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SkeletalElite

SkeletalElite

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SkeletalElite
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  • @AshleyWB said:

    How much skill does it take to run self care, adrenaline, iron will, insta meds, super powerful toolboxes, keys, Moris, fog offerings, ds? Yet you complain about Noed. Seems like there's NO-brain-in-your-ED if you think even breaking 5 dull totems collectively requires much skill.

    fallacy of relative privation

  • Yeah the addon on system really pisses me off sometimes. It's just not fun to play against ebony mori omega blink nurse's or 4x insta heal squads. I don't mind bloodwebs and addons being one use though. To me the biggest thing is addons being side grades rather than upgrades.

  • @Milo said:

    "20,000 bloodpoints per bloodweb" Actually +50 level bloodwebs should cost around 40-60k bp... (please fix that devs ._.)

    I just wasn't sure and didn't want to to guess too high. Even with that super conservative guess its still an insane amount of bloodpoints.

  • The reason they gave her not 115% speed when she has the vile purge was because that made it objectively better to just run around holding right mouse button and that was annoying for everyone involved.

  • Also to answer your original question, its possible for the same reason ebony mori omega blink nurses are possible.

    To give the other team next to no chance of having fun or winning.

  • Balanced is fine, it's the map design that isn't.

  • @[Deleted User] said:

    Ya'll have horrific reading comprehension. It's one thing to disagree, but another to completely misunderstand the content of the post.

    https://forum.deadbydaylight.com/en/discussion/comment/602213#Comment_602213

    The second sentence basically says "I usually lose against this."

    https://forum.deadbydaylight.com/en/discussion/comment/602257#Comment_602257

    Gens often get done because of Adrenaline. Not in spite of survivors playing with 3 perks the entire game. It speeds the game up tremendously when survivors don't have to heal. It's almost like you didn't read anything I wrote. No, MYC doesn't bother me. 3 things have to happen for the killer to benefit. Hook, distance, and finding the exposed person. I didn't mention anything about NOED or Ebony Moris, because the post was about the balance of instaheals. Good reading bro.

    The no heal meta doesn't exist because of adrenaline, the no heal meta exists because they nerfed healing so hard that it's not worth it without a med kit.

  • "I got a 4k but I didn't like the survivors loadout so nerf them more"

  • A mind game kind of implies that there's a super rational guessing game going on.

    ie. you run to a vault on the T wall, you can fake or vault. You know the killer knows you may vault and might go around but because you know that you might just vault it anyways but the killer also knows you might just vault it anyways and so they might just commit rather than double back but because you know that... ad infinitum.

    With spirit its just, okay survivor dropped pallet now I stand still, okay survivor didnt come back to me so now I just phase walk to where they are right now and hit them. If they walk they move so slow that with my light speed movement it doesn't matter that I cant see them because I just have go just about to where I saw them last and get a free hit, if they sprint they leave scratch marks that lead me to their exact location, and on top of that if they're already injured you can literally just know exactly where they are because you don't need to see them.

    If survivors could tell when she was phase walking there would be actualy mindgame potential, since theres a guessing game going on between the survivor and the killer of where you went as a survivor.

    Right now you can't really hide from it because they just stare at you until they get bead on what you're doing and then go hit you.


    In fact after looking at that thread, spirit violates rule 1, no dominant strategy. There is stuff survivors can TRY to do to make it harder on the spirit but as long as the spirit follows the dominant strategy they'll get the hit on the survivor 90% of the time.

  • How will I get my two free kills for allowing the survivors to complete their objective though.

  • Corrupt purge is way too strong to add a method of forcing survivor's to cleanse. The only thing that would be okay is making her get the corrupt purge when a gen is complete or starting with a pool or corrupt purge base kit.

  • @JAWS_BDSM said:

    Or turn off solo surviving and give "search for swf party" option within your region/regions you`ve selected. So survivors firstly form swf party, then search for killer. And allow voice chat be in game. It will barely make it worse.

    You can`t play without being in full party.

    And balance the whole game around Full swf parties.

    That`s it.

    That won't make a difference, people aren't going to suddenly start hopping into voice calls on discord because they lobbied together.

  • @starpilotsix said:

    Also, you give all this information in the HUD? Guess what, SWF teams now don't have to take any time to communicate it with each other, which means they can instead use their voices for more useful stuff, like specifically where the killer is going, what gens to focus on, etc.

    I'm fine with narrowing the gap... but IMHO it should be done by giving penalties to SWF, or benefits that solo players only get. Not overall changes to how the game works for everyone.

    Penalizing people for playing with their friends is a terrible idea from a game design standpoint.

