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Sonzaishinai

Sonzaishinai

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Sonzaishinai
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  • To be fair they have been working on making it so different kind of slowdown doesn't work well with eachother.

    regressing gens not being able to be kicked

    Blocked gens not being able to be kicked or regress

    So there was some effort.

  • Never.

    If it happens ever more then once because of faulty internet or something i stop playing online multiplayer games like any reasonable person should

  • Dead hard, it's not even close.

    I don't see how DS can even be concidert annoying anymore. Even those 59 seconds DS's are a blessing cause you know they haven't been progressing their game.

  • @dugman said:

    If people aren't using the new perks as intended it would just throw off the data the devs use as they review them over the next month or two for a balance pass. Just use the perks normally, and in a couple months if either Boon needs to be adjusted the devs can simply tweak their effects or radius. (There's not even a need to change how Boons are placed or reset, all they have to do is tune the healing speed of Circle of Healing if necessary and adjust the radius of Shadow Step, again if necessary.)

    Ehm, i think you are vastly overestimating how many people are on these forums.

    I don't think the 10 or so people who try this for a night are going to have a big impact on the date of hunderds of thousands of players over a couple of months.

    This is mostly for entertainment

  • @Mandy said:

    We're also giving them away on Discord where you might have more luck - we have the codes in the Discord Bot (Elemental) and it's the first person who reacts to the bot message that gets DM'd a code, unfortunately, I am unable to implement a system like that on the forums so have no option but to put the codes here this way.

    There is also a Twitter giveaway where you have a chance to win 1 of 50 ST outfits.

    https://twitter.com/DeadByBHVR/status/1456592191703461888

    Wouldn't it work if you create a new post and the first person to respond to it gets the code sent to them in private?

    You could then delete the post so it doesn't clog up the front page

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2616321#Comment_2616321

    Holy crap, I actually got a code - and even better yet, it was one I'd really wanted! Thank you so much! I can stop hunting codes now and give others a shot, but ee, this made my day.

    On topic, I'm still saving up shards for Mikaela, but this sounds like a really neat experiment. I'm one of the people rooting for totems to be destroyed on snuff (for the tradeoff that snuffing takes longer to do), so version two of your challenge, simulating what would happen if that was the case, is something I should try out once I've got the perks. (I'm less interested in version one because boons never struck me as 1-to-1 hex equivalents and total perk deactivation on snuff would be far too weak for what boons give and the benefits the killer has to finding them versus the survivor equivalent.)

    Eey sweet, congrats with the code.

    This post already is a huge succes

  • I think it's pretty safe to assume that Legion and Ghostface changes are going to be in a midchapter patch.

    As for this patch the usual. Hoping for some nice buffs to some underused perks and that the next killer and perks are enjoyable.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2614571#Comment_2614571

    Same. 8 hooks, 0 kills, great chases, I get to run the builds that I want, AND the game "punishes" me by giving me lower MMR? Too good to be true.

    Why do you think lower mmr is a punishment?

    If you like to play for max hooks and don't get any kills. Isn't it a good thing that you'll face weaker survivors so you can play how you want AND get kills.

    Stop thinking of mmr as a ranking of how good you are and it makes a lot more sense

  • To be fair, if i was working on a game all day i wouldn't want to be playing that game in my free time.

    Kinda like how if you work in a cookie factory you're not going to be eating a lot of cookies outside of hours.

  • @BlackRabies said:

    Almost a hour? What were the other idiots doing then since they should've just done gens and start EGC. They could've ended the game there just almost at fault as the killer for not getting the game to end and letting it drag on for a hour.

    There is this unfortunate window before closing the hatch that you can be bodyblocked alone with no way to end the match.

    As for OP, record, DC, report

  • Problem is that people keep wanting to link mmr to your own skill. This just isn't the case. It's not what it's trying to do.

    Not that you can blame people when they started calling it skill based match making instead of matchmaking rating that it actually is

    What MMR measures is how good your opponents should be.

    If a killer is able to kill 3-4 survivors by camping, They should start facing stronger survivors that know how to deal with that stuff

    If a killer tries to play for 12 hooks and only gets one kill, it is nice if that killer gets weaker survivors so they can play that way AND get kills next time

    If a survivor is able to run a killer for 3 gens, do the other 2 by themself and get most of the unhooks but dies at the end, then it isn't a bad thing if that survivor gets a weaker killer next time so they can play for the mvp AND escape.

