Toybasher
Toybasher
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@DetailedDetriment said:
https://forum.deadbydaylight.com/en/discussion/comment/1263303#Comment_1263303
Do you know what happens if all survivors exit a match.
Honestly no. I know when the killer DC's they become a bot on mobile. (While on mainline the game basically says "WELP, THAT'S IT. MATCH OVER. SAY GOODBYE TO YOUR OFFERINGS. SEE YOU IN THE NEXT LOBBY.")
I assume if all survivors DC the match continues to play out as normal, just with everyone as bots. Now I'm curious what happens if all survivors + the killer DC. If Dwight-Bot fast-enters a locker, but no players are in the game to hear it...does it make a sound?
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@MigrantTheGreat said:
https://forum.deadbydaylight.com/en/discussion/comment/1262442#Comment_1262442
I'm confused! So if it's not an anti-tunnel perk than what is it? Because it's mostly effective against tunneling killer's and the only counter's to it is to to not tunnel. If it's not a anti-tunneling perk than it's practically a god mode for survivor's that punish's killer's for doing what killer's do (example in the video below) and can reward survivor's with undeserved play's for example!
https://www.youtube.com/watch?v=vhke0kH3gD0
Like in my video! I got punished for capitalizing on Feng's and Yui's mistake's all while DS rewarded Jane for literally being brave with no downside!
What happened there is one of the best examples of why I dislike DS. I remember a similar thing where a SWF did a Hook-Tech (hide behind the hook) vs Tru3 and after teabagging for like 30 seconds, Tru3 interrupted the Claudette when she went for an unhook, she hits him with a DS and unhooks the survivor. I'm alright with it remaining active after hooking somebody else, but if people are arguing it's anti-tunnel it should deactivate if you touch a gen, touch a totem, maybe touch an exit gate switch, sabo a hook, heal or attempt to unhook another survivor (SELF-healing, and BEING HEALED are allowed though.) etc. because at that point it's not tunneling. (Almost all other killer-related interactions like snapping out of it, mending, searching jigsaw boxes, disarming traps, cleansing at a plague fountain, waking up vs Freddy, cleansing demi portals, etc. are fine.)
People aren't using it as an anti-tunnel perk but as a "I now have 60 seconds of invulnerability and can make "ARE YOU INSANE!?" level plays that would otherwise result in my demise" perk.
Basically it DOES function as anti-tunnel but it does so much more. I do think it's obnoxious when it's near a gate but the only real counterplay there (Endgame DS) is either a Mori, or preemptively tunneling them to burn DS only. If they DON'T have DS I feel like a massive scumbag (I try to play "fair". I play both sides and I completely understand how awful it feels to be tunneled as a survivor.)
I dislike DS but I feel it's a necessary evil. I just wish it could be tweaked a bit to stop people from using it for cheesy plays. Also buff the other survivor perks (Wake Up, Small Game, No Mither, Camaraderie, etc.) so the meta can be shaken up and it's not DH+DS+BT+Adrenaline every game.
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@DetailedDetriment said:
https://forum.deadbydaylight.com/en/discussion/comment/1262602#Comment_1262602
Yes, but the mobile version is less competitive as console or PC. I haven't seen the bots in action before, but I'm going to guess they act just like the tutorial bots...brainless.
If you mean the PC tutorial bots, no. These are semi-intelligent. There is no real notification when someone disconnects on mobile though. They just "Become a bot".
Even if we had survivor husks (Same concept, but no AI. Rather than becoming a bot and doing stuff they simply suddenly go AFK until sacrified) it'd still be better than what we have now on PC/Console because it eliminates "Tactical" disconnects to screw the killer out of achievements/perk procs, or to give hatch.
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I love new Freddy but I loved the old one more. Used to be a nearly red-rank nightmare main.
The issue with New Freddy is 99% of Freddy players use the same builds on him. OG Freddy actually had a very underrated base kit (Stealth, VERY GOOD tracking. EXTREMELY good stall. The dream transition mindgame. Juggling targets.) which allowed for a good build variety on him. (You didn't need OG Ruin. You didn't need tracking perks. Monitor + Red Paint Brush = 0 TR FREDDY.)
