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lagosta

lagosta

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lagosta
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  • Reassurance (to counter camping), For the People + WGLF(to counter slugging) + Distortion (to make sure you're not the first target)

  • @Chilli_man2400 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3157805#Comment_3157805

    I did hear something that Onryo is the next killer getting looked at.

    we can only hope the sassy lost child gets some love.

  • Make the killer visible in the lobby unless it's a Stealth killer.

    now survivors will dodge lobbies instead of matches, and anyone who stays is willing to go against the killer.

  • Give the man a makeover and he will turn into Mariah:

    image.png


  • @Chilli_man2400 said:

    I think the next killers getting reworked is Onryo and Twins

    Onryo is not gonna get reworked anytime soon, unfortunately. She suffers from Myer's Syndrome where a small piece of their power (their innate moris with no hook requirements) carries so much of their power budget that they need to be kept in an underwhelming state to avoid snowballing out of control. Furthermore, she was just recently released.

  • @Tsela said:

    https://forum.deadbydaylight.com/en/discussion/comment/3104214#Comment_3104214

    I never saw any trournament where facecamping was used as an "effective strategy"

    note I said camping and tunneling. Here is the link to Swish's Tournament Finals, I highly recommend you check it out.

    https://www.youtube.com/watch?v=fXlLWcQLufo

    Game 1: Nea gets camped and tunneled till 2nd stage. From post-match commentary 16:20:

    I feel like the common way to use Thanatophobia in public matches is you tag as many people at the start to get as many stacks as quickly as possible. In these games (tournament matches) we're not really seeing that, right? they're kinda like tunneling one survivor down the entire time.

    The only explanation I can think of for you never seeing tunneling and camping in tournament matches is that you're just not watching them at all.

  • @Tsela said:

    1. you are playing against complete beginners, since you are a beginner as a killer yourself
    2. in higher ranks, your facecamping killer play would be completely obliterated, since people would pop gens and escape while you are hugging your one and only hook. Of course killers with experience know all this and they will not waste time with a single survivor and will keep up the pressure on all of them. But you are a beginner trying to troll other beginners. Not an actual "experiment"

    Oh, and what argument do you use to justify camping and tunneling also being used in tournaments? Do competitive teams use ineffective strategies?

  • I don't think that's a good idea. Now Undying also transfers stacks and having to cleanse anywhere between 2-5 totems to get rid of a single perk effect seems way too drastic. Imagine the pressure of 3 stacks of Devour Hope.

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3098351#Comment_3098351

    Not to be that guy, but I'm 90% sure it's 2.5 seconds, don't mean to sound rude, that's just what I've seen discussed all the time

    No resentments, we're up to a civil discussion. It's been a while since I played killer, and if the queues continue the way it is it will be a little longer.

    And according to the wiki, you're right on the 2.5 sec:

    Range: 10.7 metres. This distance is calculated from the centre of The Doctor's hitbox capsule.

    Charge time: 1 second

    Survivor-Interactions Cool-down duration: 2.5 secondsThis refers to how long after receiving a shock Survivors are prohibited from interacting with Props (indicated on the HUD).

    Cool-down duration: 1.5 secondsThis refers to how long after the attack The Doctor is prohibited from initiating another attack or from interacting with Props.

    Detonation delay: 1 secondThis refers to how long it takes the attack to shock Survivors after releasing it.


  • Doc's Shock Therapy will render you unable to perform actions (including activating DH) for 3.5secs and him unable to M1 for 1 sec if I am not mistaken. It been like that before and after the patch, the difference is that before the patch you could iframe Shock Therapy to prevent being blocked from performing actions.

    Note that Static Blast will NOT prevent you from performing actions though.

  • Have you ever run to a loop only to discover the pallet was gone and the chase ended before it even started? Windows of Opportunity helps you avoid that scenario.

    You can plan your route mid chase without betting on what resources are available and, as a plus, it helps you better know new maps.

  • BBQ is a healthy perk to the game, leave it as is. It incentivizes killers not to camp by giving them accurate information that cannot be used in a chase.

  • Jeryl, Chames, and Lisa

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3095772#Comment_3095772

    Then keep losing games until you're low MMR where you should be. You don't get to play casual but also try hard to win. It's an oxymoron.

