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lagosta

lagosta

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  • Prove Thyself - No One Left Behind

    They give you in-match BP bonuses. What you need to know is that in-match bonuses are capped at 8k for each of the four categories, so the most you can make in a match is 32k.


    WGLF:

    post-match bonus. There is no cap here. So if you made 30k in-match BPs and got 2 stacks of WGLF, you get 30k + 50%x30k = 45k. One note is that post-match bonuses do NOT stack multiplicatively. So if you had a BPS offering in the above calculation, the final result would be: 30k (match) + 50%x30k(WGLF) + 100%x30k(BPS) = 75k. This is especially important to notice in the anniversary event as everyone is stacking cakes.

  • I don't like the idea of MS rewarding basement hooks as is, it puts both sides in a tough stop. If the survivors notice it, they will never loop close to the basement and carry them there becomes a hassle. On the other side, I don't think we should reward basement Bubba even more.

    Just untie the hook requirement and turn it into something more interactive.

    Monstrous Shrine

    • A shrine will spawn in the basement with 4 skulls, each linked to a different survivor. While active, the shrine skull will permanently block one survivor perk.
    • Each survivor can kick their respective linked skull to deactivate the effect on Monstrous Shrine on them, and only them. Doing so will make them scream and afflict them with the Exposed status effect for 60 seconds.

    That way survivors can choose between playing with 3 perks or risk going into the basement and becoming exposed for a while to reactivate their full build. Killers at least get everyone to play with 3 perks.

  • You haven't played in Midwich recently, have you?

    Either way, totems are not given to survivors. Their unchecked impact is so big that I dedicate at least one perk slot to totem interaction and I've seen more and more people running Inner Strength + DsH/SG/CF in SQ bc hexes are too good to skip. Your Hex Perk may go down fast against totem tracking perks, but it also secures wasted perk slots for survivors once they go down.

    The only winners in this Hex heavy meta are the killers that play without them and can fully enjoy their perks. As a survivor, the moment you remove your totem tracking tools you'll be sent to an indoor map with against Ruin/Undying/Tinkerer.

  • Wraith is free, easy to learn, and has very good addons.

    The whole braindead invitation package :D

  • bc survivors have technically more "idle" time

  • I was really hoping that the temple of purgation was more akin to Petra than what it is in the middle of a forest now:

    image.png


  • IMO, you're more likely to face toxicity from survivors bc you're matched against 4 of them.

    Heck, even when you play survivor, you're 3 times more likely to find a toxic survivor than a toxic killer.

    Scott Jund made a video on killer and survivor toxicity and I recommend you watch it. It's actually very nice.

  • Not perpetrating toxicity is enough of a reason to me.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2363883#Comment_2363883

    Oh right, the Hatch does automatically close after a duration doesn't it. Not really sure why it does.

    It used to be 30 seconds. So if the killer closed it, ECG would start and all gens were blocked. It was a bad deal for the killer depending on the number of remaining survivors on the match. So you would have to camp the hatch until it closed. That basically gave 30 seconds of uninterrupted progress to the remaining survivors in the match. It was reduced to 10 seconds or is scheduled to change I think. So one less of an issue.

  • ECG was created to prevent survivors from holding the game hostage and it does that just fine. Killers can now open the gates and start the ECG to activate Bloodwarden, should they please. The only 2 bullshit related to ECG was how the killer had to wait 30 seconds by the hatch that was opened with a key to prevent the ECG from starting.

  • @Mr_Madness said:

    Maybe Knockout perk?

    No, it was like that every time I entered Nightmare state, even when M1 from healthy or just after the timer ran out. Something happened in the last iterations of the game that messed up the in-game filter I think.

  • @GeneralV said:

    I have absolutely no idea if this is intended or not. Unfortunately, going against Freddy is extremely rare for me, so I can't even test it.

    It's rare for me too, but the last game I had yesterday that happened. Outside of nightmare everything was ok, but inside, it was like that.

    2021-07-09 (10).png

    I swear I would lose him everytime he walked on top of a patch of grass

  • You will not silence him!

    image.png


  • Brutal. Fire up is for the memes

  • @FancyMrB said:

    @Zozzy I like that idea!!!

    He certainly got a glow up, and my attention 😍

    To horny jail with u! :D

  • Left behind + green map. Hope your team stomps the killer and wait by the hatch after the last gen is done. You can use a Hatch Offering instead of Left behind.

  • Unless you're in low ranks it's quite unforgiving. change it to 4k

  • @konchok said:

    https://forum.deadbydaylight.com/en/discussion/comment/2341355#Comment_2341355

    Furtive Chase + Rancor is one of my favorite Meme perk combinations. Furtive Chase + Nemesis is also a lot of fun.

