Zeidoktor
Zeidoktor
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@irnbru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3355381#Comment_3355381
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3355821#Comment_3355821
Key Features
• Survive Together… Or Not - Survivors can either cooperate with the others or be selfish. Your chance of survival will vary depending on whether you work together as a team or if you go at it alone. Will you be able to outwit the Killer and escape their Killing Ground?
That doesn't really refute the point being made. There's still 4 of you and, by the nature of that fact, one person's misstep can hurt the team the same way another's success can bolster it. Going it alone may be the best option in a match, but that doesn't mean you don't still benefit/suffer from a teammate's actions or vice versa.
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@Skill_issue said:
I never understood why something so vital to the game gets people upset.
It's essentially taken as a taunt towards the killer, also known as "teabagging".
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@irnbru said:
Why should we suffer from another survivor's mistake? Make it a hex perk.
Because the Survivor side is a team game so one member failing to pull their weight should affect the team. It's why ragequit D/Cs are an issue.
That said, I wouldn't call a survivor getting injured "another survivor's mistake" since, unless the Survivor is that good or Killer that bad, Survivors getting injured is an inevitable part of the nature of the game. It would only be a mistake if it was something they really should have avoided like a bear trap out in the wide open.
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@Jejune said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3355131#Comment_3355131
I couldnt before he exposed me too
The could just be buggy inconsistency and/or addons (I think there's a Ghost Face addon that makes revealing him harder)
If it helps I tend to have the most success lining him up with my head.
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I don't see why Bitter Murmur loses out as badly as all that. Eruption will tell you if someone is on a gen in progress, Murmur will tell you who's around a completed gen. Murmur is probably more reliable, aura wise.
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@Jejune said:
He is litterally in the middle of my screen. Nothing around him. I stare at him he stalks, I get exposed I keep staring at him for solid 2-3 seconds not even reveal sounds coming up.
Do i have to literally go inside of him to reveal him?
As noted part of Ghost Face's last rework is Marked Survivors can not reveal him. If you were trying to reveal him while exposed that's why it didn't work. Before, also as noted, it can be inconsistent so it depends on what was around you at the time.
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@Volcz said:
By that I mean, the individual. I'm talking about the people who only or majority of the time, only play this game if they are in an SWF. My friend and I got into a discussion bout this today; I only solo que (I've tried SWF once, the full voice comm experience, calling stuff out, etc - its such a downgrade).
I personally think SWF players, the people who rely on voice comms, knowing their teammates, etc are not all bad but a lot of them are and their egos are inflated.
My friend thinks the way SWF is should just be the norm in the game, ie voice comms and call outs, etc. He does agree a lot of SWFs are cocky and have their egos raised.
Curious, what do you guys think about SWF players? Do you judge them? Do you think twice about them? Sweat when you see them, punish them, or just a normal game (per say)?
I live in the Glass SWF House too much to throw stones. SWFs just playing the game I have no issue with. The cocky bully squads are the problematic ones.
If me and mine end up just rolling a killer for whatever reason, we'll often give them a kill or two, especially if there's streamers or something in play so they can have points too.
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@ACleverName4Me said:
Personally I will still use the perk. I am excited for the new aura effect it will give. But what do you think? Will you stop or start using it? What will you put along side with it?
Speaking for myself I wasn't a heavy user of it but after watching a killer build video it occured to me it has value on M2 killers as you can get value when downing with your power (vs Jolt which requires m1s) so I'll probably use it on killers like Hillbilly or Huntress and see how it goes.
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@RaSavage42 said:
That's good I guess... but why did they need to remove Incapacitated from it though
Like before the perk update it wasn't used as much... all they needed to do was to turn down the Incapacitated status effect
Part of the issue, as I understand it, is the Incapacitated was disproportionately powerful vs Solo Survivors as opposed to SWFs with comms, who could warn teammates they were about to go down.
Changing to aura reading doesn't really change that advantage but it does make getting hit by Eruption far less of an issue for solos, especially if they've got something like Distortion or Off the Record hiding their auras.
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@Wexton said:
I've noticed a trend of people complaining about bloodlust a lot recently because it's somehow "overpowered", there's even an annoying gimmick accounts on Twitter that comments on every single post behaviour makes usually to just say to remove bloodlust. And I'm sitting here like, what's wrong with bloodlust? Like genuinely what is wrong with it, I can't think of one think that makes it worthy of being removed.
