dugman
dugman
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As an aside as more killers are added it’s not surprising that individual killers are seen less and less often. For instance, personally when I play I just run a game or two with whatever killer happens to be my daily mission that night. So since I’m playing a totally random killer I only play a given killer on average one or two nights a month. I’m sure I’m an exception there, but I also wouldn’t be surprised a lot of people do at least play a match or two out of however many matches they play in a night doing a random mission, so at least some of their choices will be basically random. So even though there are killers that are more or less popular than average you’ll always have some of that random spread in selection, and the more killers are added the wider that spread.
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@Deon_1 said:
https://forum.deadbydaylight.com/en/discussion/comment/2635730#Comment_2635730
you guys keep suggesting perks to fix a fundamental flaw of the game . in what world is it a solution to fix game balance with a perk ? thats the equivalent of a bandage over a gunshot wound. but this is what people who play both sides a good amount should expect , majority of this playerbase only plays one-side and is completely naive about the other .
I'm not suggesting a way to "fix the game", I'm suggesting something to the original poster who seems to be having trouble getting the first down quickly enough.
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@IsMmrReal said:
https://forum.deadbydaylight.com/en/discussion/comment/2635723#Comment_2635723
I was not dominating though. I got bullied all game. I finally caught someone defended the hook they all went down and boom unbreakable I chase the Unbreakable and poof Kobe!! (Not Deliverance) .
Ah, sorry, my bad, I misread your post I think.
Yeah, bad luck that. 🤷♂️
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You could always try Whispers or Lethal Pursuer to get yourself into a chase ASAP at the start of the match. It doesn't help you win the chase faster but starting it faster means getting pressure on them that much more quickly.
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If you are doing well and getting a lot of hooks and making it difficult for people to try rescues, then those are the matches where a survivor will bother trying to pull themselves off a hook. If you're not doing well and not getting hooks and people are getting rescued then they won't try for the 4% self-save.
So it's not surprising that most of the matches you see a 4% pulled off are the ones where you're dominating.
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⬆ Bloodhound
I just like how it makes it pretty much impossible for an injured survivor to lose you, and I like it even more now that Shadowstep is popular. 😄
I also like Spies from the Shadows, it's like wall hacks with birds on indoor maps. The only thing I wish is that they'd replace its explosion sounds for the noise alert with crow calls, it would feel way more thematic that way!
Mostly though I just kind of run with whatever the bloodweb happens to have given me for Rank 3 perks on a given killer. (I don't grind for specific perks, I just do a bloodweb or two before a match and make a loadout.) There are certain perks I never use because they're so awful (e.g. Monstrous Shrine) but I feel ok playing with anything really. 🤷♂️
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/294467/noob-question-about-pinhead
As a Pinhead semi-main:
- Pick up the box and run for it, dodge chains. If I'm nearby, don't try to solve it in my face (I always bring Franklin's for this reason).
- If I'm far away, run to a safe loop and solve it there. I will teleport to you maybe 50% of the time, and you'll need to be ready to run.
- If I'm nearby, either drop the box (if you can't outrun me) and then get away. Do not try to loop me while holding the box. Instead, focus on escaping. If you have no other choice, buy as much time as possible and solve the box in stages.
- One more thing: make sure to juke my chain summons if you are in the open. Far too many groups just ignore these because they aren't super impactful (especially indoors), but a good chain will let me catch up.
That said - this makes it sound harder than it is. The hunt targeting you is being changed next patch anyway. Pinhead isn't really a killer to fear and will be basically C - D tier next patch.
https://forum.deadbydaylight.com/en/discussion/comment/2634830#Comment_2634830
Except...he wasn't. His kill stats are inflated (like Pig's) because he has a unique mechanic that newer players are going to struggle with.
Even at intermediate skill levels, Pinhead is low 'B' tier at best.
The only addon that needed a nerf was Engineer's Fang - and it was barely nerfed.
