lagosta
lagosta
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- lagosta
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@Dubby said:
https://forum.deadbydaylight.com/en/discussion/comment/1828262#Comment_1828262
Not a fan of unnerving because it makes the area of regular skill checks smaller and it feels like you can hit the greater skill checks easier. It especially isn't good at high ranks.
But when you add reversed, mispositioned and shacking skillchecks to the equation even the best start failing :D
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Ruin+Undying do nothing if you don't keep ppl off of gens. Sounds like you were lacking pressure in that game. How many downs did you get up to that point?
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Overcharge is kinda useless against experienced survivors unless you bring Unnerving Presence.
Even then you can go better with UP + H:HL + Popression in a small map. Loads of notifications.
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@TheButcher6641 said:
https://forum.deadbydaylight.com/en/discussion/comment/1827808#Comment_1827808
How would you rework Hex: Blood Favour if not by my method then?
No concrete idea to be honest. H:BF is a new concept as a hex that facilitate chases instead of just applying effects (exposed/haste/blind) like other hex perks. The only other perk that dared to do something similar is H:Retribution but it's quite inconsistent due to the trigger being out of the killer's control. Some points that I have in mind are:
1-It's a hex perk, it's meant to be powerful so the first suggestion would be no CD to keep the parallelism with other hex perks.
2- Hex perks are by the current implementation polarizing. They need to offer a high impact that justify possibly losing the perk in later stages of the game. This is an issue with hexes as a whole. For H:BF to be usable, its effect would have to be comparable to H:NOED or H:DH 3+ stacks. Full effect from the beginning of the game could be quite broken, so maybe add stacks for each activation of the perk, increasing the effect radius.
3- Other possibility would be keep the effect and CD but the blockage would follow the survivor for the 15 seconds duration and only affect that one survivor (like windows only blocking the survivor that used it 3 times but allowing others to use it).
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Weak. New meta is:
Technician
Boil Over
Camaraderie
Flip Flop
You work on gens until the killer grabs you, then you boil over out of his grasp and go back to the gen. If he slugs you, you will Flip Flop to victory. If he manages to hook you (unlikely) Camaraderie will save the day. It's a lose-lose situation for killers.
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@SweetTerror said:
At first I had a lot of fun with the Twins, but as you get higher in rank it starts becoming a sweat fest, and it's not hard to see why. All the power is in Victor, but if you play as Victor none of the perks that you have equipped apply.
Tericho uploaded a recent video talking about this, and he had a similar experience that I did where perks like Tinkerer went off, but I had no way of knowing because I was using Victor at the time. Charlotte has no power at all, so naturally you're incentivized to use Victor as much as possible. Simply put, I think there needs to be more of an incentive to use Charlotte. Maybe kicking Victor should be a high-risk, high reward situation where if you kick Victor, Charlotte goes into an enraged mode like Oni where the kicker is exposed for 20 seconds. But at the same time if you kick Victor, it also benefits the survivors because it increases the amount of time for Victor to respond back into Charlotte.
I don't know. Either way I think there needs to be a buff with Charlotte because as it is playing a game with the Twins means that half the time you don't get to reap the benefits from any perks, and that's rough.
Twins have a very peculiar profile and take the "some perks are good on some killers" to another level. If you really want to use them effectively, Charlotte should act as a sentry in the middle areas that you want to control sending Victor around as well as slugging bc you can be at 2 places real fast. Equip Corrupted and take Charlotte to the middle of the open gens zone and harass ppl with the baby. Dowsey has some good content on them.
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As a general rule, you want to chase for 15 seconds and extending for more 15 seconds each time you get a resource (pallet/hit).
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Broken key is a death sentence, just don't bring it. Have you tried kindred?
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@BananaBlooD95 said:
https://forum.deadbydaylight.com/en/discussion/comment/1827794#Comment_1827794
Something similar happen to me. I was in Mother's Dwelling, the GF hooked someone in the basement of the main building and stayed on the little step in the stairs and I couldn't reveal him at all.
Yeah, these kind events are the main reason I dislike playing against him. The counterplay that uncommonly fails when criteria where met. It's like if Wraith uncloaking bell sound effect didn't play 10-20%, but instead someone gets exposed.
