Tranquil_Blue
Tranquil_Blue
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- Tranquil_Blue
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Virtually any killer (played well) with 3-4 strong perks can be very oppressive against survivors teams that are uncoordinated or that have a mix of skill levels (even one weak link can make it very hard for the survivors to win against a good killer). You have to keep in mind that Legion is great at injuring survivors, but not so great at actually getting downs and hooks.
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I really enjoy using Open-Handed to super-charge other perks. It's great with Bond, Kindred, Detective's Hunch, Visionary, etc.
Eruption is a solid perk (and it has great synergy with other perks, such as Call of Brine).
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Buffed Legion is definitely stronger, but the basic gameplay mechanics have been in place for years, so I just don't see this as a big issue. Maybe it's just because more people have been playing Legion this past week (i.e. people are getting annoyed because they're facing it more often)?
There have always been people who hated playing against Legion and there have always been complaints about "mending simulator." When you play against Legion (pre-buff or post-buff), there will be mending, since inflicting Deep Wound on multiple survivors is literally the main purpose of Legion's power.
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Definitely not. But keep in mind that your experience as killer depends on a huge number of factors: your MMR, which killer you're playing as, which addons and perks you're using, your playstyle (are you being aggressive enough?), the skill level and coordination of your opponents, etc.
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I like atmospheric fog, but...if it was a boon, it would basically just tell the killer exactly where the boon is located (it'd be in the middle of the fog).
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Why did you randomly re-post a thread you originally posted 2 years ago??
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@CuteAnimeGirlIRL said:
https://forum.deadbydaylight.com/en/discussion/318130/i-feel-betrayed-by-the-dbd-crew
Boil Over might be the only perk I genuinely hate. I hate how it drifts me into corners for literal seconds. You can't do anything about it.
Is it really that bad? I always strafe with the drift instead of trying to just walk forward. Yes, sometimes the survivor gets enough benefit out of it to wiggle out, but not that often.
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Just to clarify: the PTB started yesterday (April 5), so I would expect Mid-Chapter Patch 5.7.0 to come to the live game 3 weeks later (on or around April 26). Obviously, that's not set in stone, as BHVR might decide to do something different, but 3 weeks is the usual pattern.
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Usually, the live patch comes to the game around 3 weeks after the PTB (Public Test Beta).
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@Steel_Eyed said:
I believe it’s 24 seconds with this nerf.
Healing a survivor base is 16s. Healing yourself comes at a 200% penalty (32s). All adjustments are calculated additively.
I believe the math is:
16s x 200% - (COH%)
Therefore:
16s x 200% - 50% = 24s
This is the nerf I was crossing my fingers for. Combined with the Hemmorhage changes, killers might be able to cause some havoc on healing now.
It'll actually be a little less. CoH self-healing will take 21.33 seconds with this nerf (assuming you have no med-kit and no other perks that affect healing speed).
The math (someone else showed it earlier, but here it is again): The 50% penalty for self-healing comes first before the 150% buff. So, instead of the standard 1 charge per second, you start with a healing speed of 0.5 c/s. Now, you multiply that by 1.5 (to get 150%), which gives you a self-healing speed of 0.75 c/s. It takes 16 charges to heal, so you divide 16 by 0.75 to get 21.33 seconds.
You could also think of it as taking 32 charges to self heal. Then you just divide 32 by 1.5.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2871706#Comment_2871706
idk stack both duration add-ons and now the basekit movement speed increase each time if you dont get, like, mother's dwelling it'll be pretty consistent actually. all it needs is one weak link for a 5 chain.
Yeah, that's true. The speed boost will definitely help, and with addons...ok, maybe it will be even cooler than I thought. And you might be able to hit someone a second time if they mend right away...Ok, ok, I'm getting more excited about the possibilities.