New Freddy pretty much has synergy with BBQ and POP (Find new target after hooking with BBQ, warp to their gen, kick with pop) and that's about it.
His addons are also poopoo. I LOVED OG Fred's addons (I've gotten so many grabs with Pill Bottle or harassed the entire survivor team start to finish with class photo. Paint Brush + Z-Block for a 3 second dream transition. I pioneered "One Punch Freddy" during the Mettle Of Man Crisis. (STBFL, PYWF, M&A, Rancor. Ignore the obsession all game, one hit mori at the end!) There were a few "Toxic" builds too like Black Box + the OG "Tunnel The Obsession" Dying Light + a Mori.)
New Freddy's addons just suck. The slowdown addons were nerfed into oblivion. Pill Bottle (You need to get closer to become visible) and the dresses for extra regression/aura reveal on failed skill checks aren't THAT strong. (Most survivors stay asleep anyway. Pill bottle really should reduce the lullaby when asleep too so it provides a buff vs both awake and asleep surviviors)
The blocks suck. Why does he have TWO hemorrhage addons? Why does he have a Very Rare hemorrhage addon? Bleeding while healthy is almost pointless! It should work like Father's Glasses or that one Soot addon for Wraith where it comes with a free Bloodhound (Blood is highlighted) for either all survivors who are asleep and bleeding, or only if they're currently under the hemorrhage debuff timer from setting off a dream trap.
IMHO Freddy should have an addon that shows aura "Blips" for survivors outside a certain range similar to OG Freddy. Not a constant aura, but for about 2 seconds every 15 seconds.
Basically New Freddy is boring because he has little build variety besides the typical Enduring+Spirit Fury combo combined with BBQ and POP. (Sometimes one perk is substituted with TInkerer or Surveillance)
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@MegaWaffle said:
Why can't generator skillchecks open a tab with questions regarding engine repair and force you to correctly answer one before allowing you to tab back?
Healing can do the same but linked to a medical site for proper treatment of slashes and deep cuts!
As a former EMT student I ought to be hitting greats every time for healing!
I'm sad I can't find this post but someone had an idea (maybe on reddit or this forum?) for unique skill checks depending on a survivors status effect. I.E. Hemorrhage would give a bloody, "underwater" skill check. (You're having trouble seeing what you're doing since you're bleeding to the point it's intruding your vision)
Oblivious would give a cloudy, blurry skill check. (Similar to the cloud when you're asleep from Freddy. You're mentally inhibited and unable to focus.)
Mangled would remove the great skill check zones. (Since you're so badly wounded dexterous actions are impossible.)
Blindness would trigger a faded out skill check.
Exhausted could trigger a dim skill check similar to blindness. Maybe the success zones move too. (Having trouble lifting your tools.)
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@Peanits said:
I hate to be the bearer of bad news, but that wouldn't really be technically possible. Say you get facecamped out of the match right away. The game's still going on after you die. It can't tell if the killer is going to depip or not until the match is over.
The game actually already does give you a fraction of credit in Lightbringer Emblem for generator progress, totem's cleansed, etc. done while you're in a chase as "Killer Diversion". This was implemented to help with "I ran the killer all game and depipped because I was being chased".
One idea could be to award lightbringer emblem progress if the killer is in X meters of the hook (Maybe extra restrictions similar to the chaser emblem camping penalty for killer, so if another survivor is nearby, you stop gaining credit. You only get it if you're "Officially" being camped and not because another survivor is running the killer around next to the hook) using the same formula. (Partial credit for gen and totem progress by other survivors.)
Basically this would result in higher chances of safety pip if the killer is facecamping you, provide you struggle the entire time and other survivors do generators.
EDIT: I do agree with others that pipping and the emblem system is wonky. At high ranks, a killer can face a wall and EVERYBODY depips because nothing really happened. (Survivors didn't get hooked, so they couldn't be rescued and healed. Evader is hard to gain without being able to get in chases, there might not be enough gen progress for everybody to safety pip off lightbringer alone, etc.)
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https://www.youtube.com/watch?v=mquQq7wUWL4@DetailedDetriment said:
https://forum.deadbydaylight.com/en/discussion/comment/1260853#Comment_1260853
Husks should've be added by now. No idea what the hold up is. Probably just coding.