People will complain about anything nowadays it seems.
Is the Twitter account the same one that replied to every BHVR post to optimize for console?
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I've taken it as the spear is the special attack, since damage from it doesn't benefit basic attack perks, the M1 is still an M1
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@CookieBaws said:
I was palying wesker with BW/NOED/HeadLock/SA. And i can't figure out wth i'm doing wrong. Regardles of what i do, i lose 2-3 gens before a single hook and the only way i got at least a kill was proxy and tunnel. I always pre-break doors, eat pallets etc. if needed, but there is so much wood to work with. I essentially need players who do mistakes and lucky tiles to get some kind of a fair play.
Depending on how fast you're getting your first down maybe swap out something with Corrupt Intervention. It'll slow down the early gen completion down while you work on your first chases/downs. If you reach a point where you can get your first downs quick you can probably swap to Lethal Pursuer.
One early game tip that has served me well: Survivors never spawn within a 3-tile radius of you. Combine this with some map knowledge, maybe utilize Lethal or Corrupt to quickly identify locations outside of that radius, and it's possible to find someone very quickly depending on the map.
@rooCraah said:
Maybe it's just a skill issue. Maybe it's a build issue. Maybe you're doing just fine and have been conditioned by streamers with thousands of hours to think that you're not good enough if you can't get a 4k every match.
Given you're running Blood Warden, gonna give a pro tip. Others have said you should probably stop using the perk, and yeah maybe it's hurting your kills, but I also like using the perk because it's fun, and fun matters more than winning. But instead of running NOED, I really recommend trying Terminus. It has a similar effect, particularly if survivors did the last generator while injured, it counters Adrenaline the same as NOED, and while it overall isn't as good at its job as NOED, its greatest selling point is forcing survivors to open the exit gates instead of 99%ing them, and that's absolutely what you want as a Blood Warden enjoyer.
Best part is, since you play Wesker, nobody assumes you're running Terminus/Blood Warden. People are more likely to think you're running Terminus just because it's a Wesker perk and you haven't unlocked all the other perks yet, or maybe you're going for Adept.
Depending on how many hooks you're getting mid-game, No Way Out can also work as an alternative.
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@kk602 said:
Don't you think this is funny?
=========================
Survivor Additional Standard Features
●Icons let you know what other players are doing
●Can withstand damage for several minutes after being rescued
● In the future, it will be possible to wake up from a down state in seconds
-----------------------------
Killer additional standard features
No special additions to standard features Good luck lol
I've actually had the idea of perks being me or buffed to allow for peeks into the Survivor HUD. Ex: A Nurse's Calling shows you the icon for someone healing but you only see the aura if you're close enough. Thrill of the Hunt shows you if someone's on a totem somewhere. Gearhead shows the gen progress indicator when it procs, that kind of thing.
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@ironblade said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3352603#Comment_3352603
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3352607#Comment_3352607
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3352608#Comment_3352608
If it's bad then how would you buff this perk?
@OnryosTapeRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3352613#Comment_3352613
Make it block all vaults for 30 seconds and then it might be useful.
@TeabaggingGhostface said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3352613#Comment_3352613
Make it affect the whole map
My own thought was have it center on all the Survivors rather than the completed generator. Likely to hit more vaults and can also act as an information perk.
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You might get use out of it on maps with a lot of vaults but as-is it isn't particularly strong. The times I've seen it my reaction has been "oh hey look at that" rather than "oh hell..."
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3352568#Comment_3352568
That's normally true, but for some reason this challenge is an exception and you do actually have to proc Face The Darkness.
That being said, it's still not hard, you just have to play a killer with consistent Undetectable or a really small Terror Radius (so like, Dead Rabbit/Monitor on Myers in Tier 2) to get consistent screams. You don't even have to throw, just play normally with those killers- I did it with Wraith and honestly, the perk was surprisingly useful.
Really? Huh. Nevermind me, then.
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@Saitamfed said:
Who thought using one of the archive missions with an hex would be a good idea? On top of that, the only yelling that counts is the one with the Hex: Face the darkness.
For perk based challenges it's important to remember you don't need to get the challenge using the perk, just having it equipped.
