darksouls3600
darksouls3600
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If a survivor is downed in a pallet and they have a friend close, there is nothing to do, if you pick up the survivor you will be stunned and if you slug to get the other away, the other survivor can use his basekit unbreakable.
Slug in the EGC is not a option anymore.
This finish Mori is garbage, will probably be very rare occur.
This patch will... What hell BHVR is doing...
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@Grigerbest said:
(This thread is gonna go into "Suggestions and feedbacks)
I don't really think A or S-tier killers needs even more buffs. xD
So I'm going with no on that one.=)
Yeah, if they make 5th perk slot for killers, they will need to make for survivors too, like selfcare and... Well I not a survivor main but you got the idea.
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@Bluebird said:
Starting Chase
- "Ah, there you are!"
- "CHRIS!" (Starting chase with Chris Redfield)
- "I'll kill you quickly." (Same line used in Trailer)
- "Your future hinges upon this fight!"
- "Seven Minutes is all I can spare to play with you."
Pallet Stunned
- "Self-righteous fool!"
- "You mortals require judgement!"
- "Ignorant cretin!"
- "I can't lose, not to you!" (Pallet stunned by Chris Redfield)
- "You're getting better."
- "Remarkable, still resisting at such an advanced stage!" (Pallet stunned by Battlesuit Jill Valentine (if added))
Chase End (Downed Survivor)
- "Your struggle is over."
- "Worthless."
- "Don't make me laugh."
- "How disappointing, Chris." (Downed Chris Redfield)
- "It appears our fates are forever intertwined. (Downed Chris Redfield)
Chase End (Lost Survivor)
- "Here I am, offering you my precious time... and you waste it by running around."
- "I will not tolerate delays!"
- "How is this possible!?"
Hooking Survivor
- "Don't you ever tire of failing?"
- "Things are really getting interesting now."
- "Out of my way."
Final Generator Completed.
- "So, you've made it this far..."
- "The plan is in its final stages..."
- "It seems I may have underestimated you..."
I play Wesker, not for win, but for the voicelines and this will make me main him forever.
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It's a good perk for some killers and for new players that are discovering the map
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@dugman said:
Continuing a series of threads on the least used perks according to the aggregate site Nightlight, next up is Oni's perk Zanshin Tactics (0.34% usage)
Zanshin Tactics - The auras of all pallets, breakable walls, and vault locations are revealed to you within a 24/28/32 meter range.
This perks is an interesting example of how something can be really, really great for one side of the game and not that good for the other side. Windows of Opportunity has essentially the same identical effect as Zanshin Tactics, showing survivors the auras of all pallets, breakable walls, and vaults. But while Windows is currently the most picked survivor perk on the site at 24.6% usage (just barely edging out Dead Hard), Zanshin Tactics is one of the least used killer perks.
And the reason is simple - survivors benefit MUCH more from knowing where pallets and vaults are then killers do. That's because survivors are the ones who actually want to use those props in a chase and are also the ones who for the most part steer the direction the chase is going with the killer following the survivor trying to catch up to them. Survivors get a lot of tactical benefit knowing in advance exactly what path they can use to run toward a pallet or vault, while killers don't really benefit as much from knowing where the pallets and vaults are because their main focus is simply following the survivor in front of them (more or less).
Personally I don't think simply extending the range of Zanshin Tactics would do anything here. Seeing pallets 50 meters away versus 30 meters away won't help the killer. Instead, the perk needs a secondary effect that thematically compliments the main ability but that is more useful for the killer. One possibility I like is to allow the killer to, once or twice per match, preemptively destroy an undropped pallet. This would allow a killer to, for example, intentionally go and destroy a god pallet in the killer shack or elsewhere before it can even be used, much like they can break breakable walls to weaken other loops. This ability would have to be strictly limited either to one or two uses or to having a very, very long cooldown, otherwise it could be potentially overpowered if it allowed a killer to break too many safe pallets too quickly at the start of the match. But in limited quantity it would be a pretty decent perk and fit the theme.
I like zanshin tactics on pyramid, you can prepare your power before survs reach something or try to hit a survivor trough the wall, knowing that he might vault a window to make more distance or to be more safe.
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@Zolfo16 said:
Why 2 hours? Can it be 1 hour? I mean, I know it is not going to solve the issue about the games taken hostage but at least you will have to wait half of the time.
