dugman
dugman
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@Hito420 said:
https://forum.deadbydaylight.com/en/discussion/comment/2996924#Comment_2996924
again you are misunderstanding i said i dont want to run META builds, i said nothing of meme, yet you go right into said "you should run this or this to run a decent perk" ive been playing this game since 2016, way back when infinites were actually a thing, when noed was on a timer, when hooks and traps could be perma sabo'd, no bt, no ds, hell, when you HAD to get tier 3 perks to have the best benefit from perks, the game today is a watered down version of what is was, sure there are some less bugs like lobbies not crashing as often, trade off? everyone is running the same perk builds, and why? because they "heard" its the best build? doesnt always work that way, sure sometimes its annoying, but with a decent player, thats all it is, a mild annoyance, and just buys a bit of time (talking about builds like scourge/ruin, tinkerer, discordance/bbq, pop)
when instead you could run different builds depending on the killer, to play to their strengths, like thano, nurses, sloppy, forced penance on a trapper with tension spring and bloody coil (you might say forced penance is a useless perk, but a lot of the time i get people t rying to take hits at the hook, so this makes it so thano stays active for longer, and true, also makes it so i dont immediately get use out of nurses, but i wont generally anyway, because a survivor shouldnt be stupid enough to heal in my terror radius all that soon anyway)
There's a difference between a "meta build" and "using a lousy perk for no reason". Why would anybody think "Rancor plus Make Your Choice plus Nemesis plus (fill in the blank)" is a "meta build"?
Hell, I use all sort of perks and goofy loadouts all the time, no problem. That doesn't change my opinion that Furtive Chase is absolutely terrible, even in the supposed niche builds people like it in. I have yet to see a meme build with Furtive Chase that wouldn't be better off without something else and still fit its theme.
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I don't play him a ton, but one thing that's always bugged me a little about both Trickster and Huntress is the lack of any kind of crosshair. This is the only first person action game I can think of where you don't have some sort of indicator where you're currently aiming, it's a little annoying. I wish it had just a small dot or crosshair indicator.
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Deerstalker. It's definitely not a meta perk, but it's such a nice quality of life effect being able to see the people you're slugging. It gets around all those annoying times they crawl off and you have to spend 10 or 15 seconds looking for them, or those embarrassing times you accidentally forget where you downed them in the first place. Plus it indirectly helps you keep watch for other survivors heading to revive a dying ally. This is one of those filler perks that I'll just throw in because why not? 🙂
I'll also give honorable mention to Unrelenting. Sure, if you "never miss" it's a worthless perk. But hey, I'm a klutz, I get juked a lot, and when I'm playing a basic attack killer and I run this perk I can definitely tell the difference in how much distance they gain after a whiff. I have definitely gotten downs on people after a miss that I would not have gotten without the perk. It's also a ton of fun running this perk in combination with Save the Best for Last and, if a killer has them, similar speed up add-ons so you can just chase and attack pretty much at will and stay right on the survivor's tail. (One of my favorite Demogorgon loadouts is those two perks plus two of his add-ons that speed up his recovery after Shreds. It's hilarious! 😄)
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@Hito420 said:
https://forum.deadbydaylight.com/en/discussion/comment/2996593#Comment_2996593
did you skip over the fact rancor is in the build as well? so having a smaller terror radius in a chase, then breaking off and going to the hook, say you are on a killer with an already small terror radius where its hard to tell when the radius leaves, or one that can cover distances fast (granted those have sound notifications generally) and yes i know killing the obsession resets the charges even if it comes back with nemesis, i just also dont like playing the basic builds all killers run these days because i find it boring, its boring to play against as a survivor, and its boring to play with as a killer, imo (the "meta" perks i mean)
I did not skip that Rancor was in the build. Rancor already makes the Obsession Exposed all on its own at the end of the match. And doing the “I’ll switch obsessions after the gens are done and I kill the first one so I can get multiple Rancor kills” is the very definition of a meme build.