I'm not familiar with the challenge offhand but if I'm correct in guessing it's something like "Make survivors scream X times while using Hex: Face the Darkness", it shouldn't actually matter how you make them scream, just so long as the perk is equipped at the time. (Edit: looks like this is "Lead by Example"
So screams caused by the Doctor, Infectious Fright, Make Your Choice, etc all count as long as Face the Darkness is in your loadout.
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Had a demo while playing with my roommate and discord mates yesterday. Dosn't do great so we were nice and let him kill a few of us. Afterwards one of ours on the able platform exchanged gg DMs. They said they didn't like me, specifically but, given I was doing the "blind the killer as Vittorio" challenge, I consider that completely fair
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@axonn360 said:
I honestly wasn't expecting to see the such negative reception the new killer is getting. From what I can gather a lot of it has to do with a perceived bad design, peoples expectations being way too high, and supposedly bad gameplay. Has any other killer received this type of attention in the past? I'm fairly new to the DBD community so a lot of this discourse is new to me.
Then you have not been in the DBD community very long. You could legitimately make a "Devs: Exist, Everyone: REEE!!" meme out of the overall reactions typical whenever the devs do literally anything.
More seriously, I'm still filtering that knee jerk response from the actual criticisms, so I can't say how much of it is actually valid in this instance
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@wydyadoit said:
for those of you who've taken a psychology course in your lives you may have heard about the Stanford Prison experiment. those that have not feel free to do some independent research.
anyway - has anyone else noticed a similar trend in survivor to killer relations? or is it just me?
Just gonna say if you're going to use the Stanford Prison Experiment as the entire premise of your discussion, it's on you to actually explain what that is for those that don't know, as @BenOfMilam did, than just say "feel free to do some independent research." Otherwise all you're doing is preventing the very discussion you seem to want to have for no good reason
Per Wikipedia:
The Stanford prison experiment (SPE) was a psychological experiment conducted in the summer of 1971. It was a two-week simulation of a prison environment that examined the effects of situational variables on participants' reactions and behaviors. Stanford University psychology professor Philip Zimbardo led the research team who administered the study.[1]
Participants were recruited from the local community with an ad in the newspapers offering $15 per day to male students who wanted to participate in a "psychological study of prison life." Volunteers were chosen after assessments of psychological stability, and then randomly assigned to being prisoners or prison guards.[2] Critics have questioned the validity of these methods.[3]
Those volunteers selected to be "guards" were given uniforms specifically to de-individuate them, and instructed to prevent prisoners from escaping. The experiment officially started when "prisoners" were arrested by real Palo Alto police. Over the following five days, psychological abuse of the prisoners by the "guards" became increasingly brutal. After psychologist Christina Maslach visited to evaluate the conditions, she was upset to see how study participants were behaving and she confronted Zimbardo. He ended the experiment on the sixth day.[4]
SPE has been referenced and critiqued as one of the most unethical psychology experiments in history. The harm inflicted on the participants prompted universities worldwide to improve their ethics requirements for human subjects of experiments to prevent them from being similarly harmed. Other researchers have found it difficult to reproduce the study, especially given those constraints.[5] Critics have described the study as unscientific and fraudulent.
----
This is my first time hearing of this myself, but my understanding is it was an experiment to see how people would respond when separated into the roles of prisoner and guard and things got very brutal very quickly.
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@Heeman said:
I feel that after the solo q buffs now is the perfect time to buff blindness and make it more viable allowing killers to counter the survivors and leave them in the dark, the buff would hide the survivors UI and they won't be able to see who is getting chased, repairing etc. if this seems too much then I would suggest toning the various add-ons down from 60 seconds to 45 and maybe put them higher in rarity also maybe allow more perks to apply this effect like blood echo.
My own off the cuff thought: add the effect that survivors don't see the Red Stain.
