Avatar

SkeletalElite

SkeletalElite

About

Username
SkeletalElite
Joined
Visits
6,728
Last Active

Comments

  • Who needs to slug for the 4k when you can just equip IF and knock out and slug everyone, all the time. It's pretty much the strongest strategy in the game if you can get downs quick enough since you're going to be applying way more pressure than is possible otherwise.

  • Demo is pretty strong. The portals have potential for really good map pressure and the lunge basically makes any loop with straight walls like the shack unusable

  • @Rezblaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/857182#Comment_857182

    I think base-kit 2 traps would make Trapper really good.

    Also, giving each trial a max amount of traps, rather than adding traps based on the bag addons you have. If you take bag addons, you're literally increasing the amount of traps per map, which really shouldn't be the case; a Trapper should have ample traps to use.

    The bags don't add a max amount of traps that just increase the amount you start with and how many you can carry at once. The rework suggests starting with 2 and being able to carry 3. The addons can increase those increasing up to a maximum of starting with and carrying 4.

  • Hopefully it'll go away when they sort out the dedicated server netcode. If the survior is mid vault or pallet drop the netcode should have a favor the survivor setup TBH. That would mean that after swinging on a vault the server should wait an amount of time equal to the ping (capped of course to prevent abuse) to check and see if the hit should actually connect or not.


    One thing that is definately jank about hitboxes is how far they extend above your head. Its ridiculous how far away you can get hits on certain drop down vaults even on the killer perspective.

  • Arguing that the survivors have a competitive advantage from no charms is a bad stance. Survivors also gain a competitive advantage from playing claudette, and yeah theres a lot of clauds, but theres also a lot of non clauds.

  • @Rezblaze said:

    https://forum.deadbydaylight.com/en/discussion/106283/trapper-buff

    Don't think the issue with Trapper is his addons.

    The issue is that with each patch, his ability to hide and place cheeky traps is less and less, which makes it harder and harder.

    What the Devs need to do is include a lot more grass, more non-obvious trapping spots, like planks of wood you can find in Grim Pantry. I think that will help him fundamentally more than straight buffs or nerfs to his addons.

    The addon work isn't the main part

    The main part is base kit 2 trap 3 capacity. Addons were adjusted to consider new base kit trap amount and I decided since logwood dye is useless it could just be replaced by a more useful addon.

  • @Myers_Is_My_Dad said:

    This seems like all-around a buff to Trapper without any downsides, which may be justified if he's under-performing. I think any changes to a killer should keep survivors in mind however, you can't buff one without ending up making the other side worse-off. Making Tar Bottle a yellow add-on might make Trapper far too difficult to play against for newer players, would be my concern, since the traps would be nearly invisible in a lot of areas.

    Trapper isn't great as he is now. This will make him a little stronger but it's mostly QoL. The biggest change is really just extra starting trap + Capacity. The addons were nerfed a little to make up for the base increase. The tar bottle being made yellow was to maintain the standard of 4 brown 5 green 5 yellow 2 pink addons for killers. I don't think the tar bottle is strong enough for it to be a big deal but if it really is too much the tar bottle could be made a little less dark (but still darker than logwood dye which did basically nothing)

  • Syringe is still pretty good. You can either bring it on a purple med with a 16 charge add-on to get 4 total heals out of it or you can just bring it on a a green medkit for a mid chase heal. Just have to stay alive for long enough for it to be used, which isn't to difficult since the green medkit heals fast. It's 100% weaker than it used to be though. Previously it healed two health states which was really only feasible to get the full effect of in an SWF or against a slugging killer.

    Styptic got a bit of a sidegrade. I think it's weaker overall since you can wait the 15 seconds out but that's still 15 seconds of immunity. It got the added effect of being anti 1 shot though. So it's a little better against billy, myers, LF, and technically GF. Billy is a really strong killer and I don't think the styptic being slightly better effects him all that much. Myers does get a bit screwed by it. LF is trash anyways and his chainsaw will only ever hit out of position survivors. Good ghost face's dont even stalk.

    As for perks it's stronger against MYC, NOED, and Rancor. People hate NOED anyways so whatever if it gets countered by a styptic occasionally. MYC, Rare perk to see people run but probably the one hurt the worst. Rancor's main effect is the mori and the location reveals which you still get so whatever.

    Overall I'd say it's weaker.


    Edit: Also I just realized this is a dinosaur thread that got revived by a necromancer, apologies.

  • @se05239 said:

    Increasing the amount of traps he can carry by default by 1/2 and letting him reset a trap without picking it up first would help him A LOT.

    Yeah just like a basic trap carrying capacity of 2 with a button to reset a trap on the floor when standing by it would be great. Could also use an add-on touch up.