And I’m not saying you shouldn’t play things that aren’t fun. I’m saying Furtive Chase is actually doing very, very little for you in that build. You could definitely do better with the first three perks (Make Your Choice plus Nemesis plus Rancor) plus just about any other decent perk. Do you want to be stealthy mid match for instance? Try Trail of Torment or Dark Devotion or Hex: Plaything, for example, you’d actually be Undetectable or make them Oblivious both in and out of chase versus just having a slightly smaller terror radius only when you are in chase.
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Just curious, what got 50k votes? I didn’t see a link or anything.
P.S. Never mind, I figured it out, it’s the profile total. Nice job on all the upvotes. 🙂
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The good news is if you have your characters Prestiged then once the perk revamp goes into effect in a couple months you’ll have all those teachables on all your characters automatically.
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Yeah, I don’t get why people throw away 20k bloodpoints or whatever by raging out like that. Probably just an anger management thing.
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- Stealth during a chase is pretty useless, personally I like the idea of Beast of Prey speeding up Bloodlust increment ticks by, say, 2/3/4 seconds each.
- Territorial imperative might be ok if it had no range and/or time restriction. You just see auras of people in the basement, full stop.
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@Chadku said:
Imagine if Furtive Chase reduced your TR by 4/8/12/16m (+ 8m from M&A) for the Obsession.
24m TR killers would have permanent 0 TR against the obsession
It would have to be all the time though, not just in a chase, to be useful.
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@ReverseVelocity said:
https://forum.deadbydaylight.com/en/discussion/comment/2996602#Comment_2996602
I mean, Beast of Prey doesn't really activate that often. Furtive would be active in every chase, so you'd have more opportunities to try it. Not saying it'd be an amazing perk or anything, but it'd be a nice gimmick at least.
Sure, I’m just saying even when Beast of Prey activates it’s not doing much at all for you. They could make that perk simply be “You are Undetectable in a chase” and I’m still not sure killers would use it that often.
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@legacycolt said:
That’s not a good idea. The lobby dodging would be out of control.
I agree, I already even think they should not show survivors to the killer because of the lobby dodging it creates. If survivors could see the killer as well I can only imagine how much more it would happen.
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No, grades have no effect on matchmaking.
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@ReverseVelocity said:
Honestly, I think it could get some decent mileage if it was buffed to be 8m per stack. It'd still keep to the whole theme of the chase actually being furtive, but having a 32m Terror Radius killer have no Terror Radius mid-chase could be really nice.
Imagine having a teammate run past you and a Leatherface comes out of nowhere with no warning. You'd have a heart attack.
It really doesn’t make as big a difference as you might think. You can already do this for instance with Beast of Prey which makes you Undetectable once you have Bloodlust. Try using that perk, chase people, and when you are Undetectable see if you get chances to ambush other survivors with it. I’ve actually tried and it doesn’t work well, especially when the survivors are on comms.
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@Hito420 said:
https://forum.deadbydaylight.com/en/discussion/comment/2992004#Comment_2992004
you are literally ignoring everything i said, and just assuming you are correct, now listen closely, i have run this build myself, worked pretty decently, its all about playstyle, not everyones playstyle is the same, you HAVE to keep that in mind, and the build im referring to is nemesis, furtive chase, rancor, and make your choice (this makes it so the obsession is exposed as well as the new obsession, and if the obsession dies on the hook before unhooked, you can get stunned or blind to get the obsession back for rancor, but using one of the other alone i dont think is great either
What exactly am I ignoring and getting incorrect? You could easily take Furtive Chase out of that build and replace it with anything else and the person doing the unhooking would still be exposed by Make Your Choice. Who cares if the exposed person is the Obsession or not?
