SoulKey
SoulKey
About
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- SoulKey
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I prefer OG chapters, they are usually way better in terms of balance, cosmetics and customization (Map, survivors, etc.)
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@ImNotBobDylan said:
That's still better than the baby survivors I get as killer sometimes:
That feels really bad tbh, those poor babies didn't get any points.
They probably got caught in 3 seconds then killed themselves on hook "Attempting to escape" per the beginner's guide :\
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I am pretty sure it censors words that are fine more than not.
Those toxic players who want to trash talk, usually find w4y$ to type what they want as a workaround.
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@toxik_survivor said:
Bots are speculated to come in the game after a dc sometime next year
I hope not, both as a survivor & killer.
I would rather get facecamped and move on to next game than working on a gen with a bot. If this goes live, this game will literally end for me.
No bots should make their way into a PvP (I know some games have it but it's still a no no for me).
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@Jivetalkin13 said:
https://forum.deadbydaylight.com/en/discussion/comment/3215283#Comment_3215283
You're giving me Vietnam flashbacks man.
oh yeah, killers nowadays don't realize how spoiled they are compared to the old days of infinites, no entity block, insta blind FL, pallet vacuum, double window shack and list goes on.
Poor trapper & Wraith had to deal with this for some time.
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An ex gf that i still have feelings for.
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Short answer.
Exposed is 2 hits and a survivor with any endurance perk has 3 health states.
3 wins over 2.
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@[Deleted User] said:
I agree that it's overhyped. In a lab setting, yes, it can be used to slam out gens. But DbD isn't played in a lab setting.
Having used it in practice a bunch, you get a lot of variance. You probably don't have 4 Stake Out tokens, or even 2 tokens. And then it takes quite a bit of time to even get a decent amount of skill checks that also need to be uninterrupted Greats. There's a very good chance that you aren't sitting on a gen for its entirety in a real game of DbD. So you're devoting 2 perk slots to shave maybe 10 seconds off of a gen in an ideal scenario. Or you can just run Overzealous/Inner Healing or Prove. Heck, Fast Track does more on 1 perk slot than Hyperfocus/Stake Out typically does in 2 slots.
Exactly what i said earlier.
Many of this community just builds theories over videos by content creators who could spend like 10-15 games to make a 10 min video just to name it "X build/killer TOO OP or BUSTED" for the views.
Not saying Hyperfocus build is bad, it can work but it has too many conditions/RNG reliable to work reliably. Dedicating 2 perk slots, having a toolbox with addons for more skillchecks (RNG still) and building up stakeout stakes and all that still depends on you hitting some greats along with not getting interrupted whatsoever or gen exploding for any reason.
A good toolbox with charges or BNP is way scarier and reliable without the needing of perks, i guess the community is running out of things to whine about.
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If someone puts all points into one character, you can P100 easily especially with 100% BP incentives/offerings/rituals/challenges.
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An overkill and will actually backfire, 100% is fine.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/3215738#Comment_3215738
Yes, it absolutely does. Which is why organized, high MMR SWF teams regularly bring Kindred.
Aura reading+SWF is incredibly strong - remember OoO?
Pro comps don't bring it, at least those i watch in tournaments. And even if they do, they probably do it to see the killer's aura.
But they definitely don't need it to organize who goes for a save.
Basekit Kindred without the killer aura showing is a fair buff to narrow the gap with SWF which already have this info without the perk.
As along as we deny any QoL buffs to SoloQ, Killer buffs will always be limited.
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In live games Hyperfocus is way overrated, You guys watch too many content creators who need to play 10 games to make a 10 minute video with a title "OH HYPERFOCUS IS TOO OP".
I am not saying it's bad but the popular build requires 2 perk slots with stakeout, a good toolbox with addons and you are still liable to RNG if you don't get as many skillchecks or interrupted, not to mention you need time to build up stakes and could be hard against stealthy/small TR killers. And i am not talking about killer perks that can actually interrupt your gen repair and throw all that away.
