lagosta
lagosta
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- lagosta
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Boons are too good ATM. They need to provide lesser buffs for allies and augmented buffs to whoever has the perk. Something on the tone of:
Boon: Circle of Healing. Allows survivors in range in range to Self-Care at 50% speed. Equipping this perk will also grant 100% bonus healing speed while in range.
Boon: Shadow Step. Hides scratch marks of all survivors within totem range. Survivors with this perk equipped also have their aura hidden.
Boon: Exponential. Dying survivors within range can fully recover. Survivors with this perk have 100% bonus speed while recovering on the ground.
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@magikarpediem said:
https://forum.deadbydaylight.com/en/discussion/comment/2710534#Comment_2710534
Unfortunately I'm on ps5, so I have the video but that's about it.
Report it anyway. On the left of this page, there is a panel called Useful Links. Click on Support and confirm you're exiting the forums. Then you need to scroll down to the very bottom of the page and click Submit a Request. There you can start the hacking report and provide the link to the video. Best of luck.
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Since I stopped farming BPS, my most used build is:
1-Windows of Opportunity - I dunno which pallets were dropped by the SQ teammates.
2-BL/DH - for exhaustion.
3-Circle of Healing - Since so many people go self-care in the corner, at least the boon makes them more efficient.
4-Small Game/Spine Chill - If I am not in the mood to face hexes or stealth killers respectively.
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Technically the hatch spawns at the beginning of the match but is only visible when there is one person left. And yes, they were hacking and you should take this evidence along with their steam ids to make a formal report.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/301346/the-mmr-system-is-a-joke
I'm fine with killer MMR going off kills and I do think that survivor MMR needs to be a bit more nuanced - but it's very, very complicated.
I'd rather see hook stages instead. People will try to maximize their ranking at all costs, that's why camping at 4-5 gens and NOED are so common mid ladder.
As for survivors, altruism is currently punished. The best strategy is to leave teammates to die and not risk handing your "victory" to the Killer. Survivors need to be partly graded based on the team's performance, that's how devs can incentivize Altruism back into the business.
@bm33 said:
Part of the problem with having it adjust like that is the survivor(s) that die would need to be locked into the match to account for all the other survivors results be adjusted correctly for the mmr. Most would rather move onto next match as quickly as possible.
There definitely needs to be more nuance in what goes into the MMR, more than just escapes/kills.
The rank doesn't need to be updated immediately. Since that info is contained in the servers, they can update after the match is over and any survivors who left the match early could use the previous number for matchmaking purposes since the variance is not that big.
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@tesla said:
https://forum.deadbydaylight.com/en/discussion/comment/2709990#Comment_2709990
Then why DH was the most used exhaustion perk even before validation if it was so bad?
Bc it was consistent to create distance and on-demand. To use Lithe optimally you need to delay vaulting, which limited looping option. It's impossible to activate BL in certain maps (i.e. Shelter Woods), making the perk useless. SB on the other hand was the only one that came close to compete but it requires a lot of experience to use optimally. In fact, SB has way more skill expression than DH but due to its activation, it's easily wasted.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2710173#Comment_2710173
This has been confirmed by support as unintended, and were I at home I'd try and find the thread for you.
Thanks a lot :D
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Nuff said
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@MandyTalk Talking about DH, at the moment hitting a survivor mid DH and a pallet with the same Nemesis' Tentacle swing will cause the hit to prioritize the survivor. The outcome is that the Tentacle will not damage the Survivor but will also NOT break the pallet. Is this intended?
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Hopefully never. People go nuts on numbers and I hope BHVR changes Killer stats from kills to Hooks and Survivor's from solo Escape to total team Escapes so that Altruism is worth something again.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2709990#Comment_2709990
Where the hell did you get your 40%?
Well, that might be true if your ping is in hundreds, but that sounds like your issue.
You always have option to use DH earlier if you know you have high ping, but that is not always option for a killer.
My ping wouldn't matter when the killer's was in the hundreds and validation was one-sided.
@ObscurityDragon said:
https://forum.deadbydaylight.com/en/discussion/comment/2709990#Comment_2709990
Old DH was about prediction and reading the killer to gain distance on loops
New DH with validation is about reaction to correct à mistake or waste more time with no drawback
For Honor went from à game based on reaction to one based on reading the opponent for à reason : thematches where more dynamic and felt better to play then just "wait for him to comit"
Thats how i feel about DH
Your New DH argument is the same killers used before the change when referring to DH for distance. Commitment is a two-way street and ATM, there is still a "read the other player" aspect involved in which the killer can bait a DH.
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Well, using a perk that only worked 40% of the time bc the validation only accounted for the killer side was fair?