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@Majin151 said:
https://forum.deadbydaylight.com/en/discussion/comment/2871658#Comment_2871658
https://us.v-cdn.net/6030815/uploads/17VX4WO1X3HZ/surprised-sorprendido.gif
Ooh I just might have to put legion back into my mains list
It's 5 hits chained together in one instance of Frenzy (i.e. you have to go into Frenzy, hit all 4 survivors in a row, and then hit someone again, all before Frenzy runs out), so it's definitely not gonna be a common occurrence. Still cool, though.
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@lauraa said:
I thought I was tripping because I tried to mori an Elodie. Dunno what happened or if I just suck
Yeah, it's confusing. Elodie's injured icon makes it look like she's condemned, but if she really is you will get killer instinct and there will be a steady red circle around the outside of her icon (not the blinking red that you get with her injured icon). You can see the blinking red on her icon when she's injured no matter which killer you're playing.
That said, OP mentioned above that in their case killer instinct did go off, so the person should've been mori-able. 🤷♂️
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It's interesting that 3 out of the 4 killers were licensed for year 5, compared to 3 original killers and 1 licensed killer for year 4.
I wonder what the balance of licensed/original will be for year 6?
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2852731#Comment_2852731
Source? I’ve never experienced or heard that before.
They added this in patch 4.7.0. From the wiki:
Dormant State Collision Deactivation timer: 30 seconds
- This refers to how long Charlotte has to be in her Dormant State before she loses collision with Survivors.
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Given that FNAF is so popular with kids, wouldn't it be wildly inappropriate to bring it into an M-rated game? It would unquestionably bring in lots of young kids playing DBD when they shouldn't. It just doesn't seem like something BHVR would want to do as a company.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2844621#Comment_2844621
On a total tangent, that really makes me curious, are luck offerings actually any good? It feels like survivors trying to pull themselves off a hook is almost always a really bad idea regardless of the luck offerings, you’re way better off waiting for rescue unless you know for sure nobody will be coming. And Luck as a stat, as far as I know, only affects that one action of pulling yourself off a hook.
It makes me wonder what the relative effectiveness of Luck offerings and abilities are compared to other options. Does a luck offering on average indirectly reward the survivor about the same amount of bonus bloodpoints as a bloodpoint offering for instance? I never get the sense that they do but there’s not stats to go by so it’s all speculation on my part. 🤷♂️
I don't think a luck offering would do much at all for your bloodpoints. Unhooking yourself only gives 500 bps, and the bp offerings actually give extra bps on top of what's earned in-game.
Regarding luck: If you use Slippery Meat and Up the Ante and a luck offering, you have a pretty good chance of pulling yourself off the hook. It works even better if you're playing with others who do the same (luck offerings and Up the Ante stack). Is this really a good way to use your perks? Probably not.
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@TWiXT said:
- Let yourself get up to 5 stacks of condemned.
- See teammate on last hook getting chased by Sadako.
- Grab a Tape and run to the TV you have to deliver it to in order to remove stacks.
- Wait at said TV until you become fully condemned.
- Watch Sadako break chase to come after you/teleport to you.
- Pop in tape while she's teleporting.
- Enjoy the fact that you just saved your buddy, probably from across the map, and she teleported to you for nothing but another exhaustive chase.
I used this with my friends last night, worked like a charm!
Oh, this is brutal lol. Well played.
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@tesla said:
https://forum.deadbydaylight.com/en/discussion/comment/2843248#Comment_2843248
#1: Yeah, I guess reducing the range would be better.
#2: This way it wouldn't deactivate after successful hits.
#3: =)
#2: Ah, now I understand what you meant. I thought maybe you wanted to swing your weapon in the corner of the map without losing Night Shroud or something weird like that...Yeah, keeping Night Shroud active on successful hits (or reducing the cooldown from successful hits, as suggested above) would be nice.
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@some_guy1 said:
it's not the issue with Onryo, i had that happen with other killers so it's most likely that the hud is displaying her icon wrong when injured
Oh, interesting. Specifically an issue with Elodie?
