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konchok

konchok

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konchok
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  • I agree with most of what you say, however, ruin/undying is way too powerful and needs to be nerfed because it's just too good. I hope they don't nerf it to oblivion but a slight nerf would be justified.

    My suggestion is for a nerf/buff. Basically the only perk that works well with undying is ruin. So the buff would be to remove the bit where if a totem is broken you lose your stacks. The nerf would be that when hex totem that isn't undying is broken there is a 1 minute cool down period before the perk gets spawned onto another totem. This makes the perk work with more combinations of totems while reducing the power level of the ruin/undying combo.

  • I think we may need to wait and see with this killer. Remember when everyone was calling blight weak right after he came out. Let's give it some time before we jump to conclusions and demand huge buffs.

  • It definitely felt like Charlotte was slow. But on blight I didn't notice anything with him.

  • What's funny is that I made this exact perk suggestion, with the exception that I didn't feel it warranted exhaustion. Just give it a 40 second cooldown without exhaustion.

  • @Shymare_11 said:

    •Hex=Leech: The power of blood and death powers this hex and forces those who witness the carnage to become fearful of their own impending doom.

    +For each totem standing this hex receives a token. When a survivor is repairing a generator while you are in a chase, all good skill checks regress the generator without alerting you and all great skill checks no longer grant additional progress. The amount regressed is 1/1.5/2% per token this hex has (maximum 5 tokens). When this hex is cleansed, all generators that have not been repaired will instantly regress by 1/1.5/2% per token that remained before this hex was cleansed and continue regressing.

    •Bloodletting: The sight of blood brings memories of past pain and nostalgia, a wonderful time it was.

    +All blood trails moderately hinder (5%) survivors that walk through them. All blood pools made by injured survivors linger slightly/moderately/considerably (25/50/75%) longer.

    •False Truth: The lies eventually become truth if told enough and forced into the minds of the unwilling.

    +While in a chase, any vault point that a survivor fast vaults or medium vaults is blocked by the entity for 7/11/15 seconds or until another vault point is blocked by this perk. This perk can only block one vault point at a time.

    I like bloodletting and false truth. Hex-Leech is a bit confusing. I'm not sure I understand what it does.

  • @Unseen_Force said:

    https://forum.deadbydaylight.com/en/discussion/comment/1784222#Comment_1784222

    Its not about lacking skill, its about lacking motivation to pursue those ranks because the opponents become more disrespectful, and the game becomes less fun.

    Also Im not sure if, "theres no point, its easy, just play more" is motivating lol.

    I find that the opposite is true. For example after rank reset, the games are so simple and easy that I just feel bad for the survivors. At high ranks I feel like I've achieved something and I've been challenged. If I ever get so good that I no longer feel challenged in this game I'll probably quit.

  • It's like others have said. Sometimes there just isn't someone who it would be fair to match you with and you are better off just getting into a game. That being said, when the game matches you unfairly I feel there should be a 1.5 times BP bonus at the end.

  • @FFirebrandd said:

    I really really want Behavior to use Thrill of the Hunt's "Tokens per remaining totems" system for other perks that actually like... do useful things. So things maybe like...

    Totemic Speed: Each token gives you +3% movement speed while not in a chase. (max 15%)

    Totemic Hinderance: Each token reduces the speed of repairs by 5%. (max 25%)

    That would give them a perfect way to add perks that are strong early game to patch up the fact that every killer is at their weakest when they first load in that naturally fall off as the game progresses. In addition, that would be a natural middle ground between boom or bust Hex perks and normal always on perks. Also... this gives the Survivors more reasons to cleanse totems.

    The only issue I see is how would survivors know that they need to break totems. I almost see it as like a side perk to an existing hex totem. For example I could see something like that added to Hex: Retribution where you get a bonus per totem still active.

  • Runner's High


    After being in chase with the killer for 15 seconds while being at full health. Gain the haste status effect until you stop running.

