ZCerebrate
ZCerebrate
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It's probably a new cheat to be honest because I saw a clip from a clip from another survivor on this same forum getting downed on Swamp by an invisible Pyramid head. It's probably a bit more than lag switching because the survivor goes from full health to instant downed then the killer slowly leisurely walks on over (at least it was clearer in the other video which I tried looking for but couldnt find... maybe the thread was deleted).
On a meme side of things... "You were obviously outplayed. All you had to do was win that mind game."
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@PigMainClaudette said:
Kate - Wishes they could be her or be with her. Most likely a casual who's decent enough at the game, and can hold their own but nowhere near streamer level . Enjoys the cosmetic side of things more than other survivors.
@PigMainClaudette @pwncxkes Added both
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@oxygen said:
As anecdotal as it is, my experiences with him has given me a pretty weird stereotype for... Quentin of all people.
Rather rare for starters, but Quentin players pretty much always seem to either be confused and not that great or really good. Very rarely average or just "meh", so in one way or another the Quentins I do run into end up being memorable for one reason or another a lot of the time 😄
Added that for Quentin
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Sounds pretty good - I am a fan of unique chase music for each killer so go throw this in feedback suggesitons
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@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/1601851#Comment_1601851
If all 4 survivors are on a gen it's either at the beginning or the end of a match
Also if all 4 survivors are on a gen then that means they have Prove Thy Self and BNP's on strong toolboxes
Also we are talking about SWF's not solos...
If all 4 survivors are on comms then it would make sense to strike gen speeds when ALL 4 SURVIVORS ARE ON ONE GEN
either that or increase regression rates on basic kicks and all regression perks
A scenario when all 4 survivors are on one generator is basically starting the trial together and using Brand New parts (expendables btw) on their first generator together in most cases to pop a single generator (I think the record is like 18 seconds) which is actually a waste of those brand new parts and really doesn't change the rest of the match much even if you lost a single gen before even being able to make it to them from your spawn location. Now instead if that swf was smart, they would do if spread throughout the match to finish out gens that are in danger of being popped... in which case you really can't do anything and that needs to be addressed or nerfed.
Once again if you have 4 survivors running around with zero idea where any of them are... and they manage to come together and do a generator together then that's not a game mechanics problem but yours.
However I agree with something from you post - I would reexamine BNPs and Prove thyself with the current gen power when multiple folks (2~3) are on a generator... honestly a 33 second base reduction on gen time from having a SINGLE other person on a generator with you a bit too much a lot of where the issues stem from in my opinion... which is then further compounded by BNPs (though the toolbox nerf has also curbed this a bit).
Prove Thyself is powerful as well but really if the base numbers were adjusted to something like 80s-65s-52s-42s for working together on a generator then the perk itself would already be adjusted to close the gap back towards the current gen speeds especially against stacked slowdown perks+addons on killers.
If you want to target SWFs specifically (which once again should require that post-game scorescreen displaying who was paired together to the killer too) then nerfs to their healing/repair speed might be a bandaid fix to them but it'll probably end up turning people off from playing with their friends which consequently might deter some from playing the game at all. Feeling like you are "less" than the players around you just to play with your wife for example isn't exactly a "good time" for the casual player that might still be dropping money on this game's cosmetics.
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@ringwinning said:
I saw this once, I always wished they included Zarinas (she's my second main) but alas not many people play her. Guess I'll have to set a (good?) standard.
I play a lot of Ash and like Zarina's perks a lot... still haven't seen enough of either of them to set a stereotype for them because most people playing them are just average competent folks with a potato or two mixed in (including myself at times lol)
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@RaSavage42 said:
I think that it should be something like this
seeing as it takes one survivor 80 seconds to complete a gen solo
Then all 4 survivors on a gen should take longer due to having multiple people doing the same thing (Same thing as what you said "distracted")
Do you mean 4 survivors doing a generator TOGETHER should take 81+ seconds to do while the killer is masturbating on the other side of the map? Do you instead mean you don't want perks like Prove thyself to increase this speed too efficiently?