    Instead the information that SWF get from voice comms should be mostly available to everyone. Obviously some things are still advantages for SWF, but this by no means makes SWF stronger. Just because its on the HUD and SWF don't have to use their voice's to communicate it to each other anymore doesn't mean they're stronger. It's not like there's some sort of massive information wave going on in an SWF at all times and by adding this SWF is stronger since its less to communicate. There isn't enough information being given across comms at any given moment for it to make a difference. Yeah the SWF will have to talk to each other about the game less but it's not like that was inhibiting them in the first place.

  • Healing in general is not worth it. The Meta is to run adrenaline and ignore healing all together.

    In the time someone else heals you (16 seconds) you could both get on a gen done and finish 28.8 charges of work, which is 36%. If everyone on the team just ignores healing to do gens, youll get the gens done so much faster it's worth it. If you're both injured in the time it takes to heal each other you'll get the gen to 72 complete.

    Just don't heal.

    Even without adrenaline ignoring healing is worth it. With adrenaline? You'd be stupid not to.

  • @Asder17 said:

    https://forum.deadbydaylight.com/en/discussion/comment/598700#Comment_598700

    Macro are not totally allowed as far as I know. If EAC detects them you will not be helped by the devs in getting your ban lifted.

    I also think that a game should be fully playable without external program/devices.

    Macro is not bannable.

    EAC cant detect a macro, EAC only checks your game files.

  • If youre on PC use a macro.

  • @No_Mither_No_Problem said:

    "The pallets aren't meant to be free hits after they've been dropped if you refuse to kick it. You have the option of mindgaming now but you have to actually win those mind games"

    The thing is, you literally can't mindgame it if they approach it from the safe side until they drop it—which will take a while if they run the safe side. The loops are still just as strong as they were before, and now there's more of them.

    "The two story is NOT safer for survivors. Its only still safe if youre running BL since you can drop down the stair case at the end now."

    I guess vaults with little to no mindgame or circumnavigation are unsafe?

    "Not sure which god pallets youre talking about. If its the basement ones then that I can concede on."

    The one in the house that can't be mindgamed, the ones in the preschool and the boiler room that can't be mindgamed, the ones in the two-story building that can't be mindgamed... honestly, what else could they be?

    "Only thing I really have to say is not every pallet should be unsafe, the maps should have SOME stronger pallets."

    No. My definition of a "safe" pallet is a pallet in which the Survivor does not need to mindgame and outplay an M1 Killer to effectively use it—they can just run around it and the Killer has no method of counterplay. There were a lot of those in Badham, and there are even more now. Every pallet should require skill for the Killer to get a hit on, yes, but every pallet should also require skill from the Survivor to not get hit. As it stands, most of the Badham pallets still don't require any skill or mindgaming from the Survivor to avoid the hit. They don't need to "outplay" the Killer; they just need to run in a circle and then press space when the Killer gets too close.

    There is no safe side though, the other side is just useless, if both sides were like the short side thats whats called a god awful pallet and its worthless. If both sides are short, all the killer has to do is respect the pallet and they'll get the hit every time because if the survivor drops the pallet they can walk around either side and hit them.

  • The pallets aren't meant to be free hits after they've been dropped if you refuse to kick it. You have the option of mindgaming now but you have to actually win those mind games

    The two story is NOT safer for survivors. Its only still safe if youre running BL since you can drop down the stair case at the end now.

    Not sure which god pallets youre talking about. If its the basement ones then that I can concede on. Only thing I really have to say is not every pallet should be unsafe, the maps should have SOME stronger pallets.

    Haven't tried to looping the side of the house yet, Id have to give it a go and tell you what I think.

  • @Ksoni said:

    If you couldn't escape by repearing 5 generators and opening gates or finding the hatch, it's obvious that the 3rd chance to escape will be hard.


    Its not really difficult, its decided by RNG. Did you get lucky enough to find hatch first? No, well did you get lucky enough with gate spawns? No, you die. If yes to either of those, you escape.

    If its nurse or billy you die anyways since they can go all the way across the map in 2 nanoseconds. Only way you don't is if its a really big map and got really lucky with the spawns so that billy has to do 2 chainsaws or nurse has to do 3 or more blink chains.

  • Not only is punishing stream sniping completely unenforceable, it doesn't need to be. Streamers have everything at their disposal they need to completely negate stream sniping. Should they choose not use those tools. The fault is none but their own.


  • Nurseistotallybalanced.PNG

    The nurse has an average kill of 77.28% at rank 1 on PC. How could you not think she's broken. That is an average by the way. Meaning there's a significant portion of people with a higher average kill rate than that. Consider that kill rate for a second. You don't have to be anything special to achieve the average, and the average is a 3k.