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@Notretsam said:
https://forum.deadbydaylight.com/en/discussion/comment/2995031#Comment_2995031
no, it's not and if it does give a decent amount of blood points, it shouldn't, there is no skill in blinding a killer who has no way to counter when they commit to breaking pallet. blood points should be rewarded for things that require skill or is an important task, as I have already proven a number of times in this thread, blinding at a pallet isn't essential to a survivor's chances to make it to another pallet.
I can’t speak for everybody but a lot of players do things in the match because they earn bonus bloodpoints. Based on polls half the people who run BBQ and Chili do it mainly for the bonus bloodpoints, if it gave no points they’d use a different perk. And doing those rift challenges where you have to go out of your way to interact with a glyph midmatch is solely for the bloodpoints and such, it’s actually hurting you slightly in terms of winning even but people still do it.
Just because you don’t care about doing actions for points doesn’t mean other feel the same way.
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@squbax said:
https://forum.deadbydaylight.com/en/discussion/comment/2995549#Comment_2995549
I mean if you do that, whats stopping them from realizing they are now exposed and just opening their eyes for you?, if they see you approach ( even if you use cover in non-indoor maps its easy af to spot him coming for you) then they just go to a loop and dunk on GF like the m1 killer he is, Sprint burst helps with this too.
Now this is a problem pre-nerf ghostface had too, still completely making that playstyle you mentioned obsolete against people who use their eyes, but since he had it before I guess its not very related to the changes the devs did to him.
If I have to say something good about the changes is they made some addons be less bad that before, but ghostface got overall nerfed if you aint playing against people who deadhard into walls.
They already are going to have their eyes peeled for you anyway, Marked or not. Plus Marking them actually has the benefit that it can scare them off gens without you even needing to actually go after them immediatelh.
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@LaUry said:
https://forum.deadbydaylight.com/en/discussion/comment/2995043#Comment_2995043
you do nothing for 5 minutes then you come to the forums and whine about you can't win when gates are powered.. you dont see the problem?
Who said anything about “doing nothing for 5 minutes”?
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2995570#Comment_2995570
Also note that she doesn't need a "reliable way to mori survivors", she just needs her Condemned to be enough of a threat that if survivors don't deal with the stacks then it becomes a way they can get killed. But the killing isn't the main thing, it's the slowdown from getting survivors to run around touching TVs to get rid of stacks rather doing gens.
https://us.v-cdn.net/6030815/uploads/3IZ68VUQJT9M/image.png
Judging from her meme bloodpoint add-on, it is definitely not suppose to be slowdown. The condemn mechanic is entirely designed to kill survivors. Its part of her lore, die in 7 days. You just don't notice it while playing survivor because the mechanic is extremely under tuned to the point it does terrible job. Nobody really bothers with her tape mechanic for how weak it is.
Its because only way to build stacks is for survivor to be within 16 meter of TV Projection or grab a tape. Also healing if Sadako uses her ring drawing add-on. All these actions are based off the survivor actions, not the killer. Overall, building condemn just takes forever.
In-game, when you hit survivor with m1, a japanese Glyph written glyph shows up with the word "Cursed". I think that her M1 attacks should fill 1 bar of condemn, similar to how freddy puts people into dream world automatically after hitting them with an m1 attack.
Overall, her gameplay loop is suppose to be TV TP(1 stack of condemn)->hit->survivor heals(Spread 1 condemn from green add-on), rince repeat until the survivor is at 7 stacks in which you can mori. Overall, you get 2 stacks of condemn per TV teleport hit, but overall its gameplay is just way too slow and ineffective.
If she applied 1 stack of condemn on m1's, She would build 3 stacks of condemn assuming the survivor completes her gameplay loop. After two times, You'd have 6 stacks of condemn build-up and picking up the tape gives 1 condemn stack, So your in Mori territory.
Just that single change alone would improve her likely hood to mori by a lot. She still has problem #2, #3, #4, #5 for her to become real threat since other parts of her kit have major weaknesses.