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@TheButcher6641 said:
In my opinion, Hex: Blood Favour doesn't seem like a hex worthy perk. It has a relatively small range and just doesn't pull it's weight. I think that instead of it being a hex, it should have a longer cooldown ( perhaps 120/100/80) . Or it remains a hex, but its range is increased to say 32 metres and the cooldown is shortened to 30/20/10 . Either of these would make it a worthy perk. What do you think?
Nah, both changes won't cut it. The problem with H:BF is its concept. When you hit a survivor, you're giving them a sprint burst that will cover much more than 16 or even 32 meters before you catch up unless you're a high mobility killer. They need to either change the trigger or the effect for it to be useful.
On a personal note H:BF seems to have been made intentionally bad to justify H:U strong support perk on the same killer package.
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@Kanamishii said:
https://forum.deadbydaylight.com/en/discussion/comment/1823135#Comment_1823135
thats because its a bunch of funny numbers at play 20% of his body in the center 26% of you're screen
I had an experience where a team mate was working in the slaughterhouse gen and GF was stalking him from the window. I was directly behind him, really close, no obstacles in between us, not even the corn, and I could not reveal him.
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@Ihatelife said:
@lagosta This is that spot that can be turned into infinite:
https://us.v-cdn.net/6030815/uploads/ZW5FS40116MX/aaadda.png
OHHHHHH, then I think we're talking of different spots!
The one I found was at the Pale Rose. I draw a map showing where the video starts and ends and landmarks.
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What? it only benefits the killer. You now got 2 ppl on your sight and have an excuse to camp. the other 2 Survivors must relocate to unhook and the whole team is not doing gens. It's broken, but it's also extremely inefficient.
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BMing. Had a teammate do that yesterday and the best part was: they opened the door while felix was hooked in the basement by the twins and just stayed there, doing nothing. After the rescue happened and everyone was safe, the bastard was teabagging after putting unnecessary pressure on the team by starting ECG. wish there was an emote to reprehend other teammates at moments like this.
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I
@Ihatelife said:
Currently the both variation of backwater swamp has a broken loops that only the survivor can fit in and killers not, making it a huge infinite against killers! Do not play on this map since it's broken! Here's an example of this broken loop:
https://us.v-cdn.net/6030815/uploads/41XEQFNXG24K/xdddd11.png
I REMIND EVERYONE: This Hole between these loops makes an infinite, while the survivor can pass and killer not! Use different map offerings to not play on this map in the meantime, until the devs adress this crap!
Gameplay Footage by OhTofu showing this broken bug!
I reported it a few days ago but at the time, the hole didn't fit survivors or killers. In my game the killer along with me (male model) and another female model survivor got fat-shamed by that spot. See video evidence:
https://youtu.be/jV27pzc_Wxc -
Tofu has a video on that in which he suggests limiting the number of hex perks to 1 per build and all totems starting active contributing partially to hex function. Imagine each totem giving a ruin effect of 40% regression or 1 token of lullaby. That way the killer starts the game with a lot of pressure that gradually reduces as totems are cleansed. This gives the killer value in the beginning of the game (when they need the most) and also gives survivors other objectives besides gens.
The problem is reworking all hex perks, as not all are as easy as the 2 aforementioned and some have kind of supportive roles to other hexes (Thrill, Undying, Etc)
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Ruin alone can be game breaking if you get a very good totem spawn, Undying just makes that a lot more consistent. A survivor team must go potentially through every single totem spawn point in the map and the new maps just make that extremely hard. I like the idea of having different objectives in match, but the nature of hex totems just make that too polarizing: you either get ridiculous amount of value as a killer or find yourself without those perks in the beginning of the game.
I'd rather have them change Hexes as a whole, possibly following Tofu suggestion of only allowing 1 hex perk per killer and diluting its power between all totems, so the killer has good pressure in the start of the match and the perk effect goes weaker for each totem cleansed. That way the killer still has value if a few totems are lost and survivors are under huge pressure for the whole duration of the match bc of 1 good totem spawn.
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@immortalls96 said:
All the more reason to keep it , I know it sucks but your looking for the easy way out for yourself..what need be done is the issue needs resolving..matchmaking
Yep, disable and you're left with 3v1 at 5 gens.
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I'd say there 2 areas that you can improve as a survivor: macro decisions and chases. There is too much to explore so I will recommend you watch FunGoose for the first and Uncharted for the second.
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Had a hillbilly leave me speachless as a survivor a few months ago. The guy was freaking talented and I would stop to watch his chases mid match.
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@xOMNISCIENTx said:
All P3 Quentin mains unite!
