latinfla4
latinfla4
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@Nomadd said:
https://forum.deadbydaylight.com/en/discussion/comment/2562154#Comment_2562154
Trickster (first time ever), Pinhead (first time ever) and Huntress (first time since 2019).
Your mmr should not have been that high though...supposedly all previous mmr data was scraped until the newest test.
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@TeabaggingGhostface said:
Corrupt doesn't give you the same info, it only blocks the furthest gens and doesn't tell you who is where
Lethal tells you where everyone is for a short time
Either way, i run both, lethal to choose a target and corrupt to make them not work on certain gens at the start
Isnt that a bit of overkill...you will be down 2 perks after 2 minutes in the match.
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@Munqaxus said:
Second Objectives will be put into the game on Oct 19th with Boon totems.
But I mean for mandatory ones for survivors
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@Clevite said:
Well since Pinhead and Nemesis already have Passive ability , I'd say passive ability
Are the zombies really considered that useful of a passive for nemesis?
I would rather he slowly gains infection throughout the trial to have at least a lv2 tentacle.
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@[Deleted User] said:
No, but I'd rather boon totems either have a smaller radius (16 m) or a limit on how often they can light a perk (3 times, maybe)
All going to depend on how much they are abused ๐ค
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@Lemonwolf said:
Maybe they will add a new Survivor Perk that punishes Gen Kicking.
Perk: Tap Dancing
Your relentless efforts to demoralize your opponent pay of in an unexpected way.
After sufficient t-bagging or flashlight clicking has been conducted in an attempt to demoralize the killer tap dancing activates for 45 seconds.
Whenever you are in the terror radius of the Killer any Generator currently regressing will have its repair progress increased by 15% when tapping it.
An additional 5% bonus will apply for any other additional survivor within the terror radius when they actively "demoralize" the killer.
If its the last generator that need to be repaired one tap will finish it instantly, the exist gates will be opened and all survivors will be teleported to the gates at once. This perk has no cooldown.
Coming soon as a boon totem ๐ค
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@DaWeezerd said:
More likely that gen tapping gets buffed and gen regression gets nerfed
Our data shows that gen regression is too prevalent.
Sir that is because the killer was using ruin๐คฃ
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@Gwinty said:
Well, as everybody is just adding their worst I will add my best so far:
I was playing Cenobite in the swamp running the usual build (Plaything, Scourge Hook, Deadlock, Brutal Strengh). I had 4 competent survivors who were working together. I got some nasty flashlight saves but also some pretty sweet chains down and even thou the match ended with 4 people escaping I felt it was a fair game. I was pretty exited, there was not a second that was not tense without feeling unfair and clearly the match could have gone either way.
In the end just gg wp from both sides. Good manners and they just left.
Good game, good survivors, had fun.
Have you tried a hoarder Franklin's demise build yet?
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@Nomadd said:
I only have bad stories - I haven't played killer since 2019, in 2020, 2021 I played like... two killer matches per three months, so how 'high' my MMR can really be, right? When it started, I thought to give it a shot, since it should be finding me people with my 'skill' level...
So first match - me on Ash IV, vs 4 absolutely sweaty SWFs, each with few thousand hours, iri ranks (before someone says 'but ranks don't matter' - if I have Ash IV, it means I haven't played or played poorly, right? If someone has Iridescent I it means he played pretty well and pretty long. It's not even an opinion, it's a fact) etc. So I got destroyed before I realized ######### happened.
Second match? Basically the same. Third? Wanna guess? I mean... I guess I must be super skilled and my MMR was rising even though I didn't touch killer for two years!
I tried it a few more times and decided to quit. Great job BHVR, as always.
What killers were you playing? I dont know why your mmr was that highโน
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@JohnWeak said:
As DbD has always been a great balanced game i would say :
- Mechanic : gens that are outside of the boon totems range are insta done once a survivor touch them
- Fountain of Youth : inside the boon's range, have a passive healing @ 500% of healing speed
- Man of steel : boon's totem range increased by 200%, add 15 heal states to every survivors in the range
- Sneaky snake : inside the boon totems range, you are totally invisible, gen speed increased by 100%
- Tomb raider : you like old tombs, all hex totems outside of the boon's range are immediately cleansed, dull totems are immediately changed into a boon totem
- Doors maniac : your strong will to open doors grant you the ability to open doors even if no gen has been done
I know it's kind of out of the subject but that would me my personal best boon totems that will surely be released pretty soon :p
๐
They might use some of your ideas๐
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@[Deleted User] said:
Midwhich/Lery's/Game Offerings with Detective's Hunch to figure out the best Gen dead zones to bless with a Boon. Preferably a Totem that is on the opposite floor of wherever I'd want to be in chase/heal
Abuse those 2nd floors...maybe even coldwind with the house๐ค
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@Phasmamain said:
Small game to find totems to bless
obviously shadow step and circle of healing
WGLF for insane slug healing with COH
Oh nice ๐ค
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@Rey_512 said:
Not necessaryโฆ instead:
Remove perk tiers.