Mobile actually has bots who take over seamlessly when a survivor or killer disconnects.
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It works but it's not fun for the survivor. You can also tunnel so hard it's detrimental to the match since you're not patrolling gens although a Mori lets you get rid of the survivor very quickly.
I play both and I dislike playing scummy. If a survivor provokes me (flashlight clicking, teabagging) yeah I might tunnel them out of spite but I find the idea of going into the match with the mindset of "Alright I'm gonna tunnel the first survivor I see" sort of messed up.
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IIRC on the Q&A streams the devs have said they plan to do something with totems to make them a secondary objective for survivor.
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https://www.youtube.com/watch?v=OhvJUUE3UkU
5 gens in 4:13 with a single brown toolbox and no addons.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1151980#Comment_1151980
I highly doubt it.
Yesterday evening I only saw Saboteur two times in my games. And only one hook got sabotaged, and this was not a problem for the Killer, since he was able to hook me on a different hook.
As long as sabotaged Hooks are not gone forever, it is not worth to spend time saboing (and I include the time the Survivor will waste running behind the Killer/next to an injured Survivor). Sabotage might have become a little bit more viable, but nothing that will be seen frequently.
Hook Tech.
Sprint Burst on demand Tech
DS-into-locker(-into-headon) Tech
Tactical Disconnect-To-Give-The-Hatch Tech
Seriously though, I feel Sabo (Or at the very least a toolbox) will become meta similar to DS, BT, DH, and Adrenaline.
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Really we just need more hidden offerings. I saw a suggestion somewhere that the Scratched/Cut Coins (Less chest offerings) should be secret, and the same amount of chests spawn, only empty. Meaning when a Coin is used survivors have to open the chests to rule out if it's a mori or not and survivors waste time opening possibly empty chests. (Normally less chests mean more survivors on objectives)
Currently 99% of secret offerings are Mori. The only "secret" is which kind of Mori and it's just cheesy to see the black offering not flip over like gee whiz I wonder what it could be.
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IMHO NOED is fine. I do think it can be "Abused" as a crutch but it can be countered by doing all the totems. Killer plays without a perk slot until the end. Survivors have plenty of 2nd chance perks. (Dead Hard for Distance can't be baited and it's basically a "Oh no I screwed up at this loop imma just DH for distance and get another loop out of ironworks god window etc." perk. DS is being flat-out abused as a godmode for 60 seconds perk.)
I feel like I'm the only one doing totems when I play survivor although I use Detective's Hunch. It's as if survivors are flying through gens as fast as possible without even attempting to do a single dull totem. They do that, they accept the risk the killer could possibly be running NOED.
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Personally I think DS should deactivate if the survivor starts working on a generator, cleansing a totem, healing a survivor (Self-healing or being healed by other survivors is fine and doesn't deactivate DS) or attempting an unhook. Possibly saboing. Working on a jigsaw box, snapping out of it, mending yourself, waking up from Freddy at an alarm clock (but not mending or waking up another player) or cleansing at a plague fountain is arguably fine.
If you're unhooking a survivor in my face and I grab and interrupt you while DS is up, (or down you right after the unhook) that's NOT tunneling.
If DS deactivated when doing those kinds of actions it'd still be an anti-tunnel perk so a killer can't just tunnel them down so they can't play, it's just if the survivor decides to continue to participate in doing the objectives or altruism before the 60 seconds are up (Again, they are allowed to be healed or self-heal) they forfeit DS.
DS would still be anti-tunnel but can't be abused as god-mode for 60 seconds which is what I dislike about it. I shouldn't be punished for an interrupt on a survivor unhooking someone or working on a hex totem.
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I think the actual "problem" is most Doctor players (I'm one of them) combo his random skill check placement with perks like Unnerving Presence, Hex: Huntress Lullaby, and Overcharge to make the skillchecks downright obnoxious.
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Wait, free postponements? You mean people are disconnecting and calling haccusations just because you're swinging really fast when carrying a survivor?
I gotta start running this perk right now.
