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anarchy753

anarchy753

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  • Hag scares the crap out of me until I know it's her, after that not so much.

  • I do if I don't feel the other team was scummy.

  • Yeah what a great idea, let's just change this game into a clone of a competitor game which crashed and burned.

    Twice.

  • @Keene_Kills said:

    Low bloodpoints and heavily add-on dependent. Like her concept, strong when loaded, but never play her anymore for those reasons.

    I run her at rank one without add ons. No issues getting easy 4ks.

  • No, not at all, the hatch shutting mechanic was one of the most healthy additions to the game, period.

    It gives BOTH teams a fairer chance to win in the late game, and doesn't reward free escapes for doing nothing at all.

    More importantly, it stops standoffs that happened because neither side could act without the other player winning.

  • @ohheyitsbobcat said:

    It used to when surge first came out but it has since been patched out as far as I'm aware.

    I think it only worked like that on the PTB, never went live.

  • @Talmeer said:

    https://forum.deadbydaylight.com/en/discussion/comment/951304#Comment_951304

    Well... But where will this end?

    As said before... There will always be a "most annoying to play against".

    After they are done with the Doctor, who is next and then and then... and then?

    If you really go straight down this line, you will never reach the end.

    Also dc'ers need to be banned. That is the only matter for what dc'ers are good for.

    I believe they said next is Leatherface and Hillbilly, and Pig is somewhere in line too. It isn't based solely off "annoying," Leatherface is downright weaker than other killers and his add ons don't make sense for his own power. Hillbilly need his add ons sorted to be more in line with the standard rarities.

    And yes, it shouldn't "end," continuing to keep content relevant with the current state of the game is a good thing.

  • @Talmeer said:

    Refering to the first posting of this thread...

    If "annoying to play against" is really the reason and nothing else, then bhvr has won the award for the "most stupid update reason" in 2019 (and that at least a second time).

    If that is true, then congrats bhvr! :)

    Btw. bhvr there will always be a "most annoying to play against" killer be, because... That is just the nature of the beast, if we like to say so.

    And second, who makes you think that you know what every survivor thinks?

    Even the people here in the forums, or other dbd communitys, are just a snippet of all the people that playing dbd.

    If dbd is not totally different to other games, then the majority of people that play the game will never write here in the forums.

    They just play the game, or not, without writing about it in any community. They will only talk with their friends about dbd, if those friends are also interested in games - that said.

    TL:DR You will never be able to learn what everybody is thinking about the game.

    Edit: And that means "most annoying to play against" - you can't say it until you know what everybody is thinking.

    But that are just my 2 cents.

    It's not exactly a sound argument to pretend no information can be known about the game just because they haven't personally polled every player.

    Everyone knows Doctor has a tremendous history of disconnects because of how annoying he is. Hell my adept Doctor came from 4 DCs because we loaded into the meat packing plant.

    Doctor is both rarely played, and unenjoyable to go against, and many of his mechanics reward simply existing regardless of how well you play. His other more skilled mechanics are punished by clumsy controls for just being able to attack after a zap.

    Yes, everyone is going to have their own personal opinion on who is the most annoying, but that doesn't mean the devs are clueless as to which one wins.

  • @Elvenmonk said:

    https://forum.deadbydaylight.com/en/discussion/comment/951260#Comment_951260

    I really don't get how that's hard to understand.

    Also, could you go to t2 from the field? I used to run in get t1 then ignore him for the game.

    How you just put in whispers and shock. T2->3 right away

    You could but it takes a long time, and IIRC scales with distance, so sitting on the edge of the radius will nearly never matter. 3 was simply unheard of.

    It's going to be much better for him since his stalling mechanism, tier 3, will be applied to multiple people at once forcing them to snap out of it while you chase and not do gens or heal. As he currently is tier 3 only really affects the person who's just been unhooked which makes him really good at tunneling and 3 gens, and not much else..

  • @snozer said:

    https://forum.deadbydaylight.com/en/discussion/comment/951168#Comment_951168

    confirmed that he will still slow to 110% to zap by a dev on this forum.

    No, what I mean is before in treatment mode he always walks at 110 speed. He slows himself further to use the zap. It makes chasing people just to tier them up take a really long time.

    With the rework, he'll still slow down as the zap charges, but he'll still run as a 115 killer.

  • Fairly balanced, yes. Which isn't to say there aren't factors on both sides that should be changed.

