lagosta
lagosta
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- lagosta
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IMO, remove it from the game. It brings such unique self-sufficiency that instead of causing users to ponder the cost-benefits of their actions, they just default to what is more comfortable: healing whenever injured.
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"Playing SWF"
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@Sharpefern said:
Okay So I watched a video where someone is using Stakeout, Hyperfocus and a commodious toolbox with add ons and completes a gen by himself from start to finish in 45 seconds I will post the video below. But I was doing the math because I am crazy and it doesn't quite add up to me.
Commodious Toolbox + 12 charges + 20% rag = 44 charges at 1.7 speed shaves 16.3 seconds. Gen changes to take 73.7 seconds.
That is the easy part. The hard part comes with the fact that Hyperfocus is a bit odd with its wording but it adds 30% of the base great skill check. But stakeout grants an additional 1% when a token is used. Despite factoring both of these in I was coming up short. however if instead stake out just granted a +1% on great skill checks with generators the math checks out perfect.
2+2.6+3.2+3.8+4.4+5+5.6+5.6 = 32.2% or 29 seconds on a gen
73.7-29 = 44.7
So I guess my question is is this a bug or a feature? Is stake out supposed to provide a bonus to every great skill check on a gen whether it uses a token or not? Is it supposed to affect hyperfocus? Did I do my math wrong?
https://www.youtube.com/watch?v=6OnBc62FtjA (Gen starts at 1:51)
EDIT I am dumb made the mistake of thinking gens had 100 charges not 90 so I skimped on the toolbox. it should save 18.1 second. Which honestly just makes me more confused
Isolate the variables IMO. Do a test with just Hyperfocus and another with Stake Out + Hyperfocus. You might need to repeat several times since you cannot garantee you will get skillchecks at the same time and in the same number. Stake Out only awards the extra 1% if it has at least one token though.
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Too much of her power-budget was allocated to the instant kill mechanic. She is in the same tier as Myers and his tombstones in that regard. Unlike PH, that does require previous hooks, they can derail a match pretty fast so long as they kill a single survivor is eliminated.
She needs a rework, but not just changing numbers.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/3190786#Comment_3190786
Just like when you have to scratch your nose or take a sip of whatever your drinking, its like the gen knows what you are gonna do
Just like printers, they sense and feed on your fear
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Tale as old as time
True as it can be
I need to leave the gen
SkillCheck sound then BAM
Unexpectedly
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Self Sufficiency. It opens up one action that is completely locked behind an item, no matter how slow it is. BHVR needs to retire that perk completely.
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@Grandpa_Crack_Pipe said:
It doesn't matter how bad it is, the starchiest potatoes are running it and they're a number so the perk must be destroyed.
CoH is fine though.
This is the only solution to the issue IMO. Players will always justify Self Care usage as self-sufficiency, no matter how much the devs nerf it by numbers. This perk needs to be buried for the health of solo queue.
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Bruh, I'd advise you to stop following DBD new from the Internet Explorer.
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@_kostas_pap_207 said:
https://forum.deadbydaylight.com/en/discussion/comment/3187845#Comment_3187845
Yeah that's famous
The video is even better :D
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who?
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Make Solidarity store a charge for every 2 charges healed of other survivors. When active (healed the equivalent of 2 other survivors) the perk will cause the user to be broken and attempt to heal them over 16 seconds while not in a chase. Starting a chase will reset the timer.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3186695#Comment_3186695
I mean sure, but like games like Overwatch or something, you're telling me someone's carrer profile is like 9000+ hours for one hero and not once do they think "Oh, there's someone I got killed by" or something like that
Idk, again it's just really foreign to me personally, like I'm not trying to say you NEED to play other roles or heroes, I just can't fathom sticking to one character, and never exploring what more that game has to offer
Here's Ralph. He has 6k on Huntress alone. The guy possibly knows every collision in the game and is a sight to see. I had the pleasure of being demolished by him in a match before. Highly recommend: https://www.twitch.tv/ralph
Like him, you will find several people who play thousands of hours of the same killers because they enjoy it. I personally miss ArchDruid Drey and their Doctor. They collected iridescent addons by the thousands but unfortunately do not stream DBD anymore.
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@GoodBoyKaru said:
I'm almost certain all facial animations are bugged because babes what is this
https://us.v-cdn.net/6030815/uploads/QGZKXG60D3O9/image.png
https://us.v-cdn.net/6030815/uploads/93G06BYZX1CT/image.png
(yes these were stolen from my twitter feed)
why the long face?
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3184907#Comment_3184907
I still don't get that, like how can you play a game for like 4+ years and never touch half of the game?
Because not all experiences of the game are meant to be pleasant to all players. A dedicated player can become a master of particular role or killer simply because they enjoy them while others enjoy a break from that role every once in a while. Not everyone enjoys the pressure that comes with playing killer or the downtime that comes with survivor. Heck, not every killer player enjoy playing all killers, hag for example is quite unpopular in the roster.
