UndeddJester
UndeddJester
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As one of said users...
Pros: -
- No lobby shopping (or at least much harder).
- No targeting players with tunneling/camping based on levels.
- MMR actually has some kind of chance to work without constantly having to accommodate backfilling.
- Helps the Killer's mental by not having them even worry about lobby levels.
- Generally faster filling lobbies.
Cons: -
- erm... survivors have to wait to show off rank in end game lobby?
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As one of the people who has the survivor prestige hidden from me in lobby... I agree with this decision.
Stops the lobby shoppers, and its so much better for your own mental to just play rather than fret who is what level and such. A lot of the time it doesn't mean jack anyway.
I'd actually do it for both sides, cause survivors can lobby shop/troll their p100 teammates too.
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A good way to stop taking things so seriously is to win by personal goal, rather than win by game definition, and go friendly once in a while.
By this I mean, go hard every game, but in every other game you're winning (especially when someone DCs or Suicides on Hook), go for 10 hooks. Then down the 11th hook and instead of killing them, go friendly and pick them up only to let them wiggle free. Find the other player and do the same and let them repair and get out. In your own mind you know you won the game cause you could have killed them but you didn't. If you want 3k, give up hatch.
By doing this you remind yourself, there is no prize for "winning" or "climbing the ranks". You don't gain anything more by getting a 4k, than you do a 2k with max hooks and alike. When you do get smashed, it's less bitter, because there was a decent chance you were gonna let 1 or 2 people go anyway, and your frame of mind is more about having fun than winning at any cost.
The benefit this attitude has, is if you're having tough game, you naturally define a new game for yourself while in game. If 10 hooks isn't possible, try for 6. Or know you've lost, but damnit, this Feng that lopped you for 3 gens is going to get hooked... but then let go cause she played well. Being competitive is good, but if you're getting upset, just play some fun games to remind yourself, it doesn't really matter. You're here to have fun...
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To be fair to DBD... does look quite a lot like Cheryl but a little more grown up...
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Windows does have that "sat nav" problem though... If you study a map and work out your route, then try to follow it, you learn your path almost first time... but following a sat nav, you can drive the same route for 6 months and still not actually learn the route.
WoO is the same, where because you have an automatic guide to pallets and windows, you actually never bother to actually learn tiles and structures...
I do way better when I have the perk on, but I don't think its overpowered... I do however think its a bad habit perk. I have started banning myself from it so I actually learn how to play without it... and I'd encourage any newbie player to do the same.
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@HoodedWildKard said:
Nemesis and wesker would be funny together because resident evil. Plus there would be so many supply cases scattered about and the empty syringes and spray cans would pile up.
Ghostface + wraith would be very stress inducing.
Doctor + skull merchant no gens would get done ever.
Deathslinger + hag because cue banjo music
Billy + bubba because chainsaw go Brrrrr
Trapper and any other killer because the other killer would step in traps constantly 😂 clown would be funniest, top tier comedy duo
Demon + alien because release the hounds
I'd love to play a game vs. the super chainsaw brothers. Is that chainsaw in the distance a Bubba chasing a friend, or Billy charging at you full boar? xD
We haven't had many useless combos...
Legion has quite a few anti synergies, Deathslinger, Plague, Shape, Ghost Face... you kind of have to work around everyone else's power rather than your own.
Huntress/Trickster don't go well with GF/Myers. Hatchets and Knives are affected by add-ons. I suppose Nurse is also bad with the Stalkie Bois as well.
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@Alice_pbg said:
honestly... I don't think there's any reason.
they should add it and leave it up for a couple month or so and see the results.
and to everyone saying "it's a skill killers must have"
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548940#Comment_3548940
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548979#Comment_3548979
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549173#Comment_3549173
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549238#Comment_3549238
why is it a skill that the survivors don't need to have anymore?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549315#Comment_3549315
killers who wanna tunnel will tunnel. this UI would help people who wanna avoid tunneling a lot more.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549002#Comment_3549002
honestly, same. and how many gens were left and stuff... put that info in the end game screen somewhere
Well as I say, I'm not really too invested either way, however to answer your question:
why is it a skill that the survivors don't need to have anymore?
The difference between Killer snd Survivor is as a Killer you were there for all the hooks. Unless I've been hitting the whiskey hard, if I'm playing properly, I am thinking about hook stages actively and have no issue tracking hooks.
As survivor you more often than not don't see it first hand, you only see the HUD change most of the time, so you have no events in your memory to call upon to remember hook stages... so it is far harder to recall which person was hooked and how many times at any given monemt.