Pinhead was fun, but at least I'll have Artist to learn next patch, and if all else fails I'll go back to Hag, Demo or Plague. Killers that are way more oppressive than Pinhead.
https://forum.deadbydaylight.com/en/discussion/comment/2634856#Comment_2634856
Yeah, people are understandably annoyed at his nerfs. Rather than nerfing the one problematic addon, they are blanket nerfing all the other interesting ones. Which feels extremely lame on a killer that is already on the weaker side, especially when he is still really new (and players are still learning how to play against him).
I didn’t say Pinhead is overpowered, I just said the reason the add-ons were nerfed is because the devs think he’s overpowered according to their comment in the patch notes. I don’t have an opinion on how good or bad he is personally.
The other thing I said was that the change to chain hunt not interrupting using the box was a bug fix. If it was a balance change they’d have included it in the list of other Pinhead balance changes with those add-on nerfs, but they included it in the list bug fixes.
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@lemonsway said:
https://forum.deadbydaylight.com/en/discussion/comment/2634835#Comment_2634835
Why should a killer need a super power to compete? That's a reason why the game doesn't work. If you don't use super powers then you can't do ######### and even with super powers some killers can't do #########. That's exactly the problem. The game is so Unbalanced at core level that even super powers don't solve the issues with the most basic aspect of killers. It's why M1 killers died and it's why Nurse was created and it's why nobody has ever been or will ever be on par with Nurse. Nurse is the answer to the Unbalance but they can't just make every killer be like Nurse otherwise they'll have to give Survivors powers aswell, which then resets the whole thing to the begining, a Circle.
Had they made base killer able to compete then they could custom tailor powers without them being too opressive like Nurse or too weak like Ghostface. How can you have a killer that has to expose himself to hit survivors if exposing himself cancels his power!? How is that good design!?
Had they made the basic aspect of playing killer Balanced and Fair, you wouldn't have broken or useless powers, you wouldn't have broken or useless-add-ons. You had a basic working game with a solid foundation to add up on. But BHVR skipped the solid foundation part and just added things when they realised, if they've realised, that things aren't working.
Anyone that can be good with just M1 killers, knowing how terribly limited they are, is a much better player than someone who just plays Nurse Spirit or Blight and wins 7/10 games.
The advantages of playing a kilelr that can do something vs an M1 killer is too great and the advantage survivors have over M1 killers is even greater than that. This is definetly not okay. But now it's too late BHVR will never go back and we'll never get DbD 2 to be a thing let alone a better game. So just find a game that works at basic levels and then build it from there.
Because the whole design is based on killers having powerful unique abilities. If they made it so killers were a coin toss to win without using their abilities then they would crush survivors using those abilities. It absolutely has to be balanced assuming the abilities are getting used, otherwise there’s no balance at all.
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@Kurri said:
https://forum.deadbydaylight.com/en/discussion/comment/2634838#Comment_2634838
You only talked about the bug fix to solving the cube and getting attacked by chains. Not all the other nerfs they are doing to Pinhead and his add-ons. Jeez man if all your going to do is suck BHVR's dick don't participate in discussions.
No, I specifically said
“They’re not making that specific change because Pinhead was too powerful. (The add-on changes they’re making, though, are because of that.)”
In case you still aren’t understanding my two sentences, though, I said above that the add-on changes were made because the devs think Pinhead was too powerful. But the other change to chain hunt not interrupting fixing the box was a bug fix.
Jeez, man, if you’re going to be such a dick stop participating in discussions!
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@Kurri said:
https://forum.deadbydaylight.com/en/discussion/comment/2634830#Comment_2634830
explain the other nerfs to pinhead
I did in that post.
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To be fair they shouldn’t balance the game around vanilla basic attack killers with literally no ability because the whole point is all the killers are supposed to have powerful abilities. If the game was set up so that a powerless 115% killer with no ability was an even match for equally skilled survivors then there would be no way for killers to have powerful abilities without breaking the game. The game must by necessity be designed so that a 115% killer with no ability is at a disadvantage to the survivors, and it’s their ability that puts them in balance.
