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ZephanUnbound

ZephanUnbound

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ZephanUnbound
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  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/2572850#Comment_2572850

    True. You get a "Blessed" status icon on the right side of the screen, so you could just pay attention to that to know if you're within range or not.

    I think the blessed effect persists after leaving the range though, so it's not the best indicator for knowing if you're still in range or not. The way I see it they have two options for improving. The easiest solution is just to keep the blue haze around the edges, but make it smaller and more translucent. The harder option I see for fixing it is getting rid of the blue haze and having the totems project a circular blue radius around themselves that players can see but killers can't.

  • Ok, I just had a match on Hawkins. It seems the map is still in, but at least some people lost their offerings without warning and without reimbursement.

  • Was very disappointed to see the early removal today. Wanted to use up all of my Hawkins offerings first. Why tell us mid November and then change it to mid October without alerting us of the change first?

  • Got this too, on my Xbox Series X. Matchmaking times are terribly long today on survivor at least, and when I do get into a match I'm getting stuck in a perpetual loading screen that is forcing me to restart the game client.

  • I learned my looping skills from watching Tru3 personally, watching his looping made my own about a bazillion times better, good enough to make red rank.

  • Clown is definitely low tier alongside Demo and Trapper I'd say.

  • Spirit. I feel bad for her because of her tragic backstory, plus you can tell that she was quite cute before the Entity claimed her. And well, let's face it, she is half naked in-game, lol.

  • I use to run Claudette pretty much all the time for her magic camouflage powers, but these days I switch around alot more, but main Yui. Not sure what the Yui stereotype would be. I personally play her more less passively than I played Claudette, going for unhooks more often, less afraid to be chased.

  • I use to play Blendette but now I play others. Her camouflage abilities are just too OP.

  • The game is definitely balanced in favor of survivors.

  • Usually only if I have to go help somebody in my house, but I'll sometimes skip if I see a key or a bunch of flashlights and med kits (often a sign of a SWF).

  • My understanding is that all it does is decrease the bobbing up and down that the flashlight beam does while moving. Pretty much useless. Most of the flashlight add-ons are straight up bad. Only the batteries and filament are actually worth using most of the time.

  • We're Gonna Live Forever badly needs to have an in-game benefit to it. Doesn't seem fair that BBQ and Chili has a very good in-game benefit, but WGLF doesn't have one at all.

  • Can't say I'm surprised by these results. Generally speaking these are regarded as the meta perks, your best chance of getting to red ranks are using these. I'm a red rank survivor and I often run 3 of these; self-care, dead hard, and iron will. I personally like to run those 3 meta perks and 1 not meta perk just for varieties' sake, usually We're Gonna Live forever for the faster bloodpoints, really wish they would add a gameplay benefit to WGLF though.

  • Iron Will, Lithe, Dead Hard, Self Care.

  • Hmmm, tough choice. Alot of them are far too situational for my liking, I like perks that are useful pretty much every match, multiple times during each match, like Iron Will and the exhaustion perks. But straight up bad? Personally I hate No Mither, the benefits are far outweighed by the negatives, they badly need to add more benefits to it, like having it get rid of scratch marks too, or giving it the full Iron Will effect so that you don't need to run Iron Will as well. We're Gonna Live Forever badly needs to have an in-game benefit added to it, so that it's useful for something other than farming points, much like it's killer counter-part, BBQ and Chili.

  • Yes, I use it on every survivor I have it unlocked on. It has proven it's value to me many, many times, especially against Spirit, but also against other killers. I can't count the number of times that I have broken line of sight in a chase and successfully hid from the killer thanks to making no sound.

  • Don't see much chance of that ever happening. Could cause major conflict with the various game rating agencies.

  • Spirit. You can't help but feel bad for her, murdered by her own father.

  • Voted for 4. Was never a fan of those movies and I can think of probably at least 8 other killers I want more.

  • C or D tier imo. There is a reason why he is one of the 3 least player killers, at least in my experience the 3 least played. The other 2 that I rarely encounter are Clown and Trapper, who are also quite weak.

  • I really enjoy Freddy, the mix of anti-looping, teleports and teleport fake-outs is just really fun imo.

  • I have noticed that totem spawns are much better on some maps than others. Lery's/Hawkins/Midwich/Saloon/The Game/Haddonfield/Badham/Swamp tend to be the maps where totems last a decent amount of time, while the worst realms for totems by far are Crotus/Coldwind/Autohaven/MacMillan/Red Forest/Ormund. Yamaoka kind of falls right in the middle, some spots are good, while others are very obvious and easy to find.

