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lagosta

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  • @Jarol said:

    Birkin : The Arm.

    or the Wagon if we count his last form :P

  • Killer mains get mad when DH was used for distance after they chose to follow the guy that was not exhausted instead of the one that SB away. Sad Pikachu Face.

  • Yep, you need to prevent gens from being done and exit doors from being opened (for extra points) + preferably hook survivors 12 times (not hard set in stone + sacrifice/kill/DC all 4 of them + Having numerous short and effective chases (Bloodlust coincides with the time you start losing points) and do not remain close to hooks at all.

  • Troll bait?

  • So the killer can open the door, body block the totem and kill everybody?

  • Sadly, they were. Old ruin would make Good Skill Checks grant 5% REGRESSION and pause progress for 3 seconds. Great Skill Checks would grant 0 PROGRESSION.

    So it was a ######### show of new players trying to land Great Skill Checks, failing and alerting the killer. Sometimes it was faster to do gens alone to avoid the pause created by other player's Good Skill Checks. Gen tapping was also an strategy employed by inexperienced players to help progress without the risk of skill checks.

    https://youtu.be/9wukf-mTHb0
  • The issue with the current Rank Matching system is manyfold. Some examples:

    1. Anyone who averages a greater than 0 pip will gradually escalate in ranks eventually. The more skilled the player the faster they go, but with enough time anyone average player can reach rank 1.
    2. Due to 1, there is a celling to where any player can climb until they are matched with players with thousands of hours of experience. A fresh first-time red rank is the same to the current system as a Nurse/Survivor main who started playing in 2016.
    3. The emblem system is kinda shaky. Ex: survivors compete in resources leading to hookbombs in an attempt to guarantee their share in altruism points. Killers also get a bad deal if they manage to stomp the other team.

    In the political sphere, there have been some players pretty vocal against MMR, mostly content creators who invested a lot of their lives playing this game. I take their opinions with skepticism. Some of them have been going through hundreds of games with killers recently released and reaching incredible streak numbers.

    Truth is, MMR hurts them bc they will no longer be matched with much less experienced players. Their queue times will go up and each match will be fought with sweat/tears and blood, but for the massive bulk in the middle of the skill cap this will be a victory. MMR will reduce dramatically the chances of an average player being matched against a 4man depip squad or a sweat lord Spirit.

    I can't wait for the incoming changes.

  • SorayaMeme.jpg

    Oh lord no. Old ruin was the bane of new and inexperienced players.

  • A good approach could be how Riot categorizes their champions in lol, with the possibility of one champion fitting many of them according to their base kit or classified as a specialist if none.

  • it's one hell of an expensive piece of cosmetic. The advantage is that it's usually BIS for stealthing around.

  • @Ruma said:

    The thing is: Its a team game. You have to work together to increase your chances to escape.

    You are NOT meant to be able to do everything alone.

    Quite bold of you to assume 4 SQ players make a team :P

  • IMO, OoO has the potential to overlap/compete with kindred in SQ too, since most killers use BBQ.

  • If you really want to check big numbers, I'd advise you to check Archdruid Drey/Dreyalgia. They are a doc main and plays without addons, quite a hoarder I may add. The last time I saw them, they were reaching for 1000 kings. I don't remember the number of queens tho.

  • perverted perk usage is best usage

  • Plague has the best set perks IMO. Corrupt + infectious go well in many killers and dark devotion is so freaking fun, I luv it.

  • This bug is getting quite the Streisand Effect.

  • The first frenzy hit would apply DW and each subsequent hit would decrease the meter by 1/4th. Hitting a survivor with DW would refresh the duration instead of canceling. So legion in Frenzy was faster than you, could vault pallets and windows and there was no counterplay.

    Also, DW would decrease while out of chase so a perfectly valid playstyle was to apply DW, cancel frenzy, and moonwalk following the survivor until they got down.

  • @KayTwoAyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2120179#Comment_2120179

    and that is why hatch is an awful solution to endgame problems.

    2v1s should not become a 1v1v1 dog-eat-dog world where solo survivors need to pray their teammate is willing to complete the objective or bad enough to be found and down.

    it is unfathomable that someone can loop the killer for 7 minutes and see no progress towards the objective. That is enough time for all 5 generators to be completed.

    That's the reality of SQ. Sometimes you get a competent team, sometimes you get a kennel. I don't think that hatch is the primary issue in this case, but the lack of a natural progression for the game similar to the situation before ECG was introduced. A bandage solution could be allowing the killer to open the Exit Gates as soon as a 2v1 starts.

    In the meantime, use whispers. I can't understate how powerful it is in this kind of situations.

  • @Warphead is right.

    As much as I hate stream snippers, they are not doing anything against the ToS. If you turn your content public, it's public for them to see and make what they will with that.

  • @KayTwoAyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2119989#Comment_2119989

    Respectfully, I have to disagree.