  • create a backup before you switch to PTB, then you can just use the backup

    if you want to switch back to PTB, create a backup for it too.

  • It shouldn't be a skill check because I can't macro a skill check and do nothing the entire time like I've done for thousands of hours now.

  • @Peanits said:

    It's the exact same as it was before, only you can't use the stagger reduction multiple times in a chase. If you were using it multiple times in a chase, I'm willing to bet you were taking advantage of setups that were way too strong (e.g. Haddonfield).

    In any case, the killer is meant to be stronger than one survivor in a chase, so they won't be getting a stagger.

    I think you guys are going about nerfing BL the wrong way. The stagger reduction is the only reason to use BL over any other exhaustion perk. BL has the hardest activation condition out of all the other perks. The haddonfield house is really the only place where BL is insane and is manageable in other places except maybe certain RNG spawns of the father campbells.

  • If you're not kicking the god pallet before they can use it youre doing something wrong

  • In my experience using it as a survivor the most effective way to play the DS is to just pull them out the locker. Typically if they jump in a locker they could have wasted roughly the same amount of time as they could have with the DS by just continuing to run and loop you. When I use it as DS good killers just eat the DS from the locker and it often ends up messing me up later in the game and I end up wishing I would have just kept running instead of letting them get me in the locker.

    The only thing you really want to avoid with DS is chasing them for 20-40 seconds only to eat the DS because that 20-40 seconds becomes wasted. If a survivor jumps in a locker right away, just eat the DS because you aren't really losing any momentum since you weren't chasing them for very long (and thus aren't losing any momentum.) If you do end up downing them you should leave them slugged though, even if they get back up that means less people on gens.

  • @Mat_Sella said:

    There needs to be the ability see the killers connection to the game, as a survivor. I do not need to play the "Will This Hit Me?" Game because their ping is 250+

    If they are using a VPN the ping will register very low because you see the ping to the VPN server rather than the player though.

  • @Fibijean said:

    I like the bloodlust mechanic. I think it's appropriate that the longer a chase goes on, the more dangerous it becomes for the survivor.

    You haven't really explained exactly why you believe it's detrimental to the game, only that you believe it to be outdated or unnecessary. Why is it a detriment to the game? What makes it "horrible"? How is employing a game mechanic to its full potential "abuse"? In what way does it reward killers for playing poorly? How is it not good or smart to use bloodlust strategically in order to close a chase?

    It's detrimental to the game because it's a crutch that gives killers hits after being outplayed over and over again. Same as before. You can just never kick a pallet and run in a straight line with no mind games or skill and get a hit because lol I got faster. Good killers typically get hits before bloodlust by outplaying the survivor not with a crutch speed boost. It's not smart to rely on it because the amount of time it takes you to stack bloodlust.

  • @Teabagging_Boi said:

    I think the 1st perk should instead completely hide an aura of a generator you are repairing from a killer and for an extra 5-6 seconds. It shouldn't prevent killer from breaking it

    That is useless. The purpose of the perk is so that if a killer comes to the gen you're on they can't tell someone was there because the gen had progress.

  • @oxygen said:

    There's still maps that need a bit of a rework.

    I'm pretty sure the long term goal of the devs is to change every map in such a way that bloodlust is no longer needed, but for now they can't really take it out.

    They should make it so bloodlust doesn't work on the reworked maps.

  • Simply make bloodlust only work on the unbalanced maps

  • They should just rework keys to have a function that doesn't require addons so that the green key actually does something.

  • They dont need to run in a straight line for 2.5 seconds. They need to run for 2.5 meters in a relatively sharp angle towards the window.

    a 4 m/s move speed that is .625 seconds minimum but realistically slightly higher unless your a god since you cant touch the window. So more like .7-1 second depending on how much of a vault god you are

  • @TheHourMan said:

    I would like compensation to be able to show that I did indeed earn those event items. A charm, font color, something.

    something like that or just add other cosmetics that show vetting. Even something like a charm for each devotion level since that shows vetting.

  • @Eclipsa said:

    The thing with all those calculations is that in game it never happens as the way it happens in your head when youre calculating. Usually when I spot a survivor I blink to them, chain blink and hit them. Then begins the hard part - unless you wait for 6 seconds and thus giving the survivor more than enough time to break LoS or just run out of your effective range, you will not be able to catch up to them with the one 20m blink you have in your hands.

    Thats the problem with Nurse right now. She lacks lethality after the first hit. She is still scary at the start of the chase but once she uses her blink and they go on CD while u get a speed boost (not to talk the possibility of an exhaustion perk too) and get on the other side of the map.

    The simple fact of the matter is that the nurses move speed is not slow enough for a survivor to gain on you a significant amount. All that few extra seconds does is give the survivor time to break LOS otherwise she is completely the same as she was before the nerf.