    She ignores every defense survivors have against the killer. The absurd number of tracking perks in the game make stealth rarely possible (and stealth is boring anyways) and escaping a nurse who knows what they're doing is rarely possible. She literally has the best chasing power in game and its only cooldown is a few seconds stun. Compare to other killer powers. Ghostface for example, is countered by being looked at and put on cooldown for a really long time. She's just in a totally unfair league of her own.

  • Just use a macro if you're on PC, then you dont have to do anything.

  • Im just saying if you put your TTV in your name or on your profile then it's your own fault that you're getting stream sniped.

    It'd be like if you saw a walmart sign letter hanging dangerously and then decided to stand under it and wait for it to fall so that you could sue walmart for a load of money. If the court can prove that you purposefully stood there, to get a reason to sue walmart, you're not going to win the lawsuit.

    In the same vein, if you publicize the fact that youre a streamer to the very people you're playing with and they use that information to gain an advantage and that upsets you, maybe you should consider doing something to prevent the opposite team from knowing you're a streamer or set a delay so that the stream doesn't help them.

    It's different if you get sniped even though your in game name is different from twitch with no obvious link between the two, but if you don't even try to protect yourself from it you have no right to complain about it.

  • m1 means mouse 1 which is the attack button on PC. m1 killer is someone who's power doesn't help in a chase and thus when they chase they have to rely purely on chasing and m1ing. So myers and ghostface are m1 killers cuz their powers only expose. Huntress, billy, and nurse are examples of non m1 killers because they use their powers frequently and to great effect throghout a chase. Clown is widely considered an m1 killer too because while his bottles are used a lot and to good effect in a chase, smart survivors just drop pallets earlier making him a slightly better m1 killer.

  • Nope


    I pretty much always use DS, Unbreakable, Adren, and DH/BL (thats the only thing I ever change)

  • Yeah SWF dodging has been getting especially bad lately. Me and my 4 man got dodged like 8 times in a row yesterday, we didn't even have any items equipped. Only two of us that were same survivor with both ace's, no Claudettes.

  • They need to just make Solo Q equally as powerful as SWF. This can be done by adding in game mechanics without voice chat.

    A totem counter and a chase indicator on the HUD would be a good start.

  • @Dr_Smith_ said:

    I don't think that the current count of the totems should be shown by the perks. The survivors should be able to see this informatiom by default becase SWF teams have it for free.


    This, a totem counter thats free for all survivors is to bridge the gap between solo and SWF. By just adding the counter to small game the problem still exists.

  • @NuclearBurrito said:

    Window is blocked after 3 vaults because otherwise you could vault them indefinitely in order to stall the Killer forever with no real counterplay baring specific Killers. Bloodlust exists for the same reason

    Ghostface and Freddie are not OP I can assure you, both of them even have built in counters for their ability's

    Killers move faster than Survivors because that's how the chase mechanics work. If the Killers didn't move faster than Survivors then escaping a chase would be as simple as running away from the Killer in a circle around literally any object until the Killer leaves since he will never make progress on you.

    For the Legion specifically, sprinting is literally his entire gimmick and he can't even down you with it. He will have to get a hit off of you normally eventually unless you ignore deep wounds.

    Killer's lunging around corners is no different from Killers lunging in general and except for Myers the Killer's lunge range isn't all that long. Simply don't wait at a corner and you'll be fine

    The reason why Killers have been getting a lot more buffs than Survivors and the other way around for nerfs is because the Survivors are coming from being the stronger team by far. While right now things are relatively close, these changes you have been mentioning were made in response to broken aspects of Survivor gameplay that made Killer unwinnable if the Survivors bothered to try. Some aspects of this still exist hence the term "gen rush", but the mechanics you mentioned were at least able to remove infinite and minimize psudo-infinites. There are other psudo-infinite loops which will continue to be looked at from the PoV of map design.

    Bad teammates isn't something that can be solved through mechanics, but yeah the ranking system is kinda BS.

    Pallets not working would be a bug and should be reported as such.

    you took the bait

  • I think they should make it have a few different requirements. So you need 1 protection hit, 1 generator completion, and 1 unhook. So you have to do a variety of things. (as in you have to do each one, not any of those for 3 total, but each one individually has to be accomplished.

  • Object has nothing to do with loops though, lol.

  • @Captain_Doomsday said:

    So you're all saying that flashlights are intended to be extremely easy to make completely unavoidable, and also that it's not a staple behaviour of toxic SWF parties to blind at pallets? Because if flashlights should be unavoidable, why aren't they unavoidable in any other circumstance?

    Flashlights sucking doesn't mean they're INTENDED to be used with a bug, especially since most Killers won't cross pallets when carrying. To argue that an exploit that makes the blinds free is intentional to make flashlights viable just means you're disagreeing that they need a mechanics buff to defend a common troll behaviour with minimal actual application.

