SkeletalElite
SkeletalElite
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@UndeddJester said:
Correction:
- 17 skillchecks across up to 4 players.
- 9 skillchecks across up to 4 players.
- 6 skillchecks across up to 4 players.
This is already a very good perk if you only use it on just yourself and 1 other player, especially if either or both of you have a toolbox, which has a 40% chance of giving you a skillcheck each tick.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737693#Comment_3737693
This is only buff needed.
If the killer is letting you get value out of 4 person repair bardic inspiration they are literally afk.
3 people getting value means you are playing badly in 90% of situations.
This perk should be getting value from 2 people at most against a competent killer player.
For reference, there is an 8% chance every second that a skill check appears. Thus for 2 people repairing there is a 15.36% of a skill check appearing per second for both combined. When 2 people are repairing you can repair for a maximum of 52 seconds before the gen is complete.
With that in mind here is the probabilities for the various numbers of skill checks for 52 seconds of repair.
Without a toolbox, the probability of 2 people repairing a gen getting 17 skill checks in 52 seconds of repair is less than .143%
This estimation actually overestimates the likelyhood of success because each skill check reduces the amount of time you spend repairing which is less time to get skill checks, and each skill check also creates a short window where it is not possible for more skill checks to appear. So in reality it is even worse than that
Even with the 2% bonus there's only a ~40.5% chance of getting positive value and that positive value typically is not going to exceed more than 10% gen progress which is about 5.3 seconds saved. This of course does not account for the fact that you must spend 15 seconds playing the lute, essentially meaning in every case except getting the maximum bonus, this perk is a downgrade.
Even in the most ideal scenario where you give this buff to 2 people and then split up and do different gens you waste a huge portion of the buff travelling and run into hte same problem. It's basically just objectively worse than equipping hyperfocus instead
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This bug is severe and blights needs a killswitch ASAP, the game is basically unwinnable against a blight abusing this bug it lets him break pallets without any animation or stun almost like singularity getting hit after a teleport except it can be enitrely controlled and done at any time.
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Gen speed is mostly fine and there isn't any increase that's remotely fair that would cause the players who say they are too fast to be happy. Playerss that say they are too fast, for the most part, just have bad macro play and pressure. Yes sometimes you lose 2-3 gens in the first few minutes of a game. That's the point of hte game in which survivors are strongest. They have all their resources available, every one of them is healthy, none of them are being chased yet, none of them are on hooks, they're all sitting on gens, so of course that's the point in the game where they are getting the most progress. as the game goes on their items get used up, they get injured, the map loses pallets, they have to go for unhooks, heal, target important gens, and contend with the many powerful regresssion and gen blocking perks of which most killers are using at least one. This all causes gens to slowdown and the rate at which you get hooks to increase.
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@FrenchBagels said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729117#Comment_3729117
Please provide the evidence that I’m wrong and I’ll concede to this argument.
here's a 1 frame 180 oni flick with no visible vertical movement of the mouse, only horizontal
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Probably would be severe performance and stability issues
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blights (j/z flicks, hug techs) were removed because he's one of the strongest and common killers in the game which caused a lot of complaining from people who have next to zero understanding of the killer and are quick to blame things that weren't problems. At the end of the day he's still one of the strongest killers besides nurse (some say billy is better but I disagree) because those things were never what defined him.
So it is entirely possible these things will be removed but the devs will only do it if people complain about it, but as long as people doing these things are rare and no big content creators are calling attention to them there won't be people complaining about it.
That's unfortunately how things are, the devs care more about use rate and complaints than real effectiveness and it goes for both roles. Prove thyself nerf was a good example. How is partially negating the penalty from coop repairing problematic and yet hyperfocus isn't. The difference is the number of people using and complaining about the perk.
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flashbangs take 2 seconds to go off which means the survivor with the flashbang has to be within 4 meters of you or 8 meters with background player (6 after its nerfed) or you'll be able to turn away in time, be more perceptive of your surroundings before picking up.
