SkeletalElite
SkeletalElite
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@VikingWilson said:
https://forum.deadbydaylight.com/en/discussion/comment/1182687#Comment_1182687
https://us.v-cdn.net/6030815/uploads/831/DW8FL9RSXDW8.jpg
Says it right there: for each other Survivor.
As far as multiple survivors on a gen, you're not repairing slower, just having diminishing returns:
1 Survivor = 100%
2 Survivor = 190%
3 Survivor = 280%
4 Survivor = 370% repair speeds.
The way it works is each survivor recieves a 10% penalty for each survivor on a gen
Default repair speed is 1.0 c/s (100%) | 80 seconds for full repair
2 survivors repairing = .9 c/s x 2 = 1.8 c/s (180%) | 44.4 seconds for full repair
3 survivors repairing = .8 c/s x 3 = 2.4 c/s (240%) | 33.3 seconds for full repair
4 survivors repairing = .7 c/s x 4 = 2.8 c/s (280%) | 28.6 seconds for full repair
with prove thyself its
2 survivors repairing = 1.0 c/s x 2 = 2.0 c/s (200%) | 40 seconds for full repair
3 survivors repairing = .9 c/s x 3 = 2.7 c/s (270%) | 29.6 seconds for full repair
4 survivors repairing = .8 c/s x 4 = 3.2 c/s (320%) | 25 seconds for full repair
So lets look at the time saved by prove thyself
2 survivors = 44.4 - 40 = 4.4 seconds saved
3 survivors = 33.3 - 29.6= 3.7 seconds saved
4 survivors = 28.6-25= 3.6 seconds saved
every level of prove thyself will save you less than 5 seconds of time per generator fully repaired with it. Its not nearly as strong as people think.
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It is not 10% per survivor. Its just 10% to every survivor which is actually extremely underwhelming.
Survivors get a 10% repair speed penalty per survivor. Prove thyself effectively reduces the penalty by 1 survivor which is not very useful.
The absolute best case scenario for this perk is that all 5 gens get this perk used on it to the fullest potential and it only saves approximately `5 seconds per gen (so 25 seconds saved is your best case scenario). That's the absolute best case scenario. Compare this to any meta perk. Dead hard allows you to not go do down after a mistake and keep running effectively delaying the killer by however long you stay alive after using it. DS wastes 5 seconds of the killers time + any chase time after its used.
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@XRuecian said:
The problem is there are a lot of situations where the killer and the survivor can end up inside of each other (When vaulting over a window or pallet), and they have to allow that situation to resolve itself somehow, so both survivor and killer are able to clip each other until one of them leaves the others space.
Other than that, i don't think there are any bugs, at least not that i have seen, that allow a survivor to simply walk through a killer. If you find a survivor in a corner and walk up, you can completely body block them and get a free hit. Or put a trap under their feet and get a free kill. The survivor is allowed to clip through you right after you hit them, or by using dead hard.
Just imagine what would be possible if they denied all clipping completely. You would be able to run up to generators as wraith at lightspeed, trap the survivor in the corner they were repairing in, and just hit them twice for a free kill. It would be too unfair, with very little counterplay.
However, i think i would agree that survivors should not be allowed to dead hard through the killer. The survivors job is to run away from the killer, they shouldn't be allowed to turn and go through you like some kind of ninja.
Dead hard doesnt make you go through the killer
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Honestly nurse just needs bug fixes and a QoL change to make fatigue not force the camera down anymore and she'd be good
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I really like ideas 1 and 2.
It takes soooo long to catch up to survs after getting hits even if you manage to actually land your power hits. This would help him a out a bit with his extreme catch up times without making him 115, that would be too strong.
Idea 2 is also great. Hes really easy to counter by just throwing pallets early. Even if it means going through pallets more quickly, this would help with his map pressure tremendously. Since he can get pallets broken quickly against survivors who arent cautious.
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I just want to be able to go into a KYF alone to attempt pulling off difficult fast vaults/billy curves.
