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gatsby
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@Config said:
https://forum.deadbydaylight.com/en/discussion/346263/all-stuns-blinds-activate-smash-hit
Asides from flashlight I would be ok with it, imagine u preedrop a paleta killer brakes u blind him, now he's blind, on the other side of the pallet and u are getting a 4 seconds sprint, not fair. But other than this it's ok.
I would still argue that's in line with other exhaustion perks though. You can walk to a pallet and camp it with Sprint Burst ready or predrop and Lithe over it.
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@KayTwoAyy said:
https://forum.deadbydaylight.com/en/discussion/comment/3182165#Comment_3182165
lmfao, is 60% really that hard to believe?
i’ll link you to all 50 endgame screenshots when I get back to my computer on Tuesday.
I might be escaping more than I’m dying, but I’m still having a miserable time playing survivor. It feels like I’m babysitting my teammates, and the games I lose are absolute stomps.
i’ve got nothing good to say about solo queue atm, despite how green the grass may appear on my side
It’s fine man. I can take your word for it. MMR is capped on the high end so there’s no difference between say the top 20% and top 0.1%. The game just has a general “high” MMR range that it picks from. This video explains https://youtu.be/GHEkN-oDLrk
I cherry pick my lobbies right now and that helps my games feel better. Queues are fast so if I see Survivors that are low prestige or default or just give bad vibes in lobby I re-queue. I don’t mind if I don’t escape every game, but the games where you feel like you have to “babysit” Survivors really are the worst I agree with you on that.
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@KayTwoAyy said:
https://forum.deadbydaylight.com/en/discussion/comment/3182132#Comment_3182132
Correlation does not mean causation.
Only thing that can be proved here is that you’re not in “very high MMR.”
We cannot even prove that I am in high MMR. For all we know, I was in elo hell before those 50 games.
The Devs have stated that the way you die and the way you escape matter.
(i.e. if you’re the first death vs fourth death you lose less or if you escape through hatch, which isn’t considered an escape rather a draw)
If you really have a 60% exit gate escape rate as Survivor in solo queue, you’re probably a hacker and shouldn’t be bragging so hard
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@KayTwoAyy said:
I’m sorry, but it is mathematically impossible for you to be “very high MMR” while maintaining a 40-50% escape rate.
Your MMR is only going one direction—down.
I recorded 50 solo games before patch 6.1.0, and I had a 60%+ escape rate. It definitely didn’t feel like I was in high MMR.
You actually just proved my point.
Even a 60% winrate doesn’t feel like high MMR because ongoing the Killer queue situation means that the matchmaking for Killers is barely on at all.
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@Brokenbones said:
This is why Windows is such a great perk that's very common these days
It basically cuts out the middle man of having to identify what's around you. Obviously you still need to use your resources well but being able to use a perk and go "ok there's nothing near me but a lot of pallets over there" can help survivor immensely.
Windows is good for more casual players. Alert is good for solo queue Veteran players that know map layouts… but not which pallets are getting thrown. Plus it gives bonus info on which gens are being contested.
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The Killer can destroy totems. It's a perk called Shattered Hope that the Devs added to get Killers to stop complaining about boons being able to be infinitely relit. No one uses it because boons aren't in every game and that makes the perk too niche.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/345179/how-to-make-dark-theory-worthwhile
you just described the problem of other boons which is their radius. it would be stronger for other boons to give their effects outside of 24 meter which would make them effectively global radius. Circle of healing is global radius because you walk to the boon and heal. the other 3 boons require you to be in a chase near the boon for their effect to work.
the other way they could improve them is make every single boon add an additional 24 meters to boon effect, so if you use 3 boon perks, you get 72 meter radius. Scourge hook perks have same issue where you would think that adding multiple scourge hooks increases hooks to 4/8/12 but it does not.
as far I understand, I don't think they want these perks to get used. same for killer hexes. too game-changing i guess.
The main issue is that boons were not thought out past Circle of Healing and Shadow Step. Healing is good anywhere, all the time. Hiding scratches is good near the Killer, hiding Auras is good even if you're away from the Killer. The Devs knew what they were doing with the original boons and dropped the ball when they felt forced to introduce more perks with the new mechanic.
Dark Theory and Exponential are only good when you're near the Killer and have no secondary effect to compensate, which automatically makes them niche and hard to justify in builds.
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The licensing for Freddy has changed since he was added to the game, so the Devs just don't wanna mess up the agreement they already made since it has to be respected.