There is also the fact that survivors are meant to be a team, and having it on HUD reduces the difference of SWF. You just check HUD instead if having to ask your buddy if you have to check. Killer is alone, you only have to recall information relevant to you.
So that's why Survivors get these improvements, and my overarching point is, the Killer doesn't need it really. I don't agree with the tunneling argument, as a killer wanting to tunnel won't need this HUD at all...
I just see this change as making the killer role a little lazier... which in fairness, when I'm being chill kland lazy would be handy... but when I'm being serious it's a little less engaging. Depending on my mood, enjoyment/engagement gets slightly better, or slightly worse, so I'm not really bothered.
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@GroßusSchmiedus said:
Sometimes it works for me but with a long cooldown, i'm not even sure if its time based or distance based. And that is unironically the only thing about twins that seems to be consistant.
0.61% pick rate on Nightlight seems to be really inflated considering i only seen them once in like 5-6 months.
Ahhhh.... it is time based. I kept thinking it was distance xD
Pounce:
Cancelation Cool-down: 0.25 seconds
Charge time: 1 second
It takes Victor 0.75 seconds of charging to reach his full Charged Movement speed of 2.4 m/s.
Aura-Reveal duration: 5 seconds
This refers to how long Victor's Aura is revealed to Charlotte when latching onto a Survivor.
Pounce Attack cool-downs:
1 second for a successful Pounce with latching on
5 seconds for a successful Pounce without latching on
3 seconds for a missed or obstructed Pounce
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@Maelstrom808 said:
I've said this before, if people are so concerned that showing hook stages to the killer would promote tunneling too much, at least implement some sort of obvious audio cue when you pick up a survivor that's on death hook. A music sting or something. This warns killers that are trying to rotate hooks that they are about to take someone out of the game. At the same time, it doesn't help tunneling killers at all because they were going to hook that person anyway.
Seeing hook stages would be way better so we aren't wasting time chasing that person in the first place, but an audio cue would at least be an acceptable compromise.
Read this after I already posted, so my bad for the double post.
Like this idea. Having the survivor doing a more laboured groan of pain would be a good immersive audio cue....
Edit: Although as that is a lot of new audio files, perhaps a sort of Entity excitement audio cue would be good... like a brief louder Whipers-like howl....
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When I'm being serious, I'm actively thinking about and engaged with hook stages, so it's not a problem that hook stages aren't shown to me. I don't deliberately tunnel as a rule, but if presented with an opportunity to get people on Death Hook I will take it for pressure and force them to hide more, and ofc if they then keep playing aggressively I will take the kill or force someone to lose a hook in their stead. Ofc if I wanted to tunnel, I don't need the HUD to help me.
However there are times I have been playing a chill game and not been paying full attention and forgotten who I've hooked, then accidentally "tunneled" a player out early because I thought they had another hook stage... it's entirely a product of me being lazy, not because it's hard to track hook stages.
With that in mind I consider tracking hook stages a part of the skillset of the killer, and adding them kinda dumbs that down, so I'm not really in favour of them being indicated on HUD... but I also wouldn't really be against it either.
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@OnryosTapeRentals said:
Personally I think he should just start with all his traps.
If he didn't have to waste so much time running around the map to collect them, he might actually be okay.
I'm less keen for that, as that naturally pushes new players to lockdown Trapper instead of patrol Trapper. Having to collect traps naturally pushed Trapper to traverse the map and in turn leads more towards trapping windows and pallets for the chase, which is also what the speed boost buff does.
Basement Trapper is very deadly and nasty, and is where Trapper is King, we all know that, and it ofc can still be done... but at least with traps spread out in the map Trapper has more incentive to roam and he has to work for it.
There are traps however that are plain trash to collect, so I would much rather have the QOL change to collect a trap from locker on a 45s cooldown, which demanifesrs the furthest unset trap.
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Trapper and fixed Xeno would be plain demonic.
Trap all the turret console stations with iri add-on that wounds when you disarm traps... especially now he's a zoomy boi after setting each trap xD
Now that I think about it, that's pretty evil with the Pig too 😳
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FTP should be a health exchange, and not be considered "healing" for the purpose of other game interactions.
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Not a veteran but someone who recently broke out of Newb status (I think): -
- Good characters to start and get to rank 50 for their perks are Meg Thomas (All), Dwight Fielding (Prove Thyself, Bond), Kate Denson (Windows of Opportunity and Boil Over).
- Understand what a 3 gen is, and try to prevent it. There are 7 gens, you need to repair 5. Try to ensure the 3 left are no close together. If you see 2 gens near to each other, repair one and leave the other, and head to a different part of the map. Also take the generic perk Deja Vu.
