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lagosta

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  • you can equip any obsession related perk to spawn it, even ones that make you less likely to be the obsession. Whenever that happens to a teammate, rush gens and leave. If you're the one on the hook, struggle for as long as you can to buy time. Kindred helps on both sides of the coin here. It's safer to cut your loses as a team and make sure the killer depips.

    On a side note, I would love if Camaradeire stopped the struggle time by up to 34 seconds while the user is hooked, within 32m of the killer, and the end game collapse is not active.

  • @therealalfy said:

    https://forum.deadbydaylight.com/en/discussion/comment/850094#Comment_850094

    😌 the year is 2020 and DS to me is taking a back seat over this cause i solo. I rather have randoms who know whats going on when im hooked. Than all 3 dripping gens and wasting time to get me. Plus thanks to bubba waiting in basement for easy kills. With kindred nah not today fatso.

    take your necro skills and go play diablo or something.

  • @modernhighlander said:

    https://forum.deadbydaylight.com/en/discussion/comment/1758067#Comment_1758067

    Spine chill is a generally good perk, and has use beyond weeding out stealth killers.

    I know, it increases vaulting speed, can come in clutch finishing gens and heals with the killer nearby, etc. What I am saying is that there are also other very interesting perks that I also wanna use and being locked into perks bc of a rare possibility of a killer bringing an addon that removes any notification is just bad design.

    Ghostface provides noise besides steps and must stare at you for 2.5/5 seconds. Worst case scenario you get the exposed notification that he is coming. Also, he needs to chase you for up to 45 seconds to make good use of his power.

    Pig either roars or stands up, providing a blade sliding and faint terror radius.

    Shape needs to stare at you for several seconds and provides sound notification/terror radius after tearing up. Scratched mirror is too map dependent to be useful and can be looped forever.

    I am not complaining that Wraith is OP. I am providing my insight as to why I felt inclined to disconnect from a game, bc one addon made it frustrating.


  • @NomiNomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/1758004#Comment_1758004

    Gotta be honest, comparing Coxcombed Clapper to pre-nerf Prayer Beads is an oof.

    Wraith is still an M1 killer after that, and unless he's also using Ghost, his terror radius immediately starts up. Coxcombed Clapper does nothing but put him on par with Ghostface's stealth ability. You can easily counter Coxcomb the same way you can counter Wraith in general - loop the hell out of him and heal. Pre-Nerf Prayer Beads was ten times worse.

    Also, I'd honestly say Spine Chill counters him more than anyone else in the game, other than maybe Myers.

    Do you select perks thining of the possibility of one killer bringing an ultra rare addon? I am fairly comfortable versing ghostface and other stealth killers without spine chill right now. Also most wraiths that use Coxcombed hit and run, avoiding the chase (where they are weak) and healing is not always an option especially in the late game with dead teammates. Even spine chill has counterplay if the killer notices you using it, just look away when going in their direction.

  • @NomiNomad said:

    I've had multiple people DC the second they get hit when I'm playing as Wraith.

    People don't care about the other players.

    Well, I've disconnected against a wraith 2 days ago bc of the silent bell. There are some addons that just make killers downright oppressive by removing notification-based counterplay (Hag Rusty Shackles, Spirit pre-nerf Prayer Beads, Wraith Coxcombed Clapper). It's not always possible to see well laid traps or work in the open to check for the incoming wraith.

    I am far less inclined to avoid a game with Huntress Iri head bc I can at least try to dodge. Addons that just remove the killer's counterplay lead to incredibly one-sided games.

  • If you wanna use this against a survivor, follow him out of chase making it seems like you're trying to pin point his location. Make them go stealth so they won't hold shift as not to trigger scratch marks and the deep wounds will start running. After sometime you can let them go and they will fall on the ground if they can't find someone else to mend. In the meanwhile they will be in screaming periodically Madness 3, unable to Snap Out, Mend, Repair, Cleanse, Self Care, Heal others, Use items, or let go of the Shift Key.

