Zeidoktor
Zeidoktor
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- Zeidoktor
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The thought in my head right now is that even if the queue is solo, it's is still a team game. That teammate you unhook or heal may be the one that comes in clutch by saving you, or finishing the last gen.
In context, the teammate that uses your Circle of Healing to get to full health may be the one that ends up running the Killer while you get the last gen done or save someone else.
You asked for a benefit? Helping your team generally benefits you, and all you really gotta do is take the time to bless an out of the way totem.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2916774#Comment_2916774
Which I can get without using COH.
And can potentially get more easily with.
Also, forgot to mention Survival points from Self-healing.
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@Piruluk said:
https://forum.deadbydaylight.com/en/discussion/comment/2916759#Comment_2916759
There are daily topics about SC to be nerfed
There's one listed directly underneath this thread at the time of this post
https://forum.deadbydaylight.com/en/discussion/320159/spine-chill-shouldnt-work-on-undetectable-killers-perks
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2916763#Comment_2916763
Ok, but that implies healing others, in solo q. Where is my benefit as a solo player?
Altruism points and Benevolent emblems.
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"Spine chill shouldn't work on Undetectable Killers/Perks"
I've always thought being a defense against Stealth killers was a part of the entire point of Spine Chill.
That said, I can see an argument for a nerf. Maybe reduce the distance it takes to trigger on an Undetectable killer? That way an Undetectable killer still has an advantage while an observant survivor can still make use of the perk.
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I've seen a video that suggests make Circle of Healing either teamwide self-healing or teamwide speed-healing, but not both.
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I'll toss in Hillbilly. While not necessarily easy in terms of getting chainsaw downs (I find it a bit unwieldy myself), you can still get some value out of using Chainsaw Sprints to traverse the maps.
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"Is there any realistic reason to play Deathslinger over Huntress now?"
Because you want to.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2915227#Comment_2915227
I think most people are missing the point of watching others.
They're there to make you laugh(the good ones) Give you ideas on how YOU can play better. Or for plays you probably just can't do yourself
I personally tend to equate watching streamers to being no different from watching sports on TV.
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SpookyLoopz is probably my number one right now. He's good at being chill even when games don't go his way, He's generally wholesome and supportive of smaller streamers.
Puppers is also a favorite but I haven't watched him as much lately. He streams less due to his medical condition and not always at convenient times.
Mogsy, formerly Sattelizer, is fun. He can be a toxic survivor, but does so with the mindset of "karma is absolutely going to bite me in the ass at some point", meaning he can laugh it off when that does indeed happen.
For me it's often about finding people who are entertaining to watch if I don't feel like playing myself. I can't replicate what they Suu but I can enjoy watching it and find fun ideas from it.
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"This game is dying?"
It always is and always shall be.
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@IWantCandys said:
Would prefer double BP , still have to grind a ton of perks but I will take the shards too
Agreed, outside of shards to buy bloodpoints via the Shrine of Secrets, I personally don't care about experience/Devotion.
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They implemented changes described in their recent blogpost, I think
I haven't played myself so i can't comment, but assuming there's more to the recent posts about MMR than the usual complaining, I'm wondering if the changes did some kind of MMR reset and stuff is trying to recalibrate.
>>> And yes I know GRADES AREN'T USED TO MAKE MATCHES but I don't understand why BHVR decided to hide them.
Because people kept acting like they did. Plus it was apparently highly requested.
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I can already see endgame chats full of "you hiding your Grade 'cause you're so trash" and similar.
The issue with visible grades is the thing they're most likely to just straight reinforce is the false idea that grades = skill because far too many people conflate the current grades with the old ranks.
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I've had success with double-backing, though I usually pull it when I see the Nurse charging for a few seconds since then it's more likely to overshoot.
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@GoodBoyKaru said:
Fun fact: this is David King in the picture, not Jonah.
I legit thought it was Jonah until I saw people talking about David.
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@BabyCameron10 said:
My fellow 3 Twins mains, raise up! We have a Tome made just for us. We eating next week!
https://us.v-cdn.net/6030815/uploads/8UB0T9CI886H/7464ff23-69b2-4cab-bfed-62504a95ec1f.jpeg
Still sad Victor didn’t get an octopus skin to go along with Charlotte but still hype!