Currently it is most "efficient" for at most 2 people to be on a generator at a time in most cases due to diminishing returns already (in the absence of Prove thyself especially).
1 survivor = Base 80. 2 Survivors = base 47 seconds. 3 Survivors = base 38 seconds. 4 Survivors = 36 seconds (Meaning having that last person on the generator reduces the total time by a wooping 2 seconds already).
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Honestly sometime like adding an extra generator or nerfing gen speed for SWF probably isn't going to be a thing because most people do just casually play with their friends - and never alone because its not engaging for them enough. You're address the sweaty SWF 4 mans that are all competent vs a larger majority of SWFs that are most likely worse than your average solo queue players (maybe alienating the noobs away).
I would be okay with just having the blood point bonus in general and it showing for everyone involved who was paired together in the post score screen - killers would have a better idea of "How bad this SWF" issue is instead of rage disconnecting and screaming SWF if they see even a smidgen of teamwork among 4 random internet players.
I would also prefer if solo players were just given ingame voice chat OR set text macros (to avoid toxicity) that could be used in game to convey the same information that SWFs enjoy... THEN consequently buff the killer's powers and perks with the assumption that all survivors are at the same level. How effectively a random group work together and pull off info share is another matter that cannot and should not be balanced for anyway...
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I mean even with "meta perks" like Borrowed Time, Iron Will, Bond and Dead Hard - I still get to watch games where I pressure 3 generators by myself at end game while 2 teammates urban evasion back and forth between lockers on Meat Plant. The generators are far enough away from each other that I can get in a chase - lose the killer in a chase and put 40~50% pressure on a gen before he comes to pressure me off one again. Inevitably I one hook and sacrificed while the last two played hatch off until one eventually got pulled from a locker and the other hatched out... the Killer was also not very happy but I stayed just to see if both of them would die in the end.
P.S. both Rank 1s
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1st Thanatophobia is probably meta as only Legion and Plague really have powers that keep folks injured basically
2nd Discordance is fairly strong as Legion especially since its sometimes worth it to go interrupt any coop action and add basically 20~24+ seconds to their collective clocks. Surveillance can sort of work here especially if your 3rd is Surge
3rd Pop goes the weasel or Surge (though the latter is definitely weaker)
4th Brutal Strength or Enduring makes your M1 chases more efficient.
Thrilling Tremors or BBQ and Chili (Post Hook information)... is an option especially the latter for blood point farming and to keep up tempo. Helps a ton if you combo either of these with Blood Echo (the exhaustion portion especially can help you out).
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It's definitely a "competitive" game by definition and current intent (They've been running Paid tournaments for awhile now) - the problem is a lot of the mechanics still in the game to this day are purely RNG or left to "Eh it'll sort itself out" balance mentality that leaves most people scratching their heads. It doesn't help that a majority of players are the equivalent of Bronze League Heroes from League of Legends screaming for balance changes nor does the asymmetrical nature of the game lead to easy balance changes even after years and years - games like Counterstrike and Starcraft took years and years to polish and get right as well.
I use the "esports ready" meme whenever I see something banal in the game or forums as sarcasm because it's very much a game I can't take seriously enough yet (which is most of the community I assume).
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@Dwinchester said:
https://forum.deadbydaylight.com/en/discussion/188919/t-bagging-why
Lot of people still get tilted by it, so confident loopers do it to get attention.
I've never cared, you teabag and flashlight click all you want, you're wasting time. I will get you eventually.
It's still mind boggling that tapped crouch can bother people so much - are they graphically picturing male genitalia being lowered into their open mouths repeatedly? It never bothered me in Halo and to this day has never illicited an ounce of emotion from me because it IS absolutely NOTHING even visually (Ranks right up there with pointing at you to "taunt").
It's not like some magical psychologic attack from an MMO that gives aggro - people are going to be fragile themselves then try to attribute things like, "People who Tbag must be insecure, sad and lonely"... sure, if that makes your world go round then keep that thought process up I guess.