    As a doc you might not be able to apply by yourself, but you can punish BT/SG severely.

  • The only thing I don't like about Doc is not an issue with the killer it's the strange interaction between Deep Wounds and Madness and how the latter takes precedence over the former. If I stop to snap out of it, the deep wounds clock starts ticking and it's not always possible to finish before being in the dying state.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1756065#Comment_1756065

    This is honestly not a good idea.

    First of, it will take longer for Survivors to build a Wall than it would take for Killers to destroy them. This is logical. But, why should someone then even spend time to build a wall? Lets say, it takes 20 seconds to Build a wall. Why should I spend this 20 seconds to build a Wall if the Killer will break it in 2 seconds again? I might not even get anything from it, if another Survivor loops that Structure later or the Killer just breaks the Wall again while patrolling Gens.

    E.g. the Wall upstairs on the Ironworks-Building is pretty strong. But why should I spend all that time, walking upstairs, Building the Wall, just so that this Window can be used once?

    I could have spent all that time on a Gen and would be way more helpful for the team.

    Let alone that it would be another M1-action without any Killer/Survivor-interaction.

    If you only check the numbers it sounds like a bad deal, but we are talking about exchanging time from an idle survivor versus a killer in chase. Those seconds can be the different between reaching another tile or not.

  • @AggressiveFTW said:

    https://forum.deadbydaylight.com/en/discussion/comment/1756065#Comment_1756065

    It would be chaos if survivors had the option to break a wall and build a wall when the killer has broken it. SWF would literally create game-breaking loops.

    That could be controled by limiting the building resources and time to do so. Someone working 30 seconds on a wall is almost half a gen that was not repaired.

  • They should really add a system like Hearthstone where you grind up ranks from 20-1 just like we have now but upon reaching 1 you are pooled with others into an MMR style, leaving learning players into the ranks, medium skilled ones at transition/low MMR, and the people with thousands of hours to play against each other.

  • Scott Jund suggested allowing survivors to build breakable walls. I like the idea, but I would like even more if there was a way for survivors being able to break them too.

  • If i'm not mistaken, prestige also increases the chances of finding higher rarity offerings on bloodwebs. The benefit is minimal tho, and you should only prestige if you got extra BP to waste. Check the analisys on reddit and keep in mind it was way before the perk chenges we had recently.

    172 votes and 75 comments so far on Reddit
  • Oh I love Laurie's. I was so surprised when she started the mori with me on my first hook by bringing a Pig with her, unhooking and offering my body to the starving animal that proceeded to maul me. The most impressive part was watching the Pig also mutilate her, idk Laurie must've kept her scarcely fed. The ordeal ended with our corpses on hooks. Hope I never play with that Laurie with Mori again.

  • Unless you are playing with a friend to coordinate the haste effect it really isn't worth it using over Aftercare/Bond/Kindred. Those 3 are are far more consistent and aren't rendered useless if you are the Obsession.

  • I didn't play early, but checking on the version history of the perk on the link:

    Perk descriptions may vary from in-game descriptions for reasons explained here.Perks support Mouse-over functionality (desktop version only): hovering over the modifier words with your cursor will reveal the values behind them.On mobile browsers, the values are displayed in small text after the modifier words. Desktop users experiencing issues with the mouse-over may temporarily switch to mobile view at the bottom of an Article page. Enduring is a teachable Unique Hillbilly Perk . It can be unl

    1.0.0 "Recovery rate of stuns caused by physical objects is increased by X%"

    1.2.1 "Recovery rate of stuns caused by physical objects is increased by X%. Recovery time of stuns caused by Perks is reduced by Y%." <<< DS was introduced with Laurie here

    2.6.0 "Your Stun Recovery rate is increased by X%" << Removed effect on perks.

    3.0.0 "Pallet Stun duration reduced by X%" << Removed effect on Pallet saves.

