thesuicidefox
thesuicidefox
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@Theluckyboi said:
I mean, even the edgy teenagers are breaking pallets with their feet, i dont think the size of their weapon is really a liability to the killers, the entity grants them supernatural strenght
Incoming knight themed killer with 10 ft long 2 ft wide anime broadsword.
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She looks fun to play against. Yes, we have a NEW status effect to deal with but the pools insta-heal you and you do them pretty quick.
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@HatCreature or maybe people don't want the herpes.
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https://www.youtube.com/watch?v=2fiEMOYSQnM
Some evidence the new emblem system is dumb. First game 3k lasted at least 9 minutes (he cuts around, there is at least 8 minutes of gameplay). Second game 2k and the game lasted well over 10 minutes. Both games were a depip, and while yes he wasn't being super good in chases he still should have easily pipped both of these games, if not safety pipped. The fact he got NOTHING in Gatekeeper both games proves that emblem is broken now.
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Have you tried killer obsession perks? I'm really curious to how it works now.
If the only obsession perk in play is DS, then no one is an obsession until someone uses DS, correct?
Okay, now what if there is a second obsession perk in play (killer or survivor), does the game pick an obsession at the start like normal? What about OOO is the only way to use it now with DS to make yourself the obsession or does it make an obsession spawn at the start of the trial? What if killer has an obsession perk, does it pick the person with DS/OOO or a random person?
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@Master said:
https://forum.deadbydaylight.com/en/discussion/comment/351576#Comment_351576
Maybe im a bad killer then, do you mind sharing the gameplay such that bad killers like me can learn from you? 😃
Like I said I don't need to prove anything to anyone. I know how good the survivors are that I face, it's pretty easy to tell a good survivor from a bad one at any rank. And if you play well you can indeed win against good survivors with any killer.
@thrawn3054 said:
From what I can see they pushed it too far. An increase in the number of points required to pip isn't a bad idea necessarily. They just went too far with it.
Right if they were to do anything, then adjust the scoring for emblems. Changing points needed for pips is completely unnecessary and will just mean even FEWER players at high ranks, which means longer wait times if you are a good killer/survivor. IMO it makes more sense to make depips cost you 2 pips at high rank then it would be to move the goal post. Then when you do bad you have to work harder to make up for it. But as it stands, if you don't play a perfect game you don't pip. That's unreasonable.
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I'm curious about this too. I imagine it would work something like Tjorb's ult where he sprays lava everywhere.
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"Thanatophobia: Tier values are incremented at a rate of 4/5/6% up to a maximum of 16/20/24%."
It's actually neutral to No Mither because with 1 injured it's still 6%, same as before. It's only after they get a second person injured that it is has a greater effect.
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I think once people learn how to manage the corrupt puke she will be seen as a LOT better. Right now I'm just seeing Plague's immediately go to get the power up. If they let them go for a bit and fill up all but 1, then it becomes harder for them to cure sickness and you can get a good snowball going with corruption.
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@Master said:
https://forum.deadbydaylight.com/en/discussion/comment/351547#Comment_351547
Of course you can play unviable killers at rank 1, BUT you will only do well if you play against boosted survivors.
Facing an efficient SWF, you will get obliterated. People claim all the time that they can easily 4k every game with "trash killers" on rank 1, but if you ask them for footage, then they either provide nothing at all or give you a single video of them where they screw over boosted rank 1s that dont evne know how to loop.
Maybe you are different and actually mastered one of the trash killers, but you gotta prove that =)
If you play against a top tier SWF as ANY killer you will get bodied. It doesn't matter which. I run into the same players all the time because I play this game all the time. I know how good they are and I can still outplay them with killers that aren't Nurse/Billy (I really don't even play those killers). Is it harder? Yes. Is it impossible? No.
I can tell when survivors in my games are good or bad or boosted or whatever. Against GOOD survivors I can still consistently 4k, or at the very least keep pace with them. I don't have to prove anything. I know how good the people I'm going against are and I can still win.
If you think a killer is "unviable" at rank 1 then you aren't a good killer PERIOD. Some killers are indeed stronger than others, but even Freddy is very dangerous if you have the right build and use the right tactics. It doesn't mean he can't compete at rank 1, it just means he has to work harder for it.
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@ModernFable said:
https://forum.deadbydaylight.com/en/discussion/comment/351523#Comment_351523
No rewards, slows down the matchmaking, and reduces the connection quality of games.
All for what? A subpar attempt at separating players into certain skill groups?
It was pointless before, and now it’s even worse. Since it’s harder for everyone to PiP, more people are going to be grouped together.
Right? Why even have a ranking system if your goal is just to throw people into a lobby with no consideration for rank?
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@Master said:
Harder to rank up as killer?
I will take it any day, I dont wanna rank up at all. I prefer playing non-toptier killers, so ya better avoid the red ranks =)
I'm just gonna be flat out honest here... if you are a good killer you can play literally any killer at red ranks. People make it sound like the only viable killers are Nurse and Billy (and Spirit) but that's just not true UNLESS you are a garbage killer. I can play like 8 different killers at rank 1 very well, it's not impossible (including Freddy who I consistently 4k with at rank 1). But too many people have this idea that it is, then end up just picking Nurse/Billy/Spirit because they actually suck as killer. Sorry not sorry, if you avoid red ranks so you can play other killers you might not be as good of a killer as you think.
This is besides the fact that you have PLENTY of chances to no rank up as killer in the current system. If you want to stay at purple ranks you can do it. Just stop using Ruin to let them gen rush and camp hooks. You will depip/safety pip with ease.
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@The_Crusader said:
It's unfair that as survivor you need the killer to be good in order to pip.