  • @Karl_Childers said:

    https://forum.deadbydaylight.com/en/discussion/comment/949500#Comment_949500

    So based off what you are saying, they need to make it impossible to get those cheap and campy kills. You can’t say a 3K average doesn’t matter when many players view kills and escapes as a measure of victory. Make camping a kill no longer possible then, and make all kills a measure of skill. That would be the way to go. Until that happens though, ( which it won’t, obviously), the 2K average is what we have for balance, and rightfully so.

    No, that's not what I'm saying at all. You don't deserve a free escape just because the gens are done, you still have to make it out. It just happens to be that that's when camping become optimal.

  • I really don't get how this is survivor biased.

    As a killer player I'm really looking forward to this rework. First off, his cumbersome mode switching is gone, and he doesn't need to be a 110 killer to zap. Then he has static blast which can tier up multiple survivors which means I can actually put more than one person into tier 3 and stall them.

    Yeah, the static field is gone, and for good reason. It was a 0 input mechanism that just showed you people for free. It was essentially uncounterable unless you spent 90% of the match in a locker. But more importantly, beyond tier 1 it almost never tiered anybody up, you still had to find and zap them. Now you can run any form of information perk like Discordance or Whispers and have multiple people snapping out of it while you chase another.

    The loss of exhaustion add ons is pretty annoying, but flipping skill checks that appear at random points is going to be basically impossible.

  • They really need to decrease the amount required per fragment next time around. The estimate of "70 hours" has been a complete failure, as it's easily within the hundreds of hours with all challenges completed already.

    Like, for instance, when the bar actually fills up at 600XP instead of needing an extra 200 on top of that.

    With no downtime between these passes it's going to be a really short amount of time before people just give up due to burnout.

    And no, buying levels is not acceptable. $5 for 5/70 levels in a pass that costs (and refunds) $10 total is a ridiculous amount. 25 cells per level would be something more resembling "reasonable."

  • Demogorgon is the jack of all trades, master of none. He's pulled in too many directions and doesn't do any one thing better than another killer.

    First off Shred is meant to be his main chase mechanic. It is laughably easy to dodge as survivor. The only times it feels good is when the survivor has to go through a choke point, or run along a long wall like Haddonfield fences. It can get some hits at windows and stuff, but it's very difficult to do so and the penalty isn't worth the risk most times. It can break pallets, but takes basically as long as kicking them, so what's the point. If a survivor sees you winding up a shred at a pallet, 9 times out of 10 they can just use that to squeeze an extra loop out of it.

    His portals are cumbersome at best. Like Hag, he has to move around the map slowly to place them. Unlike Hag, he can't reset them at will without one being destroyed, meaning if a gen is completed near one, survivors can just leave it and you're down a charge for the rest of the match. They're far too fast to destroy, and again unlike Hag, he has almost no way to punish one going down.

    He has stealth coming out of the portals, but it's almost entirely negated by the "I AM TELEPORTING NOW, KEEP AN EYE OUT AS I AM STEALTHY" alert that sounds globally. On top of that he still stomps really loudly when undetectable which really counteracts it.

    He has some tracking, but only on a used portal, meaning you can never combine tracking a survivor with a surprise teleport approach, not that his teleport is ever surprising. You can also only use the tracking while slowing yourself charging shred. It's just clunky and doesn't have much of a real application. Really the tracking only serves to make him a solid basement camper because it can be used to see someone approaching the hook when they only have one direction of approach.

    His portals make survivors unaware, but with the short timing window that they need to close a portal, combined with how poorly his tracking works, you can almost never capitalise off that, and even more rarely, intentionally.

    He also roars every time he does something. Any semblance of pressure is gone when every survivor knows you're occupied. Even a baby survivor on a gen who normally hides with the heartbeat knows you're chasing someone else because you just roar constantly.

    All in all, if you want a mobility killer with a dashing chase attack, Hillbilly and Oni outclass him in every way. You want a cool teleporting killer, then Hag is just infinitely smoother and more powerful. He just doesn't do anything enough to be worth playing over anyone else.

  • About 80-90% of her add ons need reworks, they provide nothing of value. Some base kit tweaks would be nice (as well as relevance of the traps in the late game) but most of her issues would be fixed by just giving her add ons that do something.

  • Work Hard is a bad joke.

    Boil Over already exists.

    Distortion already exists.

  • Keys and moris are both extremely problematic for the exact same reasons.

    Both end the game way too early and reward you with a win for NOT completing your objective. They cut the other team's game short and deny them a lot of points, and almost always deny a pip. They take no skill to use and have no counterplay.