    If a survivor hides all match and does nothing and still is able to escape through the gate then they should start facing stronger killers that don't lose what's essentially a 3v1

    But no, in people's mind MMR is good and having lot's of it means you're good. Ignore that it's an invisible stat. They need it.

    All these people who are trying so hard to cheese the mmr system are fools, they are shooting themself in the foot. So many killers come here and say "Well if MMR only cares for kills, I'll just facecamp with Noed to guarantee 2 kills" and what ends up happening is that they keep cheesing kills without actually getting better and keep increasing the difficulty of their opponents. Untill they suddenly hit a wall of actual good players that they don't know how to deal with.

    And then they come here complaining how impossible the game is for killers and how it's only for 1-3 killers possible to even play the game.

    MMR isn't perfect. But as long as you don't pay attention to it and just let it do what it does in the background it works adequately. But people tried to game the system and are now paying the price.

  • The perk is good but it's requirement is very strict. There are going to be plenty of matches where it will never trigger.

    In a world where all perk work like this it would be very good.

    But sadly the meta is so concistant this just gets outshined.

    Why run this which has a chance to never activate over DS that automagicly activates without any requirement whatsoever.

  • What a lot of people are getting wrong is that mmr isn't an indication of your skill but what the skill of your opponent should be.

    A killer who can get 3-4 kills by facecamping each hook should start facing better survivors

  • @HawkAyeTheNoo said:

    Daily reward rework, immediately.

    Remember when dailly missions used to give 100 000 bp

    I remember

  • What other options are there? Reflect on your mistakes? That doesn't sound fun

  • Show killer the hook states. There is no senseable argument why they shouldn't be able to see it.

  • Ehm this was a terrible video to make his point.

    He showed a couple of times he was able to heal in front of a killer... without making any distance and just instantly getting hit again. What did that accomplish?

    Half his build and item slot to be in pretty much the same situation he would have been if he just ran away from the pallet in the first place. Not to mention that he straight up would have gone down at one point if the PH had slightly better aim.

    Also love his tangent about how you can just rebless the totem while a quick glance at the gamestate shows 2 survivors on deadhook the others on second stage and still 2 gens up.

    Almost as if survivors weren't focussing all their attention to gens

    That game was 1 hook away from becoming a 3v1 and 2 hooks from becoming a 2v1 and completly swinging in the killers favour. While he was there playing with totems. I would love to face such players as killer

    He had one point and that was that DS indeed should deactivate while blessing a totem

    There also should be a healing speed cap at this point. He showed it off pretty bad but it can be pretty rediculous at this point

    On a whole this video didn't really prove anything. Other then that people are hyperfocussing on the positives of CoH and completly ignoring the negatives

  • There are 100 of thousands of players, if not close to a million.

    How many forum people are there? 1000?

    I don't think the devs take us any more serious then we deserve. We are by definition a vocal minority.

    People do need to realise that just because something is a hot discussion here doesn't actually mean anything

  • @Malkhrim said:

    https://forum.deadbydaylight.com/en/discussion/comment/2612556#Comment_2612556

    You have a point. But they would spend this 48 seconds only one time and not have to be bothered by the slowdown again. It's a long time, but just a little more than a single use of self-care.

    Or they can just cleanse the hex and bless everything else, they would still have 4 totems to bless. Anyway, you won't be able to come back and defend the hex like old Thrill simply because the notification was removed and now it's useles for totem protection. So... yeah, Thrill is just not worth the perk slot.

    Did i mention that's its all uninterrupted seconds. A doctor did a static blast 20 seconds in? have fun restarting over. Same with infectious fright.

    Thrill isn't the best perk but Doctor especially can still make good work with it.

  • Tbh TotH is still a pretty good boon counter.

    28 seconds to bless a boon that'a gone in 2 is rough.

    Nobody is going to spend 48 seconds to bless your hex

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/2611204#Comment_2611204

    This post is a joke. You cannot keep people injured with Circle in the game. This kneecaps all of the most fun legion perks and their entire concept. The mending is nothing, by the time you've hit a new survivor the first one has already mended. It's time-neutral because in that span neither of you have done anything to progress the game. Then they heal in three seconds and you're not getting any Thana/blood echo value.

