dugman
dugman
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/3198591#Comment_3198591
This addon no longer exists.
Right, it was the old effect of Frank's Mix Tape.
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I’ve never done that as a killer so … 🤷♂️
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3198779#Comment_3198779
the math does not work that way. Up the ante is stacks 2 times. As to why it stacks 2 times, I have no clue and if you run slippery meat on all 4 survivors and 2 up the antes with 2 vigo luck offering. You have 98.7% chance to kobe among 6 attempts. You have to be very unlucky to fail 98.7%. One thing to note is that if you escape in your 6th attempt, you will lose 1 hook state, I'm not sure if this is a bug or just how it is intended to work but that is how it works right now.
I have only went against a single time, it was memorable game. It was a game on Crotus asylum(Nurse map) and I was playing Oni with Old top knot & Akito crutch. The game ended in 2 kill, 2 escape. It happened like 3 weeks after they first released their new MMR system in DBD. All I do not remember much about the game other I killed 1 survivor by 3 hooking them and then slugged two people in end game, but I was forced to pick a survivor near exit gate, I got DS and then the other two surivvor's left after I hooked survivor. This is my only experience vs these perks. I have no opinion of these perks other than they look powerful on paper but in practice they are not used very much.
I see what you’re saying now, you’re assuming every survivor is running Up the Ante.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/347497/up-the-ante-discussion
Up the ante with slippery meat and 2 vigo luck offering. you have 100% chance to escape the hook among 6 attempts. If the killer camps, you need 3 vigo luck offerings. I wouldn't call the perk useless. if anything, if you build around it, its stronger deliverance with no conditions to trigger. main issue behind the perk is that you need SWF to use it and everyone to commit to the same perks. I am not sure if up the ante stacks, I have heard that it stacks among two survivors, but no confirmation if this is true.
your suggestion adds random RNG to the game where the successful proc of the rng would be too much impact on the game outcome. competitive games do not like game-changing to have game-changing effects. The main reason why this version of luck is not complained about is because the risk of failure is too high in term of punishment that it is not worth attempting unless you use perks to remove entire rng of the action itself. The only time people commit to self-killing themselves on hook is when they have already lost so the risk vanishes. I would say Mandy's opinion would be the popular opinion on this topic.
https://forum.deadbydaylight.com/en/discussion/comment/3198081#Comment_3198081
They did merge Up the ante+Slippery meat. That perk is called deliverance. They just added a drawback to the perk to prevent it from being a spammed second-chance. Surprisely, its powerful perk vs campers with new self-BT although from BVHR current statistics It is not popular so player do not value the perk precisely because its inconsistent. I wonder if the perk would be more popular if the perk globally only worked once among your entire team.'s hook-states with no drawbacks. Sounds a lot like old decisive strike that used to only work for obsession instantly.
Where are you getting 100% chance of escape? Base escape chance is 4%,Up the Ante is 9%, Slippery Meat is +4% and three extra chances, and Vigo luck offerings are +3%. Even with four luck offerings that’s only a 29% chance to get off per attempt which comes out to an 87% chance of escape in six attempts, not 100%.
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Yeah close games are great. 🙂 I had one yesterday with Hillbilly, three of the survivors were still alive when the gens finished but they were all on deathhook. I managed to nab two of them each at different exit gates just as they finished opening them, a few seconds later and they’d have gotten out. Got a 3k but it easily could have been a three person escape if they had been a little faster or I was a little slower.
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He’s generally considered on the weaker side because until someone is in Dream state they aren’t affected his snares or fake pallets. He has a teleport which is useful but it also gives a good amount of warning before Freddy appears so survivor aren’t likely to still be near the gen when Freddy appears. His snares are ok against sleeping survivors but not the most powerful ability either compared to things other killers can do in terms of zoning.
So he’s good enough that you can still win with him but I think a lot of people who play him regularly wouldn’t mind him getting a buff.
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@Zeidoktor said:
A few ideas on buffing Cruel Limits/Claustrophobia:
1. Simply increase the range of the effect
2. Have the effect occur around the Killer rather than the finished gen (imagine getting it mid-chase)
3. Have the effect occur around all Surviviors (though maybe reduce the range in trade-off)
4. Have the effect occur around the completed generator as well as any generators actively being worked on.
Would the perk even be overpowered if it had no range limit at all? Just block all vaults for a time after every gen.