Alternatively, it narrows the Survivor's FOV or adds that darkening effect Knock Out has
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@FuDo said:
I've returned to start playing the game after a long time and I was usually playing killer and still do but nowadays playing killer is not fun, it is just frustrating. Trying to play fun or chill is almost impossible. I try to play chill but survivors don't let me. T-bag after every quick action, blind for every break pallet, waiting and t-bagging on exit until you down them or timer hits almost 0, and worst of all t-bagging on hatch (yes this is worse, one Meg t-bagged me for 10 min nonstop, not joking). Even if they don't do any of these there are a lot of gen rushers, boons on every corner of maps, pallets after pallets and windows (this is the main reason why killers like trapper or Freddy are bad) and when killers made a mistake survivors make a distance to catch up again but when survivors made a mistake they just press 'e'. I understand Devs don't want their game to become a competitive game but making killers and buffing survivors is not the right way. I thought maybe it is just me, maybe I play badly (but what is for matchmaking) but there are lots of killer main who thinks that way. (for the record "Eruption" and 3-gen meta is boring af)
I think it can be fun, but I find I have to be in the mood for it. I can't say I've run into issues the extent that you have. Some games I win, some I lose. I've generally had good post game interaction with the people I go up against
I actually tend to approach Killer less seriously than Survivor, with a mindset of 'prepare to be sweaty, hope to mess around'. I like to be meme-y with my builds with a slowdown or two to keep me afloat and I bring BPS or equivalent when I can so even a bad game gets me something.
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I'm honestly surprised nobody has brought up the fact survivors in the Dream World are Oblivious, only getting a lullaby instead of a terror radius, either to note it as an advantage or a disadvantage precisely because of the lullaby
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@Davenport916 said:
Spent all those bloodpoints on envelopes as killer just for you to make them useless lol. What's the point of that? How did you expect us to use all of them by the time the event was over and you put 2 in one bloodweb in the higher levels.
You say this like you had no idea this would happen despite it being exactly what's happened every other time such an event has come and gone.
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@Devilishly_Rowdy said:
Devs please be brave (i promise survivors won't leave your game) and nerf dead hard as hard as Ruin, Thanatophobia, Pop, Tinkerer and Eruption. To the point that survivors no longer want to waste a perk slot using it, just like killers don't bother with the nerfed perks anymore. If it's still the most used perk in the game, it's still extremely good, it's as simple as that.
(P.S i rarely play this game anymore, but looking at dead hard as the most used perk STILL, blows my mind. While every gen regression perk is getting destroyed)
Dead Hard was given the killer meta treatment? That's why it's in its current form.
The last killer meta treatment is also the reason we had Eruption in its current form.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3343820#Comment_3343820
The problem there is, what if you don't have any other hexes? I suppose you could just default to "it's lit from the start" and accept that you're just worse off for it, that'd be acceptable ish.
The other two do have an activation trigger, though. Retribution makes you Oblivious when fiddling with a totem, and Undying reveals your aura when walking by a dull, so those two are set.
Maybe make it "this perk activates 60 seconds after the match has begun if its activation is not otherwise triggered"
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3343798#Comment_3343798
This isn't a thread about hexes, which is why I was only directly responding to your arguments. However, I'll answer anyway, because I have actually thought about how to help hexes out.
So, there are two main ideas. Either would somewhat work on their own, but I think both should be implemented together.
The first is that totem placements should be randomised again, and then infrequently but regularly randomised going forward. This would mean experienced survivors would have to actually look for totems again, and incentivise maybe bringing some totem-hunting perks to do so- and it'd also mean that bare minimum your chances of an instant cleanse go down.
The second is more impactful, and if they did only do one, it should be this one. I think hexes should only light up a totem when they've actually done something. Ruin, purely as an example because I know it sucks, should light up only when it actually regresses something. Devour, when it gains a token. Blood Favour, when it blocks a pallet. The only sticking point is Haunted Grounds since it wouldn't have an activation trigger, but I'm pretty sure the devs could think of something there.
Obviously, some hexes are just bad and need their own help, but this would help the actually good hexes not be instantly cleansed and therefore be useless.
Simplest idea is the activation trigger for the "trap" totems like HG, Retribution, and Undying be "any other totem activates".
In your example, Ruin wouldn't light up until something causes its regression to trigger. Once it does, Haunted Ground lights up, as well, so 3 totems light up and once instead of 1.
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@RaSavage42 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3342474#Comment_3342474
OHHHHH.... another Oppression user
Do you use Surveillance on top of it???
I've used Oppression before. Found it surprisingly handy when you're down to 1-2 gens since one Oppression potentially hits them all
@Seraphor said:
Eruption was never good for M1 killers. You wasted too much time kicking gens.
Run Jolt and Thrilling instead.
I almost exclusively play M1 killers and I never used Eruption.