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@BigTimeGamer said:
its not the fact that it exists that people dislike it, it’s the killer being rewarded for failing their only objective
The game doesn't end as soon as the last generator pops. The killer is 100% encouraged to defend generators so the survivors can't open the door and escape, but the generators being powered does not automatically mean the killer lost.
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@underlord99 said:
https://forum.deadbydaylight.com/en/discussion/comment/1040632#Comment_1040632
they'll say dont grab her but like you cant not grab her when you're that close lmao
I'm fine with the current DS's implementation as anti-tunnel but I feel like certain actions should deactivate DS to prevent "Aggressive" DS usage. If you're unhooking a survivor or working on a Hex totem in front of my face and I grab you, that's arguably not tunneling.
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https://youtu.be/wZaEwX27l5c@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1033269#Comment_1033269
That can't all happen in a minute...nice try
0 votes and 30 comments so far on Reddit
https://youtu.be/AemY6nr_GCU?t=1893:13 Claudette is unhooked, has enough time to heal, runs under the hook, and is grabbed and hits the killer with DS.
JuSt DoN'T tuNnEl.
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I'd rather get Mr. X. Just call him "The Tyrant."
I think he'd fit the game mechanics better than Nemesis. Would be neat to have his footsteps loud and directional (Similar to the old Huntress Lullaby) similar to how they were in RE2's remake.
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It's just Madness-Tech! Just ADAPT!
I mean survivors have Hook-Tech, DS-locker-Tech, Tactical-Disconnect-Into-Hatch-Tech, why can't killers join in on the fun too?
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If you're slugging until they bleedout and just sitting there, no. It's not even a hostage situation since the game will still end after 4 minutes.
I do think it's a bit of a scummy move, but if the survivor was being toxic I'd argue it's karma.
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I heard during the PTB Overcharge was somehow nerfed by having it's skill check easier to hit. I have seen no proof of it though nor do I know if this was carried over to live.
Speaking of skill checks and Doctor I know for a fact Snap Out Of It's skill checks gave a progression boost similar to hitting Great Skill Checks on the PTB. No idea if this was carried over to live.
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Supposedly Hag has some kind of bug that prevents her from swinging right after teleporting. This is something a few people brought up on the forums and on Discord, I have not played Hag since the patch to actually test this.
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Almost certain this is a bug.
This might sound weird but I loved how "Smooth" playing Freddy felt. You could place snares in the middle of a chase without slowing down (Although they later made placing snares kill bloodlust. Doc loses bloodlust zapping people so fair enough.) and hit people, etc.
Like it just felt not clunky. I doubt they'd nerf him without putting it in patch notes.
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Same. Feels brighter. I get that the PTB version might have been a bit too dark, but IMHO it would have been worth it just for how spooky Mirror Myers would be in the darkness.
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The only "Problem" with NOED is the fact it's very hard to keep track of totems outside of SWF.
There should be a way to track how many totems are left.
I've seen MANY ideas how to implement this such as Small Game getting a counter next to it, the counter being base-kit similar to how you can see how many generators are left, a thunder sound playing when the last totem is cleansed (Similar to when an active hex is cleansed), a little shrine in the basement which could have 5 candles which are extinguished with each totem cleansed, making the "Clunk!" noise when a dull totem is cleansed map-wide so survivors have to mentally keep track, etc.
NOED is fine, it's just the fact it's hard to tell if you've found all the totems when playing solo that's frustrating. I've had times where I cleansed 4 dulls, couldn't find the 5th, assumed another survivor must have found it, only to get clapped by NOED. I run Detective's Hunch and it's an excellent anti-totem perk.
Either way I don't think NOED is overpowered. Cheesy and frustrating, sure, but there's plenty of more obnoxious stuff in DBD. Just make it easier to tell when you've got all the totems. I'm probably one of the few survivors who goes out of their way to cleanse dulls (BP, lightbringer emblem points, etc.) and it does feel like other survivors are ignoring dulls.
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@ReallyBigShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1013805#Comment_1013805
What "killer techs"? The issue with comparing this to killer techs is, none of them are unfair nor do they leave the survivor helpless to do anything about them.
The hook exploit is not a tech.
The only cheesy Killer Tech I know of is the "Grab Happy Doc" exploit where you enter treatment mode and spam M1 as fast as humanly possible for easy grabs. I used to do this all the time to win hatch standoffs.