- Killers are bigger than you, so can't hug terrain as closely. When running keep sticking close to terrain.
- A 'strong' pallet is a pallet that has a lot of terrain around it that the killer can't easily bypass on either side. 'Weak' pallets are pallets with little terrain around them the killer can get around easily. When learning just throw pallets when you need to. Don't worry about saving them, but keep looping a strong pallet until the killer breaks it. For weak pallets, throw the pallet and leave to another pallet.
- We'll Make It, Guardian, Deja Vu are all standard perks and form a decent starter build. Add Sprint Burst from Meg, and you've got healing, aura reading, gen repair and an escape perk.
- Watch streamers both for survivor but especially killer to get an idea what killer do. Understanding how their power works is really helpful to lasting longer.
- Don't take it too seriously. Games are relatively short, so don't sweat it if you make any bad mistakes.😁
P.s. Fear the 4 O'clock skillcheck... I screw that one up even now 😒
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@WilliamSN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548580#Comment_3548580
Here we go with blatant false equivalancy arguments...
The requirements to activate Bloodpact, Dark theory and Power of two, require you to do something you wouldn't normally do in regular gameplay to activate their effects.
Getting hit, doing gens, etc etc ***are not valid*** limiting requirements , they are things you expect to happen, and you're guaranteed to get value out of the perk just for having it equipped.
A permanent 7% speed boost because the match is 80-90% finished is fundamentally unhealthy , it just took the meta to change from Super unhealthy pre-6.1 to Unhealthy in post 7.0 for people to start realizing that perks that guarantee escapes aren't balanced in the slightest.
Well... the logic is you basically take a perk that has no benefit throughout most of the game for a strong bonus at the end.
There are not many killer games where you get to end game and are looking at more than 1 more kill than you already have, unless you have built for it with a combination of NOED, blood warden and/or no way out. Usually, the killer wins before the generators are powered... if more than 1 survivor is alive when the gens are powered, you are probably not getting a 4k.
Hope and Adrenaline MUST have strong bonuses that really help you escape at end game to offset the fact you can well lose before you even get there. If you do get there, you get a powerful haste buff to make it a lot easier for you to escape. The Killer is still faster, but will have a much harder time catching you, so it isn't truly free escapes... but it is a strong advantage that without it, the perk is literally useless.
Now is it too easy to get to end game? That's a different argument, but the perks themselves are fine... if you ignore the MFT bonus...
So my point is, if you've made it to end game as Killer when you had no end game perks, your main objective is already lost, and you're trying to grab what you can at this point. If the survivors have beaten you whilst they do have end game perks, they should be in the winning position, because you had your window to win while their perks weren't active.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548206#Comment_3548206
Correct. BHVR band-aid fixed grabs with a forced short M1 attack, told us they would later fix grabs for real, and never actually got to the "fix grabs for real"
Here's the official post!
Huh... I actually have a video of this exact thing in action....
That explains my trophy for grabbing a survivor off generators as the Pig, and for a fraction of a second you see me grab, but then m1 instead... yet the trophy still popped.
Kinda cool to see the actual explanation of that oddity xD
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@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548423#Comment_3548423
I mean...you can still do that. just adding an extra mechanic to the game. cause sometimes, the basement is just unfair.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548425#Comment_3548425
we just get used to it.
adding this is more of a "getting hooked on the basement does not equals death. we can do stuff about it even if the killer stands near the stairs looking at them"
This is true, I actually like your idea BTW, and I do ackowledge and agree with the overly punishing nature of basement...
The only issue I'm pointing out is having another way in and out does reduce the Lion's Den feeling of basement quite a fair amount... and while basement does encourage/faciliate pretty nasty play, it's one of those where if there is a way it can be relatively simply subverted, the basement kinda loses it's sting.
If going for it, I'd say make the other entrace one way... so you can get in... but you still have to get out via the stairs. So you can get a surprise save, but you're still deep in the smelly stuff.
I'd go personally for a 1-way alien tunnel like crawl space that spawns near basement somewhere a survivor can drop in to the middle of basement and make the save... At least then survivors can get the trade relatively easily, and with REALLY good coordination and use of borrowed time/OTR or whatever can guarantee at least being on the way out of basement when running the gauntlet, rather than always on the way in.
@Farya said:
I'm also on Tome 1 and need to do the "sacrifice 4 surivors in basement" challenge at some point... so please wait for that :D
This one's bugged for me, never counts :(
Yeah me too, as are all basement related challenges 😩
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While being caught is basement is nasty and can be annoying, I think there is something to be said for the threat of it, and realising "Crap, basement is here, I need to leave and get as far away as possible!"