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#1: Is it really a big problem? I think it's a fair measure against dumb facecamping while in Night Shroud. Attentive Ghost Face players will know when they can safely activate Night Shroud after downing/hooking. (Maybe they could limit the reveal range for survivors on the hook, though.)
#2: Is there a scenario where this would matter? Isn't the effect in chase the only thing that matters?
#3: Love it! The crouch speed addons are fun (though not very strong), so I'm all for increased base crouch speed.
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Just FYI, it might be later than 11am EST. If I recall correctly, the February Dwight skin became available sometime in the early afternoon EST.
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Here is the clip from the most recent Dev Q&A Livestream (the url with timestamp is https://youtu.be/wIocxDbQ-9g?t=1740):
https://youtu.be/wIocxDbQ-9g?t=1740 -
I did try it, as I thought it sounded quite interesting. But honestly, it felt like it barely made a difference. I think the Hinder effect is VERY SMALL. The wiki has it as 3% (https://deadbydaylight.fandom.com/wiki/Status_HUD#Hindered).
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Are you a brand-new player? Do you need to complete the tutorial first?
Edit: Ok, I'm guessing you aren't based on your profile, but I think it does make new players complete the tutorial first.
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A few random points:
- It's easy to get Deviousness points with her.
- She does has a lullaby, so survivors can still hear eerie static-type sounds even when she's demanifested. But since there are other ambient sounds, generator noises, TV noises, etc., it can still be hard for them to tell where she is. I.e. she is definitely sneaky even if she's not 100% stealthy. Some of her add-ons help with the sneakiness as well.
- Call of Brine is pretty good, and it synergizes well with other gen-kicking perks.
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@Dito175 said:
https://forum.deadbydaylight.com/en/discussion/comment/2839487#Comment_2839487
overcome was bugged?
Apparently it was. I didn't realize that either. Here's the text from the Patch Notes: "Fixed an issue that caused the Overcome perk to trigger when the survivor has the Endurance status."
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It's there now. It's at the bottom of the list of DLC. You can also search for Sadako Rising to find it.
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Your points are well taken. I mean, I'm definitely not eager to add many millions of bloodpoints to my grind...
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@Aneurysm said:
Yeah, I like stealth killers. They're never the strongest but scaring survivors is always fun.
I agree, so I'm a bit sad that she has a lullaby when undetectable. I'm really hoping that it won't take too much away from her surprise/scare potential.
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I’ve played against 4 Spirits in my last 100 matches as a survivor.
What Spirit cosmetics are your favorites?
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I do not have the same experience. Maybe it's due to your MMR level or region or something? I've also been counting, and I've played against only 5 Blights in my last 100 survivor matches. All I can say is: I'm sorry to you or anyone else who faces the same killer over and over.
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That's seems too strong. Honestly, even adding a slightly-darker filter (something kind of like Freddy's dream world) would probably make blindness more impactful.
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@[Deleted User] said:
The build I use right now, DMS Resonance Bamboozle Pop. Only go for chainsaw downs, rarely for m1s even if its risky. Only true way to master your power.
Wow! Thanks for showing how to use Bubba's chainsaw at a high level.
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Myers in Tier II is 115% with a 16m terror radius (8m with Monitor & Abuse; 6m with Monitor & Abuse plus Dead Rabbit). But yes, she'll be the only 115% killer with a 24m base terror radius.
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Wait, she has a lullaby when demanifested (i.e. while she's undetectable)? I didn't realize that. Apparently, they are decreasing the Terror Radius (and maybe the lullaby radius is decreased as well).
Quote from article: "While The Onryō is demanifested, she is intermittently visible within a 32m range and Survivors hear a 'lullaby' rather than the terror radius. On more open maps, however, it can be easy to spot her sporadically appearing as she approaches. With that in mind, we’ve made the following changes:
*Decreased max visible range while demanifested to 24m (was 32m)
*Decreased Terror Radius to 24m (was 32m)"
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The cosmetics are the ONLY reason to do it right now. There is really no other noticeable benefit.