Why does that add-on mean "Condemned isn't intended for slowdown"? That's like saying Bubba's chainsaw isn't intended to down people because of Speed Limiter.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2994525#Comment_2994525
what makes you think that? they're updating 40 perks and adjusting the perk/grind system in next midchapter. that's a lot of work to change that many perks.
Its way more than what changed in September last year.
She has way too many flaws in her ability such as
1) no reliable way to build condemn stacks to .... mori survivors
2) telegraphed tv's that emit directional audio cue when used
3) lullaby rendering undetectable ineffective
4) longer cooldown for mobility(compared to other killers)
5) very poor form of invisibility for chases
dunno, I think they're too busy with the perks to make changes for her. I think she needs to be postponed till november before any changes occur to killers themselves.
I'm thinking that because they've also talked about having a more regular internal schedule for balance passes on new characters which seems to be roughly six months after release they do a pass. And this mid-chapter coming up would fit the bill for Sadako.
And she's not nearly as flawed as you're making her out to be. She's roughly on par with Wraith overall, about a 2 out of 5 star killer. If they do end up buffing her they only would probably need to tweak a couple of things. And a bunch of the changes that are commonly suggested like reducing her TV cooldown times or giving people passive Condemned buildup or removing the lullaby are presumably not that complicated to program, especially the purely numerical tweaks like changing a cooldown or how long she's invisible, etc. None of it is a big rework.
Also note that she doesn't need a "reliable way to mori survivors", she just needs her Condemned to be enough of a threat that if survivors don't deal with the stacks then it becomes a way they can get killed. But the killing isn't the main thing, it's the slowdown from getting survivors to run around touching TVs to get rid of stacks rather doing gens. It's a bit like how Pig's traps aren't a "realible way to kill survivors" but are instead something that provides her passive slowdown since if the survivors don't deal with them they become a threat. (And by the way, if she uses her Green add-on that curses survivors who revive and heal each other it's not uncommon for her to get a kill from it because of how much that increases the rate the stacks go out. So while it's not too common base kit to get a kill with Condemned that particular add-on makes it quite a bit more of a threat.)
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@squbax said:
https://forum.deadbydaylight.com/en/discussion/comment/2995023#Comment_2995023
To reveal him now you just have to look in his general direction, and if you somehow fail the reveal, the reveal progress gets saved for some time, making it incredibly easy to just deny his power without any drawback on your part.
But fully marking someone prevents them from revealing him entirely and also lasts 60 seconds. So if you switch your strategy a bit from the prior method of always going for 99% Marks to fully Marking and treating it like mini-Haunted Grounds triggers then you can Mark from a little further away and either get the hit then if they're out of position or get them later and meanwhile they can't break you out of Stealth if you're stalking someone else.
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One of my suggestions has been a perk that allows a killer with either a limited number of uses or a long cooldown to preemptively break a pallet. Obviously it has to be limited, but just being able to, say, go and break the killer shack pallet and another god pallet elsewhere on the map early in the match would be a decent perk without being overpowered. (In fact, I kind of think they could add this to Zanshin Tactics to buff that perk up a bit.)
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@kaneyboy said:
Dead hard is hit and miss- and a good killer can counter it.
No, you can’t. You can try and bait out someone holding Dead Hard to dodge an attack, but survivors can 100% dodge based on attack animations (not to mention a cheat out there which automatically does it.) And dodging attacks isn’t even the best use of Dead Hard, the stronger effect of it is lunging for additional distance to reach vaults and pallets. You can’t “counter” a lunge for distance, if a survivor wants to do it there’s no way to stop them.
And that’s why Dead Hard is getting a nerf soon, it’s two solid effects that each could be a perk in their own right combined into one mega perk. It’s no wonder literally 75% of killers at above average MMR use it.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2995050#Comment_2995050
Mood. Yesterday I was playing a game where a Jeff tried to do a totem with Deep Wound and two of his teammates came over to tbag him after he fell over. It would have been hilarious if I'd been able to do anything other than stare at him and walk away. Plus, designing a unique reaction emote for each killer sounds like a really fun prospect - you could do stuff like Oni drawing his sword into a stance, Freddy taunting with a one-liner, or Myers headtilting.