I'm also on Tome 1 and need to do the "sacrifice 4 surivors in basement" challenge at some point... so please wait for that :D
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While Hope is active and survivor is injured, Hope applies permanent exhausted? Thematically you're ignoring the pain to keep running faster in a final bid to escape, but you're at your limit with nothing left, with only your "hope" to keep you going...
Simple change to resolve the problem?
Although that is still actually a nerf as it also kills it when injured with any other exhaustion perk... most notably Dead Hard, and Blood Rush can't get you to both Hope and MFT either, or get you your exhaustion perk back. Is that a reasonable sacrifice? Adrenaline is still good with it.
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EDIT: The problem with preventing Haste effects from stacking on Survivors is you get a lot of grey areas, like Clown Antidote, Sprint Burst/Lithe/BL and both Basekit/Perk Borrowed Time, Boon: Dark Theory becomes even more pointless, Hope and an Exhaustion Perk. These interactions are all fine in of themselves... and what you want to avoid is a situation when the code has to say "you can have all these stacking effects", then branch off the code to say "except MFT".
It's like For The People needs to be an "exchange of a health state" instead of a "healing a health state" for the purpose of game effects. It's not implemeneted like this as we see with Buckle Up, but it should be because FTP working with Buckle Up but not MFT doesn't make sense, and likely has this ugly exception written in to code.
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@IlliterateGenocide said:
I don't understand why they buffed locker reloading? As a trickster/artist main there was so many more reasonable buffs to him. Like letting main event be kept for much longer or even forever if not used.
the buff to lockers in my opinion just takes away survivors reward for dodging knives/hatchets. (Less time to get away)
I wouldn't call this an unwelcome change... I think this does a nice job softening him up for console players. It's hard to be accurate on controller, so you tend to take more darts add-ons and be a little more spammy, but good looping still makes that tough.
Though I definitely agree about Main Event... its duration to trigger is so short, all the Main Event add-ons are worthless because its so unreliable for it to trigger when you actually want it. You either have to stop using darts once you're one dart off, which can deny you a hit, or you just have to accept its probably not gonna be useful to you...
Then ofc Main Event itself is great in the right locations with good LOS, but is actually worse in locations with high walls. Once you start firing you're moving slower, so on a decent high wall loop it's a bad idea to Main Event. So not only does it take a while to charge, when you do finally get it, either the chase is over and you don't need it, or the location you're in is really bad for Main Event anyway...
I'm sure some Trickster Mains have some clever thoughts about planning around main event, but personally I just ignore it and every now and again go "Oh Main Event! I can use it here!"
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@LordGlint said:
Plague and Spirit. Either you stay sick and give easy downs to Spirit, or you give Plague her red puke, which is brutal against multiple people.
Ooooof, that's god damn brutal xD
So brutal in fact, I have nothing more contribute, just that the pain I imagined was so strong I needed to post this reaction 🤣
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Release Schedule Update releases: 11am ET Bug Fixes Survivors are no longer able to pass through Locker collisions in certain cases Add missing animation for Survivor placing "Blast Mine" or "Wiretap" traps on a generator, preventing Survivors from becoming invisible and unhittable in certain cases Note: With this bugfix,…
Hot off the presses.
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@FreddyVoorhees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3547088#Comment_3547088
Given that 2v8 was a thing for a while now in a private server dbd , you can check some youtube videos of Myers teaming up with Ghostface on Larry's. It's quite fun as they worked as a team :P
Hah! Any sneaky characters can be so mean with the exposure. Even Pig would be mad just standing up near a gen and doing the Obi Wan Kenobi "Hello There!" xD
Freddy-Myers for that exposed/oblivious global effect seems especially disgusting xD
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If the Killer becomes Undetectable, they will remain Undetectable for an additional 2 seconds after the original duration expires.
This would be awesome on Pig... 😶
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Myers strikes me as a god here whoever he is paired with: -
- 80 points of stalk on the table.
- More survivors to find for stalk.
- Global exposed when in Tier 3.
If you combine him with someone like Spirit.... Yeesh...
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Objection. Clearly needs to be a stealth killer.
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@LittleBigSunset said:
Done, as long as we get R2-D2 as a survivor.
Ash with a C3PO hand? That's an insane smash of nerd cultures xD
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@averagemikaelamain said:
Both of these perks are fine on paper. Do action,reveal survivors. Problem for both is simple. They last AROUND the Killer. Both Nowhere To Hide and Ultimate Weapon move as you move. This shouldnt be the case. Plain and simple. Too much information,too strong on the higher tier killers. These are all the changes required.