    OP keeps saying Franklin's is a counter. It isn't. Firstly, it takes a perk slot from a perk that actually does something so saboutages your game already. Secondly, nobody is dumb enough to go "I have a key and just got hit with Franklin's, guess I just won't pick that up and die because of it." Everyone remembers where they dropped an item, and you have all the time you want to safely retrieve it. Third, since the key's channeling ability is crap, nobody ever lowers the charges, so unless someone somehow takes 10 hits without dying, the charge reduction effect does nothing. Lastly, the only remaining counterplay is to tunnel the ######### out of the person holding the key and kill them before they can use it, which only works if they bring "keep on death" add ons, as teammates just loot the corpse and leave.

    All of this also presumes that the key was in the lobby. Some characters like Nea can easily sneak a key in, because for some stupid reason she hides her hand behind her leg and can completely conceal a key for 90% of her animation. Plunderer's Instinct has also become a serious issue since they tweaked it early in the year, as it now gives a roughly 1 in 3 chance of whipping out a key in any given match. That's ridiculously high for an item that flat out ends the game, and could exist and be used without the killer ever even having a chance to see it. Even moreso that thesse nearly never have "keep on death" add ons so cannot be removed by the killer at all.

    Keys break a lot of the fundamental balance of the game. A lot of people like to argue "oh but you have to do some gens for it so it's fair." That's nonsense. You have to get hooks for moris but that doesn't make them fair. The first 3 gens are nearly guaranteed for any competent survivors who aren't actively not doing gens for some reason. That's 2 escapes locked in two minutes into the match. The point of the game where killers actually have a hold on it and get some control is as there are less gens remaining. With one gen remaining, most killers are in a situation where they actually get to enjoy the game, pallets are scarce, they can patrol the gens in a reasonable time. Yet with a key, ONE PERSON dying makes everyone else escape. You can tunnel the key holder, but when they die the key gets looted and everyone's gone. You ignore them, and they use it, it's lose-lose.

    You also say "good killers pip off 2 kills," well that's just utter nonsense. You clearly don't play killer if you think that's the case. Both keys and moris almost guarantee that the other side won't pip, through no fault of their own.

  • A "2k average" is the ideal, but on the graph, having everyone at 50% would actually be a pretty bad point of balance.

    We're measuring ONLY kills here, not how kills happen, and it's very important to think about how game results come around.

    How often does a 0k actually happen? Pretty rarely. In most cases a killer can at least have someone on the hook, and anyone competent can camp/take down the unhooker repeatedly until everyone else is forced to leave. In most cases, a 0k game is bumped up to a 1k regardless of how hard the killer got stomped. That pushes your average up from what the games represent without the killer being strong or performing well.

    On the other end you have 3 and 4ks. What's the difference? From a 3k it is incredibly easy for a killer to either; a. find the hatch before downing survivor number 3, usually securing survivor number 4, or b. slug survivor 3 until they find survivor 4. Both are very simple to do but push a huge amount of 3ks up to 4ks without much difficulty.

    So when a graph shows "the average number of kills is 3," it doesn't necessarily reflect that killers win most games, or that the quality of their results is actually that high, just that the number of average kills does not accurately represent the quality or balance going into a match when numerical outcomes of matches don't represent the quality of that match or how well either side performed.

  • Survivors only bring 3 perks each, not sure where this "4 at most" is coming from, unless you're considering that some perks make others that aren't used more viable.

    I like that survivors are only skins once their teachables are unlocked. It means I can pick who I like and know that I'm not missing out on something. We already have a meta of characters like Claudette and Ace because of small effects that give them an edge, we don't need that to be a tangible numerical bonus that makes some characters indisputably better than others. Even if it's by a marginal amount, Meg running faster or Dwight repairing faster would easily make them stronger than anything else.

    Also, consider that when a new killer exists, that's a whole new style of play for survivors to go against. Part of what defines their gameplay is what they're playing against which adds to their experience too.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/947126#Comment_947126

    @snozer

    Yeah? And BHVR has also made adjustments to killers where they were needed. Spirit is nowhere near being any lower tier than she was. They also reworked Freddy and is in a good place atm. Nurse is still strong, just not broken status as she was.

    But sure, go ahead and tell us how BHVR plans on nerfing Ghostface next.

    Ghostface is almost certainly being looked at already. His main method of play right now is to completely ignore what the devs intend as a major part of his power.

