TheBus4K
TheBus4K
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Literally a long time ago I tried to convince some friends to buy this game, and simply based on watching me play several times they decided not to buy it because of all that you had to grind to simply get some perks and then level them up.
If one day they change the grind, this game will get a much larger number of players, although I don't want them to make it much easier either and that by playing only 1 week you have 5 killers prestige 3 level 50 with all the perks...
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Twins mains? What are you talking about? 🙂
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I mean, is the OP lying according to you 😂?
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@Alionis said:
https://forum.deadbydaylight.com/en/discussion/comment/2176951#Comment_2176951
Tenses are important. The description reads "...WERE hit directly with a bottle". The survivor is intoxicated BECAUSE they were hit directly with the bottle, they don't have to be intoxicated from a previous bottle throw.
Case closed, it is a bug.
Btw, thanks for the English classes 😋
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- "While Intoxicated, Survivors that were hit directly with a Bottle of Afterpiece Tonic suffer from the Exposed Status Effect."
Definition of the Wiki. If I don't misunderstand, you have to hit a survivor with the bottle and also this survivor has to be intoxicated before being hit with the bottle, so I assume that it is necessary to use two bottles (one to intoxicate him and another to hit him directly), or maybe the "While Intoxicated" perhaps it simply means the duration of the Exposed, I really don't know.
If you've done that and it didn't work, then it's a bug, but it doesn't make much sense to put it in the "General Discussions" section. Do it in the Bugs section or send a ticket reporting it.
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The addon is still just as stupid for me. A good Huntress will continue to use this addon and will hit with just one hatchet. What they should have done is, like the Deathslinger's Addon Iri, they should add that you have to hit survivors at a certain distance in order to oneshot them.
Hope the OP can keep playing Huntress without this addon xd.
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Legion + Victor can be a very interesting combination: Legion leaves all possible survivors wounded and Victor can put them down.
Charlotte does nothing.
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Next time find out through the Wiki, because if you are asking if a certain Killer is bugged because he uses X perk or X addon... You are going to ask more questions than Sluzzy complaints.
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Trickster
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Buff Spirit, now she can see the survivors while Phasing thanks
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You're welcome, enjoy your last days of social life
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A lot of people (players, youtubers, streamers)A lot of people (players, youtubers, streamers)A lot of people (players, youtubers, streamers)A lot of people (players, youtubers, streamers)A lot of people (players, youtubers, streamers)A lot of people (players, youtubers, streamers)
I mean, I agree with you on most things, but I don't think it's necessary to repeat that so much xD
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Just because he's a killer who has a oneshot ability doesn't mean he doesn't have NOED. I have found more Hillbilly, Leatherface and Myers with NOED than without.
Instead of rushing, break totems, it's not difficult. I don't understand how people complain about a perk that is useless throughout the game and can even be avoided by breaking totems ...
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2073793#Comment_2073793
Its not suppose apply any pressure. Pressure is putting survivors on hooks and getting survivors onto their 3rd hook state. you cannot do generators if your dead.
https://forum.deadbydaylight.com/en/discussion/comment/2073856#Comment_2073856
Fundamental chase time/gen time is off because of safe loop design. The fact that over 60% of the pallets when dropped by the survivor are forced breaks when survivor properly plays them and sheer abundance of them is what make chases last so long. You could argue that killers power are suppose give killers an unfair advantage to mitigate these problems, You can see how this goes very wrong with killers when they are poorly balanced such as Current Trickster, so while Killers like Spirit have a fair game, other killers with lesser effective powers struggle. Luckily, few survivors are able to utilize loops effective so the problem is not often showcased very much or at all.
Maybe it's time to change? Currently applying pressure with the vast majority of killers against a SWF (or directly against survivors with a certain intellect) is incredibly difficult, having new ways of applying pressure would especially be appreciated by killers with low mobility.
Maybe I don't understand the definition of pressure, but I think it refers to the ability to make survivors make certain decisions, make chases, protect gens, set traps against survivors, etc.
@FFirebrandd said:
So... on the surface, yes base regression looks pretty bad. However... consider the following 2 scenarios.
