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anarchy753

anarchy753

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anarchy753
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  • It happens because he has no ultra rares, so when one spawns in the web it must be a mori or splinters.

  • @Carpemortum said:

    I really hope it's not ST. It would remove the credibility of it being a HORROR game.

    ST isnt horror. Its 80s nostalgia in a horror themed veil.

    It certainly isn't horror. It has horror elements, but it's a kid's fantasy show.

    Yes, there's a monster, but a bunch of 8 year olds skipping in circles and playing superpowers isn't horror, even if you kill off 1 single nobody each season.

  • https://i.imgur.com/naQJzYG.png

    Roughly this when you stack "considerably reduce the range survivors can reveal you from"

  • I think if they had names they'd be a lot better. I spawn in and I'm questioning if Badham 2 was the one I hated last time or if it was 4.

    I find the different maps really lackluster though. They all still just feel like a rectangle with the 4 main buildings arranged in a square.

    It would have been way better to see some significantly changed maps. Give us an Azarov's/Suffocation Pit style split map, Make the preschool's halls a different layout. It just doesn't feel different enough, just needlessly confusing.

  • Vigil should affect more status effects, especially exposed when it's a timed debuff (not like Tier 3 Myers)

    Mangled/Haemmorhage should really be put on a timer when you have vigil so it has any effect whatsoever on the most common debuffs, as their infinite time ruins it.

    No. No "exhaustion recovers while running."

  • "Abusable" doesn't just mean "used tactically."

    2 pallets is plenty, like others have said it's completely counterable from the survivor side, and anyone with half a brain will drop pallets early if they see a killer recovering with enduring.

    It's really simple, adapt your play, don't sit under pallets waiting for the killer to be in stun range, and drop a loop or two from a loop to drop it before they're under it.

    Other than that, it's just a perk lowering how spammy pallets are which is exactly its intention.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/631857#Comment_631857

    Exactly this, I'm just terrible with words, but expecting people to max and then saying "that isn't enough, do it all again" is ridiculous.

    Exactly. If reaching level 50 maxed everything, then we wouldn't have an issue. It's just more progress to prestige again. The issue is the 150 dead levels above 50 that would just get reset.

  • @Sean said:

    https://forum.deadbydaylight.com/en/discussion/comment/631829#Comment_631829

    Players wouldn’t have to prestige past 3 unless they wanted the skins. I have 2 survivors and 1 killer at P3 maxed all perks I would happily prestige to earn a White version of legacy to P4, P5, and P6

    Yes, but that's not the issue. The issue is a lot of people have put excessive levels into characters for the only purpose of having them as a complete character.

    To then add 300 more levels (3x50 + 150 more for perks) and just go "oh well, your half finished character means nothing now" would be a terrible move.

  • Thanks, I hope that's the case.

  • Nope, at this point it's too late.

    You can't just add more levels to prestige when people have invested in P3 characters for all perks, when prestiging would essentially burn 130 levels of work.

  • Mid-Chapter was July 23, it's generally about a 6 week cycle between patches.

    If it's the usual 1 week PTB followed by 1 week of touch ups, then the PTB could be as soon as next week.

    Teasers could be any time now.

  • Honestly for adept, I'd recommend using the wallhack mirrors, probably the tier 2 one to still be a decent speed.

    One hit downs make adept really hard as they remove a lot of points from the chaser and malicious emblem, you're better off locking yourself in tier 2 and gaining wallhacks.

  • For adept it's unlikely you can trigger Dying Light fast enough to have a big impact. You can bring a mori, but then you risk not getting enough hooks for your devout emblem.

    I'd say go for the other two, but don't actively try for PWYF stacks, it spends too much time for too little reward. His is one of the harder adepts cos his default perks are almost nothing for him.

  • Bad. In order to use the aura reading you have to crouch which slows you a lot. If you're using it effectively and crouching only when closing in on someone, then you already know where they are. It also means you aren't using either combat straps or video tape, which means your ambush has way too much warning or crouch/uncrouch is sluggish.

    That aside, you're losing almost all your ability to stall out a match. One trap, guaranteed to be removed if you don't camp the boxes for 2 and a half mins.

    She doesn't have enough strength in JUST her crouch to justify the multitude of downsides it comes with.

    And then you have Wraith who moves faster than base speed while cloaked, and gets the same effect with 0 downside, at a lower rarity.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/628788#Comment_628788

    If you've got all four survivors injured, that's between 32 and 128 seconds of healing time, since they can heal simultaneously.

