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lagosta

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  • Any means necessary: allows the user to see the auras of dropped pallets within 96m range.

  • @TruffleTurtle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1775053#Comment_1775053

    https://youtu.be/R0qzfsGlQJ8?t=379

    6:19 is an example. granted he was doctor and could of shocked but thats just one killer. For some killers there is nothing they could of done to prevent that. He would of gotton a hit because he messed up but since he had DH he was saved. I dont see how this is a missed opportunity when the killer could do nothing.

    Since we're cherry picking examples, here goes one from the same player around the same time:

    https://youtu.be/AtlD3fSzQvY?t=134


  • @worstkillerever said:

    I guess they can be a little loud. The only sound I have an issue with is the Clown's heavy panting...

    his vaulting is the worst.

    I don't have that many issues in general, but I would appreciate if demoboy didn't scream so loud after hits.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/208634/lithe-and-you

    No, each of the exhaustion perks has a weakness/condition to activate.

    Lithe requires a window

    Sprint burst requires you to walk when you want to save it.

    Balanced Landing requires you to fall

    Dead hard requires you to be injured.

    The only one there that needs any actual work is dead hard, because being injured is not a big enough downside, since it just becomes the de facto chasing perk that you are able to use in every single chase. All of the others are meant to be situational.

    hmm, the suggested change still requires a window or dropped pallet, just like it's on live servers right now.

  • I think you should break it down by main purpose:

    1-Regression: Hex: Huntress Lullaby, Hex:Ruin, Overcharge, Oppression, Pop Goes the Weasel, Surge

    2-Stall/Control: Corrupt Intervention, Dear Man's Switch, Dragon's Grip, Dying Light, Thanatophobia, Trail of Torment

    3-Information: Discordance, Gearhead, Surveillance, Thrilling Tremors, Tinkerer.

    4-Chasing: Fire up, Mindbreaker

    Different perks with different purposes. Also Gatekeeper is one of the 4 killer emblems, and gens are the main objective for survivors. Why is it sad that 19 of your 78 Perks (24%) have some sort of interaction with them?

  • @Tricks said:

    Could we do this with Sprint Burst too? XD

    Maybe it would be a bit too cost effective. I would leave SB as is and introduce another exhaustion perk with reduced duration/speed and easy button activation. Something between deadhard/SB with no immunity.

  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1775070#Comment_1775070

    99ing sprint burst requires you to use up sprint burst, wait 39 seconds and then after that point you literally have to be constantly running and not doing gens, healing, anything and then you get to use it. Lithe would turn into that, but you're able to do it on demand without any setup, all you'd need is a window.

    I don't think it's too bad of an idea. Maybe have it activate as normal outside of a chase, but when you're in a chase you get to vault one window, then the next window you vault, you get lithe.

    Or you could change the perk completely. An idea I had for a perk was to give you sprint burst when you drop a pallet. Might be a good counter to the killers that immediately respect and try to run around a slightly unsafe pallet

    The advantage of 99 SB is the lack of environment activation requirement. Maybe counterbalance the effect by have its haste last 2.5 or 2 seconds instead. Just wanna be able to not be pigeonholed into the same perks.

  • Love Midwich, Glenvale and the Lery's. The environment is immersive there.

    I don't really hate maps, but the ones I think that fail are either unremarkable (Shelter Woods, nothing to see there) or failed to capture the feeling (Temple of purgation, really expected some Petra style architecture with mountains/desert)

    image.png


  • @ALostPuppy said:

    I don't think this would make it on par with other exhaustion perks,I think it would make it quite overpowered, having s sprint burst on demand like that, that you can use at any window and not have to think about it. Like imagine someone using shack and vaulting the window twice, and then on the third vault they use lithe and zoom to a nearby jungle gym and then use that structure for a while before coming back to shack with the window that's probably now unblocked. All from a single use of lithe. If you're Pig, GhostFace, Myers, Billy etc it'll take you forever to catch someone using lithe.

    (This is assuming no bloodlust btw, something I hope is actually staying gone for good but I'm not sure it is. With bloodlust it wouldn't be so bad.)

    That is a very good argument, but ppl already do that by 99 sprint burst.

  • @[Deleted User] said:

    I like the distinction that Lithe is used as a way to get from loop to loop, rather than just another loop extender.

    That change would make it better at that, as of right now if you reach a tile with windows you are obligated to transition to make full use of the perk.