It's being removed with the doctor rework sadly.
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I played Old Freddy for a few months before his rework. I got several 4K's with smoking splinters against Red Rank survivors and liked him so much I bought him.
OG Freddy, while suffering from serious flaws was pretty strong if you used certain builds and playstyles on him. My general Freddy strategy was to be waste survivor's time as much as possible while getting pallets dropped.
OG Freddy had arguably the best tracking and stall in DBD. His chase was M1 Killer hampered by those 7 seconds but it could be reduced with addons + most survivors couldn't make it to a loop within 7 seconds especially if you started the transition right next to them.
Survivors who disrespect Freddy and stay on a gen can be caught with a surprise gen-grab if you use sleep transition addons, and Pill Bottle was an excellent addon (No freddy glimpses during transition) since you usually also get a free gen-grab the first time, and all subsequent times you can sleep them and run off after someone else, while the survivor runs around like a headless chicken thinking you're going to gen-grab them again.
Most killers would remain fixated on one survivor and never break chase until they get the down because they can't afford to waste time. Freddy's stall and tracking meant you CAN afford to disengage if a survivor is proving too hard to catch. You have tracking on them so you can always ambush them later, especially since Freddy had a small terror radius (Especially with Monitor and Abuse. M&A + Red Paint Brush = 0TR in the dream world so perfect tracking as well as Mirror Myers level jumpscares on survivors.) compared to other killers.
I always ran Discordance on him for 2 easy sleeps at the start of the match. When I played Old Freddy I always aimed to have 2 survivors asleep at any one time, and would be willing to drop a chase just to re-sleep someone who woke up. (The guy I was originally chasing now has to waste time finding a generator or another awake survivor. If he fails a skillcheck I am notified of his location, if I see his aura crouched someone else awake is waking them up so I rush over to re-sleep both)
Basically Freddy needed to juggle targets to keep everyone off gens and asleep. On a large map he was in trouble although stacked range addons let you sleep people from outside of lullaby range I think.
Even during the Mettle Of Man Crisis I played Freddy. STBFL + PYWF + M&A + Rancor was devestating on Freddy, since you could ignore the DH + DS + MoM + Deliverance + Instaheal obsession all game, (Doesn't hurt most obsessions vs Freddy expect to be the Remember Me obsession and hide to avoid being tunneled) go after the other 3 survivors, then one-punch-mori the "meta of man" survivor out of the game, bypassing all perks and items.
IMHO New Freddy is arguably healthier for the game and more fun to play as and against, but I miss the old one. Maybe part of the appeal was playing the "Worst Killer in DBD" but Freddy felt like a sidegrade to Doctor (Who I mained) to me. Good tracking, good stall. I wouldn't mind a killer who acts similar to Old Freddy so the few people who liked him have a hit and run style killer. (Besides Legion. IMHO Legion wastes his own time more than he wastes survivors.)
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Why does Snapping Out Of It reduce Survivors to Madness 1 where Doctor's addons no longer work?
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IMHO not much will change. Strong killers will still be almost as strong. (Spirit, Nurse, Hillbilly, Freddy, Oni, Huntress, etc.)
However weaker killers who lack gen and map pressure (Clown, Trapper, Leatherface, Ghostface, Plague, Myers, etc.) will suffer severely.
NOED or full endgame builds will become more common.
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@Mert_MK said:
Killers are just gonna get mori's nerfed much faster that way, totally fine with that.
Unbreakable, DS as well as Toolboxes to counter mori's will be more common too.
I'll most likely just take a break or go back to green ranks as Survivor too.
Unbreakable and DS literally don't counter Moris. I mean I down you, and then fatality on the ground. There's no slugging for unbreakable to kick in, nor is the survivor picked up to DS the killer.
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@HellDescent said:
https://forum.deadbydaylight.com/en/discussion/comment/984735#Comment_984735
I'd rather wait. Why not give players an option?
Because 80% of killers would probably turn off "Can match with SWF".
Really I'd rather just get a BP bonus for VSing a SWF (25% bloodpoints per survivor grouped up in SWF) so killers have less reason to dodge.