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@Underdawg said:
https://forum.deadbydaylight.com/en/discussion/comment/3198534#Comment_3198534
The best killers that I have seen play don't let survivors direct where the chase goes. They cut them off and force them into dangerous situations and dead zones. It's a skill I'd love to have when I play killer 😥
That’s why I said the survivors direct the chases “for the most part”. Killers can influence and herd survivors a bit but they can’t directly make the survivor run a particular way.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3198567#Comment_3198567
wow. That must have been some insanely long chase O.O can you provide an estimate how long it could have been? For all I know this happens only if survivor stands on one spot waiting for killer to do something. I never even noticed it going down on vaults - maybe it's just slow/mid vault that do that? (and dropping pallets take so little of it)
Well in the Legion case I was running the gimmick add-ons which reduce the Mend timer every time Legion does a Frenzy hits someone. So you put them in Deep Wounds, then hit them again to reduce the timer, then keep chasing them so they don’t have a chance to mend and have to keep vaulting, and when you get Frenzy back you can reduce it further, etc. It’s a decently long chase but not as long as it might sound.
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Custom matches against bots and automatic moris are the two main midchapter type items from the 2022 roadmap that aren’t done yet so I’m expecting one or both this PTB. I’m not expecting any major character changes since those all got put off to make way for the roadmap items.
As far as cheating goes I’m sure the devs are working on anti-cheat strategies but we’re unlikely to get any details if they are since they don’t like talking about those publicly so as not to tip off hackers. But yeah, hopefully they are prioritizing finding ways to mitigate some of the issues hacks are causing.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3198277#Comment_3198277
Your deep wound meter doesn't go down if you're running, and you can find a teammate to mend you as well.
Just to clarify deep wounds does go down if you vault or drop a pallet though. So if you’re in a long chase and doing a lot of vaults and pallet drops you can definitely go down on the mend bar and even potentially die mid chase from it (I’ve actually killed people that way with Legion.)
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@Milo said:
Generators don't regress while blocked by the entity.
With the exception that I think Jolt can regress gens through a block.
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I’m not clear on the specifics of your suggestion. Survivors already get a 7% speed boost when they get unhooked to give them time to get away from the killer and punish killers who just chase them right off the hook. Are you suggesting that 7% boost should last until that survivor does a Conspicuous action?
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@SpaghettiVase said:
Love how you instantly shoot down Zanshin Tactics as a trash perk when it would literally just be the same information like you can't complain if you have the exact same tools at your disposal dude.
Zanshin Tactics is much, much less useful for killers than Windows is for survivors. Survivors are the ones directing where chases go for the most part so a survivor having solid information what path they should take to make good use of vaults and pallets is very useful even for experienced players. Killers though mainly follow the survivor’s lead and try and catch up to them so don’t get nearly the same level of benefit from Zanshins even though on paper it’s the same information.
Basically it’s just an example of how certain information can be really very useful for one side and not as useful for the other side due to the asymmetric nature of the chases.
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I’ve never liked Hillbilly much, I find his chainsaw just feels really awkward to use in a chase and his steering is pretty awful. Coincidentally I did play him twice last night for a daily ritual and won both games, but frankly I won the games mainly using basic chases and his chainsaw only got three or four total hits over the two games. I didn’t even bother using his chainsaw much for mobility either game since I ended up not needing it.
In principle Hillbilly is fine, I just prefer Bubba to him in chases and other mobility characters to him for getting around the map. His milkman costume is pretty hilarious though. 🙂
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3198487#Comment_3198487
Interesting idea. I mean - I would not go with transparency, but there are maps that have a lot of one color. Maybe if traps were yellow in eerie of crows, green in whole autoheaven and gray in the game (same kind of logic for all the other maps) then it would make sense.
But make the colors similar to environment - not exactly the same color please.
Right, not transparency but translucency, as in partially see through but still visible. So the trap ends up having a similar color to the ground its on but not identical.
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Just some quick tips if you’re a new killer having trouble with flashlights and flashbangs
- If you can always look at a wall or obstacle when picking someone up to make it harder for a flashlight user to get a line of sight on you.
- If no obstacle is nearby, keep a close ear and eye out if you think you maybe were followed by a flashlight player. You can sometimes hear them running around if you pay attention during the chase. Also if you take a split second to quickly scan the area before you pick someone up, or take a second to break a pallet or kick a nearby gen, you might spot another survivor skulking around for a save as well.
- If you do pick a survivor up in the open, try and do an unexpected 180 so a potential flashlight player might be behind you instead of in front of you. That way the only way they can get the blind is by running all the way up to be in front of you and the timing is a lot harder to hit.