    I wouldn't say he's going to get nerfed but he'll nearly certainly get a nerf to his stealth alongside a buff to his stalking.

  • Yeah, through the entire system the shards per XP do not change. It's pretty crappy.

  • Tunnelling ends one person's game really fast and leaves them with a crappy amount of points.

    Genrushing ends 5 people's games really fast and leaves them with a crappy amount of points.

  • @TWiXT said:

    https://forum.deadbydaylight.com/en/discussion/comment/945360#Comment_945360

    To be fair, when it comes to Surge Pairing with PGTW, yeah, I totally understand what you mean as i've encountered those scenarios where a 90-99% gen was hit by Surge when i stuck down a survivor, but I couldn't punish it more with PGTW because it was currently regressing. However, with my Plague build I've also come across multiple groups that that tap n run a heavily progressed gen multiple times opening it up to both Surge and PGTW's damage.

    I seriously had one match on the Thompson house map where the survivors, For inexplicable reasons, kept trying to get a gen in the middle of the corn that was at 80-ish percent against my build. If they had decided to split up and do the other gens, then I would've lost easily, but, Due to Surge and PGTW, after 3 hookings it was reduced to less than 10% progress and I annihilated them. This wouldn't normally matter except this was against a rank 2 swf team... so, my build bought me time, and completely wrecked their endgame strategy. To me, that's a win/win! But it wouldn't have been possible at all without surge providing the extra time between hookings and synergizing with the rest of the build... It's impossible for me to think of any other build or killer pulling that off in the same situation imo.

    Oh I know, I love PGtW for that reason, late game gens can get insanely regressed. I just don't think I'd give up a perk slot for Surge on top of that when the alternative is double value for each match.

  • I'd be more interested in seeing noed keeping the one hit down effect, but maybe lose the movement speed bonus. Then have it basekit that for every totem remaining on the map in the endgame, the killer move 1-2% faster.

    It would still be an advantage, and an incentive to deal with dull totems rather than ignore them, but would be less of a mandatory objective.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/599176#Comment_599176

    Decided to look over this old thread for hindsight.

    https://deadbydaylight.gamepedia.com/Spasmodic_Breath

    While I'm not one of those people that thinks Nurse is dead ect, I do find this hilarious.

    Spasmodic Breath is a much better concept than just disabling her power outright. It's very good for learning Nurse because it allows you to practice landing blink strikes without punishing you with harsh results by not requiring that EVERY hit is a blink.

    I used it the other day for a "chase for 3 mins" daily, and it was actually quite interesting. Survivors forget it exists, so when people saw me not blinking, they'd run in straight lines and go down, and I even had people just running circles of a medium sized rock that I caught them on because they didn't realise I was going to catch up. Also when they do start to catch on, you can blindside them with a blink as the cooldown ends that really throws them.

    The only issue I have with it is that the effect should reset when you hook someone. It kind of sucks to use it, get the down, hook someone, then still have 20-30 seconds of walking time left.

  • I've gotta say, I'd greatly appreciate a simple popup on the menu like dota that says;

    "Action has been taken against a player you reported."

    Instead if we do an in depth report through support we get the copy pasted email;

    "We will begin investigating. We will not remain in contact you."

    It would just be nice to have SOME feedback that a report actually matters at all.

  • Moris and keys both have the exact same issues. They reward you with a win and prematurely end other players games in a manner that requires no skill to use, and is basically uncounterable.

    Both should be nerfed, ideally alongside each other.

  • John's Medical File and Shattered Syringe. You're just an absolute failure of a doctor.

  • It means you're being camped.

    You wave your arms a heap when you want to be saved and that's a great way to go second stage for no reason.

    You're on a hook, that means you need to be saved, the only thing you need to signal is if something's different, ie. a camper.

  • @TWiXT said:

    Favorite Killer (atm): Plague

    Why?: Survivors frequently underestimate her, or don't know how to play against her very well. They believe that staying broken and sick all game will save them from the wrath of her ranged damage, but this is very flawed logic. All refusing to cleanse at fountains does is allow her to Hear/track you easier, and down you in a chase that takes half as long as it would've with most other killers. Equip her with the right build and you can pretty much put them "between a rock and a hard place" consistently. Speaking of which...

