thesuicidefox
thesuicidefox
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@xMvCxBoss said:
https://forum.deadbydaylight.com/en/discussion/comment/992628#Comment_992628
Besides me, right? 😂
Especially you 😈
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Two minutes is a long time in this game. If the killer is catching survivors and you're all not going gens that is really going to hurt.
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@Marcus said:
https://forum.deadbydaylight.com/en/discussion/comment/992618#Comment_992618
Thana is mostly a placebo effect, so they can still easily repair though it.
SMH it's really not.
When 1 person is injured it won't do much.
When all 4 are injured it will slow down the game A LOT.
I don't get why people sleep on Thana. It is really effective when everyone is injured.
Also you can repair through anything, even current Ruin. So I don't get what point you are trying to make honestly. The idea is to slow them down to give you more time as killer, either by forcing them to heal or actually slowing gen progress. It's not supposed to outright stop them. NOTHING can outright stop them.
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@snozer said:
https://forum.deadbydaylight.com/en/discussion/comment/992618#Comment_992618
I find my survivors just ignore it and sit on gens.
Thana doesn't stop gen progress, it is actually rare for survivors to bother healing in most of my games as killer or survivor and i don't heal either.
It is to easy to waste the killers time and you have to many lives and second chance perks.
Dude nothing STOPS gen progress, but when everyone is injured trust me they feel Thana very hard. At base with no other buffs/debuffs, 4 stacks of Thana increases gen time to 95.2s. That is pretty significant, especially if you catching survivors quickly and/or chasing them away from gens.
You really should try it before you knock it. It is highly effective. The only real counter is to team up on gens, at which point you could just use Discordance and keep them injured even more.
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ALL CLAUDETTES MUST DIE.
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@snozer said:
https://forum.deadbydaylight.com/en/discussion/comment/992604#Comment_992604
I am guessing wraith ghost face and legion?
Everyone else you can run from and get to a loop path thanks to the terror rad.
Spirit and Ghostface I found to be the most effective. Legion and Plague only need Thana because survivors don't heal against them anyway. I don't play Wraith or Myers but yea it's good for them too.
I also found it effective on Trapper, Nurse, and Clown.
What ends up happening is that survivors start healing to get rid of Thana but then because of Sloppy it takes a lot of time to heal. Once you get them sucked into that healing vortex you can keep them busy for a while and off gens. If they decide to forgo healing for gens, well they are slowed down by Thana. It's a catch 22; either spend a lot of time healing or spend a lot of time doing gens.
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@snozer said:
https://forum.deadbydaylight.com/en/discussion/comment/992563#Comment_992563
I like how you assume Good survivors will let you injure them all in that amount of time.
Not assuming. I use this combo on a few killers it is very effective for a hit and run style.
If you are the type to chase one survivor until you down them, no it won't work.
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@luka2211 said:
https://forum.deadbydaylight.com/en/discussion/comment/992573#Comment_992573
i see what you mean with the chase perks,i'll start to use snares more. Rn i don't use them as much i should prob and it makes loops last longer
Yea just spam the crap out of them. Most loops can be beat with just 1 or 2, but stronger ones like god window on Suffocation Pit need like 4. The trick is to put them on the edge of the loop, not directly on the pallet/window. What I do is stand at the pallet with the survivor on the other side of the loop, shimmy a bit back and forth as I place the snare as close to the survivor as I can. Then I push them around the long side, force them into the snare, and land the hit before they reach the pallet. It works pretty much every time and the survivor can't do much about it.
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@luka2211 said:
https://forum.deadbydaylight.com/en/discussion/comment/992524#Comment_992524
Enduring/bamboozle is a good perk to use regardless. Besides,people always use ruin on freddy,atleast the freddy's i go against.
You don't need addons either,pop is good enough unless you want to win against every team with no effort by just having that passive slowdown,tho when you go against really good teams that are all actual rank 1s,you are probably gonna lose. I don't think ropes nor chains will help you there
If you run Thana with Outdoor Rope, that means when you kick a gen with Pop it's potentially 30s of repair time you just knocked off due to the extra time it takes to redo that 25%.