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Dead Hard can be used well for sure. It's not as crazy as the old Dead Hard, but it definitely does things no other perk can.
The main reason its healthier now is that it only really gets value with good Survivors and good Survivors are rarer than people think.
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@Tizzle said:
https://forum.deadbydaylight.com/en/discussion/comment/3165751#Comment_3165751
Used this build last night - Prove Thyself/Built To Last/Stakeout/Hyperfocus
You need each of these three variables for it to be good.
Toolbox with charges - for increased Skill checks
Built to Last - To recharge your Toolbox for the Skill checks
Stacks of Stakeout - To hit higher Skill checks on Hyperfocus
Anyone saying they are reliably hitting skill checks above four (probably even three) on Hyperfocus without stacks of Stakeout has their head in the clouds.
This build has minimal impact when playing against stealth and low terror radius Killers.
Yes, it is good if all of these variables exist.
Dedicating three out of four perks on the assumption that you are in the best case scenario each time is a bit silly.
Also, no Surge/Pain Resonance/DMS
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@OrangeBear said:
https://forum.deadbydaylight.com/en/discussion/comment/3165251#Comment_3165251
I thought hyperfocus could give you up to 2.8%?
30% of 1% (the base value of great skill checks which is what it applies) is 0.3%, so times that by 6 is 2.8%
At maximum stacks which requires seven skillchecks over the course of the gen (six skillchecks to hit six stacks plus a seventh to use the benefit of the sixth stack). Realistically this doesn't happen even every generator because skillchecks are random. Count the amount of skillchecks you get while working on a gen next game its usually between 4 and 8 for the entire 90 seconds.
People are way too caught up in the hypothetical value of this perk, while the real world value just isn't there. If the Killer is running Pain Resonance (which is very common) you'll never get high stacks with Hyperfocus at all.
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Personally, I think the hitbox change is what makes Wesker fun for both sides.
With a smaller hitbox, Wesker doesn't get stuck on random map objects that prevent hits and Survivors feel like his power is dodge-able.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/3159041#Comment_3159041
I don't have exact reasons as to why I'm afraid.
This is definitely something I'm taking some feedback on though.
Not all Aura perks have to work with Open Handed. But it would be helpful if there was a clear and consistent way to tell if they work from reading the perk description.
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@D2night said:
https://forum.deadbydaylight.com/en/discussion/343541/i-havent-seen-any-matchmaking-incentives-yet
They say in the notes they’re coming at 2pm est time
thanks guys
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Idk why every map got reworked except the swamp maps and red forest.
Like the Devs promised to update every map and ran out of steam 90%+ into completing their goal
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@ThatOneDemoPlayer said:
They've all been Demogorgon knock-offs, and they've also been way weaker aswell
Demo just has a jam packed kit thats all. He’s a map teleportation Killer and has a ranged attack that breaks pallets/damages Survivors.
If we consider every Killer released since that has a version of one of those things a knockoff, then Sadako, Dredge, Nemesis, Pyramid Head, Blight, Twins, Wesker and Oni are all Demo knockoffs.
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It might work if their was a way to squeeze in the Survivors perks to the mid match UI without it being too distracting.
Pre-game lobby showing would just discourage Survivors from running off-meta cause they’d get bullied or lobby dodged.
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@Devilishly_Rowdy said:
Survivors literally just got a buffed version of BT as basekit, you sure they need more buffing?
Queue times are the longest they’ve been for Killers in years. Something tells me that the BT basekit buff isn’t doing much to make people want to play Survivor
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@KayTwoAyy said:
Was a perk idea I proposed a little while ago!
Love it!
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Trickster is fun because you can toy with Survivors and force hook states.
It’s not always time efficient, but 70-80% of loops can be brute forced with his power by gradually wearing the Survivor down with laceration. Trickster is one of the few Killers that doesn’t have to break shack pallet to down at shack.
Every match I play as Trickster, I feel super in control even if I don’t 4k. It’s usually because of gen rush not because any Survivors “outplayed” me. Trickster doesn’t really do “looping” especially if you run bamboozle.
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I’ve been loving Pain Resonance, Gearhead, Bamboozle and Deadlock on Trickster and Legion personally.
It’s really effective and its unique enough it catches Survivors off guard. You underestimate the surprise factor of some perks.