    Favorite Build:

    Dying Light - The obsession survivor never gets to take advantage of the 33% healing buff it grants due to how plagues power works. The 3% debuff to everyone else on the teams Repair speed per hooked survivor means that they get a 12% debuff by the time everyone's been hooked once. Since survivors often refuse to cleanse at the fountains against her, letting her 1 shot them all, you usually get those 4 stacks of DL around the time the second gen has popped, but of course this wouldn't be nearly as effective without the synergy it has with...

    Thanatophobia - 4 broken survivors who refuse to heal mean this gets its maximum 16% debuff to repair speeds on gens, and keeps it all game long. Add this debuff to 4 stacks of DL and you get a decrease in gen repair speeds for 3 of the survivors at a whopping 28%! By the time 2 gens are completed, and you have everyone under this effect as well as 4 stacks of DL, their gen progress slows to a crawl, giving you more time to hunt them down and continue the punishment. Regarding said punishment...

    Surge - I know what you're thinking "Surge is crap man, #########?" and on almost any other killer i would side with you. Mainly because it has a limited range, a 40 second cooldown, and the heavily limiting "Down with a Basic attack" requirement, but hear me out. That last requirement for the perk makes it uniquely useful for Plague, who more often than not 1 shots survivors all game with "basic attacks" and because she's 1 shotting them, they hardly ever run far enough away from gens to prevent it from activating, meaning it activates pretty much as soon as its ready every single time with her!

    "But it does ######### damage!" not in this build it doesn't. Remember that 28% loss in progress speed on gens I mentioned earlier in the build? Yeah, now you're starting to understand aren't ya? Just in-case you're still confused however:

    The base amount of time it takes for a single survivor working on a gen to repair the 8% damage Surge does is 3 seconds for the explosion delay + 6.5 seconds for the repair, totaling to 9.5 seconds. With full Thana and only 4 stacks of DL 3 members of the team suffer a progression speed reduction rate of 28%, or .76 charges per second. 8%/0.76 = 10.5 seconds + 3 seconds of delay = 13.5 seconds. At that point in DL's stacks you have increased the time to repair the 8% damage from 9 seconds, to 13.5 gaining an additional 4.5 seconds. At 6 stacks of DL+ full Thana and a 34% progress speed reduction, that rises to 17.13. seconds, and so on. In other words, if a gen was at 99%, and gets hit with Surge, you just bought yourself 14-17.13 seconds to hook the guy and then punish the gen with PGTW if someone was working on it. Also "######### damage" is better than "No damage" when it comes to kicking gens and starting their regression cycle + you don't even have to take the time to kick the gen yourself as much anymore. Speaking of Damage...

    Pop Goes the Weasel - If you think Surge was punishing survivors repair time with its frequent but meager 8% damage in this build, wait until you smack a gen with a whopping 25%! Making this perk the icing on the pain cake you are cooking up with each stack of DL.

    Overall the synergy of this build does what its supposed to, and does it well: Slows the gen progress down more effectively than Ruin ever could, and allows you to maintain pressure on survivors and gens without always having to go around kicking the gens yourself. Just get everyone sick, start hooking, and enjoy their suffering! On the off-chance the survivors actually DO try to counter this build by cleansing at fountains: "Congratulations! Rock, meet Hard Place. Survivors, hmm lets see... Ah! Here's a spot for you right in the middle there. Get comfortable."

    That's basically my go to, except I bring BBQ over Surge for the points. Don't even need add ons for it to work well.

    Personally I don't like Surge as it can prevent a highly progressed gen from getting PGtW kicked.

    @Cheers said:

    Mainly Trapper or Billy at the moment, and a meme build on spirit.

    Trapper

    Add ons: Trapper bag and tar bottle/setting tools

    Perks:

    Hex: Ruin: As you stated, you need that extra time sometimes to place your traps around the map without losing a gen or two. Ruin helps especially if it lasts long enough for you to trap it.

    A nurses calling: Usually not a perk I use but trapper is an exception. As survivors often escape from the traps and heal near by, this perk makes it so that they can be found easily, and if the survivor recognises and leaves, then they are forced to waste more time, which gives me time to place traps and patrol gens.

    Whispers: An essential perk for me that I honestly struggle to play without because it gives so much info. Knowing if you should patrol a gen or if no one is on it, knowing if someone is near an exit gate, the list goes on, and this perk is just a time saver.

    Monitor and abuse: Another great perk that links well with a nurses calling (Terror radius 24m and A nurses calling aura radius 24m). Gives survivors a much later reaction time of when to and when not to leave a gen, which can only really be countered by spine chill.