  • @TruffleTurtle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1775011#Comment_1775011

    Well for starters Lithe and Balanced are situational so they are not better. The only real contender is Sprint Burst. Also take into account I like sprint burst more and use it more. The problem with dead hard is that you can do everything right as a killer and they will still be able to get another loop again with DH. THERE IS NO COUNTERPLAY. You could use SB or DH depending on your playstyle. SB lets you get a head start and sometimes even makes the killer not try and chase you. The problems with DH is that it just robs a good play from the killer that otherwise wouldve gotten the hit. And it gets even more unfair when every chase you have this happens when everyone is running DH (there is a reason it is the post popular exhaustion perk).

    Yes, there is a reason why it's popular, it's in my first response. If you keep telling yourself that there is no counterplay despite even other killers arguing otherwise than this discussion is fruitless. What DH does better then other exhaustion perks is showing you the opportunities you missed, but you're not arguing that SB robbed of the first hit in that unsafe gen or the tile transition that BL or Lithe allowed them to make on you. DH is just in your face and that seems to be the frustrating aspect that you're trying to address.

  • @TruffleTurtle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1774974#Comment_1774974

    If you are running a loop chasing a survivor. They will DH before they get in m1 range for distance to make the pallet or window. Otherwise if they hadn't had it, you would of hit them. My problem isnt using dead hard to miss a hit normally, my problem is using it for distance on a loop where you otherwise wouldve gotten a hit

    And I fail to see how you're arguing that a 0.5 burst of speed is more valuable than 3 seconds offered by other perks in the same situation. If you really think DH is OP the best advice I have to you is exhaustively use it and ask yourself sincerely if you wouldn't had a better benefit from other perks. If you don't wanna invest your time doing this, check content creators that use them to the fullest potential and you'll understand that DH is inconvenient for you as a killer but other perks can be much worse. I recommend Ussylis for Sprint Burst.

  • @TruffleTurtle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1774886#Comment_1774886

    You cant counter this if they use DH for distance to a window or pallet. That's my problem. You cant counter it and you just feel robbed of a hit

    Yes you can, just do not lunge. Walk behind them and tap M1.

  • @gibblywibblywoo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1774906#Comment_1774906

    Point 2 countered by the fact that very few killers have exhaustion add ons, and those that do are slowly having them removed or reworked into something different due to them being a relic of the old exhaustion system. And point 3 is obviously a programming problem that we know is getting fixed, hopefully soon.

    Point 4 isn't much of an arguament because the survivor has to misplay and be caught out in the open in the chase (aswell as be injured), and on most maps against most killers, simply holding W once the chase starts is more than enough time to make it to a playable tile. As long as there is an undropped pallet (dropped depending on distrance to the killer + connection) or a decently safe vault nearby only 3 or 4 killers can actively counter the perk, other killers have no choice but to chase it and allow it to play out.

    You are really overestimating DH. 3 is not a programming problem, it's a latency issue. DH was much more effective when games were hosted by the killer but with the introduction of the servers in the middle, the survivors latency and killers latency play a role now. When you take in account that DH grants 0.5sec minus both latencies of immunity and that hit detection favors the killer as stated by the devs, DH becomes this unreliable dodging tool. It's much more effective to gain distance and extend a loop.

    Also, you seem to be underestimating other exhaustion perks. SB allows you to work on extremely unsafe gens with the impunity of reaching a safe tile and the most skilled users will 99 it to activate an on demand. 3 seconds of sprint burst mid chase hurt a lot more than 0.5 of DH. BL is basically the same, but it's usage is inconsistent due to map layouts. Lithe will always be the worst due to the activation requirement.

  • Self care is the best killer perk in the game :D

    Old ruin was unnecessarily oppressive against new players that didn't have experience to land great skill checks, while only providing a minor inconvenience against seasoned survivors. Popularity alone was not what led to the change.

  • Not really too much value. DH is popular bc it's the easiest on-demand gap oppener of the exhaustion perks. SB takes a lot of preparation to use on demand, Lithe activation is just bad, and BL might be useless depending on the map.

    1- If they used DH they cannot use lithe, SB or BL during the chase.

    2- Exhaustion addons counter DH more than any other of the aforementioned perks as you cannot use it while healthy.

    3- DH is extremely inconsistent, more often than not trying to dodge an attack will result in you exhausted on the ground.