    When you say they heal in 3 seconds you show who's post really is the joke.

    If you have to exaggerate to make a point you never had a point to begin with.

    I have no issues keeping survivors injured as Legion. With or without CoH. And I'm far from the best player.

    If i can do it, everyone can.

  • A lot of people in these forums would be in for a nasty surprise i think if mmr was revealed

  • @gammatsunami said:

    https://forum.deadbydaylight.com/en/discussion/comment/2611892#Comment_2611892

    True, dont expect to get kills as killer. Go in to enhance survivor fun.

    See expecting zero kills also isn't exactly realistic

  • I'm still having fun.

    As long as you have realistic expectations of how a match should go killer is a blast

  • @D3spair said:

    https://forum.deadbydaylight.com/en/discussion/comment/2611225#Comment_2611225

    Then Pressure Disappears as Circle of Healing just made them Healthy again. That's why Legion is horrible to play as of the moment now, You M2 a survivor, Chase another one, But all the Survivor you leave injured just healed themselves.

    This is my entire point why self healing should be nerfed. Leaving Survivors injured for pressure in not viable if they can just heal themselves infinitely.

    They don't "just" become healthy

    They need to spend a minimun of 28 seconds before they do. If the totem is up. If it isn't it's 42 seconds+ whatever travel time.

    Constantly healing vs Legion is still throwing the game. CoH didn't change that.

    I'm willing to see your point with killers like clown, wraith or trapper. But Legion should not have an issue with CoH. You most likely lost those matches cause of other reasons

  • @D3spair said:

    https://forum.deadbydaylight.com/en/discussion/comment/2611204#Comment_2611204

    That still just solo calculated, Sure a Survivor is not doing a generator for 30 secs but 3 Survivors are still able to do Gens.

    That also does not take into considerations that Chases are an average of 1 minute. 2 Survivors can still get Gens Done while your pressure is so weak.

    By the time as you down a Survivor with Legion, the other Survivors should have been healed up.

    Chases are an average of 1 minute.

    This is your problem.

    Even on a m1 killer like Legion your chases should never be longer then 30 seconds. Even that is a overstatement.

    If you feel the survivor is in a strong spot and can run you around for that long you m2 them and leave

  • I have has no issues dealing with CoH on Legion. They are one of the m1 killers who is the least affected by it.

    Killer instinct isn't blocked by shadowstep so a single m2 is enough to roughly know where the totem is so it never last long.

    And survivors taking time of gens to bless totems over and over on top of Legions usual slowdown really halts their progress to a grind.

    Not to mention deep wounds counters the speed buff of CoH as it's atleast 12 seconds no matter how fast they can heal

    And if the totem is too far away to detect I leave it. If survivors really want to spend 8 seconds running to the totem, 12 seconds mending, 16 seconds self healing and then 8 seconds running back to the gens they are 44 seconds out of the game.

    A 32 second selfcare is concidert the best killer slowdown perk in the game

    CoH can be strong but Legion and Plague are killer that really shouldn't have big issues with it at all

  • Dead Hard

    Activate-able Perk.

    You can take a beating.

    When you enter the Injured state Dead Hard activates, tap into your adrenaline bank and dash forward quickly to avoid damage.

    • While active and injured press the Active Ability button while running to dash forward.
    • Avoid any damage during the Dash.
    • Dead Hard deactivates upon use

    Dead Hard causes the Exhausted Status Effect for several seconds.

    Dead Hard cannot be used when Exhausted.

    So bassicly it's the same but once used you need to leave the injured state and re-enter it if you want to use it again. either by going down or healing to healthy. It will stop the perk to be used as a way to avoid healing and using it as a regenerating life state. It's also something the killer can track. It won't fix all the problems of this perk but it will make it much more manegable without taking away from it's power

  • A cultist if the entity could be a cool thing. Like as a power can manifest her slightly.

    I don't think the entity itself would be a good choice though. As explained by pretty much every one above

  • @Oscarnator said:

    https://forum.deadbydaylight.com/en/discussion/comment/2609997#Comment_2609997

    But again if you’re tunneling them they still can’t heal. So what’s your point?

