SkeletalElite
SkeletalElite
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- SkeletalElite
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Trapper all the way. Hag is only better because her setup is easier and faster. Once set up trapper is superior.
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Then don't put the stream on your name or profile. It's your own fault if you aren't a big enough streamer for people to recognize you.
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@Mochan said:
Before you ask to fix the solo escape rate, ask first what the solo escape rate is.
Do we have updated stats for this? Is solo escape rate still actually a problem? Or is this a case of you needing to get better at the game?
last time they released stats the escape rate of solo was around 40% and probably hasn't changed much since the only good perk added to the game since then is inner strength and no killers have gotten any weaker.
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/704866#Comment_704866
But the killer is supposed to be the power role, they are supposed to have a major advantage in 1v1s.
As well, this issues really isn't about who got there first, but latency as @anarchy753 points out.
The fix is too make it so one prompt has priority over the other. Making the survivor prompt have priorty will make the person who recahes the hatch first win every time since killer reaching first = body block hatch then close. Survivor gets their first = survivor jumps in.
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@anarchy753 said:
Yeah it should definitely go to the killer.
Same as it is now, it should not be weighted that a survivor can just stand safely in front of the supernatural, superpowered killer and be completely safe on the hatch, because no action the killer can take will prevent them getting out through it.
It's also already weighted to the survivor because the killer has to be either moriing or hooking the last survivor right before the hatch opens, where the survivor has all that time to position themselves for the hatch. Even considering the opening delay, if the killer reaches you standing on the hatch, there's not time for 2 hits and a pickup before it opens and you can escape, which is simply unfair.
Killers also don't automatically have this "advantage" in finding the hatch, especially when it's still shut. While they move faster, a killer is almost always engaged with a survivor and will only find the hatch if they happen to run over it in a chase, whereas a survivor who knows the gens aren't getting finished when it's down to 2 people has all the time they want to look around the map in hidden corners for it.
As for what @SkeletalElite said, he seems to have missed the point, as this isn't about "the survivor finding it first," its about the fact that the killer could find it first, be spamming the "close" hotkey as it opens, and the survivor can still approach and escape right in front of them depending on their internet connection. It has nothing to do with finding the hatch first.
If you stand on top of the hatch you block the prompt for the survivor so that they can't enter it. Just do that and you get the close even if the survivor has priority
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It doesn't affect bloodpoints it affects emblem progress in the light bringer category when it comes to gens. For everyone point of progress on a gen that happens while you are in a chase you get 1/3 a point of gen progress in the light bringer category
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I want there to be a workshop not just for perk icons but also for maps. It would be cool if the devs released map making tools so that anyone can make maps. The maps themselves would only be usable in KYF games of course but similar to how valve uses community made maps in their games the devs could do the same and add the best maps to the game from the workshop (assuming the map creator gives them permission to do so.)
Devs could do the same thing with cosmetics.
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/703008#Comment_703008
But survivors have to earn an escape, like how killers earn their kills. If the killer manages to kill three, he should have it easier to earn the last, because of how close a game it is.
The main thing though, is that if a survivor's latency allows him to escape when he shouldn't without killers having a grab or something to compensate, then it just screws killers over for no reason.
It isn't for no reason, the survivor got to hte hatch before you, they should get the escape. If you get to the hatch before the survivor you would win even if the survivor prompt had priority because you can just stand on it in a way such that it blocks the survivor from attempting to enter and closing it as soon as it opens. If the survivor reaches it before you though, you didn't earn the kill the survivor got to it first.
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I'd argue it would be fair if survivor's prompt took priority because the killer already has the advantage when it comes to finding the hatch as it is. If the survivor manages to get on to it before you do, they should win.
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@TheUnendingNightmare said:
It's like 15$ in Canada so probably even less in the U.S
Also, to me it sounds more like you need to play a few games has survivors and then watch guides for the killers you like.
12 in US
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It has been mentioned on a survey in the past so it's not outside the realm of possibility, but don't get your hopes up.
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Surge is a hard one, I can't really come to a conclusion about it without knowing stats about the number of generators it affects. at 12% 3 gens puts it at 11% more regression than pop which I think is a little busted. 10% affecting 3 gens puts it at 30% total which is 5% more than pop but its more situational.
8% puts 3 gens at 24% which is 1 less than pop. So the question is, how many generators does the thing usually hit. If it's hitting 3 most of the time sometimes hitting 2 or 4 then I think how it is now is fine. If it's usually hitting 2 and only sometimes hitting more or less than that than I think it should be upped to 10%. If its only hitting 1 most of the time but sometimes hitting more than that I think it should be upped to 12%.
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You're playing a bottom tier killer with no ruin.
You can't really expect to down people quickly enough to not have gens pop.
On the bright side they did every gen on that side of the map allowing for an easy three gen. Which you could have exploited.