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@Cheers said:
The main reason I believe is the red stain removal, and killers such as Demogorgon and Ghostface don't need to start a chase.
Personally I think it's fine, as it blocks auras too (which I hate as I use OoO as survivor).
It comes in handy alot as killer too, so a buff or nerf isn't required.
It doesn't block auras though, you clearly havent used OOO very much if havent used against a freddy even once.
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No addons affect the amount of time required to blind the killer, only the duration for which the killer is blinded. Lights take 1 second to blind across the board.
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Another reason this is good. It creates more active gameplay decisions compared to the passive ones you get from a mori. With a mori you just play regularly for hte most part and kill people on second down instead of the third.
With this, this makes the mori have an ACTUAL condition, that the killer has to actively fulfill in order to unlock their extremely powerful mori.
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In this thread: Whataboutism, whataboutism, and more whataboutism
The existence of keys, moris, toolboxes, whatever other things people can bring into a trial, do not justify the existence of each other.
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Blood lust is a dated band aid mechanic used to fix literal infinites.
The game should move away from blood lust as a mechanic, not towards it.
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This is a problem with a solution that doesn't involve removing versions. They can weight the probabilitys of certain maps appearing, they usually use this to make new maps common for a short time after release. Badham could simply be weighted to have all of its combined maps have the same weighting as any other single map.
I am saying this, however, under the assumption that all maps have an equal chance of being picked and realm's are not considered when it comes to map picking, its entirely possible that before even rolling to pick a map, the game rolls to pick a realm and then rolls to pick a map from that realm, in which case, the chance of getting badham would be the same as getting lerys.
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Object isn't free info, it costs a perk slot and also reveals your location to the killer.
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I think they should change the upside down traversal and make it to where when you go into a portal, you become able to traverse the map at sonic speeds but become unable to see survivors. You are however, able to detect the prescience of injured survivors. Not their exact location, but you'll know when one is around. Im not sure how the devs would accomplish this, perhaps through audio cues. The demogorgon can create a portal to enter or exit at anytime but this takes longer than using a pre existing portal.
Basically make the demogorgon like a baby between the spirit and wraith.
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The purpose of bloodlust when it was orginially implemented was a band aid for literaly infinites.
These days it mostly serves as an easy way out for killer who can't mindgame at mindgameable pallets so they just walk forward until their bloodlust speeds them up enough to get a hit. Right now bloodlust actually is REMOVED when you break a pallet because it was never the intention to give the killer a chase for free. Bloodlust is a goner as a mechanic once all maps have been reworked.
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@Forge said:
#MDGA
Give the Killers the ability to disable chat (Not that click arrow to hide chat, have it disabled for them, period.)
Make Barbecu & Chilli a HEX PERK! Seriously, its very strong, so with that, should come the risk of its destruction.
General buffs to the Killers who are low tier, or hardly ever used (Such as Clown)
Require the survivors to first find gas or oil cans to add to the generator BEFORE or AFTER repairs in order for the generator to fully activate. (This would open a new door to make certain perks even more viable, or in the creation of new perks)
Stop creating terrible rift challenges and putting them in the MIDDLE of the web.
Add 2 vs 8 game mode in the Custom Games (Use that as a testing ground for a FUTURE implementation of a POTENTIALITY 2 vs 8 matches.
Create an alternative game mode. Like Hide or Die. The survivors must hide in, under or above certain things for a certain amount of time. Once the time is up, the gates must either be opened, or open on their own.
Bring back dimming or brightening of the moon
Give Dev tools to the community so we can create new content for this game, anything from smart fixes, to creating new features or new Killers. Have the community vote on the content, implement said content either for free or for a price, depending on the creator's will. You could even use PTB for this exact thing!
1) Theres an option for it in the .ini files
2) just hide in a locker or get close to the hook
3) yes
4) I think rather than designing a whole new system, dull totems should be given more purpose. Scott junds Trial warmup is also cool
5) I thought this tome was pretty good and the challenges were way better made than the last one
6) This not only would split the playerbase but also is a nightmare for balancing, its better this is just never a thing
7) Id be fine with an alternative game mode as long as the mode is decided randomly or by an offering so as not to split the playerbase.
