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Viskod

Viskod

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Viskod
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  • @CrowVortex said:

    She's fun for me and that's all that matters, same satisfying feeling as hitting hatchets, but on the double. I like the prediction, i like being able to pressure multiple people at the same time, i like the sense of control. I don't get that with other killer's. But people would rather play against a Nurse who ignores all the rules or participate in a Bubba staring contest it seems.

    Plus Severed hands is a really fun add-on.

    https://youtube.com/clip/Ugkxzxazse_Jfjd-7lm-B0fbvTfH2dRtxMh9

    Ah yes, a fellow stealth birbs practitioner. That, Discordance, and Severed Hands is good times.

  • @Icaurs said:

    https://forum.deadbydaylight.com/en/discussion/comment/2974573#Comment_2974573

    I don't think you understand the point of DS. It is not to stop tunnelling. If it did then it needs a massive buff, because most tunnelling killers just take it and keep tunnelling. It exists to make killers think every survivor has it.

    Also how are they tricking you? It's your responsibility as a killer to keep track of survivors. Who and when they were unhooked. It is only active for 60 seconds. That is very short. It just sounds like you want to tunnel but are scared of ds. So the perk works

    I thought it went without saying that who went into the locker was not in my line of sight.

  • Who would turn their nose up at the alliteration you get with Rite of The Blight.

  • The Artist is basically a Pyramid Head that can set out multiple Punishments of the Damned and have them fire when they want. Only hers will hit people at any distance beyond the 7.5/8M limitation for tracking, potential damage, and various disabling modifiers.

  • This is often how I am rewarded for going out of my way to try not to hook the same person twice in a row if I happen to run into them like right after they've just been unhooked. I make the mistake of not taking the opportunity presented to me, and they make it out as a result and still taunt me on the way out or insult me in the chat anyway.

  • Why is there this basic assumption that there is a constant infinite pool of players of all skill levels that could always be matched together perfectly, it's just the MMR system and Behaviour that is bad?

    Depending on region and time of day the types of players available is going to vary and sometimes things just aren't going to line up perfectly.

    I think they've improved it quite a bit. I have more hits with matches than I have misses.


    Also, its really obvious when you're up against a totally new player that's struggling, why couldn't you help him out and give him a few hooks or kills? Every BP helps starting out.

  • @Icaurs said:

    Why... DS is designed to stop tunnelling. If you are getting hit by it then it is working as intended. If its such as massive issue for you maybe you should stop tunnelling?

    Hardly. People who take it want to use it, and they will go out of their way to try to trick you into getting stunned by it.

    Getting stunned by DS just means you've picked up or locker grabbed someone who has it active, the idea that all of these people were just holding W for their lives trying to get away from the hook to have a chance to do a generator or heal and that the killer was "tunneling" is absurd.

    Like Dead Hard, you just have to assume that everyone has it because a lot of survivors try to trick you into activating it.

  • The only time I've been DS'd by a locker grab is when a survivor does a rushed action into one knowing I'm nearby to specifically try to trick me grabbing them and getting DS'd.

    I pretty much only ever see DS used by survivors who try to trick me into activating it.

  • Its not up to Behaviour. They have to be allowed by the license holder to design and sell skins and costumes.

    Freddy doesn't get anything because they only hold the license to that one reboot movie version of him because they couldn't get the original for various reasons.

    You think they're not using the OG Freddy license and not selling a million different wacky skins and weapon models from the original Nightmare franchise because they don't want to?

    People eat up the vanity items. They'd make them and sell them if they were allowed to.

  • @NemmyMan3000 said:

    I mean the genrushing complaint is stupid but gen speeds are a problem if the killer spawns super far and doesnt have Corrupt. Its a guaranteed 2 gen lost by the time you get into chase.

    This is the third thread I've said this in today, but use Lethal Pursuer.

    I've had many situations as survivor where the killer is using Corrupt and while there is a blocked generator next to me, there's an unblocked one literally seconds away because its not technically one of the furthest three from the killer.

    Also when my friends and I see corrupt we just stealth around, cleanse or boon a totem, and actually feel obligated to spread out rather than hunker down on the first generator we see.

    When we're up against a LP killer we can't do either of those things because they are on top of someone in seconds, and know where we are, so we can't stay in those starting positions and have to move further away anyway.

  • I've never understood it. Even as a killer main, I just don't understand it.

    What are survivors supposed to do, if not generators?

    When a generator is finished, are they supposed to be obligated to wander around for X amount of time before starting the next one? Is it "bad" if the survivor team gets lucky and starts the trial separated and are able to sit on 3 or sometimes even 4 generators simultaneously?