Make blood webs less random (always include a specific amount of items from each rarity: for example 2 Ultra Rare, 3 Very Rare, 4 Rare, 5 Uncommon, 6 Common.
Goes in conjunction with my point above: Make blood webs smaller. No gives a damn about the โstrategyโ in blood webs, itโs just pure grind.
Good points...I always get the useless lessen the fog, remove a chest, and spawn hatch offerings as killer.
I have 50 haddonfield and rpd offerings saved...like I would want to go 2 either one as killer๐
Smaller bloodwebs would be welcome ๐
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2561680#Comment_2561680
I'll attempt killer, but if I don't like it I'll just quit, which is the same thing many survivors have done to get us to this point.
Wait til this update๐คฃ
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2561684#Comment_2561684
Not good enough for me. I want my main back.
That is why I mention him at every opportunity, insist on his return whenever there is a chance to.
What if it was the Robert englund og freddy?๐
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2562104#Comment_2562104
Bloodpoints can be exchanged for goods and services
And if you use them for BP offerings then the cycle can continue๐ค
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@landromat said:
Burnt out completely of trying to win. Now i just sit in the basement protecting the chest until i feel like im having fun as killer again
How many games does that take?๐คฃ
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@Squirrel_Thicc said:
My worst sbmm story is that since its release about 80% of my killer games are over in less than 5 minutes :D
Who do you play?๐
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@LordSturm said:
if they're killing themselves every match that means their mmr is probably fairly low, so I'd guess it's not that your mmr is too high but that they've rigged theirs to get lower than it should be
I am pretty sure they were lowering their mmr on purpose and we hit the crossroads of me going up and them going down.
Getting those extra points on a killer I dont play regularly isnt that hard unfortunately.
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@GeneralV said:
Old Freddy was the only one, especially when Survivors got unlucky with Skill Checks.
We will sadly never get him back...maybe a reskin as a new killer with his powers?
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@danielmaster87 said:
None for me. Deathslinger comes close, but that won't matter soon.
Who are you going to try or are you done with killer if boons get out of control?
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@TWiXT said:
I believe it would only be fair, if a hex relights only after stomping out a boon. For Example, say you cleansed Ruin, and then lit up a boon, if the killer stomps out the boon it relights as Hex: Ruin. Of course for certain hexes like NOED or Plaything the rules are pretty strict for their activation: if there are no dull totems available at the time they are supposed to activate, this simply means they don't activate, so stomping out a boon AFTER the gates have powered doesn't light up NOED, and doing the same after you've hooked a survivor for the first time doesn't activate a Plaything totem.
What this does is create a power struggle for who has control over the bones in the map, and this wouldn't really be broken for the killer because whatever boon they stomp out is replaced with a hex, so as a survivor, you already know where that totem is since it was a boon, and can go over to it to either cleanse it or bless it again depending upon how much time you want to spend on it, or how crucial controlling that territory is.
This way boons have better risk and reward for using them. You are rewarded with the boon's effects as long as they stand, but risk giving the killer back any number of hexes they brought in that have been cleansed/blessed. In Ruins case this isn't really a problem, because you'll automatically know where it is after the killer stomps it out bringing back ruin, but for something like Devour Hope, it can be very dangerous using Boons because no one wants that back, even if its only around for a short time.
I think this is the only feasible way to allow killers to relight hexes in that it requires survivors to allow it via their own choice of blessing a totem in the first place.
It would make for an interesting dynamic ๐ค
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@slendermansmoom said:
ok so infinite noed, devour hope, haunted grounds, undying. sounds like fun to go against
I did mention stacks would be lost?
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@OniHatesSWF said:
It made lots of killer main streamers who get use to play with potato baby survivors realize that this game is absolutely survivor-sided.
Especially new Spirit's father Scott Jund.
Can't wait to see his new Spirit video against high MMR survivor.
Or we will never see it?
I'm looking forward to the update. :)
So am I...i want to see how long survivor lobbies will get once killers leave๐ค
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I reccomend back 4 blood for your horror needs right now๐
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@BenihimeWrath said:
I believe the devs have stated they actually like the ability to gen tap, so not only do I think its never going to be nerfed or dealt with. Its intensely likely that a kick buff will never happen either as the devs seem to be enormously adamant in forcing killers to use 3-4 gen defense perks, or just not use any at all and let the game end in 4~ minutes.
Or y'know, camp/tunnel/slug.