I don't know about survivors Fortnite dancing, but I wouldn't say no to some new emotes across the board - maybe some stuff like a thumbs up, a thumbs down, and a scared emote.
I’d like that little wave Ghost Face does
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Like others said above, her lunge is mechanically identical to everybody else’s with the same range. It probably just looks different in part because of her small size. But just pretend you’re the Doctor when you lunge in terms of range and speed and it works exactly the same.
As far as strategy goes:
- Sadako has solid map mobility because of her teleport, which makes hit and run and slugging a useful tactic for her. You can down someone and immediately get into a new chase even if the other survivors are across the map. So a good Sadako strategy is slug for pressure and focus mainly on hooking mostly just one survivor. You save yourself around 10 seconds or so slugging and going straight to another survivor versus carrying someone to a hook, so by intentionally not trying to hook literally everybody you can keep a lot of pressure going where survivors are either slugged or in chase or healing each other versus doing gens. Then once you finally get that one survivor you’ve been hooking killed the game is 3v1 and much more heavily in your favor.
- Assuming you do slug, perks that help with chases and slugging are useful, as is Jolt which works well when you are doing a lot of slugging versus hooking (since you get a lot of downs compared to a non-slug strategy). Sadako’s main weakness is once she’s in a chase she’s mostly a basic attack killer, so perks that can help you in a chase or that help you efficiently remove pallets, etc, can help you get downs and eliminate resources while you stall through slugging. So things like Save the Best for Last, Bamboozle, the new Dissonance perk on Dredge, Jolt as mentioned above, Sloppy Butcher, or even also Knock Out or Deerstalker can be useful. Also Dead Man’s Switch is good since it provides some slowdown without needed to do hooks or kick gens and happens naturally just by chasing people.
- If you do try the slug approach, one of her best add-ons is her Green add-on which makes it so a survivor who heals or revives another survivor that is Condemned gains a stack themselves. When you are intentionally slugging survivors this add-on significantly increases the rate survivors build up stacks because every single slug results in at least one or two additional stacks being applied (one for reviving the person and a second if they help heal the person to full.) That plus you teleporting more frequently since you’re spending less time hooking noticeably amplifies stack build up. It’s actually not uncommon because of that additional stack build up and all the pressure survivors are under to juggle healing each other and trying to do gens that someone lets the stacks get away from them and you get a Condemned kill out of it.
- Also the red add-on that instantly turns TVs on after a post-Manifest down is really solid, especially combined with that Green one above and slugging. It just makes it even easier to teleport basically at will and helps build up stacks even faster as a side bonus.
- In terms of Stealth, she’s solid but keep in mind that she has a non-directional Lullaby sound which survivors can hear. So they’ll know you’re in the area but not necessarily which direction. Likewise Spine Chill obviously is a popular perk and has kind of the same function where they’ll know you’re in the area but not necessarily where. Fortunately, though, Sadako has two nice features. First, she’s very short, which means you can more easily use terrain to block line of sight as you approach someone. Try to take advantage of that when approaching gens, coming up from being rocks and objects and things to disguise your approach. And second, she’s invisible on and off while Demanifested. Obviously it’s not perfect, survivors can see you on and off as well, but it does make it so if you are only briefly in their line of sight there’s a decent chance you will happen to be invisible at that moment, granting you a bit of an extra buffer to succeed at sneaking up on people.
- Finally, as a minor tip, you can use her Invisibility sometimes midchase to enhance your mindgame. Basically if you’re at a loop that you’re sure the survivor is going to stay at, you can Demanifest and then, when they can’t see you behind the wall or object you’re looping, Manifest again and switch directions. Because you are invisible and Undetectable for a second or two after Manifesting they won’t know you switched directions and might run straight into you. It’s a situational tactic and not foolproof but it works well as a mindgame tool.