Former killer main who now plays both. I play SWF sometimes but usually SWF is literally just me and a friend playing the game together. Yes we have an advantage over comms. ("He has ruin!" "I'm healing this David." "Totem is in the shack." "He has sloppy/third seal/Franklin's." "I'm hearing the TR and it's not Myers, Huntress, Demogorgon, or Oni." "I see a Jigsaw Box, it's Pig." "God pallet was used up")
We're not a Survivor Team Six team and we never go in like "Lol we're gonna run sabo and Object Of Obsession, 99 every hook, and when the baby killer goes to hook you I'm gonna drop the hook and teabag. Then I'm gonna unhook you, I'm gonna run into a locker, I want you to lead the killer to my locker, and when he downs and picks you up, you're gonna DS him, I'm gonna Head-On him, then I want you to flashlight him as the other guy pops the last gen for adrenaline, LMAO epic win dude gonna put this on my 360 juke montage" or something stupid like that.
I'm not denying Survivor Team Six teams/Bully Squads exist though since they 100% exist. Most SWF are just people casually playing with a friend. It's only people with .TV in their name or 4-mans I dodge, since they have a significantly higher chance of being the type of people who'd bring a Haddonfield Offering with a 4-man Balanced Landing squad and BNP's before it was nerfed.
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Totem Spawns in general being fixed. I saw Tru3 playing on the PTB and on Lery's totems were cleansed literally EVERY TIME within 15 seconds of the game starting. "Hid Totems Better" but they SERIOUSLY need to be hidden better AND have the spawns fixed. I'd rather have totems spawn slightly predictably on the killer's side of the map, rather than spawning next to survivors and the totem is gone before the killer can even reach it.
Perhaps the ability to re-light totems or re-apply a hex to a dull totem. Would it take time for the killer? Yes. Would it be worth it? Maybe! Personally, I think stacks of Devour Hope and Huntress Lullaby should reset when cleansed. (I.E. you have 3 stacks of devour hope, survivors cleanse it, you re-apply it to a dull totem, you start from 0 stacks again.)
This will DRASTICALLY encourage cleansing dull totems. We need more hex perks like NOED where a dull totem becomes lit under certain circumstances. RIght now the only reason to cleanse a dull totem is in case of NOED and making it easier to cleanse totems with Thrill.
Gen times need to be increased or a secondary objective added, or both.
IIRC the devs stated they don't want to increase gen times anymore so they nerfed healing.
Killers brought ruin because generators can simply be completed too quickly. A secondary objective can add more to the game without making the actual repairs more boring. Having to find fuel for the generator to progress repairs, (Maybe fuel dispensers throughout the map a survivor can fill a jerry can up with), having to find a missing part to actually "start" repairs on a generator, which is hidden in a locker (Or brought into the trial with Brand New Part) a fuse for a breaker box to transfer generator power to the exit gate switch, etc.
Point is, killers brought Ruin because the game can be over in as little as 3 minutes. Adding more objectives can make the game longer WITHOUT simply making generators take longer.
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@FriendlyGuerl said:
My BF experimented a lot with DL on red ranks as it got changed, but he only saw some use in it together with knockout against solos.
I hate new DL. Obsession isn't affected, yet you're punished for killing him by having Dying Light shut off!
Presumably your BF was slugging the DL Obsession so they don't die and can't get gens? "Dying" Light. More like "Slugged in the corner of the map so they can't get generators with Knock Out so survivors can't find him and heal him and he inevitably bleeds out into the dirt Light"
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@Quol said:
Ive come across this argument a few times these past couple days "They nerfed Ruin so they might look into gens speeds now" and its disappointed me every time. Devs havent even mentioned anything about gen speeds so why assume they will do anything? Because you hope they do?
When something gets nerfed people will get mad and with something so popular as Ruin no matter what they do there will be hate but the flames were blown way out of proportion because they didnt mention anything about why Ruin was so popular.
On the bright side devs cant pretend they are not biased towards survivor anymore.
I assume devs will look into it since they DO keep track of stuff like kill rate, perk usage, SWF vs solo, etc.
If the ruin changes result in high rank games lasting like 4 minutes tops consistently and kill rate dropping, killer diversity lowering even more, etc. they will probably look into it.