Flashlight clicking and Noise bubble explosion spamming (Iron Maiden Lockers, Window or Pallet Vaults) is mildly more annoying only because it can obscure something else you are trying to listen for like survivor breath or footstep noises but sort of in the same category of wasting their own time not doing generators or objectives. You get plenty of games where stupid survivor behavior will result in more hooks/kills for you - just keep improving and playing this "amusing esports ready" party game because bugs and hackers should be more aggravating than built in processes.
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The proposal from their side is to have a hidden matchmaking rating for each killer per player in the future. The change was made in prep of that (a bit early I guess) when they removed the "Rank" based match making formula. I'm not sure if they're removing the emblem system completely but basically it's just a visual thing that they may or may not revamp into something else.
Locking in the killer will be required in the future with how BHVR wants you to have to grind each killer up to red ranks one at a time...
A 3000+ killer wrecking havoc among those poor new survivors each time that R1 killer decides to swap to another killer. Bringing none of his experiences along because all the killers are completely unique and requiring a brand new skill set to be half-decent let alone 'competitive'. Please note this last line is sarcasm and my disapproval at this system... but make the thread saying why this idea is dumb and should not make it past the concept phase.
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I would be okay with this or at the very least give me a steady stream of skill checks (Don't even distribute them if multiple people are on a generator - just everyone gets a bunch of time). Sure it makes "impossible skill check" builds stronger like Doctor but holding too much M1 while looking at my other monitor to ward off my boredom at times makes me stop playing survivor for the day. Looping is the fun part but it's also part of the game to allow that to happen organically rather than bum rushing the killer just to have him ignore me anyway.
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@Hnetu said:
I mean, that depends. As killer? Doesn't matter. You'll get red rank survivors who just want to make the game unfun and teabag. They'd rather sit in 20 minute queues than understand the game needs both killer and survivor to enjoy themselves for a healthy community.
If you're a red rank survivor, dude... Either get friends or pray; especially with crossplay. I can't seem to get past rank 4 because I swear to god every game has at least one person hiding in a corner while the killer is doing a chase across the map. It's... insane. Being a high rank survivor without a dedicated group is like herding cats. Cats that actively hate you and want you to suffer.
The dichotomy is insane, and while I know it's anecdotal well... Any rank killer over like, rank 13 is just inundated with survivors who act like a SWAT team that knows every loop, how to bodyblock, and run perks to screw with the killer; any rank survivor is a bunch of people who picked up a controller the first time today and have no idea how mechanics work. They'd rather hide than do anything and everyone is running self-care instead of working as a team.
I'm a bit miffed, it's been a frustrating day in this game. Crossplay has made life Hell.
R1 Survivor 650+ hours (with almost entirely playing solo queue with an aura perk) and R1 Killer with roughly 410 hours
It's actually the opposite for time invested if you are "trying to rank up". Killer pips taper off after a certain point and playing your heart out and trying to get as many hooks as possible is better over simply "winning the game" (as described by this forum at least) which usually just leads to you safety pipping. Killing a few for 1 pip at a time and just safety pipping the hard games (maybe 2 kills) is generally the way killer tends to go even if you get chains of 3 kill hatch or 4 kills.
Survivor even in solo queue situations where your entire team is hot garbage will still usually result in a black pip to a +1 pip just by constantly doing something throughout the match. Just tell yourself that you refuse to crouch somewhere, drop self-care because it actively eliminates altruism from the match even if it isn't your own (just power gen while injured if the pepegas refuse to heal you - bring a brown medkit for 1 heal per match is already enough). You will basically 2 pip in a majority of matches from my experience if the randoms are even half decent... not to mention when you get competent people playing (or a bad killer).
In response to OP, I just prefer playing enough games with the basic objective of playing the game - not trying to ruin someone's day or have my revenge for someone spamming their M2 or Crouch button. Only reason I consistently get R1 by the end of a season even if occasionally I get those 4 man escapes that pushes me down to R2~3 (and this is while shuffling through multiple killers and even survivor just to break up tedium).
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1599646#Comment_1599646
Funny, you think that a lot of the forums don't play killer whilst a lot of people seem to think the forums are filled with people who play nothing but killer.
The duality of man.