Less convinced on Nowhere to Hide being a problem because you can only use it on a gen that is in the repairing state, it's got a small 24m radius, and it's such a short duration. It's application is effectively locating survivors who are hiding around gens, and doesn't extend much beyond that.
It doesn't allow you to walk most of the way across the map and cover everywhere you could ever want. That said I'd stop being vocal about UW if it was 30s centralised on a locker or was only active for 6 seconds on the killer. These seem like reasonable nerfs to make the perk a "I know someone is hiding near this location, let's flush them out" detection perk.
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I'd call that a pretty smart usage of the perk for Slingers unique trait of being able to reel in for a basic attack.
The big benefit is the threat more than the conversion. You push people away from the unhook and cause the survivor not caught in the exposure to be the best candidate to unhook, which means they need to come off gens.
You have the same power as the iri add-on without the need to worry about distance... seems pretty noice 😘👌
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The Fog is strong with this one...
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@Felgoose said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3546330#Comment_3546330
My point was about how few people are using it. If it was OP, why wouldn't I be seeing it as often as Fearmonger, Sloppy Butcher, Starstruck, etc.? It sounds to me like it disrupts you particularly when you come across it, but that isn't often enough to build against it, which is a statement that could be a good standard for defining a well balanced perk that adds diversity to the game and disrupts the meta.
Not an unreasonable point, but the key line is "on any strong chase killer".
Killers with a small TR (Huntress, Trickster), stealth killers (Freddy, Wraith, GhostFace, Myers), weak chase killers (Trapper, Hag), or killers that have a lot of buillt in detection (Legion, Artist, Singularity), or Killers with low mobility/natural slowdown (Nemesis, Bubba, Twins) aren't suddenly gonna become God tier with this.
Other characters like Dredge, Sadako, or Pig are pretty much gimmicks...
However if you go up against a decent Wesker, Nurse, Blight or Oni with it then you're in for a hell of a rough time. Even Spirit can make this perk insanely strong... and ultimately even outside of these, it's still a God tier perk for tunnelling and proxy camping, and disproportionately punishing on small maps and in soloQ.
If you couldn't have it WHENEVER you wanted it, it would be fine, but as it stands, it's a Swiss army knife for whatever purpose you need it for at any given moment.
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@Felgoose said:
I've played about 20 survivor games since first seeing this post. 1 killer was running this perk. We all escaped. How is anyone arguing that this perk is too strong?
Is this some kind of conspiracy among Nurse/Blight/Trickster mains to distract from how these killers need serious nerfs or reworks?
So you played 1 game against it, against a killer who didn't secure a single kill? Likely doesnt know what they're doing to get a 0k. Hardly a concrete argument.
This perk is so good on any strong chase Killer and is especially punishing vs. SoloQ. The fact you can proxy sweep areas and have it pretty much whenever you want is so valuable, I'm surprised anyone argues that "it's just a weaker than BBQ & Chilli info perk".
On very large maps like Borgo it's certainly not as strong as it is elsewhere, but on any smaller maps, it's a God Tier nearly always up radar that makes all your decision making trivial.
Unless survivors take Calm Spirit, you can: -
- almost always ensure you chosen gens are covered just by sweeping nearby.
- almost always ensure you catch whoever comes for an unhook with a trade, or sometimes totally intercept and slug underneath hook to increase your pressure.
- almost always ensure you can find your dead on hook target by listening carefully to the voice of screams.
- almost always find your recently unhooked target and prevent them from being healed/ tunnel them out.
- blind the whole team easily so they can't even use Kindred, Bond, Empathy or any other aura perks to see what each other are doing to try and work around you.
It's so versatile as a tool, I genuinely dont understand how anyone defends it with a straight face. Usually it boils down to "survivors have MFT" or "survivors have anti camp charges coming" as a legit defence... which means the conversation is over.
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UW is overtuned because it remains active so long, reveals AND blinds, which can really screw with survivors on maps like Midwich or Game.
Trying to get unhooks vs. UW is a really big pain in the ass, and even if the killer let's you go for the unhook, they find survivors so easily, that unless you're build is setup up for chase, you're screwed and you just cycle hooks constantly or get tunneled out.
UW basically says sod your build, take Calm Mind and limit your build, or set up for chase. Anything else is a throw.
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I think the core idea of Furtive Chase was centered around SoloQ before the survivor HUD was added.
Before you didn't know another survivor was in chase unless you saw it or you were on comms... and the point of getting your TR low would be if the survivor chased near a gen, you could break off and the other Survivor's would have little time to react.