I see a lot of Freddy's with Ruin still but you really don't need it. Better to rip that band-aid off now and just start using other slow down tactics.
As for Enduring/Bambo, again you shouldn't need chase perks on Freddy. You can win almost any loop in the game by spamming snares. The only loops you cannot win is shack pallet (if it's dropped you have to break it) and a few other god pallets (eg. basement pallets on Game). If you are using chase perks on Freddy you are wasting a slot that could be used to slow the game or track survivors honestly.
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I switched to Corrupt for both Huntress and Trapper since those are the only 2 killers I really use Ruin often.
For Huntress it's nice because it's less gens to patrol at the start meaning you can find survivors grouped up more and get more pressure going early.
For Trapper it's nice to have a space you can basically ignore when setting up traps.
Basically it shrinks the playing field for the first 2 minutes of the game.
Honestly if you want to try something to slow the game use Sloppy and Thana. It's actually really effective, just it takes a little time to get going. 1 or 2 gens will pop before you really get value out of it, but once everyone is injured you get a lot of breathing room as they will often focus on healing first.
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You don't need Ruin on Freddy at all. You also don't need chase perks at all.
All you really need on Freddy to control the game is Pop and ropes/swing chains. If you know how to use snares you can beat survivors at any loop in the game.
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Killer equips Sloppy and Thana. Hits every survivor before downing the first. Free 4 man slug at 4/5 gens.
15% is a LOT of slowdown and this could easily abused by killers. Not really a valid solution.
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No. Gens are pretty easy to find except on Hawkins/Lery's (latter of which is being updated to make it a tad easier to find them).
It's a good perk for beginners. After almost 3k hours I don't find much use for it though.
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On Legion I run BBQ, Shadowborn, M&A, Thana, Susie's Mixtape, and Sketchbook. A wee bit meta but I really only have BBQ for bloodpoints.
For survivor a fun off-meta build is Left Behind, Plunderer's, Hope, Adren. It's the EGC/last survivor kind of build. Search chest. Find key. Profit.
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M/Kb support is native to Xbox One but in order to use it in games the developers need to enable it.
Currently it is not enabled in DBD. The devs really need to do this though.
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Xbox red/purples rank survivors are almost always a 3 or 4 man SWF. The devs released statistics that say SWF is rare on Xbox, but this factors all ranks and fails to give specifics for each rank color. Trust me almost every game is SWF above green ranks.
However since the last rank reset update there have been more and more solos at red ranks. Still you are looking at least a 50/50 chance of a 3/4 man SWF if you play at red or purple ranks. And pretty much an 80% chance of getting doubles. I know a lot of players on DBD and literally 1 person I know plays solo regularly. The rest are always in an SWF.
If you don't believe me just look through the DBD streamers on Mixer, which are mostly Xbox players. Literally every single streamer playing survivor is in an SWF. And even the killers are usually in a party with people that are in an SWF as survivor.
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@Actually_Jesus said:
https://forum.deadbydaylight.com/en/discussion/comment/988008#Comment_988008
During the trial, they are required to act like a team. It's even reflected in how the emblems distribute points. One survivor can not do it by themselves. Therefore - they are a team.
As well, if a killer kills 3 survivors before the gens are completed, they absolutely are entitled to the 4k and should have every advantage in their to get it. They've done their job efficiently and the survivors failed theirs. Your entitled survivor bias is already showing after one post. Don't go down this road. I've seen you try in other threads and eventually you back yourself into a corner every time.
"During the trial, they are required to act like a team. It's even reflected in how the emblems distribute points. One survivor can not do it by themselves. Therefore - they are a team."
No they aren't required to act like a team. I can go into a match specifically to hide all game and let them do the work to either run out the gate for free or take hatch. I can equip OOO and Bond and rat out other survivors. I am not obligated to help anyone and there are strategies that revolve around getting others killed. It might be in my better interest to work with them, but if push comes to shove I'm leaving you on a hook to increase my own chances to escape. SURVIVORS ARE NOT A TEAM.