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It's just a sound equalizer so no, it's not cheating.
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He's still pretty fun, if I could ask the devs to make one change to his basekit it would be to increase the maximum look angle by 15 or 20 degrees.
Other than that fixes to poor collision like sticky objects that have collision much larger than their model and back bumping are the only things that need fixes.
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Ruin at 200% was fine in a game where the only other good slowdown perk was pop which couldn't be used until ruin was cleansed. Ruin started to become problematic when pain res existed because it worked at the same time, especially with tinkerer's old state. While the power combo of Ruin + Tink wouldn't exist anymore, there are plenty of other strong viable slowdowns that work just fine alongside ruin that make buffing it a bad idea.
200% ruin would instantly make ruin undying pain res meta again, with the 4th slot being either grim, deadlock, pentimento, or surveillance which despite nerfs are all still plenty strong. Even though gen blocking prevents regression it forces survivors to return the instant it comes undone essentially meaning survivors have no time to get any value out of the gen block time, indirectly making those gen blocks more valuable.
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@Venusa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3718241#Comment_3718241
How? I'm not disagreeing or anything but trying to understand how those 2 are comparable or related to eachother at all.
because the survivors objective is to repair gens and hte killers objective is to hook survivors, it is the main thing they must do to achieve their win condition.
Sabo/flashlight plays to prevent the killer from getting hooks is the exact same as regressing/stalling generators to prevent survivors from completing it. Repeatedly getting pallet slammed with background player pallet/flashbang saves or having your hooks saboed is basically the same thing as repeatedly having your nearly completed gen having its progress annihilated by pop and pain res. Of course these perks don't totally reset its progress unless they get used many many times, but pallet saves and sabo saves don't fully heal a survivor either and one gen is a much greater ratio of survivors total objective than one hook as well.
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Gen regression shouldn't be meta, period. The moment it becomes popular or
even somewhat common survivors will be forced to gen rush and
use builds that can deal better with these situations.Also
gen regression is frustraiting to me as a player, you are literaly denying
survivors their objective and forcing them to repeadtedly repair the same gen or just
rush the gens so fast the killer can't use their perks. Its not fun for anybody.
Killers don't like being gen rushed and survivors (usualy)
don't like being forced to repair the same gen over and over again. -
because there is no way to implement such a system that is not extremly abusable to tunnel someone while ignoring their anti tunnel perks that is also effective at preventing the use of anti tunnel perks to protect other survivors while also being relatively simple and easy to understand.
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Not only is it not considered cheating but there is also no point in banning it. Basically all the changes to color and brightness people complain about can be done via graphics drivers in the control panel
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@_Onyx_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3709138#Comment_3709138
So, your mindset is "frequency of occurrence determines the degree of the issue"? That makes sense, I can see that. But the fact it can happen, surely could be cause for concern, no?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3709147#Comment_3709147
Dear lord, yeah that was a glaring issue that had to go lol that was due to it consistently being horrendous for the Killer to play around it. No rng, just pure bs.
as long as there is no spot that is truly unhookable without any hook RNG to it like the old RPD library its not really an issue. For a team to exploit it they have to have a very specific build, use a map offering, and get good map RNG to be able to do it and then on top of that they have to not make ANY mistakes. If they make even a single mistake while no mither is equipped they're getting hooked. If they don't have no mither there is no problem because they can be bled out. The number of unlikely events that have to occur for you to have to face the scenario just means its not having a significant negative impact on the game.
And very rarely is it truly uncounterable in its current state. Even if a team of 4 no mithers finds a spot where they can't be hooked and manages to sit in it, you can eventually bleed them out by downing them over and over again, and if they try to leave it to do generators that gives you an opportunity to hook them before they reach their spot again, the main problem of the scenario is that its boring and time consuming, but because its so rare, it generally doesn't need any changes other than maybe the occasional map adjustment if a spot where its too easy to do pops up.