Notice I added a caveat to include "Killer Mains" who just play Freddy, Spirit, Legion, etc. Not saying they don't have their place but I can count on one hand the number of Nurse Mains there are on these forums
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@Schinsly said:
i'd just like to say that im probably one of the handful of people on the planet that still main hillbilly and play him skillfully
please stop saying "oh i never overheat, its not even noticeable"
if youre playing billy effectively and using your chainsaw, you will overheat at least once in almost everygame without the yellow overheat addon.
just to clarify, i never m1 unless the survivor is already injured, which is the most optimal and fun way to play billy. please dont try to say you never overheat if you only use your saw for map control anyways.
secondly, even if he actually did never overheat, it still is so unneccesary and just stupid. the visual design changes are still terrible, and he now has like 3 addons that even do slightly anything and arent just gimmicks.
hillbilly is unfun to play now for no reason, and it will be like that for the rest of time. its sad, but dont try to stomp on billys grave and say nothings changed.
Most of that never over heat stuff came from before they re-nerfed him to make "overheating" visible since no one was overheating when it went live for the first time (Since the outcry from PTB). They have still reverted it to 3.5 which is enough to cause some overheats now in normal play if you don't run the addon... most of this forum doesn't play any nuanced killers or even killers at all so they haven't noticed
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1598207#Comment_1598207
Ah, so the highest count it can have is 25%. Got it. I was super happy for a moment because I thought that maybe the meta was dissolving, but now I understand the maths better
Yea I guess it works out to like 42%~ Decisive strikes still which is in line with another thread of data I saw recently
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It can potentially take up to a minute+ if the guy is wasting some resources like pallets and playing smart and getting a meaningful dead hard in. Clown is pretty punishing on greedy looping if you throw your gas correctly and should result in a hit fairly quickly unless there are some awesomely strong window to window to pallet areas and you make a mistake.
Honestly I agree that Clown is still one of the worst killers at the moment especially with his 40% movement speed FIVE SECOND RELOAD and his normal addons outside of pinky finger (occasionally the aura reveal I guess) don't give him enough of a boost like Wraith who is addon tied. Inability to one shot in general play just makes him a basic M1 killer with a "higher" skill ceiling for accurately throwing vials in meaningful places. The best throws are when you can cover the entire dangerous loop by hitting something slightly above it and that at best will lower a health state.
It's rare that you ever run out of vials during a chase especially with correct zoning but just the number of times you're doing it really ruins momentum even after hooks or downs as you sit there stirring, looking around as you pick the guy up or post hook and stir while BBQ is going off.
The other minor thing would be that he is like the only killer that GRUNTS in pain whenever he goes through a window - making even potential free hits just not work on him compared to other killers who don't make a noise when you vault as a killer.
My suggestion for changing him would be that a DIRECT hit should basically be a full out short stun rather than just a slow (because the slowdown from chucking one still makes it the same as just throwing the cloud at him), reward the skillful throws even if they don't have pinky finger. Plus get rid of that grunting vault noise... it's needless. I would even change his reloading time in exchange for making him stand still completely to make him feel smoother but maybe that's just me
People who want a full out rework - sure... he's sort of dry and boring at the moment but even small quality of life changes would make him better.
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@Golden_spider said:
Open-Handed.
Why? it requires 2 Perk slots to do anything, it's a dead Perk if you decided "I just want to run Open-Handed and nothing else"
With other perks like No Mither, Sole Survivor, This Is Not Happening, or even Buckle Up (eugh) you get SOMETHING beneficial out of running just that single perk.
With Open-Handed you're HAVE to run something it works with (oh yay it's also restricting my choice of perks with those 4 precious slots) like Bond or Kindred (Empathy covers all maps by itself and Object Of Obsession has a big enough range by itself) and it's effect? congratulations the 2nd Perk you had to equip gets a underwhelming 8 Meter buff, that's it, nothing else.