Hope this help!
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2995031#Comment_2995031
Also challenges.
That too. Really the only “toxic” things I can think of with flashlights are
- Those annoying flashlight macros that make a really irritating noise. I wish the devs would cap how fast flashlight animations and sound could be triggered on and off, there’s no particular reason it shouldn’t be capped at once or twice per second.
- Squads that abuse the paired locker flashlight blind thing. If all living survivors are doing that instead of doing gens the game becomes a mindless exercise of survivors just running in and out of the same two or four lockers to avoid getting hit. The killer has no way to speed the game up either since they can’t, for instance, open a Gate to start the endgame collapse unless the gens are already done.
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@Mazoobi said:
Devs don't care. They see this as a skillful killer getting their kills.
Not true. The devs have explicitly said a couple of times they consider literal face camping to be something they’d like the game to be able to steer killers away from doing and have experimented with possible mechanisms to mitigate it. But so far none of the things they’ve tried internally have worked, they either weren’t effective or broke something else.
The question isn’t whether the devs would like to see people not stand around a hook doing nothing, it’s the details of how exactly can the game actually mechanically make it seem like a bad option for players inclined to do it? For instance:
- Some people face camp today even though overall in most cases face camping is a bad strategy, so clearly it being a poor tactic alone doesn’t work.
- Face camping is worth less points than more active playstyle so bloodpoints aren’t the answer.
- Same with emblems and pips, you already are penalized in pips if you stand near a hook too long.
- And my guess is they tried doing something with hooks moving around similar to the system Pyramid Head’s Cages use but didn’t like how it worked for whatever reason.
So what precisely should they put in place in the game to further discourage face camping? They know it’s an issue that can make for a bad gameplay loop if it happens a lot, but finding an actual solution is the problem.
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I just want killer emotes.
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Yeah, it’s a little odd that interacting with Gates doesn’t deactivate Decisive Strike when pretty much any other interaction with props cancels it.
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@LaUry said:
https://forum.deadbydaylight.com/en/discussion/comment/2994610#Comment_2994610
you have lot of time to work with.. dont try to win only in the last minute of the game..
Why exactly is it wrong to try and win in the last minute of the game?
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@Notretsam said:
https://forum.deadbydaylight.com/en/discussion/comment/2994288#Comment_2994288
yeah, flashlights are for saving a teammate a hook state or against specific killers (Artist, Wraith etc), they're not really needed for blinding killers at pallets. We all know holding W is very powerful, so survivors can easily make it to the next pallet without blinding which is why I feel it's toxic, as most survivors know this but do it anyway to annoy the killer, so they keep chasing them.
I really don't see any harm in preventing flashlights from working at a dropped pallet, it may interfere with some blind saves if there is a dropped pallet nearby but I'm sure BHVR can detect when the killer is on one side and surv on the other side, then have entity block flashlight usage then and only then.
I can easily throw lightborn on or infectious fright or franklin's demise when I see flashlights in the lobby, but the flashlights that always get me are the ones survivors get in the chest, now there is a perk that guarantees survivors a flashlight from a chest, so they're more readily available and further adds to the frustration of pallet blinds.
To be fair to flashlight pallet blinders, you get a decent amount of bloodpoints for blinding the killer. That alone is enough of a reason to do it.
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@squbax said:
https://forum.deadbydaylight.com/en/discussion/comment/2994525#Comment_2994525
Like how they buffed ghostface and actually nerfed him?, or how they dunked on slinger and replaced his gun with the cringe launcher and gave him artritis? Or how they made the twins have to go through 5 cooldowns before they can take a step? Or the amazing hillbilly changes?
I have so much faith in our devs to handle it in a good way based on previous events
Ghost Face was buffed, not nerfed.
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Sadako hasn't had her full balance pass yet, they'll probably do one in the next midchapter patch.