    I was hoping you at least had read the post before addressing it directly. I'll make it easier for you:

     Less and less frequently I've been seeing myself enjoying a match and I don't play to win, I play for fun.

  • Since we're sharing personal experiences, here's mine

    Context: Left for Elden Ring in February, came back for a few days on the Anniversary Event then left until this week. This are my first impressions after the balance updates. I been playing with the same casual build I've used before: Sprint Burst + Clairvoyance + Inner Healing + Small Game. I play SQ.

    TLDR: games have been really unfun.

    Most killers I've played against continue to double down on slowdown perks despite the increased gen time. What seemed to be an incentive to rely less on those types of perks and bringing forward builds focused on different playstyles became just another motivation to delay the late game us much as possible.

    Thanatophobia is the worst offender IMO. While most regression perks were nerfed to compensate, Thana became much better not because of its 0,5% per stack increase but due to base gen time going up. Combined with the cumulative nerfs to healing we've been seeing, survivors have to stay injured for longer, increasing the perk's value and indirectly the killer's lethality.

    On the survivor side, my experience probably biased as I was possibly deranked due to my time out. That said, teammates were what you can expect of SQ except they seem much more prone to disconnecting which caused most games to derail. Not sure what the motivation was until I started seeing the same boring experience of working on gens and barely seeing any progress. I suspect that before the update, one motivation to stay in a game was seeing that you managed to run the killer for 1 or 2 gens, but that is mostly gone in low ranks of SQ, so people just DC.

    Personally, playing SQ has been difficult. Less and less frequently I've been seeing myself enjoying a match and I don't play to win, I play for fun. Gens are taking forever and in the most boring way. Most matches feel like barely any progression was achieved before the first down it's like every killer I face is as boring as unengaging as old Forever Freddy or pre-nerf Ruin/Undying Blight.

    I really miss a more casual experience. I do not want to be forced into Second Chance or Repair Speed perks every match just to be able to live long enough to have fun interactions with my team or the killer.

  • That's not up for a survivor to manage. No killer worth their salt will break an unsafe pallet and a survivor either get a Stun or M1.

  • @Dunkinspunkin said:

    https://forum.deadbydaylight.com/en/discussion/337501/had-such-an-awful-night

    Here's some advice. Make literally one friend and the entire game is a million times better. This is not the only game where solo queue is a toilet. Is it that hard to make a friend, guy?

    We shouldn't be pigeonholed into roles to be able to have a rewarding experience. Playing SQ is challenging, but can also be very rewarding. Some like overcoming the odds brought by the primitive coordination or just being matched with total strangers.

  • @Salacia said:

    He's trying to balance the game with soloq and teams on vocal, review last patch he wanted to nerf the teams, review the soloq become unplayable...

    You have to add debuffs to people who play together, it's the only solution.

    The best way is not to drag SWF down, but to lift killers and SQ up to SWF's performance. SQ desperately needs QoL changes.

  • BBQ was always a solid perk, but the extra BP just pushed it over the edge in terms of usage. It is still a solid perk as its in-game applications didn't change.

  • @AbsolutGrndZer0 said:

    Thanks for the video, hopefully clown will get a KILL SWITCH on Monday. I wish they could do it now, but last time there was a bug like this, apparently only the higher up Developers can make that call, and they have weekends off.

    It gets worse with addons. Clown has infinite wall hacks too.

    https://www.youtube.com/watch?v=0KnnsH-lFmU

  • Equip Discordance and make sure they never get value of Prove Thyself.

  • SQ buffs. Icons that show team members' actions on their portraits such as Healing, repairing, cleansing, or in a chase (for non-obsessions). A chat wheel would help coordination. Nerf STBFL to stack up to 6 instead of 8.

  • The trend we've seen throughout the years is that BHVR attempts to fix core issues with perks and killer powers. Thankfully, this last update assured us they're willing to change core mechanics to address those issues instead of just giving us another bandaid perk.

    I really hope in the future perks become more of a flavor to a match rather than mandatory.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3086060#Comment_3086060

    SC nerfed with very weird way, it just needed to not work against stealth killers.

    Iron Will on other hand, i don't know. Maybe 2 nerfs was so much.