What is required to become the fifth Twins main?
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Final Fantasy XIV is my other main addiction of choice. Just recently started the storyline for Shadowbringers.
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At the very least if flashlight blinds are a particular bane to your gameplay, I would think simply not having to deal with it is worth the perk slot.
It's no different than, say, using Lethal Pursuer because you always have trouble finding survivors at the start, or Undying to protect your hexes. If anything Lightborn potentially sees more use than either of the other examples.
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"DbD id Dying?"
It must be. I didn't even know DBD I.D. was a Thing. Is it like an identif card but instead of a photo of yourself it's your forum avatar?
(Looks at photo of the Doctor) "Still better than my driver's license picture.. "
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@Mr_K said:
SBMM is the system. MMR is your rank within that system.
I honestly thought they were two terms being used for for same thing.
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@emetSdidnothingwrong said:
I wanted to start a conversation, a pot of ideas to stew together of sorts. What is everyone's ideas for BHVR making prestige more worth while?
My idea is mostly for P3 as I don't see much purpose in going P1 or P2 outside of going all the way to P3, people either go full P3 or not at all. That being said I think at P3 all new perks should already come at tier 3, no more 1-2 tiers when new killers come out, you can max out your mains quickly and without needing to spend 500k points per character. Secondly I would like to see a new offering added exclusive to P3, what the offering does doesn't really matter all that much but I am thinking something like a crazy nice BPS, 200% or something (it should be an iri offering imo.) And last but not least I think that every prestige should reduce how much everything on the web costs, at P3 everything should be halfed. All in all these changes would make prestige much more worth wile without adding any actual advantage during matches.
But yeah what about the rest of you, what are your ideas?
I'd had a similar idea. P1 gets you the 3% increase in rate items, the current P3 reward, P2 starts all perks at tier 2, P3 starts all perks at tier 3.
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@CMansoon said:
Would these bot's DC if they were first down'd?
Depends on how close to the real thing they're meant to be
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One idea I'd had is less for gen speeds in general and more for gen tapping, but could still be applicable here;
In order to stop a regressing generator a survivor needs to work on it for a set amount of time (call it 2-3 seconds as a quick example) before the regression stops and progress can resume. Perks that increase regression speed like Ruin or Call of Brine can increase this requirement.
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@DragonMasterDarren said:
It sucks but at the end of the day it’s a legitimate tactic that only works on survivors who are overly-altruistic
it sure as ######### doesn’t feel legitimate when you’re on the receiving end but killers will stop doing it when survs stop rushing to the hook like sharks around blood
As I like to say, it's not camping if they give you no reason to leave.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2904166#Comment_2904166
Of course, you take a bet that they don't have UB or CoH to remove your pressure instantly.
Even in that scenario you potentially force them to use up their Unbreakable. It's only a real net loss if something like Soul Guard or Boon: Exponential is in play since those are usable without loss to the survivor (not counting No Mither since you'd be aware of that one in advance)
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My own thought for a simple early game buff is all his traps start already set. The random locations will still be an issue, assuming they aren't looked at, too, but it creates more of a risk/chance for an unwary survivor to trap themselves early.
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@Kurri said:
People are aware that Grades have 0 impact over MMR, right?
It's less for the MMR and more to do with lower grades having lower requirements to double pip, which is the Adept requirement for Killers.
A lower bar makes it more achievable, regardless of MMR
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I've personally wondered if the devs have been looking to get Circle of Healing under control before looking at Boons as a whole. CoH has been the problem child for Boons from the get-go, to the point I personally believe it single-handedly tainted the idea of Boons as a whole. I can't imagine as much of an issue if the first Boons had been Shadowstep and either Exponential or Dark Theory.
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I don't mind facecamping all that much, myself. All my vitriol is reserved for tunneling. Granted one generally leads to the other but facecamping is more easily punished. If facecamping becomes an issue for me I can arm myself with Kindred.