"As well, if a killer kills 3 survivors before the gens are completed, they absolutely are entitled to the 4k and should have every advantage in their to get it. They've done their job efficiently and the survivors failed theirs. Your entitled survivor bias is already showing after one post. Don't go down this road. I've seen you try in other threads and eventually you back yourself into a corner every time."
No you are not entitled to a 4k. You got a 3k, that is all. If you want the 4k then slug the third guy, or take the risk that hatch spawns and you find it first.
And BTW killer does have every advantage in a hatch situation. They are faster and have more freedom to move around the map. If you close hatch, 95% of the time the gates are close enough that you can patrol them both to ensure the last guy doesn't escape. If you find the survivor first, you have a high chance to catch them before they find hatch. If you both find hatch, closing the hatch supersedes jumping into the hatch. Killers are clearly advantaged here, stop asking for more hand outs.
If 2 survivors suicide on the hook you did nothing efficiently. You got lucky they decided to give up, and screw over the remaining survivors.
You want a 4k, EARN IT by actually killing everyone.
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@BaldursGate2 said:
https://forum.deadbydaylight.com/en/discussion/comment/988041#Comment_988041
Have you had to buy a dlc for this character as well and realising after, the character is trash because the developer give a ######### about it?
There are PLENTY of DLC characters that end up being bottom tier.
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Prove it.
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@BaldursGate2 said:
Imagine, you don't want to bring mori, you want to play your favourite killer, because every killer should be viable and further, you ain't having the addons you want, because they ran out so fast and you have to stick with some, that are pretty useless.
Not every killer is or should be viable.
Look at fighting games. Only about 20% of any size roster is going to be viable at high level play.
Kitana is probably my favorite character in Mortal Kombat. In MK2 she is top tier. In MK11 she is bottom tier.
That is the way of things.
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@Actually_Jesus said:
https://forum.deadbydaylight.com/en/discussion/comment/985021#Comment_985021
It's amazing how you only think of it from the survivors point of view. Literally - the killer has killed 3 people before the gens were done...and all you're going on about is "well not it's unfair for the 1 survivor left". No, it's not. Their team lost. Their teamwork failed.
1) Survivors are not a team.
2) You are not entitled to a 4k if you only got a 3k.
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People have made similar empty threats before. If they really think doing that will make a difference they are fooling themselves.
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1) Change the way Hex notifications work to make all totems better:
- Huntress Lullaby notification shouldn't pop up until the killer has 5 tokens.
- NOED/Devour notifications should ONLY pop up if the killer uses their basic attack.
- New Ruin notification should only pop up if you hit a great skill check.
2) Blindness makes Hex totems look like dull totems. This will make Third Seal better in particular, but also makes Blindness better overall.
3) Shrink the larger maps: both Red Forest maps, Ormond, Rotten Fields, Ward, Family Residence, Thompson House.
4) Fix all the "bad" totem spots so that totems are hidden better. I'm talking most specifically about the totems that are out in the wide open, like corn fields or that one totem on Ward.
5) Add map wide sound effect when a dull totem is cleansed. This would help solos track how many totems are left, and help killers with NOED track whether or not their totem will become active at end game.
6) Reduce the speed at which gens are repaired when multiple survivors are working on it. Two survivors on a gen should take a minimum of 60s base. Three, 50s. Four, 40s.
7) Put a hard cap on gen speed of 40s. No matter how many buffs the survivors have, they should NEVER be able to fully repair a generator in less than 40s. The exception to this would be BNP.
8) Allow killers to kick generators with new Ruin, which increases regression by an extra 50% (so it goes from 100/150/200% to 150/225/300%). This let's them use perks like PGTW and Overcharge in combination with Ruin.
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As survivor I'm mad greedy and don't drop pallets when I should.
As killer I sometimes play too nice and it usually bites me in the ass later.
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Devs said Snap Out before Mend is intentional, which makes no sense if their stated goal is to make him less frustrating to play against. It's really dumb IMO. Shouldn't be that way.
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@avilmask said:
https://forum.deadbydaylight.com/en/discussion/comment/984195#Comment_984195
Negated by comms. Guy hooked can do that for you instead of perk slot.