  • Survivors do not gain a lot of distance during the cooldown. Nurse move is 3.85 m/s compared to survivors 4.0 m/s.

    If you use both blinks. 2.5 second fatigue(.96 m/s). 3.5 seconds of CD (3.85 m/s)

    in 2.5 seconds she moves 2.4 meters. Then in 3.5 seconds she moves 13.475 meters for a total of 15.875 meters.

    Survivors move 4 m/s for 2.5 seconds (fatigue phase) then 4 m/s for 3.5 seconds (CD phase)

    That's 10 meters in the fatigue, and then 14 during the CD phase. Total of 24 meters.

    This means they have a total gain of a little over 8 meters. During the CD phase, the survivor can only gain roughly .6 meters on the nurse unless the nurse is forced to walk around a wall in which case you got outplayed, should consider your environment and think ahead.

  • Please do this instead. Like a final tier reward. I don't want the cosmetics to become worthless

  • Yes please. People when people asked for dedicated servers they assumed their would also be netcode that makes mechanics and abilities seem like they should from a feedback perspective. As it is right now, their netcode has worsened existing problems.

  • I usually don't even look at the pip screen. All I care about is how much BP I got and how many kills/whether I escaped(bonus points for friends escaping too.)

  • @Rezblaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/819003#Comment_819003

    Or...

    We can implement this and not have to worry about more things in the game that's outside our control?

    Saying it's outside of your control because they have the exit gate is 99 is like saying you should be able to get piece reset when someone gets checkmate in chess. They've already achieved their goal you were supposed to prevent getting to that point in the first place.

    I doubt it would make a big difference anyways. Going to regress an exit gate would means losing whoever is on the hook/being chased 95% of the time and the other 4% of the time it wont matter because the survivors will have the gate 99 but open it before you have the opportunity to regress it. The only reason for a survivor to leave the gate after the gate its 99 is to help their team. If you're going to the gate that means they either A) have no team to help that aren't also going to the gate (since you don't have a hooked, downed, or chased survivor) or B) by going to the gate you have left your only leverage on the survivors (usually a downed or hooked survivor) unguarded and are now going to lose it. Also if you were to leave whoever you have hooked or downed to regress an exit not only do you risk losing the survivor you already had but you also risk not even regressing the gate because another survivor was still waiting at the gate while the save happened.

    I know that's not how it plays out now because survivors leave the 99 gate after its 99 since it's safe to do so. If this change were implemented survivors would just adapt by not leaving the gate without a reason to do so, the same way they adapted to just 99ing gates when the end game collapse hits. The first and foremost purpose of the end game collapse was to stop the game from being held hostage, not to be a second chance for you to kill the entire team after you already failed the first time.

  • @Rezblaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/818998#Comment_818998

    And that's supposed to benefit the killer, how?

    The dumbest idea is to invoke an end-game collapse via opening the exit gates.

    You're giving them a free out.

    If the gate is 99 its practically open anyways so you may as well just start the collapose

  • Or just open it yourself if you see it 99

  • Seeing the killer's aura seems like it actually is a more useful purpose. For killers who like to hump their totems, lets you tell when theyre coming back to it.

  • He needs to pause here and there too. Its like theres no punctuation. It's so flat.

  • @PolarBear said:

    https://forum.deadbydaylight.com/en/discussion/comment/804924#Comment_804924

    Why should the survivor escape for free by sheer luck when their team did nothing?

    because it's not their fault that their team is #########. It's also not free, you have to find the hatch before the killer does and you're probably dead if you don't because the survivor pretty much always loses the gate game unless they get lucky gate positions.

  • just dont heal lol

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/797414#Comment_797414

    The version that was tested in that same PTB that added safe unhooks was only once per match. That was deemed too easy to get stacks.

    They should remove the requirement for taking hits and add the safe unhook requirement instead. That would make it a good perk and not too oppressive since there's no guraantee youll evena ctivate it and only 2 (and even then that's very difficult) can activate per match.

    You need 3 unhooks to activate it.

    If everyone survivor besides yourself gets hooked twice that's 6 unhooks you can possibly get. So you half to get half of ALL your possible unhooks to get it. Across all survivors theres 8 possible unhooks. So if there are two mettle of mans, for both to activate they basically have to pray that 1) Theres actually 6 hooks before they die and 2) none of those unhooks get stolen by people who don't need to get their mom activated. Realistically you can only see one activation in a game. Two once in a blue moon. More than that is literally impossible.

  • It normally takes 3 seconds to pickup. Takes 1 second to blind. Fire up will make it roughly half a second faster to pick up so you have to light roughly half a second earlier.

  • @Williamz said:

    https://forum.deadbydaylight.com/en/discussion/comment/787301#Comment_787301

    A experinced killer can check steam profiles to see if it's SWF. I've seen many folks do it and it they gonna dodge they'll dodge.