If anything, after watching a video on strong Killer builds I came to the conclusion that Eruption is actually better for M2 killers, because it encourages going for downs with their power, vs going for the M1 for a Jolt proc.
It's also why I was confused about an earlier post from the OP...
@calem said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3342247#Comment_3342247
What other good regression perks are there? They are all either inconsistent at best or benefit killers who are already strong.
Pain Res/DMS combo is good for killers who can get fast downs and then pressure survivors off gens (Nurse, Blight, Artist). DMS timer is extremely short anyway.
Ruin, while having awful regression, is only good for killers with strong map-wide pressure (Blight). But it just gets cleansed anyway.
Jolt is, again, a perk that benefits killers who get faster downs. But it's inconsistent as most maps are huge and the chance of getting a down close enough to gen with meaningful progress is few and far between.
Deadlock and Corrupt become the most consistent options, but they aren't enough for m1 killers to be relevant.
And honestly I am sick of people saying "I don't use x, so it's fine". Objectively, m1 killers are awful. And so are most of the regression perks. Eruption was keeping them afloat, and now they're going to sink next update.
...because it seems to me that Jolt is the ideal perk for an M1 killer, especially now the cooldown is gone, since it turns every single down into a potential proc.
The question I've been stuck on with the complaints I've seen about the Eruption is what are people actually upset about with it?
Everyone is talking about the regression, which I honestly agree is an overnerf and, assuming they keep it at % of current progress might benefit from a buff from 10%, though probably not to Pop's 25% since Eruption is much easier to set up and trigger.
That said, my understanding was that, useful as the regression was, the big strength of the perk was the 30 sec Incapacitation. A part of me constantly wonders how many people are talking about the regression when the real issue is losing that.
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It also still retains a potential benefit I realized when watching a video on Killer builds: it encourages M2 killers to down with their power more. It could be useful as a "training perk" in that sense. Since you can benefit by your M2 downs more than Jolt (which requires M1s) or Pain Resonance (which requires a down and a hook).
It can also pair well with Infectious Fright since upon downing someone you're given information on and immediate threats (anyone nearby who might flashlight save or anyone on a gen you know may be near completion)
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3343402#Comment_3343402
I think that healing speeds in general need to be heavily looked at, CoH on its own isn't a problem. It's only when it's stacked with other healing sources, which all stack aggressively with one another and are all pretty decent alone, that it becomes a pretty huge problem.
That being said, CoH does cause problems for the boon mechanic because it breaks all the rules. I don't know what this would look like, but it should be ground-up reworked to work the same way as the other boons and incentivise the killer being nearby to use it properly. Maybe nothing to do with healing at all, I don't know.
Something like "cap all Healing boosts within the boon at 100%" the way We'll Make It does? Or it only works when you heal without a medkit like Autodidact and Solidarity?
That or a diminishing returns system where stacking multiple sources of a boost are rendered less effective.
To go on the second point, maybe "you can self heal in the boon but healing others is only boosted if the Killer is nearby / you're within their terror radius, like a reverse of Coulrophobia?
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@jesterkind said:
I don't think this change would be necessary for the majority of the boon perks, though. Dark Theory is pretty awful, Exponential is extremely situational, and while Shadow Step is definitely decent I don't think it's so strong that it warrants a permanent deactivation on snuff.
I feel like when you say "boons" you really just mean Circle of Healing, and you don't fix one perk by taking a sledgehammer to its shared mechanic. Old Undying wasn't fixed by nerfing hexes or totem placements, it was fixed by changing that perk specifically.
That's generally been my experience when people talk about Boons. They almost always actually mean Circle of Healing.
To be fair that actually does tend to be the issue with doing anything about Circle of Healing in particular. How to change it without damaging the other Boons in general, which is what most suggestions I've seen made would do.
I've seen some suggestions like remove the self-heal or, conversely, make it only a self-heal when in the Boon's area (in other words either give self-healing or boost Healing others, but not both). Also saw a suggestion of it doesn't affect healing directly but shows the aura of injured Survivors in its effect Empathy-style.
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@Xendritch said:
I think it'll be more niche now which is fine, you don't play this on every killer anymore but I like it for Billy, Oni and Myers. It's a variation of infectious fright now with a little bit of regression.