  • Sole Survivor


    whenever another survivor is killed rather than sacrificed if you are not already the obsession you will become the obsession and you gain a token. Get an increased speed to repairing generators, cleansing totems, and opening exit gates by 50 percent per token. If you have more than one token your aura cannot be detected by killers or survivors.

  • Recharge


    whenever a generator is completed gain a token, for each token earned recover from broken and exhausted status effects 15 percent faster. Whenever a teammate is sacrificed to the entity lose one token.

  • I enjoy going vs Nurses, Demogorgon, and Spirit, but I hate the hag. I hate everything about this killer. The fact that she takes control of your camera when she teleports, the fact that she always puts a trap next to the hook. The fact that you can only do something about her traps if you happen to have a flashlight, the fact that good hags don't even chase. This killer is boring to play and play against, she needs a rework.

  • I'm a full on Blight main now. Used to be a spirit main. I feel like people prefer to play against blight more than spirit so if I'm going to play I'll at least play with a killer that survivors enjoy a bit more. I do enjoy playing a bit of spirit from time to time.

  • Keep it a hex, have it so that once a pallet is blocked it remains blocked until the hex is cleansed. Increase the cooldown slightly.

  • Or survivors could be buffed. I agree with you the OoO should be reworked. I've made posts if you look at my history on how I'd change OoO.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1782253#Comment_1782253

    Not a full SWF + console players + meme perks + enough points for several gens = doubt.

    It's hard to say if the were a SWF or not. Which perk do you consider meme? And as for points for several gens, It's not like they weren't doing gens, more that I was pushing them off and they weren't completing them. And what is there to doubt? I stand by my statement that killer is stupid easy to play. Once you get good with killer you stop losing. It's game after game of beating "sweaty rank 1 survivors". Just look at Otz , Heather (aka meangirl), Dowsey, Fungoose, Scott Jund, or OhTofu, they can go several days without losing. It's because killer is overtuned easy right now.

  • EZ.png

    These guys all depiped. So it is possible that they were all rank 1. They chose the map and they brutally lost without completing a single gen. If you're playing this game with a strong killer, killer is easy.

  • @Tsulan said:

    There are simply not enough red rank killers around. That´s the whole problem.

    See this I don't understand. Killer is stupid easy yet I get the feeling their just aren't that many red rank killers, like why not?

  • That would guarantee getting the ability off once you got your tokens. Holy hell that would be broken good. no one would ever run another healing perk.

    Honestly I just feel that it should require 3 tokens rather than 5 to get full stacks. Tier 1 you can get just 1 stack, tier 2 maximum of 2 stacks and then 3 stacks is the full affect.

  • @SirCracken said:

    Introducing...

    THe Blood Brothers build

    Perks

    • Blood Pact
    • Botany Knowledge
    • Leader
    • Prove Thyself

    Strategy

    This is the build version of team-mate roulette. It's success entirely depends on who becomes the obsession, with every other perk besides Blood Pact meant to support your newly founded ichor-sibling.

    You'll be able to heal each other faster, repair gens faster, and have haste most of the game if you play your cards right. Unless your buddy is an idiot. There's no faster way to grow to hate someone than to use entire build designed to support someone other than you have them sandbag and farm you.

    But when it works, it really works. I'd honestly recommend using this build with a friend and have them use For The People so they can steal the obsession status for you. Either way, give it a try!

    I've run this build before and I love it. But if you can get someone to play with and have them run "For the People" it can be really solid in a 2 person SWF.


    Edit: apparently you said what I said as your last sentence. That's what I get for not being able to bother reading the whole thing.

  • I feel like Hag requires a rework. Her kit is too campy and she's given free hits. Every other killer even Spirit and Freddy at least both have to chase. Hag just builds a web.

  • I don't understand the whole play fair. I'll play in whatever way I think will get me a win and that varies team vs team. I had one game where I was losing and I had to slug to stop gens from getting done, if I picked any of them up that would buy the group enough time to complete the gen. At literally the last gen I went and changed my win condition from getting enough hooks to win to slug them until they bleed out. 3 players bled out that game, that I would have otherwise lost. They actually complimented me in the end game for turning that game around. Extremely good sports, I'm sure that match must have been miserable for them.

