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lagosta

lagosta

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lagosta
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  • posted another one that i found in the pale rose. the smaller boat had a gen in it the blocked the killer, but not survivors.

  • Archdruid drey is a doc main and one of his favourite builds involves forced penance. Good to know another benefit.

  • @dspaceman20 Then he gave you the No-No bc you failed the dead hard :P. They possibly didn't take it as a sign of toxicity, just a way of saying "unlucky".

  • @dspaceman20 Then you did something that he didn't like. When I play as killer that means hookbombing, wasting god-pallets, camping pallets, bm in general. Some killers will give you the No-No if you loop them for too long, especially in lower ranks.

  • Haddonfield needs a full rework. The visuals are outdated and the houses need balance. Part of the problem was how pre-nerf Balanced Landing allowed true infinites to exist there. Right now a good killer that knows what they're doing will catch someone eventually, the problem is how long it takes.

  • Freddy by far. He has integrated slow down to his kit that stacks very well with current killer meta.

  • Legion nods after downing someone. It's their animation, not bm.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1843970#Comment_1843970

    Then what speaks against killer having the wiggle progress bar?

    I answered that question twice, go back and read.

  • If the Spirit is competent, you lose. Her power assures that if she missed you, it was due to her own mistakes and your actions have little relevancy to the outcome. A good Spirit will phase and track you with Stridor along with other clues such as breathing, footsteps (especially in the swamps), bloodstains if they have proper addons, etc. If she has any kind of doubt of your position, she can just cancel the phasing and recover her power to start a new hunt. Knowing when the phasing started is just the first part of the problem, the second (and bigger IMO) is her position during it. Right now the only clues you have are her footsteps and unlike Good Spirit players that make use of Headphones + Equalizers, they're quite hard to identify. Until the devs introduce a real counterplay, she will remain one of the most unfun killers to play against.

  • I run Detective's Hunch bc of Ruin+Undying and it helps a lot since midwich is by far the smallest map in the game.

  • my-image.png

    Any killer with some form of lethality and counterplay is fun to go against and even after going down, you feel that it was fair bc they outskilled you. The middle of the pack for me is the general chase interaction with the exception being PH bc I didn't have that many experiences against really good ones after the changes. The lower ranks for me are there for personal reasons. I'm not a fan of jumpscares so nono to GF. Clown and Hag can be boring due the nature of their powers, Freddy has an array of issues that make the game feel sluggish, Slinger can just walk to you and readily shoot with no reaction window. And at the bottom Spirit, bc there is no effective counterplay to her. If she missed you, it was due to her mistake, not your actions.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1842877#Comment_1842877

    yeah, but he said the person performing the action. still the survivor on killers shoulder that is performing the wiggle action. or would you argue that for that case it would make sense for leader users to see everyone else's progress bars?

    What I did was show a counter example to his argument that survivors see eachother progress bars and, therefore, are at an innate advantage, not argue that users of Breakout, Leader, or whatever other perk that benefits teammates have access to that info.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1842877#Comment_1842877

    Imagine for a second, that survivors wouldn't have any progress bars at all. Just like killers. No gen repair, healing, wiggling, sabotaging or cleansing progress bar.

    Always guessing. Especially while using perks like We'll make it.

    Killers do have progress bars for actions they perform. Billy and Bubba can see their Chainsaw progress bar, Pyramid Head has Rites of Judgement and Cage progress bar, Doc has Static Blast and Shock Therapy progress bar, and the list goes on for individual powers.

    Not only that but all killers have Hang progress bars while hooking survivors, they also have damage generators progress bars. The only general action performed by the killer that doesn't have a progress bar is kicking pallets. Where did you get the idea that killers have no progress bars?

  • Freaking spirit. The only thing good about her was the noise bug that provided some sort of counterplay but when bugs like the hill that trapped even killers last months that one was fixed in days.

  • Not really, the ones I found always put hemorrhoids close to the hook and port immediately after the unhook. Always get me thinking about H:DH.