    Meanwhile the killers that are actually trying to always improve and look for a challenge would prefer it if they would have time to sort their loadouts out if battling a four man group. Like myself. I don't mind SWF but I need time to sort my loadout.

    and survivors who care will private their profiles

  • People tunnel steve because a LOT of noobs that came in because of the ST chapter play him and they want to tunnel noobs.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/780635#Comment_780635

    Btw regarding isolation, I think it should see the progress.

    This would essentially tell you how many Survivors are not within a certain radius of another Survivor.

    Whispers tells you how many Survivors are within a certain radius of YOU.

    The second effect is by far the more useful of the 2.

    However, the movement speed from isolation is designed to not be super common to activate in order to keep it in check (I probably overdid that but still), otherwise it would be OP.

    The thing is that since it won't activate reliability it needs a more reliable secondary effect to maintain its usefulness. Hence getting small amounts of info from the charge.

    Yeah it just hard to think about how often you are within 32 meters of another survivor. Like I said I'd have to see that in action before I can make a good judgment about it.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/780635#Comment_780635

    That's why he's a 110% Killer.

    If this was a 115% Killer it would be broken, but this way it's at the cost of having trouble closing the initial gap before he can reap and having longer patrol times.

    He needs the movement speed slowdown to be greater than 5% because otherwise he's objectively worse in a chase than every other Killer in the game. And he needs the action speed slowdown because he's the only 110% Killer that doesn't have either range or a movement ability.

    And the situational stealth and free health states are there because the direct effects on Survivors are mostly making up for the weaknesses of a 110%, making those 2 effects the ones that give you a real edge over other Killers and not the 10% action debuff.

    And of course if we remove those too and just make him a 115% Killer then Survivors could easily just not bother getting their souls back and just leave him as a Ghostface but slightly worse due to not having undetectable or tracking (both have an instant down).

    I didn't realise that he was 110%. That puts survivor move speed at 3.6 m/s vs his 4.4 m/s. Meaning against a reaped survivor the speed difference is .8 m/s compared to the normal .6 m/s of a 115 killer. Thats just slightly relatively faster than a 115 killer with tier 3 NOED active(4.784 m/s). Seems alright.

  • 10% move speed is a huge penalty. Even a small move speed penalty like 2% is a pretty big difference. Either it needs to be move speed only and a much smaller penalty or actions only. Freddy snares and clown bottles do 15% for reference so you can see how having 10% constantly is a pretty insane effect.

    Edit for the perks:

    Hex: Despair: good survivors dont heal anyways. I guess it kinda counters adrenaline if its not gone by then

    Isolation: Seems good, would have to not be able to see the progress on it though otherwise its kinda whispers+. Possibly too good but hard to tell without seeing it in action.

    Unpaid Dues: hold m1 more perk bad

  • They won't reduce his terror radius because terror radius is standardised with speed. The only exception being myers and nurse. 115 killer = 32 m terror radius, 110 killer = 24 m terror radius

  • If you record video of it and send the video in a support ticket and they determine the offense is ban worthy they tell you if they ban the person. I've gotten quite a few lag switchers banned myself.

  • When playing killer

    0k- crushing defeat

    1k- defeat

    2k- tie

    3k - Victory

    4k- Great Victory

    When playing Survivor

    I escape: Varying Degrees of Victory

    4 escapes: Great Victory

    3 Escapes: Victory

    2 Escapes: Minor Victory

    1 Escape: Pyrrhic victory

    I die:

    3 Escapes: Minor Victory

    2 Escapes: Tie

    1 Escape: Defeat

    0 Escapes: Crushing Defeat

    Basically anytime I escape I consider it some kind of victory even if only a small one. If I die I only consider it a victory if the other survivors escape too.

  • They should just add a concede button after you've been slugged for a minute or two without a DC punishment

  • Have concerns about the archive being too difficult to complete for casual players been addressed?

  • @Monlyth said:

    Completely ignoring a survivor, even when they're working on a generator in front of you or unhooking other survivors right in front of you, is a great way to lose the game. Having to wait 60 seconds before you pick up a survivor after they're unhooked (And this applies to EVERY survivor on the survivor team, even if they're not running DS) is crippling for a killer.

    Every moment you allow a survivor to stay off the hook, the survivor team draws closer to victory. If "Just don't tunnel" was an actual good counter to the perk, it wouldn't be a meta perk used in virtually every survivor build at Rank 1.

    If the survivor is doing a generator or unhooking so close to you then you can slug them before they jump in a locker

  • just dont tunnel

    its not invincibility, you can slug them/ignore them.

    If they bodyblock you can slug and if they jump in a locker you weren't ignoring them.

1 … 40 41 42 43 44 … 47