    IMO, SC activation was sound the way it was before. If the killer suspected a survivor had it they just needed to approach looking at a 45-degree angle and it would not activate. In a way, a good killer would be able to use the reliance on the perk against its user.

  • If anything Left for Dead became easier with the new Sole Survivor

  • It has been suggested before that non-obsession icons have the 2 smaller entity claws around them so there is a visual shaking indication when they are being chased.

  • Some killers (players I mean) thrive on information and SH:FoR is one more option in their arsenal. IMO, it's a disservice comparing it to BBQ, they are similar in activation and synergistic, but the similarities and there. BBQ cannot benefit you in a chase and in that sense, SH:FoR is more akin to IAE. The main beneficiary will be Huntress and I can totally see her Mains using BBQ+SH:FoR together.

  • @pizzaduffyhp90 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2817399#Comment_2817399

    I didn't even think of coconut's video actually when making this but, I see what you're saying. I was actually more thinking of choy's new video he published a few days ago.

    Coconut's argument has some merit, but he tries to establish a narrative by tracing a line in the sand based on the day MMR became active and completely overlooks the fact that the biggest drop happened 1 month before that or that even content creators and high-level players were initially pleased by the matchmaking. See Scott Jund for reference.

    While I believe DBD has lost players due to MMR, the reason might be more related to the burnout of climbing the ladder. Playing, building, and coordinating at higher and higher levels will surely drain any willpower to play.

    "Given the opportunity, players will optimize the fun out of a game." -Soren Johnson

    But when you look and the averages of longer periods, DBD is still growing. Can't say much after Feb 24th.

  • Hmm, there is an issue with correlation and causation here. I think you're coming with from the argument established by Coconut, and while there is possibly a correlation there, the latest downwards trend started in August after possibly the biggest spike the game ever had, not in September as he says. That spike coincided with the RE chapter, exposing DBD to a much larger already existing player base of the Franchise.

    While such periods of exposure are nice in the short/mid term, we have to acknowledge that RE usual players tend to enjoy those titles as they are released, alternating with other games. That is different from the constant stream of content produced by DBD and other games with an extended life cycle. While DBD can retain some of those players, it's expected to lose most as the content consumption pattern is very different. That might explain better why the drop started in August when for that demographic the game was no longer a novelty: we had a great influx of players coming from a different franchise with different gameplay and consumption patterns.

    Also, expect an even steeper drop when Elden Ring releases next week as lots of content creators and players from DBD migrated originally from Souls games.

  • I just dunno if the name fits well, especially since it's introduced against a child killer.

    Parental Guidance: You know how to hide your tracks after hitting a child with a pallet.

    "Hey kid, think fast!" — Yoichi Asakawa

  • Remove Kindred. If your teammates see you going for an unhook they might turn away. Run Bond instead of Empathy and Prove Thyself (optional) and stick to a healthy teammate out of chase. Follow them around and heal when they do.

  • Survivors can track you as well, but you still hold the advantage due to her immense speed in chases. Use small phasing to catch on to survivors and perform mind games while phasing in small/mid-sized loops especially if they have to commit to animations such as rushed vaults.

    1. Comes back after 2 months.
    2. Complains on the forums.
    3. Refuses to elaborate.
    4. Leave.

    Legend!

  • Resurgence on Tapp or We'll make it on the unhooker possibly.

  • So Bunny Tech was the demise of Nurse... who could've known?

  • At the beginning of the match make sure to remove the Pyramid from your head so that you're able to see. :P

  • IMO, Left Behind and Sole Survivor suffer from the same design problem where their benefits cannot be too much to the point of encouraging you not to rescue your teammates. That kind of design can be interesting as a catch-up mechanic but has the risk of promoting selfishness more than it's currently encouraged.

  • @hiken said:

    https://forum.deadbydaylight.com/en/discussion/comment/2800657#Comment_2800657

    if u play with friends you can do this alone experience has show me that is almost impossible.

    No, it's not. I play survivor as SQ almost exclusively and it just takes 1 other survivor who knows what he's doing to break a 3 gen. Pointing them out to a gen and going to another is usually enough for them to get the idea.

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2800671#Comment_2800671

    "Reaching red ranks as a new player"

    That shouldnt of been happening in the first place, ranks had a MUCH better foundation than MMR and really all that needed to be done was make it more difficult and you would have a much better system than MMR ever will be

    A much better foundation? Really?