    You should name that last one Oprah-session cus you handing down the obsession status left and right. :D

  • you mean bugged spots? Supalf has videos on those

  • Not so much. If you say it's less detrimental to survivors, then I will agree with you.

    There are lots of corridors that make dodging an arduous task along with a lot of unsafe pallets. It's a playground for stealth killers too.

  • A good DS will give no time for reaction. The only thing you can do is try to predict his patterns and preemptively avoid shots. Ex: most average DS will shot corners. But if you get the guy that can land shoots through the shack wall holes, then you just FF to the next game I guess.

  • It's worth using if you really want to make use of a Hex perk, not necessarily Ruin. It goes amazingly well with Devour Hope for example.

  • 1-There are killers that have a low skill expression like Wraith. They can only do so much in a 1v1 due to power limitations.

    2-There are killers with a high skill expression like Blight. They require mastery and reward those who sink in hours to master their power.


    A-There are killers that have way too much counterplay, like Trapper. They feel gimmicky to play against and often times unrewarding.

    B-There are killers that have adequate counterplay like Huntress. They create interesting chase dynamics where the survivor and killer can mindgame and call bluffs. After going down to a good killer, you feel outplayed and satisfied.

    C- There are killers that have little to no counterplay, like DeathSlinger. They offer survivors no real skill expression and feel cheap to go against. That doesn't make them overpowered by nature, just unfun.


    Spirit sits comfortably in the 2-C category. In the hands of a good player, she is fun to play as but removes all agency from the survivors. Her passive blinking, stand still mindgame, overtuned addons, uncompromising power put her in a very advantageous position. If the Spirit didn't hit you, chances are it was her mistake and not your decisions that lead to the outcome. There is a reason as to why she is a lot more hated than Nurse or Blight, despite all 3 sitting on the top of the food chain. Her current implementation is just dumb and needs to go.

  • Speak for yourself. Going against a good Spirit or DS is as fun as a needle in the forehead.

  • it's 2 skill checks and while struggling a moderate lag spike could kill you. QoL change, not buff.

  • @Mysticwarriormj said:

    https://forum.deadbydaylight.com/en/discussion/comment/2318915#Comment_2318915

    Lol, this was a good read but I will pass on using No Mither. To me the perk is like having permanent exposed status and I don't like being one shotted as it is even at the best of times. Also the Unbreakable function of it is hardly useful either as most killers are just going to hook me. So me using it is just speeding up the killers win for that match by a couple minutes.

    The text was just for the lulz. :P

    The perk is bad but you can say it counters NOED, Haunted Grounds, Devour Hope, and all exposed effects by wasting the killer's perk slots :D

  • No Mither is not bad, it's for the strongest among us. No Mither is for the brave souls that crave the adrenaline and disregard the foolishness of safety. No Mither was designed to be so bad it overflowed into goodness and became something no other perk made thus far: it became The Meme. Say what you will, call it bad. The simple truth is YOU are NOT good enough for IT yet.

    So when you find yourself bored on the top of your mountain of medkits, healing perks, and second chances THE craving for something else will consume you. You'll know you need No Mither, you'll equip it, you'll give that killer the run for his money, and you'll exit through the doors knowing your work was impeccable, immaculate. No Mither gave you what no other perk ever could: achievement.

    Or you'll die horribly in the first 2 minutes of the game, IDK.

    /rant

  • That is a very interesting question Killer's Lunge and Dead Hard work identically with the exception that the killer is not locked in a direction according to the wiki. I couldn't find official sources on the duration though.

    A Survivor Dead Harding accelerates for a very short duration and follows up with a constant speed of 8m/s. Assuming 1 second duration, that's 8 meters.

    A killer lunging moves at 6.9m/s. Now comes the issue. I couldn't find official sources on killer lunge durations. The only info is an addendum that relates to a change to the Nurse's lunge on patch 2.2 that untied her movement speed to lunge reach. Extrapolating that info to other killers (this may as well be untrue) killers have a base lunge reach of 6 meters and max lunge duration is 0.87 seconds, meaning the Survivor can outrun the killer by 2 meters.

    Take this info with a grain of salt though.

  • wooooooooo

    820ggk5e0z471.png


  • No Mither will be forever unviable unless it does something that cannot be denied by the killer as the drawback of spending most of the time broken is quite unbearable. If the killer hits you and immediately sees the Broken icon, they will never slug you. IMO, leave it as a meme. Not all perks can or should be good.