The longest match i have ever played was 40 minutes, because 2 survs kept hiding in "the game" map and they were pretty skilled at doing so. I didn't have any perk able to help me, only my patience and in the end, after 40 minutes i managed to kill them.
But i think that, if a match will take longer than 1 hour, everyone that is still in the game should lose.
And the game should be automatically be reported.
It is a little help but i think it is easy to do and without consequences.
BHVR need to make a surrender bottom or a better script that detect The end of the EGC and of course end the match
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@Xord said:
https://forum.deadbydaylight.com/en/discussion/comment/3194537#Comment_3194537
Hyperfocus on its own is a killer perk. It will lead you to miss more QTEs than you succeed. gens are going much slower.
You NEED this is not happening and Stake out for hypoerfocus to finally start working. But then you can't play a toolbox or you need self care as your forth perk because if you spend the game injured, you're gonna have a bad time.
BUT, assuming you're running these four perks, you need 4 stacks of stake out, otherwise your combo doesn't work, you need to be left alone on a generator for the entire duration, and still, it's not going to last, because once your stake out stacks are gone, you're not going to succeed at great skill checks once the cursor goes much faster.
At the end of the day, absolutely no one is running this build, because it requires so many "IF" for it to happen that it's not a very good build.
If anything, hyperfocus deserves a buff, and its synergy with the other perks toned down because the perk on its own may be one of the worst perks in the game, it's only good within specific builds focused entirely around it.
So, before throwing insults, try to at least comprehend that ever since this topic was created, absolutely NO ONE in a high MMR is playing it.
I'm killer main and I told of this build for my brother, he play more survivor, tbh, is not that much, is more fast then normal speed, but is not that much, I think PT is more viable then hyperfocus, maybe in a SWF is a good build, like 2 survs with hyperfocus build and others 2 with support build.
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That is the first time, that someone complain about tunnel capabilities without putting Pyramid Head in the question.
Sometimes this forum have a lot of crazy stuff to see.
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#########? I'm killer main and man... There's nothing wrong about survs running, give a break on DBD, you need.
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/3189287#Comment_3189287
People say this, but I have literally never experienced it.
Maybe is just the time a play or a miss calculation, but is about 5min and sometimes 10min
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@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/3188643#Comment_3188643
It's about gamesense... if the Killer kicks a Gen then work on it for like 5-10 seconds then find another Gen to work on
Yes I know Eruption is hard to deal with for Solo's but using gamesense can help a little bit
Or get caught by it one time then think "OK... well (the Killer) has Eruption"
They need to understand that, 25s is not the end of the world, like, ok u are incapacitated but the killer is not even on you, so the survs can hide or go to another place, and then when is safe return to the gen and probably finish the gen.
If the others survs are downed easily and eruption is get in their ass, is not the perk fault.
My brother play soloQ and he never complained about eruption, PR+DMS and others shits, like u said "ok, killer have eruption", he just complain about one thing, sometimes, SOMETIMES, he is abandoned on hook, after making a lot for the team.
That soloQ problem never hurt him, he have in fact a lot of random team that he played with and was like playing SWF.
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@[Deleted User] said:
It's not about being fair. The system is there to incentivize you to play the side that needs players. Not to just give you extra BPs because you want them.
True, even with surv incentive, find a lobby as a killer is about 5 to 10 or even more minutes.
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@Reign225 said:
https://us.v-cdn.net/6030815/uploads/T0EFJ0PTGOV6/screenshot-20220909-164339.jpg
Would it be possible and awesome to have Krauser from Resident Evil 4 as part Alberts Side Character just like Hunk was added on Legion?
"Been a long time, comrade." I can see him saying that phrase when he catches leon with his power or something
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@Xord said:
https://forum.deadbydaylight.com/en/discussion/346236/bhvr-gen-speeds-are-going-too-fast
If it requires 4 perks dedicated to this strategy, staying injured, AND having a toolbox with 2 very strong add-ons, and on top of that requiring to hit multiple great skillchecks, which even high MMR can't do regularly, and especially not with a higher skill check speed.
Then... you can't really say hyperfocus is OP.
Hyperfocus is the same as MoM after the recent patch, people complained about it, then everyone realized it's not a realistic strategy.
I realized that gens speed is not the end of the world, killers need to put pressure on survs by any means, get fast chases, tunneling, have a good build and go on.