  • Yeah, they are absolutely terrible on some maps especially. A few simple guidelines for Behaviour that would really help to make totem perks more useful:

    1. Never put totem spawn locations anywhere close to generators, every totem should be at least 20 meters away from any generator.
    2. Always make them spawn somewhere where there is at least a decent amount of visual cover, instead of right in the open where they can easily be seen like the two pictures in the OP
    3. Get rid of totem spawns in locations like the killer shack which are commonly checked by players.

    These simple guidelines would go a long way towards making totem perks more useful.

  • Hag is actually kind of on the weak side at higher ranks, especially against SWF. All it takes is one survivor with a flashlight following her around destroying her marks with a flashlight to turn her into a mouse 1 killer with 110% speed the rest of the game. She is also hard countered by urban evasion.

  • I hope they don't nerf her much or at all. Can't speak for her strength on PC, but she already can be quite difficult to use on console. I don't mind too much if they do something like preventing Iri Head from being combined with Infantry Belt and Leather Loop, I rarely use Iri anyway, but if they touch her base stats I am done. Her current cooldown of 2 seconds between throws already feels too long to me, which is why I often use Oak Haft, if they lengthen the cooldown beyond 2 seconds I will be pissed.

  • Can't say I agree. His chainsaw is hard countered by early pallet put downs, windows, tight turns that make it easy to bump into obstacles while chainsawing, and well timed locker entrances and exits, his chase potential is only good on maps that are more open, like the top floor of the Gideon Meat Packing plant. On top of that he has no map pressure, he is only good in a chase, the top tier killers in the game are ones with both good map pressure and are good in a chase, like Spirit, Nurse, and Freddy. Today I got a 0 zero kill game with him. Even though I ended 4 chases pretty quickly with chainsaw hits and got 2 more downs with regular hits, and purposefully didn't chase people that were in strong positions with lots of pallets and jungle gyms, they all escaped because of how fast gens pop when you are playing a killer with no map pressure.

    I will say that he can rapidly snowball effect an overly altruistic team with a basement hook and camp though.

  • Easily demogorgon. Since I started playing the game again about a month and a half ago, he has been my least encountered killer, pretty sure I've only encountered 3 demos. It's a shame because I really love his chase music.

  • My personal opinions:

    • Don't fall for a Spirit that is standing still, some stand still pretending to phase and just let you come to them.
    • Avoid fast vaults as much as possible, you want to give her as little information as possible to work with while she is phasing.
    • Don't worry about wasting pallets against her, don't be afraid to put them down early. You can put down a pallet but don't run through it to put it down, most spirits will think that you put it down as you ran through it, but instead you put it down and walk away from it in the exact opposite direction so as not to leave scratch marks. Spirit will usually phase to where she expects you to be, on the other side of the pallet, but you've already walked a good distance away before she realizes and she now has to wait on her phase to recharge, giving you time to get to another pallet or T-L wall or whatever and treat her as a normal mouse 1 killer for awhile.

    There is definitely less counterplay once you are injured, since stridor counters Iron Will.

    I personally think they should either reduce stridor to a 25% boost for both breathing and injured sounds, or give spirit a -25% to injured sounds while phasing, so that you're only making 25% noise with Iron Will instead of 50% while she is phasing, but that is just me. Other than that, Spirit needs no changes imo, not a fan of proposals that would nerf her too much since she is one of the few killers who can properly take on a high rank SWF currently.

  • Console killer here and I only use a mori if I have a daily challenge for it.

  • Demo is overall my least encountered killer now, I think I've played against maybe 3 demos in the last month and a half since I started playing the game again. Was nurse before the cross-play update because nobody plays her on console, but I see her more often than any other killer now with cross-play on due to how common she is on PC. There is a reason why Demo is least played, he is simply bottom tier right now alongside clown and trapper. On paper he should be good, as he seems to have all 3 things that a good killer needs to win, chase ending potential, map pressure, and stealth, but in practice only one of those 3 things actually works well. His map pressure potential is largely negated by how quickly his portals can be sealed, and his stealth potential is largely negated by his huge 16 meter footstep sound radius, which allows survivors to hear him even when he has undetectable after a teleport.