And running Hyperfocus alone is not that great with no items/perks; You usually end up with 2-3 skillchecks at most given that you hit greats with stable FPS.
So many times i try that build and end up with bad RNG with barely any skillchecks, i still stand that Prove Thyself is way superior/reliable.
And i don't see how "Why is it not nerfed yet" when actually starstruck nurse is alive & breathing for months now.
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@danielmaster87 said:
Yes. Matches where you're playing Bamboozle/Superior Anatomy Wesker and you still get destroyed by windows, something's gotta change. Not even just on maps like Haddonfield or Father Campbell's Chapel or Mother's Dwelling, but also just in general when there's 2 or more windows too close to each other.
That's a map design issue. Having Bamboozle as basekit then what for survivors ? Just Hold ######### W meta and press space on every pallet ? Or hide in dark corner hoping the killer has bad headset/no custom brightness ?
Game is all about looping, mindgames and perks. The better you get at mindgames, the less of an issue.
Sure some buildings/maps are busted but that can be addressed separately and i believe they already doing it slowly.
Survivors were able to vault infinitely back in the days with "Literal infinites" with just one window, then they gave bloodlust and mini bamboozle to help which it did.
We can't just keep balancing around every new player with 10 hours into the game, killer/survivor alike.
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@Jangles said:
Yeah that would be great. Like if the entity blocks the window after it being vaulted say what, 3 times? Seems reasonable.
wow that would be an insane balance, hope they do that.
Imagine if survivors were able to vault a window infinitely without getting blocked, how busted that would be compared.
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Bond & WOO for the most part.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/3214325#Comment_3214325
Huntress has always been like that though. They even tried to fix them and then completely broke them. Pallet hitboxes have changed. You are right though hitboxes in general are pretty crazy
Yeah they tried fixing the hatchets but ended up not working. That's when i just gave up about hitboxes in this game and eat the hits :D
Pallets hitbox have been reduced compared to a couple of years ago, not to mention their vacuum lol.
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Something like this. A beautifully designed one (Balance aside).
https://www.youtube.com/watch?v=JiX98HfevDo&ab_channel=MoreSweh -
I only hate those who want to finish their "sabo X hooks" or open "X chests" in one game and they do it mindlessly. Like for example yesterday, we were working on last gen almost 90% and that jake decided all of a sudden to leave it and go sabo a hook, ended up killer pushing us away and snowballing.
You can still finish your challenges but you don't need to commit in one game and ruin your team's game.
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Nah, Cons way more that pros
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@Veinslay said:
Anything to make the game easier and easier for survivor. Stuff 30 safe pallets in a map with giant hit boxes. Peak game design
You really wanna talk about hitboxes survivor/killer wise ?
Because Hatchets, victor, demo and list goes on; seem pretty realistic to me lol
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@HP150 said:
This is, by far, the worst chat filter I've ever seen in any video game ever.
I'm not exaggerating and I'm not some blind BHVR hater. Just saying, it is impressively bad how they managed to screw it up this much. Please just give us an option to turn off the chat filter.
Exactly, EZ fix (Lazy one but whatever). Give us an option to toggle chat censor.
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I think the more "Realistic" request would be to add more depth to the existing mode (Objectives, Perk selection, offerings, win conditions, etc.)
Splitting queues in an asymmetrical game in which you need 4 people against 1 killer, would harm it badly.
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The only thing it does is reminding us how much time we wasted on this game :D
Never seen such a merit like this with no rewards/benefits/brag rights whatsoever, in any game.
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I can tell you are a bad/new survivor that can't keep a chase for more than 20 seconds if you think it's mostly about holding M1 and pay attention to TR.
But sure, going in circles around the hook is skillful \o/
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@Mattie_MayhemOG said:
To busy enjoying Twins before they become unusable with the base kit Unbreakable
I see more twin mains on forums than i see in-game. I literally haven't faced twins for 2 month :D
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I hate SBMM in the fact that it dictates how you need to play, especially with soloQ.
For example, it does not give much value to holding a killer for a couple of gens chase, trading hooks, pallet/FL saves, etc.