    How to play:

    Early game set traps whole they look for your ruin. Try to place atleast one trap on your ruin, one in the killer shack and one on the main generator.

    Spend time getting more traps and set them on safe loops, dont bother with dangerous loops as they will help you regardless.

    If a survivor escapes a trap, use whispers, a nurses calling and monitor and abuse to see if they left the 32m radius from the trap or are still in the area.

    Hillbilly

    Add ons: Doom engravings and The Thompsons mix

    Perks:

    Whispers: As stated before, a necessary for me when playing killer, tells me to much info.

    BBQ and Chili: Probably the best perk on Hillbilly and one of the best in the game. The ability to see a survivors aura outside of your terror radius and to be able to be on that survivor in 5 seconds is great.

    The blood points are great too!

    Discordance: As I don't use Hex: Ruin on Hillbilly, as his map pressure is great on most maps, discordance helps alot with gens being done fast, with me being able to instantly go over to a gen that multiple survivors are working on, usually guaranteeing a chase.

    Tinkerer: Like a nurses calling on Trapper, I feel like Tinkerer is a good perk only on HIllBilly. Survivors will often expect that you are just zooming around to another gen and not expect you as they are both trying to complete the gen and don't hear the terror radius. If you are fast enough, you are often guaranteed a down.

    How to play:

    The first thing to keep in mind is no ruin, but if you know how to play Hillbilly, this shouldn't be a huge problem.

    Ignore god loops and put as much pressure on gens as possible. If you are in a chase for +30 seconds, go back to map pressure, or if tinkered activates, you can do one of my favourite dukes in the game. Pretend you've gone off only to turn around and down the survivor.

    Use whispers rather than ignore it, as it helps with patrolling gens.

    Spirit meme build

    Add ons: Prayer beads (OP pls nerf) and any recovery speed add on.

    Perks (wont be explaining them)

    Hex: thrill of the hunt

    Hex: ruin

    Hex: devour hope

    Hex: Haunted grounds

    How to play:

    Play normal game up until you here that a totem is being worked on. Go over to said totem and pick the survivor off it.

    Nooby? Yes.

    Annoying to face? Yes.

    Fun to use? Yes.

    Bit late to the party, Prayer Beads already got nerfed, still not the worst for this build.

  • If a survivor is trying to dodge the hit, tap attack, don't hold it. You won't lunge but the smaller attack locks on much better and nearly always hits someone trying to dodge.

  • No, the rules only really apply to doing it to the same person every time, like a streamer being moridb y the killer instantly every match and being sniped to get them over and over again.

    Killing someone before hooking anyone else otherwise is just a choice.

  • @Exciter said:

    https://forum.deadbydaylight.com/en/discussion/comment/945082#Comment_945082

    Which would be achieved...How?

    A survivor standing still once the killer finds them and allow themselves to be downed?

    Ironically that's also the only time a survivor would admit a hit should have landed.

  • @Dreamnomad said:

    I'd just be happy if they made it so you could see where the hell you are going to blink. I'm good with the blink charge timers.

    The add on for that is now common, so not exactly hard to have a stack of. Once you play her a bit you don't really need them any more.

  • @TAG said:

    "But wait, this is your first time being on the hook all game, the gate is open, you have Deliverance! Redemption is one button away...."

    And then you use Deliverance! But the Killer was right there anyways. EXCEPT YOU HAVE DEAD HARD. Except the Killer was not a potato and saw it coming. DECISIVE STRIKE, BOIIIII. Then the Killer just waits out the timer. BUT THE HATCH IS RIGHT THERE. Which gets closed. ADRENALINE, MUDDAF-and the Killer just downs you again because they already know you have Dead Hard and just plays around it. So all you did was waste time.

    I'm okay with giving the last Survivor full struggle points, but that's about it.

    The fact that in a 4k, the final survivor gets LESS survival points than the other 3 is ridiculous.

    There should just be a score event when they die like "last one standing: 1000 survival points."

  • Kindred is far less situational than Deliverance.

    It works on every hook, not just the first one.

    It also gives your teammate the same benefit of safe rescues because of the information you get while they're hooked.

    It doesn't get disabled by being the first person found.

    It doesn't rely on a safe unhook first.

    Deliverance doesn't even make much sense, you use it because you could get camped so nobody comes for you, but if you're being camped that early then they probably aren't going to give you a safe unhook to start with anyway.

  • No, not at all. There's enough second chances without being able to stack them on yourself.

