SkeletalElite
SkeletalElite
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- SkeletalElite
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I just want them to nerf the prayer beads and wazasashi saya
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@WickedMilk03 said:
Also for explanation of this concept:
y=b^x
There you go for people who arent understanding
It doesn't necessarily have to be expoential. Exponential would probably be too crazy
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@nickofford said:
Make generators take longer overall , I'm sure the survivors will love it and make gens less dull;) , (taking longer to do gens isn't going to make survivor more fun )
It only takes longer if you get interrupted in which case it won't even feel like it's that much longer because lots of interruptions means lots of chases and interactivity with the killer which is the fun part of the game.
If the killer is bad at pressuring the gens then you wouldn't be doing gens for any longer than it already is anyway.
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/760535#Comment_760535
At least you took the time to explain your reasoning this time. I approve of that. I still think that we should just agree to disagree though. I hold the idea that 60 seconds is too long, and you think the opposite. There is nothing wrong with that. I am glad that you DID take the time to type that all out and think about it. It's rare to see someone on here that really thinks there post out. So for that, you have my respect. Now, and I mean this really nice just to give context, I Do hope you have fun in the fog.
Just to clarify, I think 60 seconds is a fine amount of time as it is. I wouldn't mind it being lower if the timer didn't tick down while slugged though. That way you can't just avoid the perk by slugging but the abuse able situations are also reduced. I also wouldn't mind DS deactivating when someone else gets hooked as long as it doesn't deactivate while slugged.
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/760476#Comment_760476
Wow, so you pick that out of everything I say. I meant in general, not from inside the locker. Duh. This just proves that you arnt trying to listen or understand and just want to pick apart what anyone says to you to prove yourself "Right" even if it makes no sense. Good Day.
Edit: Slug them, so they can get picked up, Unbreakable, or just DS me cause I miscounted. Mhm.
If you miscount, that means you made a mistake and got punished for it, thats how the game works.
There's a good chance they're going to get picked up while slugged, but the point of slugging them isn't so that you can hook them later, the point of slugging is to temporarily make that survivor do nothing until someone saves (unless they have unbreakable, but thats two perk slots, and also only works once.) You slug them to apply pressure while you get someone else downed and on the hook. Slug one person, chase another, another person has to pick up the slug. Thats one person on gens. If no one saves now you have one slug, one hook, and only two free survivors to actually do something. Chase another and the game is basically on the shoulders of that last survivor to do some saving before the entire game comes crashing down. They probably will save but guess what, no one is working gens. That means you're gaining progress and they're not.
Of course if you're playing a low tier killer you're going to struggle, that's not a problem with DS. That's a problem with the killer needing buffs. With a low tier killer, you will struggle against optimal teams regardless of whether they DS you or not. You can't really consider perk balance from the perspetive of 1 killer vs a survivor team you have to consider all the killers. Ideally the weaker killers would be more on a level to deal with DS like a billy, but that's not a DS problem. You get to a point where you have to say either the weaker killer must be stronger or the stronger killer that can deal with DS must be weaker because the stronger killer has no issue with it but the weaker killer does.
Also if you can't keep track of DS in your head, literally just use a stop watch on your phone. Anytime someone gets unhooked press start, use the lap feature for more than one DS. If you have more than two DS active at any given time that means you already have really good pressure on the survivors and can typically afford to eat a DS even if you do make a mistake. Also having 3+ DS active at once is going to be a rarity vs optimal teams unless you're playing a high tier killer.
If you take it as an insult when I say it's a skill to keep track of DS timers, you need to take things a bit less personally. It was by no means an insult.
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/760469#Comment_760469
SO what you are saying is I need to count for 4 different people, up to 60 WHILE dealing with the pressure of being a Killer.
Yeah, you arn't listening and I don't see your point to just wait it out, cause that isn't how it works in my experience. People use it to exploit how it works. Body Blocking cause you have BT or DS for example. But sure, next time i'll stare at that locker longingly for 10 seconds then get hit with Head-on and DS even then cause I miscounted by 1-5 seconds.
