lagosta
lagosta
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- lagosta
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And they say cosmetics are not pay-to-win...
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We could use some dev input on this topic.
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Heated. The state is heated :P
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It's annoying especially with Pain Resonance, but it has some workaround. If you suspect the killer has the combo, you can always release the gen before the hook. It will apply the 15% regression, but you will not scream so you can avoid blocking the gen.
Lately, I've been using Repressed Alliance too to block the gen immediately before the hook happens, that way, another gen blows up. If the killer comes to my gen anyway, all other survivors can see its aura and know it should be close to completion.
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@RainehDaze said:
I have to wonder how hard it is for people to take a vaguely level photo. Haven't phones also included super basic crop functionality for like ten+ years, too?
https://forum.deadbydaylight.com/en/discussion/comment/2781218#Comment_2781218
... BBQ, Lethal, Devour, and Undying? Zero slowdown and something that will only proc a few unhooks in and might get cleansed before it does anything? I think that's a weird definition of a strong build.
The number of gens by the end of the match doesn't matter, as long as you get people killed and Devour Hope does that. Lethal Pursuer secures a fast chase start and BBQ keeps the streak going. The intent of that build is to generate stacks fast and end the match before the survivors have time to locate the totems. It's high-risk/amazing rewards and does what's intended to do well.
A build doesn't need to be Ruin/Undying/Tinkerer to be strong, just needs to have undeniable synergy.
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The changes were needed. He sure was fun to play as, but horrible to go against. He needs compensation indeed in a different manner, as cheese M&A shots and instant aiming were impossible to counterplay. The fact that he was mid-tier doesn't justify having an unhealthy playstyle. He needs more map control, not cheap tricks to boost his win rate.
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If you're using a strong build IDK why you're complaining when the other side also brings strong perks.
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@steamed_hamzzz said:
The generator only gets blocked for the remaining duration of DMS if it stops being worked on, it will never actually kick you off it
as long as you commit to repairing it and never let go then DMS will never activate
as for being paired with Scourge Hook: Pain resonance which makes survivors who are working on the gen with most progress scream and interrupt them, thereby activating Dead Mans Switch, all you have to do in that situation is temporary come off the gen BEFORE your teammate gets hooked. The gen will lose progress but you won’t be kicked off it so you can easily avoid DMS
DMS will kick survivors out of a gen if at least one of them stops working, that's the trigger. See the trivia section of the wiki: https://deadbydaylight.fandom.com/wiki/Dead_Man%27s_Switch
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2781159#Comment_2781159
There are way better options than OoO for tracking the killer. It especially will hurt you if it’s a stealth killer.
Not as good for aura reading. I.E. I'm All Ears is very difficult to identify without OoO and is devastating in a chase on Nurse and PH. Meanwhile, stealth killers are not doing so hot right now. OoO serves its purpose well in the current meta IMO.
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The most consistent way to try to loop her is the following:
1-Lead her to a loop with tall walls and little visibility.
2- When she starts laying the crowns, run to another nearby loop while she cannot see you. The height of the walls of the new loop does not matter.
3- Run the new loop while her power is in CD (anywhere between 5-12 seconds).
4- Right before the CD is up, try to force a stun and run back to the loop with high walls. Your priority is to break bloodlust before reaching the High walled loop, either by having her break the pallet or by losing chase.
Notes:
1- Iron Will will help a lot by making it impossible to identify when you left the high-walled loop.
2- A good artist will catch on and put crows in a way to block the current loop and the paths leading to another loop.
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OoO is an excellent killer perks tracking tool. Its only place RN is in coordinated teams.
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I won't judge you for killing yourself on the hook due to bad SQ teammates.
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No, I just tested now and the traps placed by the addon will not count.
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Boons need nerf. The killer should be able to destroy the totem at least.
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I forgot to add, I believe it was Dead Man's Switch but I forgot to wait for the killer to finish the match.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/2772541#Comment_2772541
When people bring up these types of abuse potentials, they're often not talking about your average match. There have been a very large amount of mechanics that have been extremely exploitable by SWFs in the past, while simultaneously being only average (or sometimes even just bad) without coordination. Pointing out these types of oversights is important since the dev team doesn't always test for them (or worse, ignores them and says "how bad can it really be?")