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I'm pretty sure your Myers fact is incorrect. Basekit Myers should be able to get to Tier III up to 7 times, if I'm not mistaken. With certain addons, however, it takes more stalk points to get to Tier III for the first time, so in those cases, your maximum number of Tier III's would be fewer.
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Please don't DC, if at all possible. It really just makes everything much worse for your teammates.
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I think it'd be fairer if it gave a big increase to recharge speed upon a successful hit (instead of instant recharge). That would give the survivor just a bit more time.
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Personally, I have such a hard time getting value out of dream snares. I really enjoy using Clown's bottles and Pinhead's chains in chase, but the dream snares are rarely helpful for me. I have much more fun with the dream pallets.
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Yeah, I was surprised (and delighted) to get the extra 25k when I did the White Glyph challenge and escaped with it.
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You can go hundreds of hours without seeing glass bead used even once, so I'm guessing lots of people have literally never seen it before.
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Wow. It sounds like matchmaking is much different at high survivor MMR (or maybe at different times/in different regions/etc.). I'm assuming I'm at "medium" MMR. In my last 75 survivor matches, I've played against just 2 Spirits and 4 Blights.
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Correction: you can NOT see the aura of the unhooked survivor. However, if the unhooker starts healing them, you will know where the unhooked person is.
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@mistar_z said:
i main trickster on my channel. but i only have a few videos up and im not sure how to give tips on them yet.
What's your channel, though?
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The added grind is really giving me pause, even though I do like the idea of the killer. I feel like I'd "need" to get her to at least P2 because I like the P1 and P2 cosmetics, so that would be at least 6-8 million bloodpoints to get her to P2 and then get some good perks on her. Then it would also be adding extra grind to all of my other killers...
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@VolantConch1719 said:
- If the amount of jumpscares my friends and I have gotten because we had no idea where she was is any indication, she is pretty much silent.
- There is an audio cue when she is manifesting or demanifesting, but it seems pretty faint, and it sounds very similar to her teleport.
- If you're near her or the TV, you can hear her teleport, but I don't think it's mapwide.
Thanks! That's exactly what I hoped (jumpscare/surprise killer).
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@Steel_Eyed said:
I have done the math on this!
It takes approximately 1.5 million bloodpoints to get to level fifty on a killer. There is some fluctuation to this number, usually less points but could be more. Let’s just agree 1.5 mil as an easy baseline.
If we are prestiging, we have to get to level fifty four times. Six million bloodpoints.
We can only unlock one perk per level until level forty, then two perks. So at P3-50 we spent 1.5M to unlock 59 perks.
Killer after Ringu teachables are included will have 78 unique perks. 234 tiers and have three starting tiers unlocked.
So from P3-50 up I estimate that each perk tier costs 30,000 bloodpoints (60,000 average cost per bloodweb).
234 minus the three starting teachables. Minus the 59 perk tiers unlocked getting to lvl 50 leaves us 172 perk tiers to attain.
172 x 30,000 = 5,160,000 bloodpoints. Add in six million for the four level fifty prestiges and it costs 11.2M bloodpoints to max out a character.
Nailed it! Thanks for sharing the depressing math.
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@FriendlyBubba said:
29 survivors = 957000000
26 killers = 858000000
total: 1815000000
one billion eight hundred fifteen million bloodpoints.
That's a lot of matches. Number is more depending on bloodweb RNG and match outcomes
And then add Ringu and future chapters.
That math is very wrong. The video linked above shows that you would need about 23,000,000 (as of the video date) to UNLOCK all of the survivor perks (i.e. get all survivors to Level 40). So, it's not 33,000,000 per survivor, it's more like 10-12 million per survivor, assuming A) you want to P3 them and B) you already have the perks unlocked.
It's still astronomical and ridiculous, mind you. And yes, a new player will need to spend many millions to unlock the perks as well.