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@D2night said:
https://forum.deadbydaylight.com/en/discussion/comment/3144652#Comment_3144652
Lol. Reassurance is not a strong perk. It counters camping and that’s it. Camping is not a fun for the person being camped and deserves a counter. This perk will only be strong against camping. If you don’t camp, reassurance will not be a problem to you at all
The perk allows “drive by” usage. So if you’re being chased and the team needs more time to pop their gens before getting the save you can work a quick stop near the hook to pause the timer for 30 seconds before leaving again. Seems pretty strong
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3144652#Comment_3144652
Reassurance will be incentive enough to not camp. That’s the whole point of the perk, if the killer wants more than possibly just one kill by hanging around a hook.
You misunderstand. I think Reassurance nerfing camping will make Killer too weak by denying early kills for pressure.
So to counter the massive incoming nerf there needs to be a buff to hooking more Survivors and spreading pressure.
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@captainlongshlong said:
Ah yes, let's add even more reasons for survivor mains to quit playing the game.
Sign me up.
The game is harder, but everyone gets to play for longer without worried about being camped and the Killer goes for more chases. Seems worth it to me.
Gen rush steamrolls and bulling Killers with SWF coordination aren’t as fun as people think they’d be. They get boring fast.
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@GoshJosh said:
Terrible idea. Killers already get pressure from hooking a survivor. Dying Light takes a perk slot, and only awards 2% for non-obsession hooks (and is lost if the obsession dies). Don’t get why you think it’d be ok to just throw in a permanent 5% slowdown per hook as a basekit feature. The game already gets harder for survivors as the match progresses, through loss of pallets and teammates, and less areas for the killer to patrol as generators are fully repaired.
Why do you think Thana was nerfed? It awarded a killer too strongly just for doing their job. It’s a killer’s job to hook survivors. Are survivors going to get a permanent haste effect for every generator they fully repair?
Killers will already be having a huge incentive not to camp coming right up.. it’s called Reassurance. Slugging is a fine tactic, just needs a way to be sped up when survivors have lost so that they don’t have to sit there for no reason up to four minutes.
I got this idea because I feel like Reassurance will be too strong so the Killers should have a base game mechanic that makes them not want to camp anyway.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3141788#Comment_3141788
Oh yeah, ik, but like, I was more so comparing BT's 15 to reassurances 30 seconds minimum, lots more value from that perk than BT
My comparison was that PRIOR to the mid-chapter, Killers wouldn’t often hit Survivors off hook because BT was powerful enough that they weren’t willing to take the risk (especially when old Dead Hard could be used while deep wounded).
If Reassurance is strong enough and widely used, gradually Killers won’t camp anymore because they assume people have the perk. Plus the perk will still get some value if you can make ur chase “drive by” a hooked Survivor to get the usage.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3141746#Comment_3141746
Oh, actually? I didn't know that, I thought this entire time they had to stay in the 6 meters range, I guess if they want to use it multiple times they gotta stay close to the hook though
Yeah. But the perk is annoying enough it will probably force camping Killers to start chasing Survivors that come to the hook for Reassurance value. Not chasing them and letting them keep using the perk will be too suboptimal.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/342034/reassurance-will-band-aid-fix-the-game
I don't think that's a fair comparison, very easy way to counter BT...wait 15 seconds, the reassurance value depends on the survivor and how long they can loop around that particular hook
Camping implies the Killer won’t be chasing other Survivors. So the Killer is committing to looping around the hook area with reassurance that means there will be an opening for the save.
If the Killer has to leave hook to chase away reassurance users, the perk is doing its job pretty well.
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Gotta dodge no prestige mainly cause you know they’ll be tunneled out by the Killer
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@Man_of_triangles said:
It's not really possible to organically become good at looping in a game that doesn't even let you deploy solo into a map to check out the loops for yourself.
There's a reason why people are considered "babies" if they're under 1000 hours. You can organically become good at looping, but it takes longer than most games.
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Its the only hair I run on Zarina. Makes her look like Ronald McDonalds sister
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@bjorksnas said:
Legion being easy to tunnel with? Now ive heard it all
Frenzy Hits take away Dead Hard/Off the Record. Also, the Killer instinct tracking is great for finding the Survivors that you really want to chase. No reason to hook everyone when you can find the 1-2 Survivors you want dead there are no mechanics in the game Survivors can use to hide from Killer Instinct.
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A casual Killer game is one where the Survivors don’t rush generators and aren’t very challenging in chase. Ideally it results in an easy 3/4k.