  • Best thing i did was remove it from my mains. My first char was David bc of WGLF and i got stuck with dead hard while level Bill and Jake after. Never really learned to use even other exhaustion perks, but recently if been forced to play felix due to rituals and I got no exhaustion perks on him. I had such an amazing time not seeing myself exhausted on the ground that I decided to not use it anymore.

    Moved on to learn Balanced Landing and, while it's much more inconsistent to activate, it has such a depth of usage that it got me hooked. It's much easier to lose chases and so fun. Just wished the devs put more assets in maps to help bc right now there are maps that the only way to use it is to jump in the basement.

  • best thing you can do is learn to use another exhaustion perk

  • Abuse corners if he's dashing, windows are your friends. Avoid giving him his first power so he can't snowball in the beginning. Also, if you need to drop blood (like working on a gen while injured) do it in a place that's inconvenient for him to get.

  • Plague for perks if you don't have them. Corrupt and Infectious are amazing and Dark Devotion is one of the few Killer meme perks that are actually fun and useful.

  • Doc till the end. I use others to farm, but when I need to kill or chase Doc my favourite. I have issues finding stealthy survivors and it's always nice to drag them screaming out of the hole they decided to hide.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1842449#Comment_1842449

    So survivors have more advantages over killers because reasons.

    Killers have no progress bars at all. When they take Iron Grip, Agitation and Mad Grit, they have to guess if they make it to the hook. Despite taking 3 perks that all affect the wiggle time.

    Again, the killer is not the one wiggling. Breakout affects other survivor's wiggle, but the user of the perk cannot see the bar either.

  • Doc is annoying bc he removes you form your comfort zone. Now stop relying on stealth and do the best for your team by taking the chase.

  • I think a better option would be a system similar to Hearthstone, where you climb from ranks 25 to 1 just like we have today. After reaching 1, you're moved into the legends pool, that is entirely MMR based.

    That way you can keep the time barrier required for players to reach the mmr and pool experienced players against each other.

  • Autodidact for the lulz?

  • @dspaceman20 said:

    Can anyone explain what was wrong with old legion? (Genuine question) why was he charged

    Legion and the Deep Wounds mechanic had many issues.

    1-At the time it wouldn't count down wouldn't start while in chase, so the Legion could follow your scratch marks and blood while facing backwards to avoid starting a chase and, no matter what you did, you would go down.

    2-Frenzy attacks had no CD (kinda like mad grit), so dodging was not an option as they could attack again and again.

    3-Also the first frenzy attack would apply Deep Wounds and the ones after would deplete the Deep Wounds bar further so they could down you in chase after multiple hits and Frank's Mix tape depleted even more so legion could put you from healthy to dying in 3 frenzy hits.

    4-Did I mention hitting someone with deep wounds didn't cancel Frenzy?

    5-Frenzy attacks did count as basic attacks and interacted with related perks.

    6-Legion could see the progress of your Deep Wounds and plan around it.

    So basically, He would frenzy hit you and either moonwalk until you're dead or Frenzy hit you multiple times while fast faulting pallets and windows.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1842368#Comment_1842368

    Then why do gens have a progress bar? Shouldn´t survivors also take a wild guess on how much there is still left?

    Bc survivors are the ones fixing the gens? If you're the perfoming the action, you can see its progress. The only exception to this rule is another survivor healing you. Anyway, every piston from the gen at full speed correspond to 22% of completion.

  • @Angelicus23 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1842431#Comment_1842431

    fun fact, the screenshot I showed is my 7th attempt today for spirit adept, one pip away for rank 1 and I started in rank 3

    Now imagine a Trapper With Unnerving + Brutal + Agitation XD

  • @GhostMaceNotCrusty said:

    I like how they are, they show your that your actually good at the killer (most of the time)

    The problem is the disparity with their survivors counterpart and also between killers. Going for the adept with Spirit is much easier than Trapper for example.

  • @Aneurysm said:

    https://forum.deadbydaylight.com/en/discussion/comment/1842284#Comment_1842284

    I just put on a hawkins offering, no one cares if you waste those pallets

    Some of those pallets are deceptively good. If you drop the unsafe ones in corners outside the tiles when you have a good distance on a killer, you can make long loops and it usually takes a while for a killer to catch on and start breaking them. I also don't wanna risk a ghostface in that place :P

  • yeah, adepts for killers are annoying especially in higher ranks

  • Dumb Tech.