Of course not all killer abilities are equally effective, your mileage may vary between a good Blight player and a good Legion player and a good Wraith player. But in the end the goal must be that killers are balanced on a case by case basis with their specific abilities taken into account, and with the understanding that a killer with no ability is playing at a disadvantage compared to the survivors.
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@Altarf said:
When you're holding the box, chains will spawn and fire at you in volleys of 3. So if you dodge 3 chains, you'll be able to solve it in peace for the next 15~ seconds without worrying about being chained during it. But they're removing that in the next patch because Pinhead was clearly too strong, and not because many solo queue survivors don't know how his power works, and thus give up and kill themselves on hook because he's "op" or "boring" and inflate his kill rate.
Much like Pig, Pinhead is not very strong, but his passive slowdown ability requires the survivors - instead of the killer - to make smart decisions and know what is going on. And as we all know, many low ranking/average solo queue survivors would rather self care with an active Reverse Bear Trap on or leave the Lament Configuration alone because they're scared of the teleport, leading to completely avoidable deaths that cause the devs to think the killer is too strong and needs nerfs.
If you mean this from the PTB
- Fixed an issue that may cause survivors to be attacked by the Chain Hunt while they are solving the lament configuration.
That’s actually a bug fix, it wasn’t an intentional feature. They’re not making that specific change because Pinhead was too powerful. (The add-on changes they’re making, though, are because of that.)
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Just to clarify, in the scenario in the original post it’s not “boons” plural that are broken, it’s specifically Circle of Healing’s healing effect might be too fast. All they have to do is slow that down enough and that perk will be relatively ok.
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I’m ok with Huntress getting a crosshair. It would be a buff even for veteran players though, but I doubt it would make her overpowered overall.
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My wish is for The Twins to get a Legendary skin where Victor is an evil Ventriloquist dummy in a tuxedo. When are the evil ventriloquists going to get their killer representation in DbD?!
#justiceforDeadSilenceBilly
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I disagree in as much as I think Boons should work exactly like all other perks and abilities which have a radius of effect, and all area of effect abilities work through floors currently. Terror Radius, Doctor’s Shock, all survivor and killer perks which work on a radius around the player, etc. I think it even uses the same calculations for hook distances and placements. There is no reason for Boon to work differently from any of those.
Now if you think the devs should change how areas of effect are calculated to make them not pass through floors that’s another topic entirely. It may or may not be a good idea to change how areas are calculated to consider floors, but I’m pretty sure it’s not a trivial task to do it since it involves changing a fairly fundamental underlying function of the engine that touches on practically the whole game.
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Never thought I’d see the day someone would ask for No Mither to be nerfed.
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@Seraphor said:
Just have totems destroyed when snuffed.
Remove the killer notification when blessed so there's more time to make use of the 5 boons max per game.
Simple solution and solves all boon issues.
Why isn't anyone seeing this?
There’s nothing inherently wrong with Boons being replaceable, and I think the devs intentionally want that in order to make it like a tug of war over totems as a secondary objective for both sides. Individual Boons just need to be balanced out with this system in mind. For example with the way they currently work it could be that Circle of Healing is too powerful, in which case they just need to reduce the healing speed Circle of Healing offers. Likewise if their stats indicated Shadowstep is overperforming they can reduce its radius of effect or tinker with making its aura or scratch suspension more sporadic (e.g. eliminating 90% of scratches instead of all scratches.)
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@SirJustSir said:
I feel current boon totems with the way they work are annoying to deal with as killer. Not because of their effects but of their infinite use, blessing the same totem, not cleansing dull and hex totems, and having certain survivor and killer perks be worthless in matches. I have some ideas on what the nerfs could be like:
1. Blessing a totem removes DS since they touched a totem and it deactivates the perk.
2. Blessing a totem does not cleanse a hex totem, and instead moves it to another dull totem almost like Hex: Undying. That way survivors still have to cleanse hex totems.
3. After snuffing a boon totem, the totem changes to a different aura color that is seen by only survivors. That totem can’t be re-blessed by all 4 survivors until another boon totem has snuffed by the killer.