This obviously wasn't good back then either because its too situational, relied on a survivor mistake to get value, and only worked on soloQ... but at 4 per stack, it's even worse for that purpose now survivors know what each other are doing...
However... with the buff the already built in obsession control... it now might actually be situationally useful on say Spirit or Trickster ... a potential 4m terror radius could be pretty screwy on certain tiles... this could actually be OK combined with Dying Light... if you get a strong start 🤔
If it lingered perhaps for 6 seconds after exiting chase, that could have some situational benefit.
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I suggested this when tbe rework was first complete, and after playing against her and as her a while, I still think this change would improve her a lot... as even the best of us fall prey to TP spam when it makes sense to do so.
@UndeddJester said:
Condemnation Proposal
Nerf: Projecting to a TV inflicts 0.5 condemn stack globally to all survivors not carrying tape.
Buff: Projecting to a TV inflicts an additional 0.5 condemn stack to all survivors within 16m, regardless of whether they have a tape or not.
Current Gameplay
Onryo is quite polarising with the latest changes.
In soloQ/low MMR games she is a hefty pub stomp, porting around kinda mindlessly and building up condemn to easily nuke an uncoordinated team.
At high MMR however, Sadako struggles to get going, because survivors just grab a tape immediately, limiting her teleports and shutting down condem completely. Instead she has to chase them down to remove the tape from even one survivor, and since she isnt amazing in chase, she can struggle to keep up her pressure. Usually what helps her here is indoor maps that make finding gens harder.
Intended effect
The hope with this change is bringing back some of the skill elements of old Sadako. Greater rewards for good teleport prediction/usage, while simulataneously limiting the global condemn presense.
With only the global portion of the condemn blocked by tapes, Sadako can still apply condemn pressure to survivors carrying tapes at higher MMR where players know what they're doing.
And at lower MMR, she can get even bigger threats of condemn for good usage of her teleport... but she can't as easily just port around the map blindly and get huge condemn pressure for it.
What do you think?
Adding the incentive where good reads and prediction can grant you greater rewards on Sadako, while weakening the blind spam does re-introduce the skill element of Sadako tp, and makes her more fun to play.
Yes you CAN still blind teleport, but this change makes it 33% less effective, and actively encourages Sadako to be more deliberate to get max value.
It also helps her against high level players who just grab tapes, where a solid TP prediction can swing a big 2.5 condemn on one hit.
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Need to see it in action first... I said a while back that the issue is the active drone mode when deployed, its an instant area shut down.
The most appealing part to me was scout mode, the need to Metal Gear Solid your way past the drones scanner... literally stop still whenever it looks at you, which seems to be the direction gone.
Its good to see claw traps now the focus on her power, though I found tne new lock on a little surprising, was not expected to be wounded if caught 3 times by the scanner... she now seems like a stealthy trap based character, which I actually am happy to see more of this type of Killer so its not exclusive to Trapper and Hag.
It seems like it might be pretty cool actually. Survivors be Solid Snaking up to traps, Skull Merchant be Sam Fishering up to Survivors... seems like a big stealth off. Will have to see how it plays out, but cautiously optimistic 😁
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@CookieBaws said:
"Map achievements are fine, you can go for them whenever you get to that map"
That's the problem i pointing at. If i want that map, i can't. That's the problem.
Well here is the thing... there are a lot of achievements that are tough, and require a lot of game time and games...
Even as someone who has bought all the DLC and been hopping from character to character freely without the need to use shards to unlock, I've still got quite a fair way to go after 400 hrs...
If you factor in the need to level up each Survivor for their perks, you're gonna be playing a LOT of games... I've long finished the map achievements ahead of any others, I only have adepts and killer skill achievements left at this point.
So even if you buy all the content, you're gonna beat the map achievements a long time before you beat all the others (and usually, they're on the easier side)... you get them naturally just playing the game...
The only really brutal map achievements are Hemophobia and Outbreak Breakout... the latter of which is just a matter of time and being willing to dip on your team when you get a gate open... so I mean I don't really understand why you're mad at these... when there are others that'll eat up way more of you're time 🤨
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The only time an achievement is a problem IMO is if it encourages playing in a sub optimal or illogical way to achieve.
Map achievements are fine, you can go for them whenever you get to that map, and you're still playing the game as you would normally, with basically one premade decision of "that is the gen I need to repair at some point".
Most of these map achievements feature a gen right in the middle of the map, so is usually a good gen to get done to avoid 3 gens.