    You can heal a bit after stunning a killer. Have a superfast medkit and Resurgence and it's actually quite doable to heal while being chased.

    My original point was that dead hard users don't heal at all but you randomly started talking about other random stuff so i assumed that talk was over.

    Pretty sure none of us have a point anymore

  • @Oscarnator said:

    https://forum.deadbydaylight.com/en/discussion/comment/2609687#Comment_2609687

    And how are they supposed to heal when your chasing them off hook? Seems extremity relevant to me

    It's apperently super easy with a good medkit and CoH. Or so i heard

  • A survivor can choose to not get healed and stay injured. What the killer does is completly irrelevant

  • @Oscarnator said:

    https://forum.deadbydaylight.com/en/discussion/comment/2609597#Comment_2609597

    I’m sorry WHAT? Ah yes when chasing a survivor they always go the exact way I’m going giving me free downs instead of trying to get away from me.

    Also don’t forget the 1 shot perks and addons. What are you talking about only prevents it for 1 instance can the killer only use their power one time per survivor? 😂😂 It only extends chase if the killer is bad enough to swing or when you time correctly with a loop. You can watch the best killer in the world OTZ and the best survivors in the world and then usually die with dead hard 2 seconds after using it and only rarely get any value out of it.

    When you hit a healthy survivor with any kind of one shot they go down.

    then after they get unhooked or recovered from that they are injured and free to use dead hard as much as they like.

    Hence oneshot abilities only prevent a single use from dead hard

  • Problem with dead hard compared to other exhaustion perks is that it has absolutly zero restrictions.

    Lithe needs vaults. If the killer is able to catch you off guard and there are no vaults near it doesn't do anything.

    It also isn't an option. If you are in chase and you vault it happens. Doesn't matter that you could have vaulted that window 3 more times before you needed the speedboost it happens when it happens.

    Dead hard has zero requirements except being injured which is what your opponent wants to do. So that doesn't really count. It is bound to happen and if it doesn't who cares if you can't use your exhaustion perk

    And it is activated whenever you want. You can vault as many windows as you want. Run however long you want. Do whatever you want. You have 100% control over when dead hard happens.

    On top of that the distance dead hard creates really isn't that less then other sprint based perks.

    Sprint burst if the killer was smart and didn't wiff gives you (18m - 13.8m) 4.2m over 3 seconds vs a standerd 4.6 m/s killer

    Dead hard gives you (~8.4m - 4.6m) ~3.6m over 1 second. Without any real restrictions what so ever.

  • Hellraisers release was almost 2 months ago.

    We didn't get more content then usual. The only difference is that the survivor came a month and half later then the killer.

    We still got the usual killer and survivor every 3 months

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2606813#Comment_2606813

    I watched the video before this post was even made

    He keeps talking about killers who have "dashes" will simply stop if they get hit validated instead of continuing their dash like they did before, or projectiles being able to hit a Survivor because a Survivor behind them used Dead Hard.

    Except this is not a new interaction, any time you hear a Survivor scream and they don't go down thanks to Dead Hard, they would of gone down Exhausted last patch, no projectiles going through them, or dashes either.

    The only interaction that should be looked at is Nemesis', he should still be able to break a pallet if a Survivor Dead Hards

    Everything I just said, Ive said numerous times so I ask you, did you read my post? Or you just talking #########?

    Original release interaction with Billy's chainsaw when someone dead harded. You went through them and were able to hit others behind the dead harder.

    Interaction with billy's chainsaw when server where introduced. 9/10 the dead harder was exhausted on the ground. this was a big screw you for the survivor and wasen't okay

    Interaction with billy's chainsaw now. Billy "hits" the dead harding survivor, stops chainsawing but the dead harder is fine. This is a equally big screw you to the killer and still isn't okay.

    This isn't just a visual bug anymore. Being able to bodyblock hits while technically having no collision is bs.

  • Tricksters hitboxes are pretty weird.

    I swear i have seen knives go through the legs of a running survivor. Which wouldn't make sense with the pill hitbox they have but alas.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2606425#Comment_2606425

    Yeah. Nice try.