    This is handing survivors a free opportunity to escape, and promoting an incredibly unhealthy playstyle.

    Survivors who do not engage the objective, and force the killer to play hide-n-seek for minutes on end, have not earned (and therefore should not be given) a chance to survive the trial.

    Survivors need to understand that they are responsible for fixing the generators, and they need to continue doing so, even if the stakes have become higher. Nothing is more frustrating than a single survivor chasing a killer for 10 minutes while the only other survivor alive crouches in some corner.

    If you stomped them so hard that gens are no longer a viable option (2v1 at 4-5 gens) they are no longer playing against you, they are betting against each other for the hatch.

    I have no advice to give under this circumstance, I play doc most of the time so finding one is easy as pie.

  • Yes, It was a simple yet very effective event :D

    The only change i'd make is to include another slot for the accessory in the customization screen so I could mix and match my crown and head pieces.

  • NOOOOOOOO

    Untitled Image


  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2119497#Comment_2119497

    I am doing totems etc but it is just still to fast. I get maybe 1.5 gens done and one save before it is over. or get chased and do a gen and its over...

    are you playing SQ? bc if that's the case, you're incredibly lucky. If you're in a SWF, talk to them to slow down a bit.

    Some strategies to slow the game down:

    1- follow a teammate around and coop in gens to forcibly slow them down.

    2- follow the chased survivor to try to perform a killer grasp rescue.

    3- Engage in long chases and escape them to double the awards. Deception, Quick n Quiet, Dance with Me can help a lot here.

    4-Stealth and don't go down the whole match for Iri unbroken.

  • When I was first reaching for higher ranks yes. I'd suggest you take a look into the emblem system and guides on how to optimize your build and playstyle. Examples: equipping BT to guarantee safe unhooks, looping guides, etc.

    If the issue is just game speed, then you can try to do side objectives such as totems for extra points.

  • This is gonna get moved to the suggestions section.

  • Are we finding guns in chests to fight back then?

  • @[Deleted User] said:

    Assuming the person who streamed did it on Twitch, I found this

    https://us.v-cdn.net/6030815/uploads/RIH4BUV7HUTV/screenshot-20210417-150019-samsung-internet.jpg

    Like others said, just normally showing off others names or profiles isn't bannable as long it's not private information. But depending what the streamer said while showing off your profile it might be classified as some sort of harrasement. Like for example if he said "Go spam his profile" or something it's not allowed

    Read the rules and if you think something got broken go contact twitch

    OP, do you fit into the listed protected characteristics? Twitch tends to be less lenient in those cases.

  • If you really want to make the best for your team, struggle as much as you can so they get 2 mins of uninterrupted gen work.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2117281#Comment_2117281

    Which is perfectly fine, except......

    ...those are usually the players that then hypothetically jump on the forums angry posting that the killer leaves them to bleed out on the ground. (Even though THEY were the ones making sure they couldn’t be found.)

    Whenever they crawl to a corner and there are no hooks nearby I respect their wishes and leave them to bleed out and go check the dbd subreddit :)

  • On the RE vibe maybe herbs that function like medkits and can only be found on the Racoon City map?

  • I'm not sure if it's a good design overall. Hex perks display a notification when active, so this perk would probably notify the survivor about its activity. It would only encourage the start of the EGC earlier. What's the advantage to allocate a perk slot for that instead of let's say NOED?

  • Mah man, speculations aside, I think it's nice to see what they did to SH to set our expectations. Since there was only one chapter to cover all of the main 3 titles, the devs opted to take a single element from each game:

    1. SH1: Midwich School Map
    2. SH2: Pyramid Head Antagonist
    3. SH3: Heather/Cheryl Main Character.

    I am not sure if we will have more RE chapters after this one, so they will probably try to cover the first main titles in a similar fashion. Some re3 title combinations are:

    image.png

    OR

    image.png


  • Have you ever showed a key to a teammate only for them to steal it and proceed to die? Source, done that in my early days :P

  • Don't DC, just crawl to a corner and bleed out so they don't get the extra Devout emblem.

  • That's a good skin idea: Jill Sandwich.

    Chase music: RE Director's Cut Basement Theme

    https://www.youtube.com/watch?v=FOUBcBS6B2g


  • Skin Idea: Jill Sandwich

  • Yep, OoO against spooky Myers is just a much worse Spine Chill.

  • Let's just hope it's not RE Survivor XD

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/2116435#Comment_2116435

    There are some things that can only be learned through experience.

    You can lead a horse to water but you can't make it drink.

    I can only wish. In the meantime, I'll be using Bond to lead the killer to my hiding teammates :)

  • I'd be happy if they improved the tutorials to teach new players how to perform rescues, take aggro after unhooking, apply pressure to objectives and not hooks.

  • Indeed, you should report in the bug section of the forums.

  • @PigsEatBacon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2112876#Comment_2112876

    Funny how none of it was relevant towards anything I said.

    xoxo

    And as for viability, why create them if they have no intent to be used or demonstrated in any way?