- Lastly if you get blinded at a pallet, don’t worry about it, just listen for the footsteps or breathing of the survivor while you’re blinded and you can roughly chase them hopefully. In fact them blinding you means they potentially didn’t get as much distance as they could have had they simply run away so they may even have hurt themselves a bit by doing the blind (although they do get a nice bloodpoint bonus for it so they probably are happy with that. 🤷♂️)
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I don’t know about the size, but I would like to see his traps be translucent so they are harder to spot regardless of what map he’s on. Right now his traps are ridiculously easy to see on some maps and hard to see on others.
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To me this is really close but at the moment I just barely give the edge to Wesker. Demogorgon has much better tracking which is great, but I just like using Wesker’s Bound more than Demo’s Shred because it can go around corners, has a much longer range and landing it looks and feels a lot more satisfying. Plus the vault over pallets is surprisingly useful sometimes, the trick being timing it right as a survivor finishes dropping the pallet and then vaulting over it during its final bounce. If you time that vault right you can pretty easily catch the survivor for a hit on any loop that isn’t a super small mindgameable one. (And if it’s that small you can get the hit anyway.) Plus playing around with Wesker’s overcompensating-for-something Terror Radius is fun. 😄
As far as actual overall effectiveness, they’re pretty close. I think both characters are 4 out of 5 stars. I might give the edge to Wesker but it’s really hard to tell, Demo’s tracking shouldn’t be underestimated and he also charges up his attack a bit more quickly which can be handy. But Wesker’s infections cause a lot of indirect slowdown as survivor keeping running around grabbing and using sprays, and if they don’t use sprays or run out being fully infected is really bad for them. So they definitely each have their own pros and cons.
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If I had to pick something I actually miss it would be remembering when Hawkins was available as a map. I liked Hawkins, it was a fun map to play on as killer. 🙂 It had a ton of pallets but they were almost all gameable so it worked out.
On the flip side, of things I don’t miss, I also remember when keys could open the hatch early and let multiple survivors out with a single key use. Totally broken and I don’t miss those old keys at all.
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@Cybil said:
Twins and... someone else were next. Can't remember who or in what order.
Sadako would have been due for her first balance pass this year but it got delayed because of the 2022 roadmap.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/3198434#Comment_3198434
I'd actually not have luck as a mechanic at all :) but that's just my personal opinion, I'd rather things more tangible and not left to chance. Whilst I am a fan of map RNG, I'm not a massive fan of things being too random in a game such as DbD where repetitiveness is part of the game.
(going to just add in here, please remember these are my personal opinions - feel the need to add that given that people will jump on what I say).
Yeah, it’s kind of like a similar thing that comes up a lot on Boardgamegeek when people talk about randomness in boardgames. Some people like a bit of randomness in games, others absolutely hate it and like games to be purely deterministic beyond the initial setup.
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@e1ix said:
https://forum.deadbydaylight.com/en/discussion/comment/3198402#Comment_3198402
I like that, I sometimes play Ace with that build as well (minus the open handed cause I think that's overkill). Only Ace players run these memey builds I feel. :D Thanks for filling in the survey.
Sure thing, I did the killer one as well. Based on my current favorite loadouts, I went with
- Lethality - Devour Hope and Forced Penance
- Info - Discordance (since Prove Thyself is super popular), Lethal Pursuer, and Floods of Rage. (I like others too but those are my most used right now)
- Chase - Fearmonger. Also Brutal Strength, Enduring, Fire Up, Bamboozle is my most used chase build. Save the Best for Last is also great, and I like Hex: Blood Favour
- Slowdown - I notice you went with specifically only gen slowdown, but Sloppy Butcher and Coulrophobia are also decent slowdown perks. For gen slowdown though I like Pop, Call of Brine, Hex Pentimento, and Jolt. (Which I use depends on the build, and honestly my most used build right now uses no slowdown at all.)
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@Mandy said:
My personal thoughts are that I don't like "luck" in DbD, I'd rather something more solid and guaranteed - especially as Luck can only refer to self unhooking at the present time, with the recent bloodweb changes there's now more opportunity to get the good items from the bloodweb so I don't think it should affect items found in the trial (it currently doesn't, nor has it previously). Having luck to dodge a hit, without any skill involved just seems to be counter productive and would lead to more frustration than Dead Hard did prior to it's nerf.
