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SkeletalElite

SkeletalElite

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SkeletalElite
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  • @TheBean said:

    Experiment null and void now... way to go! NO REWARD FOR YOU!

    https://us.v-cdn.net/6030815/uploads/488/5N8COTIV6PNL.gif

    They said just to play an extra game on the support ticket I sent and I'd still get the reward.

  • @LCGaster said:

    Where can I find the rules to it?

    You have to have been accepted in and signups already closed. The test itself is over in 30 minutes.

  • Okay I submitted a support ticket and asked there and they said just to play an extra game (which is what I did) in case anyone else has the same problem.

  • @LCGaster said:

    Wait what

    The Vanilla Experiment where you have to play with no perks, addons, items, or offerings for 15 matches as the role they tell you to play as.

    I accidentally brought a brown medkit into one of them.

  • @Milo said:

    @SkeletalElite Why 35% xd.

    And also it shouldn't affect "positive effects". It would make the perk a little too good for my liking.

    But it having a stronger bonus and affecting cooldowns would be great

    Without the bonus to positve effects, it still isn't a perk worth slotting. Just reducing negative effects on its own is terrible, espeically since the ONLY consistent negative effect is exhaustion and most of the CD based perks aren't very good and make this perk too niche.

    The perk has a very wide reach because no one will bother slotting a mediocre effect for one of their 4 perk slots when you could use something that has actual game impact instead.

  • As an adendum, there are currently no temporary "vision" status effects that this perk would affect (only Open Handed has this effect) but it was put there for consistency as who knows what vision related perks the future could bring.

  • Some perks counter certain killers thats just the way it is. Just like calm spirit vs doctor and iron will vs spirit.

  • I don't think its significantly broken enough for the devs to consider banning over it.

  • For A I would put BL, DS, BT, DH, Adren for sure.


    For B Id put resilience, bond, plunderer's, unbreakable, Lithe, Deilverance


    For C I'd put SB, Urban, SC, Botany, We'll make it, hope


    For D, everything not mentioned


    For F I put Left Behind, Deja Vu, No Mither, slippery meat, dark sense, pebble,

    Probably forgot a few perks but this a pretty basic list I can think up

  • Yes the vaulting changes are horrible.

    There's no reason not to be able to vault at the side of the window as it just makes using windows not clunky and not being able to fast vault while touching the window is stupid. If I run at a window straight on why does it arbitrarily become a slow vault if I press space bar later rather than sooner.

    The ability to press space bar as late as possible into the vault also increased survivor skill cap and this makes many window related mind games an auto win for the killer since they know you can't fast vault.

  • Im kinda glad that freddy rework isn't coming out until the mid chapter for ghost face because we'll get the opportunity to try freddy with ghost face new perk that reduces terror radius mid chase which could actually be useful on freddy.

  • 4 man SWF makes up only about 5% while 3 man only makes up about 10% and 4 man SWFs only have a 10% higher survival rate on average. If you got to a rank and suddenly are having problems it's not because everyone you're playing against is SWF, it's because you've started matching against people who are simply better than you.

  • @Ksoni said:

    That's why ebony mori is an ultra rare offering.

    As per these bloodweb statistics, a perkless p3 bloodweb has an 86.7% chance of having an ultra rare node. So multiply that by (1/(amount of ultra rare add ons killer has)) and that's the probability of a killer seeing a ebony mori on their bloodweb. If you're a killer like billy who is not only one of hte best killers but has NO ultra rare add ons, the chance of see

  • @Ksoni said:

    That's why ebony mori is an ultra rare offering.

    As per these bloodweb statistics, a perkless p3 bloodweb has an 86.7% chance of having an ultra rare node. So multiply that by (1/(amount of ultra rare add ons killer has)) and that's the probability of a killer seeing a ebony mori on their bloodweb. If you're a killer like billy who is not only one of hte best killers but has NO ultra rare add ons, the chance of seeing a ebony mori suddenly becomes very high.

  • @prayer_survivor said:

    Survs can't use MoM because it's a 4th hit opportunity, but killer can use moris, which is a 4 hits death

    I see what you're trying to say, but that is not really important to the problem of moris

  • @se05239 said:

    They already have a downside, its hard to rank up when you use moris.

    That is not a downside.

    Even if people care about their rank, that literally has no impact on the game balance. Justifying that they are balanced because its harder to pip with them is really reaching and that doesn't make them any more fair to the survivors.


    Edit: To be specific, it is a completely irrelevant conclusion, just because it is harder to pip does not refute any of the points I have brought up.

  • 4 man SWF only has a 10% higher average survival rate than solo and make up only about 5% of games.

    Its not a problem. If you get destroyed by a team it's not because they're SWF it's because they're good at the game. It happens sometimes, and sometimes you get an SWF thats good at the game.

  • @Orion said:

    There is no point in letting the last survivor get off the hook. You lost, just accept it and stop trying to waste everyone's time.

    As for wiggling, it's only there to make sure the killer can't bring you into the basement every time. If you think it's useless, then don't wiggle, ever. I assure you killers everywhere will thank you for it.

    Not if youre running D strike, which I usually do when I run deliverance.

  • Just dont hide. Doctor slows down when he shocks you so you can literally loop forever until he decides to just follow the loop and try to m1 you.


  • @ShyN3ko said:

    https://forum.deadbydaylight.com/en/discussion/60785/survivors-need-more-bp

    Survivor:

    • Unlock all perks.
    • lvl up 1 survivor for all perks

    Killer:

    • Unlock all perks
    • lvl up 15 killers for all perks
    • lvl up all killers for good addons

    Survivors can play with all perks and all perk builds,

    if they max 1 survivor.