    4- Once DH is used, the killer can easily counterplay in future chases. Other exhaustion perks are still good though.

  • Uncharted is a hell of a looper but I would recommend you have a look into Fungoose as they play together. He is amazing at macro decisions and that is much more important for you as a new player. My favorite streamers for educational content are in the Oceanic region.

    Otzdarva is a hell of a killer and has solid insights for all roles and objectives. You should also look into specialized content depending of your focus.

    What I would recommend the most is avoiding toxic content. They are fun to watch, but not good to learn.

  • My heart goes on with the pallets. Equiped ANM+Lithe+ Dance Mith Me so I could dumb tech and come to reset them later and complete the challenge.

  • What i've seen in other games is usually a rotation of free content. We have the shrine for purchasing, maybe make the perks on it available at their lowest rank during the week so we can experiment and have variability for players that are on a budget?

  • Baby survivors are, by far, the cutest thing in DBD. I normally tend to go soft when someone dc or give up in the beginning since i don't play killer enough to rank up.

    Baby killers on the other hand are quite hard to communicate with. Had one struggle in a match long ago and tried to teach him to break pallets but he just walked around and respected them more than his mother.

  • There are 2 distinct sounds. The first is the sound of pistons going up and down and that is caused by the gen as long as it's progress bar is not empty. You can hear that isolated sound if in a gen with partial progress when no one is working on it.

    The second type are the fixing sounds created by your character when repairing (engine starting, wires being connected, pulling levers, etc). These kind of sounds are the ones affected by technician and as GoodBoyKaru and Volfawoot commented, the sound is reduced for you only bc each person working on a gen creates their own sounds. These are difficult to isolate, but you can still do it briefly by having 2 ppl work on a gen and 1 fail a skillcheck in the very beginning, the gen progess will be set to 0 and blocked for a while. During that you can hear the sounds created by the person that didn't explode the gen.

  • Yep, just had an Adam sandbag me twice and refuse to take aggro when the killer came back bc you know, that's what they do if you unhook in less then 10 seconds. I wish I could hold the Shift key to block early unhookings. You will find the same frustration esporadicaly playing SQ, toxicity plagues both sides.

  • Also, I am not sure on this, but I believe that as a licensed killer, Freddy is locked behind a paywall and his perks are not good enough to justify buying the character unless you want to play as him.

  • Freddy and Spirit have been quite infrequent for me, but whenever they show up they leave a sour taste.

    Freddies tend to use slowing addons which drag the game to an agonizing halt as he follow ppl eating pallets away. By the end of the game you're just running through a barren land of wasted pallets.

    Spirit is just unfun to play against. If you didn't got hit after a phase, it's the killer's fault and you have no way to counterplay beside tanking random guesses. What the spirit needs to do? Just interrupt the phasing immediately. I also imagine that she might not be friendly to newer killers as they are mostly guided by visual clues and phasing can be disorienting.

  • @Yamaoka said:

    What about Corrupt/BBQ/Pop?

    This man knows the deal. Corrupt/Pop is nasty and gets better with 3 gens setups. Undying/Ruin is kinda oppressive and I fell dirty using it, but attach Surveillance instead of tinkerer/surge/BBQ. With that you can monitor gens easily with that and some killers don't have to mobility or need the Undetectable status (stealth killers/doc).

    You need to remind yourself that Ruin/Undying will buy you time and if you're not shooing survivors away from gens you won't get that value. For that I find Surveillance much better as not every killer has hillbilly's or blight's mobility.

  • Why did I read the title in the voice of filthy frank?

  • @Kees_T said:

    That's not a surprise. It's been like this for years.

    The matchmaking of DBD is a total mess. When I'm playing solo, these situations always happens:

    1. My 3 other teammates are god survivors that know how to play the game and the Killer don't have game sense and end up being stomped.
    2. My 3 other teammates are potatoes and the Killer has a good game sense and end up stomping them while I'm also being draggued along with them because the Killer isn't dumb to spend time chasing the only decent survivor.

    I prefer my queues to be longer to have balanced matches with my team knowing how to play and the KIller knowing what he's doing than being in these scenarios.

    There's no gap to show skill in this game. You know that by reaching higher ranks in most games its a indication of skill, you will playing with people with the same game awarenes as you, but in DBD, the only thing who separates the good and bad survivor/Killer is the luck from the matchmaking.