Have fun in the Fog, man. I'm done with this.
They cant bodyblock from inside a locker, if they body block, slug them.
Edit: also shout out to the "I can't keep track of DS timers therefore I shouldn't have too" logic
Tracking DS timers is a skill, not an impossibility.
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/760442#Comment_760442
10-15 seconds can still end you as Killer man.
And i've been DS'ed after hooking someone else before. They prolly had about 2 seconds left or something and then I pick them up and BAM.
Once again if youre getting hit with a 2 seconds DS, you could have avoided that by waiting two seconds. If youre so strapped for pressure that youre getting destroyed by 10-15 second wait on DS you likely were gonna get destroyed either way because a team that's so optimal that 15 seconds is significant, chances are they literally could have looped you for longer than that anyways.
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/760426#Comment_760426
Are you reading what I am saying?
Almost any situation where you have to wait more than 10-15 seconds is typically not one where you actually downed and hooked another survivor though. There's very few situations where a survivor is going to have a significant amount of time left on DS where you aren't outright tunneling them.
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/760397#Comment_760397
Excuse me for not caring about one % value in my post I made as a theoretical example for why 60 seconds is too long for DS.
Sure, but what if they did less (cause one number is so important) and you have to wait LONGER for a timer that will assure them getting away or wasting EVEN MORE TIME on a chase that you had to WAIT for.
Have you played against teams that only focus gens or had games FLY by cause gens are popping like popcorn? Cause as far as I see you haven't. it takes 80 seconds to do a gen with no perks, no item, and NO GREAT SKILL CHECKS.
So, for 3/4s of ONE GEN being done without doing ANYTHING to speed it up, that guy has immunity to being picked up or out of that locker. You leave, he's back on that gen, laughing in your face. (being a bit dramatic there but still) You stay? All of the other survivors get to do gens and pop them.
I'm not even bringing up the people that use unbreakable, or the Head-on/ DS double punch.
If the survivors are so optimal that they're just flying through gens, then the survivor could have survived in a chase a lot longer than 10-15 seconds.
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@UlvenDagoth said:
60 seconds is far too long. That survivor could pop off a hook, go work on a gen to around 60% and then get downed and STILL being able to DS. I'm not sure why people think that's okay.
I never tunnel, camp, and barely slug if I can help it and I still eat DS. It's a pain right in the... hmm... Entity.
If a survivor gets a gen to 60% and you get DSd that couldn't be any less than your own fault. Given that it probably took them 5-10 seconds to reach the gen from the hook you literally just have to wait like 10 seconds before picking them up or pulling them out the locker and you get a free hook.
60% of a gen = 48 seconds + time it took to run from hook to gen. Assuming it took them ONLY 5 seconds to reach the gen (were hooked right next to it) then you literally just have to wait 7 seconds before grabbing them out the locker.
I can tell you from experience it usually takes more than 5 seconds to reach the gen. Even 10 is pretty damn quick.
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They're probably going to eventually. Mclean said on his stream like 6 months ago that insta down huntress is a goner. It's possible that it got scrapped but this addon has been getting complained about since it was created so I doubt that scrapped it entirely, just that they're not sure what to do with it yet.
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The people posting those threads arent trusted. If it says trusted on a thread that means someone trusted posted in it.
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Its gotta be either billy or huntress
Only reason I say billy over huntress is that 1) huntress has iri heads, and 2) Base kit huntress struggles a bit compared to base kit billy
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Personally I use , Stridor, Ruin, BBQ/thrilling (your choice), and whispers.
Typically ruin is all the slowdown I need to deal with even good surv teams with spirit. Stridor is to help secure those hits when phasing. BBQ or Thrilling are for tracking after getting downs. Whispers helps you find a survivor anytime BBQ or thrilling fail you.
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Making a system based purely on reports is a bad idea. Mob justice is usually far from fair.