1 - I’m surprised to hear it blessing doesn’t already cancel DS. It sounds like an oversight they’ll eventually patch since it’s clearly an action similar to other things which cancel it.
2 - I don’t think I like this idea. It’s a bit overly complicated, plus if a killer happens to being certain Hex heavy load outs it’s possible for there to be no dull totems on the map which would mean no Boons could ever be placeable.
3 - Again, seems unnecessarily complicated, but I don’t see it breaking anything if it was implemented.
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@Incarnate said:
https://forum.deadbydaylight.com/en/discussion/comment/2633705#Comment_2633705
Yeah, I do something similar, but often if they're begin telling me how to play, I usually respond with something like "Oh, so I should just have rolled over and given you the win? Because that's basically what you're saying" or "So you think you should tell me how to and not play, guess I should also tell you how not to play and to play!" Often get from some survivors in the group, that "You know, killer is actually right!".
I literally had one not too long ago who told me how to play against survivors when being a streamer, because as a streamer it's apparently expected when you play as a killer you have to go easy on the survivors, you may not camp, nor tunnel, have to respect the 4%, always give hatch, if any one dc'ed let survivors win. All of these expectations has been there literally since almost like the release of the game, and back then the chat was a lot more toxic than it is now. A now ex-girlfriend of mine who used to play the the game a lot started receiving a lot of death threats in game chat, which is just insane that there are those people who're that bad at being a sore loser. Guess there are some people who really that twisted in the head and shouldn't be playing.
There definitely is some kind of expectation as to how a killer should be playing, and that expectation is further cultivated when there are actually killers who try to conform to those expectations, doesn't matter whether or not they're a streamer, but definitely doesn't make it any better.
I've never gotten anything as serious as death threats, I've been insulted though. I've also had survivors say pretty ridiculous things, like:
- I had a 3 gen one game and patrolled the generators and didn't get distracted by people trying to lure me off into a corner. After the game someone complained I was "camping the gens".
- Once the gates are open and it's obvious I can't catch the remaining survivors, I don't chase those. If someone's on the hook, I'll guard the hook if I can't otherwise quickly force the others out. I've had a couple survivors get really, really mad when I refuse to chase them at the Exits.
- I had a survivor a couple weeks ago can me trash after a 4k and that I was "using NOED". I wasn't using NOED, it was Thanatophobia, the icons are similar. (And the gens were never completed so even if I had NOED it wouldn't have mattered.)
- After a 3k with a hatch escape last week one of the dead survivors said I "should stop playing killer because I'm terrible". (I mean, what does that say for him and his buddies I killed?)
- I had a survivor complain that I was "camping" when I got a 12 hook 4k with Legion. I was literally sprinting all over the map the entire game, I have no clue what that guy thinks the word "camping" means. 🤷♂️
Fortunately this isn't every match, but there's definitely some moronic sore losers out there.
P.S. It might sound like I'm trying to imply I get 3-4k all the time. I do get them but I also get 0-1 kills too, mostly when I'm swinging like a blind person. My old person reflexes just aint what they used to be against these whippersnappers and their jukes!
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I can only speak for myself, obviously, but unless the survivors are already insulting me when I get to chat I usually say "gg" and something like "close match, I almost got you there" or "Nice, you almost got out there". Worst case if the team was just teabagging and taunting all game I just don't say anything in chat. The only people I insult in chat are ones who are calling me names or whatever first.
If you figure that if you divided people up into a scale of general rudeness, and they follow a typical bell curve, then about 10% of people are jerks on the low tail end of that curve. And as a killer you're playing against 4 other people at a time, so if you one out of ten of those people is an ######### then it should be surprising that every two or three games you get that type of person harassing you after the match, calling you "trash" or "loser" or whatever if they win (or sometimes if they don't), and "lame" or "cheap" or whatever if they lose. Given how many people you face in the course of 3 matches it's not that surprising you get jerky remarks.