    I still think that the DBD rank matchmaking has it's merits, but needs to be changed you know? The best solution would be something akin to Hearthstone ranked that is quite identical to the one we have in place, but upon reaching rank 1 you are removed from the general pool and put into the MMR that they call legends. There you have your position updated after every match. That would help the incredible discrepancy that is present in DBD red ranks, where there are ppl with thousands of hours that completely trash the other side with a few hundred.

    In the end ranks act as more of a time investment barrier to reach legends and very skilled/dedicated players can to it faster, transition to legends and achieve higher placements with resets every season.

  • @JoeyBob said:

    https://forum.deadbydaylight.com/en/discussion/comment/1770805#Comment_1770805

    It's a gamble though, they wouldn't bring it if they knew it was a stealth killer.

    Don't underestimate the willpower of trolling/bored ppl on the internet :D

  • @xenotimebong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1770791#Comment_1770791

    No, the average rank is pretty off. Earlier I had a match with me at rank 1, a rank 8, a rank 9 and a rank 12. The killer was rank 1. No idea why the game thought that would be a balanced match - it really wasn’t, lol.

    Something that I noticed also was that queues for survivors were much longer than killers. Possibly the system allocated readily available killers for survivors that were longer in queue? I am not sure if time in queue is a variable used by Behaviour tho.

  • @JoeyBob said:

    https://forum.deadbydaylight.com/en/discussion/comment/1770763#Comment_1770763

    Seeing the aura for survivor is advantageous for killer even if the survivor knows your direction.

    For instance, if the survivor wants to work on the last gen without being seen, he has to look away. Now it's easy to sneak up on him. If he wants to do the gen and know the direction GF is in, GF will know exactly where he is and know he's on the last gen.

    Yep, it's a benefit for the killer for sure, but don't forget that the survivor is the one choosing when to give or take information here and ppl that equip OoO tend to have an annoying playstyle at best or feed info for their team at worst.

  • No mmr in place, I think they reverted back to rank. Did the average of the survivors' rank match the killer's?

    Rank-wise I didn't notice anything drastic, but the quality of my teams/killers have been polarizing to say the least. Sometimes potatoes, sometimes amazing on both sides.

  • hmm, Do you mean when used by an excellent player? Then I would say hag. She is hella strong, but if you have someone equally good taking time to set her traps off, she can lose control of the game very fast.

    If you mean when used by a medium skilled player, Nurse. She takes a long time to master and until that the outcomes are very polarizing. You either 0/1k until you're good enough to 4k.

  • You get the achievement :D

  • @JoeyBob said:

    https://forum.deadbydaylight.com/en/discussion/comment/1765669#Comment_1765669

    You do realize survivors running OoO make GF stronger. Survivors can't see stealth auras anymore, so GF can see the survivors but the survivors don't see him. Sure the icon will light up, but this only gives survivors the direction of GF.

    hmm, OoO is a detriment even for subtle killers. Stealth prevents the aura reading of OoO but the icon still lights up when looking in the killer's direction. A survivor may not now how far you are, but they surely knows the direction you're approaching and can choose to look away and prevent you from seeing their aura or hiding behind gens. Also, since stealth inhibits your terror radius, the survivor still get the icon info if you're close.

  • The most effective use of stealth is to split in the beginning of the game while avoiding the killer. After that it's like Yords said, your hook state should be a resource for the team. If the same guys gets hooked 3 times, you lost a teammate, if 3 ppl have been hooked once, your team is good to go. Also stealth can be extremely damaging after unhooks. Not everyone runs Iron Will and most killers approach the hook if they do not have higher priorities. Remind that the chances of the killer finding your groaning injured teammate are higher if you both are hiding.

  • Played survivor. Most experienced killers still did very well against me. Most inexperience killers did poorly bc of their poor macro decision making (not patrolling high priority gens, letting go of amazing 3 gens setups, etc). On a particular case I was against a GF in the asylum and due to dirty tile setup I was able to loop him for quite a while. His was questionably stealth camping and used me as slug bait instead of taking the kill in the EGC. I believe this was the kind of killer that was hurt the most by the BL experiment, but his lack of map control was hurting more.