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No official confirmation was given, but the ceiling for MMR was effectively reduced from 1900 to 1600. It's not hard getting to 1600 at all and once you reach that, you can get matched against Ralph's Huntress or that 70 hours trickster.
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Combo with Object of Obsession for best results.
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There are reasons why DH is still meta and MoM is not. Its activation requirement is very steep and the aura reading is quite penalizing. MoM is a side-quest for survivors who want to play sub-optimally.
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Besides the nature of PvP, we also have people playing 2 different games: Killer, and Survivor. IMO, the chronic lack of empathy rises from the fact that one can play thousands of hours without experiencing the benefits and frustrations that come with the other side.
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@ReverseVelocity said:
Red Herring should be activated through an ability button and not by getting inside of a locker.
This is a good one
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3184332#Comment_3184332
So if a survivor DC's, it's completely fine and the survivors should just learn to have fun?
That's not the topic of this thread. I just gave a suggestion for an in-game mechanic that would stimulate killers like OP stay in the match and try to turn it around regardless of a bad start. We can brainstorm something that would help survivors too, feel free to open the a new thread and we can take it from there.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3183408#Comment_3183408
So the game now revolves around the killers fun?
It already does. If the killer DCs, that match is over.
Giving them the possibility of opening the games after 5 minutes would give them a stimulus to stay in the match and fight to turn the game around before giving it up as a whole.
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So many cool suggestions, thanks you guys. I'll add one more:
Deathbound should show the survivor's aura for 6 seconds instead of making them scream.
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That could easily be avoided by allowing the killer to open the gates after 4-5 minutes into the match regardless of the gen state.
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It just seems too much of an investment to make Self-Care work. Why not bring a medkit and free 2 perk slots? Or even substitute those 2 for Pharmacy and free up 1 perk slot?
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Window Tech is a strategy that was mostly phased out in modern DBD. Doing it requires absurd precision, or an aura reading item (map, key), or Clairvoyance. Have a look:
https://youtu.be/j43dVd1BAuk?t=30Basically, when using a key/map/Clairvoyance you will lose collision with the killer who's vaulting a window. So after the killer starts the vaulting animation, you run through them. This is extremely powerful on Shack of all places.
Regarding Keys, I don't bring them to matches. They interfere with Clairvoyance as not holding items is a requirement. If I need to bring one, say for a challenge, I usually drop it somewhere hidden at the start of the match to protect it against Franklin's and avoid taunting the killer. Also, as a last resort (if the gates are impossible to open and you don't have Sole Survivor), you can always try and go for keys in chests as you can track those with Clairvoyance too. I like the spice of not bringing keys :P
Your builds look solid indeed, the last 2 perk slots are very customizable. And good to hear you're having a good time with it :D
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@some_guy1 said:
no mither and self care
https://us.v-cdn.net/6030815/uploads/3H5M3QGWBUL4/iconperks-flipflop.png
Is that combo called "no care" or "self mither"?
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A full endgame build with NOED, No Way Out, etc. You can even sprinkle a little depending on the killer: Coup de Grace is amazing on Wesker, Deadlock to give you time between gens, etc.
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Bruh, how is that outcome any different from someone else using Sprint Burst or Lithe right there for example?
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Use Clairvoyance during the match to find Gens or more aggressively to perform Window Techs (can use keys for this too). You can find videos online. When you notice the match is starting to derail, save Clairvoyance usage or look for a totem to replenish it. Also, get healed (use Clairvoyance to find chests if needed). In my experience one of these scenarios will happen:
- The Hatch is visible to you and the killer is far away. You can b-line and get hatch.
- The Hatch is not visible and the killer is far away. You want to explore the map avoiding detection.
- If the killer finds the hatch, you hide until you you find it and use the key to escape or immediately try a gate play (Sole Survivor is amazing here).
- If you find the hatch, just escape.
- The Hatch is visible and the killer is near you. The magic happens here. You want to b-line there (and if you're healthy make loud noise notifications). Draw their attention to you, so they won't see the hatch.
- The Hatch is not visible and the killer is near you. If you're in a chase, you need to carefully guide the chase through the map until you see the hatch aura, dropping pallets aggressively. Keeping yourself healthy is a must here so that you provoke an M1 and use the Haste effect to reach the hatch before the killer.
To me, the best perks to accompany that playstyle are below. The ones in Bold are a must.
- Clairvoyance: reasons above
- Inner Healing: You're breaking totems, might as well get more mileage out of it and be healthy for the final showdown.
- Sole Survivor: to open Gates between patrols and Hatch in between M1s.
- Dead Hard: to be able to extend the final chase and also be useful throughout the match.