    The exact penalty of using Deliverance is that it makes you more vulnerable when you screw over your teammates unhooking when they're coming for you totally beat camper or some nonsense. Borrowed Time stacking with it would completely void that and turn it into "free survival points every match, consequence-free."

  • At the moment I'm running Detective's Hunch, Kindred, Inner Strength and Borrowed Time.

    1. Spine Chill is a popular perk.
    2. They could in fact have eyes.
    3. In close range of Ghostface you can hear a flapping material noise while he's shrouded. If you're very close to an attentive survivor they can react to that.
  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/942470#Comment_942470

    If it were up to me, I'd make it so:

    -Self-unhooks always succeed, but it can only be attempted within the first 30-45 seconds of being first-hooked (so you don't self-unhook one second before reaching stage 2 anyways)

    -Self-unhooks skip a hook state (so you will become sacrificed if you are hooked again) unless you use Deliverance

    -You can't self-unhook once the Exit Gated are powered unless you use Deliverance

    -Deliverance would be adjusted so that instead of giving you a guaranteed self-unhook (which would be base kit), it now lets you self-unhook without skipping a hook state and lets you self-unhook during the endgame (still leaving you broken).

    -Slippery Meat would be re-worked completely because that perk can go to hell

    Yeah, not a fan of how streamlined that would make kobeing after gen 5 pops into adrenaline being a guaranteed escape. You got caught and that comes with penalties, and a change like this that delays any consequence to "if you get caught again" is just unhealthy and exploitable.

    Not to mention Deliverance unhooks in the endgame, ew, no thanks.

  • @DepressedClownMain said:

    https://forum.deadbydaylight.com/en/discussion/115225/wow-okay-so-the-killer-adept-achievements

    The requirement not only is outdated, but bugged. I got a perfect game as freddy, literally perfect. 4k, 32k bps, used all my perks to the most of their terible potentials, even got 2 kills with Blood Warden. The game punished me for gens popping in the first 9 minutes. Literally no slowdown perks and I need gens not to pop in 9 minutes when they take 80 seconds.

    That isn't bugged, it just isn't favourable.

    Freddy's perks are not designed as a build to work well with the emblem system. In order to max out your Gatekeeper emblem, you need to ensure that you keep survivors from doing more than 1-2 gens in the first couple of minutes, AND you ideally want to finish with 1-2 gens incomplete, as remaining gens is a huge factor in the score.

    Using perks which only come into play after all the gens are done, even properly, is a guaranteed way to lose out on the gatekeeper score.

  • Had a pretty in-depth discussion about it with Almo; https://forum.deadbydaylight.com/en/discussion/109601/even-out-difficulty-of-survivor-and-killer-adepts#latest

    Basically the achievements were originally "merciless" which at the time meant a 4k. Survivor was always just an escape, and as they don't have specific terms for their pips this has never been a problem.

    When the definition of merciless changed with the emblem system, the achievement text was incorrect for a very long time as the trigger remained a 4k.

    In order to correct the achievements, the trigger was changed to a double pip. This is due to an extreme difficulty to change achievements on consoles. Basically, regardless of the original intent of the achievements, if it is still possible, regardless of how difficult or implausible, they won't change the achievements. Therefore, they changed the trigger to match the text, rather than the text to match the trigger.

    This unfortunately also had the consequence of making the difficulty scale with rank, as you not only face stronger opponents, but also require higher scoring emblems for the same result. It also changed the meaning of the achievements from "have a very good performance" to "find survivors who are so bad that they won't do 3 gens when no stalling perk is present, or else you fail within the first two minutes." It also devalues many of the achievements, as certain killers are forced to play WITHOUT their power as one hit downs and such cause penalties to emblems, meaning performing 'adeptly' as that killer involves ignoring anything that makes that killer useful, strong, or unique.

    So while they have expressed the desire that they would like to have the achievements be more reasonable and balanced between the two sides, dealing with consoles is making that impossible. For the sake of consistency, they will continue to release the achievements in this horrible state, and will not 'fix' PC's if consoles cannot be fixed too. (You know, despite the many, MANY inconsistencies between achievements already, such as console requiring anywhere as low as 1/10th of scoring events to many PC achievements, and 4 times as many long range hatchets)

    A very simple solution is still possible, if they choose to rename what a double pip is from "merciless" to something else, and use merciless as a separate field in the post game (such as renaming the "No One Escaped" scoring event to "Merciless Victory") which would both allow achievements to refer to a 4k again, and make more sense in that currently a killer who grants mercy to a survivor with the hatch can still be classed as merciless.