Devs stated Ruin's nerfed BECAUSE it's being used in 80% of red rank matches. Why is it being used so much? Because generator times are very fast without it and you need to gamble on ruin to play anyone not Nurse, Billy, and Spirit.
Ruin's literally a band-aid perk for gen times. Rip it off, survivors rush through generators in 3 minutes practically every game at high ranks, expose the real problem so it can be looked at.
I imagine within a few months the devs will consider adding a secondary objective (Finding generator parts so you can start repairs on a gen, maybe a fuse for a breaker box to transfer generator power to the exit gate switch, more reasons to do dull totems, etc.) or lengthening generator times.
I'd rather get the former because flat out "Survivors gotta hold M1 for longer" is boring and the devs said IIRC they didn't want to increase generator times any more a year or two ago when healing speed was nerfed.
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IMHO Ruin needs to go but only because it's a literal band-aid perk for gen times being too quick. With no ruin, gens will be rushed through and games will be very quick, and hopefully devs will find a way to add a second objective (Finding generator parts, a fuze for a breaker box to transfer generator power to the exit gate switch, more reasons to cleanse dull totems etc.) or slow generator progress down in general.
Basically by removing OG Ruin maybe the devs will find a way to balance generator times around not using Ruin. This means killers will have a perk slot free'd up since ruin won't be a "mandatory" perk anymore.
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@S_Panda said:
https://forum.deadbydaylight.com/en/discussion/117689/killer-mains-suddenly-forgot
Which DS nerf are you talking about? I'm trying to find out if this is a differing viewpoint or just a different DS change that happened before I started.
IIRC when DS first came out, like when the Halloween Chapter first launched, Decisive Strike worked differently.
Originally, when a survivor was picked up by a killer, you could do a skillcheck to escape the killer's grasp. Basically a literal second chance perk, since you get a free grasp-escape. I'm not 100% on this but I believe all four survivors could run it at the time, meaning 4 free grasp escapes per match.
After complaints DS was (In my opinion deservedly) nerfed. DS STILL worked as the old one but only for the obsession. So even if all 4 survivors ran DS, ONLY the obsession would insta-escape. Non-obsessions still got a major advantage by running it since after a certain wiggle bar threshold, (35%) the DS skillcheck would pop up.
DS was then changed a long while later to the current "Anti-Tunnel" perk it is today.
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I think I'll be running NOED more often as a replacement for Ruin.
Partially malicious intent (NOED is basically a giant middle finger for survivors who thought they were about to escape) but also because New-Ruin is very pathetic for slowing down early game, meaning it might be more wise to go into a match "Armed and ready" for endgame with NOED.
IMHO NOED-meta might be a good thing, as totems will become more of a secondary objective for survivors. I've had all 5 dulls cleansed when I ran NOED a few times and I was genuinely impressed and proud that the survivors actually got all of them for once. As survivor I run Detective's Hunch (In my opinion, Detective's Hunch even PRE-buff was underrated. Post-buff, it's actually really good. Yes it's not meta but you seriously should try it sometime, as the awareness of gen-layouts and totems you get is insane.) in my main Tapp build and go out of my way to do totems whenever possible.
NOED meta will mean survivors will want to cleanse dulls every game as an unwritten rule, slowing the game down and buying time since survivors are off generators.
Personally I believe there's no shame in running NOED especially on killers that lack map pressure and instadowns like Clown, Leatherface (Sure he has an instadown but it's so hard to land you're pretty much an M1 killer), Trapper (Long setup time), etc. I only think NOED is a scummy move if you're using it and practically throwing the rest of the game away by camping people before gens are done. When I run noed I play exactly as I do when I don't run NOED, with the intent to win.
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Reminder the devs argued against re-lighting hex totems because the killer "Wastes time" doing so.
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My problem is the New Ruin is going to do practically nothing against experienced survivors. Killers bring ruin so much at red ranks because literally every second counts especially on killers who lack map pressure.(Especially Trapper since he has so much setup time during which survivors are on generators uncontested.)
New Ruin is going to have no effect on survivors who pound out generators with toolboxes and prove thyself. You get in a chase, down the guy, and by that time 3 generators all pop around the same time.