- Killer has 1 on hook, 1 in chase, 1 going for rescue, 1 doing gens. Overall, the Survivor team is gaining 1 Charge per Second.
- Killer has 1 on hook, 1 in chase, 1 going for rescue, 1 doing gens, but the Killer has 2 gens regressing. Overall the Survivor team is gaining 0.5 Charges per Second.
Killer #2 is using a base mechanic to literally cut the Survivor's progress in half, and if they're able to keep that pace, they'll have twice as much time to kill the Survivors as Killer #1 does. That's... really not too shabby. Not even a little shabby honestly. Now I do think gen tapping is kinda silly... but I don't hate it. It does make it so the Killer has to think about whether kicking is worth it. However, at the very minimum, Overcharge skill checks should behave like standard skill checks when Survivors let go of the gen. Overcharge needs a buff anyway and the Survivors doing skill checks via telekinesis is really dumb.
To me, the normal thing isn't to hook someone and start a chase before they rescue the one on the hook, but even if you start a chase before they get the other off the hook, they can go to the regressing generator (or the one that is repairing it at the time) and rush it while the other is in chase.
Even taking a full 1 minute (60 seconds) between rescuing someone from the hook, healing them and returning to the gen, it would only reduce 15% of the total progression, the equivalent of 15 seconds repairing if it is a single survivor (almost half in case of two survivors)
@Volcz said:
If gen pressure is an issue for you, start using Pop. At red ranks, most killers are running it. Oppression & ruin are both good as well.
@Unicorn said:
Why not just run PGTW? I can’t remember the last time I ran a build without PGTW unless I’m using Hag.
I use Pop, but Pop only allows you to use it 11 times (11 hooks) and on top of that you have to hook someone, and as soon as you finish a chase, they have been able to easily repair 2 generators.
Oppression seems like a very bad perk to me, the skillcheck against red rank players should not pose any problem and the regression that applies to the gens (in case there are no survivors repairing) is a joke, because it uses the base regression speed . At least that perk could regress gens 25-50% faster, but not even that.
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@Nathan13 said:
keys are getting nerfed I just wonder why it's taking so long and does anyone know how they're getting changed??
Taking into account how the developers are, they always take time to do something, but I imagine they will be creating animations for the survivors opening the hatch (I guess they will no longer be able to open it instantly, they will have to spend a while on top of the hatch doing some animation).
I just hope that apart from that they can't open the hatch instantly, they can't open the hatch again if the killer closes it.
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If you see 3-4 keys, why don't you leave the lobby?
It's a practically lost game, even if you have Franklin's Demise, they can leave the keys on the ground at the beginning of the game and when they want to use them, they take it and go to the hatch, and during the whole game you will not be able to know where they have the keys (unless you spend the whole game looking at the entire floor).
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2073812#Comment_2073812
Take surge or opression and you can make 3 - 4 gens regress at once with 1 button it's disgusting. When will survivors get a perk that starts multiple gens going at the same time?
Sluzzy? It's you? Tell me, in what situation would Oppression and Surge work as you say? According to you, they are "disgusting" perks because they cause 3 or more generators to regress. Tell me, what makes you think that 3 or more generators are being repaired? Can't there be 3 survivors in a single generator, or two survivors in one and the other survivor in another generator? Or if there are actually 3 generators being repaired (1 survivor in each generator, not counting the supposed survivor you are following), what makes you think that the survivors are going to fail the Oppression skillcheck or that they will not touch the generator when Surge regress generators?
You don't even have the assurance that the perks will work. With Oppression if they success the skillcheck, it becomes useless and on top of it has an incredible 80 second cooldown, and Surge has a 40 second cooldown, but it only affects generators that are 32 meters away and only activates if the survivor that you have knocked down you have done it with M1 (so it's useless on killers like Huntress, Demo with M2, Hillbilly with chainsaw, Leatherface with chainsaw, etc.).
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@[Deleted User] said:
The difference is the survivor has to sit there for 60 seconds and hold M1 the entire duration to put in 60 charges. The killer only has to kick it and then walk off and let nature take it's course. Survivors have to put in so much more effort on the generator that they deserve the speed difference. Maybe killers should have it regress at 100% speed but they have to stand there and hold m1 on the gen to regress it that fast.