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People getting your IP doesnt really mean much. People can get your IP just by playing with cuz its a p2p game.
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It's almost like, if you go after the guy who just got off the hook less than 60 seconds ago, you're vulnerable to getting hit by a very strong perk, that could have been entirely avoided by going after the guy who unhooked him.
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@ABannedCat said:
Clearly you have never seen a Nurse's 3-gens-strat.
letting survivors get more than 2 gens done as nurse
omegalul
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A long time ago you used to be able to see ranks as killer but it was removed because of killers dodging red rank games.
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Love the addon redesign espeically, his addons are so bad right now.
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@Krustykerbz said:
https://forum.deadbydaylight.com/en/discussion/comment/689407#Comment_689407
But that’s the problem right? The killer is the power position not the survivors. DS is single handedly controlling the meta of this game.
Believe it or not, it is intended that perks affect how you play and create different and interesting situations. DS isn't controlling the meta of the game. If any perk is controlling the game's meta its adrenaline and ruin.
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@terumisan said:
https://forum.deadbydaylight.com/en/discussion/comment/690535#Comment_690535
I caught someone at the end of the game why do you deserve a free escape which it does
it's only potentially a free escape for the person being unhooked. If you played better you would down the person unhooking them instead of the person who got unhooked.
If you're concerned about a multiple active DS problem. Leave people slugged a bit before you hook them to drain a load of time off of the active currently active DS(s)
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@Angelicus23 said:
Why infinites are called infinites if you can't use them forever
because there used to be literaly infinites everywhere a long time ago. That's no longer the case now though and people pretty much just use the term anytime it takes them longer than 30 seconds to get a survivor off a single chase breaking loop because they can't mind game.
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@smappdooda said:
Hmm seems to be a perk you two use a lot is what I am hearing.
"anyone who disagrees with me is biased and their opinion is invalid"
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Spirit's CD should be as long as ghost face's change my mind.
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Every single argument about the new DS being OP boils down to killers wanting the perk to do literally nothing if they have half a brain cell.
Current DS has counterplay. If they run into you, slug them. If they jump in a locker, ignore them. 60 seconds isn't really that long of a time.
If you do a lot of things before coming back and downing them again, then their DS will be close to being gone so just leave them for another ~15 seconds then get them.
People just can't seem to get it in their damn heads that the perk is supposed to put you in a power position for 60 seconds after being unhooked. If you don't want the survivor to use that against you, then don't ######### with that survivor for 60 seconds, period.
Sometimes the perk is going to put survivors in a guaranteed escape position near an exit gate. If you've let yourself reach this point of desperation, you probably don't deserve the kill. You could have downed the person unhooking.
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This perk isn't even very good.
I see people complain about this perk all the time but I encounter probably in less than 5% of my killer games. Even then the majority of the people using it always end up dying very quickly because any time I'm not chasing someone I may as well go after the obsession.
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Maybe it works still because the servers were still enabled on the backend but not actually being used for gameplay and that's what they'll do?
Just speculation.
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Yeah they should add a passive to lithe.
imo BL is objectively better because if you were vaulting a window you didn't even need a speed boost in the first place.
If they had a passive their might be a reason to use lithe instead of DH or BL for a meta build.
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They probably wont make mending revealed by nurses. On release when people asked for it and pointed out that doctor snapping out of it counted they made snap out of it not count anymore.
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Chickenchaser: Decisive is OP
Chickenchase Later: Decisive is a pro tunneling perk
I think I understand why Chickenchaser thinks decisive is OP
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In my experience playing survivor, being toxic will increase the chance that the killer either ignores you or tunnels you hard.
Sometimes I like to try to tbag the killer early on because if I can get them to tunnel me I know I can probably run for longer than most of my teammates could. If they ignore me oh well I can just focus on gens without worrying about the killer.
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I never see these object of obsessions that people are always complaining about on the forums. The very rare occasion that I do always ends in them going down very quickly
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Cool idea and way more balanced than current iri heads.
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@Kerbert said:
I don't think they could mention Jason. Or acknowledge that Trapper was inspired by Jason.
Of course they can.
Taking inspiration from something isn't against the law as long as the work is your own, which the trapper is.
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Only problem is some stats are clearly better than the others.
Agility is clearly better than all of the others. Perseverance is the second best, team work the third. Ingenuity and then awareness.
Agility: vaulting speed is the most tangible effect out of all of these
Perseverance:slower timers is nice but the faster recover is pretty significant, especially combined with unbreakable.
Team Work: Unhooking faster is pretty okay I guess
Ingenuity: The extra item charges will almost never be significant
Awareness: Most aura reading perks aren't good
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the boneclapper doesn't just remove directionality it makes it so you hear it from across the map, no matter where you are. If prayer beads were like they you can't tell if shes phasing near you or somewhere halfway across the map. You can risk it or you can get off your gen while she phases to be safe but potentially waste time by doing so.