Not always. If he gets hooked in an enclosed area he can't see what the killer is doing. Kindred gives you EXACT information about what the killer is doing around the hook.
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Kindred is the best. You get info on other survivors when you need it most, with no range limits. You also get info on the killer.
@avilmask said:
Empathy is to see if somebody is getting chased. I like kindred, it's a very good perk for a solo. In a team you don't need aura perks, unless it's ooo.
It's also good for SWF since it's like OOO in that you can call out what the killer is doing after they hook.
"He is going to shack"
"He is patrolling the hook"
"Trapper put a trap near the hook"
"Hag put a trap near the hook"
"Billy if facecamping/BM'ing the hook, rush gens" (this has actually happened a few times now)
And it let's you coordinate better as a team since you can call out who should go save and whatnot (or they can see if you are the one hooked).
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I agree with this only because there will come a time in the future when they stop supporting the game, and if they don't re-enable P2P it will be impossible to play. If the dedi's are shut down you can just enable P2P and keep playing the game.
A few games on Xbox that had dedi's are unplayable in multiplayer now because of the lack of P2P. Gears of War Ultimate Edition is one of them and it's very sad because that's by far the best of the franchise.
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@Hex_BoopTheSnoot said:
https://forum.deadbydaylight.com/en/discussion/comment/983889#Comment_983889
If a Survivor was Oblivious, they'd be affected by Caulrophobia no matter how far away they are from the Killer.
He's saying that survivors inside the TR wouldn't hear the heartbeat but would still be affected by TR perks/abilities. He's not saying that if you are Oblivious you are always considered inside the TR.
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🥔🥔🥔🥔
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Thanks for the nightmares.
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I legit LOL'd at this.
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@Coder said:
https://forum.deadbydaylight.com/en/discussion/comment/983011#Comment_983011
To be fair, I've heard Scott Jund and he was not OK with the ruin changes.
...
Did you happen to read the name of the person you are replying to?
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@Coder said:
https://forum.deadbydaylight.com/en/discussion/comment/982350#Comment_982350
Why is that? Honestly, I'm a PC player. Is it easier to hit skillchecks with a controller? Or is it lazyness to go look for the totem?
Actually I think it's because of Gears of War. Almost everyone that owns an Xbox has played this game and I see a LOT of familiar faces on DBD that I knew from Gears. In that game, you have something called active reload which is basically a straight line version of a skill check. So my guess is that Xbox players are just more used to that mechanic. I played the game since 2006, I have Seriously 2 and 3 legit, I have over 25k hours across the entire series, and I was PLACED in diamond rank first few seasons of Gears 4 for TDM and Guardian (and placed in Onyx for every other playlist). When I started DBD I found skill checks insanely easy to learn because of all the years of hitting perfect active reloads (and the perfect zone shrinks each time you hit it consecutively). It became especially easier when I switch the skill check to the A button as I found it easier to get the timing down (bumpers can be a bit wonky sometimes).
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@PoisonN said:
https://forum.deadbydaylight.com/en/discussion/comment/982266#Comment_982266
But that's literally my point and do you think that PS4 and PC are different? That's why I replaced Ruin with Corrupt Intervention
From what I've seen watching many different streamers/Youtubers, yes it is different. True is always surprised when 2 gens pop during the first chase with Ruin. THAT IS THE NORM ON XBOX. Like it is literally not even worth the perk slot. I've seen so many videos of gens going way WAY too slow. They do them fast, but not even close to how fast they go on Xbox. Trust me.
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@PoisonN said:
Everyone can be destryoed without ruin. I love Otz, he's one of my fav streammers to watch but idk why y'all are still using streammers as reference. Everything is relative in this game and even the best killer player can be genrushed in one minute
"Everyone can be destroyed with or without ruin."
FTFY
Really though, you people need to play on Xbox at red ranks. It's like Ruin doesn't even exist. 3 gens will still pop your first chase because majority of games are SWF and they can all do great skill checks.
I'm one of them... https://xboxclips.com/thesuicidefox/81e238c3-025f-4b8b-b7a6-785b5f6edc6d
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Dead Hard is a garbage perk. Half the time it doesn't work. Half the time the killer just waits. If you are lucky you can get the killer to whiff once. If you use it for distance you might as well just play it safer and drop the pallet 1 loop earlier.