    How is that the survivors' fault?

  • Stop using Corrupt Intervention and use Lethal Pursuer instead. Corrupt Intervention is hilariously overrated.

  • @Barbarossa2020 said:

    I think for Trapper players it's looks a bit rough, it needs more grass.

    Trappers will eat people alive in the house. It needs some damn lights turned on.

    Lots of sharp blind corners in the mess of jungle gyms will be good for him to.

  • @NekoGamerX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2972384#Comment_2972384

    talking about killers with out Killer Instinct.

    I main Legion so I know not hard find survivors on that map.

    can't say the same with other killers.

    Its as easy or hard as your aura reading perks and experience.

    I had a really fun game as Trapper on that map where I was putting traps off in large bushes thinking "no one is going to step in these things." but lo and behold, I caught 3 people simultaneously in them.

  • @NekoGamerX said:

    always hate it as killer the bushes survivors can hide to well.

    Bushes can't hide you from Killer Instinct.

    Which doesn't stop me from occasionally having the odd survivor that just stays crouched in a shrub while I come running at them as Legion, knife over my head.

  • @Batman781 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2971926#Comment_2971926

    youre lying just to have something to say. are you really that starving for attention?

    I've never played against a cheater that I know of. So I guess I'm lying to huh?

  • @Canas said:

    It's one of the most survivor sided maps in the entire game if you ask me, the main-building (saloon) features some of the strongest loops ever. It's basically an infinite if you don't break the doors right away and even then it takes so damn long to reach someone who simply holds W as they circle the exterior of the building. The saloon gen absolutely needs to be placed on the floor-level of the building, it's literally impossible to defend it as a killer. The generator at the gallows is equally busted and impossible to defend. And don't get me started with the extreme amount of doors located at the western side of the map. I absolutely loathe this map, it's unwinnable for me.

    Don't defend the generator in the Saloon. Just let it go.

    The best 3 gen setup happens in the bushes out behind the gallows, and the second best is where they're all lined up in a row on the street.

  • @CaulDrohn said:

    Not sure about Sadako, but you can hear EVERY stealth killer when they are near you:

    Wraith gnarls.

    Myers breathes.

    GF has flappy clothes.

    Pig can be heard when she unsheathed her blade.

    And yet none of them have a lullaby and Onryo pointlessly does.

  • @Khar said:

    I'd remove it entirely. A perk like this does not belong in game.

    This is the answer. Anything else is just putting a band-aid on a flawed mechanic. Overcome is what Dead Hard should have been.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2971084#Comment_2971084

    You can only do it while your injured, while Speed Burst you can do while your are injured or while you are healthy.

    But you don't have any control over that without significant effort. It happens automatically when you start running.

    Balanced Landing needs a fall.

    Lithe needs a vault.

    Overcome needs you to be injured from Healthy or hit while injured with Endurance and happens automatically.

    Smash Hit needs a pallet stun.

    This change just needs you to press E.

    That is probably the dumbest change that's been proposed yet.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/325339/how-would-you-nerf-dead-hard

    I would give Dead Hard a 3 second speed burst instead of a 1 second speed burst. Then it would be in line with other exhaustion perks.

    So literally on demand sprint burst

  • Man I never get wacky bugs like this.

  • A classic haunted mansion.

    With secret passageways that open depending on which generators you complete, changing the layout of the map.

  • @LobAutumny said:

    Okay, so, I should probably outline some stuff about this post before getting too deep into it. First off, this is not using super-accurate numbers for the first part, as I can't find any solid statistical analyses of how many bloodpoints it takes to get to level 40, level 50, or how much a level 50 bloodweb costs. So I had to do some estimation. All numbers here are, obviously, rough approximations. Secondly, this is going to be a lot of numbers, so beware if you do not like math.

    So, with that disclaimer out of the way, let's get into it. So let's say you have the goal of getting every perk on every character. How many bloodpoints will that take? Well, let's set up some basic numbers and estimations first. This post will be behaving as though Dredge and Haddie have been released:

    • There are 31 survivors and 28 killers.
    • There are 107 survivor perks and 97 killer perks. These each need to be bought 3 times, meaning each survivor needs to buy 321 perk levels and each killer needs to buy 291. A character starting with their teachables at level 1 isn't a factor here because you need to unlock the teachables in the bloodweb and these behave as perks, so they make up for the otherwise missing 3 perk levels.
    • Getting to level 40 takes approximately 1,000,000 BP.
    • Every level past 40 takes approximately 50,000 BP.
    • Each level from 40 onward allows you to get 2 perks. This means survivors need to do 140 bloodwebs after level 40 and killers need to do 125.
    • An average rate of bloodpoint gains seems to be somewhere around 125,000 BP per hour, running an (albeit small) analysis grabbing some data from dbd.onteh.net.au.