8) Is too much work for balancing and making sure everything looks right in many different lighting setups, its best we get the fully crafted and intended experience with a map
9) Steam workshop would be cool, but stuff from it should be usable in custom games only and stuff should have the potential to make it into the actual game the way valve adds community maps and skins to their games.
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@List_of_concerns said:
I like this idea. I'd like to suggest a few changes if that's alright.
1] Allow Skill Checks to be triggered during any Skill Check based action. (Include Healing.)
2] Change the condition under which you gain Tokens. Passive Tokens have never been done before. (Perhaps, since you aren't guaranteed a Great Skill Check, you could gain Tokens for staying out of the Killer's Terror Radius. It could be an alternative to Stake Out.)
3] Stake Out gains a Token every 15 seconds. I think your Perk could easily match that or gain Tokens faster because you aren't guaranteed a Great Skill Check.
4] Being able to force a Skill Check could have great synergy with Autodidact. Maybe that's why you excluded Healing. Just a thought.
I excluded healing because of auto didact yes. I think that'd easily be too strong.
Passive Tokens have not been done before, which all the more reason for them to do it. I like the idea of a perk that passively recharges it's effect but can stack more than one use at a time.
I think stake out is pretty underpowered. Thats why this has a more powerful recharge. On top of that stake out gurantees greats. My perk just gurantees skill checks, while an interesting combo, they are entirely different effect.
Edit: The devs also like perks that create active gameplay rather than passive gameplay, which is why my perk is a good way of going about passive tokens. Stake out with passive tokens would be passive gameplay since you just get tokens and then get free greats. While my perk passively creates tokens, all these tokens do is create skill checks, and you must hit greats to truely benefit from this perk, which is active gameplay and also creates risk when it comes to choosing this perk. Do you lose out on a perk slot for potentially faster gens? What if you don't hit very many greats and the perk slot ends up being more of a waste?
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Take video and report, holding game hostage is bannable
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breakout nerf
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How I did this challenge was I played bubba with insidious and NOED and AFKd near a gate until survivors had all gens done. Then Id down someone with NOED and just face camp, takes 5 games but they go quick because the survivors get the gens done really fast and its low effort. Youre going to depip, but I couldn't care less about rank so whatever.
If youre lucky the survivors will make a stupid mistake and you can get more than one, Had two games where I got 2 of em. One of the games one of em DCd though so I didnt get the progress.
I also brought lightborn just to make sure no flashlight shenanigans happened at the hook, nothing else seemed useful.
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just go to an unblocked gen
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I agree that lithe should get a vault speed increase but only while not exhausted to make it more desirable compared to the other exhaustions. Currently lithe is worse because if you were vaulting a window, you did not need a speed boost unless youre running a bad window, but you shouldn't be running bad windows in the first place. I think if the perk had the vault speed increase (not when you're exhausted) it would be more worth running to the likes of BL, DH, SB.
BL's activation condition enables it to be used to run new routes that aren't always possible.
Sprint Burst gives you an early chase boost and makes it much more difficult to be hit by a suprise attack or caught in a dead zone
DH gives you a lesser but on demand boost.
Lithe gives you a boost, after you used an object that creates distance between you and the killer, basically when you need the boost the least. This would enable it to be used to play windows in a very risky way but only once per chase.
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Step 1: Get in game with a lot of perks that you don't like
Step 2: Dont even try
Step 3: Complain on forums how its OP using the end game screen as evidence, when you didn't even try in the first place.
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I typically only run it on killers who get really easy injures like ghostface, legion, plague.
Billy has 1 shot downs with his saw so meh. Could be a little useful in a slug build I suppose but I still wouldn't run it
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Anyone got a link I uninstalled the PTB already
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1104209#Comment_1104209
I think you are missing a few points.
For example:
In the locker part, "are they 5 meters from a nearly finished generator/your hex totem/hooked survivior?"