Now Hemophobia on the other hand... 😵💫
Note: I don't mind adepts or power moves etc so much, cause yes, although you have sub par perks, your actually gameplay is still normal gameplay.
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@OnryosTapeRentals said:
I think they just don’t know what to do with her. I used to be a Nurse main for ~6 years and I honestly have no idea what they could do with her.
Every rework suggestion I’ve seen for her falls into one of two categories:
- Completely kills her and alienates her existing players. This also makes the strongest killer in the game Blight — a DLC character — which would cause P2W accusations to skyrocket.
- Does nothing to address what makes her so oppressive.
Nurse is fascinatingly unique... and one of the biggest oddities is her performance spike at high level vs. low level. She is embaressingly bad in low MMR, but extremely strong at high MMR... and you get every point in between...
Though I'm still a new by DBD standards player, IMO it's not hard to see where the problem of high MMR Nurse lies... it's as simple as she can blink on top of the place where she thinks the survivor is, then blink again to secure the hit. With good knowledge of maps and loops, knowing when to blink, the onus is entirely on Nurse to miss that second blink, and once that skill is mastered, survivors don't have much wiggle room to outplay her.
This however is not at all an easy thing to address... without the second blink, her 3.85 m/s is far too punishing... so you'd have to make her the speed of a normal M1 killer... which totally destroys her identity and even makes her pretty damned bad... there is a reason why the Matchbox and Spasmodic Breath add-ons are among her worst add-ons...
If you try and limit the second blink somehow you run a great risk of killing her... if you make her missing even more punishing, you run the risk of creating Billy 2.0, where she is too hard to play, and not good enough to warrant the time investment.
If I were to try and muster something to remove this second blink problem (though this is more to emphasize the point rather than be an actual suggestion): -
- Double the time Nurse before fatigue for her chain-blink to 3s (to allow 1s to look and 2s to charge for distance).
- The Nurse falls into fatigue 0.5s after she stops holding charge for blinks if she doesn't attack (allows you to abandon a bad blink faster).
- Only allow special attacks on the first blink. Second (and third) blinks can only grab.
- The attack on the first blink has an extended lunge (similar to a weaker version of Coup, this is a special lunge that cannot be enhanced by Coup)
So the thought is that you can blink once to subvert a loop with an empowered lunge, and you have greater map traversal... but your first blink counts a lot... if you predict well, you can lunge for the hit. If you mis-read however, you can either blink again to catch up to close range for a longer recharge... or you can take the fatigue fast. Either way if the survivor mind games you using LOS and jukes, you're stuck recovering for some time.
While this makes her more fair... she is incredibly punishing in this state, and probably considerably underpowered. You then have to ask why would anyone bother playing her? Especially when she is already really tough for new players....
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While I do support accommodating disabilities as much as possible, the whole point of Spirit is she can't see survivors and vice versa while she is phasing, so you have to rely on your other senses. You're literally picking a character who is designed around sacrificing vision for a strong power which you supplement with game audio...
To give a comparison, I have early onset of arthritis in my right wrist/thumb that stops me playing with a mouse, so I am now on console. Even on console analogue sticks, it's way better, but I struggle with killers which require precise aiming like Deathslinger. It can even physically hurt me to try to and turn quickly to land a shot... so I might be tempted to say "for people like me with joint pain in my hands, Deathslinger is really hard to use... can we have an aim assist so I don't have to move so precisely with my thumb?". Seems reasonable, but being accurate with your shots on Slinger is entirely the point... so I don't get to have help just for my problems because that makes the character much less engaging to play and would be unfair to everyone else.
Adding more visual components to Spirit would be a complete removal of what makes the character unique, and robs the people who have learned to use her audio gameplay well from their hard earned skill.
While that sucks for people with hearing difficulties, the obvious issue here is people with hearing difficulties like this are inherently at a disadvantage across the entire roster... Listening for footsteps is important when blinded as killer, listening for whimpers when searching for injured survivors hiding in lockers or bushes, listening to hear how much progress a gen without having to physically look at it, the several characters that have lullabies and audio cues like Freddy, Huntress and Myers... sound plays a big part of this game at many points of play...
If we consider removing all value of sound for everyone as a source of balance so that those unfortunate enough to having hearing difficulties are on the same playing field, you might as well just mute all game audio...
So my point is, I'm sympathetic... but it's impractical.
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543677#Comment_3543677
- The Xenomorph:
- Reviewed the Remote Flame Turret placement logic to allow for more flexibility when deploying them
- Decreased the Tail Attack cooldown movement speed from 2 to 1.2 m/s when missing or when it is obstructed
The problem is, by the animation it plays, hitting a turret counts as an "obstructed" hit as it is the same one that plays when you hit a wall, so it applies the speed reduction.