    Now that we have established all of this, we can get into the actual breakdown of what the grind takes:

    • Cost to max out a surv: 8,000,000 BP (64 hours)
    • Cost to max out a killer: 7,250,000 BP (58 hours)
    • Cost to max out all survivors: 248,000,000 BP (1,984 hours)
    • Cost to max out all killers: 203,000,000 BP (1,624 hours)
    • Cost to max out everyone: 451,000,000 BP (3,608 hours)

    Now, ignoring the existence of the prestige rework, let's see what happens to these numbers if you add another 2 characters in 3 months:

    • 3 new perks on each side (9 perk levels) means an extra 5 bloodwebs (250,000 BP) for everyone.
    • Cost to max out new surv: 8,250,000 BP
    • Cost to max out new killer: 7,500,000 BP
    • Cost to re-max out all previous characters: 15,750,000 BP
    • New cost to max out all survs: 264,000,000 BP (6.5% more BP, 128 more hours)
    • New cost to max out all killers: 217,500,000 BP (7.1% more BP, 116 more hours)
    • New cost to max out everyone: 481,500,000 BP (6.8% more BP, 244 more hours)

    As you can see, the amount of grinding necessary to get everyone maxed out increases exponentially over time, and we are quickly headed towards the point of the estimated amount of BP necessary to do this being half a billion. I don't think I need to convince anyone that that's absurd. That's a projected 4,000-hour commitment to grinding.

    Now that we have this baseline set up, how much will the prestige rework change things? Well, let's find out. So, an average amount of BP to reach level 50 seems to be approximately 1.5 million, meaning P3 takes 4,500,000 BP. So:

    • Getting P3 on a character: 4,500,000 BP (36 hours)
    • Getting P3 on all survivors: 139,500,000 BP (1,116 hours)
    • Getting P3 on all killers: 126,000,000 BP (1,008 hours)
    • Getting P3 on everyone: 265,500,000 (2,124 hours)

    And then if we do the same thing as before where we project the difference for a new character on each side, it simply takes another 9,000,000 BP, which is about 72 hours of gameplay. And those numbers will not increase or decrease with the number of chapters (unless they change how bloodwebs/bloodpoints work), unlike the current system.

    All in all, the prestige rework should be decreasing the amount of bloodpoints necessary to max out every character by an approximate 41%.

    This is extremely good for the game, but I still think we can do better and hope the devs also do something to either make bloodwebs cheaper or allow players to receive more bloodpoints in a match. This post is already long enough without me typing out a whole thing about that, so I won't. I'm interested to see what people's thoughts about all this are, and I really hope I haven't made any major mistakes with my math. That'd be embarrassing. (Though I do invite people to double-check my numbers.)

    Its going to take even fewer than that.

    These kinds of calculation posts don't take into account that you no longer lose Perks on a Prestige, and seem to be calculated as if you're taking everyone straight to 3 one at a time, instead of getting everyone to 1 and then getting everyone to 2.

    You'll wind up being able to have characters who know all of the perks at Tier 3 before they actually get to 50 a third time.

  • @Regulus47 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2970823#Comment_2970823

    So blight and nurse? Because they can do that and get free hits.

    Yeah no. It takes actual planning to hit with their abilities.

  • It’s really just fun to use with Iri Button so instead of taking 2.6 seconds to break a pallet you can intentionally get stunned (2 seconds), activate Frenzy and vault (.9 seconds) and then cooldown (3 seconds).

    While technically inactive for longer you can dedicate you addons to eating pallets and take catch up, taking your time that would be spent breaking it on the go in the form of your cooldown.

    in Closed Comment by Viskod
  • @Fantasy said:

    Oh you got a nice stun on the legion with a pallet in frenzy to deny your whole team getting injured with thanatophobia? Tough luck they can just frenzy straight away and vault the pallet to get an easy hit and do it anyway.

    If you’re at the tail end of the chain you just stopped a down and they won’t be able to turn around and go back for everyone else because ideally everyone is spread out now.

    If you’re at the start of the chain then you just bought everyone 3 seconds to get further away.

    If they vault the pallet and either frenzy hit you and then immediately cooldown or just immediately cooldown vault back over it and run off.

    in Closed Comment by Viskod
  • With how much people complain about camping you’d think sneaking into range of a face camper and just sitting there wouldn’t be that hard.