Oh sure, the survivors have to put a lot more effort, they have to stand on a generator maintaining M1, while the killer only has to control 7 generators distributed throughout the map, most of them away from others (especially if the survivors don't repair gens in a row), apply pressure so that 3 engines aren't repaired at the same time if you are in a chase, prioritize certain generators, etc...
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@Devil_hit11 said:
Base regression is the way it is to prevent killers from taking the game hostage in 3 gen situations. Survivors should always be faster at progressing the objective than the killer is at regressing it as long as all of the team is alive.
Killers are suppose to gain pressure by downing survivors quickly. Not by regressing the objective indefinitely. The perks that regress generator by large amount have heavy restrictions such as Pop(11max total hooks) and Hex:ruin being a hex. Maybe they'll release a perk like pop goes weasel that works off hooks with functionality to increase base passive regression speed on the next gen(s) regressed but it should not be default.
far too much chance for holding game hostage otherwise.
So if I understood your comment correctly, currently regression only works when you have 3 gens together? And how exactly does that work? Because if I put a gen in regression, they are going to put it in another generator, and if I put that other generator in regression, they will try to repair another, and taking into account that the regression speed is a joke and the repair speed, in comparison, it is much higher, there will come a time that they will be able to repair one of the generators, especially if you are a killer with low mobility.
Whether the regression is to hold three generators or simply to reduce the progression of random generators, its current state is abnormally low, and I don't think it works in any case, simply it doesn't apply any type of pressure.
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@ChurchofPig said:
If it came from the official twitter it's official. The official twitter said March 30th so it's official.
Oh, I didn't see that in the video it said at the end that it was released on March 30 lmao.
Thanks!
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Bloodpoints bloodpoints bloodpoints bloodpoints
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Wait, the MMR system is already active? No longer searching based on ranks?
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@Gay_Police_Dept said:
https://forum.deadbydaylight.com/en/discussion/comment/2012667#Comment_2012667
Oh no, he lost 1 game out of 1000 😨
You look like a child with that comment lmao
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@Carth said:
He's a 110% move speed killer which means he really suffers in loops, add in that survivors who know how to loop can make a joke out of him(and all the 110% speed killers) at certain loops means that those killers powers need to be very good when they do finally 'catch' the survivor. Taking a quick look at the others let's see what happens when that tiny window opens up
- Huntress will hatchet you for one health state
- Hag can teleport/shut down the loop after one circuit
- Deathslinger can hook you and drag you in
- Spirit can phase and move at very high speeds to land a hit
So basically all the other 110% speed killers either can instantly shut down the loop or can make you lose a health state when the window opens up. What does the trickster do though? He hits 2-3 blades maybe and even that is being generous. So you(without using the ricochet addon) now need to land another 5 or 6 blades which as we already established you get 2-3 maybe. So another 3ish loops? That is a lot of time the other survivors get to do whatever they want. Your reward for doing all that and investing that time is 1/12 hook states. He just doesn't have enough time in a game to play that way. It's the same problem with twins, if you add any more time than a standard M1 115% killer hit -> down -> hookthen it becomes bad/not worth it to play that way. This is of course assuming you're playing against 4 decent survivors. If we are talking blendettes hiding in corners and nobody on gens then yeah, he is fine.
I can get to your point, but if you only manage to hit with 2 blades while someone is vaulting a window/pallet, the problem isn't with the killer, the problem is your ability to click, because I can easily hit with 4 blades.
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@onemind said:
Yea just you 8 knives 16 to down requires los to use his power effect can decay in chase
110 no map pressure
For a 110 time to down Is mediocre
You make it sound like 16 blades is a lot, when it really is quite a bit if you have minimal aim. Also, note that there are several situations where you can hit with an M1 at least to wound them, and then throw 8 blades to bring them down.
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@Terro said:
As far as I can tell, he's a close to mid range killer. Highly tile and map dependant. As long as you have cover and know when/where to crouch it's hard to down with knives. The main problems with him is the time it takes to down ppl, his mediocre range/accuracy and his movement speed to get into a good position for his power to be more effective. Overall, he depends on survivors making mistakes so he downs faster.