Ironically though, it would take just 2.5% regression per kick to force survivors to at least go even with the kill in time investment. (Before modifiers like brutal strength, toolboxes etc etc)
But remember when they said we should have to depend on certain perks๐ค. Well it was also said that trapper and clown aren't low tier just played wrong.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2560487#Comment_2560487
Sure, keep kicking those gens while survivors troll you.
If there was an actual kick regression it wouldn't be an issue...let me regress it 5 to 10 percent each kick and let's see how long they continue gen tapping in a chase
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@OniHatesSWF said:
In this moment, lots of streamers rant on balance or SBMM.
DBD forum guys like Mandy still try to persuade us slow down perk isn't needed in his/her opinion.
Well done communist party.
In fairness,legion has built in slowdown with frenzy.
The only other killers with built in slowdown are freddy and pinhead.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2559389#Comment_2559389
I do it every game assuming the killer has BBQ anyway. ๐คท๐ผโโ๏ธ
Sometimes the threat is just as powerful...I still respect ds if I tunnel even if they dont have it
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@Gladonos said:
I guess but it will increase the survivor killer blood point disparity even more. WGLF kind of blows for blood points. Make it 50% stacking 2 times would be better or make heals count too.
That's what I mean it would help both types of players...survivors already get crap for points as it is
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@slendermansmoom said:
gen tapping can be countered by my favorite perk overcharge and survilance
gen kicking can be countered by blast mind and rookie spirit
It using a perk slot to as a bandaid fix instead of fixing the core problem but yeah they work well ๐
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2559169#Comment_2559169
Gen tapping is only a thing because they added gen kicking. ๐
BHVR was so worried about regressing gens they only allowed it to regress in fourths. You had to kick it again to go down another quarter.
But to stop regressing it's only logical that repairing a gen would stop it. Just because that repair lasts less than a second shouldn't mean it ignores it and continues regressing.
Gen kicking should take just as much time as gen tapping then it would be fair๐คฃ
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@Kurri said:
https://forum.deadbydaylight.com/en/discussion/comment/2556671#Comment_2556671
With that math then you are usually always gaining, and that's terrible for any mmr system.
No wonder playing Killer is so awful
Yeah and it doesn't seem to be addressed right now. Baseline individual killer mmr should have been 50 percent of whatever your main killer is
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@CrowVortex said:
I've been preferring Thrilling Tremors or Discordance for info over BBQ nowadays, then again i have majority of the killer's i play with perks i want, so extra BP gain isn't a factor for me.
Do you gain as many BP as you did when you used bbq?๐
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@Squirrel_Thicc said:
No it'd be ridiculous, just like how old undying was ridiculous.
But old undying gave survivors that second objective the game needed for balance.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2558769#Comment_2558769
Why you shouldn't kick it. If 2 to 4 survivors are swarming a gen, the last thing you should be doing is kicking that gen.
That is obvious๐...I was responding to your gen tapping is a result of poor time management comment.
Chasing and pressuring survivors is not poor time management...gen tapping is just bad game design made easier by survivor based matchmaking.
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@Rhoska said:
https://forum.deadbydaylight.com/en/discussion/comment/2557187#Comment_2557187
From the perspective that Killers need hits/downs/slugs/hooks as their primary mechanism to "win, and that Survivors need gens done (and as many Survivors alive and moving as possible doing them), instead of slowdown perks, perks that facilitate getting hits on Survivors, ease chases/loops would be primary, and slow-down secondary.
To paraphrase: Slowing Survivor progression wont "win" you the Trial, it only makes it slightly slower for Survivors to fulfill their objectives.
Interesting comparison, is slotting 4 slowdown perks, so going all out on that. Then you significantly slow Survivor progression, but you have no help from perks to actually fulfill your objective of getting hits. So you will have more time in which to "win", but nothing else (perkwise) that actually helps you "win" in that time.
So slow-down perks are like medication that helps slow down the progression of a terminal condition, but doesnt "cure" it. From the Killers perspective, the only "cure" is elimination of the Survivors (which requires hittibg them), and to facilitate that, key perks are a substantial help.
Perhaps the most important of those, is Brutal Strength to quicker kick through pallets, doors and also gen kicking. In an average match (different in top level matches), a Killer has to repeatedly kick those, so the advantage of 20% off each such action quickly adds up, plus ofc time/distance to chased in each pursuit (so they cant as readily reach another), and after 5 you sort of get the 6th one "free", in the time you saved on the previous 5.
Corrupt in total time, will likely earn you more "time" total than Brutal Strength, but Corrupt wont help you later in chases, and Brutal Strength has (as was in my list of perk priorities) the advantage that it lasts throughout the match and is in the Killers own control/choice to use ingame and cant be countered, whereas in the Corrupt period at start, Survivors can just hide, hunt Totems or stack on the unblocked Gens, all of which are potentially harmful to the Killers setup.