    It seems that it affected both pallet saves/DS since their introduction and for quite a long time. Current description is accurate tho, and pallet stun/saves are different. Enduring is already a good chasing tool and perks change bc the game changes.

  • @UkilledLegion said:

    SWF its OP SWF legal cheat because SWF can coordinate and use voice

    We need to admit the comms make the game way easier for SFW. Aftercare, Better Together, Blood Pact, Empathy, Kindred, and Wake up! aura readings are all rendered useless by a team communicating essentially freeing you perk slots. Comms gives your team location of all other survivors and allows you to relay to your team information regarding the killer belongings, totems, available gens, chests/items, hatch. Not even mentioning the location of the killer.

    The issue with SFW is not the matching as a group, is the communication.

    in SWF Comment by lagosta
  • Try building for pip also. You can use the suggestions bellow:

    1-Prove Thyself: It gives massive bonus bp for coop actions and can help max Objective and Altruism if working with other survivors. Goes well with Bond/Aftercare/Better Together

    2-Toolbox/Saboteur: Sometimes the killer ignores you or you don't have a chance to be chased. Sabotage gives you much needed Boldness.

    3-Obsession Perk: Dying as the obsession awards you 1000 points in survival, escaping gives 1500. You can use DS or other obsession perk to be the obsession. The most consistent one is For the People, as you can transfer the status for you and leave the game/die.

    4-BT: is not a direct boost to the score, but unsafe unhooks can penalize you badly.

    5-Try to escape chases constantly by breaking line of sight.

    6-remember that We're gonna Farm Forever does not count towards piping.

    7-By far survival is the hardest to 8k. You can also use Deliverance as self unhook awards 1500 points.

    8-Hatch escape gives you extra points, just don't die looking for it.

    9-Good luck. You will have bad games/bad teammates. Try to make the most and better yourself, escape is not always an option but is also not required for piping.

    10-The eventual forever Freddy/Iri head Huntress/Ebony Mori Spirit will give you a miserable experience and probably depip you. They must be having a bad day/were ######### on by some other team but don't let that bring you down. What moves you forward is your average performance, just keep your focus and don't forget to enjoy the game :)

  • oh yeah, my roommate told me about this game and started a match for me in his xbox one. I was scared and running around like a dizzy cockroach and the trapper found me, I fell in seconds. Then I proceeded to try (and fail) to escape and Laurie managed to unhook me during struggle. I immediately run into the killer again not knowing the map or where he was coming from.

    A few months later i bought the game and joined the lobby with a ttv. Checked his stream and he was asking "who misses a skillcheck in 2018?". ME! I was a noob and missed all the skill checks, ok?

  • Yep, too much wasted time if your teammate is competent at looping only for the killer to look at a wall. Similar reason as to why sabotage is not that popular either. Ask yourself the following questions:

    1-How long have you followed the killer around?

    2-How long will your teammate survive after the save?

    If 1 < 2 and you can reliably pull the save then you have a good investment. Sometimes the stars align and you happen to find a flashlight and the teammate goes down close to you. That's infrequent though.

  • Have you checked if the killer was using Lightborn? It was changed in the chainsaw update with Billy and grants immunity to blind.

  • Nurse has a high skill ceiling for sure and that is a good thing. It takes time to learn and a lot more to master. Most of the games will be polarizing for sure but that doesn't make the killer bad, that means the high skill killer was matched with inexperienced survivors or vice-versa.

    Also, Nurse has plenty of counterplay, unlike spirit. An advice on learning how to play against the killer is actually playing the killer, learning their highs and lows, and see what good survivors do against you. I highly recommend you do that.

  • @Killing_Time said:

    No surprise people want her nerfed. She's one of 2 killers that don't necessarily have to rely on survivors to do well.

    The other is nurse.

    Unlike nurse, spirit is extremely frustanting to go against. And you're quite mistaken on why, nurse has counterplay and a survivor can feel their actions are meaningful. If a nurse blinks to the wrong direction, the survivor can get distance/hide from LOS. A good spirit will just stop phasing as soon she loses track of the survivor, making any kind of crouching/turning/backing/hiding meaningless. There is no commitment in phase walking bc it can be interrupted at will. The Devs should either make it last the whole duration once started or keep the sound clues.