Survivors don't like him because he doesn't feel interactive and if you let the killer get into a good position he's uncounterable. At the same time, he will eventually get into a good position. Also, he's classified as an easy killer and people don't like the idea of being downed by a killer that doesn't take skill.
As for why ppl don't like him. They don't like how he looks or they don't like k-pop.
"Mediocre accuracy"? I find it a million times easier to hit someone with a blade than with an ax from the Huntress or Deathslinger's weapon. I also don't understand "mediocre range", with the speed of the blades it's quite easy hitting someone who, for example, is vaulting a window.
Also, with the add-on "Trick Blades" (the one that allows the blades to ricochet) it becomes even easier to hit someone.
I don't know, it seems to me that it is very easy to down people. It's true that in some loops it becomes more difficult to hit them, but the moment they jump a window, move or throw/jump a pallet, it's very easy to throw enough blades to hurt someone.
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Totally agree, but you know how this company is, use any excuse to work less.
If I remember correctly, they said they weren't making new maps because they were reworking the old ones. If at least they did it well, it's worth it, but the only thing they do are maps with hundreds of dead zones and bugs everywhere.
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At minute 00:00 you can see that the arm is from the trapper's charm 😂
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"Tremendously increases the chance of spawning the Hatch in the main building if available."
I think it happens the same as with map offerings, the probability increases a lot (I don't know if to 99% or what, I don't know exactly the amount), but if you have very bad luck, that 1% may be the one that you get.
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/comment/1860079#Comment_1860079
"Now with the buffs to the perks of the survivors, new combos will be created."
This is exactly what people have wanted. New combos being created means less UB and DS.
No one has said that the new combos cannot be used with DS, UB, BT, OOO, etc.
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@SunderMun said:
Bhvr: Makes Undying not ridiculously OP vs solo survivors.
Killer only players: OMG survivor sided, even though we're getting big buffs to Clown, as well as some nice minor ones to Trapper, Legion AND Wraith, who we want to be buffed!
Bruh.
- The change of the Clown is still not known if it's good (to move around the map it isn't, considering that you save very little time with the 10% additional speed + the 3 second recharge). Better than now it will be, but don't go overboard with "big buffs" lmao.
- The change to the Trapper is a buff for the first attempts and a nerf from the third attempt onwards.
- The change to Deep Wound everyone agrees that it is totally useless (the problem is that the counter stops with too many ways, not the time it takes to go down).
- The Wraith is a change that if it weren't because 24m seems like a lot to me, it would be a good change, but it isn't. He is on the right track, but it seems to me that this change is far from leaving the Wraith well.
- Undying nerfed with Ruin (maybe now is better with token perks, but now only grants vision on enchanted totems, so it can't be considered a buff.)
- 0 nerfs to survivors perks like DS, BT, OOO, Unbreakable, etc.
- Changes to the keys remain unannounced.
It's funny how I need to repeat this even though I put it in the first comment, but people just want to look smart 😂
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@DawnMad said:
https://forum.deadbydaylight.com/en/discussion/comment/1860079#Comment_1860079
- You are talking about the numbers on Clowns change before PTB is even released, all we know is that he WILL be getting a mobility ability on top of his current kit that may or may not be strong and may or may not get changed. But it is a buff that's coming.
- Buff to the Wraith is a buff because it makes it much harder for survivors to keep tabs on where you are, that's a pretty big deal for stealth play in this game. The killer does need more buffs after this but that doesn't mean this change isn't welcome.
- Do the numbers yourself, right now each attempt to get out of a trap has a 1/4 chance. After the change first attempt will be 1/6, second 1/5, third 1/4, fourth 1/3, fifth 1/2 and sixth 1/1 if you haven't escaped already. So it is a buff until 3 attempts which makes it much more reliable for a Trapper.
- Have you really been bringing Undying to your games expecting Ruin to last until all totems are gone? That has very rarely been the situation in my games and it was very broken. The Undying still protects the Hex perk until it is found but without having to make you look for a 3rd, 4th or 5th totem in the map. That's not the perk being "destroyed", it's being streamlined in a somewhat weaker line.