Plus, in some contexts, facecamping is almost a badge of honor, if it happens because you upset a Killer enough to make damn sure you die.
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I've personally taken to combining Empathic Connection and Empathy. Someone hurt, I can find them and they can find me. Put together with Autodidact or makes for a reliable healing build. Fourth perk is flex but I've been getting good value out of Renewal.
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Doing it at lower grade may help. Especially with today being grade reset. It's easier to double pip
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@Lima24927 said:
new player here, have been playing for about 2 days, i tried survivor a couple times and have been playing killer, im an active gamer and experient with all kinds of games, i decided to stick to killer for a while, have been playing wraith after watching some videos about how to approach, ambush, attack etc, i have been succesful in dealing some blows but its extremely hard, survivors just have a lot of defense mechanisms like running around pallets, flashlight, most of the time my wraith aint fast enough even after uncloaking right on top of them, and when i manage to hit them, they run away and heal back, i know im new and must be doing something wrong, i never won a single round yet, i don't have any good or advanced perks, and then i seem to be facing pro survivors, i think im the one being hunted and not the other way around, so before quitting the game i would like to know from you guys if thats how it is, if im losing because i don't have good enough perks, or i just don't know how to play ?
For survivor side, if it helps here's a video featuring a survivor build your can potentially get yourself without a single teachable unlocked.
https://youtu.be/dlRm1epu96MSince you seem to be doing well with Huntress I found a video that may help there. Also look up Spookyloopz, his compilation videos feature some absolutely insane Huntress shots.
https://youtu.be/N4CXHhlooTE https://youtu.be/SzMFTJYioGIFinally, back to Survivor, the single best piece of advice I feel I ever got: always be running to something. Figure out where your want/need to go in a chase.
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One thing I might toss out there is that there's more to gen pressure than pressuring the gens themselves.
Maybe I'm conflating this with map pressure but what I've always understood is that pressure is anything that makes a Survivor do something other than generators.
That's why slugging can be a valid strategy for example. You down someone, then chase someone else who was close by. Even if the first guy downed is picked up you still keep at least two to three players unable to do gens for however long it takes for that pickup to happen. One you're chasing, one that's down, and one to pick up the downed guy. Even in the worst case they pick themselves up, barring Boon: Exponential or Soul Guard, you still force their unbreakable.
That can be done without a single gen- defense perk.
Not to say don't use them at all, just bear in mind there's more to gen pressure than actually pressuring gens.
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By my understanding the main conditions fo that alter your MMR are simple.
Survivor gains or loses MMR if they escape or die
Killer gains or loses MMR if they kill survivors or let them escape
For better or for worse, you can't deny it's simple.
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I tend to play like this as Killer. Especially is there's a cake or BPS in the offerings, or if there's an early DC for whatever reason. I basically go into a match expecting to sweat but hoping to mess around.
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Maybe a straightforward buff could be that it expands the range to get a Protection hit, to make getting them a little bit easier?
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@Nos37 said:
Exit gates should not regress if there is 1 remaining survivor
Like it only regresses if no gates are open and the EGC is inactive, when hatch is either not an option or has been closed?
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2898141#Comment_2898141
I like this idea, too; Survivors should have to hit a skillcheck to stop regression. And regression is only paused while a gen is being actively worked on.
If the Survivor leaves before a skillcheck; regression resumes.
But the last time I suggested it; Survivor mains came out of the woodwork to claim it's unfair & that gen tapping is fine. Of course, that was ALSO around the time some decided that random skillchecks when leaving a gen should be removed, too. 🙃
I think for that to work you'd have to have much higher odds for a skill check occurring when working on a previously regressing gen, assuming you don't want to rely on the mercy of RNGesus.
Either a guaranteed normal skill check (like overcharge but without the tiny hit zone) or higher chances for it to occur. I think either option would help with consistency.
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If they want to keep the risk reward aspect, my idea would be require the survivor to work on a generator for a set amount of time before the regression stops and progression can resume. Perks that affect regression rate, such as Call of Brine and Ruin, can potentially increase this time.