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@NuclearBurrito said:
All 3 of these things are downgrades.
Right now with no addons Survivors outside of your terror radius will know you are phasing and Survivors inside of your terror radius will not.
This means option 1 is no different from base kit.
Option 2 and 3 are a straight downgrade
Option 1 is different from base kit. A survivor can't tell if youre phasing near them or halfway across the map. Thats like saying the wraith bone clapper is no different from base kit.
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It would cause too much offering bloat. If there was a whole set of offerings for each realm then bloodweb consistency would get ######### on because of how many map offerings would plague your bloodwebs as items/offerings/addons become rarer and rarer with every new map to release.
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@lynelmane said:
https://forum.deadbydaylight.com/en/discussion/comment/661542#Comment_661542
I thought she did? Or at least make the sound?
Anyway you can still hear her footsteps
She does not move grass
Video of that <- Hyperlink, forums does a bad job of showing links
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No it does not currently have cross platform support. A while back it was mentioned in a survey for interest though, so it is a possibility for the future. Dont expect it any time soon.
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Id rather it stay mashing then be skill checks.
If its skill checks I cant just do nothing with a macro.
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@Fibijean said:
So you're proposing that the killer be artificially docked points just for camping, or just that if the killer doesn't do well, the camped survivor receives either no pip or a double pip?
While I agree that camping is the worst and it sucks to be on the receiving end of it, double pips are for people who play really well, and if you think about it the survivor has already failed by allowing themselves to be hooked. They shouldn't be rewarded for that. It is possible to pip even if you get camped, if you played well enough beforehand.
If you're constantly getting facecamped at low ranks (because that's really the only place it happens consistently), it's fair enough to want to rank up to escape that, but the best way to rank up is to improve your skills. If you get boosted to a higher rank for reasons that have nothing to do with your skill level, all that's going to happen is you won't be good enough to stay at that rank and you'll depip back down anyway.
It already docks you in the chaser category if you camp.
Hes proposing that the survivor who got camped get some progress on pips to help them get the black pip. ie. Light bringer points since people are (or should be at least) getting gens done while you are being camped.
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Yes please conceding would just cause the entity kill from EGC to happen to you on the spot. It would only be available if you are the last survivor alive or if everyone is slugged for an amount of time to prevent people from conceding before they know if someone has unbreakable.
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I think the pipping thing when it comes to keys is a little overestimated. If the survivor(s) get out with a key that still means you either killed 3 of them or they got 1 more gen done than the number of survivors alive which should be plenty of time to get most if not all of your pip progress. Keys basically discount 1 gen for every survivor dead. at 1 survivor dead you still would have had 4 gens to do stuff and if you spent 4 gens tunneling and killing one survivor you made a mistake chasing that survivor for so long.
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Deliverance should allow you to attempt escape during the struggle phase. The reason no ones uses it is because getting hooked before you can get a save is far too common and its not worth the risk since you just waste a perk slot if that happens. If it allowed to escape during struggle I think it would see more use.
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@Dolphin9192 said:
https://forum.deadbydaylight.com/en/discussion/comment/652746#Comment_652746
How does DS stop farming?
If you get farmed you can D strike the killer.
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It does, if you time it right. Although recently it seems for some reason sometimes when the killer stands in the right spot it doesnt allow you to drop the pallet even if it gives you the prompt to do which can make them a lot harder to do. They should fix that.
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@HatCreature said:
https://forum.deadbydaylight.com/en/discussion/comment/652752#Comment_652752
Well she's not a 115% Huntress because she get slowed while she has Corrupt, do you like any of the other suggestions? I tried to make a mix of simple and complicated.
Also I firmly believe that if Survivors ######### up, that's their fault not mine, power role. The balance comes in not letting the Killer get it which is why the Survivors have control of her power, which is 3 is still good ;) imo
I think 4 is fine as long as it's not too oppressive. One of the main complaints about (old) freddy is that holding m1 on gens for longer is annoying.
1 is a cool suggestion too. Helps out with some early game pressure.
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They may as well add the option because right now people just leave lobbys if htey dont like the ping. Wont make queues any better or worse if your ping is fine.
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Not a fan of 3. Corrupt Purge is basically huntress on steroids, that's why it's in survivors control. With corrupt purge shes like a 115 bubba huntress that moves faster than huntress does holding the hatchet and can ready it faster than a huntress can ready hers.
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@Milo said:
Did they specify Demo can only create 2 portals?
I thought they can create many and choose to which to teleport (but on a long cd to create more)
They said in the stream 2 but I have a sneaking suspicion add ons will increase that number because of the way the teleport mechanic works you have to look at the portal you want to teleport to for some reason. If you could only have 2 portals down there would be no reason for that.
If the killer turns out to be underpowered there's a good chance that would be how they buff it (3 portals instead of 2 base kit)