Because you cant answer "ignore them" if the above is true
And in the slug part: "are they less than 50 meters from a hatch/exit gate?", "Do they have Unbreakable/No Mither"
Because you cant slug someone who can crawl to the exit or can pick yourself up.
Oh wait, people with DS are always hiding in lockers near objectives.
Oh wait, you have no way of knowing what perks do they have equipped.
Oh wait, this whole diagram is completely irrevelant, because my points above happen in almost every case!
1) if the objective is so close to complete that you can't afford to let them out your sight, you already deserved to lose that objective.
2) If there is an obsession you should assume everyone has DS
3) If they are able to crawl to the exit with DS, you didn't deserve the kill. You hooked too close to the gate and didn't defend the hook well enough to down the person who unhooked them instead.
4) Unbreak is one use, and still causes them to spend 25 seconds on the ground doing absolutely nothing. If you follow the chart often times their DS will expire before they can UB.
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@Ohnoes said:
No they should just make it so there is a ping lock and the only way to bypass it is SWF. VPN will still bypass but that's not really on DBD unless some data centers are worse than others.
I don't care for this either way but I still think there should be a ping indicator that way you can tell if the killer has bad internet.
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Accidental post please ignore -
@BackToThePit said:
https://forum.deadbydaylight.com/en/discussion/comment/1093935#Comment_1093935
They are doing gens... Why wouldnt they. There's plenty of time, since i cant kill any of them.
They can't do gens from the floor
It takes 4 minutes to bleed out. Recovering takes about 32 seconds. Just m1 them and leave them on the floor, they'll die the 8th time you down them and youre going to start snowballing and downing them very quick because the'll refuse to leave the area with the sabotaged hooks since you can hook them anywhere else and they'll run out of pallets in that area. If they run unbreak as well youll have to down them another 2-3 times.
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@Peanits said:
That's definitely a neat idea. I do have three things to note, though:
- I sorta' have a soft spot for Open Handed as is. You can do some fun stuff when you stack them with other survivors. Combine it with Kindred and you can see the killer from pretty far away. I don't know if I'd want to see it go away completely.
- This might favour SWF, who can strategically equip perks and use one person as the "aura reading guy" that everyone can go to and see everything.
- It might be too much info? I'm just imagining all the possible perks and items that can show auras, and it could get out of hand pretty easily. Toss on Windows of Opportunity, Empathy, Alert, Detective's Hunch, maybe even a Rainbow Map and you can see just about everything. At that point, it can be hard to make out anything of use.
But I certainly like the idea. I had thought about something similar but as a buff to maps, where if you're standing next to a survivor who's looking at a map, you would also see the auras. Could be a neat way to gives maps some love.
I don't think it's a problem in an SWF even if you make some one an "aura reading guy." SWFs talk to each other so they can already do this anyways and then just tell each other what they need to know and that doesn't even have a range requirement.
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Just keep slugging them
They spend so much time sabotaging hooks they're barely going to be able to get any gen progress so you can afford to just let their bleed out timers tick down.
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@[Deleted User] said:
if you think about it. it'd be a great combo with Break out (so you can stay behind the killer without making any noise and risking getting a smack).
the numbers should be tweaked a bit and tested . they should try it as 50/75/100% in a ptb. and see how it plays. if it becomes OP. then yeah. revert it to the ones you suggested.
I'm totally up with this idea, however. The dimmer scratch marks may be a bit overkill, considering it already has 2 great effects.
I was thinking of the dimmer scratchmarks as a replacement for its current effect TBH. Disappearing 3 seconds faster just doesn't make that much of a difference in practice.
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While good in theory, your idea has a few major flaws and I think this is a punishment in the wrong way.
A rage camper will camp anyways, regardless of slowdown, to the same effect.
Additionally as you have it now, this can be abused by survivors to get the killer to be slowed down.
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@DontComeNeaMe said:
https://forum.deadbydaylight.com/en/discussion/comment/1087815#Comment_1087815
I tend to avoid the killer when he comes to the gen I'm on. Unless it's a doctor I can normally outright avoid a chase and finish the gen before he comes back.