    What you're ignoring is the fact that snuffing takes *proportionally* much longer for the killer to do. In reality, 14 seconds of a survivor's time is worth 14x4 seconds of a killers time, even if you get lucky and find the thing fast, and can snuff it without fiddly repositioning to get the hitbox right.

    There are 4 survivors.

    There is one killer.

    That's the key problem. As it stands, snuffing isn't a viable strategy. Survivors want you to waste time snuffing, because your time is far more at a premium as a killer than 1 survivor. It's like a 20-30 loop time that you get for zero risk aside from a tiny time investment.

    That statement is not entirely correct.

    In your first chase your time is worth 3 times the survivors cause one isn't doing gens cause they are being chased.

    After that it should be worth around twice on avarage cause survivors have to be in a cycle of being hooked, having to unhook and being chased.

    If your time as killer is ever worth 4 times as much as a survivors outside of the first 10 seconds of a match you are doing something terribly wrong.

    I only go for boons when i hear them. If i'm in a chase i remember where they were. And when a totem is reblessed 9/10 it's in the same spot and the survivor bassicly told me their location.

    I have had zero issues with boons. Sure i have lost some matches cause of them. I have won matches i should have lost cause survivors dropped everything to relight them

    They are strong. But nothing nearly as overwhelming as people here make them out to be. I would take boons over the meta before anyday.

    If you want to talk about no counterplay the old meta was a lot worse. Some strategy's are working a lot better again now that some survivors have to drop some perks for the boons

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/2606998#Comment_2606998

    If it's 5 seconds to get to a pallet, 5 (usually more) before it's dropped, in just 5 seconds you'll go undetectable. 15 second is not that long, people don't realise.

    It is when survivors are efficient on gens.

    For me I noticed that once i got better at the game bloodlust practicly never triggered. When it triggers it's usually a sign i'm losing and need to step my game up.

    You clearly have a different experience and i might try putting BoP on some more to try but it seems like a big gamble most of the time. The mindgame isn't guarantied to work either and like you said they could just dead hard your entire 15-20 seconds investment away.

    In a game where if you don't get pressure quickly it ends in 5 minutes that's a huge loss.

    I'll give it a try but i'm not hopefull

  • The problem of BoP isn't the effect, it's the activation condition.

    Bloodlust just isn't a good mechanic. 15 seconds chase time withour any pallet break's (not to mention any random loss of chase cause of LoS loss) just to activate your perk is just way to long. Relying on bloodlust is just a losing strategy. And BoP does not change that.

    I'm sure that you can pull of some sweet mindgames with the undetectable status but i think your better of learning mindgames that don't have a 15 second setup.

    If this perk ever gets changed so it isn't tied to bloodlust it would probably be much better.

  • Surprised i haven't seen RedsGamingGears on here yet.

    Superchill dude. has a 30 days of [killer] series where he post a video each day of a specific killer for 30 days with different builds. And he uploads other video's on top of that. Really enjoyable to watch

  • Every boon is 17,5% of a generator not being done. At the bare minimun.

    That's the cost of the relighting. People need to stop pretending it is free.

    If a boon gets snuffed and reblessed 5+ times and the survivors were still able to escaped even with all that extra time spend then you most likely would have lost if survivors used other meta perks too. Just faster.

  • @MikeyBoi said:

    I didn’t want to use the sword and shield to fight the tiger so I tried with my bare hands instead…I lost.. in case anyone cares…

    This metaphor is super accurate cause fighting a tiger even with a sword and shield would be a losing battle

  • I enjoy it.

    Nurse is one of the few killer where you have to completly change how you chase. With more of a use of LoS blockers then just recognising and running tiles. 3 Blinks is harder but still managable. If she misses all 3 Blinks she's in fatigue forever and you'll most likely be able to lose her.

    3 is the max though. We don't need a return of 5 blink nurse

  • Yeah no. Hard no even.

    I could live with fake hit's as outside of the visual effect it had no real mechanical effects.

    This does and massivily even. This might be the first instance i've ever seen something in a game that gives you invincibility frames and still allows you to block things even though you have no collision.

  • image.png
    • Body is 1 character too short.


  • Everybody asks what the Thunderfrog doing.

    But nobody asks how the Thunderfrog doing.

    How is the Thunderfrog doing?

  • I always though a perk that gave your hex totems a terror radius would be hilarious.

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