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@CakeDuty said:
Thats kinda like saying survivors shouldn't be able to get hit while vaulting a pallet/window. It's cheap that they're locked into animation and can't dodge the Huntress hatchets or whatever other ranged attacks there are.
Without blinding killers in animation, flashlights will be completely useless. All you have to do to avoid getting double/triple blinded is to look up or down and they won't be able to. Try to track with sound while you're blinded.
To be fair, the original post was specifically complaining about flashlight blinds while breaking pallets which is honestly their weakest use. Blinding during a carry is much more effective, if they can land it of course.
I agree though that flashlight are weaker than tools and medkits. I'd much rather go against survivors who carry a bunch of flashlights than ones who all carry tools and meds.
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@Icaurs said:
Its just an overall lower playerbase for both sides. It also depends on the time of day and what new content is coming out. Sometimes I get instant matches for survivors then 5-10 minutes for killers other times it flips. Thus why crosplay was created.
Actually player count is up in May and over the last 30 days running about 8%.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2993277#Comment_2993277
She is already stealth killer, oblivious is looks unnecessary
They probably could stand to lose her Lullaby if they want to buff her stealth. I'm not even sure why she has it, she's the only stealth killer that has one.
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Dead Hard is two very good perks combined into one mega-perk. In principle, the idea of an activatable perk that dodges attacks is perfectly fine, and like you said that's more interesting than a passive numerical buff. But in practice Dead Hard being both a big lunge for distance AND a way to 100% dodge attacks based on seeing the attack animation makes it far too powerful. The reason literally 75% of above average MMR survivors use Dead Hard isn't that it's "fun", it's because it's extremely effective. It has a significant statistical impact on your escape rate compared to almost any other perk, again because it's really two effects (dodging attacks and lunging for distance) that each in their own right could be perks which players would use.
Dead Hard being as overpowered and overly popular as it is isn't an "issue with the base game", it's an issue with this specific perk needing a nerf.
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I have the current Tome chapter's charm at whatever level I've gotten it to, plus a charm or two tied to the character I'm playing, and fill it out with other prior Tome chapter charms. I like the Tome chapter charms because I feel like I at least "earned" them versus getting them by chance or buying them.
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I think one of my favorite skins in the game is Oni's Minotaur outfit.
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@rvzrvzrvz said:
Also there are fixes to facecamp that don't require complete overhaul, for example reward HOOKS not kills, if someone die on first hook you can even give a malus, just stop rewarding facecamp if it give very low BP most people will stop, a few can still do it out of spite but no reward atleast
How do you “not reward kills” exactly? People who facecamp already typically get less bloodpoints and less points toward emblem points. They even get less kills on average compared to other strategies of all they do is facecamp for two minutes. What’s the specific mechanism you want to see here? The details are the issue, not the general intent of wanting to steer people away from face camping. It’s not that the devs don’t broadly want to do something, it’s that the things they’ve tried so far don’t work or break something else.
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I've met some nice TTV people in chat. I've also met total a-hole TTV people, they run the spectrum like everybody else. Aside from having what to me is a weird desire to have other people watch their games they're normal people.
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Dredge is more effective overall than Sadako. The only thing they really have in common though is they both can broadly speaking teleport, Dredge isn't "Sadako 2.0".
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A few things:
- First off, keep in mind that the game is designed around 1-3 survivors escaping being the most common results between evenly matches opponents. That implies that at the end of most games the gens will be finished and the gates opened. Stopping all the gens is meant to be the exception, not the rule, and expecting the gens to not be finished in 50% of matches isn't realistic given that the devs want some people escaping out the gates most of the time.