Apologies man if I'm being dense, I'm trying to find the slowdown for Xeno tail on hit... I can't find anywhere that states it, and I can't visually see a difference...
Both cooldowns are 3 seconds whether you hit or miss... miss is 1.2m/s... what is the slowdown on hit? I'm currently guessing they're the same...
For example:
- For a hit on lunge attack the Killer movement speed has a multiplyer of 0.125 with a 2.7s CD. (0.575 m/s on a 4.6 Killer)
- For a miss on a lunge attack the Killer movement speed has a multiplyer of 0.25 with a 1.5s CD. (1.15 m/s on a 4.6 Killer)
Typically speaking a hit has a harsher slow down than a miss in DBD... so if hitting a turret with a tail strike counts as a "hit", I would expect the Xeno to move even slower than 1.2m/s... unless it moves the same...
The speed the Xeno moves on tail attack hit is pretty crucial information for this suggestion, because this might actually be a nerf... unless I'm totally misunderstanding you.
- The Xenomorph:
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@KnightOfSumeria1 said:
Freddy's add-ons really suck, like SUPER suck. So hopefully his rework comes soon because he's too cool to be weak
I made a rework post too some time ago if u wanna see how I'd like to see Freddy buffed/reworked.
After talking to people for some time and getting some different perspectives and ideas, I've come to the opinion my suggestion here was pretty much just overloading the existing power to artificially make Freddy stronger... so I wouldn't push this anymore...
I think some elements of this have potential, I'm tempted to steal some of my thought processes here for an improved rework suggestion...
However I will certainly check your post out! 😁
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14 seconds · Clipped by undeddjester · Original video "Deadpool's parts in Hulk Vs Wolverine." by bojangles96
Dont think to much about it dude... it's pretty cool when you get going. Just don't take it too seriously and have fun. 🤘
For actual advice, pick a killer then spend a while watching streamers and content creators guides to play that Killer to get an idea what you're doing. That helps the nerves tonnes 😁
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If a player 5 gen loops a killer, the team should be bold enough to exchange for them to get out. They're the ones that owe them something, not the game or the Killer.
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EDIT: Isn't the hit CD and miss CD the same regardless?
3 seconds at 1.2m/s either way?
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Quite impressive how an additional 0.75m/s over 3 second on a miss makes Xeno a worthwhile consideration to play instead of Nurse, Blight or Wesker...
And yet without it Xeno is apparently only as strong as basic Myers, Trapper or Pig without RBT add-ons. 🤨😶
I'm quite amazed at how this value can make such a huge difference between being among the best killers in the game, to relegating to among the worst. Truly incredible. 😏
Maybe at 1.575m/s Xeno is perfectly balanced. 🙄
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Even if it seems strange to say "Killer side is getting nerfed, let's nerf them with this too!"... I am always a supporter of making DS stun 5s given the harsh requirements to use it now.
Given Survivors seems to be getting a lot of buffs in coming updates, and if you look at Nightlight, Killer killrates seem to be below target, may well need some buffs to support Killers in general too...
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Hemophobia - in soloQ was pretty rough... I didn't have enough offerings so just had to try whenever the map came up...
Bless You - So many games thrown looking for hex totems instead of doing gens... my teammates must have hated me...
Ace Adept - I don't know what it was... but whenever anyone saw my Ace, Killers hated my guts... I nearly got through 2 whole prestige levels before I finally got it... even Power Moves was easier xD
I got lucky on both Evil Incarnate and Left Behind, first time attempt and fluke that demodoggy let me... and Skilled Huntress/RPD was drastically refuced/completed outright when the trophy glitch hit PS5... so I serm to avoided most of the nasty ones xD
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I'm confused... What exactly is an add-on supposed to do if it doesn't have some kind of significant effect? Are they just meant to boost existing numbers? Surely it being unfair or not is dependant on how good the Killer's power is? 🤔
Furthermore, couldn't one say that a Commodius Toolbox with BNP and/or Max Extra Charge add-ons is each about the same power as a perk? Like Fast Track or Prove Thyself? 🤨
Couldn't one say a medkit with a Syringe and Max Healing Speed add-ons is about the same power as a perk? Like Self Care and Botany Knowledge?
I mean they are one complete use... but there are up to 4 of them for the survivor side... how many times do say... Serrated Jaws apply on a Trapper trap? I don't think anyone is gonna say Serrated Jaws on Trapper is OP...
I think you need to give some specific examples my guy.