    We aren't talking time in the sense of "128 seconds from all survivors injured to all survivors healed," we're talking about 128 second of work between the survivors.

    In the same sense a generator takes 80 seconds, but 4 survivors completing a gen in slightly more than 20 seconds is still 80 seconds spent between them.

    It's important to know the distinction, as it's why things like self care need AT LEAST a 50% penalty, as any less would make it take less time for the whole team.

  • @Ksoni said:

    Dc is not sacrifise, so it shloudn't count.

    No, but in my last match a Jake DCd in the last seconds of the sacrifice animation, a common depipping method. I'm curious if something like that counts.

  • It'd be nice if owning a full outfit (including prestige) would unlock a custom icon that you could select.

  • I met someone in their first week of play who got banned that week for using a wiggle macro.

  • @Spirez said:

    I was a leather face main when I first got him so just by playing I ended up getting all the faces without trying to go for them

    The further back it was, the easier it was. Meg and Claudette were easy, Dwight was alright, but NOBODY seems to play Jake any more.

  • @AzdrubaelVect said:

    https://forum.deadbydaylight.com/en/discussion/comment/627583#Comment_627583

    I'd say it's the other way around, except for ruin on the odd chance of not being found no killer perk heavily impacts the game as much as being denied multiple hooks and downs. Think about it, DS alone gives 4 hookstates if you spread it out evenly which a good team will do, Borrowed time also saves your ass at least once per survivor unless the killer has no TR which is up to 8 additional hookstates. The fattest combos that killers can muster up require survivors to fail first.

    Plenty of survivors play and manage without any 'meta' perks. Killers are losing all detection perks, which covers BBQ, one of the most common tools to gain a direction to go after hooking rather than just wandering aimlessly.

    EVERYTHING to slow the game down is removed. Not only does that include ruin and pop goes the weasel, there's 0 chance of noed so there's literally no reason to spend time on a totem.

    Most killers are also incredibly reliant on their add ons, even killers that are considered strong are vastly weaker without them. Billy loses charge speed and steering, meaning it's harder to get a down, and most jungle gyms become easy ways to keep him from hitting you because he can't charge the saw quickly. Spirit loses any bonus speed, cooldown or chargeup time on her haunt which greatly lowers how much it can be used, how far it goes, and how much time the survivor has to react before you're even moving.

    Killers are far worse without perks AND add ons than survivors are without perks.

  • Gotta say I really hate perks to fix issues, but far worse, I hate HEXES to fix the issues with OTHER HEXES.

    If you put in a perk that helps protect or slow totems, great, but having that be associated with another hex totem and be completely removable is just annoying, it just means I'm down another perk if the spawns are bad.

  • In which case you'd end up with a wall, in the game, covered in racial slurs and whatnot.

    If not for that it'd be cool to have them etched into the brick walls surrounding trials.

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/627430#Comment_627430

    But there is literally a guide for all the status effects in the game. Although, I think you should have some indication of the effect, like extra limping, when effected. That might be neat.

    There's a guide for status effects, yes, in the middle of a short novel of walls of text. SOME new players will bother to read that rather than just play the basic tutorial, but that amount of sheer writing won't be retained. They may as well go read the whole wiki, it doesn't mean they'll be able to remember everything in a match.

    There is 0 harm in changing a name to something more intuitive and less commonly misconstrued.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/627580#Comment_627580

    Vanilla stats mean even less because nobody is going into matches without perks 99.99% of the time.

    Vanilla stats are less meaningful than regular stats, but I'm still interested to see what they show. I think killers are FAR worse off in the experiment than survivors, as survivors still have all their basic tools where most killers are heavily add on reliant before even considering perks.

  • It shouldn't include disconnects, but more importantly it shouldn't include games WITH disconnects at all.

    @Peanits said disconnects usually happen when you're losing, but that simply isn't the case in a huge amount of matches. So many people DC because they don't like the killer, they don't like the map, they go down first etc, none of which equates to actually being likely to die in a match.

    Furthermore a disconnect swings the game heavily in the killer's favour and makes in FAR harder for the remaining survivors to live, especially early on.

    Beyond knowing the statistics on that, I'd be interested to see data on games without a mori offering. I'm not a fan of instaheals or keys, but moris far and beyond have the most impact on a match and to me don't feel like reasonable data for survival in a normal match. Not in the least since it's been a very common topic recently to rework moris completely due to their unfair nature of removing 2/3 of a survivor's game.

    Obviously the vanilla experiment has been running, so we'll hopefully see results from that.