Like, I'm playing Wesker a lot, one build that a loving to use have no gen slowdown, the build is, starstruck, distressing (that increase the killer TR if I not wrong), infectious fright and awakened awareness.
I have no gen regression, but this build is so oppressive, and can easily turn the table to my side if I losing.
With this build, for now, is win after win.
This build get them off guard a lot.
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@Canas said:
I strongly urge you to rework this godawful mission, the orange glyph mission from page 4 of the current tome gives the killer some absolutely brutal debuffs.
Being stunned by a survivor will last up to 10 seconds now, breaking pallets takes around 5 seconds and the same applies for kicking gens. It's absolutely disgusting, especially if you're playing on a map like Gideon Meat Plant.
Please, for the love of god, REWORK this unreasonable mission. No one can get 6 hooks under these circumstances and the reward is too meager considering the abuse you have to endure if you attempt it.
https://us.v-cdn.net/6030815/uploads/1GZ72EECC1D1/unwinnable.png
A make that glyph in my first try with legion.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3178129#Comment_3178129
because both of those need to be M1 killers (or it's survivor's fault that they cleansed) to actually down you. Wesker is FAR from M1 killer.
Plague m2 is much stronger then Wesker power, but she have to build her power, but no one complain, and Wesker need to be in line with you for his power work.
Complain about this build for me is just a excuse.
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No, bad idea.
SWFs "let's make 4 gens really fast (and now survs have hyper focus and others gen rush perks) and one of us ######### on hook, and we scape make the killer frustrating even if he don't tunnel or camping."
This is a thing that happen a lot with old keys and hatch.
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@jajay119 said:
It's a valid and approved technique
It's a skill issue
Git gud
And other killer favourite responses.
....
I'm being facetious not serious BTW, but there are equally repetitive playstyles ongoing on the other side that are provoking this.
It's a endless nightmare.
Killers complain about gens speed, so they tunnel and camping.
Survivors complain about tunnel and camping, so they do gens fast.
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@OrangeBear said:
https://forum.deadbydaylight.com/en/discussion/comment/3174762#Comment_3174762
It's too much heal slowdown though.
Mangled increases the time to heal by 25%, so that's 20. Coulrophobia makes healing 50% slower, so that's 40 seconds for a team mate to heal another, then the new haemorrhage is a thing where if you get interrupted all that is going to drain.
Playing injured is much less viable since the perk rework since two perks that made injured survivors very survivable were nerfed heavily, Dead Hard and Iron Will.
It's basically as if every survivor was broken permanently. Sounds overpowered doesn't it? That's basically what coulrophobia can do.
I never see a survs complaining about playing injured against a plague or legion, why other killers are different? Just be cause they use a build with nothing to slow down gens?
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@bm33 said:
Grades have nothing to do with matchmaking, devs have said they only represent time played, and you can't even see eachothers grades so it doesn't even have bragging rights attached to it. Since that have 0 to do with matchmaking and are supposed to represent time played then negative pips should no longer be a thing since you don't spend negative time in a match. If you don't do enough to pip then a 0 pip does the job of showing you did not do enough to pip.
It'd also probably make players feel better and want to keep playing if they don't receive negative pips. Kind of like how they changed "entity displeased" to "entity hungers" because of how the original wording made people feel crappy - getting a negative pip as survivor after being first downed/camped or as killer because you used your instadown power feels crappy.
Playing against good survs will be less stressful as well, because I know that I will lose but I'll not de-pip and just try again in next match.
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@coldflame said:
with borrowed time being baseline and endurance perks being so readily available it's gotten to the point where defending a hook is basically pointless unless you're willing to facecamp it, which seems like the opposite of the point of the changes
maybe i'm crazy but i don't think that unhooks should be something that survivors can just do unconditionally without needing to respect the killer's pressure at all, presumably the intended counter is the unhook grab but unless the killer is already stood on the survivor when the unhook starts it's hilariously inconsistent
not sure exactly what the best fix is but a start should probably be making unhook grab consistent, or at the very least making it so the person on the hook can't meatshield the unhooker during the animation
Just tunnel, if they want to insta save, just tunnel, you have 4 scenario.
1- You tunnel and the survs DC.
2- You tunnel and down him quickly.
3- Trade hook.
4- You can't down him quickly because DS or him loops you to well.
But we have the advantage.