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- Iri Head
- Mint Rag
- Fragrant Tuft Of Hair
- Iri King
- Iri Stone
- Pinky Finger
- Black Incense
- Mother Daughter Ring
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I don't run Ruin on most killers most of the time. Honestly I usually regret putting it on because it gets destroyed so fast.
Only killer I really use Ruin is Trapper but that's only because I don't have Corrupt on him. Also Huntress because the only viable build for her at high ranks is BBQ, Nurse's, Whispers, Ruin.
My main build for my main killer, Spirit, is Thana, Sloppy, Dying Light, Stridor. It's actually way more effective than having even 3 Ruins IMO. On Freddy, probably my second main killer, I use BBQ, Discordance, Pop, and Thana. Don't need Ruin on him at all.
Sometimes I use it on Nurse if I'm not feeling like I'm playing well.
But for the most part, like 80% of the time, I avoid Ruin.
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@Nonfunctional said:
Never have splinters pop up as I own all killers. Are you guys console maybe?
I am but the thing is I ONLY get Myers splinters. And I think this is because I bought Myers with auric cells instead of buying the DLC through the Xbox Store. So the game doesn't seem to recognize that I own the killer. Bubba, Pig, Freddy, I bought all of them through the Xbox Store and don't get splinters. And I've heard of other people having similar issues because they bought the killer the same way. I don't think it's a platform issue, it's an issue with the way the game checks if you own the killer depending on how they were purchased.
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@youarewronglol said:
this is because BHVR couldn't be bothered to not make the splinters pop up if you bought the killers in the in game store
and i can understand why after all they gotta break stalking again and that's a lot of hard work
Well I'm looking at it from a technical perspective. It's probably not an easy fix, and I can fully understand that, so removing them completely makes sense. Especially if they don't have splinters for all DLC killers anymore. Though now this is a thing, I would like to see them implement a new "try before you buy" thing. Maybe you can spend like 500 shards to play as a DLC killer you don't own with adept perks just to try it.
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@S_Panda said:
https://forum.deadbydaylight.com/en/discussion/comment/971355#Comment_971355
He's never liked Ruin honestly. He usually says something along these lines "If I win with Ruin, I don't feel like it's a win usually. It stays up for most of the match and I have some of the easiest matches."
He's also quite a heavy user of slugging / single hooking though which I personally don't agree with, but it's sort of necessary if we're going to go along with this no ruin line of thought. If you're supposed to hook every survivor 3 times when DS and borrowed time exists, how are you going to do it without pressuring the survivors to not be on gens while 1-2 people are being chased at a time max.
I don't use Ruin either and I slug a lot. But I try to avoid one hooking or slugging every survivor just because I play for pips not for a 4k. I'm fine with letting survivors make saves to keep the game going, so long as I still maintain a good amount of control. Generally I only slug as a means to save time rather than secure a 4k.
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*reads first sentence*
Bruh, TMI
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Wait so Otz is for the Ruin changes? That's interesting. Respect to the guy for not bashing the devs like everyone else and actually presenting a unique perspective.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/971308#Comment_971308
The leaks also said that they are removing any ability to see rank, instead of fixing the MM
That's a different topic. And the source of these leaks have always been correct about patch notes.
I'm just making this post to say that I like that they finally did something about splinters, however I feel like they should still be enabled if you have them.
At the very least if they are going to remove them entirely give us some sort of BP refund.
PS. Off topic but they also fixed the permanent speed boost bug where survivors were always running at 150% speed. Among other things, this shows the patch is not entirely survivor sided.
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@Pulsar said:
Where is this announced?
Not officially.
I know we shouldn't be talking leaks but we will see the patch notes officially tomorrow anyway.
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@Nobsyde said:
https://forum.deadbydaylight.com/en/discussion/comment/970403#Comment_970403
there's no audio changes in the leaked patch notes.