- Oh nooo, new perk builds are gonna be used instead of the DH, Unbreakble, DS, BT, Deliverance... perks. What a nightmare.
https://forum.deadbydaylight.com/en/discussion/comment/1860132#Comment_1860132
This reply is for you too I guess, saw your post while writing it.
Why do you get into this discussion if you haven't even read the Developer Update that the developers have made?
- The new bottles offer an additional 10% movement speed, so the numbers I have made are correctly according to what the developers say. If they change it later is the least, currently they have said that it offers an additional 10% speed and that is what I have done calculations with.
- Some time ago someone created an image to show the distance which is 32m, 24m, 16m and 8m. 24m seems too far to me considering that at that distance they begin to see you. Yes, it is a change in the right direction, but it's far from leaving the Wraith in good state.
- You seem to still not understand it. The first few attempts benefit the killer because the survivor is more likely not to escape (but can still escape). But with more attempts the probability increases a lot (until the sixth attempt you escape yes or yes). Like I said, there are many, many occasions that a survivor who got caught in a trap on the other side of the map gave me time to catch it and it took me a long time to arrive. These types of occasions will disappear with this change.
- Being unlucky because the Undying totem gets destroyed before Ruin doesn't mean that there are multiple occasions when Ruin goes through more than 2 totems. And yes, I have used Undying with Freddy (which they already announced that they are going to change him, unlike DS/Unbrekeable, this game isn't a survivor side at all).
- Oh nooo, apart from DS, Unbreakable, OOO, BT, etc., there are going to be new combos that can be used together with those perks!
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@DawnMad said:
Now let me rephrase your post.
Changes to killers:
- Clown is getting a buff to his reload time and a new ability that give him mobility.
- Wraith is finally getting a buff to his invisibility.
- Trappers traps are now more reliable since it's much less likely they will get out straight away.
- Deep Wound change doesn't matter much to be honest.
- Iron Maiden is buffed, Undying is nerfed somewhat (Seriously survivors had to find both totems before and they will have to find both totems now, what are you all so sad about)
Changes to survivors:
- Made buffs to 5 perks that weren't strong before.
- Trapper traps are now more reliable since you don't have a change to be stuck in them for an hour.
- Deep Wound change makes it less likely to die to it before you Snap Out of It.
Maybe it's just the phrasing that's the problem huh?
Exactly what has changed in your "rephrase"?
- The Clown now takes less time to reload, but more mobility? I give you an example that I saw earlier in the forum: if you want to travel 50 meters, at 4.6 m/s it will take 10.9 seconds. At 5.0 m/s it will take 10 seconds. It's a second of difference, not counting that later you will have to recharge the bottles (+3 seconds).
- The "buff" to the Wraith would seem like a "buff" to me if it weren't because when you are less than 24m away they can see you again as before (it appears that less, but the thing is that they continue to see you).
- With the Trapper you are also more likely to get out sooner from his traps (many times it has happened to me that they have been in a trap for a long time).
- Iron Maiden will remain unused, and Undying now if instead of breaking Undying they break, for example, Ruin, it can respawn up to 3 times (in addition to the totem it occupies at the beginning of the game), so Ruin can go through 4 totems different. Now with this change if they break Ruin, they just have to search Ruin one more time and it will disappear. It will not appear in 4 different totems as before. You don't seem to know how Undying works 😂
- Now with the buffs to the perks of the survivors, new combos will be created.
- Trapper traps are a nerf and a buff.
I still don't understand. What have you earned with your "rephrase"?
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That is exactly what happened to me! With that combination of addons, it was incredibly slow, so I'm glad that it happened to Otz too so that the developers noticed xD
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@[Deleted User] said:
Here this will help:
I think I haven't been wrong with any of the speeds that I have said, right? I hope I'm not crazy xD.
@Fen said:
Atm his first charge is bugged. That's a bug and it is already acknowledged by the developers. During the first charge Bubba feels incredibly slow, but then he regains his normal speed.
Good thing, I was starting to worry that I was going crazy. I've played this combination several times and this slow going has never occurred to me 😂.