In addition to what the other dude said, stealth is also seriously invalidated by the significant number of good tracking perks.
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@DontComeNeaMe said:
Just the footsteps would be enough, the perk would be OP af otherwise
I disagree, stealth perks are pretty much inherently worse than perks that just help you survive the killer in more direct ways so they have to have a higher power level.
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I run basically the meta except instead of BT I run OOO, or whichever of the last choice I didn't take because I like running the killer and they're all perks that cuck the killer.
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@[Deleted User] said:
Clown used properly is definitely mid tier. Most just donโt use the bottles properly. Thus why most think heโs rubbish.
The reason he's so low is a lack of mobility and also his limited number of bottles make for poor pressure.
@PigMainClaudette said:
Doc is A Tier, not B and Hag should be lower. Don't give camping a credible name.
I dunno about A tier for doc. I haven't played him very much and I haven't really played against any great docs either. It's possible, but I haven't really experienced any mind blowing doc players so.
@ZoneDymo said:
Again, why is bubba so bad? if he catches you in a lot of situations, you are easily 1 shot.
Bubbas range on his saw his terrible. Without PWYF he has to be so close to you for the saw to hit, its basically impossible to get a survivor whos at a pallet and you'd need blood lust to do it on any major window loop.
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Bamboozle killers are predictable af
They always vault the window
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I think it's good on high mobility killers who can pressure gens well. Often times when you kick someone off a gen and have ruin it's going to regress most if not all of the way back to 0. In that regard while less consistent than pop (which is the downside of hex perks, their consistency) it definitely has the potential to be more powerful if it stays up and you are able to get use out of it.
I think it's better that it doesn't work with pop. Builds that literally only equip perks that passively make the game take longer are lame. Builds that have a meaningful impact on how you go about playing the game are more interesting.
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Depends on context, camping for no reason is pretty toxic
Tunneling usually isn't though.
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That warning always pops up if you shut down your PC while DBD is still running, its okay.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1053896#Comment_1053896
Billy is getting an "addon pass" too so that will probably have been wasted time as well.
Billy's Addons are eventually going to be standardised yes.
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@RainbowSuperLoki said:
I just brainstormed a few ideas in order to give a few examples, which I believe are somewhat balanced.
No More Heroes : Whenever a survivor is unhooked, the aura of the savior is revealed to you for 2/3/4 seconds. (The perk is revealed to them the first time they unhook).
Survivors have a token count for this perk that can be seen when standing over them while they are in the Dying State. Each time they successfully unhook someone, they gain a token. Survivors are unaware of how many tokens they have.
Survivors who have 2 tokens or more are affected by the Oblivious status effect for 10/15/20 seconds.
The killer is granted the ability to kill Survivors who have 3 tokens or more for No More Heroes.
Treat of the Fog : Your hard work and diligent obedience entice the Entity to reward you for your effective ways. You're granted the ability to kill the last Survivor in the trial if you have sacrificed all others. Your enthusiasm gives you a 3%/4%/5% Haste status effect when these conditions are met.
Murderer's Urge : Your murderous ways in life carried over to your existence in the Fog. Your thirst for a kill grows more and more uncontrollable as you draw blood from your victims.
You gain a token with each successful basic attack.
4 tokens : Bloodlust levels build up 10/15/20% faster.
6 tokens : Your lunges last 5/10/15% longer.
8 tokens : Grants the ability to kill with your own hands Survivors who have reached the Struggle Phase on a hook.
The 4 token effect isn't going to happen because the devs want to move away from bloodlusting, not towards it. Ideally bloodlust should be removed once the maps are more balanced.
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they should just implement DC husks instead
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For this to work, they'd have to integrate quick play into the standard queues otherwise it would worsen matchmaking.
If it was integrated people playing this mdoe would actively improve matchmaking since they can be placed as whichever role is needed in order to make matches effectively, killer or survivor.