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@Xord said:
https://forum.deadbydaylight.com/en/discussion/comment/3177829#Comment_3177829
"It's not fun when I play in an extremely toxic way that a game mechanics punishes me, although it costs the survivor a perk, which it shouldn't".
DS not only needs to be back at 5 seconds, it should also be basekit. If you can't get 4 kills as killer without camping and tunneling then git good. Skill issue 100%
Some survs abuse old DS, like "we have DS let's hug the killer and complaining about that he tunnel or slug me"
If you have DS just go to a pallet to use and have a protection or go to the nearest loop, instead of running like a idiot to nowhere.
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@Oddbox_geo said:
https://forum.deadbydaylight.com/en/discussion/comment/3173786#Comment_3173786
I disagree. You hear a lot of people say ‘ah I don’t care about the ds’ and pick them up etc. Where in the past they may have just left them slugged and gone for someone else or picked them up and lost the survivor.
corrupt is up for the same amount of time and only stops running when a survivor is downed. I don’t see how that’s bad.
jolt, pain res, deadlock, overcharge, merciless are all decent gen perks? And gens take longer now.
I don’t see it.
I agree, killers still have a lot of good perks to slowdown gens, but gens are flying for some reason, even OTS make a video about that.
Survs have a disgusting combination with hyper focus and others gen rush perks, yes gens take 10s more, but don't have that much impact that you think.
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@Albert_Wesker said:
Hey, just saw the tweet about the RPD Map and since I don't have a twitter account (and never going to) I want to make this post to clarify my thoughts on it.
https://twitter.com/DeadByBHVR/status/1567165788452261888?s=20&t=ytK6R1Y48l1nHr06b1JW3A
Here I go:
There are too many safe pallets in places that they shouldn't be, connected to safe and almost infinity loops;
Generators are too safe for survivors to work on without killers having the up hand for sneak attacks. (Myers, Ghostface, Pig and Wraith suffer very much on these maps after the generator changes)
Just these 2 points, everything else is so good, I love the map redesign! And it's really beautiful the details you guys gave, thank you very much for the hard work! (Love the RE ambience music when alone in the detective room)
For the people who don't use twitter, feel free to share your comments here if you want to.
With pyramid and Wesker the map is ok, not a problem to down survs
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@SimplyPixelated06 said:
Gens are flying so much and everytime I look at what perks they had, more than one person had brought prove thyself. I was suprised to see it untouched in the midchapter update. It needs to be adjusted, ty.
Is not prove that makes gens fly, is hyper focus combined with a detective tepp perk, this is a "disgusting" build that high MMR survs are bringing.
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@HoodedWildKard said:
No massive issues with the perk but i think it'd be fair if it protected all the torches and add ons the survivors bring from being lost. Since the perk makes them worse than useless. Hasn't happened to me yet but it'd suck if i took a purple torch with an opaque bulb and sapphire lens just to hit a killer with light born.
I'll be honest... That's your problem.
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@Kaapskaaps said:
I feel like survivors are forced to run PT and other gen perks because far too many killers have 4 gen slowdown perks so if PT is getting nerfed they should nerf the gen slow down perks also. And yeah you may not have any gen slowdown perks but when the killer does have more than one the games can get miserable without PT.
Also as many have pointed out, the counter to that is just to bring discordance. Once they realize you have it, most avoid working on gens together despite having PT unless the killer is busy elsewhere.
Yeah, I found that the perks that make gen fly is hyper focus combined with a detective tepp perk and PT just boost that a little not much, but boost.
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@mizark3 said:
PT saves ~7 seconds on duo-ing a gen(53->46),~10s on a trio gen (43->33) and ~13s on a quad gen (41->28). In most scenarios it would be better for those players to still solo gens at 90s solo, 92 double duo, 99 triple trio, and 112 full squad 4 gens, and that doesn't even account for movement time between gens. The only time it realistically saves time, is when competing against a 3 gen, and the killer has to bounce between the 2 edges of their 3 gen. Also if PT is this impossibly OP perk, why not use it's hard counter Discordance?
In short the problem isn't PT, it is solo-ing gens.
That's why I put "maybe" on title, I will not talk s... In something that I don't have 100% sure about.
A change some perks and try others strategies, try to protect more my gens and yes... PT is not a problem at all, even without discordance, "now that I becoming better".
It's more PT combined with others perks like hyper focus, resilience, some toolboxes or whatever more gens speed that survs have.
