get 1 person out of the game, you can often bring gen progress to a halt. Moving the goal post makes it actually achievable for the killer to avoid the survivors hitting that goal. The problem is that right now the goal post is to easy to hit.

  • I think a less complicated change for keys would be to simply change the spawn numbers.

    Hatch always spawns and opens with 1 survivor left.

    Hatch always spawns with all gens done.

    Hatch will spawn if there is 2 living survivors and 1 gen left/4 gens repaired.

    Add basic aura reading abilities to the keys base kit and change the addons to extend the range of its abilities.


    The main thing people don't like about keys is that if the survivor team is remotely competent they're a free escape unless the person with it dies first. This change leaves them powerful but fixes the free escape problem since they're more of an equalizer than an automatic win. If you're beating the killer you won't get use of the key and the killer still has a chance to pull the game back. If the killer is doing really well it can reach a point where you stop working on gens because there's no way you'll get enough done by the time youre the last one left. The key can equalize and give just a little bit of hope that you can get to that 1 gen left point and at least pull the game out in a tie.

  • A survivor with adren is basically playing with 3 perks the whole game until right at the end of the game.

  • Honestly I'd love to see more stat posts in general. This seems great and can give us more a picture of what things are like beyond our anecdotes.

  • I had a similar idea except I also had the condition that if 2 survivors remained the hatch will spawn at 1 gen left. (currently happens at 2 gens left.)

    In addition to this keys would be like this

    Green: Broken 20 seconds use

    Purple: Dull 5 seconds use and NEW KEY TYPE cant open hatch 30 seconds use

    skeleton key unchanged

  • Once again, I have encountered a killer from china while connected to the Portland Oregon server. Every single hit is bullshit. They ruin the game. There is no mindgaming when it takes an extra 300 ms for anything you do (drop pallet, vault pallet, ect.) to reach the killer's client. This feature is necessary. Ping abusers begone

  • @CasualConsolePlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1189274#Comment_1189274

    22nd on steam not top10. Have you seen queue times on PC? Or having 17 rank in red rank games because there is not enough players? 22nd place on steam is on a paper nothing more. Why everyone want crossplay ? Because of queue time

    Console has bad queue times too. In fact right now dead by daylight has some of the most players it's had in months and it still has bad queue times. Bad queue times are a result of player imbalance not a lack of players.

  • I like these changes but I don't think the hangover tonic should blur vision. Vision blurring on the standard tonics is fine because of their short duration but often times optimal play will involve just brute forcing and dealing with the tonic and blurring the screen for such an excessive amount of time is obnoxious and also only slightly useful.


    edit: Pop is already one of the best perks in the game and does not need a buff

  • @ThisGuuy83 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1182907#Comment_1182907

    Probly more like 70% then, because you honestly can't tell me there's more people STILL playing this old ass game on PC. A lot have got burnt out and left. The game is newer on console, and THAT'S where all the new players are coming from. This game is slowly dying on PC. Console is the only thing keeping it booming right now, yet we get the ######### treatment for some damn reason....

    According to https://steamcharts.com/top dead by daylight is the 22nd most played game on steam currently and as per https://steamcharts.com/app/381210 the game does not appear to be dying by any sense of the world.

  • @LapisInfernalis said:

    I would be fine if I see the Killer's ping as Survivor and vice versa. But I do not need to see my mates' ping.

    I only say that to be completly fair. If you can see everyone's ping there is no possible argument that the system is unfair to anyone except those who abuse bad ping to get an advantage.

  • @Todgeweiht said:

    More than an add-on nerf, he needs an add-on tweak.

    Insta-saw and Insta-rev are some of the most ridiculous combos in the whole game, they dont even give you a chance to breathe.

    Then there is are the drift add-ons, which are fun but could use some tweaks to make them feel less clunky

    The rest of his add-ons are bad or borderline terrible, he could really use an add-on rework

    It's not even really that his addons are overpowered they just need total reworks to be more in line with the standard. If anything should be nerfed its insta saw but I don't even think that's too big of a deal.

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