    Regarding your changes for Dead Hard though, it is too powerful.

    • The haste effect after being hit is much more substantial than the current DH dash. DH dash for distance grants one extra loop, a common M1 grants a transition to a better tile.
    • Another issue is the uptime it provides to the survivor. Currently, a health state is equivalent to 32 team seconds (either Self Care or another teammate healing one for 16 seconds). Your iteration potentially grants a free Endurance and consequently another health state every 40 seconds. During that time, you can still work on gens or other objectives. It basically doubles survivor efficiency.
    • It lacks counterplay. It needs either an activation requirement, a duration, or both. On the lines of "press E to activate Dead hard and gain the Endurance Status effect for X seconds. That way the killer can opt to bait for a grab or wait in a similar fashion to Styptic Agent.
  • @Yords said:

    What if I were to tell you that the issue is latency and not her hitboxes?

    Her hatchets have spherical hitboxes. That's why collision is much more consistent vertically than horizontally as that's the orientation they spin. Even from the killer's perspective sideways hit detection is questionable, indicating it's not a just latency.

  • I've had teammates spawn floating in at least 3 games since last patch (genuine bug, not hacks). Maybe the zombies are spawning below the terrain or something?

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2300254#Comment_2300254

    Steve would like to file a formal complaint hhhhhaaaaaaaaaAAAAAAAaaaaaa.

    He's on the bench in case anyone is consumed by the fog.

  • Complete the strategy with the Meme Scream Dream Team!

    Laurie, Elodie, Ash, Jeff.

  • Every time I see this topic, I remember how much I want the Memory of Alessa skin T_T

    image.png


  • Nope. Just have gen tapping changed.

  • As a killer, I play mid and lower ranks. Ruin+Undying is overkill. Ruin alone can last the whole game in indoor maps. Games are boring as I only need to patrol gens to 3/4k at 3+gens. I stopped running it to give a chance to survivors who are still learning. That perk combo dramatically increases my lethality by dragging the for so long that I can easily destroy the main resources they have to work with.

    As a survivor, I always carry one totem hate perk (DsH or SG). Ruin is devastating if the killer can just patrol gens or have high mobility, which is the current meta. Also, games are boring on the survivor side too. They drag for too long and feel sluggish.

    IMO, current Ruin is too polarizing, not sure how to change it. Maybe DR on longer games?

  • You need to pump your troll bait game

  • @Piruluk said:

    https://forum.deadbydaylight.com/en/discussion/comment/2295278#Comment_2295278

    Yeah Wraith seems to be easiest and played about 10 games. I did 8x4k, and 2x3k because of DC

    In games that are going too easy, I'd advise taking your time with survivors and practicing mind games and moonwalks. Those skills are easily transferred to most other killers and will really step up your potential. Best

  • Go wraith. He will teach you a lot about macro decisions and is very forgiving in terms of mechanics. He also stomps SQ and is much more effective after the recent buffs.

  • @OniWantsYourMacaroni said:

    I feel like huntress hitboxes aren't the worst thing ever.

    It really is just bad killer ping that makes those super questionable hits possible

    I heard that her hatchet's hitboxes are sphere-shaped instead of disk-shaped. That's why she can land so many questionable hits horizontally but has more accurate collision detection vertically. Trying to recall the source here, will update when found.

  • You can do it by using the report tool in the post-match screen or click the Support in the menu to our right, scroll down and click "Submit a Request" button. Make sure to upload all of the visual evidence you gathered and/or attach links to those. Best of luck

  • I couldn't remember a meme format with only five T_T

  • Every single anniversary event...

    KillerCooperation.png


  • You can get BBQ stacks by just doing what you're supposed to be doing. To get WGLF stack you need to go out of your way.

    Consider the following: there are 4 survivors that can be unhooked twice each, that is a total of 2 unhooks per survivor on average IF it is a safe unhook. The other 2 stacks must be from protection hit, pallet or flashlight saves. In either case, you need to stop what you're doing to engage in another survivor's chase.

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2288283#Comment_2288283

    Did you looked myscreenshot? How survivors can find this totem? Be fair man.

    I agree that that spawn was really bad, but I don't think any side should be able to gamble totem spawning.

    ATM, good totem spawns are more a matter of getting an indoor map than anything else, and if you're willing to use Hexes (and in the future Boons) you should be prepared to have matches where you get good/little use of those perks.

  • Restraint. These add-ons provide invaluable information in and out of the chase and survivors need to snap out of it, so you have an on-demand tool to counter mind games. People really underestimate their power.

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