Remember the good old "Object is fine, because the person who has it tends to die more" argument, and the infamous instant flashlight situation. If all you care about is the outcome and not how abysmally bad something is for game health, you're missing the human element.
I agree on the topic of mechanics exploitation, but SWF-proofing everything will drastically limit the freedom of design. There is no Offering, Perk, or Mechanic that can be used by SQ that is not better used by a coordinated SWF, but they can adjust like when a CD was added to Soul Guard.
In that sense, this is a semi-casual game and should be balanced by the average match. Exploits will exist, and it's much easier to halt their propagation than to allocate uncountable human hours to give thoughts on every possible interaction with new and reworked systems.
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2772338#Comment_2772338
When people want to use it, it's almost certain that they will be able to use it, is my point. Even if they can't guarantee it, they're probably going to luck out anyway.
And the people that really want to use it? Oh boy, the bully squads are going to have no trouble providing enough suitable map offerings between them.
The same was said of boon: exponential abuse in the RPD library, but if you disregard content creators how many of those have you seen in your matches?
That's why my answer to the question posed by OP was it's too situational to be Meta. It can be obnoxious but it's easy to identify, I mean it gives you a hud element, and you can still slug and apply pressure somewhere else as a killer.
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2771558#Comment_2771558
If only map offerings were rare or nonexistent, and if that didn't leave still like... 2/3 of the maps in the game.
What low odds of being reduced to a really huge stagger distance.
Oh, my bad. I was not aware we needed to burn offerings to activate perks for the whole match now.
Devs might as well give Tinkerer/Sprint Burst and other perks that are too consistent a 1/3 chance of being deactivated for trial unless you burn offerings and no one brings a Sacrificial Ward.
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The perk is too conditional to be useful. Same reason why barely anyone use Balanced Landing. Disregarding the basement the following maps only have a chance to spawn drops or will not spawn any at all: Shelter woods, Groaning storehouse, Suffocation pit, Gas Heaven, Wrecker's Yard, Fractured cowshed. I need to test the drop from the altars in the Family Residence is high enough to trigger that. Good luck using a perk that is dead on arrival on those maps.
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Merge Dead Hard with No Mither.
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It's auto equip when you see a Nancy in the lobby. :P
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BT is already too good, the only drawback is bc it's purely altruistic. The perk you want instead is DS.
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@ThatOneDemoPlayer said:
I've got a few, but here are my top 2
SoloQ is that bad, it's consistently good with a few bad matches here and there
Overcome is the second best Exhaustion Perk
I have to comment on the Overcome part.
IMO that perk is a trap. It seems good when used against you as a killer bc it discourages continuing the chase, but it is heavily carried by the CoH meta. Other exhaustion perks are more valuable because you can passively decay your exhaustion effect while performing other actions such as working on gens. If you get injured, to use the perk again you need to heal to full. So out of the 40 seconds, before the exhaustion runs out, you need either Self Care with the perk for 32 seconds or with CoH/Teammate/Medkit for 16 seconds to make use of your perk again. In practice, the perk makes you exhausted until you're healed unless you use another exhaustion perk.
Using this perk is already inefficient and as soon as CoH is nerfed, it will drop dramatically.
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It needs rework indeed, but just increasing the timer can be quite oppressive in a dedicated end game build.
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In a situation like that, I'd advise you to trade hooks. By putting Meg on the hook, you'd have to worry with one less BT in the match.
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Killers only get punished for camping against organized teams. Most SQ teams will be altruistic before the end game but escape after, not even accounting for the gen inefficiency.
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Agree. My next break from DBD will come when Elden Ring launches but I'll be back for more. Anyway, the less seriously I focus on the game the more I enjoy it.
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Well, you need to introduce the context in this discussion. Shadowstep is OP against new killers and Exponential can be abused by coordinated teams.