While it isn't the best perk you're completely forgetting about the Blood Amber addon that reveals the Killer's aura within 32 meters or even other key addons (Run one of these on a green key with Prayer Beads attached to make it 25 seconds and the perk does what it's supposed to). You can even run Bond ontop of that for synergy AND another side effect is that the aura stacks across a team meaning multiple survivors running Open Handed + Blood Amber is built in map hacks for the survivors
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@Zeus said:
https://forum.deadbydaylight.com/en/discussion/comment/1598344#Comment_1598344
Repressed alliance, sprint burst, windows of opportunity and a 4th flex perk (breakout, calm spirit, detective's hunch, slippery meat, plunderers, saboteur...etc. I change it every game).
I know sprint burst is kinda meta but the idea is to pair it with repressed alliance. Repressed alliance is one of my main perks and I feel its very underrated. I sometimes use dead hard and object of obsession in solo just to prove to myself that object is a strong perk even at solos and I still stand by that point. I also don't use any items at all. Maybe from chests sometimes if I have plunderers but I dont bring any.
I too enjoy running OoO as a solo queuer but I keep getting Wraiths and Ghost faces which actually gives me some jump scare moments while trying to keep my camera turned away lol
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But do think those mechanics should be revisted
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@BaldursGate2 said:
The first 40 games i wrote down every perk, but it was pretty clear, that only 9 perks were used the majority of time.
So, 400 survivors.
Rankings:
- DS - 174 - 44%
- Iron Will - 130 - 33%
- Borrowed Time - 129 - 32%
- Dead Hard - 127 - 32%
- Selfcare - 119 - 30%
- Adrenalin - 95 - 24%
- Sprintburst - 80 - 20%
- Spinechill - 70 - 18%
- Unbreakable - 66 - 17%
= 990 of 1600 (every survivor used 4 perks) are by just 9 perks - 62%.
The DS + Unbreakable Combo was used by 40 survivors. 37 games by one, 2 games by two and 1 game by three.
I am not surprised. I don't think the data will change much by 1000 games, maybe 1-3% variable.
All other perks where used <30 times. I only have the old data from the devs in mind for DS, where it was around 43%.
This just got bumped to the top not long after I posted a similar post with numbers. Some of the perks are comparable but quite a bit different too - about 40% seems consistent even with my numbers though I set my max per perk to 25% just for simplicity with excel
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1598217#Comment_1598217
I like it bc I'm scared of 3 gen and it'll help with that on indoor maps. I like it.
I don't like that it is tied to a new survivor instead of a general perk like Deja Vu (Both which should never be used once you learn how to identify layouts). If we're ignoring slight crutch perks like these or "This is not happening" that could technically help newer players...
If we also ignore the BP Perk We're gonna live forever which does nothing else...
If we're ignoring perks that work better when stacked through multiple survivors and can be paired with items, addon and offerings like Open Handed or Up the Ante+Slippery Meat...
Sole Survivor and technically Left Behind because you're basically assuming you're losing the game before even going into it (I don't consider hatching out as wins).
No one left behind ranks up there - far behind Hope and even further behind Adrenaline as an end game condition perk.
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All that isn't even necessary to be honest as a trapper's end game power is probably even higher than huntresses. Just remove the myriad of "counterplay" that Trapper alone has to deal with.
1) Pink Maps and an addon allowing his traps to be AURA revealed.
2) Setup at the beginning should be an option especially against things like Object of Obsession. Maybe give the Trapper 30 seconds of Undetectable at the start of a match or until he swings his weapon (ending the effect early).
3) Luck and to a lesser extent Slippery Meat should not mess with his trapper time. Honestly traps shouldn't even have so much RNG tied to it... just make it have a set number of checks (so a set amount of time that can be reduced by perks like Resilience and Spine Chill or increased by addons etc). It shouldn't have such a large variance that it can be a one check - freed yourself all the way to checked 28 times and didn't get freed yet while the trapper walks over to pick up his piece of candy.
4) An ally helping you out of a trap shouldn't be basically a 2s instant clear...
The other key point is to give him carry capacity 2 minimum by default without a bag addon.
Playing Trapper without a Bag is an asinine ordeal of ferrying one trap at a time - even with the new "resetting" feature it is basically unplayable without his Pink Addon setting traps for you randomly. Brown Bag should be a standard power at the very least just to give him options for addons. Starting with more traps in hand is powerful enough for some people just to get setup even slightly faster.