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This is so rare that it doesn't really matter, and 95% of the the time you do encounter it, you can just bleed them out unless they have no mither, but if they have no mither there is no gurantee they'll always be able to get to their unhookable spot since they can't be healthy and take hit on the way there.
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The existence of pain res means ruin must always be bad. As long as a regressing gen can be targeted by pain res, ruin can't be buffed.
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somewhere in the middle that makes no one happy
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They're both from licensed characters so if you don't plan on spending money absolutely pick them up.
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Being able to fake breaking pallets would have zero effect on strong pallets like shack or pallets that are centrally located, which are must kicks and severely nerf weaker pallets that can already be outplayed by good mind games or zoning survivors toward the edge of the map before breaking them, allowing the survivor to gain very little distance off the pallet break. That makes this a bad idea, in my opinion.
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@Callahan9116 said:
If you move the right joystick you move with your view. You can't touch only the right joystick and look behind you without going another direction
The exact same thing is true on PC, we don't have tank controls bro. If you move your camera left the survivor starts to go left unless you move your fingers off the forward button and onto a side button to compensate, you can do the exact same thing with even more precision on a controller since you can move your right joystick to compensate where as on KBM you only have 8 directional movement
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Way too many random objects that block vision and hinder mobility for killers like billy and blight
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Make it less red please
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There is one thing that really grinds my gears on this map and it's the unsmooth loop collision that makes tightly hugging loops difficult as survivor and also has a tendency to cause you to erroneously bump as blight
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AFAIK The red icon only appears if you're like 200+ with a yellow icon appearing above 100, so on their screens they all had yellow icons and you had a red one, but given that the entire lobby is 100+ it was probably an issue with the server so it's not really anything to be worried about
packet loss can cause the icon to appear too but I'm not sure the percentages
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@Nebula said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3670799#Comment_3670799
See I get this argument, but when your power allows you to get hits on every tile in the game, I don't know if you should also be able to just play normal M1 when your powers on cooldown. I get this makes it easier for newer players, but if you're playing Blight and not using your power for hits or chase then why play Blight? Learning to use his power is part of the process, of course you're going to struggle at first and more than likely lose a majority of your games, but it's necessary if you want to be good with him.
Like Nurse is a prime example of a counterargument in my eyes as they're going to get power hits 90+% of the time but making her something like 105-110% would be more forgiving for newer players that struggle using her power. It's just not necessary at all as her power is so oppressive in chase when used correctly, just like Blight's. And I get this isn't a perfect 1 to 1 comparison as Nurse breaks about every rule of this game, but Blight's mobility and chase potential is right up there with her if not better in certain scenarios.
The difference is that with nurse distance is the primary counter play since she can only blink so far. When blights power activates he's so fast and goes so far that distance becomes nearly irrelevant the moment he activates his power and only positioning/mind games becomes relevant. If nurse moves faster she can walk until you are close enough that its impossible to miss because she goes through walls and distance is the ONLY thing that prevents her from just blinking on top of you and hitting you.
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I think it doesn't make much sense to make blight a 110 killer because it really doesn't change anything with a good blight player because they're getting power hits 90%+ of the time anyway. It will make the killer significantly harder to play for lower skill players though and I have to ask whether that's the kind of player you really want to nerf on blight? Good ones will still destroy, bad blights will struggle even more on a relatively hard to play killer.
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monitor should be fine, just don't use any of the components of his PC like GPU/CPU/motherboard if he gives them to you
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661479#Comment_3661479
The visual footsteps can just appear if the footsteps should have been audible to the killer.
…Just like how the visual terror radius is supposed to work. The current footstep noises can cause a health danger, because some people have been setting their game volume to extreme levels, just to give them the maximum chances of hearing faint noises like footsteps.