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@Wezil said:
Prove Thyself isn't causing your issue if you are having 3 minute matches. That's totally something else. There's no way Prove Thyself in any way shape or form would cause 3 minutes matches. That's 75 seconds a gen and only if 4 people are straight doing gens, Prove Thyself only removes the slow down penalty, it doesn't make gens go faster.
I am really beginning to believe that all these Prove Thyself threads are people cheating. Unless you can explain how 4 players can use Prove Thyself to make gens 75 seconds?
A change the title, 3 min is just a click bait, attract people to some discuss, but is causing some misunderstanding, but I probably know why in some matches the gens are just flying, a combination with, hyper focus and a detective tepp perk that I don't remember the name, the others two perks you choose, more gen speed or second chance.
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@RakimSockem said:
The math ain't quite mathin here.
A gen takes 90 seconds solo. And you said that the whole team had medkits so not toolboxes or BNP in play. Only 2 people had Prove thyself....
How was your match 3 minutes long??? were you standing in a corner not pressuring anyone? and even then, I still don't think you can get out of a match in 3 minutes
this was exaggerated, i know no match lasts 3min, I need to attract people for some conversation like you, but the point is gen flaying around with gen speed perks combined with PT or just PT by him self, feel free to comment your opinion.
Remember I not affirming anything MAYBE is becoming a problem.
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@Wezil said:
How was Prove Thyself not a problem before patch 6.1 but is now a problem after patch 6.1, where killers got a bunch of buffs.
This is another instance of killers wanting kills just given to them. I'm sorry, but if you aren't getting kills as a killer right now, you need to practice more. Solo-queue is a dumpster-fire and survivors are DCing and suiciding left and right because it's so bad, and you are wanting even more killer buffs. That's just selfish.
I never said anything about kills, I just saying that PT on every match MAYBE is becoming a problem combined with other gen speed perks and toolboxes, I have a lot of matches that I 3K or 4K against these builds, playing correctly and tunneling a bit.
Read the post man
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@rvzrvzrvz said:
I think most players are like me we run PT only for easy 10k in objective, which means the proper way to nerf PT is to delete bonus points from the perk and buff normal score events to make it easier to max objective without any perk, then most people will stop using it
Now that you said... Probably, like BBQ and make more sense now that survs have a 100% BP bonus, is probably because that I have seeing a lot of PT.
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@Clockwork_Enigma said:
Thanatophobia
For each injured, dying or hooked Survivor, Thanatophobia causes a stack-able 3%/4%/5% penalty to action speeds in healing, sabotaging, cleansing and blessing.
- If all four Survivors are injured and not afflicted with the Broken status effect, Thanatophobia applies a 15% penalty to repair speeds.
What this Fixes
- Rewards Survivors for trying to keep at least one of them healthy and no longer punishes them with instant repair speed penalties.
- Rewards Killers for trying to keep all four Survivors injured, and still rewards them with the ability to keep Survivors injured longer and slow down their healing speeds and other objective speeds.
- Makes Killers that benefit from using it the most no longer benefit from it as much as other Killers, especially the two Killers that make it broken.
- Broken no longer applies the repair speed penalty so that Plague specifically doesn't abuse it.
There, it's fixed.
Nerf a perk that is only good on legion and plague and plus telling that rewards killer to keep 4 surv injured is ridiculous.
1- It's impossible to keep 4 survs injured if you is not using legion or plaque, you only keep 4 survs injured with other killers if that 4 survs are a completely incompetent piece of garbage.
2- "If all four Survivors are injured and not afflicted with the Broken status effect, Thanatophobia applies a 15% penalty to repair speeds."
This is just a excuse for the legion add-on and plague basekit, like "they make me broken to take full advantage of thanatophobia, cry cry thana is OP"
3- with the amount of gen speed perks that survs have, only legion and plague can effectively counter all this gen speed perks with help of thanatophobia and even with thana, some matches against good survs you can barely do something.
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@SpaghettiVase said:
https://forum.deadbydaylight.com/en/discussion/comment/3166411#Comment_3166411
no it isn't. It's not additive it's multiplicative. It's taking the charges you repair at based on how many people then multiplying it by 15% and adding the result on top. With two people you repair at .85 charges a second. with prove it's about .98.
Combined with HF or another gen speed perk like resilience, a good toolbox with BNP, or just a regular toolbox, it's disgusting.