    Yes, the survivors are supposed to be able to use the light to blind you and there's nothing you can do about it same as repairing a gen with a toolbox or them healing themselves with a medkit, the item is indeed supposed to do something.

  • Its called actually using your head when you pick up a survivor. The vast majority of the time when you down a survivor you should be able to face a direction where a flashlight save will not be possible, whether that be a wall, an open space where the survivor with a light couldn't be hiding, or just the opposite direction of where you know the light survivor is at.

  • @BloodMoneyMerc said:

    https://forum.deadbydaylight.com/en/discussion/comment/568891#Comment_568891

    If they are camping just do gens. BT can help get the save after using the camping killer situation to crush out some gens. If the person saved by borrowed time is tunneled afterwards, they can at least get to a loop/pallet of sorts to try and stay alive. DS would also be another help in this situation. If the killer goes for the rescuer, the rescuer can loop and what not until they're hooked. Then another person with BT can save or the gens will be done and Adrenaline/DS are also available. Camping just promotes a gen rush because pressure isn't applied by the killer, so learn to take advantage of campers.

    Camping also isn't very common as killers know it makes them lose points, so there is not too much of a need for a BT save on every single save. Like I said though, I like how it is meant to counter camping/tunneling, it is just in need of a change similar to Mettle of Man or something.

    If you back away from the hook while facing them youll see if they go to unhook right away. If you fall for them baiting an unhook and hit the person on the hook thats your fault, you got mindgamed.

  • They should just make her not roar when ambushing and maybe buff the crouch/uncrouch time (for mind games).

    The traps are good for slowing the game down, trapped people go to boxes instead of doing gens.

  • If the killer face camps just do gens, two minutes on hook plus 1 minute of time to down and get that person on the hook is enough time for 3 people to do every gen and open the doors.

  • @sonic4life86 said:

    Also that’s one guy testing it did you see the ones devs made no you haven’t cause they won’t show it they use to but stoped for some reason...hmm I wonder y

    Thats not one guy testing that is literally the stats of every game of dead by daylight from april 1st to april 7th

  • Either survivors should be able to see the killer's name in lobby or the killer shouldn't be able to see survivor names in lobby.

  • @SunderMun said:

    https://forum.deadbydaylight.com/en/discussion/comment/568829#Comment_568829

    That's what I was referring to; in that case you should walk one way slowly and then it's a game of 'did they see me change direction' if you then change direction when you think they should have actually phased. I get that it's difficult, but it's definitely doable - just takes a lot of learning.


    It doesn't matter if you change direction because you move so slow while walking she simply has to exit phase fairly close to where she last knew you were walking and because when she exits phase walk she maintains her light speed for a second or two she just zooms right onto you and hits you.

  • they nerfed it actually


    now it triggers exhaustion when you fast exit a locker even if you dont stun the killer with it.


    so now its even worse even though its more consistent.

  • The main reason BT and adrenaline are meta is that there isn't anything else to run thats good. When you think of meta perks there's

    BT, Adren, Exhaustion perk lineup (can only take one), DS, and Unbreakable

    Then you have slightly off meta stuff that's super common but not as good like SC, urban, and Iron will.

  • @Milo said:

    "Borrowed Time should be a 1 time use." Wasn't that a thing?

    And Adrenaline.... Survs would just try to hurt themselfes before the last gen is done.

    BT used to be only one time use but when it was one time use it applied to both the rescuer and the unhooked, so it was often used at the end game as a free esacpe since all the killer could really do at that point was camp, survivors would unhook with BT and run out and there was nothing the killer could do because both the rescuer and the unhooked had that protection.

  • Or you know


    chase someone else?

  • @Akuma said:

    https://forum.deadbydaylight.com/en/discussion/comment/561453#Comment_561453

    Okay my man you Sir are out because obviously you missed the point.

    No he didn't, you can still be saved after you've been hooked the second time, either by sabo, body blocking, flashlight, or D strike.

  • If you dont wake up his generator teleport cooldown is reduced by 80%, good luck ever getting a gen done if hes running tinkerer.

  • I like the idea of different killers having different regression speeds, its a good way of giving some of the weaker killers better map pressure (which they tend to lack) I dont think it should be based on speed but instead their map pressure.

    Tier 1 (No Boost): Killers who already have really good map pressure.

    Tier 2(Small Boost): For killers that have map pressure, but aren't quite even.

    Tier 3(Medium Boost): For killers who lack good map pressure and need a little boost.

    Tier 4(Large Boost): For killers lacking extremely in map pressure and need the extra help

  • @AStupidMonkeyy said:

    What was the reward anyway for that?

    The Rewards haven't been given yet so I don't know.

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