In many cases it rewards passive play and hatch camps, Especially when the game is going towards the killer side. The "SBMM" way, you just need to hide and wait for your team to die, which is plain boring.
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@Sharpefern said:
OhTofu did a video on sabo squad and it doesnt seem to work any better than it does now. Like current sabo squad its annoying af but the killers were consistantly getting 2+ kills
Yup, It just prolongs the game but you don't get much done in terms of gens.
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It's usually one of the below scenarios:
1- You have a high mobility killer, then it's pretty much a 4k
2- Find a small area from which you can have LoS to both gate switches (top of a building Building, up a hill, etc.)
3- 50/50 guess
4- Many perks but you don't want it
That's pretty much it.
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It looks killer-sided to me, we have to wait for PTB tho.
As mostly playing survivor, i don't like the UB basekit recovery time. I would rather keep the current state even tho i don't even run UB.
I think they only gave that basekit not for the sake of a buff, only to balance the finishing mori/last standing new mechanic.
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@That_One_Friend said:
imo its been dead since trickster came out
I would say after demo got into the game, back when they only said it has to be a "human" form killer.
Sure trickster is another example.
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All killer mains are experienced soloQ survivors for easier games.
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@Steel_Eyed said:
The game would be better if all grabs were removed.
Exactly that. Hook grabs are no different than hatch standoffs in the past, It's plain stupid and ping reliant in many times.
It can easily be countered ONLY with SWF who can block the prompt, way harder to pull off as soloQ.
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Way overreacting indeed, typical.
And everyone is assuming all survivors will run UB for a 22 seconds pickup.
UB mostly benefit SWF and it's WAY SITUATIONAL that only comes into play maybe 1-2 games out of 10 games; Other than that it's a wasted slot.
45 seconds should be less and i don't care about UB, nerf it to the ground but make basekit more reasonable.
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@StarLost said:
Sigh.
Okay, baseline UB has some issues (cough Twins cough) but it's a very positive change overall.
Killers don't really need much baseline now, because they got some pretty hefty buffs.
The UB change is more to make slug heavy strategies a bit easier to counter in solo play, as there are killers who'll slug people with knockout and just bleed them out for the luls.
I'm completely okay with it, provided:
- Twins get reworked (22s means that people could pick themselves up before you can even get to them).
- Spots on maps where you can't pick people up/they can clip into geometry when going down are fixed.
- Double locker flashlights are fixed.
- Hook distribution on some maps (Swamp, Midwich, Badham, Eyrie) is improved so you can't turn areas of the maps into deadzones with a single sabo.
Why everyone assuming it's 22 seconds as if all survivors will run UB ?
I still stand that 45 seconds is way too long. I don't care if they delete UB but don't make basekit recovery 45 seconds before i can walk. As a soloQ that is a pain and i don't like UB (Now or later) so you can't be forced to run a perk just to make a basekit even "slighly bareable".
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Sabo builds already exist in SWF, yes it might get worse with the upcoming change.
However, it can be easily addressed if it goes out of control (Less spawn time, more hooks, etc.).
Come on, We all wanted a change. Game has been stale for YEARS, any change should be welcomed other than some perk buffs/nerfs.
I believe this will shake the playstyle of games a bit but am hoping for more. TBH i haven't touched the game in like 2 weeks coz it got really boring after 4 years playing, so who knows.
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Bye.
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@prion11 said:
I think you might want to play a different game if your first instinct is to give up when the killer doesn't play the way you want.
And you might want to play more survivor to know what he is talking about.
This is a common match as soloQ, a new player tunneled hard and dies at 5 gens. 2 teammates already farm points not doing gens, what's the point ? Move on to next game.
If anyone is complaining, it's the killer who is surprised his tunneling & full slowdown strat led to this.
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@Shroompy said:
I remember when FL saves and pallet saves didnt require a specific timing
That was probably the most OP broken "BUG" to ever happen in the game, even if it was for a few hours/day before it got fixed 😥
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@renaclock said:
https://forum.deadbydaylight.com/en/discussion/comment/3197663#Comment_3197663
Whats the risk of using DH?