  • @Freki said:

    https://forum.deadbydaylight.com/en/discussion/comment/1767176#Comment_1767176

    match making is NOT off. it is how it has been historically. if it takes a while to find a match the system widens the search for the match so you see larger +/- range

    this is pure conspiracy theory and honestly is not backed up by anything. when someone claims NDA when asked for evidence 99.999% of the time there is none.

    I agree with you. I don't agree with OP. I was simply saying that due to the changes to BL more people are playing survivor and matchmaking is acting the way that matchmaking acts when a queue gets flooded. (This behavior happens every Friday night)

  • It's really interesting to get this kind of perspective. I've maintained my rank (rank 1) as killer thoughout this event. I ended up changing my build to be more chase focused though. My build at the start of this experiment. Blight - Ruin, Undying, BBQ, Surveillance. My build now, Bamboozle, Enduring, BBQ, Pop. I've been really liking it and I haven't lost a game since I've changed my build.

  • @Ghouled_Mojo said:

    I’ve wondered if there was something else going on. I know matchmaking has been weird this weekend and I guess my since it’s timing is off too because other things seem wonky.

    Matchmaking is "off" because the survivor queues are flooded. Flooded queues have a very noticeable effect of the kinds of survivors that you play against because the matchmaking can't find a group so it expands what range is acceptable and you get odd behavior like a group of red ranks going verses a green rank where usually match making wouldn't be so harsh.

  • @itsjazzyo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1767121#Comment_1767121

    Good abuse, thank you. Now I just need to work on acquiring some of those perks

    Be sure you're leveling up Meg. She has sprint burst and quick and quiet. And the other 2 perks are available to all characters.

  • Here are some tips to help you out a bit. For a new player my recommended build is Sprint Burst, Kindred, Spine Chill, Quick and Quiet. If you see the killer coming towards you after you've been hooked, gain some distance using Sprint Burst. Spine Chill will help avoid killers that have small or no terror radius, in addition pay attention to spine chill when you're being chased. Spine chill will light up when they're looking in your direction. This can be used to tell if the killer is trying to trick you. Quick and Quiet can be used to hide in lockers or get a sneaky vault, however, you still leave scratch marks on a locker door when you quick and quiet into it so use it only as a last resort and I recommend only hiding in a locker if you're already injured. If you get pulled out of a locker when you were full health you just gave the killer a hook for free, take a hit first.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1766645#Comment_1766645

    Yeah, the charge was pretty fun I just felt anytime I tried to use it it set me back so much; and then afterwards the survivor bullying started pretty hard; with the tea bagging and the flashlights and whatnot.

    First impressions are important so getting a pairing like that can really put you in a sour mood.

    Going to do a couple more games now though.

    Blight can be extremely frustrating to play. I played him a ton during the PTB. I don't think I've ever cursed a killer so much ever. But I could also see his potential in the PTB and stuck with him. Since he's come out I've been playing him religiously. I'm currently in the top 40 players in terms of Blight lethal rush hits. Once you get the hang of it he does become a lot of fun to play. But there are just some things that do not have collision. I think the most frustrating is the logs in the swamp. Half have collision and the other half don't but they look exactly alike and if you miss a collision you'll often lose chase. Or random trees won't have collision. And random bits of air have collision too. I love him and I hate him.

  • @Terro said:

    Here's the thing that I'm worried about the removal of bloodlust. It disincentivizes actual chases with killers and I dunno if that's something I'd want. Killers will be more likely to mind game or just use killers that don't need to worry as much with chases.

    You've also brought up a point that I didn't think of. It makes it easier for potatoes to rise through the ranks to red ranks who don't really need to learn how to do a chase. Once they reach higher ranks and they need to deal with mind games or strong killers they'll collapse.

    I never made that point, so you may need to reread my comments. That's dishonest and a bit rude.