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Some times when a survivor goes into a locker to avoid that BBQ and Chili - I start to mentally count in my head when the number exceeds 10... "I think that guy is dying in his gaming chair... how do I get him help?" flashes through my mind.
Then the killer yanks him out of the locker and I see his struggling aura hanging in mid air across the map. Brings a smile back to my face
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@Blueberry said:
Iron Will's a perk that never leaves any of my bars.
I feel it just makes the game more fun as it allows for more mind games and jukes that wouldn't be possible otherwise.
This is the main reason people should use it - at least as a killer I rely on sound a lot and it's definitely more annoying dealing with Iron Will in a lot of situations where it turns into a easy moonwalk hit for you into a much closer 50/50 at times.
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@zoozoom6 said:
you can close hatch faster than a survivor can jump in if you are both standing on top of it mashing the action button
the grab mechanic still exist but the survivor has to be injured and doing the animation to do this
depending on how much time you have you may want to injure them and then grab them at they try to jump in or just mash the button with them and when you get its pretty much gg reguardless of what they do and most survivors wont even run
You sure about that hatch grab? I've been under the impression it was removed since it was mentioned in the patch notes when End Game Collapse was first introduced and I haven't been able to pull it off since. Anyone have some verification?
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Honestly people have been marred a bit too hard by Iris Head + Infantry belt that they don't even want to play it for whatever reason. I've escaped quite a few SOLO Queue games against Iris head because the huntress is god awful... let alone those doing actual "One in the Camber" Huntress as it was meant to be played.
Still waiting for that addon to at least be reworded to say "Sets max hatchet capacity to 1 and trumps all other addons" to be the simplest fix for the addon. A different one might be to require Full Charge for it to one shot on top of that but people would still QQ (but they cry about Clown's Pinky finger too so whatever).
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@sad_killer_main said:
My last matches today I was using mad grit.
With the huge amount of cocky and disrespectful gen rushers I was facing today, it was kinda worth.
I actually won a game by downing all of them because they didn't notice I had mad grit while carrying the survivor.
I've been utterly rekt by a Mad Grit trapper carrying someone into the basement I was rescuing out of. Literally could not dead hard past the man who was running agitation and he ended up with a 4 kill just from that... scummy basement trapper but mad grit gave me enough of a laugh to stick around and commend him
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@Perfectnomad said:
How do I make the game fun for you? Seriously. I love playing killer, and I've been diving into survivor just to learn how to play against good survivors, but I really want to know, what makes the game fun and challenging for you?
Obviously, no tunneling or slugging (but if I suspect you have DS, I aint going for you).
Honestly maybe it's your avatar but the only thing I can personally ask for right now is not facing Legion. I'll even deal with Freddy for the small nuance of calling that fake freddy teleport bluff or clearing an area of traps or knowing when to wake up as an injured survivor so you can use trapped up loops... When you go against Legion the game is basically just looping an M1 killer while constantly being hurt... which can be hard or easy depending on how smart the killer manages zoning but in the end is just 1 dimensional and extremely tiring for me.
It also doesn't help that Legion is #1 on my encounter list when playing survivor
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@MadLordJack said:
How is 10% the absolute highest of the perk counts? Were you calculating the percentage it was used Vs all the other perks or the percentage of people that were using it?
In 88 Games it should have 352 (x4) survivors and 1408 (x4) perk slots. 1366 were actually tracked due to empty slots (Adept, low levels or scorescreen bugs).
144 instances of Decisive Strike / 1366 total Perk Slots.
Probably a better way to do it - if so let me know and I can just adjust the excel sheet a bit
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@humanbeing1704 said:
On jeff ash and bill as they are loud as #########
Never really noticed it with Ash and Bill but my god does Jeff heave and ho like an out of shape oaf... definitely a must have on him.
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Guess no one cares lol
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@ClickNinja said:
For the past 2 or 3 weeks, every game I get (I'm a rank 7 solo survivor main) is 4 survivors between brown and purple ranks vs a red ranks (most of the time literally rank 1) killer. I could understand if this happened occasionally, but it's been literally every game for weeks now. Does anyone know what's going on?