  • I play survivor SQ mostly and from my exp and killers camp bc of the other survivors, they unhook too fast or under inappropriate conditions. Best counterplay for camping is gen rushing and escaping, leaving the killer to depip with one kill. SQ uncoordinated and altruistic efforts often lead to lots of unnecessary hook-bombing/changing.

  • maybe an addon to revert some of his power back?

  • @Hoodied said:

    The issue with Monstrous Shrine is that a numbers increase, as well as basement placement addition to the perk, won't help it. It promotes unfun playstyles and in some matches, you just never get usage from it. .

    The perk needs to be reworked imo, however I like the AMN change

    ANM and Monstrous were just examples. The main problem with ANM right now is that unless you're on comms or actively following the killer in chases there is no way to know where there are pallets down for one to reset. An aura reading could help at this point. When I read the description of Monstrous, the idea I get is to create a sense of urgency on the other survivors for the rescue. Some complains i heard regarding the perk also is that sometimes is not always possible to take the dying survivor to the basement/ the basement is in a corner with difficult access. Spawning it in the center might help the killer moving back to it while annoying the survivors doing objectives in the surroundings. I know it might not be healthy but the main idea of the thread is how to make perks more effective at what they're intended to do.

  • Survivors make less points bc they are competing against each other for limited resources. Totems, Doors, and chests award fixed amount of points for the whole team. If the killer applies no regression, the amount of points you can gain through gens are also capped. Altruism is also capped by the skill of your teammates and the killer along with his/her willingness to slug. Boldness is limited by the resources available on the map (RNG + whatever your teammates didn't use). Survival is bad enough: escaped? take 5000. died? too bad. To get 8k on this one you need to bring Deliverance + DS.

    Situations where you make little to no BP are not uncommon:

    -up to 4min on the ground slugged by the killer, recovering to 95% in this state awards no points. I would be happy to getting something in survival for this.

    -looking for totems. Some of them can be devastating, especially in SQ and/or Low ranks. Ruin/Noed/Devour Hope. IMO, performing actions while cursed should allow extra BP. It would be nice to have an after match reward if you're feeling bold or just overall can not cleanse the totem.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1365993#Comment_1365993

    Because then you'll never get a game..because dodging would be through the roof, and killers would stop playing because the only good killers would be banned and new "op" killers would never get to be played..on top of that you can make a loadout and ban its counters..no..just..no..it has 0 place in dbd

    Have you played dbd recently? Tell me you didn't see anyone suicide on hook in the first minutes of the game. As a killer this is a plus, as a survivor I am stuck for the next 10 minutes in a game that at best may lead to one person getting hatch. If frustration doesn't explain what makes ppl quit i don't know what does.

  • @felipao_brabo said:

    think before suggesting

    I would happily give DS + keys away if I knew I would not face a mori.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1365999#Comment_1365999

    I'm a killer main, my job is to put em ON the hook. Ppl are already complaining about their perks not working against PH. Imagine if perk bans were a thing and they wouldnt work EVERY game, lol.

    Most of the PHs i've seen cage ppl then run in a straight line to them to catch both the rescuer and the recuee neting a 2 for 1. And regarding perks not working, count Dead Hard on that list already. Once the dust settles and PH becomes less popular, everything will go back to normal and less survivors will complain about their perks not working against him. Some killers mechanics just inherently block aspects of the game. No one should heal vs plague, healing versus legion is a waste of time, doc makes certain loops unsafe, etc. You learn to play against it.

    The problem is that some just generate a frustrating experience. A ban would just give flexibility on what you would rather not play against, not necessarily what's OP at the moment.

  • @immortalls96 said:

    Not a chance man..that would be rediculous

    Can you elaborate why? may games with ranking system have bans, and many even expanded bans with rooster growth...