- Distortion: reduce the chances you'll be the first chased survivor and also the first one removed from the match.
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The best Left Behind build will not use Left Behind, unfortunately. Clairvoyance has double the range and tracks exit gates too.
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In a vacuum, Medkits by far. A brown Medkit with no addons saves your team 16 seconds as only one person is needed to heal. In comparison, a commodious toolbox without addons (the best one by far) will shave 10.67 seconds from a generator.
The worst medkit outperforms the best toolbox by a large margin in time efficiency.
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Hmm, that's a solid reason to never prestige a character again.
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Word on the streets is that only Steam users are susceptible to that at the moment.
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There is a lot a data the BHVR is unlikely to reveal and unofficial sources should be taken with a grain of salt. Regarding MMR, however, I'd recommend you'd check youtube channels like Choy. Be skeptical though, as there is little possibility of confirming the veracity of that kind of information.
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Do you hear us, BVHR? We are dozens! DOZENS!
-Twin mains
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promote the new Bubba.
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I will refer solely to the aura reading capabilities here.
- Unlike other items, a key has no default aura reading capabilities.
- Finding one in a chest feels like wasted potential in most scenarios. Could've been a medkit, flashlight, or even a toolbox instead.
- The only way to get usage from it is to bring good addons.
- Speaking of addons, the only good combo is Blood Amber+Prayer Beads. Others do not justify the opportunity cost.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3178062#Comment_3178062
The issue is that people are using voice communication to bypass game mechanics. It’s intended for survivors not to know when the perk is going to activate.
Bruh, besides cheating, BHVR cannot tell the players how to play. The game doesn't exist in its own universe, Discord and other technologies are there. DBD is a game in continuous development and it should adapt to its surroundings or else it will just wither and die.
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The famous Mettle of Mither got buffed:
Take protection hits with Dead Hard and Mettle of Man when the killer is carrying another survivor to the hook. Use Tenacity to lose the killer and No Mither to pick yourself up. Be the unsung hero of your team.
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@TheLastHook said:
https://forum.deadbydaylight.com/en/discussion/345688/eruption-feels-really-overkill-for-solo-queue
I think against bad Survivors everything is OP.
The issue with eruption is how disproportionally effective it is against teams without comms. A SWF is able call when it's about to proc and avoid the incapacitated debuff for the rest of the team. Meanwhile there is no clue given that a survivor is about to go down for SQ so they can release the gen, unlike the SH: PR + DMS combo. The differential factor here is not the survivor skill, but rather the lack of comms.
And I am not sure if the issue is the perk itself or the lack of in-game elements that might bridge the gap between SQ and SWF. For Eruption specifically, the only clue one might have that a survivor is about to go down is the Obsession HUD element moving. It has been discussed in the forums the possibility of including similar for non-Obsession players that shake in a similar fashion as that player is in chase.
IMO, Eruption is an issue due to the context it is inserted, and changing the perk is just an easy solution to a much bigger problem which is the lack of internal communication resources survivors have to deal with. While SWFs can easily join in voice comms and overcome that, SQ is left scrambling.
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Scott Jund was mentioning 25% of the interval range, not the total population. We don't know for sure and chances are we will never have those metrics. But if you want some arbitrary numbers, assuming a normal distribution with a Mean of 1000:
- SD 800: P(X>1600) = 22.66%
- SD 600: P(X>1600) = 15.87%
- SD 400: P(X>1600) = 6.68%
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Windows is amazing. Before the 6.0 I used to run a "no surprises" build that was basically Spine Chill so as not to be surprised by the killer and Windows of Opportunity to know where to go. And as a side effect, the perk teaches you new map layouts. Totally worth it.
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Embrace the rush and equip Coup de Grace (really good on Wesky boy) or a late-game build.
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Trapper + Hag = The Trag. By the time you finish setting your convoluted web of traps, the survivors are teabagging at the gates.
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At that point, they're playing against each other, not you. Just equip some on-demand tracking and you're good. Whispers is amazing in a situation like this, no activation requirements and you can easily pinpoint their location.
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FTP+WGLF+Unbreakable+Distortion. You can use this to protect your teammates against tunneling. Distortion will make sure you're not the first one to go down and guarantee the killer cannot see you approaching to heal them. If they down you instead, they face a dilemma: either let your teammate go and hook you instead or leave you on the ground and risk an Unbreakable.
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There has been no innate change to scratch marks, but Lightweight buff caused the perk to increase considerably in usage. Wasn't it the case for you that some survivors were using it?
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@PBsamichShoe said:
The bots in the tutorial are actually pretty good tho
Bots are OP. This Claudette couldn't care less:
https://youtu.be/yTkaCNL5C3k -
It's more likely the reward system is picking the role you selected based on demographics that are on demand alone. It's also likely independent of that system that calculates MMR, IMO.