  • @Terro said:

    https://forum.deadbydaylight.com/en/discussion/comment/1764743#Comment_1764743

    I know trapper can trap loops. It doesn't change the fact that he does still sometimes need to brute force things with blood lust. Billy against decent survivors isn't always going to be able to chainsaw all his problems away and his mind games are about as good as any other killer.

    As for the others, I put them separately cuz they are hit by the removal of bloodlust but the difference isn't as bad as the other killers listed but it'll still have an effect on them. My bad if I didn't make it clear enough and you kinda wasted your time.

    With the exception of Nurse, all killers at some point and time have to brute force a loop. And I get that some setups are incredibly strong. However, I agree with the development team that with the exception of a few known tiles. Bloodlust is simply no longer needed for killers. This is clear to see because strong killer players can have games where bloodlust never triggers throughout the whole match. If strong killers are playing without it's time for weaker/newer killers to take off their training wheels and learn to play without it. And for the killers that become significantly worse, some base kit changes may be needed.

  • @pseudechis said:

    I guess the counter point is that bloodlust doesn't punish new survivors the same way the lack of it punishes new killers.

    Playing stealthy is a perfectly good way to play the game and can be a lot of fun. Survivor gameplay doesn't revolve around the chase, its a big part but you can stealth around and avoid the killer, get saves do gens, hide in their TR and not get spotted.

    There is a myriad of survivor gameplay that bloodlust has no effect on and you can still escape or "win" without ever really being effected by it.

    Killer gameplay revolves around the chase, making bloodlust infinitely more valuable to a new killer especially when paired with higher ranks and more experienced survivors through bad match making.

    The fact that time management is also infinitely more valuable to killers, and now you have new killers who may not be great at looping even on non infinites or unsafe pallets that get destroyed and then quit.

    This game needs both killers and survivors but how often do you see posts by people saying "I'm to scared to play survivor", its typically the other way around, "I'm to scared to play killer" which is nuts because in a survival horror game the survivors should be scared of the killers not the other way around.

    Your counter argument is the strongest argument that I've seen so far. I concede that you have a point. However, I don't think lack of bloodlust is a punishment so much as a reward for playing badly.


  • @Terro said:

    https://forum.deadbydaylight.com/en/discussion/comment/1764691#Comment_1764691

    I think you're missing trapper and billy.

    Others that also took a bit of a hit are Freddie, Wraith, Huntress, Ghostface, demo and hag.

    Trapper can trap the loops where bloodlust would be considered a problem. That's why he isn't listed. Billy has a 1 shot down and a can break pallets faster with his chainsaw and is very good with mindgames around pallets, he shouldn't need bloodlust. Freddie has pools of blood or fake pallets, Wraith can land easy hits with stealth and shouldn't be spending time around a strong loop, huntress is extremely strong at many tiles that would generally lead to bloodlust becoming active like shack, Demo is a weak killer, however, his shred is the strongest part of his kit and that is very strong at many tiles, and hag, if you're chasing with hag you're playing hag wrong.

  • @danielmaster87 said:

    Bloodlust is a saving grace for killers who have to brute force loops that guarantee wasted time unless the survivor royally messes up on their pathing. There are so many unmindgameable loops in this game it's not even funny. You take bloodlust away, you discourage killers from doing many chases and encourage mass slugging and forcing 2nd stage, because that's the only way they're gonna be able to get those kills.

    There are only a few killers that have to brute force loops, the rest have their power that they can use.

    Plague while in vile purge, Pig, Michael Meyers, Clown unless he has the chlorine add-on, Legion (when securing a down), and Oni before he gets blood.

    You'll notice this list with the exception of Oni, is basically the list of weak killers in this game. So, I will agree that this change makes killers with weak chase powers weaker, however, that's a problem with those killers and that is not enough to justify the bloodlust mechanic. Bloodlust should be removed and these killers may need changes to their kit to make them able to use their power more effectively in a chase.