  • It's really bugging me, I bought a new PC so lost where I was keeping track of them. I've unlocked all the faces so far except Jake, and I only know that I've killed 10 or more.

    It really should have a counter, it's not like it's a secret how to get them any more.

  • @SkaRiot said:

    Badham is fine, half the pallets there are unsafe and can be played around, especially with Pig ambush. If you're going to discuss how a map is bad, then at least explain what makes it bad in detail. My experience with Badham in higher ranks is that it never feels unfair to me. It's surprisingly a good map and something I look forward to playing as any killer. There's a mix of safe pallets and unsafe pallets, areas where you can easily genlock as killer, and good basement locations. However, bloodlust does make the many unsafe pallets more unsafe than usual. Overall, I think it's a great map and far better than Coldwind, Asylum, Swamp, Haddonfield, and some map variations like Ironworks of Misery.

    Don't know what potatoes you're playing against, but literally any survivor worth their salt against Pig isn't falling for ambush games on a map where you can see the killer over every loop.

    I did explain what's wrong with the new versions, the new "short" loops all use shrubbery the same height as Autohaven's cars. It's garbage from a killer side. And because for some reason they think that's killer sides, there's twice as many now. Even if the "small" loops were small, it's insanely easy to chain 3 together with 3 pallets in them.

  • A few points I disagree with.

    1. Searching thoroughly with no BBQ procs. That's a VERY dated playstyle, and there's a lot of opportunity to avoid BBQ altogether or confuse the person running it. If I see no BBQ reads, 9 times out of 10 it's because the survivors are playing well, not because they're close.
    2. "Gens are your only objective, saves are not." 4 categories of bloodpoints, 4 categories of emblems, if you're ignoring saves you're making life hard for yourself unless your only goal is to JUST survive. If you make it out with 8000 objective points + 5000 survival, I'd say you failed.
    3. Trying to get attention. Not so much disagreeing on this one, just adding to it. If someone is TRYING to get my attention it's clear they think they're top ######### at looping. I don't need to waste my time on you, chances are the other 3 players are worse, or you're carrying them in SWF. If someone's trying to get in my way, they aren't doing gens or getting saves, and eventually they get too cocky and become an easy down.
    1. They already have. If there is a killer on the basement stairs it is now possible to get around them and exit the basement.
    2. Killing yourself on hook while being camped just lets the killer move onto the next person with no punishment and gives them a lot of kills, it's the worst thing you can do and will often encourage campers to think it's a good strategy.
  • @SoylentPixie said:

    https://forum.deadbydaylight.com/en/discussion/comment/625963#Comment_625963

    I was more alluding towards his desire to get the gatekeeper achievement. I couldn't give a rats fart in a tin whistle about rank lol I agree with your sentiment to a degree however.

    Gatekeeper is the emblem for keeping gens for being done. I doubt he'd care much about achievements if he isn't buying DLC since there's about 50 that require playing DLC characters.

  • They definitely need a good look at, because anyone can tell at a glance that they don't make for an enjoyable game.

    Not only that, but they flat out don't work with lots of her other add ons which makes using them in a build even more restrictive.

    Honestly, compare the Freddy rework to Hag's ULTRA RARE Waterlogged shoe.

    He places his traps faster, without stopping to look down and perform a channel on the ground while moving at 155%, and ON TOP of that he can use his generator teleport. Additionally there's slight encouragement for survivors to waste a little time waking up. After that he also has 2 add on slots. AND THAT IS CONSIDERED THE WORSE VERSION OF HIS POWER.

    Yet somehow Waterlogged shoe is untouched despite being a direct downgrade to that in about 10 different ways.

    Bodyblock is slightly better but still nothing close to a valuable add on.

  • Yes, she should. Waterlogged Shoe raises her movement speed, but only to 112.5% speed.

    I honestly don't know why they don't improve those add ons. She is NOT a practical killer when she can't teleport. It vastly limits your ability to do anything and forces you to basically play around one small area, because there's no point trapping across the map when they just go off at random times and you can't do anything with them.

    I played around with Scarred Hand for a while and while it was initially fun as a change, you quickly see how weak it makes you, and how much it forces you to play a more campy playstyle as you can't afford to reset 10 traps on another area hoping someone goes there.

  • I run bond most games anyway, so I have an idea where teammates are or whether they're actually trying to do gens or just hiding waiting for the hatch.

    I'm more than happy to run a loop or jungle gym near where they've been hiding. It's not "working with the killer" it's working against the player who's been working against you for the last 10 minutes.