    For me BL is an unnecessary safety net. It allows lazy killers to go full auto and run around until they can catch the survivor instead of making decisions (which side should I break the pallet from? etc). I don't really care if it made weak killers weaker bc as long as this mechanic stays it's just harder to buff them. And in general, I think killers would benefit more from some mechanic that was the opposite of BL. After X seconds out of chase the killer should get a speed bonus, instead of inside chases. That would help weak killers a lot more with map control, especially in big maps (looking at you red forest) and help new players starting chases and fell less inclined to commit for too long.

  • What? Self Care is the best killer perk in the game! It massively slows down the game by putting survivors in the corner for a 32 seconds timeout for escaping the chase.

    jk, self care gets a bad rep bc new players don't have good priorities. Also, remember that new survivors make very few BPs per match have limited access to items in the bloodweb which may cause attachment to the few they have.

  • oh yeah, just had a game yesterday were all four of us spawned at shack and someone dropped god pallet immediately. fun stuff

  • Deliverance has a hidden passive that states "be the first person found in a match".

    Speaking seriously, Deliverance is inconsistent bc of its activation requirement. If you really wants to get value when facing PH, you need to play mega stealthy and don't run over it his poop. The killer is not the problem here I think.

  • After I purchased the chapters and got access to all killers and survivors most of my dailies have been for killers. It's annoying.

  • The difference between a good nurse player and an amazing one is criminal. You have to invest lots of hours to become one. It's faster to try to find one in the wild. Play survivor in red ranks and you will eventually find one, but it takes a long time after the nerf.

  • NOED is an unnecessary safety net for the killer. It just pumps up your kills after you lost control of the game for 5 gens, boosts your chances to pip, and rewards lack experience that is necessary to play agaisnt a better team. Same with other highly impactful perks such as Unbreakable/Undying, etc.

  • Tome + Rank reset leads to these kind of situations. Just equip some perks to be able to pip faster and avoid the sh!tshow.

  • Displeased < Disappointed <<< Scarred

  • @piggypablo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1759202#Comment_1759202

    And that's where you and the outspoken minority are wrong. Playing the game to win is not acting like a jerk. It's simply playing the game. Do you handicap yourself when playing super mario by tossing away your first two lives? Or do you hard drop the first 5-10 blocks in Tetris to give the computer an advantage? No, you play the game the way it's meant to be played. I know these are basic examples but what you people are suggesting is that and it's counter intuitive to human instinct.

    edit: word

    The examples you laid involve no human interaction and that's where your argument falls flat. Playing like a jerk =/= from trying to win even in dbd. Sandbagging for example is game-losing jerk move and camping is not necessarily a jerk move, ex: killer in the ECG protecting his kill, more than one hooked in the basement. But doing it in the start of the game against a competent team will lead to the loss of key gens. There is more to this game than securing a kill 4 minutes into the match only for 3 ppl escape.

  • @piggypablo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1758790#Comment_1758790

    You realize this is a pvp game right? Not a co-op, everyone hold hands game.

    I do. But being a pvp game is no excuse or free card for one to act like a jerk. Sportsmanship involves both coop and versus aspects.

  • Indeed, completely devoid of empathy for the other side, no matter if killer or survivor.

  • @ItzPixelYT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1758652#Comment_1758652

    Yeah not too many great perks that can spawn the obsession really. MoM for example and For The People both requiring a lot of work forcing you to be injured.

    Honestly though i'm just annoyed i depip like i know rank means nothing but i sit at rank 1 and get double pips and single pip games for hours on end sometimes and then 2 games like that, drop down the rank. Feel like the rank system annoys people more than it does anything else.

    Go with kindred. It helps coordinate your team if you're on hook or signs you to avoid the unsafe unhook. And remember that climbing in SQ must be slow and steady, not all killers use jerk moves.

  • @Steel_Eyed said:

    I legit don’t understand why survivors wouldn’t bring DS.

    @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/1758698#Comment_1758698

    Because maybe some don't need it? I don't ever really run it.

    If you can last more than 1min after unhook, ds is useless. Also there are 83 perks in the game, I don't wanna use the same 4 tryhards always. Same when I play killer as Ruin/Undying grew me bored after a while.

  • @Weasdat said:

    If you looped better you might have gotten away. Also please don't blame killers for making the correct play because you decided not to bring the strongest perk in the game.

    Giving enough time an average killer can catch any survivor as resources are expendable and some are non renewable. Also, in most cases camping is not the correct decision. The killer loses map pressure and unless the ECG has started or there are multiple ppl hooked in the basement you're losing more than you gain by camping.

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