  • @shalo said:

    Is anybody still not clear that BVHR has no regard for solo Survivors?

    So many challenges are trivial in a SWF but torture solo.

    Right? They should be optional so no one is forced to do them.

  • Its an easy pick for Trickster and Huntress.

    Does it activate when Dredge teleports to or leaves a locker?

  • I'm so used to playing with 3 Perks because of constantly running give me them blood points BBQ that if they made the bonus BP a standard thing I'd probably switch out BBQ with Lightborn just for the lols.

    I love getting told in the post game chat how "bad" I am for using it by people running all of the second chance perks, but lost anyway.

  • It'll definitely be a Double XP Event solely because of Never Stop Slashing being put in the store.

  • @Tsulan said:

    Can´t wait for the next chapter to release. When survivors get a perk that guarantees a flashligh in a chest.

    Killer will either feel forced to always equip Lightborn or suffer the consequences.

    Yeah, there will be a huge spike in its usage because that perk and its survivor are new. Just like when Leon and Jill came out with Nemesis everyone was trapping generators and shitting Flash Bangs constantly.

    It'll die down, but until then just throw on some shades and punish them for it.

  • @_AdamFrancis_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2969302#Comment_2969302

    NWH is problematic because it can completely prohibit survivors being able to get gates when the hatch is closed. Boil Over is problematic because it literally can make controller players stuck and is abusable on certain parts of maps.

    Neah, they're both fine. If the person is on the ground in a place where you can't get to a hook with Boil Over, leave them there and keep an eye out for exponential. Unbreakable only works once.

    No Way Out is fine because it does NOT "completely" prohibit survivors from getting the gate, they just have to wait it out. Which they can. Hell, it's easier to just hide by an exit gate and wait for the killer to close the hatch, check the gate you're by, and then run to check the other one. Then just open the gate and leave.

    It may be gate spawn location and killer dependent but the vast majority of the time you'll be able to open the gate and leave before they get back.

    Or just find the hatch first.

    Or don't lose the match.

    No Way Out is not a problem, stop complaining and git gud.

  • But No Way Out and Boil Over aren’t problematic.

  • Change it to permanent Exposed. You always go down in one hit, but it’s not obvious that you have it at first and you can still be healed to prevent group wide penalties from Perks that activate while injured.

  • I don’t try for anything. I just chase organically as the situations present.

  • I think I maybe played around 10 matches today. I had a DC on the second person I downed at the start after quickly hooking someone right off that bat, and I had a DC at the end when I downed the last survivor.

    I had another but I think that was like a legitimate DC because I wasn’t anywhere near them and it just happened out of the blue.

  • I’m a killer main actually and just occasionally play survivor with one or two others in the evenings.

    But it still didn’t happen until I had over 1.2k hours in the game altogether :)

  • Camping gives only the points the survivors freely give.

  • I do. On survivor and killer. Why not? It’s double blood points.

    Sure Aw survivor you could have a bad game, but you might not.

    As a killer just pair with BBQ and all you have to do is hook everyone once and do chases and even if everyone escapes you’re looking at around 75k easy and if you get some sacrifices then close to 100k per match.

    Or just be Legion and go fast.

  • I literally just got this the other day without knowing it was a thing.

  • Sure it is. Why not? Do both sides of that building need vaults?

    Theres two pallets up top and two pallets below how much else do you need?

  • I did a game as legion on Dead Dog where all four survivors started together.

    Got the game rolling with a 5 frenzy down and after I hooked that person found someone hiding in a shrub by the hook and when I downed them they disconnected.

    I did kill the obsession for a challenge (sorry Mikaela)

    But then ran around chasing the other two and hooked them each once, let them heal and do generators then get a love tap out so they’d get points despite the salty DC.

  • Just Dead Harder.

    Really though, that room was a bit much. Still fine for Sprint Bursts and Balanced Landings.

    Or, and I know this sounds crazy, don’t wait until the last second to run off that generator.

  • @Yankus said:

    I've been tombstoning survivors all morning

    Godspeed.

  • @Sepex said:

    https://forum.deadbydaylight.com/en/discussion/comment/2968541#Comment_2968541

    Wish I could play in the morning. I'm stuck in the swf evening stress hours.

    I rarely can, but most of the time its not as stressful. Today though, it's been groups of 3 and 4 people who are obviously coordinating super well almost every match.

  • Southeast US

    First two matches of the day were with 3 and 4 SWFs with matching perks who were all already to go when my lobby loaded, and totally coordinated.

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