    The only reason I do it is if I have a challenge to stun the killer or drop X pallets. So I make sure he doesn't have Enduring, equip Lithe + Dance With Me + Any Means Necessary and proceed to dumb tech and hide so I can reset the pallet and use it again later without wasting resources for the team.


  • @SnakeSound222 said:

    They don’t like something you’re using and are trying to get it nerfed. Usually it’s a Killer but can be one of their perks or add-ons too. Suicides are counted as kills and it’ll look bad if there’s a lot of DCs against something.

    Some people will DC or suicide at any sign of the Killer playing optimally because it’ll be harder to bully them, even if it’s someone who’s considered weak like Clown, Legion, or Trapper.

    Of course there’s the players who either have to go right at the beginning of a match or everyone else wants to farm (which is probably the most boring experience in the game and eating the DC penalty is often better), but those people aren’t as common as the ones who get upset over who the Killer is or how skilled they are.

    Since the Mori nerfs, I don't suicide on hook due to what brought to the match. I don't even do it frequently, but whenever I suicide is due to the team's actions. If I looped for a decent amount of time without wasting resources, and see someone Crouching on the other side of the map doing nothing while the third is looping the killer and the forth is self caring in the corner, there is not much impact that I can bring to the match.

    Other think that I hate is hook bombing, just yesterday I was playing doc and a Bill unhooked immediately but I noticed the ace didn't move after the unhook and that's when happened to me that he gave up bc bill didn't have BT. On my usual days I would've killed Ace, give him a chance to find better teammates in another match, and made Bill's life hell, but I opted to leave. Ace was grateful in the post match chat even after I killed him later bc I let him play.

  • @ChurchofPig said:

    I honestly feel the same way about "Why can't Freddy see the timers for Survivors to fall asleep?" "Why can't Plague see how much more she needs to puke on survivors?" (I don't think Pig should see the timer because that would encourage camping the boxes and that's a really bad strategy on her). Neither of those things would be meta shattering just like killers seeing the wiggle bar. I'm sure the developers have their reasoning, I'm just not sure what it is.

    At some point plague could see the degree of infection, I think it was on PTB. Also, pre-nerf legion could see Deep Wounds counter.

    @chieften333 said:

    I've been wondering this for a couple days now. It wouldn't exactly be meta shattering for a killer to know how close a survivor is to wiggling.

    I think at some point the devs said they wanted the "carrying a survivor to the hook" section of a match to be somewhat risky for killer ( could be wrong, don't quote me on this ).

    Even if the above is true, I still don't see the harm in being able to see the wiggle bar. Like I said, it wouldn't destroy the current meta. It could be a neat quality of life change, which could be a over the weekend experiment to see of it actually does affect matches.

    Having the wiggle bar available for killers reduce a lot of the risk involved with carrying a survivor. You can always make the optimal decision to drop if you see the progress bar completing before you can reach the hook. It also invalidates the purpose of Breakout. RN you can be hinted of the existence of the perk by the survivor moving at a higher speed, but if the killer could see the fast progress they could always take the best course of action.

    Similar thing happened to aforementioned examples of plague and legion. For the plague, she could choose between puking or M1 and the progress bar just made the choice a low risk one. And pre-nerf legion playstyle was completely changed for being unfun to go against.

  • You need to factor rank resets and how long since they happened. More skilled players or players with more availability climb faster and the max % of the playerbase in red ranks would probably happen just before the resets.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1838195#Comment_1838195

    64m is enough to cover the whole Map, except for probably Mothers Dwelling if you are really far away from the Gen. So saying it was "a very small range" is simpyl wrong.

    According to the official Wiki and excluding The Game and Midwich due to their stacked nature, the realms areas vary between 8448m2 and 12032m2. I'll take Badham Preschool I, II and III which have a square shape and total area 9216m2 to make my calculations easier. A killer with a 64m radius notification will have coverage between total if close to the middle, but that is reduced to 3217m2 if patrolling the corners. For a perk that unconditionally provided you information, having your coverage area being potentially reduced to 35% of the map total area in a small map is atrocious. If bigger maps, the situation was even worse and all survivors had to do was leave 2 gens on opposite sides of the map.