    Killers can play with all perks and all perk builds,

    if they max all killers.

    And then spend more bloodpoints for addons.

    The disparity in point cost is irrelevant as blood points are account wide, you can earn points on killer and spend them on survivor or earn points on survivor and spend them on killer, for that reason it makes no sense for it to take more work to get the same amount of points for the different sides.

  • The reason people ignore healing just to gens isn't because of adrenaline, its because of the healing nerf a while back, adrenaline just so happens to synergise well with the new meta of ignoring healing.

    Healing just takes too long. If someone else heals you even without sloppy that is 16 seconds two people could have gotten on generators or 32 overall or 28.8 if they both worked the same gen. It just isn't worth spending that much generator progress on being healed. The problem isn't adrenaline it's that healing is just too slow to be worth it.

    If the killer is running sloppy it only makes the problem even worse.


    Look at it this way. If you could forcefully injure yourself to instantly put 32 seconds (40% of a gen) survivors would do that EVERY time. It's practically the same thing as ignoring healing to get gen progress instead.

  • Clown does not slow down when throwing bottles. He used to in his PTB but got buffed before release and doesn't slow down anymore.

  • I'd like to see survival rates at various ranks compared with different conditions.

    So like, show the average survival rate at all ranks. Then show the survival rate at those ranks with a condition like the survival rate of 4 man SWFs. Or like using 4 mettle of mans. Basically I'd like to see anything that tends to cause the survival rate to considerably deviate from the average.

  • Eh, he isn't the worst offender for low skill killers. Legion is far more brainless than billy. At least you gotta put a little thought and skill into sawing and your movement with billy.

  • @DemonDaddy said:
    That's rng

    On badham there's always a 3 gen at the school. Sometimes the gens are positioned slightly differently, but the school always has at least a 3 gen at it.

  • Map offerings are good though

  • @Vietfox said:
    I mean, if they changed it killer would just stand right in front of you to make sure you don't escape.

    If you had dead hard you could use it the instant youre off the hook, but for the most part it would be irrelevant except in the low chance the hatch is right next to your hook.

  • @Wolf74 said:

    Are you kidding me?
    The timer will NOT go down in a chase.
    With a good runner (looper/juker) this is HUGE.
    And you can "mend" without the need of help, medkits or SC.
    And still here you go and wanna tell me "no big deal"??
    And since camping is "terribly unfun for killer and survivor", we just buff survivor, because that would totally increase the fun for the killer… wait, #########!?
    The solution is "just don't camp"? As if that suggestion ever worked. Survivor just hook rush and WANT BT to trigger. They run towards the unhook while the killer is on their track and stuff like that. And BT is covering up their bad plays.

    Go after the unhooker instead then. Smack them once when they run in for the save, and a second time after they get the save off.

  • literally no killer would choose to play against SWF

  • @MrMyers said:
    Basically it guarantees you an escape end game if you’re being camped and saved with some using bt, unless you’re terrible.

    Great job once again, devs!

    That's not any different than current BT. 25 seconds is more than enough time to escape after being unhooked. It's just more powerful in the mid game now.

  • @Wolf74 said:
    BT will be full meta again. One more reason to hard camp to prevent it from happening.

    New BT is not anymore useful in the end game than it is currently, new BT is just more powerful in the mid game. And mid game camping is terribly unfun for the killer and the survivors. The solution really is to not camp in the mid game. In the end game its still equally as useful as it was before, as 25 seconds is more than enough time to reach a gate unless you are very far from the gate, but if youre that far from the gate with new BT you probably wont make it to the gate anyways from getting hit again.

  • @RuneStarr said:
    -No longer counts down when in chase
    -Don't need self care or a med kit to heal out of deep wound status

    End game BT saves got even stronger

    This has hardly any effect on end game BT saves. Even when the timer drops mid chase its usually more than enough time to run out the exit gate unless both gates are literally as far away from you as they can get. This effects mid game BT saves more. This is more of a nerf to camping mid game than anything else since if a killer wants to camp/tunnel one survivor dead and they get BT saved they're going to have a harder time getting that survivor back on the hook since a BT save is like getting unhooked fully healed and having protection from exposed now. Honestly I think the change is a good thing. End game saves aren't any better than they used to be and new BT really punishes a killer for camping. Camping already isn't a good strategy against good survivors as it is but this really pushes that even further. Camping isn't fun for anyone involved and the worse of a strategy it is the better the game is. (mid game, not end game. End game camping is reasonable)

    Edit: To everyone complaining about this promoting bad unhooks, go for the person who does the bad unhook instead. Get a hit off while they go for the unhook then put them on the floor. Dont even attempt to go for the pull, just hit them let them get the unhook and let them take that person's place on the hook.

  • @Justicar said:

    They can definitely do so if used right. I've played games where the Pig used the decreased timer addons, and if you didn't do a beeline from puzzlebox to puzzlebox, you were dead.

    Exactly, the survivor HAS to go box to box and ignore everything else. That survivor is doing nothing for the entire time the trap is on their head.

  • The helmets aren't meant to get kills unless the survivor doesn't actively attempt to remove them. They're supposed to slow the game down by forcing the survivor to not work on gens even after they've been unhooked, so you can exert more pressure. If you have one trapped and youre chasing someone thats two people not working gens. If you have one trapped one hooked and one chased then no one will be working on gens.

    However, I think the sound should be removed from her crouch so she only makes it after she starts the dash and that her base crouch time should be like it is with combat straps.

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