- In addition to the above, the first two to three gens are the easiest ones for survivors to finish. It's the last one or two gens they need to complete that typically take the longest time because by then the killer has presumably gotten into a cycle of having someone slugged or hooked most of the time and chasing a second survivor which pressures the other two to split between doing the last gens and rescuing their allies. The bulk of most matches between even opponents happens in that last 1-2 gen period so it shouldn't be surprising that the first 1-2 gens are completed quickly. In fact survivors finishing 1-2 gens in 2-3 minutes means very little in terms of whether or not the killer can finish the game with 3-4 kills since a lot of that early game is spent getting the initial downs and removing pallets to build momentum in the middle and late game.
- Now all that said, the devs in their upcoming big perk and meta change revamp are almost certainly looking at why certain slowdown perks for killer are so popular. My guess is they'll look at it through the lens of killer players all feel like slowdown perks are a "necessity" so what they might do is implement an across the board gen slowdown of some sort as part of the base game and then tone down the slowdown perks so the overall average gen speed isn't impacted. That way killer would get a slow baseline gen speed and feel a little more comfortable running more perk loadouts that don't involve slowdown as well. I don't think they'll want to make gens much slower than they already are against killers running slowdown heavy builds, but they may decide to slow them down against killers who run no such perks at all.
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Alternatively, if the killer stands on top of the hatch for too long, just automatically close it. That also moves the game along too.
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When i checked the player count at the time on steam, …
Funny how the people who posted about Steam Chart numbers the last few months all of a sudden stopped talking about them now that May had a 7% gain. Hmm…. 🤔
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Bubba’s chainsaw doesn’t need a buff, good Bubba players can chase just fine. Face camping is really a meme more than a necessity with him.
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@Mandy said:
You cannot compare the Pig camping a box to Bubba camping a hook.
The issue with Piggy was that she could use an addon, then AFK in front of a box - do nothing at all, and still get a kill. Bubba at least has to chase and hook survivors.
The Pig afk thing is obviously an even more ridiculous situation. That said, obviously there are good reasons to, if there is a way, systematically steer killers away from thinking that standing in place at a hook for two minutes is a viable strategy. I just don’t know what sort of system would be a good way to do that without breaking something.
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/2992024#Comment_2992024
Forcing killers to send their hooked survs across map destroys any strategic hooking of survs like in a 3 gen. Sometimes as Pyra one of the worst things you can do is cage someone when you should hook them in your 3 gen.
The last thing you want as a killer is protecting gens and send your hoooked down across map. Thats why.
In addition, punishing killers for being near hook is abused by survs during testing, devs found survs will stay near hook to force killers into a no win situation, survs will ALWAYS rush a hook to penalize a killer for being there.
That could certainly be the reason they didn’t do the Cage system for hooks, we’ll never know. 🤷♂️
On a tangent with Pyramid Head though his Cages are usually worth using overall since they save you about 10 seconds of carry time on average which is a huge chunk of time to get into a new chase. It’s the equivalent of slugging someone to save time to get into a chase versus hooking them except you get the added benefit of locking in a hook state as well. Sometimes I think Pyramid Head players opt to hook when they should still Cage simply because they’re trying to safe the Cage “to avoid DS” or are overly worried about the Cage being near another survivor, etc. Unless the alternative is better than giving you 10 extra seconds of free time though you should Cage.
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Sore losing, that’s all there is to it.
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They’re not ignoring it, they explicitly said a couple of times they have worked on finding a way to steer killers away from face camping but the mechanisms they tried all either didn’t have an impact or broke something else in the process. Personally I suspect, for instance, that internally they used Pyramid Head’s system where the Cages move to remote locations as a pilot test for moving survivors on hooks around as well but that experiment didn’t pan out for some reason. And before that they tried putting in a penalty on emblem pips if a killer hangs around a hook which obviously has zero impact since most people who facecamp couldn’t really care less about the effect on their pips during a match.
So yes, they do want to find a way to steer killers away from thinking lengthy face camping is a viable option. It’s just not obvious what solution actually works.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2991575#Comment_2991575
just gotta wait for 40 perk update. maybe this perk is one of the perk on list. who knows?
I’m certainly interested to see this perk update, it’ll be fun to see what perks get buffed.