IMO, boons need to be changed to provide lesser buffs for people who do not have the perk equipped and full effect for the carriers of the perk. Ex: CoH should allow Self-Care at 50% speed; Shadowstep could dramatically reduce the duration of scratch marks to something on the lines of 3-4 seconds; Exponential should only allow self-pickup and not bonus recovery speed.
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Malicious Intent: Killer perk
- The auras of open chests within 48 meters are revealed to you.
- You can rummage open chests for an addon and substitute one of your current addons for it. Addons found this way are kept in your inventory after the match.
- Each chest can only be rummaged once. Doing so will deactivate its aura for you.
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I've seen hackers prevent you from moving forward while carrying them.
Boil Over only affects the lateral momentum of the killer due to wiggling.
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oranges and apples. You cannot compare those two perks. What drives many killers away from Coup is more clunkiness than number or acquisition of tokens as you cannot use your normal lunge without consuming a token. If it had on-demand activation it would be a lot more popular, in a similar fashion as to why DH is so popular and Lithe/BL/Smash Hit are not, it's on-demand.
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Ruin/Undying/Tinkerer Blight. It was fun the first 500 times, now it's just annoying.
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Spam offerings and get your friends to take the chases while you Prove Thyself the gens. If you don't have friends, bring a key and hide the whole match.
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Count me in, I've noticed that too.
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You can't run at full speed to reach the area of the totem, unlike CoH. Exponential is not really worth the perk slot in uncoordinated teams.
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You're clearly ignoring several points unintentionally or not. So much so that I am not sure if it's worth arguing here. It's impossible to balance the difficulty to both sides in this game. Yeah adept for killers is more difficult, but so is collecting crowns for survivors during a limited-time event. DS has been nerfed already, now a survivor cannot progress the game without deactivating the perk. Boons are a new addition and need to be rebalanced, but so was Undying and other perks upon release.
The dev team has been more active not only in map balance by removing infinites (the latest being Myer's house in Haddonfield), but also in readjusting perks but of course, hardly anything the other side says is worth noting.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2711580#Comment_2711580
I’m not in a position to test it myself. And this seems like something someone else might already have tested or have the answer to, hence why I asked the question here.
No worries :) It is a genuinely interesting question and if I have the time I'll test it later and notify you of the results.
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If we keep stirring sh**, it's going to smell. This Lightborn situation took quite the Streisand Effect. :P
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Then you should probably test yourself and post the results here and notify the Wiki curators. I tested the Haunted Grounds vs Undying iteration here and posted here a while ago and someone in the forums notified them to update the corresponding page.
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Play a killer you like or else it's going to be difficult to accrue that many hours.
As a killer, you're best tracking survivor stats such as perks, offerings, items, and outcomes since you're the only one contributing to the killer side. On another note, you can try to isolate variables like "what impact I had on kill ratio when bringing perk X instead of Y for the same build throughout Z games?" and make sure the number of games is big enough, at least 30 for each variable is a good point to start.
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You should check the Wiki for a general idea but do not trust the numbers completely. I am not sure if that page was updated after the changes.
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BIlly needs to be more unforgiving especially for new players and Twins need some serious QoL changes.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2711022#Comment_2711022
The sound hes describing are his footsteps
Those are not his steps. Here, check the video starting around 3:45
https://youtu.be/e3VDaSvOCg0?t=227They are the sound of him landing after a fall, it happens when playing as Nemesis too although I didn't record that.
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NOED will just boost your kill total and raise your MMR to a level where survivors will also use extremely competitive perks and strategies. I dunno about you, but I rather have more casual matches.
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DS didn't have a time before. It was introduced as a way to inhibit the aggressive use of the perk but was not enough. IMO, DS is in a good place RN.
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No, it's the sound of him landing after falling from a great height. It happens if you play as or against the big boy.
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Remove Thrill and Pentimento, they will do you no good.
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They need a lot of work, but they could really use some small Quality of Life changes such as allowing Victor to vault windows to start.
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Also, have either killer destroy the totems when they snuff it or cause the boon perks to go on CD.