  • Vulnerable is perfect, it says what it means. Exposed can be misconstrued in a number of ways, and EVERY new player I've talked to, myself included, thought it meant that the killer knew where the survivors were until someone else explained it.

    This is one of the many things that make the "WALL OF TEXT" approach to most tutorial information so bad, people skim it or don't read it, or there's simply so much that they don't retain most of it.

  • Yes, to a degree, paying for guaranteed access to perks is always pay to win to some extent. You can access it freely but it does help you win. Technically a free to play player CAN have all the same perks as a pay to play player, but it's much slower and harder and they'll never have all the killers without buying licensed ones.

    On the plus side, 3 of the strongest killers (probably of the top 5) are all free, so you always have the potential to play strong killers without paying.

  • It doesn't even have to look more like the actor, just more like a human. I know one of the artists said they had to change the first version because it was too similar to him.

    Hopefully if they ever try to get cosmetics for the NOES characters, they'll take that opportunity to also fix him. He's ######### disgusting at the moment.

  • Probably not. Spirit is enough to cover the Japanese side of things, there's no need to redo that. There's plenty of cultures with plenty of horror lore, there's no real reason to make more Japanese stuff.

  • There's a serious difference between not screaming, and literally disabling Hag's entire power. That rework is just unbalanced as hell.

  • That's ok, it's Trapper. Come back when a real killer is being denied cosmetics.

  • These are both basically already existing.

    Undetectable is the buff they've been talking about for stealth killers since Ghostface's release. The most important point to discuss here is that it includes no terror radius, does that mean Tier 1 Myers is going to lose his terror radius altogether?

    Oblivious already exists in the game, as "Deafness" on a Hag add on. However currently nobody runs it as you hear a big booming noise that fades to nothing to indicate you've gone deaf, which defeats most of the point of it on Hag. It could be interesting to see Oblivious as part of powers, perks and add ons.

    Hopefully Oblivious is a response to the CONSTANT feedback that Haemmorhage and Blindness are worthless on add ons and we need some decent debuffs.

  • You're finding survivor hard, and think that basic killer mechanics, not perks, are OP? You're including WRAITH'S power as OP, of all killers, WRAITH?

    So tell us, how has your first week of DBD been?

  • @DaS_only said:

    https://forum.deadbydaylight.com/en/discussion/comment/619220#Comment_619220

    And here we are 3 years later of constantly mentioning this and asking the devs to change it.

    No but they want us to feel anxious. Unfortunately their idea for that is not by making us scared in the game, but by making us scared that our expensive equipment will break, or that we'll die in game because of a ping spike.

  • If you're playing with friends that you know are higher rank, you should be accepting that you could be against higher rank opponents.

  • Why? It's a great indicator of the time BBQ is active.

  • Plague's design looks the best by far.

    Spirit is the worst in my opinion. The method that they used to make her hair is awful, and it should've all been made with the material her first geisha and school outfits use. The stupid nudity that makes no sense and actively doesn't fit into the lore is pretty garbage too.

  • A. You can wait it out.

    B. You can use the time to go find totems and remove other perks while this one removes itself.

    C. It blocks the 3 gens furthest from the killer. Aside from Azarov's, that basically means 3 gens in distant corners from each other. This means if you chase one survivor like usual and the other 3 work on gens, the remaining gens are very split up and life becomes far harder for you as a killer.

  • Honestly, I started running Plunderer's just to build up a few spare items on my main survivor, and it's legitimately disgusting how many keys you get. I was averaging at least one key per match the other night for about 5 or 6 games.

    They really overdid it with the chance to loot them these days.

  • Hide or Die LOOKS cool, but a 16 person game like this is never going to be able to maintain that.

    Also not sure if it changed since the beta, but the method of being killer was ######### terrible.

  • Mainly I think it comes down to the fact that BHVR has possibly the most frustrating approach to balance that I've ever seen.

    We, as players, never see anything until it's like 95% decided and set in concrete.

    They talk and talk and talk about what they're thinking about, but where other games would trial those changes in patches, or make small adjustments over time, DBD doesn't change until it's a major overhaul.

    End game was an issue and they talked about a tonne of potential tweaks, but none of them happened until EGC. Same with 10 different DS reworks. They identified about 5 tweaks to the dream transition that would've made Freddy bearable for the last year since they brought them up. Whether they happened internally or not, it's incredibly unsatisfying for the playerbase to sit with really ######### mechanics with no attempt to alter them until they're COMPLETELY satisfied with a rework.

    It would be so much better to at least have small changes, or even test ones they aren't sure on, rather than just keep telling us "we're thinking about it."

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