    Anyone who had an average pip greater than 0 would rank up if played enough games and eventually be in red ranks. And you must have forgotten how survivors competed against each other for unhooks to the point of hookbombing. Or how everyone in the match depiped if the killer's skill was way above or way below the survivors. Not to mention how cryptic and unwelcoming the whole Emblem system was for the players, people didn't even know what constituted a win.

    That system only served to help people who made a living out of this game to stomp casual players.

  • @NathyP11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2800676#Comment_2800676

    Using the medkits as an example, the brown and green with no adds on does 1 heal but green just does it quicker is that right?

    Yep, you got it :)

  • Speed modifiers also increase charge consumption. Brown and Green medkits have the same amount of charges but different speed modifiers. Attaching addons that increase that modifier will also increase consumption accordingly.

  • The emblem system only served to time gate new players. Veterans with thousands of hours would be matched with and against clueless survivors/killers all the time and could consistently go 50 or more matches without losing. It was only good for people who played for a long time before and reaching red ranks as a new player meant you were getting destroyed.

    MMR needs different criteria, but to hell with the ranking system. Keep that thing under the ground.

  • Why shouldn't the killer capitalize on survivor's mistakes? Also, that's not holding the game hostage.

    It's easy to break a 3 gen nowadays, it just requires the minimum amount of coordination and at least 2 survivors:

    1. set circle of healing in a very inconvenient place far from the gens.
    2. each survivor work on different gens, preferably the 2 farther apart.
    3. start running way early. Pallets close to the gen are more valuable and you want to preserve them, use others farther away even if you need to take a hit as you can heal easily.

    Those 3 steps put the killer in a lose-lose situation. They need to down someone, but they can't afford to leave.

  • what do you have against Chames or Jeryl? :'(

  • The rift shards provided by tomes alone are not sufficient. However, you also gain 1 shard per 500xp you make and that can easily take you to rift completion before you finish the Tome.

    When it was 800xp/shard I finished all tome challenges and still had 6-7 levels remaining on the Rift. After they nerfed the grind, I was able to complete rifts completing levels 1-3 and some challenges of lvl4.

    If you want to maximize your gains for the least amount of time, make sure to play 1 match a day for the daily bonus XP. That is converted to shards.

  • Change Renewal to Inner Healing and jump in a locker with DS in case the killer is tunneling you. You get more way versatility for your self-healing.

  • You're a troll, right? I'm gonna take the bait anyway.

    Slinger deserved a nerf not bc of numbers, he was the middle of the pack, but due to being wholly unfun to go against. If the shot didn't connect, it was his fault, not your achievement as with quick scope no one can react in time to dodge a bullet. Furthermore, he could just walk up to you while raising his gun without even taking a shot and still be effective. Underperforming is no excuse to have a killer with such a deranged kit.

    For Hillbilly, you're missing the point. Instasaw Billy was way too much for this game. Those add-ons needed to go, but Billy didn't deserve the Overheat mechanic. That overly punishes players, especially the ones trying to learn him.

    Clown was nerfed? They removed the speed penalty while holding a bottle, reduced reload from 5 to 3 seconds, and added a new bottle and you say that's a nerf? You're delusional. I'm not even going to comment after this.

  • @Kira4Evr said:

    Huntress and Trickster should stay at 4.4m/s (even tho I would love Huntress to be 4.6m/s). And even tho its painful for me to say, Deathslinger should be 4.6m/s because of his nerf.

    I don't really think buffing his speed is the way to go. His main issue is the lack of map control and the whole debacle of 110/115 was very well put by Scott Jund in this video:

    https://youtu.be/8R0gTNDSI0s

    IMO, he is a balance nightmare. You can't just buff his numbers without making him unfun to go against or even oppressive in 1v1 while still lacking map presence. What he needs is a rework to add some long-range functionality to his kit so he can apply better pressure on the map and those need some more extensive rework akin to the Clown to add something to his base kit and allow him to zone people far away in a similar way to Huntress.

  • Also, if you have no leftover keys or do not want to make it that obvious to the killer, use Punderer+Appraisal to try and loot a key.

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