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1365959#Comment_1365959

    Can't. Moris have been blocked, along with Pop, BBQ, and Spirit. :P

    That was on the context of the game today.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1365959#Comment_1365959

    Personally I dont tend to use moris, I just know what happens typically whenever theres no obsession in a trial. The moment a killer realizes theres no DS is typically when ppl have it REALLY rough.

    Unfortunately Obsession is not the only indication of DS. For the people, OoO (toxic too), and other exists. Not to mention some killer obsession perks that strips that information from you. That goes the other way too. Some players are more inclined to tunnel if they know there is no DS.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1365950#Comment_1365950

    Killers kinda know what the killer theyre using is weak against for one. If I'm playing Spirit for example... getting rid of Ironwill is kinda huge. This of course is assuming I'm not just gonna get rid of DS and the amount of tunneling you'll experience goes up 10 fold.

    This one is a good argument.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1365928#Comment_1365928

    More than likely every killer would just ban stuff like DS and then youd have survivors on here claiming all the killers are using this to tunnel.

    DS is one of the problems, you know what's better? mori. Just use one and you will never eat a DS again. Oh, BTW, that already happens.

  • @TAG said:

    No thank you. Then you'll just have people ban all the best stuff or stuff that counters their builds so they can just roflstomp.

    Care to explain how the roflstomp would happen since it would be both sides banning?

  • @LordGlint said:

    Theyre not gonna do that cuz then ppl would just dodge the lobby if something they were planning on bringing gets banned.

    That happens in other games (LOL) bc ban happens in lobby. Ban upon queuing would avoid that.

    Even then I'd rather take waiting for queue again bc someone dodged than starting a game that will turn into a 3v1/2v1 in the frist few minutes. Just apply the dc penalty for dodge and there it goes.

  • Can we just have one mori mega thread discussion instead of several small ones?

  • Survivor main here. Ebony and Ivory Moris are unfun to play against, plain and simple.

    Same reason as to why slugging in not fun for survivors, it effectively prevents you from playing the game. It removes 1 hook stage from you and FFS even non-camping killers few bad when one survivor dies on the first hook bc the team never rescued them. No killer likes being stunned or blinded and those last for a few seconds only. Keys are a similar matter, I believe killers feel like the survivor cheated their win way out of the game.

    It's frustrating specially when you're put against toxic players. A few days ago I was in three games against a spirit spamming ebonys with good addons. First was dodged by one other survivor, second was as ######### as you can imagine, third I could at least play somthing as I was not the first one to die. The killer then proceeded to flame on chat, specially the survivor who got killed in the first minutes of the game.

    Mori has some virtues, as a possible strategic of ivory to eliminate strong survivors vs the time that it takes to down them, getting to see your animations, etc. In their current state, it just rewards abuse by salty players. DbD already rewards a lot of scumbag strategies, mori is the most powerful one.

  • I often use spine chill. It's one of my favorite perks, but hardly essential. My main use is not to die from a heart attack IRL after being suddenly attacked by ghost face. Spine Chill other more subtle uses that require much more skill, tracking when a phasing spirit passes through you, helping predict the killer pathing in jungle gyms with no vision, etc.

    If you let yourself accomodate to the basic use of the perk, it can be in fact detrimental to you vigilance. After switching it for other perks, I noticed I am not that impaired by the lack of it and better yet, I gained another perk slot to use as I wish. Don't get me wrong, I still get spooked by the occasional Ghostface in the bushes. But I learned to monitor the killer through other means and let my guard down when I see a teammate in a chase or something. It's benefits are amazing, but you can train yourself to live without it.

  • It actually changes depending on the time. At Eastern Daylight Time I see more of those issues during the day, specially during the afternoon. Late night, the quality of the killers skyrocket along with their ranks. I can only speculate what happens, but I think the ratio of survivors to killers goes up by a lot during daytime. I might not be really a matchmaking problem, rather a killer shortage as mentioned.

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