If people really want they can safely crank their voulme with an audio compressor. When the volume goes above a certain level, the entire volume is reduced. This allows you to crank as much as you want but as soon as loud sounds start playing itll quiet everything. It's fairly common practice in escape from tarkov, if you google tarkov audio compressor you can find guides on how to set it up and just tweak your settings for DBD
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Two can play can trigger on another totem after it gets cleansed so I don't think it matters much its a hex perk and at least gives the perk interesting synergy with retri and pentimento, the fact that its a single perk that can light up multiple totems is its main value, similar to play thing, but its effect is a bit weaker.
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@Emeal said:
I'm not in favor of this concept, as it would essentially reveal the Killer's location at any range. A more suitable alternative might be to display the camping meter to fellow survivors when they are within 32 meters of the hooked survivor. This way, they can see the meter freezing when they are in close proximity. This would be much clearer and easy to understand.
It doesn't do anything that you don't get by being in a discord call even with a casual team, "im (not) getting meter" is a very simple call out
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Actually if you 3k your MMR goes up 3 times and down one time ☝️🤓
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@GentlemanFridge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650390#Comment_3650390
yet that still doesn’t warrant the fact that people aren’t even humouring her in the slightest.
By that logic, Artist, Knight and to a lesser degree Nurse should be hated at the same level as her, yet it’s Merchant that gets the brunt of the hate. Since her rework, she can’t even hold a 3-gen better than Knight can.
Why SM? And not Knight?
The one thing I’ll give them is that the Hindered + Haste she gets practically for free is excessive. But even then I see very few people actually say that. It’s just “SM is bad rework her”.
What. Is. The. Actual. Issue.
because knight has to spend time not moving to activate his power and if it misses it becomes unusuable for at least 12 seconds (24 for jailer) unless he kills the guard, which gives him a hit CD and makes him lose even more distance. Unlike the skull merchant, the knight does not spend half the game undetectable, unlike the skull merchant, the knights guards can only be in one place at a time, and unlike the skull merchant the knights guards do not give you a literal radar showing exactly where you are preventing any kind of mind game from working. edit: and unlike the skull merchant, the existance of the banner forces the knight to zone you away from location you were originally spotted by the guard, thus forcing him to take non optimal pathing when chasing you away from the loop. unlike the skull merchant, the knight only recieves haste when sending a guard from very far away
The artist can only place 3 birds at a time and they only work in a single direction and they must be timed and aimed correctly, unlike the skull merchant. If you use the artists birds poorly you will get nothing. The only way to use the skull merchants drone poorly is to be too far away from the loop.
The skull merchant takes everything bad about 2 unfun to face killers, makes it worse, and wraps it in a package so bloated and difficult to understand that intermediate and beginner players have no idea what to do.
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@Rage_In_The_Cage said:
I thought killers have a different MMR depending on which killer they pick? Isn’t that the entire reason you can’t change killer after you start searching for a match?
Clown is my main and I know I get way better survivors when I play Clown, Nemesis, or Trapper than if I play Sudoku or another killer I barely use.
There is a different MMR between killers but it's not entirely seperated, increasing your MMR on any killer will increasee the MMR of all your killers, just not as much.
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Just remove the requirement your team mate doesn't necessarily need to be weaker than you for you to be protecting them and there are many reasons you may want to do so like number of hook states and perks.
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This is the counter play to shadow dance addons, you can fake an uncloak to bait survivors into stopping then kick the pallet, especially advanced survivors might call you out on your fake and now you have a 50/50.
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Mainly because you get BP if you unhook yourself, but its also smart because many killer perks that trigger on unhook only trigger when they are unhooked and not when you unhook yourself. For example, devour will not gain a stack, floods of rage will not reveal auras, gift of pain will not apply mangled/hem/repair slowdown and make your choice will not expose anyone,
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I'd invert the funtionality, currently when you channel a map you see anything you've been near. I'd change it so channeling adds everything nearby to the map and anything added to the map has its aura revealed as long as you continue to hold the map
Both rarities of map can track all objects, addons which add the ability to track objects instead make a number of those items start already tracked. Pink map starts with a number of items tracked even with no addons where as green map does not
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@Iron_Cutlass said:
Thrilling Tremors is the alternative perk to BBQ, trading off accurate information for slowdown.