Anyway, not much to really be done about it unfortunately, other than shrug and move on. At least on the flip side I do also get every few matches into a nice short conversation with one of the survivors who's on the upper end of that curve. 🙂
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@TheDarkTyrant said:
Can we just get rid of rifts? They are completely pointless as the only exclusive parts are the charms which no one cares for. The only ones I ever cared for were licensed. So Left 4 Dead. Other than that they are just a waste of resources. The skins come out shortly after and even the ones people paid for on the paid track after being resold but now in the store are just available for shards now which is kinda dumb. Makes the entire major point of the rifts... Pointless!
To be fair, I couldn't care less about charms and I'm only mildly interested in the skins. But I still like doing the Rifts because I like having the extra pseudo-daily mission and I like the journal entries they unlock.
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My only wish for the Twins is to have a legendary skin where Victor is an animated evil ventriloquist dummy in a tuxedo.
Come on, that possessed ventriloquist dummy slasher killer thing is classic! 😄
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I’m not a fan of perks and add-ons “balancing out” with bloodpoints. I’d much rather have them give tangible effects that impact the match itself. I’d just as soon everything like bloodpont bonuses in BbQ and Chili and We’re Gonna Live Forever and Padded Jaws add-on, etc, be replaced with something that buffs how you do in the match. Offerings that give bonus bp are ok since offerings are mostly just doing that anyway.
So no, take off bloodpoint bonuses from perks and add-ons, replace them with something else. Then if people aren’t getting enough BP just increase the base BP earned per match to compensate.
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My suggestion for Monstrous Shrine is maybe something like this
- Accelerates Sacrifice Progression by 3/6/9 %.
- Rescues take 2/3/4 seconds longer
- Basement hooks count as additional Scourge Hooks for related effects
- You can always see the basement hook auras even when not carrying someone.
Making this perk synergize with Scourge Hook perks could be a nice effect. The others are buffs intended to make the perk also somewhat desirable on its own (getting rid of the relatively useless self-escape penalty in favor of making it take slightly longer for rescuers to get someone out of the basement and helping the killer plan ahead knowing where the basement is all the time.)
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If a Protection Hits are seriously bothering you could try the Forced Penance perk which makes the blocker Broken for 80 seconds. That’s a good amount of time to catch up to them again where they are still injured because they couldn’t heal.
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/2632880#Comment_2632880
maybe shadow step should just be nerfed to cause you to spawn fewer scratch marks instead of none?
I don’t know if Shadowstep is actually overpowered overall, but if it is there are ways to tweak it sure. (Allow some scratches, or reduce the radius, or make it only hide auras sometimes, etc). Even if Shadowstep isn’t overpowered in general, though, I still think it would be an interesting mechanic to make Predator kind of be a counter to it.
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I think you hit the main reasons survivors leave when you get there while Undetectable
- Spine Chill is probably the main culprit. I’ve been trying to develop a habit of not looking directly at the generator I’m approaching in order to get as close as possible to Spine Chill gamers and it works pretty well. Likewise in a chase I frequently do a 180 when I’m out of view of them to both hide my red stain and turn off the Spine Chill indicator since they sometimes use that to help beat mindgames at loops or tell if you’re still chasing them.
- Next up is SWF communication. They might not see you but their buddy does.
- Then of course there’s the possibility of stretched res and other graphical tomfoolery. Maybe someday DbD will put in restrictions in the game to not allow stretched res play, but until that happens it’s an unfortunate reality that it lets survivors see over obstacles they’re not supposed to be able to see over
- And finally there’s the off-chance of a hack of some kind, but who knows? 🤷♂️ I tend to assume it’s one of the other reasons versus an actual hack, but anything’s possible I guess.
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@FablPlayz said:
Because i ALWAYS play against survivors with the shiny red rank while i am at the lowest tear cause i just recently started playing again
The visible grades aren’t used in matchmaking at all. They’re really just a function of how much someone played this month, so if you haven’t played in a while your grade will be really low regardless of how good you might be. Likewise it’s possible for someone who plays all the time but for whatever reason isn’t playing all that well to be a really high grade simply by virtue of having played so much.