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@ChurchofPig said:
https://forum.deadbydaylight.com/en/discussion/comment/1850056#Comment_1850056
Carburetor Tuning Guide now decreases his speed when he's using his Chainsaw that's why. I was going to comment "I played him the other day and he was fine" then I read the add-ons you used.
But I remember that the speed reduction in that addon has been going on since the rework, it reduces the speed by 4.35%, and Leatherface reaches 132.25% speed, which leaves us with a speed of 127.25%, but, like I said before, yesterday I felt that I was going excessively slow, as if I was going at a speed of 115% (4.6) using the chainsaw. Probably with two tokens in Play with Your Food you were going faster than with the chainsaw.
I don't know if it is a bug in the addon or what happens, but you are really slow with these addons (I have played them several times and this did not happen, I assure you). In this latest version there were many bugs that affected several killers, could that be?
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@[Deleted User] said:
I mean he can straight up outrun a sprint burst.
Are you using his charges at all?
You don't know what the "Award-winning Chilli" and "Carburettor Tuning Guide" addons do, right?
It just, like I said, feels extremely slow when going with the chainsaw (like it's 4.4 / 4.6 speed). If you can play a game with Leatherface, give it a try.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1790089#Comment_1790089
Hill totems always existed, they were placed just a bit lower on it.
What I said is that new Autohaven has better totem placement than old. Blood Lodge and Wretched Shop could spawn totems literally on the middle of nothing, and I don't remember seeing the same on new. Besides that, the map is darker in general, which helps a bunch.
Some totems need to be easily visible. If all totems were nicely hidden then every killer could run Devour Hope and enjoy easy 4ks. As I said, it's a gamble, and you got unlucky on it for getting possibly the worst spawn on this map.
The totems on the hills were previously inside a rock further down the hill, that allowed the survivors to have to get close to the hill to see if there was a totem (and see if this was Hex), now that they have put it up without nothing covering it you can see them from afar, also for some reason now there isn't fog on the map, you can see from very far away, and that the map is darker I don't notice it even when playing survivor or killer.
The thing is that even if you say that "if all the totems were well hidden it would be very easy to use Hex perks", you just have to remember where they can spawn and it's very easy to break all the totems. Showing them so easily will only make even low-ranking survivors able to break totems easily.
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@[Deleted User] said:
There are some totems on reworked Autohaven that are better hidden than before.
Btw that's the risk of taking Hex Perks, they are supposed to be high risk and high reward perks. If you're taking a hex you have to take into account that the map can be an Autohaven or Disturbed Ward and you lose the perk 30 seconds in, or it can be Midwich or Dead Dawg and it stays up the entire game. It will always be a gamble.
Besides that, you're using Undying, a totem defense perk, so defend it.
And wouldn't it be better to balance the totems on all the maps? Maybe? Also, I don't remember those totems weren't there on the old Autohaven Wreckers maps. Are you saying they have been nerfed because they were well hidden before? lol...
And by the way, I don't understand what your last phrase is about. They didn't break my totem for the entire game, I'm arguing why that totem is so absurdly visible, not how to protect it.
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If you have NVIDIA, you can fiddle with the options to make the game brighter.
Also putting the graphics on low makes the light shine brighter (I don't get the point of this, but it works).
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@HolyLadyGaga said:
Clown or Huntress. My bets are definitely Clown, didn't they say they were already working on him?
They changed him that he no longer slows down with his bottles and said that they weren't going to touch him anymore, so I doubt they will rework him.
Rather than rework, I hope they change multiple addons of at least a couple of killers, not focus on just one (at this rate, in 2030 all the bad addons will have changed). And I hope they don't make addons like Hillbilly or some Leatherface addons.
PS: I hope they change the addons of Demogorgon, the only ones that are worth it are the brown ones.
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Camp pallets?
I see that you haven't yet faced a decent killer. New matchmaking of mmr works 😂
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@Kellie said:
Bloodlust should've been removed since they implemented breakable walls.
So they have added breakable walls in 2 maps of 35 and you say they have to remove bloodlust...
You really have to be very bad to think that Bloodlust is op / has to be removed.
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lol