It's part of the game... Is, but... 5 matches consecutives against this is...
And then I see survivors complaining about tunnel and camping when you chase 1 surv down him in 30 to 40s and BOOM, 2 gens completed.
Discordance is one of my main perks now.
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@Slan said:
We all know that perhaps the most unbalanced thing in the game are the dreaded SWF groups. Killers usually underperform against them due to their coordination and map control. Solo q players also fear and hate them because they sometimes end up leaving them behind for the benefit of their group.
The fact that your MMR depends on them quite often feels slightly unfair. My performance in the trials should depend less on external factors and more on our actual skill. I don't want my mmr lo decrease because my team leads the killer to me in order to save their friends, or leaving me injured so I could be a more tempting prey (thx for the self care nerf); or because every survivor in the match knows where am I when I play killer, what am I doing and, depending on the killer, where am I setting traps.
A proposal that some players around the community have brought and I find myself thinking it would be fair would be to bring a competitive mode which affects your MMR. You are always alone when playing it, no swf that conditions your performance, just you and your actual skill. You would still depend on your teammates as a survivor, but everyone would be even and survivors would not have favouritisms towards some of the team members, and the killer will be able to play in the intended way, without the eye of Sauron constantly watching him.
Then, the casual mode, in which MMR has nothing to do and you play just for fun. Here you do not have to worry about underperforming. I would also make the rituals and archives not count for this mode, as requesting kills would add some pressure to the killer, or stunning the killer some times would do the same for survivors. SWF would only be permitted here, as their condition would no longer affect MMR that belongs to someone out of the group.
I understand you frustration, I'm killer main, it's frustrating and difficult play against SWFs, on the majority of time, yes it's horrible, but YOU can't prevent someone to play with there friends.
In a lot of games playing in a SWF is better, but even in that games a random team can be extremely good and DBD is not different.
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@Leguś said:
Well, it was counteracted by running Ruin/Pop/Pain Res/Deadlock before update but 3 of them got nerfed (You cannot tell which Gen had most progress with PR for instance). You may argue PT was both nerfed with 10 extra charges but also buffed due to nerfs to bigger slowdown Perks.
Discordance helps but you will not be able to make value out of it on maps like Gas Heaven, Sanctum of Wrath, Mother's Dwelling and such because it's just not gonna work out.
This maps, the nightmare of everyone that is not using blight or nurse in the moment, you need to play very well to try something against good survivors.
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@[Deleted User] said:
Just apply pressure slug and get 12 hooks before they finish all the gens in 3 mins
Time to learn nurse
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@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3163136#Comment_3163136
I have escaped many 2v1s.
So, with was a joke, uncounterable... Puf imagine something like that, BHVR will need to fix if something was uncounterable, beginning with nurse.
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@Biscuits said:
In the event you get to be the lucky slug in a 2v1 situation, the infection on you gets put down to 75% instead of 50% like when you get hooked. This leads to a situation where Wesker can freely look for the other person, knowing full well that you will be fully infected if he needs to chase you again. I was left slugged for my entire timer because every time I got picked up he just chased me again till I was too slow to loop him.
Please make it so getting downed resets back to 50% infection. There is 0 counter-play against Wesker in a 2v1 situation when he slugs you.
That was a joke right?
Every killer is "uncounterable" in a 2v1 situation, if he are looking to get 4K.
Wesker with his needle hitbox now are one of the weakest killer I played, he is just a M1 killer with a extremely, EXTREMELY, hard power to use in any situation.
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@Pyrosorc said:
His power is basically nurse - practically no recharge and covers the same distance just as fast. It can't go through walls, but with the buff it still hurts you over pallets and vaults, and he doesn't even have to have the skill to land it on you, you just need to be in its path.
In addition to this insane power, he's a full 4.6ms killer. On indoor maps it's nearly impossible to locate him due to his insane terror radius so he gets quasi-stealth on those maps, nullifying his disadvantage over nurse's ability to go through walls on those maps. And he gets a fun little minigame with infection too, adding a little bit of inbuilt slowdown on top.
You won't see sweats playing Blight anymore, that's for sure, Wesker vastly outclasses him.
See you guys in a week when hopefully this killer is being played less because facing him is utterly unbearable. Plus I have noone left to play with because my whole friends list already just dropped the game from this update.
Are you high or something? Drinking a lot?
You need to play with the killer before say something, because now you are ridiculous you know.