  • @chieften333 said:

    Well many have actually noted a couple of infinites that are now possible without bloodlust, mainly the asylum, the god bus on autohaven, and apparently killer shack when a hook is on the corner. Not to mention the hell that is the house of pain with a 110% speed killer.

    If they stick with removing bloodlust then they will have to do some serious map rebalancing throughout every realm.

    I do agree with you that those should be addressed. But each of those would already cost you the game if you were to chase around them. Not much has changed.

  • @MrPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1761561#Comment_1761561

    Using the kill rate as a measure of balance is already very misguided as the devs, the community, and anyone who actually knows the game well will tell you. Otherwise Nurse is the weakest killer in the game and Pig is OP. Clearly not the case.

    Bloodlust and mori's are 2 separate issues, I don't understand how you're connecting the two. Mori's are unbalanced on their own and bloodlust is to help against the poor map design since its not fixed yet. I also don't know why the mori issue, or any issue for that matter, would get dropped just because a bad player uses it.

    Also if they're going to tier 3 Bloodlust you they wasted a lot of time. I haven't seen a tier 3 bloodlust in a long time. But as a mechanic bloodlust still has its place as the map design is still not fixed.

    Mori's aren't an issue because of bad players they're an issue because they cut the killer objective by over half. Disabling Mori's would at least address a big community issue. I rarely see people complain about bloodlust and when they do its usually entitled survivors who don't know the game anywhere near where they think they do.

    There are plenty of more important issues they could tackle or test.

    The stats provided are useful in terms of overall balance when you include context. There are 2 major factors that determine how often the average player can win with a killer. The first is the raw power of the killer and the second is how easy they are to play.

    Nurse is very high in raw power, but extremely difficult to play. Therefore she has the lowest kill rate in the game. This also makes playing vs the nurse fair, because only a very good player can use her to her potential. Despite being the most powerful killer in the game she is also the most fair.

    Now let's look at the opposite end of the spectrum. We have Freddy, he's extremely easy to play and his synergy with already meta perks is so well known. Players who play vs Freddy are playing vs him and all of his passive abilities. While Freddy is not as powerful as Nurse, Freddy is unfair because he doesn't require skill to play.

    If you understand how to derive and understand raw data when considering context and factors then the raw data is incredibly useful. But you just keep trucking along about how we should ignore facts and how your opinions that lack any merit at all holds more weight.

  • Killers that I play are spirit and blight. With those killers bloodlust was rarely used anyway. The majority of my hits are phase hits or lethal hits. I haven't noticed a difference, except around shack. Shack seems a lot stronger now.

  • @Nobsyde said:

    I'm very, very curious to know how data can be easily extrapolated by a machine about the bloodlust mechanic.

    I fear a "Object of Obsession is not a problem from my stats" debacle once again:

    low ranks won't see any change from bloodlust, high ranks will see a negligible change overall, but very strong swf will just bully killers (especially 110% killers) out of existence if on the right map and if they get the right RNG, but it will be within the statistical error of the collected data, so...

    "Removing Bloodlust is not a problem from my stats. Here, get a new god breakable wall instead!"

    Yeah, poor slow killers. How will nurse, spirit, deathslinger, and hag cope. All is lost!!!!!!!!!! /s

  • If you want to play casually get a group of friends together and play a kill your friends match where you can laugh and not take things too seriously. Otherwise, I feel like this game is best played seriously. If you're not playing to win, why are you playing at all. That being said, a game where one group stomps another group is not fun, but that's more a problem with matchmaking than of try hard killers or survivors.

  • For me the average changes based off rank reset. Right before rank reset my kill rate is higher than 75 percent. Right after rank reset, it's higher than 80 percent. Than there's a period of about a week where you're at rank 1 and I'm getting groups that are really good where half of the players are rank 1 or rank 2 (this is really early after rank reset) and they're nasty good. And with these groups my average is less than 50 percent by a hair. But then rate inflation kicks in and my percentage shoots back up.


    I'm also of the opinion that killer is too easy right now. And I am running ruin undying. Without ruin undying I know that my rank would dip from rank 1 to rank 2 or rank 3.