New Ruin is not insidious since the millisecond you get off the generator, a "CURSED: HEX RUIN" notification appears according to Peanits on the discord so survivors know you're running Ruin.
Personally I'm dropping Ruin like a bad habit and replacing it with NOED.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/940380#Comment_940380
The point is that saying "it gives her infinite Tier 3 Myers" is not accurate because Tier 3 Myers has benefits that a Plague facing Survivors who refuse to cleanse does not have.
Plague also has some benefits Tier 3 Myers doesn't have like noisy stinky survivors or synergy with Thanataphobia and Blood Echo.
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It's random.
The only thing that annoys me is the fact my map offering is wasted. There's logic in the game for refunding offerings that conflict (I.E. if the killer burns a shroud of separation and a survivor burns a shroud of binding, you'll see the killer's offering fly away, and it's refunded after the match.) but it's not used for map offerings.
Very annoying when I want to go to Lery's and a survivor burns a [BAD WORD] Coldwind Locket. Then I get to enjoy the misery of being Mirror Myers on a horrible map for him + the shattered glasses I leveled 10+ times to get was wasted all for nothing.
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I think a long time ago you used to be able to apply on-hit effects via hook hits. Like with Billy's original begrimed chain you could hook someone, then chainsaw into them a bunch of times to make them do gens super slow as back then the effect stacked with itself. With enough chainsaw hits you could make survivors actually regress generators instead of repairing them.
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I heard after 6 hours it's 24 hours. No idea if it goes any higher.
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I did some testing as I was curious exactly how high it goes.
Ban lengths.
1 minute
5 minutes.
15 minutes
1 hour
6 hours.
At this point I called it quits since I was genuinely afraid what the next penalty level would be after six hours (The bans rapidly escalate in length the more you DC so I assume the next would be at LEAST 12 hours but most likely 24 hours.) I can confirm it does detect hard-closing the game as well as disconnecting from the internet.
Personally I think the devs did a great job. The penalties start small and chronic habitual ragequitters face a rapid escalation of ban lengths. The only thing missing is DC husks and maybe there should be a "The next time you DC, you will be banned for X amount of time" as a passive deterrent so a disconnector knows what he's facing the next time he presses leave match.
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It'd be hilarious but yeah it'd be abused. It shouldn't be able to be used while downed since Hex: The Third Seal and Knockout would be useless. "Where'd he down you at?" "AAAAAAAAUUUUUUGHHHH!!!!" "Oh, he's over there."
It would be funny though. Like you're working on a generator, and another player doesn't hit a ruin skillcheck, and the third player screams at him.
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Actually it's not bloodlust's visual effect causing this.
You also suffer from a stutter when status effects are applied like Madness, Mangled, Blindness, Exposed, Exhausted, Hemorrhage, Haste, etc.
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I'm no chainsaw expert but Hillbilly's chainsaw looks like it was custom built by him. Very long guide bar and there seems to be guards around the handle, (Like a brace for his lower arm) which resembles a gas pump a little bit. Basically something he scrapped together out of parts lying around. A purpose-built killing machine designed for murder. Leatherface's chainsaw (in the movie anyway, which the ingame chainsaw is based off of) is an actual chainsaw.
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@Hoodied said:
Actually, isn't this considered holding the game hostage?
Cause you are know where they are, but are not hooking them so forcing them to all bleed out
That's not hostage. Hostage is where the gamestate literally cannot be progressed and the ONLY option is to disconnect.
3-gen Doctor (Provided you're still hitting, downing, and hooking survivors.) isn't hostage as you're still hooking people. The survivors are free to just run up at you, let you down them, and make themselves die on the hook.
Slugging everyone isn't hostage since the game state still progresses. Survivors bleed out into the dirt after 4 minutes. Scummy? Yes, but it's not actually a hostage situation.
Hostage would be something like if I bodyblocked someone into a corner with hatch open so no endgame collapse and keep them stuck there until they DC. Or if I'm survivor, I and a partner use an exploit to enter a spot in the map the killer can't reach and just sit there teabagging until the killer DC's. (No gens get done, killer can't kill the other guy and shut hatch, etc. Exploiting by itself is bannable anyway.)