Thanks Mandy. What sort of benefit might be a change you’d think could be good for Luck then if it were up to you?
Personally to me something like Luck thematically kind of implies a bit of uncertainty or randomness but swayed in your favor versus a set in stone benefit. Like a critical hit type thing in an RPG or getting a lucky break on where something spawns, that sort of thing. The tricky thing in practice is what areas of the game are actually conducive to a bit of randomness that can be skewed toward the Lucky player?
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3198394#Comment_3198394
if this perk would force single survivor to drop single pallet as soon as he runs over it, then it's underwhelming perk. I agree with that one. If the perk has some reasonable cooldown (say even 1 minute), then it's VERY strong. On some killers more then on others (I think it would be OK perk against clown, but really OP against huntress).
Just to clarify it would be the killer dropping a single pallet, not the survivors. So the killer would get the Interaction prompt when they’re at an undropped pallet and if they interact with it the pallet gets dropped or destroyed and the perk is disabled. Typically I imagine this would mean the killer might go to something like shack, for instance, and get rid of that pallet at the first opportunity.
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I’m not sure Michael will get a major rework. His kill rate and pick rate are actually around average from what I can tell from aggregate stats despite his bad reputation. Of course the devs look at other things too but unless they are looking at something specific like a particular add-on they think is causing problems I don’t think they’re unhappy with his overall performance.
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For the survivor questions I ended up with Non on all the categories since I only ever play Plunderer Ace (Plunderer’s Instinct, Appraisal, Ace in the Hole, and Open Handed) and go in with a simple toolkit. I also prefer to heal other people and get healed versus self heal.
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Nowadays I go with 3-4 kills is a killer win, 0-1 is a killer loss, and 2 kill is a tie.
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/comment/3197814#Comment_3197814
Sadly the mobile version of the game was re-coded from the ground up, with things like bots in mind. Might have to wait for DBD2 for replacing those who DC and other cool additions. If they even do a DBD2.
Yeah, I know, that’s the main reason it hasn’t happened here so far. I’m just saying the system does seem to work in general though on that mobile version so if or when they try it on PC it could be a nice change,
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@Gandor said:
Forced droping the pallet would be insanely OP.
Some killers actually benefit really hard from such an interaction (I am looking especially at the 2 of you huntress and pyramidhead, but even trickster and nurse would love these and other killers would still benefit from it). The original aura reveal would be totally pointless part of the power.
As noted in beginning, it should be something thematically identical. So information (aura during animation without lingering effect - it's used during chase so killer sees it already) about a person vaulting any pallet or window at any speed in a radius of a perk would be thematical and not too OP (keep in mind this is secondary effect and should be both weaker AND different from "I am all ears"). I would be perfectly OK with such a buff to a perk
Force dropping of multiple pallets would be OP, I’m skeptical forced dropping of a single pallet per game would be problematic though.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3197970#Comment_3197970
I think window is overrated because you can develop skills to emulate the perk's effect. I understand that it is top played perk because many survivor value the information in being able to not go in deadzones in the chase from soloq problems but you can somewhat cross reference a killer's position and the survivor position by using terror radius and your map location for when your repairing a generator. For example, let us say your repairing the Ormond most central generator in the big building, if you do not hear a terror radius, it means that the killer is likely not on left or right hand side of the building so those pallets are not getting broken and the killer is will be on southern side somewhere along the shack-side east-west or the killer will be on northern side up at the top loops. You can use process of elimination on most maps to figure out what pallets are being broken and where your teammates are getting chased.
Its just that it takes a lot of game-sense and game knowledge to develop the skill to not need window of opportunity. that is why people use it because having to make reads(guesses) on your teammate and the killer is difficult. Using the perk is just easier. Just another one of those perks that make you closer to SWF in soloq. no more guessing, just straight 100% accuracy.
I have no idea if it’s over or under rated, opinions vary obviously on the perk. Either way though your description of the type of skill needed to intuit the same sort of information is well beyond beginner level players. You can make a similar argument for any information perk by saying with strong game sense you can get a feel for where the other players are and which gens are being worked on and so on. But clearly that doesn’t make perks like BBQ and Chili or Call of Ruin or Kindred “beginner level perks” or only useful for weaker players.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3197908#Comment_3197908
I used to regularly pop gens at 20% so they would go down to zero to help secure a three gen. Pop can no longer do this so it lost most of its appeal. I was regularly kicking gens with Pop before the patch to make gens take 120-180 seconds longer overall. There's no way you can get that kind of value anymore with the current skill over and over and over again like you could with the old Pop.