The issue is that neither perk is used anymore, especially after BBQ being nerf and players adapting to playing without the information.
People still use BBQ, it's the 7th most used perk on night light and in my last 349 survivor matches Ive seen it 55 times, it was the 6th most used perk
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A better change would be to disable nurse and blights power for the 5-10 seconds of the match. This would also be consistent with implementations of killers like sadako and freddy who start with their teleports on cooldown. If you have massive map mobility, just disable that briefly at the start to give survivors an opportunity to reposition before you can instantly be on them.
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It's just the addons that are OP in that build. The fact that hes using knock out means hes downing you with m1s after just pallet breaking with his inexcusably overpowered c33.
Take away his OP addons and blight is still the best 4 man slugger of the cast but at least it would take skill to do. (something I can almost gurantee you any blight running that addon and then humping people they down are sorely lacking in)
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If you find it unfair, you can simply turn off crossplay. Filtering programs are explicitly allowed by the anti cheat and the developer. Arm chair devs on the forums don't decide what's cheating, the actual devs do. If they say it's not cheating, it's not cheating because they make the rules, not you.
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It's the best tracking perk in the game and it's not even close. It could have the blindness effect removed and it'd still be the absolute best tracking perk pick if you limited yourself to only one.
IMO the blindness should go, no reason for that to be there.
Then the active time should be based on movespeed the faster you move the faster it drains. For a standard 4.6 killer this should be around 20 seconds of movement. For killers with movement powers like blight (who moves at 9.2m/s) it should be gone in around 10 seconds (of movement at that speed). WHen standing still it will still drain but at a very slow rate, something like 40 seconds
Then the cooldown should be a little higher on top of that, like 60 seconds.
Still one of the best tracking perks but it's uptime is now much more limited.
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As long as all the perk does is make it easier to hit great skill checks it will never be good because it is 100% outclassed by stake out. Stake out makes it easier to get great skill checks AND makes great skill checks have an additional 1% bonus progress. Even stake out is only good if combined with hyperfocus, since the extra skill checks granted by hyperfocuses increased skill check odds give more opportunities to benefit from that 1% extra and the tokens of stake out act as a shield against mistakes allowing you to continue hyperfocus streaks even after getting a good
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They can't run half the map for a blind they can run 16 meters at most before they run out of time for the blind or 24 meters for a pallet save
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Just go up top and he has to run it's no different to a survivor standing on top of a hill and looking down at you or on the other side of one of the new tiles with ramps on them
Honestly you could probably just teleport in there if you put a biopod down and infect him too not sure as I havent seen this spot against a singularity yet
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Getting knocked out by a turret is a total skill issues unless there's 2 of them, just break the turret before it can disable your power.
The only time its uncounterable is if there's 2 turrets, but that takes coordination and time investment to pull off and it takes a very long time for both turrets to respawn and be planted again after its been used. While inside the power a competent xeno player is pretty much unloopable so the turrets are necessary for counterplay.
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They should just make it so a survivors recovery meter must be at least 20% full before buckle up becomes active if a survivor is picked instantly with FTP before that point is reached buckle up won't activate giving the killer a window to make a play before the perk combo can be played, of course it would still be an effective combo as it essentially forces the killer to quickly after getting their down as it only takes 6.4 seconds of recovery to reach the point of the perk combo becoming usable as it is now, but that is still enough of a window to prevent an instant 0 counterplay pickup.
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There isn't some magic limit to the number of blighted skins they're allowed to do. If it was originally intended to be a blighted skin there is no reason to have changed it because of the opportunity to do licensed cosmetics. They simply could have done 2 licensed sets + the knight all as blighted skins. The amount of work is still the same.
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The blue tint would get old very fast as a permanent realm. Essentially the opposite of borgo, please don't do that.