I've been tracking this as a R1 Survivor and Killer and made a post about it a few minutes ago - their new matchmaking hidden formula no longer takes that rank into consideration and goes for some other "outcomes" based system and hours played or something. Either way I still get matched with lots of "red ranks" so not sure what they fiddled with
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It's strong and killers definitely lose a lot more 50/50s with you running it though. It's not quite my goto perk for every single game but it's a good general purpose one to have. If I'm memeing all this goes out the window as I try random perks and addons together but for a strategy...
I tend to approach soloqueue Survivor builds with a "Generalist" outlook or a specific 3~4 piece synergistic combo in mind. Something like Quick and Quiet, Dance With Me, Lithe+ Off the Record or Iron Will could be one (Where the hell did he go? build)
For making a generalist:
First comes an Exhaustion perk as it's a resource that is being squandered if you aren't using it. Dead Hard, Sprint Burst, Lithe, Head on and Balanced Landing. That order of preference for me.
Second comes an aura perk: Bond, Kindred, Aftercare, Empathy or Alert - same as above thats my order of preference. Some people replace this with Self-care or another power perk... I don't personally recommend that for solo queue.
Third comes the power perks ones that are either 2nd chance or help you directly in a chase if used properly: Decisive Strike, Deliverance, For the People, Spine Chill, Adernaline, Quick and Quiet and of course Iron Will.
Fourth comes your hook rescue perk if you don't want to stack power perks that synergize together: Borrowed time or We'll Make It being the two rescue perks. Pairing Soul Guard to your Unbreakable for example or Resilience with Iron Will. Inner Strength with Detective's Hunch. Prove Thyself, Vigil... etc etc.
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Stand on the latch side of the hatch opposite of the hinge. You can also prevent survivors from keying out of hatches you've closed in their face if you stand in the right spot and let EDC take them (hitting them would give them iframes to go through your body into the hatch)
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My main take away as a R1 killer was the HUGE lack of aura perks the survivors I go against use so Blindness is a pointless effect in my experience and basically assuming Decisive Strike, Borrowed Time and Dead Hard is fine but there is a larger variance of perks being used than people give credit to
As a survivor the take away is that at the moment, people will opt for Ease of Use killers over higher skill ceiling killers more often than not. Lots of pepegas on both sides but playing against Legions and Freddy makes the game unbearably boring most of the time.
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They for some reason decided to tie the fix with the Blight Chapter addition (At least we all hope...) as it's been pretty crummy for a while now.
I've gotten free from the hill twice now by tilting my camera upwards and into the hill as much as possible and jiggling. It still took about ~30seconds each time even after trying to replicate the result and definitely enough to make you lose the game anyway
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They need to get around to just fully removing the visual emblem system along with that "Entity Please or Displeased" line if it really bothers folks since it isn't even taken into Matchmaking as of right now already given what the devs have said. Though obscuring more information from the players really "won't" stop the whining and flaming opposed to what BHVR is hoping for... not sure why they're trying to hide more of their match making means and even disseminate it across all killers per player.
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@Ryuhi said:
🤫 no 🤫
Someone was traumatized during the dark times when the original version of this perk was meta but you gotta admit it's unusable atm
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I got out of it too by tilting my camera upwards and into the hill itself while standing still. Eventually it edged my character model slowly out of the vibrating stuck animation until I could walk away from it... still took like 20~30 seconds
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The Dead Dog Saloon (Grave of Glendale) has some of the best totem locations and it's actually occasionally hard for me to find all 5 of them even while being aware of most of their spawns (Especially with the hidden box spawns near Gallows and Edge of Map Dead Zone sometimes). They did make a lot of the totem locations harder to find on many of the old maps but I think it's a work in progress until it gets to this level
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/1595512#Comment_1595512
It's nice enough to have in general but can be really good situationally. First time I ran it there were two injured survivors committing to the last gen and I only had time to hit one. Without it the gen would've still got done and they both had adrenaline, but it didn't and they died.
Cooldown is pointless but you know how much bhvr loves them.