However, they apparently removed player rank from the scoreboard on the tally screen, or, in other words, they finally solved every bad match making issue: you can't complain about low ranks in your game if you can't see their rank 🤯
That sucks, but it's also PTB. We could still see a fix in the live update potentially.
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Just want to say that stuff like audio changes likely wouldn't be mentioned in the designer notes. This is a bug fix, not really worth mentioning when the main talking points are design changes to the game. Wait for the actual patch notes before you complain about this.
Otherwise I kind of agree. It's a bit unsettling that the devs don't see why Ruin is so necessary especially at high ranks. It's also not that difficult to deal with. Really just continue to work on the gen even if you can't hit great skill checks. If you can hit them then Ruin isn't even an issue. Plus the fact it is a totem and will likely be gone super fast anyway.
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I don't really agree with these changes.
First x2 gen regression isn't that much when you consider base regression is 1/4th progression speed. It will still take 160 seconds for a gen to fully regress.
Second it's still a totem, and in a lot of games Ruin is gone in the first minute. So any late game potential is thrown out the window when the perk can just be removed from the game pretty much instantly.
Finally, while I am glad Gatekeeper got a rework, that's not really why people use Ruin. They use Ruin because otherwise the gens go way too fast for them to control. Gatekeeper is a completely separate issue altogether. The two are not related at all.
I do like the idea of automatically causing regression if it's not being worked on but I think changing Ruin like this is a bad decision.
Honestly if I were to have changed anything about Ruin I would have just increased the size of great skill checks by maybe 10% so that they are a bit easier to hit, then add the automatic regression feature and slightly reduce the penalty for missing great skill checks. This would have made it less frustrating to deal with for less skilled players and still require some effort on the killer's part to earn the pressure given by Ruin without gutting the perk.
I hope BHVR reconsiders this change. I agree Ruin is boring AF to play against, and I can hit great skill checks 95% of the time, but this is not the way to fix it.
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Try this combo; Thana, Dying Light, Sloppy Butcher.
Yes it's a 3 perk combo, and yes you won't have much in early game pressure, but the mid to late game pressure is IMMENSE. Basically once you start injuring survivors and getting hooks, they start in a downward spiral of constantly trying to heal. At 3 stacks of DL healing stops being an option and you will pretty much have 4 stacks of Thana at all times. After 5 stacks of DL the game just stops for survivors. Let's do some math!
Sloppy is 20% debuff to healing.
Thana is 4% debuff to healing and repairing for each injured survivor.
Dying Light is 3% debuff to healing and repairing for each hook on non-obsession. Obsession is immune to this.
At 5 stacks of Dying Light and 4 stacks of Thana healing time is 16/((1-0.2)*(1-0.16)*(1-0.15)) = 28s. Self Care which normally takes 32s is now 56s. Obsession is immune to Dying Light and gets a 33% buff so the formula is 16/((1-0.2)*(1-0.16)*(1+0.33)) = 17.9s (Self Care is 35.8s).
For gens the formula is 80/((1-0.16)*(1-0.15)) = 112s. For the obsession the repair time is 95.2s.
So you can see that both healing and repairing will take AGES for all non-obsessions, while the obsession has a slight decrease in heal time but a big decrease in gen time.
What usually ends up happening is that the obsession, knowing they have a heal buff, will go out of their way to heal. At first this may work to their advantage but over time they just end up wasting time healing everyone and not doing gens. A smart obsession would ignore any altruistic stuff and just focus on gens before you can get enough stacks to keep everyone permanently injured.
This combo snowballs so hard it is REALLY hard for survivors to recover. The only viable counter play is as I mentioned, have the obsession rush gens from the start of the game. But this rarely happens and even when it does there comes a point where it'd just be impossible for 1 person to rush all the gens.
And yes if they have medkits or toolboxes they have more counter play options, but in every game I've played with this combo it doesn't matter. Eventually those things run out and they just get sucked into this vacuum of debuffs from which there is no return.
The only catch is you need to be careful when you chase/hook the obsession. Usually I will take 1 hook then slug them if I catch them again. If you kill them you lose DL and that's most of your pressure. So be careful about hooking the obsession, and sometimes it might be better to ignore a chase on them if you need DL stacks.