If you go shredding every pallet with brutal strength you will spend more time on that then pressuring gens in the long run with regression perks.
Are you combining it with spirit fury or enduring?
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2558399#Comment_2558399
I don't know: Blessing a totem > having a loud noise notification > killer comes and breaks the totem > and you don't get healed. That's a lot of wasted time for a self-care perk. To many nerfs and no one will even buy the survivor, no one wants more crap in their blood-web and the Developer probably want some type of return on the time they invested in making this new survivor.
Plus, who is going to re-bless a totem a killer just broke anyway. That's a good way to wind up on a hook.
What's going to happen is there is going to be a free fast heal section away from gens...if you commit to the chase gens will get done.
If you dont commit they run away and reset. If medkits are in play even better๐คฃ
Another scenario can be a small map with the scratch mark boon totem on seperate corners. Chases are going to be real fun then.
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@[Deleted User] said:
The effects definitely not. 100% healing speed on dying survivors is actually really good.
Basekit aura reading means that you will always have to hide in a locker to avoid it, i don't like that.
Just the BP stacks would be nice...yeah the perks would be op๐คฃ
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2558414#Comment_2558414
But what's sad is that when they first were discussing about the new MMR you wouldn't have to worry about your low killers going against higher skilled survivors.....that I can confirm is a lie.....I started playing one of my never touched killers to try them out and they were being affected by my Main Pyramid Heads high MMR
Yeah there really isn't an individual killer mmr...you still have to practice your new killer vs hard teams until you get lowered enough from constantly losing.
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@I_am_Negan said:
Any killer can be the best on console.
It's just how much time and dedication your willing to put into that killer.
Depends more on the optimization than time put in unfortunately.
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@Mr_K said:
Gen tap is just the result of poor time management on the killers part. While the base regression should be increased to make breaking a gen more viable, it should only be done when you know it will stay regressing for some time after.
Kicking a gen when you fully know a survivor will be back on it once you leave is poor decision making.
You have never had a gen tap happen to you during a chase right?
It is impossible to damage and push 2 to 4 survivors off a gen and still regress it when the kick animation takes longer than the tap.
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@GodDamn_Angela said:
BP are worth more than MMR every will be in its current state. MMR is invisible and it is affected so little per match that you won't notice any difference when you Win or Lose. Unless you think BBQ somehow makes you lose SOOOOOOOOOOOOOOOOOOOO much more that you'll actually visibly see a difference in your matches.
I know BP is important...I am just saying if running another perk that prolongs the game in some other way is more beneficial?
More chases, more gatekeeper points etc.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/2558385#Comment_2558385
Why do people ask these questions? You literally can't know if you have a high mmr or not.
I am pretty sure you will notice a difference when you get higher mmr๐
If you dont congrats may you get your 4 stacks playing fairly๐
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2556726#Comment_2556726
The more you play, the more accurate it will become. A good MMR will put more weight on recent wins than older wins and there should be a time decay, so if you haven't played in a while, your MMR drops.
NNot sure about the time decay...there are killers I haven't played more than 1 match with the new mmr, haven't touched for weeks, played another match and I am still getting high mmr ranks.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2557158#Comment_2557158
I'm 99% sure that BHVR doesn't consider Consoles when designing new Killers at this point.
That is true....trickster is still horrible to aim with, nurse bugs out more, any speedy killer causes frame drops, etc.
It basically has to be an m1 killer with some map pressure or good anti loop to have any success on console.โน
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2558244#Comment_2558244
I'm not sure if they have a cooldown period or not to be honest. I don't think they do.
Sorry I meant that exhaustion perks have a prerequisite and/or cooldown before they can be used again.
Reblessing should have a cooldown as well.
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@Mistakesweremade said:
Yeah? I mean, it's free bp on top of tracking.
There are better tracking perks or even using something like stbfl and gen regression perks...longer game time = more bps overall.
There comes a time when you reach and mmr where you dont reliably get 4 stacks.
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@chargernick85 said:
I get my 4 stacks 98% of time so yes.
At high level mmr?๐
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@Avilgus said:
- Nerf Pop to 20% or even 15%
- Each kick regress the generator by 5%
- 1 or 2 s to cancel the regression
Would be a good start.
@Jerek said:
All they need to do is just add a standard skill check when a surivivor begins repairing a gen that is regressing.
Just a standard check, no fancy effects or extra regression, this alone would help solve gen tappers.
Ok maybe a special check that has no great skill check spot.
@brokedownpalace said:
IMO, the only gen tapping nerf needed is it should take 1-2 seconds of continuous repairing to stop regression.
Brutal Strength could be buffed to do a small amount of gen progress loss but base kit shouldn't be changed.
Good suggestions ๐