A casual Survivor game is one where the Killer spends long amounts of time in chase and doesn’t pressure the map or camp. Ideally ends in a 0/1k.
Which one should be balanced for?
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It’s not bad and the team information part seems pretty useful.
The “team hook” system will encourage Killers to tunnel weaker teammates and Killer stronger Survivors on first hook, which is already a thing but will get worse.
One baby Survivor could ruin the game for everyone else getting hooked back to back super early
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Thana isn’t really overused. It’s almost exclusively used by Legion players and Legion is being played a lot.
Pain Resonance, yeah its strong, but idk what the Devs can do. It’s convent and Killers like it but numerically it’s pretty balanced in the context of perks like Pop, Surge, Eruption, Call of Brine and Overcharge. 15% isn’t that high and numbers nerfs might not work because its so convenient to use
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Probably something to do with the Dire Crows auras flashing at Survivors showing where she’s looping. And wanting Matias’ Boots basekit.
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@spiritsLeftball said:
https://forum.deadbydaylight.com/en/discussion/comment/3082224#Comment_3082224
It’s not hopeless tho, there is counter play. The only thing is are survivors willing to have a 20 plus min extended play each time they face legion? Doubt it, the fact he just had a rework I think he’s going to be this way for a while tho unfortunately.
https://forum.deadbydaylight.com/en/discussion/comment/3082225#Comment_3082225
I agree, I’ve been having fun playing as onryo and solo a just not in my legion matches haha.
did you call someone a naughty name and got banned ?
i apparently had an alt account I never knew about actually.
Solo queue is really rough. I wonder what would happen if there was a patch that heavily buffed all the Aura perks. SWFs don’t really use information perks so it would almost exclusively help solo queue
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I don’t understand why Survivors that aren’t having fun want to spread that to everyone else. Even if the match is going pretty well one DC or hook suicide can make it turn into a lost cause for the four other players.
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It’s crazy how many Survivors just don’t wanna try this patch. I know the role is less fun but constant hook suicides and DCs makes it worse for everyone.
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Survivors have been adapting slowly. I’ve noticed that prioritizing gens is key. Going out of my way to get flashlight/pallet saves or find a boon totem doesn’t seem worth it now.
The extra 50 seconds of gen time and loss of DH basically removed Survivors ability to do any side objectives efficiently.
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Not even sure if its better for new players. It costs more BP just to unlock the base level teachables because you have to P1 instead of hitting level 40.
And with the loss of the BP stacking perks, BP gains are much lower now.
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They've been tweaking Ghost Face's music for awhile. Its probably an ongoing debate between the devs and maybe even the licensing
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Corrupt Intervention. Pick a side of the map and stay on it the entire game.
Hag is all about traps and snowballing. Don’t freak out too much about losing gens. The only ones that matter for her are the ones that are part of her setup webs.
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@Visi said:
Their first iteration on the PTB was just fine. Remove the distance and give a 1 second endurance effect. Now, with it being 0.5 second endurance and endurance no longer triggering if you're afflicted with deep wound, it'll be largely useless. If a perk is too strong, nerfing it into oblivion is not the correct solution.
Dead Hard was so far above the other exhaustion perks.
Even with the 0.5 duration mega nerf, it’ll probably still get used more than Balanced, Smash Hit and Head On.
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@fulltonon said:
More like exoskeleton, it buffs everyone not just those who is not very good.
Oh yeah. It’s strongest in the hands of good Survivors. Its a crutch for some of the best.
Wouldn’t be shocked if some super high MMR players quit the game over losing Dead Hard.
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Trickster is one of the best Killers in the game at forcing hook states. Proxy camping is King. Gen blocking perks help him keep pressure while staying nearby.
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I finish every tome to get the charm and the fragments, but I don’t full complete anymore.
The challenges used to be difficult… now they’re just time consuming which sucks. I want to be able to speed run with the right builds and gameplay not hook Survivors 50 times
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@GoodBoyKaru said:
tfw surge become a better automatic regression perk than ruin and it doesnt even work on like half the roster
Surge has always been good. The half of the roster that can't use it is the side that runs Ruin
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@GannTM said:
That would be kind of insane if you get that much aura reading on where the killer is.
It's what a SWF gets by default. Because its telling you where the Killer is while another Survivor is in chase
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@[Deleted User] said:
Peanits confirmed it's just for the scratch marks.
Nooooooooo. The perk is still bad