You chase normally and use it if u ######### up to ensure pallet drop.
Please show me how you will hit it every time ? I can bet you will fail it more than 50% of the time.
I love it when everyone on forums act as if it's so ez and DH experts.
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Oh yeah, the good old excuse lol. who fell for that anyway ? It was just an excuse for bad skill and being lazy to learn how to chase and pressure.
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I lean towards the killers/escapes (As a team) as a measure.
I don't count me escaping solo (Hatch or not) as a win, I always try to play as a team; 3-4 escapes is a win, 2 for a draw and less than 2 is a loss.
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You would be surprised by the number of "subtle" cheaters in your games.
Not all cheaters go full on rambo flying around the map. Some will just have 2-3% more speed, others with wallhacks.
Though i agree with not focusing all attention on 1% of community but lets agree that content creators/streamers play an important role in keeping this game alive and create a good hype for the community.
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I completely agree, with over 4k hours invested mostly in survivor role; Nurse specifically is the most fun killer to go against in chases.
However, this fun factor became less during the infamous range addons that increased her blink speed. But i guess now it's fixed, so all good.
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@xEmoGirlxAlexisx said:
https://forum.deadbydaylight.com/en/discussion/comment/3196059#Comment_3196059
They already said ist mostly going to be that the last Survivor get Moried Instant when downed but ur idea is so much better i Hope they are doing this :)
oh so basically just a yellow mori as basekit, quite the rework :\
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@Murgleïs said:
Repair gen and loop the killer. If you can’t keep the killer busy then you don’t deserve better teamates.
Average killers will drop chase with you if they feel you are somewhat more decent than the others and will go look for the weak links. That's the case at most low to mid MMR matches. Killers drop their chases with me most of the time when i don't go down for a minute and will deliberately ignore me even if i give them a free hit for attention.
Though i don't blame them for such tactic but it's not as easy as you make it sound.
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@[Deleted User] said:
It's frustrating. Really frustrating. They've essentially balanced the game around bad/average killers but didn't make any discernable changes to survivor matchmaking logic. You still get the same mix of good teammates and weak links, but you go against these omega slowdown builds where you can't have any inefficiency. And the killers are rarely what I would consider good. They just have these ridiculous builds that carry them.
True. tbh it all goes down to those full slowdown perks/builds that will stomp low-mid tier survivors and even most of the "chill" SWF.
Bad/average Killers deserved good buffs, basekits are a good idea idc. But to give that amount of slowdown perks that synergise in an oppressive way and many of them don't have a proper counterplay, That's what's pushing people away.
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@xEmoGirlxAlexisx said:
Mori rework and hopefully some Twins and Onryo changes Onryo needs something
They said "feature", i don't think it will be an exact rework.
Though i would like a mori rework even tho am playing survivor mostly, Perhaps don't make it an offering and tie it instead to a condition like "Hook all 4 survivors at least once" then mori is unlocked.
This could motivate killers to pressure, less tunneling/camping and a good "fear" factor that's not very oppressive. And it does have a counterplay if survivors are mindful and delay it as long as possible.
I really hope they add some sort of social network in-game, like clubs/guilds for killers & Survivors in which they can chat, discuss strats or even group up in SWF with rewards/challenges.
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@Bartlaus said:
https://forum.deadbydaylight.com/en/discussion/comment/3195223#Comment_3195223
I'm not saying I'm glad he's taking a break, but it's certainly good for his sanity. I'm just tired of all these "streamer xy told us the truth and we stop using our own brain" posts. I will never understand why you always have to mention content creator in the forum to support your own opinion. Maybe that's why I react sarcastically to such posts.
A part of the community is to blame, the streamer has nothing to do with it tbh.
If you choose to blindly follow someone's rule book, it's on you not the streamer.
Overall he was a chill dude, probably the only killer main streamer i was watching. Not always saying "Oh bloody ded ard" or whatever lol
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Nurse, Plague, Artist & Blight.
It was wesker all day long lately but starting to fade now.