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I disagree here. The methodology for the current MMR is not the best. Kills and Escapes alone are bad factors to calculate MMR and hopefully, that can be changed in the future.
That said, the previous Rank system was a joke for the average player. You were often allocated with clueless teammates and/or rivals and reaching red ranks was even worse as killers with thousands of hours were thrown into the package.
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Oblivious is not useless. Just by virtue of hiding the red stain, it makes a killer deadlier in several tiles. It also makes it a lot easier for you to creep closer to survivors and prevent them from gaining distance before the chase even starts. Some killers use M&A for that same purpose.
What makes oblivious seems useless to killers is unless you're very conscious of your build it's easy to lose track of survivors that are affected by it, unlike undetectable that provides the visual effect. A simple way to fix that would be some HUD effect on survivors' portraits that alert the killer who's suffering from oblivious.
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Blood Favour biggest downfall is how useless it is in a chase. After hitting a survivor, the haste effect they gain is enough to outrun the radius of the perk. They can easily reach the safety of another tile. IMO, it needs to stack increasing the radius by 4 or 8 meters after every activation.
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@PigEmpress said:
I fear SBMM will never be implemented as it appears the top 5% of players don't like this and they appear to hold the game hostage for everyone else.
Something something mirror of real world.
I just want SBMM back. Only version where I can bother playing Killer again.
I digress, BHVR has already cleared that they have no interest in balancing around the top competitive player base.
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I don't think so. The concept is amazing for hexes that work fine by themselves and that's certainly refreshing, but existing hex stack perks are designed with other hexes in mind, sometimes requiring that support to properly function. Running Plaything in totem builds incur diminishing returns due to the limited number of totems available. This issue might become more intense with the release of Boon Totems in the near future.
Regarding the proposed change to Third Seal, I think it's self-defeating. Plaything has an aura reveal attached to provide counterplay, and if Third Seal worked the same way it would be either too strong or too weak, a nightmare to balance. And about Huntress Lullaby, it makes it improbable for a killer to get max stacks. ATM too much of the totem efficiency is tied to its spawn location, and a killer can expect 1-2 to be in really easy spots, making it impossible to acquire max stacks.
I agree, although, that hexes need changes and the new pathways opened by Plaything really illustrate how there is much room for design creativity and wholeheartedly support this discussion.
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Hacking and lag switching.
Click on the button Support in the Useful Links menu to the left, and on that scroll down on that website to reach a button called Submit a Request. Right there you can post the evidence that you got (hopefully with SteamID).
Also, this post will be possibly get removed to avoid doxing/shaming.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2441180#Comment_2441180
How is it victim blaming when i'm not blaming the victim but the people who aren't helping the victim?
Because you're thinking of survivors as individuals, but they are a team. You're blaming the team for not body blocking when that usually requires a high level of coordination and comms to be viable.
The best team strategy for average players and SQ against tunneling is for the tunneled survivor to last as long as they can on their own and the team to fix gens and escape and rescue/trade for at least a 3 men escape.
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This just sounds like victim-blaming, if you choose to tunnel, that's your decision alone. The best survivor strategy to combat the tunnel is not even to body block, and unhook on the very last seconds.
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Pinhead: "You're going to Brazil!"
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Otz loses a game and the whole SBMM is sad? Did 4 men SFW didn't exist before?
I mean, if you play high-level competitive DBD as streamers who make that of their carrier you can definitely expect more games like those under SBMM and that's how it should be.
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That's how pallets used to work before dedicated servers were implemented. Pallets are not survivor-sided now, the hits you landed before were never meant to be. It usually takes a while for BHVR to fix core issues with the game and this is no exception. Just like the Hill of Death or those months in which pallet stuns were inexistent after the launch of the Trickster.
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It was teased. The chinese trailer video included Hellraiser in the name:
https://youtu.be/XQqhLp5UnMk -
That's an issue with multiplatform development. As the game evolves, the hardware requirement starts to show in old consoles and PCs. For the former, it is impossible to upgrade. Not sure how to solve this conundrum tho, but eventually they might have to stop supporting some of the platforms tho.
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Oh no, that's Wraith.
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@Breadn said:
https://forum.deadbydaylight.com/en/discussion/comment/2424235#Comment_2424235
And yet I'm still being placed with sweat squads despite being ass with Pig.
That's bc of your previous history playing Pig in red ranks. Let's be honest, it doesn't take much to reach red ranks and it basically pooled people with thousands of hours along with fresh first-timers.
Something similar happened when Dowsey acquired 200+ wins on Twins and proceeded to have a 2 hour queue time on the SBMM test bc no survivor scratched came close to his internal rank.