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@UlvenDagoth said:
How is it a nerf?
because generators only take the same amount of time if you sit on the generator the whole time from start to finish. If the killer interupts you, you lose all the accerlation you had.
Think of it this way. sitting on 1 generator the whole time: Takes 80 seconds (same as current)
Sit on the generator for 40 seconds, get interrupted, then get back on it again, gen will take more than 40 seconds to complete because your speed goes back down to the minimum repair speed and has to slowly work its way back up to the maximum repair speed. I haven't mentioned any values because I don't know what they should be. I don't know what the minimum or maximum should be. I don't know the rate it should accelerate at.
Edit: But to be 100% clear. The minimum will be much lower than current base speed and maximum will probably be a little bit higher than current speed. Toolboxes can then be reworked to affect these values.
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@UlvenDagoth said:
I still feel that they could abuse this. Maybe give it a tickle more thought?
What do you mean? This is a nerf to generator completion? The only way this is better is against slowdown builds, but slowdown perks would probably need a look at after this to make sure theyre working as intended anyways.
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My option is the same as keeping PTB myers ( I think anyways) but basically I think its fair because ew1 myers is going to have a 0 meter terror radius instead of a 6 meter one, so its fair that he loses his spine chill and premonition immunity, especially since these are primarily new player perks.
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@UlvenDagoth said:
I already have gens popping like popcorn! Not sure this is a good idea!
Gen speed from start to finish if you hold the gen the entire time would be about the same. Might be slightly more or less. Like +- 5 seconds
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The only part I like is the regression amount being increased and the pausing being removed.
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My forum posts do this ######### too where the title keeps defaulting to my own name
why does it do this
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Can you turn these useless servers off already.
Also survivors need to be able to see what the killer's connection is.
High ping killers make the server worse
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You probably wouldn't see a difference. If great skill checks were making a significant boost to gen speed, people would be blowing through gens with ruin. Reason being that if enough people are good enough at hitting great skill checks that they hit enough to get any significant amount of extra gen speed then they're able to just blow through ruin without caring
Each great skill check is a 2% bonus. At base repair speed thats only about 1.6 seconds. If you get 5 skill checks and hit all greats then it only saves a little less than 10 seconds. And most people aren't going to be hitting great skill checks that consistently.
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Adrenaline isn't nearly as deserving of a nerf as most of the people complainging about it think it does.
By picking it you pretty much are playing with 3 perks for the entire game to get a single strong 5 second boost + heal near the end of the game. You also run the risk of never even making it to end game if you choose it.
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I'd like to see some fixes to overlapping controls too. Unhooking isn't the only situations where there being two different controls on the same button can cause problems. The problem is somewhat unavoidable on controllers but for KB&M players allowing for more robust keybinding configuration and setting how it currently is to the default would be enough.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/746970#Comment_746970
That's a bit silly.
Escaping should just be equivalent to a Killer 4k as they are each the objective for each side. Thus they must both have equal odds in order to meet the definition of balance.
The equivalent to a 5 gen 4k for Survivors is iridecent unbroken or in otherwords a 0 hook escape.
If a 50/50 escape odds is too high that's fine, you can make lower odds work but the range is 50% to 20% with the lower odds causing the game to approach usually being a 3k.
Specifically at 20% escape rate 80% of games would be 3k's and 20% 4k's. Any lower and balance is impossible since no combination of kills will result in equal win rates.
50% would mean only 0k's and 4k's at 50/50 odds.
The reason why I like 33% (which is about 2.7k) is because with those odds you can have the game be balanced even after Survivors start dying. That doesn't mean you WILL have balance like that, but it mean's it is possible. That is to say if you start with a 1v1 being 50/50 and working backwards you end up with a 4v1 being 33%.
Any lower than 33% and the snowball effect starts to reverse and thus it becomes optimal to sacrifice each other as Survivors. (for example with a 20% escape rate you should have an 80% 1v1 success rate, since the Killer wins are the remaining 20%)
If you don't think a 1v1 (counting situations where the gates are already open ect. Not just the EGC) should be 50/50 given a 3k then other numbers can work. 40% is also pretty good with a 2.4k average (which isn't too large compared to 33%) but still not close enough to 2k that you have insane snowball.