  • I'm not so sure this is a bug. You were shared a library with DLCs which means you get the DLCs as long as those are shared with you. However, note any progress made will be lost if you purchase those DLCs or if they stop sharing with you.

  • @pseudechis said:

    Mori's are the only thing keeping me playing at this point.

    The general obnoxiousness of most players these days means that the mori is one of the few things I derive a lot of joy from.

    Having a fun game only use it if you need it, having a kind of toxic game one hook mori and get it over with.

    They are a blessing, if they go I'll probably go with them.

    Is there anything I could say to convince you to leave sooner? Let me assure you nothing of value would have been lost.

  • Like others have said you can use Blight for getting around the map and if you're a good killers around loops you'll do ok. That being said, I would say using his power to land hits is harder than nurse.

    So his learning curve is not as steep as nurse however, there is more to learn than nurse about learning to use your ability to hit survivors.

  • I really like this idea. This is how perk synergy should work.

  • kicking a generator next that's near a hooked survivor is legitimately useful. Because it's less likely to be worked on because there is another objective (saving the survivor) and when the survivor gets off the hook, they're (the hooked and unhooker) likely to try to finish that gen and any regression made is that much extra time for you to protect that gen, and if someone does work on the generator you'll get a visual indicator that someone has been in the area making it much easier to protect the hook if you are protecting the hook.

  • @James4125 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1707348#Comment_1707348

    For me I've always done pretty well with Oni Spirit Legion and Pyramid head but those are the ones I'm currently struggling with the most! It's just so frustrating!

    I think that with the last 2 patches there is a new healer meta. If I look at the killers that you play as, they're all killers that rely on getting survivors injured and keeping them injured. With the meta being what it is, you may find more success with Plague, or Billy.

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1708399#Comment_1708399

    Hate to break it to you sorry but this isn’t rlly a bug and I can undsrstsnd why they did it. They’ve basically aligned his collision with that of Billy’s, I’ve tested it out in numerous kyf’s. You just gotta learn what you can and can’t bounce off of, like what you can and can’t blink through as nurse,

    While it's true that you just kind of learn what you can and can't bounce off of, there are certain nearly identical models where some will have collision and others won't. Many trees don't have collision, good luck guessing which. The same is true for rocks, playing in Ormond, most of those rocks don't have collision, try to guess which ones do. Playing in Father's chapel, good luck trying to get through the doors that have the wooden boards sticking out of them, apparently they have collision. And let's not forget about all the times that the game doesn't let you use your ability at all because it thinks you're too close to another object. On stairs? Guess what you can't use your ability, in a door way? many times you can't use your ability.

    Don't get me wrong, I love Blight and I play him almost exclusively, but he can be verrry frustrating to play.

  • @tippy2k2 said:

    I never use the toolbox on the first gen

    Unless it's the very tail end and it's clear I either use the box or the last gen will pop and it won't be used, I keep it for when the gen is close to being done and I know the killer is on their way (or likely on their way). Unless the game is clearly going sideways and we're not gonna win this fight, there's no real need to ever use the toolbox early in the match.

    The only time I'll break the early rule is if I'm on the middle gen and the killer is coming at me with the gen being seconds from being done. Then I may use the toolbox to make sure we nail the middle gen and have minimal worry later on about three gennin ourselves...

    I'll generally try to use my toolbox when I'm on death hook or when there are 2 generators left. And I'll try to use it when at least half the generator is complete.

  • It's a different attack altogether with a different hitbox. Scott Jund has a video on what the hitbox for the blight lunge is.

    Also, the lunge can be dodged in a lot of cirumstances. So, the lunge does have counter-play. I don't feel like his lunge needs to change. The Blight is a killer that requires a ton of skill to play well. Look at the stats for killer escapes if you don't believe me, he's right next to the Nurse with the highest escape rates for survivors.

    Now, Nurse and Blight are both strong, I'm not making the case that they're weak, but they're also both fair in the sense that you need to invest time into learning how to play them well for them to be strong.

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