There are dozens of us... DOZENS!
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I'm a survivor main, but when I see someone hook bombing or going stealth after unhooking I show no mercy for the unhooked. They will leave the match and I will take my sweet time to teach why that heretic shouldn't have turned the match into a 3v1.
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@gatsby said:
He's supposed to be stealthy but on most maps (aside from a couple indoor ones like Midwhich, Hawkins, Lerys and the Game). the way you have to play him like everyone knows exactly what you're doing... because they can see you from 30 miles away.
It's funny how the make or break of the one of the stealth killers isn't whether they see you, but whether you can avoid being broken out of stealth and landing stalks while they're trying to look at you.
On a survivor side, he is broken. Not OP, broken. Sometimes you stand directly looking at him for several seconds to no avail, especially when he is not facing you.
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@JustHeretoHaveFun said:
I just played 3 matches as Killer and got absolutely destroyed every time. I'm not tilted, the survivors played well, it's not their fault I'm being matched with them, but they were ridiculously good and I was ridiculously not. I'm a green rank Hag main.
I feel like garbage now and I don't really know how to not feel like garbage after times like this. I'm sure most red rank killers went through stuff like this, how do I get better without feeling awful about myself?
Don't feel that way, you're learning. The best way to avoid this feeling is to have a set focus and work on it. You will always have bad matches, but with experience, they will become more infrequent. They will be always there tho, so you need to learn to administer the frustration that comes with it. If you're having a bad streak, leave for a while, watch some good content creators or even you recorded matches and try to look for something you didn't see before/ask yourself how you could improve. Next time you play, try to have that in mind and well, have fun :)
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@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/comment/1823072#Comment_1823072
That probably why Legion keeps killing you!
https://forum.deadbydaylight.com/en/discussion/comment/1823079#Comment_1823079
Or you can run to the other side of the map outside Legion's terror radius and do the gen there.
You can play around Legion's power. It's definitely annoying but it's fine Legion needs his detection to get his kills. Legion is the least deadly killer in the entire game but at least he excels at finding survivors.
I never hide in lockers during frenzy, that's why I wasn't sure of the interaction. Just hold W to outlast its duration and stay somewhat spread apart.
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@NITRAS42 said:
I’ve had a lot of times the last dozen or so games where the animation starts for a grab, then . . Nothing. survivor runs off and I chase (and usually hit them right away as they are pretty close).
Is this a bug? Or is this due to the way the servers are set up? Any way to avoid it?
Thanks
Grabs are more consistent when the survivor is stuck in an animation like vaults over pallets/into lockers. Gen grabs, the initial unhook step (filling up the bar) are dependent on survivor's input. Not sure how it's validated but my experience leads me to believe it's not killer sided like M1s.
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I thought it didn't.
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@Jakojo said:
https://forum.deadbydaylight.com/en/discussion/comment/1822691#Comment_1822691
Ooh, that's interesting! As someone who has been using Solidarity a lot regularly, it'd be an interesting change to see. For now, I'd like to bot get screwed over from co-op healing :(
Yeah I thought solidarity could be more useful if you could save the heal at the cost of being the only way to heal from the injured state.
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I got the 4 man hatch escape in SQ by speaking with the team in chat before the match. One guy equipped the rainbow map with the addon that allows everyone to see and I got the key. After that he showed everyone the location and we all got together and escaped.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1822700#Comment_1822700
Another brazilian man of culture I see
huehuehueheuheuehu :D
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Solidarity: Upon healing another survivor solidarity stacks up charges at a half rate (16 charges to fill up or 2 full heals). Whenever you're injured, you are afflicted by the broken status effect. If solidarity is active, you're injured and not in chase It will drain one charge per second and heal to to the healthy state after 16 charges.
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@AggressiveFTW said:
I'm not a Candyman fan, so I haven't seen a candyman movie. What map would we probably get in a Candyman chapter?
It's not candyman, it's pinhead! (and not the patrick star kind)
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I wont recommend perks bc who equips perks thinking of 1 addon that completely changes the killer.
1-You can get a clue that scratched mirror is coming by the indoor map offering from the killer. It's gonna be either a stealth or a doc, overall a low mobility killer. Knowing that the jump scares a less scary.
2-Avoid corners or places with low visibility. Go do the middle of the open area, you'll have full visibility when he is coming, he will take a long time to catch even if you just run in a straight line.