Like others said above, the matchmaking is a hidden MMR rating that is based mainly on escapes and kills. If a survivor is killed their MMR goes down and the killers goes up, and vice versa if the survivor escapes. How much it goes up or down depends on the relative ratings of the two players and other possible factors (e.g. supposedly the first person killed has a bigger swing in rating than the last person killed because once two survivors are killed it becomes significantly harder for the third and fourth person to escape.) Also you have separate ratings for every killer. (I think it keeps a general rating for you as a killer overall and a modifier based on your performance with each specific killer, but close enough. 🤷♂️)
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The main downside to Predator is just that because the scratches are so close together it prevents them from appearing on walls which makes seeing them at a distance harder. If Predator put 90% of the scratches in the tight area and allowed 10% to go further out then you’d still get a super clear path of where the survivor went and also still get occasional marks higher up at eye level on walls that you can spot from far away.
Also, I think it would be interesting if Predator mitigated some of the effect of Shadowstep, a bit like Iron Will and Stridor are supposed to mitigate each other. (Although currently Iron Will 3 completely negates Stridor but that’s another topic). So maybe have Predator allow, say, 20% of scratches hidden by Shadow Step to still be visible for instance. Enough that there’s still a faint trace of them but not enough to make a super clear trail.
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It seems to be working ok for me but that’s just my experience. 🤷♂️
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Honestly I’d be perfectly ok with neither side having any information at all about the other side until the match starts. You can’t see the opponents, can’t see their add-ons or characters, can’t see offerings, nothing, Survivors can see each other, that’s fine, but they have no info on the killer and the killer none on them.
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I just restarted playing after about a year in that time they added the new Yellow gas. I’ve been playing around using it right before I kick a pallet or gen or pick someone up, or when I’m about to run a long distance, and sometimes might use it right before a chase so I’m sped up at and I can slow them down for a double whammy. I’m curious how an actual Clown main uses it though, wondering if I’m overlooking anything. Any other tips on the yellow gas?
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@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/2632541#Comment_2632541
That doesn't really work for 3 reasons.
- Its easy to miss an aura if you're actively chasing someone else or otherwise busy.
- Aura reading is only for Dulls so Undying can't defend itself.
- If you do run other Hexes as well, Undying is guaranteed to be the first perk you lose every time.
Yeah, right after I typed that I realized my mistake and corrected it.
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@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/2632465#Comment_2632465
Ruin, Old Thrill, Haunted, Undying.
Even before Boons came out, the above loadout wasn't half bad. It wasn't meta but you could get some good mileage out of the build. It also would have been super effective against Boon totems. Before we found out that Thrill of the Hunt was getting butchered, I was 100% planning on running the above build when Boons came out. With that build, you as the Killer are already occupying all 5 totems on the map when you load in. The Survivors attempting to claim a spot for themselves will take 34s and notify you, so you have all the time in the world to show up and stop them. The odds of them successfully getting up a Boon against this build is vanishingly small and even if they did, you'd know exactly where it was.
BHVR couldn't have Killers purposely making the new shiny Boons impossible to use so they butchered Thrill of the Hunt ahead of time. Now that it doesn't notify you, that all out Hex Defense loadout does not function because the lynch pin of the plan (the notification) no longer exists.
Was going to say Undying shows auras near totems, but forgot it’s only dull totems. Never mind.
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I think she fits the horror mold reasonably well, especially her mori which is pretty wicked.
The only thing I think looks goofy is how she breaks pallets with a right-left kick combo. It just looks silly. If she instead slammed it with some gruesome looking inky tentacle arm it probably would look a lot more vicious.