Nobody is disputing that Pop is weaker than it was, my point is simply that it still offers enough regression to be worth using even at 10-15 seconds per kick instead of 20.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3197807#Comment_3197807
Up the Ante does not stack anymore. It does not work the same way anymore.
https://forum.deadbydaylight.com/en/discussion/comment/3197805#Comment_3197805
That's what they said but that's simply not possible considering the rate at which we got purple items using that perk when compared to control tests with no loot/luck perks.
Or maybe your tests just were random chance? 🤷♂️
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Dredge is my favorite killer so far so Garden of Joy is therefore probably my favorite chapter since for the most part the killers in the chapters are what I'm most interested in.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3197902#Comment_3197902
you can buy oni's dlc with real money and pick him as your first character to max. Kate is dlc character. nothing different for her windows.
realistically, the only killer where zanshin tactics has any relevance is doctor because part of his skill-floor is knowing where pallets are so that you can prevent pallet drops.
At the same time, Windows and Zanshin tactics are pointless perks the more experience you become at killer and survivor because you should have windows and zanshin in your head for every map after enough play-time. for me, on personal level, it took me around 500 hours of one-tricking survivor before I was custom to every single map. hardest map for me to learn were indoor maps. old pre-rework Lery in particular was hardest one for me. so that is my personal experience with learning maps.
Windows of Opportunity isn't just a "beginner perk", it's actually extremely useful for all survivors which is why it's currently one of the top most used survivor perks.
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Pop is still a good perk, you just have to try and not waste it on gens that aren't at least 50% done.
Coincidentally Otz just posted a sample game with Pop on Youtube today talking about some possible combos with it and showing roughly how much regression it offered (I think he got about 8-10 uses at 10-15 seconds each.) Pop is the first game in the video, the second game he uses Ruin and Surveillance. (He also admits Ruin isn't as good as Pop in the video but does think it still has some traction when you pair it with Surveillance and additional slowdown. I'm not a fan of the current Ruin personally but I do agree with him that Pop is still a good perk that's being overlooked by some people.)
https://youtu.be/digL0WLHSzE -
@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/347529/zanshin-tactics-discussion
destroying standing-pallets is hex-level power-level perk. there is zero chance that should be put on Zanshin tactics. Zanshin is meant to be beginner-type perk for learning the map tiles as killer. Not every perk needs to have a use. Some perks can be learning perks.
I thought about giving Zanshin tactics an actual effect which goes as follows:
Survivors near dropped pallets have their aura revealed within 6 meters of a pallet. This effect lingers for 2 seconds but upon further review. I think its better to just make new perk then to try to change a perk made for new players.
If it were meant as a "beginner level perk" it wouldn't be locked behind a dlc character, it would be a generic perk.
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I'll turn the question around and ask why are you upset if you get slugged at 5 gens? At least you can move around and heal yourself almost to full if you get slugged.
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Power : the killers power is something like the blight but at the same time it's like the oni's he goes into a dark rage and so if a survivor pulls a pallet down while he's in his rage he gets pissed off and stomps the pallet but his gauge resets
I'm having trouble following exactly how this works? A pallet smashing killer could be fun but I'm not clear on the specifics.
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@randonly said:
https://forum.deadbydaylight.com/en/discussion/comment/3197801#Comment_3197801
By "solid effect" read something that does not depend on anything to be activated, which is reading the auras of windows and pallets.
Ps: unlike survivors that you can simply say that a little used perk is in fact bad, since they are all purely "skins", with killer you can't say the same thing, everyone is unique. I.E: Spirit make a insane use of perks like stridor that is currently little used according to the site you extract the information from perks, and there's nothing wrong with that, the perk already has a solid and good effect.
Anyway, this is just my observation and opinion.
I actually like Stridor personally.
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@darksouls3600 said:
https://forum.deadbydaylight.com/en/discussion/347529/zanshin-tactics-discussion
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.
Ok, I could maybe see Zanshin helping Pyramid Head aim his shots through walls towards a vault a survivor is about to use. It's hard to picture other killers getting similar value (except maybe Artist? None of the others can shoot through walls.)
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3197812#Comment_3197812
That's true, however I'm referring to the way of how a game dies, perhaps when it gets too old I get it.
Dying because of a cheater infestation or because of extremely bullying though? come on..
Agreed, the game isn't going to die out any time soon because of cheaters, but they're certainly not helping!