3-Took a hit? heal in the open. Myers has to hit an run be effective and being healthy allows you to go for reckless plays and unsafe gens.
4-Don't get grabbed <= Golden Rule, stay aware of your surroundings.
5-Hug loops tight. Scratched mirror Myers has almost no lunge and if you can loop effectively, he will take a long time to catch you.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1821446#Comment_1821446
Off the record is not too good of a perk. It requires you to be unhooked in order for you to get the effect. Its also only for 80 Seconds which is not too good and since you can only be hooked twice meaning you only get 2 uses out of it. From this it doesn't seem like a good substitution.
It combos really well with OoO.
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@WishIcouldmain said:
I've seen the posts Ruin+Undying+Tinkerer lame. No skill. To easy. But don't they fail to realize the counters and flaws. Tinkerer stealth is easily countered by Spine Chill you can swap dead hard for one perk. Bone problems bring a map. Don't have a map okay run Detectives or Small game. You can still bring DS, BT, UB. I know most Survivors have realized and changed to the meta. But I sigh sadly at the survivors who can't learn to change to a system that has counters. Cause they want it their way.
Ruin Undying Tinkerer is annoying bc you are dedicating resources to perks that might not be there. Not all killers use them and with the new/reworked maps the totem spawns are quite hidden. I run Detective's Hunch bc the effect of those perks can be devastating when left unchecked, but it kinda sours when the killer goes pop/Corrupted.
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Not if we got more jump scares. I'm tired of GF already.
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Maybe equip Wake Up! and 99 gens while waiting for the other survivor to be killed? There are some strategies to open the gates but they're gambles.
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BT if you wanna guarantee safe unhooks. This will combo well with DH if the killer messes the timing.
Detective's Hunch for totem track. Many killers run undying+ruin and since you've been away maps have been reworked and some have nasty totem spawns. You'll wont find those perks all the games but they can be game breaking.
An exhausiton perk is always good.
Iron Will has a huge play-making potential.
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@lucid4444 said:
https://forum.deadbydaylight.com/en/discussion/comment/1820259#Comment_1820259
The problem is that when you use Kindred and you see all 3 other survivors crouch walking or sprinting towards you, you lose all faith in humanity.
On that matter empathy is much worse as you watch ppl self caring in the corner from 128m away. :P
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@Exerath1992 said:
https://forum.deadbydaylight.com/en/discussion/comment/1820355#Comment_1820355
But... You do realize he can body block windows already, right?
From one side only, not both
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Walking through windows could be too powerful. He just parks in the middle and block while uncloaking,
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@ThePolice said:
https://forum.deadbydaylight.com/en/discussion/comment/1819345#Comment_1819345
Yeah but how did that change, pig can still do that by loistening
That changed a lot, in a similar fashion as to old legion being able to see the progress in deep wounds or plague seeing the illness progress. Effect on you are showed to you effects on others are not. Legion, Plague and Pig apply their effects on other players, so they cannot see the progress.
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@chieften333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1820310#Comment_1820310
The issue is that there is nothing beyond the grass to help obscure the traps on the new maps
On the old maps there were bright leaves and other debris in the textures to slightly hide the trap more.
Yeah and that should be addressed with the killer, not the maps. Trapper surfer from the same issue in indoor maps and desperately needs a small to medium scale rework (mostly Addons). The only addons that offer reduced visibility on traps just darken their colour and there is so much space for improvement here. Like an addon that after X seconds of being laid down, the trap would be covered in grass while outdoors or map-specific assets indoors (goo in midwich, etc).
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@Deadeye said:
gawd, this is a HORRIBLE thread!
Join us! Spill the tea :D
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@CampMeToDeath said:
https://forum.deadbydaylight.com/en/discussion/comment/1820251#Comment_1820251
I actually see some decent Elodie players, oddly enough that's only when they have her perks equipped.
Prolly ppl going fot the adept. Elodie mains are rare
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@chieften333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1820299#Comment_1820299
Found a picture on Google just to showcase the ground textures, but that was when you could glitch the game out and get two killers in a match.
Oh sounds fun :D
I don't play trapper but when I played against, they didn't have trouble by laying traps on patches of grass or choke points on the map. But I think the issues might be better addressed by changing the trapper, not the maps.
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@CrtKazz said:
I love PT and better together combo. Love been a gen jockey 🤓
Gonna get ppl scared thinking of Trail of Torment
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How did you manage to put Suzy and Daddy Myers in the same match?