Yeah. After watching a build video I realized Eruption is good on killers like Billy, Blight, Oni, etc because it encourages using your power for downs
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Backtracking over scratchmarks has served me well multiple times. On moving erratically I've allay had success with just walking away from my current spot when I hear her phasing (just the sound in general, not worrying too much on direction).
It's obviously far less effective against Spirit players who know what to listen for or are paying attention to the small visual cues like moving grass, but it's given me the edge against more than one spirit.
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Isn't there cross progression between Microsoft and Steam? Could that be used or is xbox totally separate?
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@Entitled_survivor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3340614#Comment_3340614
I'm not exaggerating when i say "the only time i got hit with hubris was from a dedicated enduring / fury / hubris combo " but the issue is A you give 3 slots B once survivor finds out you have 1 perk left to work with ,survivors will just predrop and you are left blue balled
That's why I went with Wraith. You wanna burn me with that flashlight? Go right ahead. Any pallet stun value is a bonus.
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@Entitled_survivor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3340620#Comment_3340620
yeah and the ever lovely SWF callouts about perks
Yeah. A good general tip might be "always assume you're up against a SWF". Maybe not one at Seal Team Six level but enough that anything you do to one Survivor will get called out to the others.
If I recall correctly one of Trickster's big weaknesses is map pressure, sir to being slow moving and having no slowdown inherent to his power. So aura perks to find people quickly may be the best route with assume gen slowdown from things more Deadlock or Eruption.
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@Entitled_survivor said:
Hubris is horrible without at least enduring ,by the time you recover for the stun survivor has reached another tile ( trickster is 110 speed as well)
Starstruck is also horrible because you have smaller TR as trickster (24m) slow move (110) with no good way of capitalizing on the exposed effect
Make your choice suffers from the same reasons ,starstruck + Make your choice could have been great on killers with good mobility like pre nerf nurse
Iron maiden is huge Quality of life for killers that need to reload ,
Lastly your perks aren't toxic (there's nothing toxic about perks,just salty people ) at the end of the day remember you play however you have fun
If i may suggest a build it would be : Deadlock from pinhead (great all around slowdown) darkness revealed from dredge which pairs well with reloading killers , Hex blood favor from blight is also decent on trickster and maybe undying to protect it a bit or even scourge hook pain resonance hook from artist
I hadn't even thought about Trickster's smaller Terror Radius but yeah that's a factor too.
My issue with Hubris is it relies on being stunned by a healthy Survivor, which is less likely than being stunned by an injured one, since they'll be more prone to drop pallets.
I've actually tried Hubris on Wraith, since Lightburn counts, though the one time I got value from it was, ironically, a pallet stun that let me interrupt a Key escape
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@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327327#Comment_3327327
Not saying it needs buffing. I'm saying it didn't need a nerf and should be reverted.
It was reverted, back to what it was before it was ever changed.
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A lot of it depends on what you're going for. While it's one of his perks I'm not sure about Starstruck since only Basic Attacks benefit from Exposed and, between the Trickster's ranged attacks and slower speed, you're not going to be relying on M1s for your downs. Same with Make Your Choice and Hubris. Iron Maiden gives you the benefits of faster reloading and information so the Exposed is not as big of an issue there.
I'm not knowledgeable enough about Trickster in particular to offer a substitute build but, for all it's a survivor's bane right now, if you have it I'd recommend using Eruption. This is because its effect can be triggered by any down, which incentivizes getting downs using your power.
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332313#Comment_3332313
you know what I'm talking about
on a high mmr, the killer is forced to take 4 gen perks, until 1 justice is fixed, it makes no sense to fix the other, otherwise it's double standards
and buffing all survivors because 20% of killers use 1 perk is a bad idea
what next let's increase the healing speed by 25 since the killer can take the butcher
I honestly don't know what you're talking about.
I'm talking about a way to balance Eruption without losing l the power of its effect any more than can be helped while addressing what is, to my knowledge, the most problematic aspect of the perk (its being far harder for Solo Queue survivors to counter vs SWF).
You seem to be talking like doing so inherently requires some 1:1 exchange, when the whole point is the issues with the perk are what's making it already uneven.
My delay idea is meant to give alert survivors that opportunity to counter without further empowering SWFs or negatively impacting the value the Killer gets from the perk any more than can be helped.