    The question above is exactly the one you asked and I went out of my way to explain why all perks are not created to be viable, even by exemplifying a particular niche, a clear timeline of development for this game, and even external material.

    My fault, I'm sorry. How can I expect a dialogue with someone who doesn't read what they type? xoxo

  • @NVerde said:

    I personally find these ones useless off the top of my head:

    Breakout - after trying and failing to complete the current challenge to get a killer to drop someone while this perk is enabled I definitely will never use this perk again. I just feel like the proximity you have to be to them is too short, it's too dependent on position to the hook (if they are remotely near you have no chance) and if the killer doesn't swing for you it's also not likely to work. It's telling that the advice for completing the challenge involves trying to get a flashlight or pallet save instead, or use the medikit add-on to give endurance.

    Slippery Meat - I am not a big fan of one-and-done perks in general, but this still doesn't guarantee you success with your self-unhook so you could use a perk slot, still not unhook yourself, and it has been completely wasted.

    Saboteur - I am not skilled enough to work out which hook the killer is going to, get to it, and sabotage it before they can reach it and hit me, and then hook them anyway. I've tried it many times and it's just not for me.

    Saboteur gives you the best sabotage action speed. You can equip Breakout and just follow the killer to the hook, block the first hit, use saboteur and run away or use DH. Unless the killer has STBFL, you can avoid a second hit safely. You just need to start the sabotage immediately after the hit.

  • @ShamelessPigMain I wonder how many of us in SQ would equip a perk that granted blindness while hooked.

  • I'd rather see som QoL changes for him, like being able to retrieve blades by ripping them from a dying survivor.

  • @PigsEatBacon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2111249#Comment_2111249

    Just a reminder: I did not say they needed to be. The post implied to focus on 'perks' that were barely noticed. And as for viability, why create them if they have no intent to be used or demonstrated in any way?

    That's a natural design limitation that games with extended life cycles go through. When DBD was created, perks could have simple and straight forward uses, some aged well (IW), others aged too well and needed to be changed (NOED becoming totem based, Self Care), others aged like milk (Saboteur). Those changes happened mostly bc of the META establishment and Devs tweaking in a preemptive or reactive manner.

    During that time, more and more chapters were introduced and, after a while, there is so many niches a perk can be allocated to. Whenever a new perk is introduced to an existing niche, it will shake that subset of perks and inherently one will be knocked into the worst position. Let's look into a brief history of the exhaustion perks, mostly bc no one uses more than one at a time so there is a clear power distinction in the community. Also, I'm leaving Head On and Adrenaline out and just focusing on the ones that potentially give haste for a more streamlined experience.

    • 1.0.0 SB: First introduced, base kit for anyone who purchases the game, very reliable and easy to activate.
    • 1.1.0 BL: Introduced with Nea, strong stagger reduction passive along with haste effect. Could be used along with SB.
    • 1.5.0 Exhaustion introduced here, now BL and SB can't be used together.
    • 1.5.1 Lithe introduced here. Still not as useful as SB or granted a passive effect like BL. Arguably the worst.
    • 1.6.0 DH introduced here. <= First instance of the activation button being used to trigger an exhaustion perk. Contender for the best among the community.
    • 3.2.0 Dedicated servers introduced, DH suffers a hit for unreliable i-frames. Still ties for best with SB due to the on-demand activation.
    • 3.4.0 BL is buffed to muffle the stagger sound when activated and nerfed to remove the passive effect when exhaustion is active. Clearly deemed worst in the category by the community now.
    • 4.6.0 SH introduced, but people don't use bc of the current pallet stun bug. Needs to be reassessed by the community once the bug is gone.

    There will be always one perk deemed the worst by community and if it is buffed, the second worst will take the crown. The introduction of new perks that fill the same niche require either more gimmicky attached to them (like the activation requirements that have grown increasingly more conditional) or the introduction a new complexity in layer (such as a button to activate DH).

    A possible solution to circumvent the issue of more and more perks that don't render others useless is to introduce new mechanics like totems. Now there are perks that help track totems, and a new niche for Hexes. The issue is that it also adds more steps in the checklist of a game that is has been fairly optimized by the community and can lead to boring matches (Clear Ruin, Clear Undying, Repair 5 Gens, Open the Door, Escape) and/or unfriendly experience to new and casual players.

    This is an issue that borders closely to power creep/feature creep and there are tons of materials discussing it. I'd advise to take a look, it's an amazing topic for discussion. Some sources related to other games but that can be easily related to the current state of DBD are the following:

    MTG: https://magic.wizards.com/en/articles/archive/making-magic/when-cards-go-bad-2002-01-28

    Awesome small video on the topic: https://youtu.be/Bxszx60ZwGw

    xoxo

  • Just a reminder:

    Not all perks can be meta, good or even viable.

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