    Yeah, 64m was small.

  • @Phasmamain said:

    Do you think nurse should exist in the current state of the game

    I don’t thinks so personally. Having a killer that completely ignores everything survivors have seems pretty unhealthy to me.

    sure you could argue she takes skill and I agree but does that make her obscene strength ok?

    I do, it's freaking exciting to play against a good nurse and it's nice to have a killer that allows for so much skill expression. I sometimes get demolished by one with thousands of hours, but the same could be said about a player that dedicated so many hours on any killer.

    On a side note, ######### spirit.

  • @DetailedDetriment said:

    Default - Dwight

    Legacy - Nea (most people hacked for it)

    noooooo, baby Dwights are the cutest thing.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1837912#Comment_1837912

    64m is not "a very small range". But now its map-wide.

    Compared to what it was before, it's very small. If the team avoid 3 gening in large maps, chances are that the killer be notified while patrolling gens and it becomes a matter of how they can disturb more survivors at once before the gates are available.

  • @Dpooly protection hits are a nice plus that might give value on WGLV and MoM but the only way to get them consistently is taking hits while the killer carries the other survivor to a hook. It's a nice addition but if you other 2 teammates are coordinated enough to keep on doing gens, this becomes a win more strategy then something that may turn the tides of a match. To me, as long as my teammates are not self caring at 50% speed or healing vs legion, it's fine.

  • Discordance didn't have a range limit before the nerf, but it was also not worth leveling so you could get more frequent warnings. They addressed that while giving it a very small range 64m at first I think, than doubled that to make the perk worth using.

  • You don't need a healing build if you bring a decent medkit with 32 total charges. Chances are you will not need to heal yourself numerous times to the point that it justifies bringing Self Care+Botany+Desperate Measures. It's better to bring perks that will help you end chases and give you a breathing room to heal.

  • @Satori said:

    Maybe you mean discordance, cause surveillance never have range restriction?

    The only range related to surveillance is the 8 meter increase on survivor repair sounds.

  • I just completed all challenges the other day and I am at level 65 almost 66. Been playing after maxing out for a few days.

    I tried to play at least one match a day to optimize my time invested making use of the daily bonus exp that translate into rift shards. The grind still persists and I don't wanna invest the time to finish the rift besides the daily exp.

  • Where is the Memory of Alessa???????????

  • My only objection regarding maps is the inconsistency on placement of areas where you can trigger Balanced Landing. We don't need a whole Hill spawn, but some small assets where you can climb and fall could be enough. The climbable rocks in Yamaoka, for example, were a bit of fresh air. Some maps like Shelter Woods, on the other hand, have absolutely nothing besides the fall into the basement stairs.

  • Add to the mix:

    • Upon falling sabotaged shrine hooks will damage any survivors in its vicinities.
  • My advices on doc:

    1- Do not loop predictably. If you run the same path several times before throwing a pallet, he will shock you just be you reach it and hit you. just looping both paths of the same loop can do wonders.

    2-Do not stealth, don't even try. Continue with your activities and pressure gens. Doc doesn't have amazing lethality and if at least 2 people know how to loop him, your team will be fine.

    3-Be unpredictable. If you lose LOS with him, change tiles, you'll be impressed by how powerful this is.

    4-Learn to hit altered skillchecks and do not rely on Technician. If you ever play doc you'll see that the amount of information that you need to process is quite overwhelming at times. One failed skill check will not necessarily bring him to you.

    5-Low skill doctors tend to overuse their Shock Therapy and lose Bloodlust every time they do it. They also depend too much on Static blast to find survivors. A good doc will keep track of most of your team at all times and chase whoever is most convenient or highest priority.

    6-Most important, play Doc. You will see his pitfalls and weak points as well as what other survivors do to evade him. Have fun

  • @CountVampyr said:

    Use Calm Spirit and closets.

    Don't do both. Calm spirit prevents the scream but not the bubble. Doctor is also the second best user of Iron Maiden and many good docs make use of the perk.

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