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@smappdooda said:
I've barely noticed the 10 second gen time increase. It feels the same because PT exists. I see a lot of games where gens FLY. (That stridor challenge was a great example of it)
Me too, 10s more for gen is nothing because PT and with the new prestige, everyone have PT
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@Zolfo16 said:
PT makes the games fast as before. BUT the survivor that uses it basically is playing with one perk less and is forced to repair gen with another survivor that is inefficient and risky.
I think it is fine.
Use discordance to counter, not only to disturb a gen with 2 or more survivors but also to take track of the survivor that always try to repair with the others in order to tunnel him.
Obv if you use PT you can't blame the killer to tunnel you out once he understand you have the perk.
Yes, I see that matches that I remove discordance was hard to do something, with discordance was 50/50, depending the way a played good or bad.
I see some people saying to bring discordance because of this.
Main perk I guess.
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I played on RPD with pyramid head, and for me it's totally fine, for me is not a difficult map to learn as a killer and surv, the map is cool and have balanced pallets and loops.
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@panvxv said:
https://forum.deadbydaylight.com/en/discussion/comment/3161579#Comment_3161579
As I said perks wouldn't work on cages but Endurance and Haste after unhooking would apply just to prevent insta downs from cage unhook.
He will not lose his unique ability to counter hook perks with that.
Also I think you don't understand on what good Pyramid Head players waste time. They are not wasting on loops or survivors that are pre dropping but getting within 9m of survivor to hit them with Punishment of the Damned. Survivors that loop or pre drop help Pyramid head.
Biggest weakness of Pyramid Head is his lack map pressure. I don't want to change that. He should have that weakness but Torment Trail with this slightly buff could help decrease map pressure of survivors. So Pyramid Head don't have map pressure and survivors have decrease map pressure.
Survivor stepping on Torment Trail would make less distance so both of them would be closer to generators that other survivors are working on. But to all to occour survivor have to have Haste so after being hit or from perk and Pyramid Head spent time before setting his Torment Trail to prevent this Haste.
Like you said, he don't have map pressure and you are saying to nerf his cage and give survs endurance and haste, against a good team of survs, pyramid will need his ability to insta tunnel to have some pressure on survs, I think you don't play a lot of pyramid head but in high MMR is not that easy to hit with POTD, if was easy to hit with his power, he will be a S tier not a A tier.
He already don't have good add-ons, cage don't work with any hook perk, his best hex (ruin) has nerfed to hell, he Just have CoB, overcharge, eruption and jult, to have a good synergy with his power.
Trail is good the way it is, same for cage and power, he just need good add-ons, a add-on that do what you said maybe will work better.
But he is fine.
Try to go against a very good SWF in high MMR, without his insta tunnel ability, will be a nightmare.
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@panvxv said:
As the skill of a players increases the time they spend to hit surviors with help of killer's power decreases.
In the case of Pyramid Head it's how fast player can manage to hit survivor with Punishment of the Damned so more often than not even a single loop can't occur.
Survivors only walk on Torment Trail if they really must so when looping or when Torment Trail is in their way to the next loop/window.
So when Pyramid Head is good enough to be able to hit through any obstacles and not even loop Torment Trail usability is already cut in half or even more:
Setting Torment Trail to cut ways to loops is map dependant. On map likes Raccoon City it's works the best but on more open it doesn't.
This game works around time, how much can you spend it on activities like finding survivor, hitting them, destroying pallets, etc.
So setting Torment Trail on harder maps for Pyramid Head can be not worth the time as not only they disappear fast enough but also survivors have to want walk on them. It is just faster to hit them with Punishment of the Damned.
I have been thinking how to make Torment Trail more impactful during chases and I think I found the answer:
Survivors stepping on not restricted (around hooks, generators, basement) Torment Trail lose Haste status effect.
Simple, clean and helps making Pyramid Head second ability, Torment Trail, actual tactical when playing as him.
If to add this Devs need to make something other weaker I would say make unhooking from cages give Endurance and Haste like with hooks but perks can't increase it.
Nah, Just rework his add-ons, if cages became like you said, pyramid will lose his unique and good ability of counter this effects, but if they do this (probably will not) cage will need to apply hook perks like, POP, PR, MYC, DMS and go on.
But for me he is fine, just his add-ons are really really bad.