My advice? Play Pig with non-sweaty builds. If you lose, your internal score will be lowered and you will be matched against more fair competitors.
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Technically, every killer is counted separately for MMR purposes.
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The first one is very good. The other ones are kinda meh
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I use it a lot with Devour Hope and Huntress Lullaby.
Occasionally when memeing, I strap Third Seal + Undying + Trail of Torment for the undetectable shenanigans. Yes, it's bad, but scaring survivors on a Bubba is freaking hilarious.
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Not really sure, but I had a terrible experience when I started the PC game with an XBox controller attached to my laptop (was playing Sekiro). The movement and sensitivity were all messed up.
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Get compromising footage, upload it and make a report at the post-match chat, or use BHVR website to submit a request with all of those details.
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Pinhead against the baby survivor:
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Ranks showing up was one of the major issues since the first SBMM test. People kept posting post-match ranks as anecdotal evidence that SBMM is fundamentally flawed.
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I notified the wiki guardians to adjust the text, but the essence of how the two interact remains the same: if survivors cleanse HG, you get two uses out of it. If they cleanse HU, you only get one use out of it.
That is the exact description that I posted in text and video.
You could argue that yes, the text wasn't as precise as it could be, but what it described still had the same result as the updated text. IMO, that doesn't make the wiki an unreliable source.
Your statement "wiki is reliable" and mine "the wiki is not a complete source of truth" are not mutually exclusive. The one counter-example I gave doesn't prove the wiki is unreliable but instead that despite the community effort, some hidden corners have not been updated.
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@Alionis Jesus Christ, I am not judging the wiki. And it was edited right now, probably sparked by this very discussion.
Just look at the history of the link, it says it transfers to a dull totem:
Link: https://deadbydaylight.fandom.com/wiki/Hex:_Haunted_Ground?diff=105355&oldid=100105
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@Alionis said:
https://forum.deadbydaylight.com/en/discussion/comment/2393591#Comment_2393591
What would be the point of that? Do you guys think the wiki people didn't test that stuff themselves?
HG and HU interact exactly how the wiki says they do.
Not really. The wiki has some quite outdated info sometimes. If you go to the Trivia section of the Hex: Haunted Grounds article found in this link, the author lists the interaction with pre-nerf Undying as if it is current content. The exact same question was posed here, with no official confirmation as that section of the wiki was unkept, meaning someone should go there and update it.
Those obscure interactions are easily overviewed by the community and despite their best efforts, the wiki is not a complete source of truth. Check the video I posted with the current outcomes in the post above.
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Combines well with Infectious Fright in slug-heavy builds. Plague and Legion can make use of it easily.
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Scratched Mirrorless Jumpscare Myers. The more you learn.
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@truegod_10 said:
https://forum.deadbydaylight.com/en/discussion/comment/2393648#Comment_2393648
Nice video. Shows the concept very well.
Thanks :D
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@Torsti56 Got both interactions here.
https://youtu.be/B_mQH7S42ng@TheClownIsKing Both should be happening, depending on which totem is cleansed first.
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Had both effects in 2 games RN. will post the recording in a few mins
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2392277#Comment_2392277
I think you’ve misunderstood. HG is proc’ing twice per match, which shouldn’t be occurring since the Undying changes.
I can proc once or twice depending if the first totem cleansed was Undying or Haunted respectively. I want to test in a few matches. Want to help?
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@Torsti56 According to the official Wiki the hex transfer only happens when another hex totem is destroyed:
When another Perk's Hex Totem is cleansed, its Hex is transferred to the Hex: Undying Totem, including any accumulated Tokens, disabling Hex: Undying instead.
We can do some rounds to check
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Twins require coordination to play against. The most effective way is to separate into two groups of two. WGLF does wonders against them.
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@quirky said:
https://forum.deadbydaylight.com/en/discussion/comment/2392293#Comment_2392293
Why is this a thing?
Before Undying nerf it was worse. The killer could get 3 activations in a match.
IMO, check for other hexes like Ruin by touching gens and cleanse the Hex when the killer is chasing an injured target. An exception might be Spirits, they tend to run Haunted a lot.
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Blood Hunt + Tome Challenges.
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@quirky said:
https://forum.deadbydaylight.com/en/discussion/comment/2392277#Comment_2392277
So they can have haunted twice?
Yep. The match starts with 2 Haunted + 1 Undying. If Undying is cleansed, no one is exposed. If Haunted is cleansed, the remaining lit Haunted remains, the Haunted hex is transferred to Undying, and everyone is exposed.
When cleansing the first totem under those circumstances 2 out of 3 times the killer gets 2 activations.