That's an angle I'd never considered
Interesting perspective, but the one critique I have is things don't tend to be so flat. Mathematically that makes sense but the entire distribution is important as well. Things like the shape and and standard deviations of these rates should be considered. I think thinking backwards makes this easier. By asking, ideally, what do we want the distribution of kill rate to look like? Do we want the upper and lower 15% of games to be 0k/4k respectively? 10%, 20%? Do we even want them to be even? I have no idea what these numbers should be but thinking backwards rather than from the top down makes a little more sense here I think.
Edit: Side note, a very small minority of people will choose an option in this poll that isn't the middle one. Not only is the middle option extremely vague and could mean many many different things, but the other two options are so ridiculous that very few people are likely to pick them.
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I agree that kindred should be base kit
kindred is information that SWF survivors have for free without having to use a perk slot so non SWF survivors should get it too.
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WGLF has been buggy for a while now
I'll get the protection score event sometimes but not get a stack and sometimes Ill get a stack without the event
Sometimes I'll get a stack while miles away from the other survivor sometimes I dont.
Sometimes I get a stack while right next to the other survivor and sometimes I dont.
Its just super inconsistent.
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Please stop putting the dedicated servers on live.
Its so buggy and the hit detection is so much worse
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@Kerbert said:
https://forum.deadbydaylight.com/en/discussion/comment/747800#Comment_747800
It does pay itself back, which is good. But we shall wait and see how long it will take to pay itself back.
idk about you, but most games I play don't have 13 different DLC's, most have anywehre between 1 and 4 expansions or addons that cost the same price as a chapter. And in online games, much of the "DLC" is cosmetics, which I didn't mention at all. I just don't like the insane price I have to put into the game and will have to continue to put into the game. Especially for new players who thought the game was $20
You can pretty safely not buy a lot of those chapters without missing much. Especially on the survivor side. The vast majority of the survivors have terrible perks that are a waste of bloodweb space. A good chunk of the killers are also pretty bad but they can have some perks that you might actually want but again 4 or so purchases will likely set you up with all the meta perks you need and you could even make do without those.
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The premium track has 1000 auric cells in rewards across the whole thing so it's a one time buy for active players since it can be used to purchase the next battlepass without paying anything.
The game has a lot of DLC but the DLC goes on sale fairly frequently. $93 for a game and three years worth of DLC is a pretty good deal TBH. A lot of AAA games have way more for the game + 1 years worth of DLC much less 3.
The game has 5 free killers: billy, wraith, trapper, nurse and huntress; and 7 free survivors: David, Dwight, Meg, Claud, jake, nea and bill. Console version has more but is also more expensive so I can't really speak for the price/content there.
The game has plenty of base content. Most of the meta survivor perks are free and there are quite a few good free killer perks as well as two of the best killers. You only need 2-4 DLCs to get the rest of the meta perks you might want (like laurie for DS + bubba for bbq + hag for ruin) and you pretty much have the stuff that many people use game after game without swapping out. Additionally all the maps are free.
Also when it comes to FOMO I don't really think its a problem. In fact I think the battlepass reduces FOMO way more than it causes it. The battlepass allows you to get a load of cosmetics for a relatively low price + there are a lot of iri shard cosmetics in the game. FOMO when it comes to cosmetics is way less of a problem when theres a significant number of cosmetics that can be gotten for free. And when it comes to actually completing the battlepass, everyone can use the archives so that isn't really a problem. I also imagine once the rift closes the old cosmetics will be added to the store where some of them will become available for shards.
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Not only is it purely cosmetic but completeing the pass rewards you with auric cells equal to the buy in so as long as youre actually playing the game regularly you only have to pay once
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Balancing nurse and nerfing nurse are one in the same.
Shes still probably going to be the best killer even with the nerf.
At least there will be some counterplay.