    Hopefully, they take an opportunity soon to perform a pass on killer emblems to address the many issues that exist, such as one shot killers being penalised for using their power, or Plague getting no points anywhere, and this could be a potential change alongside that.

    Considering killer emblems were promised to be looked at very shortly after survivor pip conditions were made easier than killer (April this year) we are long overdue for that pass already.

  • @Vert3x said:

    The most fun fact is that the last two Winter Solstice Events were appreciated and actually quite simple to do:

    • Enable "Winter Party Starters" in Bloodwebs and Chests (the items are still present in the game: I still have a bunch of them from the past events).
    • In the Bloodweb, replace Mystery Boxes with Gift Boxes and make their (Bloodpoint) prices lower and their rewards better.
    • Put in-game Christmas lights on: Hooks, Barrels and Lockers (the Basement used to have them back in 2017 but they removed them last year for some reason)
    • Change the look of the lobbies by adding snow and decorations.

    I would like to point out that 3rd and 4th tasks (which are pretty much the major ones) are both on the Graphical Designing team which has nothing to do with fixing bugs + most of the assets required to add those decorations have already been in the game at one point so if they have a brain they should have saved them.

    If they were aiming for a more interesting event this year, well they ended up not giving us one at all so going for the exact same type of Winter Solstice Event as the past 2 years would have been the best choice under any point of view.

    They're assets that already exist too, it's not like they got to the end of Christmas last year and just deleted the files.

  • They've done Christmas stuff before, is it really that hard to push the button that makes hooks use the Christmas lights model again, at the very least?

    Ah well, it'd probably disable all sound when your character faces north, and cause skill checks to be invisible at 3pm on Thursdays or some #########.

  • The issue is so often the people using it. They don't last that '30-60 seconds' in a chase to make it worthwhile most of the time. So often I see people who play risky and want to take protection hits and stuff, and then they'll just stand there self-caring.

    They don't buy more time than they waste, then they run straight back in to do similar stuff again. They use self-care as an excuse to make riskier plays where a batter player could do the same thing safely then not have a 30 second time-out for it.

    Not to mention, there's so many better alternatives like just running a med kit, or Inner Strength which takes 22 seconds, 15 of which is prepared earlier, and more importantly it does something productive for the team in that time too.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/942362#Comment_942362

    Keys aren't higher rarity than other items. Chests aren't op. How many times do I need to say this? Chests aren't op.

    Chests aren't OP, keys are, and Plunderer's facilitating them is.

    Keys aren't higher rarity than other items.

    There's 2 keys to cheese an escape, a purple and a pink. If luck boosted the rarity of items, it would boost keys;

    a. Because the keys are in the higher rarities anyway. More high tier drops = more key drops.

    b. Because the higher rarities are less populated. If the roll is based on rarity, rolling a "rare" gives you a pool of 6 different items. If you roll an "ultra rare" it's either a map or a key every time.

  • Something like the failed skillcheck sound prevention you suggested would be good. It's not game winning or anything, but it's definitely something that feels rewarding when it happens.

    Quality of items in chests would be good, as long as it excludes keys, until they rework keys entirely. It's so broken to pull uncounterable ones out mid-match and just end the game prematurely on luck. That's a ridiculous advantage that could be exploited by stacking Plunderer's with luck offerings and Up the Ante in a SWF.

  • Devour Hope is really well balanced. Its effects from 3 onwards are obscenely strong and force the whole team into totem hunting mode which halts the game, and played right can lead to a really fast surprise mori.

    Third Seal is arguably not. Blindness is highly overrated by the devs and most players won't even notice the effect except in cases of downed survivors. The only reason it's ok as a hex is because if it were a timed debuff it would be pathetic, and an everlasting debuff is just bad for the game, unless it were harder to apply.

    Lullaby could not be a game-long effect. Have you seen anything below like rank 10 when that stacks up? It's just a cacophony of failed skill checks and people too scared to touch a gen. They also can't heal each other and it's just a free win if they can't find the totem. As it is it's very difficult to use against decent players as it never stacks up and they can usually play through it, but it would certainly not be balanced as a non-hex.

  • It's been a long time since they talked about it, but I have a feeling they said all the cosmetic outfits would be appearing in the store after 6(?) months, but charms were limited to the rift.

    It's fair really, they're so minute that they really don't contribute anything except showing that you participated in the rift.

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