Against good survs if you don't know how use his power properly, you will just waste time on chases, like just hold W and pre drop for safe looping, a pyramid can't play around this he is f.....
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/3161292#Comment_3161292
It's actually 2 different hit boxes, the collision and the grabbing survivors hitboxes are totally different.
The collision hitbox was reduced as Wesker bumped into so many things on the PTB - I'm not seeing that happening on the current Live version.
With regards to grabbing the survivors, it was generous on the PTB and we could see that he was able to grab survivors that he really shouldn't have. This was also something that was adjusted, whether it's now gone the opposite way is hard to say - that's what feedback is for. But I want to be sure we're getting the correct feedback and not having the two different hitboxes mixed up.
His hitbox on PTB was broken, like you said, he grabs survs that shouldn't be grabbed, like survs in the other side of the pallet, but now his power hitbox is like hit a needle.
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@baconbitzzz said:
First off let me be clear, I think the team did a great job making Wesker and his power is really fun and I completely understand his hotbox in the PTB needed to be brought down as it was waaaaaayyyy to forgiving. But the live version currently is so small that I am actually passing right next to survivors and I am not getting any type of grabs. The videos are links below, I saved these from my xbox so please forgive me if there is problems looking at it.
#1. https://www.xbox.com/play/media/9VKVFG9F
#2 https://www.xbox.com/play/media/A6ZTBLTC
In both clips you can clearly see I go right through them. Please make the hotbox just a tad bit bigger and I think Wesker is in a perfect spot. There is some other smaller issues like his Chaser Emblem not working properly and sometimes when you through survivors an object that isn't a wall like a window, sometimes they don't take damage and just land normally like if they got thrown into nothing. I want Wesker to be playable and fair but from these clips you can clearly see his hotbox is just bit too harsh. Please consider making it abit bitter. Thank you <3
(Also let me know if you agree with what I said or maybe if I just suck and need time to imporve his dashes but these two clips happened in the same match, I feel like its just too small of a hitbox to where you will hit someone but the game won't count it)
U are not alone, his hitboxes are terrible now, I know that on ptb his hitbox was broken, but his hitbox now is a joke, but if u became good with his power with this ######### hitbox, if BHVR fixe this, u will became a god with his power, I played like 10 or 15 matches with him, and I started to think "something is wrong with his power hitbox", but everyone who played against or using him tell the same, his hitbox sucks.
But for now I will play with other killers, I don't want a M1 simulator if I have a good power, and a bad thing is that he don't have any pressure without his power.
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@Chocolate_Cosmos said:
https://forum.deadbydaylight.com/en/discussion/comment/3159650#Comment_3159650
I think even Victor has bigger hitbox than him.
I just played a match in haddonfield using him, I can't say which house, but there's a vault on a balcony, with the power it was a guaranteed hit since the vault is in a hallway, he was next to the "window" trying to bait, I used the power in the middle of the hallway, I missed him and passed him, but he was so close to the vault that I bodyblocked him, did the vault animation, locked the vault and instead of going to the other side I stayed on his side, and the vault locked with bamboozle
His hitbox is ridiculous, on ptb was broken and now is a . In the survs to hit
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@Zolfo16 said:
He assumed a scenario like this:
"The killer hook a surv near a gen.
Then the killer goes away and the survs arrive to save the guy but they see he is hooked near a gen.
They block the progression with reassurance and start repairing the gen.
The killer never check that area again because he still see the guy on the hook so he assumes no survs must be there."
Well... in my opinion.... if you are worried about this you do not played killer that much. If there is a gen close to be finished i ALWAYS check it, even if he is near a hooked guy, many times the survivors leave the mate on the hook in order to finishe the gen undisturbed, it is a common strategy even without reassurance.
Doing it with reassurance it is a huge risk, you live the guy on the hook for a consistent amount of time, if the killer is not an idiot and comes back you all are on the gen, reassurance is consumed, the guy is still on the hook and now the save is more complicate than before and if you do not save you can be sure he is going to camp the area because now there are 2 things to defend, an almost completed gen and a hooked survivor with reassurance wasted.
One more scenario, if survs use that strategy they have the risk to have 2 survs on hooks at the same time, making the killer have more pressure at cost of one gen, and a mistake like that can guarantee a win to the killer.
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Everyone have mind blowing suggestions for PH add-ons, but BHVR don't listen a single soul. I give up the idea that BHVR will do something about his add-ons.