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As groot dude said in another thread
If a 3 second cooldown ruins the nurse, mindbreaker is a good perk.
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Regardless of how it gonna go
its gonna go
https://www.twitch.tv/lmclean_bhvr/clip/TsundereScrumptiousPangolinTheRinger?filter=clips&range=all&sort=time -
@Ihatelife said:
https://forum.deadbydaylight.com/en/discussion/comment/743167#Comment_743167
She has only three blinks if you take ultra rare addon. But you cannot teleport through the walls. Only windows and dropped pallets. Not worth it tbh.
Correction you can only teleport to somewhere you have line of sight, so you can go over low walls but not high ones.
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Also makes sense within the lore of the game
The entity is weak to light (measly flashlights cause the killer to drop survivors and shield their eyes in pain, generators that produce light bring the trial to end.)
As the sun comes the trial becomes flooded with light and starts to collapse. Eventually the light is too much and the trial "destabilizes" causing the trial to end and the survivors still remaining to die.
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@BBQnDemogorgon said:
A 6 second wait to get your 2 blinks back is gonna be rough.
Shes already hard on console this is going to kill off Nurse for good over here.
keep in mind the recharge starts when you start fatigue so by the time your fatigue is over youll have 1 blink recharged. If youre waiting on your second blink to charge it'll be another 2 seconds (4 second stun for 2 blinks)
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If you like playing nurse I'd level plague for IF alone.
Corrupt intervention is nice for trapper
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Literally every problem that dedicated servers were intended to fix are unchanged or worse.
Hit detection: So many more unfair hits where you were literally already running away from a vault and still get hit by a killer that swings at it (and Im not talking them hitting you through the window because you were still close to it Im talking you werent even close to the window anymore or were on the other side of the pallet already. Dead hard works even less than it does on p2p. On servers I use dead hard get exhausted and then proceed to go down before the dash even happens 10x more often than I do on p2p.
DCs: Changes to stop this literally not implemented yet.
Bugs: So many more bugs
Playing Killer: Grabs inconsistent as ######### (already buggy on p2p). Minor rubber banding.
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If its going to be dedicated servers the game needs some kind of lag compensation. The hits look even funkier than they do on p2p with you getting hit from what looks like even farther away than before.
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They're only gonna be changing her addons they said at base kit nurse is still stronger than any other base kit killer and even stronger than most killers with add ons.
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People learned how to play her. When spirit came out she was basically untouched for months but then people figured out how to play her and now you see more of them than nurses at red ranks.
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Only if the killer is holding the game hostage with their 3 gen.
ie. Wont down survivors unless the survivor doesn't run and does nothing but sit there and make sure the 3 gens aren't being touched leaving the survivors with absolutely nothing to do.
The killer has get pretty lucky with the 3 gens being close to each other for that to work though
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@Irvin said:
How would the Death Note work in DBD?
new survivor perk.
Another survivor must blow up a gen you are on for a perk to activate you can then press the active ability button while standing next to them to write their name in the death note causing them to instantly die.
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In my opinion they should just add a concede button aftering being slugged for a minute that doesn't even count as DCing. I want to play the game not crawl around for 4 minutes while urbanevaddete waits for the hatch.
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Here's my obligatory post literally everytime this comes up yet people still don't learn
Spirit does NOT move grass
Video proof:
https://onedrive.live.com/?authkey=%21AKBOgnbxetLYlSI&cid=E6E304621526D0B0&id=E6E304621526D0B0%213442&parId=E6E304621526D0B0%211035&o=OneUp -
I think its pretty close to balanced but there's some unfair stuff on both sides. I think the unfair things are far common on killers than they are on survivor though which is why its a 4 for me.
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@MisterCremaster said:
Xbox & PS4 only.
PC & Switch are too graphically dissimilar or have too much difference in control. A mouse & keyboard PC player will stomp your average console controller player.
KB&M is not a signficant advantage in this game IMO
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rank 1 spirit/nurse is usually a waste of time to play against with random team mates. I could spend my time doing more fun things