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332304#Comment_3332304
at this time, the killer still needs a perk to put out the totems of the survivors
Which is irrelevant to my point about Eruption, since I'm not talking in 1:1 terms or not acknowledgingthat this isn't Cornelius true everywhere.
Also your point is inaccurate since Killers needs a perk to break the totems of survivors. Putting them out is basekit. Which goes to my point, actually. The perk is useful for countering Boons, but not a requirement.
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332291#Comment_3332291
it’s easy to get rid of it, enough to lie that it’s impossible to avoid it, even in solo I often avoid eruption (and eruption does not work at all on swf) instead of 4 metaperks, take aura perks and you will easily avoid eruption
I'm aiming for a way to dodge the perk's Incapacitate without requiring additional perks or builds designed around avoiding eruption. A form of counter play anybody could do, in theory.
The idea, to me, is that while having perks to avoid a problematic perk, playstyle, or what have you is useful, they shouldn't be a requirement to just play the game.
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Barring a complete rework of the perk my idea has always been to add a delay between a Survivor going down and the generator exploding. Something long enough that an alert Survivor knows to let go, a la when you know there's a chance for Pain Resonance, but short enough that it's not made too easy to avoid.
My understanding has been the Incapacitated status, and the fact there's no way to be able to avoid it, is the big issue with the perk. A delay will enable it to be less of a problem vs Solos while, at worst, not really affecting a SWF's ability to counter/ avoid the Incap.
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@Edilibs said:
You guys may like it and think it's "balancing" the game meanwhile I'm in reality and the reality is that its help solos don't need, it's like a crutch!
I absolutely do not agree with what is said in this thread for the most part. I stand by what I say the hud icon thing is dumb and takes away the surprise core element of the game! You know even though it's asymmetrical "horror"! You people aren't even trying to make sense of why survivors can suddenly get extra info in the first place. Want to know if a survivor is on a gen or if they're healing, make full screen aura reading perks I dunno
You guys can't tell me how I should be enjoying a game "I" pay for by spending $$. There should be an option for it to be turned on or off at least!
I haven't followed this conversation start to finish, but I feel it's worth noting that the last paragraph also applies to the Survivors who benefit from the new HUD every but as much as it does the OP.
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@Chordyceps said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323142#Comment_3323142
Yeah, we got NOED, Terminus, Blood Warden, No Way Out, Remember Me, Rancor.
Also Hubris exists now, which can punish survivors for pallet stuns pretty hard.
Lightburn, too, if you're playing Wraith.
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@TeabaggingGhostface said:
Imo all it needs is to be able to hide the red stain
Sort of like the opposite of Oblivious. You still get the Terror Radius, but no Red Stain. Mixing the two, with our without Undetectable also in the mix, could make for some interesting plays.
One other thought I had was it creates an obscuring effect around the screen like when you're downed by Knock Out.
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323221#Comment_3323221
Huh, that sounds like exactly what I'm looking for.
Because all the 'good' survivor streamers I've been watching...it's just a constant litany of 'omg this killer is so trash haha man I can't believe he fell for...oh he got me, dammit this killer is so sweaty'. Ugh.
If that's what you meant by insufferable I can probably give Demi a clean(er) bill of health. He's rarely an a-hole to Killers who don't at least do something first and I can't recall him ever mocking a killer as trash no matter how badly they did. Very least I don't get the impression he forgets the killer is also a player.
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I've generally liked SpookyLoopz. He's more Killer main than Survivor but he's got Survivor content as well and a few guides here and there. He's also usually pretty chill and wholesome.
Demi does more Survivor content and has a solid, if a little out of date, Survivor Guide, but he is more likely to fall into the "insufferable" category due to a tendency for lame jokes and laughing too much. But he isn't typically toxic and plays with popular and non-meta builds alike.
Mogsy's Survivor content will probably fall into insufferable. Especially if Demi does. I mention him regardless because he's got a couple of videos that go over totem spawns in MacMillan and Autohaven that may be useful to you.
Spooky's my go-to for wholesome. Demi and Mogsy I personally find entertaining but may not be your cup of tea. Even if not, they may still have a vid or two you'll find useful.
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@DBD78 said:
If you play Wraith or even more so Hag then Franklins against flashlights, or lobby dodge
There's also Hubris, as I believe Lightburn stuns trigger it, so you can turn the weakness into a potential strength.