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Just off hand I’m guessing he’s in the bottom 5. Previously he was kind of on par with Huntress because being able to instantly shoot from the hip made up for his shots not being guaranteed downs on injured people on a hit from across a pallet. But now that he can’t insta-shoot he’s objectively worse than Huntress, anything he can do she can do at least as well or better (aside from the very minor differences of they reload differently and Deathslinger’s shots have smaller hit boxes which are both good and bad for him)
I’m guessing bottom 5 then because, while he’s not literally clearly the worst of all the killers, there are only a handful of killers I think people might say are worse than he is. (Legion and Clown maybe? Some people might or might not put Trickster above or below him? Maybe Pig or Trapper or Wraith?) So bottom 5 or maybe bottom 6, something like that? Mileage may vary.
Either way he’s clearly not literally as good as he was. He got hit with two significant nerfs (shot speed and terror radius) and nothing to compensate for it that I can recall. I’m sure excellent Deathslingers are still winning games, but then again excellent Clowns win games too but that doesn’t make Clown great overall. (No offense to Clown, I actually enjoy playing him, I just think he’s a bit weak overall.)
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I don’t think Wraith is terrible only because he has good map mobility with stealth, and that alone keeps him out of being trash tier. He’s definitely the weakest good mobility killer though (i.e. Blight, Hillbilly and Freddy all have even better mobility and better chase abilities.) So he’s in the bucket of most killers who are kind of average, he’s weak in a chase but his mobility and stealth mean his initial chases are shorter than average and he can patrol a wider area than average.
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@BlackRabies said:
It's cause of the newest bird lady still in PTB correct me if I'm wrong I've only seen the 2 vids Otz posted of her so I know very little of her. Her dire bird power has a global range that ignores walls and can possibly injure the target. So image Hex: (old) Thrill of the Hunt, Undying and 2 other Hex perks... totems would never be cleansed. Moment she gets that notice she'll just fire 2 dire birdes right at you to interrupt or even down you if you even touch it. With the only chance of cleansing it would be if it's on a different elevation from the ground she's using her power from.
Also her animations are weird as hell.
That's not the reason, from what I saw there's a delay between when someone is hit by a swarm and when they can be damaged by another swarm, so if you stack two birds near each other on the same path and they hit at long range 1-2 it doesn't injure or down a survivor. But that means if someone is working a totem, for example, and they get swarmed they can just run off the totem and it will be difficult to hit them with a follow up long range shot.
Moreover, Undying gives constant aura information on survivors as well, but they didn't change that. And similarly there's plenty of perks that give generator aura information when they're being worked on, and she could likewise fire long range crows at those. If this was actually a big concern Behavior would have presumably tweaked those too.
So no, the Artist being able to swarm survivors at long range isn't why Thrill was changed.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2631192#Comment_2631192
there could be, but as far as Im aware this is it
Ok, well maybe I'm misunderstanding what he's saying but we'll just have to disagree then. 🤷♂️
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@ThiccBudhha said:
Shadow Step is the only boon that I dislike. Well, as a killer, obviously I love it as a survivor.
Shadow Step doesn't bother me too much, especially when I'm not using aura perks. It just means I can't solely rely on scratch marks to find people, which is probably a good habit to be in anyway. Plus if it's hiding scratch marks there's a decent chance I'll be close enough to hear it and can snuff it out quickly.
I'm not saying it never has any effect, just I suspect Circle of Healing is more impactful.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2631149#Comment_2631149
I mean he talks about catering towards both groups, which again Idk what else that could be
The context was "both groups of people who either want ratings hidden or visible".
But hey, maybe they're working on something and there's another clip or blurb where they talk about it?
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2630753#Comment_2630753
Catering towards both the more competitive and casual, I doubt theyre just gonna make an off and on switch
In that particular clip he was specifically talking about whether or not the MMR should be hidden or visible. He only said "competitive versus casual" in reference to his assumption that competitive people want to be able to see their rating and casual players don't care or would prefer to have it hidden to avoid being made fun of by higher rated players.
By the way, I'm not commenting one way or another on whether or not they'll try and add another game mode, etc. I don't remember seeing anything about them doing it but it's certainly possible I'm just not aware of it. This specific Youtube clip, though, isn't talking about that.