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A couple builds from a youtuber that may be fun:
Cannibal: Trail of Torment, Dark Devotion, Tinkerer,Hex:Plaything.
That's right. A Stealth Bubba build.
Also usable with Hillbilly and his Ultra Rare add-ons
Legion: Iridescent Button add-on; Spirit Fury, Enduring, Brutal Strength, Thanatophobia
The Unloopable Legion
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@SunsetSherbet said:
https://forum.deadbydaylight.com/en/discussion/comment/2891985#Comment_2891985
I'm sure a lot of survivors appreciate that but, for me, I'd rather just die/escape and move on to a real game instead of sitting around farming. If the killer starts farming with my other two teammates, I'll usually just sneak off and finish the gens and leave, if able. I appreciate the thought and all, but it's boring to me and I'd just rather move on to my next match. If I'm playing killer, I'll kill everyone asap for the same reason. The match has been ruined and I want to get to the next one.
I don't even get the "Don't tunnel or anything if there's a DC" Like...why? Do people want the now ruined match to last as long as possible? If it was up to me I'd just end the match.
I'm aware. My "Farm Mode" is more play seriously until I've got 1 or 2 hooks on everyone, then hassle the survivors for fun and bloodpoints and otherwise don't impede the gen completion too much. That way the more dull part of farming is kept to a minimum. If someone makes clear they want our (pointing to a hook for instance) I'm happy to oblige.
To answer the base question there's really no reason I should go easy on survivors if someone DCs, but I see even less reason why I shouldn't.
The philosophy I've come to is that, since this is a game or should be fun for everyone playing. If someone decides to screw that up be DCing immediately, I can at least make the gameworth it for whoever is left.
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@JamnJelly said:
I've noticed there's a stigma against killers playing as usual when a survivor disconnects early.
Should the killer go easier in your mind? Let one survivor go or something?
None of it makes sense, it's not their fault for a teammate leaving early.
With that said, what's the opinion of adding a bot to help?
Speaking purely for myself, I will go into more of a farming mode if someone disconnects right away or proves to be a one-down wuss. This is as much for myself as others. It makes me feel I'm punishing the leaver by making sure the rest of the team walks away with a many points as can be managed.
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I imagine new rituals will be 30 but one we already had will stay 60, just lie how it was the reverse at the start of the event
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@Barbarossa2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/2889406#Comment_2889406
There isn't a need to do it with those 2 boons.
And i'd say that CoH isn't inconvenient or annoying, it's op and the nerfs that have been hit with it well justified, do not address the core issue most killers have with the perk that it is infinite.
The basic premise of a Boon totem is 'set up the Boon, get access to its effect until it's snuffed'. Adding a self-snuff to only one Boon, or one that can't be replicated by other Boons likely to be used along with it, makes the one Boon act differently from the rest for no reason other than dissatisfaction with the perk.
There are ways to restrict an infinite boon (limited set ups per match, cooldown to set up once snuffed]), but limited uses of an active Boon isn't it.
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@GreaseFace said:
https://forum.deadbydaylight.com/en/discussion/comment/2779710#Comment_2779710
OMG imagine Victor just snatching it and furiously trying to solve it before his sis stops him.
Or taking it herself and they start fighting over it.
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@HaunterofShadows said:
Wait how is the entity breaking into the observers place of residence
It rang the doorbell claiming it had pizza to deliver.
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Speaking for myself, when I encounter this as killer I switch over to farming mode. Play semi-serioisly for points but let the remaining survivors get done and leave. Seems the best way to saddlebags something from the match for all involved.
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@Barbarossa2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/2885497#Comment_2885497
Well you can you just add charges to the amount of times it can be used.
Say to fully heal from wounded to healthy takes 100 charges, and CoH has a total of 300 charges before it fizzles.
That way you can half heal etc and not use a full charge etc.
But you can't do that with Dark Theory or Shadowstep, is the point I'm making. You can't make a boon effect that actively conflicts with other Boons like they. It makes one act differently from the rest for no real reason other than the one is inconvenient/annoying.
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Ah, okay. I think I get it now. You're saying you only planned to type F, by itself, but had to add more for character limits?