Definitely agree that it being tied to Terror Radius makes the cooldown redundant (needlessly weakening the usable perk) for most of the match but does make it a little less oppressive in a 3 gen if all 3 gens are basically in the terror radius...
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@KrazyAce13 said:
So killers are forced to stay with who they choose once the lobby is found sooo.... why not the same for survivors? To me just seems like another biased limitation given to killers, and before anyone says something about killers powers, survivors that are played more often will most likely have more useful items (pretty much their “power”)so the quick change of survivors can potentially give them a big change on the outcome. For example a swf goes in and last second decides lets do a hatch play teammate a grab a key teammate b get the map or lets sabo squad this #########, or burn a map offering for haddonfield oh we need to change to so and so for that item/perk/offering... hey devs your bias is showing....
It was specifically addressed that they're attempting a specific MMR by killer for matchmaking so they want the killers to "build up to Red Ranks 1" (Since that ranking has already been removed from the matchmaking formula so is just a visual badge at this point)... possibly to improve performance for some but maybe get more specific data for themselves since they're out of touch of balancing anyway so wanted something to help their balancing focuses rather than pure bias
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@honestscript said:
I think the game needs to be designed for SWF and then equip killers accordingly. Sure playing solo would suck but even now playing solo already sucks.
Also this way solo players would be more encouraged to play killer. As of now we need more killers because survivor wait times are awful.
Stated this forever since they're not going to be removing it (because that would be a terrible business practice and alienating to players now) and CANNOT limit how much power voice comms give then giving solo queue options to the same information then buffing killers and perks to compensate for it is literally how the balance direction should be. This has been suggested for years through ingame text macros (to limit flaming in game) as other games use and pretty much left on deaf ears. It's probably not going to be a thing.
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They work on other games with various degrees of success and even publish others (especially in the mobile market).
Their biggest "replacement" to Dead By Daylight came with Deathgarden (2018) which apparently didn't generate enough revenue for them because they promptly shutdown the servers while it was still in it's infancy.
Only thing is they've grown too big at some point and now like all other big companies they have to bend to the investors that want returns not for gameplay quality.
Imagine if DbD had been left in it's original state where you could infinitely fast vault windows because no entity blocking and tons of infinites AND only Trapper being in the game... would it have lasted until now? They keep bringing up "predatory" practices that work in other games because well... it's required for longevity and milking this game for as long as possible
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@Breadz said:
https://forum.deadbydaylight.com/en/discussion/comment/719904#Comment_719904
How about a 1v1? Something that proves one side deserves the escape.
Holy 1 year old necro Breadz... As for the hatch - killers are just overly obsessed with the idea that 4 Kills is the only way they have won the game. A little known side-effect of that "dirty hatch" from the killer side is that it:
1) Is still at best a 50/50 that you find hatch first while at worst the doors are super far away on both sides and the guy also has a key in which case he leaves and the game is over because he's literally the last person... leading to the other point.
2) It encourages survivors to to not hold the game hostage by stealthing it up and trying their best to waste the killer's time for as long as possible when the game just seems "unwinnable" especially since hatch spawning mechanics is tied to people alive and generators finished. It's also the reason EDC was added to the game.
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Maybe I'm the oddball but when I'm on R1 killer I get all red ranks 1~4 mostly 1s. Same with with Survivor my last 8 matches have been against a rank 1 red killer in a row and before that its usually rank 2 or 3 which is basically the same boat
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@BeHasU said:
Chapter 17's trailer got released a few hours ago and i didn't see any changes to Blight or his perks.
He is still as bad as he was on ptb? Or do you think he got a smaller hitbox or some power tweaks?
I want to buy this dlc, but blight felt so bad on the ptb that i think i will just skip this chapter.
The dev who was streaming his blight gameplay said that the PTB version was NOT the more "smoothed out" and tweaked version he had finished implementing and wanted to discontinue his stream because running into doorways and other objects was "not accurate and bothering him". I would assume that just meant they smoothed out the gameplay like Ghostface PTB getting revealed constantly and instantly vs what was actually released and being playable.