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/2630801#Comment_2630801
maybe drop the aura reading since that could get annoying and instead make it so that anyone who enters a locker in the basement is trapped in that locker for 20/25/30 seconds.
Lol, that locker effect would be pretty trolly, but hilarious. 😄
As far as the auras go I don't think it would be annoying, the hooks are underground so they're not going to be blocking your view typically.
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Off the top of my head
Nurse - Minor thing, but they should make her brown Plaid Flannel add-on which highlights where she's teleporting just be part of the base ability. That add-on is intended mainly for new Nurse players, veterans don't use it and wouldn't really gain too much from it being part of the base ability. By making it just part of the ability it makes the character a little more user friendly for new Nurse players and frees up an add-on slot for something else for them. And since veteran Nurses already have a good sense where they're teleporting most of the time the boost probably would be negligible at higher level. (Or if it turned out to make her slightly more powerful, they could just slightly increase her teleport cooldown time to compensate.)
All that said, Nurse is my least favorite killer because of the wheezing animation all the time. If they ever revamped her to somehow do away with that aspect (maybe let her look around after a teleport but slow the teleport refresh down?) I'd find her much more fun to play.
Trapper - Revamp his Padded Jaws to be something like "Traps don't injure survivors. You can grab a trap from a locker; if you do a random trap from the map is removed", or "Your traps don't injure survivors. Traps automatically reset after 30 seconds". Basically make it so the lack of injury is a big penalty as usual but make the benefit from it something equally unique or impressive.
Doctor - I'd love if his holograms could move toward survivors similar to Nemesis' zombies. It would make them feel more realistic
Clown - Make his pink toxin gas force survivors to slow vault similar to how Pinhead's chains force slow vaults. Clown is supposed to be excellent in a chase, but he currently still has a weakness at pallet drops where once the pallet is dropped he can have trouble getting to the survivor unless it's already a mind gameable pallet. Forcing slow vaults would significantly improve him.
Deathslinger - Let him turn at normal speed while aiming his gun. Slowing down his forward movement is fine, but right now his turning speed feels glacially slow. He's be much more enjoyable if he could at least swivel his gun at normal speed.
Blight - I wish there was something they could do about random sliding on terrain that looks like it should be a bounce. Maybe highlight the spot on the environment if it's going to be a bounce? So if you see no highlight you know it'll be a slide.
Pinhead - Somebody start a Kickstarter or something to help them pay whoever needs to be paid to get voice lines back! 😄
Artist - No gameplay opinion, but I think her double-foot-stomp animation when she breaks pallets looks goofy. If they replaced it with a wicked animated inky-arm breaking the pallet it would be way cooler!
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/2630787#Comment_2630787
I'd want more than custom match though. Custom match you don't earn anything from completing challenges, rift progress, etc. I think bot mode should be treated as regular match where you can earn that stuff just don't pip and receive grade rewards.
I wouldn't turn down Bloodpoints. I'd be happy with even just custom matches and replacing disconnects though.
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I agree, Monstrous Shrine is awful. My current suggestion for it would be possibly
--
Monstrous Shrine
Your fervent care of the Hooks found in the Basement has aroused The Entity's interest.
The Basement Hooks possess the following benefits:
- Accelerates Sacrifice Progression by 3/6/9 %.
- Increases Rescue time on the hooks by 2/3/4 seconds
- You can always see the Basement Hook auras even while not carrying a survivor
- All Basement Hooks are treated as additional Scourge Hooks if a related perk is equipped
--
This could give it some synergy with the Scourge Hook perks and make it a decent perk in combo with them, or even by itself possibly.
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Just for reference DbD mobile actually does allow you to set up custom matches versus bots. Also on mobile if someone disconnects a bot automatically takes their place so at least the game can continue somewhat normally (obviously the bots aren't as good as humans, they're better than nothing though).
Unfortunately the mobile game is a separate thing from the PC game so there's no indication the bots are going to be available here. 😥
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Thank god for that second "o".
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I like the look of it. I wonder how many players who play with their brightness turned all the way up on other maps will get retina damage on this map though. 😄