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Well they are adding bots to custom matches soon (maybe even next midchapter if we're lucky!) If those bots work out well it wouldn't surprise me if they consider applying their pathing AI to things like the Nemesis zombies, different types of pets, and also maybe consider eventually replacing disconnected players with bots. (In fact DbD Mobile already replaces disconnected players with bots and it seems to work pretty well. The bots aren't as good as humans but they're better than no player at all!)
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@[Deleted User] said:
DbD will not die, it has a big dedicated playerbase. BHVR will surely come up with something, I know them.
Cheaters have to be slowed down a little, those 10 years old cheating kids are having too much fun lately.
I love this game as well and look forward to see some updates from BHVR
All games eventually die. But yeah, DbD is doing extremely well for a game that's over six years old. 🙂
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@DBDVulture said:
Up the Ante used to be busted so it got the nerf hammer. Once upon a time you could have 4 people run that perk and everyone got +9% luck.
Since ranks completely reset every month on the 13th you had easy games for about 1-2 weeks where you could farm all the items you needed for the rest of the month.
In short : it was busted.
Up the Ante has never been patched. Are you thinking of a different perk?
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3197760#Comment_3197760
"Luck also has no effect on items recovered in trials"
My friends were able to get an average of 1.4 purple items out of chests in 10 games in a row using this strategy. UtA no longer stacks and luck no longer affects chest loot. Empiricall evidence rather solidly proves that once upon a time Luck did influence chest drops.
Luck never influenced chest drops. The only change the devs ever made to Luck was it used to help open bear traps.
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@Akumakaji said:
Here is another idea thats more a QoL change that wouldn't really buff the perk and I don't know HOW useful it would be.
Give the perk a counter, much like Small Games has for totems, but let it show you the total number of palettes on the map, counting down. When you deplete all palettes there is a thunderclap sound and you auto win (thats a joke, btw).
I know you're joking but a perk that gives the killer an alternate win condition could be kind of cool. Or at least funny to pull off. 😄
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@randonly said:
https://forum.deadbydaylight.com/en/discussion/comment/3197759#Comment_3197759
drop a pallet every 80 seconds?? Broken and would be a meta perk always used, they (killers) would always use it at the beginning of the game in the most safe, unless it has a strong downside, which would be not being able to break pallets anymore (only after survivor vault it), or else giving the survivors a perk to rebuild broken pallets every 80 seconds.
Anyway, zashin doesn't need that, there's nothing wrong with a strategic perk that has a solid effect and is better and much more used by few killers.
Zanshin doesn't have a "solid effect" for killers, I think you're greatly overestimating it. Just my opinion.
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@randonly said:
giving the killer the ability to destroy undropped pallets as a secondary effect is super strong, even with high cd or limited usage.
In fact, some perks were made just for strategy purposes, as in the case of zashin, which you can zone the survivor to areas where there are fewer pallets available (very good with Deathslinger) or go ahead and win a loop with mindgame using this perk, making the perk by itself a very solid and CONSISTENT effect, even if the perk isn't used as much. In the same theme there is, for example, the stridor perk, which makes the survivor more audible and is also a strategy/chase/track very consistent, not so picked or used, even with the ironwill nerfs.
if you want to increase the use of a perk that already has a consistent effect, it's not giving another good and GOD one, but doing what BHVR did with the survivors' meta perks, nerfing the most used ones or make ohers a base kit effect, like maybe make corrupt, and releasing a perk slot.
There's nothing wrong with strategic perks, it's just that Zanshin Tactics is not an effective one for killers.
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In addition to Spooky, Otz and Potato Legion also both posted Youtube videos yesterday and today saying the exact same thing, namely that cheaters are making it extremely difficult for them to continue streaming the game. In particular all three of them specifically complained about
- the ability of cheaters to somehow force themselves into streamer's match lobbies
- blatant cheaters being able to force a game to hang until either the cheater or the streamer disconnects
- the number of subtle cheaters who just move faster than normal and such in their games being extremely high
- a lack of positive feedback on the results of their reports from customer service after a ticket is investigated
- a lack of any mention of what kind of priority or plan Behaviour has in place to deal with cheaters
I feel kind of bad for these prolific streamers dealing with this. I've never encountered a blatant cheater personally (who knows if I've come across a subtle one? 🤷♂️) but this is obviously creating problems for these high MMR relatively decently viewed DbD content creators considering multiple creators have now gone out of their way to post almost the exact same thing in the span of a few days.