  • To my knowledge:

    • Demogorgon- 460% during shred but only has 11 meter range
    • Nurse- 333% during blink
    • Alchemist- 230% + 10% for each consecutive bounce with both bounce speed increase add-ons= 280% max
    • Billy- 265% during chainsaw sprint with both speed add-ons
    • Alchemist- 250% with both regular speed increase add-ons
    • Oni- 205% during demon dash with both speed add-ons
    • Spirit- 201% while phasing with both speed add-ons
    • Wraith- 172% movement speed while cloaked with both speed add-ons

    Technically demo is fastest, but only over very short distances. Alchemist with the bounce speed add-ons becomes fastest over longer distances after 4 bounces.

  • I personally don't use DS. Many killers at higher ranks are too scared to try picking you up if they know they hooked you recently anyway. Feels like a wasted perk slot for me personally, especially since I'm somewhat inconsistent at actually hitting the skill check.

  • My opinion:

    -Make his footsteps and other noises quieter, he is loud as heck currently which makes running a stealth portal attack build on him largely ineffective since survivors can still hear him even though he has the undetectable status effect.

    -Increase base undetectable effect when emerging from a portal from 2 seconds to 2.5 seconds

    -Make the effects of Rat Liver (reduced slow down while preparing a shred attack) part of his base kit and change the effect of Rat Liver to something new.

    -Increase the base portal destruction time from 12 seconds to 16 seconds.

  • I mostly use franklins to deal with items.

  • Demo for sure. Love his theme but it is so rare to get matched against him and I don't own the DLC yet myself, what a shame.

  • I often skip the "open the exit gates with a certain survivor" ones, those can be very tricky to get since there are 4 survivors and only 2 gates, and in many matches you won't even get all the generators done. I also usually skip Nurse challenges because I'm a red rank killer but about a green rank nurse, and it is very hard to get her challenges done while playing against red rank survivors when you're not good with her.

  • I don't see the issue. The survivors we have now are already pretty diverse, 3 black, 1 latina, 2 asian, a Lebanese girl. Jake looks pretty dark skinned to me as well, though I'm not sure what his nationality or race is supposed to be. That being said, if the Candyman rumors are true, we will get a new black killer, which would be a first I think, and depending on which Candyman movie they go with for the season, the survivor could be black as well.

    I guess there are a few groups that aren't as well represented yet, a second latino character is not a terrible idea. As someone who is part native American myself, a native American survivor or killer might be cool to see. But I can't say that diversity of the characters is something I care about all that much, I just want to see designs that I like, regardless of the gender or race of said character.

  • For sure. It can get you up off the ground immediately as soon as the last gen is done, with a speed boost afterwards. Sounds like a second chance to me.

  • Tru3Ta1ent is the only streamer I watch, though I watch his youtube videos rather than his streams.

    Youtube wise, I've watched some Paulie Esther and The King videos, but not alot of them.

  • Not even close. This game is definitely balanced in such a way that the survivors usually win assuming equal skill level, especially with SWF's taken into account.

  • I did recently, but it is very rare. I had to go for a hook save because I was the only one I could due to my other teammate being chased by the killer, which wasted alot of my time, and the box I needed was the last one I checked, I died halfway through the progress bar for removal.

  • Top 5 for me between survivor and killer:

    1. Pop goes the weasel (invaluable slowdown perk for killer after ruin got nerfed)
    2. Self Care (being able to heal yourself over and over is just great, as it's not safe to cross a map just looking for a teammate to heal you, and wastes time)
    3. Dead Hard (easily the best exhaustion perk, can save you from nurse teleport attacks, spirit phase attacks, and extend your loops a bit longer before you need to put a pallet down)
    4. Barbecue & Chili (bonus points plus information on enemy locations which is useful for many things, from hitting generators with pop to finding survivors who are tying to heal)
    5. Borrow Time (very useful against campy killers, especially in the endgame collapse)
  • Instadown killers, stealth killers, hag, doctor, and trapper mainly.

    Enjoy playing against Spirit, Freddy, Demo, Executioner, Huntress, Deathslinger, Plague, Legion, Clown, Nurse, Wraith, and Oni.

  • For sure. Let the new players get practice on how to play the game against AI please. Playing against some of the new players MMR has forced me to go against, I straight up feel bad for them, they have no clue how to play the game. An AI only training mode would really help out the new players.

  • I'm about 65:35 Survivor:Killer personally. But with how bad survivor queue times are now on PS4 (often 20+ minutes at night for me), I may have have to start playing killer only at night, with survivor matches when I get a chance to play during the day.

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