As killer its unfair that moris and disconnects hurt you.
IMO mori's should very slightly penalize the killer since they basically make it a lot easier to kill survivors, but yea it's stupid.
I'm betting now that if these changes go live NO ONE will be able to stay at red ranks.
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Is this at tier 3? What does the perk tier change then?
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@ClogWench said:
https://forum.deadbydaylight.com/en/discussion/comment/351304#Comment_351304
So you're facing killers who will likely play well against you at rank 1
No you're facing killers who were lucky. Survivors DC for all sorts of reasons. You can play well or play like an a-hole, if survivors don't DC then you are more likely to rank up.
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@Dwight_Confusion said:
The changes are better than what we had. As you rank up... it should be harder and harder to maintain/climb the ranks.
Being in red ranks, and being rank 1 should be an honor and difficult to get to.
With the monthly reset, rewards need to happen. In the form of shards/or a cosmetic that is exclusive. I don't know why just getting like 1,000 shards can't happen. I mean what's the big deal?
Devotion and ranked rewards are full.
No it shouldn't be harder. If they want to do that, then just ease up on pipping requirements for low ranks. If you make it literally impossible to safety pip in most games no one can rank up.
Being at rank 1, and STAYING at rank 1 is already difficult to do, especially as killer. People say it's not but if you suck at the game it takes ages to rank up. I rank up as both killer and survivor after a reset in less than 3 days on average, mostly because I play very well and consistently pip or double pip and rarely every depip or safety pip. The games where I get screwed by other survivors or by killers that do nothing but camp are the only times I depip and there isn't much control I have over that. Now I have even LESS control because if someone DC's that's an automatic depip, as both killer and survivor. It's dumb.
If they want to make it harder to stay at high ranks, then maybe make depipping remove 2 pips at red ranks or something. Increasing the requirements to the point you have to have a perfect game every time is not the way to go because there are too many things beyond your control.
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@The_Crusader said:
https://forum.deadbydaylight.com/en/discussion/comment/351295#Comment_351295
In my other game as killer I hooked all survivors once, mori'd 2, one disconmected on hook, last got hatch and I depipped.
#########?
Yea I actually don't have a problem with the ranking system. Everyone complains about it, says "it doesn't matter" (it actually kind of does), but this isn't going to solve anything. It's just going to make it worse.
Red rank killer? Good luck finding games.
A survivor DC's? Good luck getting even a safety pip now.
Killer camps? Everyone in the game just got depipped.
Killers sucks and never gets a hook? Good luck getting a safety pip without Benevolence.
Survivors suck and never make saves? Good luck getting a safety pip without Devout.
It's just all really stupid. The only reasonable change was increasing the penalty to Chaser and MAYBE adjusting the way scoring works for Gatekeeper. Everything else just ruins the rank system. It was good before just needed some minor tweaks. Now it IS completely worthless because 90% of the time your pip is out of your control.
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@ClogWench said:
https://forum.deadbydaylight.com/en/discussion/comment/351240#Comment_351240
Thank god it's only killer that got hit hard with the ranking difficulty then. And it means at rank 1 you'll be facing more skilled killers and less campers.
No it means you're facing killers that had the luxury of not having survivors DC against them constantly.
Good luck playing Nurse or Legion now.
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@The_Crusader Yea it seems really stupid. You already have to do a good amount as survivor just to earn a safety pip, now you're telling me you need to basically almost double pip in order to safety? And if the killer decides to camp/tunnel so you can't get Benevolence now it's pretty much a guaranteed way for the killer to ensure the entire lobby depips.
If they wanted to reduce the pip requirements for low ranks that's fine. But don't up the requirements for higher ranks. It's not necessary. If you get a DC in your game now, everyone (survivors and killer) just got depipped for that.
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I agree. With the changes to pip requirements it will make it impossible to get to red ranks.
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IMO it should have stayed the same considering they are also making it harder to pip.
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Because most low rank killers are blind and have no tracking skills.
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It's funny because this can mean Glass Bead or flashlight.
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I also wonder if Insidious works on a Dark Devotion obsession. Think about it... obsession stops to heal, then moves after a 2 seconds for some reason (maybe he let another survivor heal), which reactivates the heartbeat and now they are confused.
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Corrupt Intervention with Ruin will be a really devastating combo depending if CI is good enough to replace Ruin in the meta.
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I've asked people why they do this and the most common answer is "I'm about to prestige".
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dry heaving
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@The_Crusader said:
So how do you get a survivor out of there? Without taking a stun?
Couldn't they stay in there forever until you accept the stun? What if they wait in a locker near exit gates? Then you're out of luck?
No you surprise the killer. They don't know you're there.
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To be fair, there is a limit to this because of how hiding is a thing in this game. Like I'm all for giving the disabled some stuff to make it easier, but if a normal sighted person can enable colorblind mode and see better it becomes an issue.
I do think that there should at least be a perk that turns down chase music.
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Killer mains: 20 minutes
Survivor mains: 1.5 no 1.4 seconds.
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Just thought of this... do Head On and Distraction with a flashlight. Headbutt the killer, then blind them, then throw pebble.
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I mean, you did get served in a timely manner.
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Two words.
Iridescent Heads.
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It means Mcote will make this face after they announce it...
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@Eveline said:
Ruin, franklin's, bbq and rancor
I know it's not that good but I need more teachables. Btw I always forget about rancor.
I would use Spirit Fury instead of Rancor.
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loud single cough that people often mistake for a sneeze
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@PreGum said:
https://forum.deadbydaylight.com/en/discussion/comment/345069#Comment_345069
Personally I feel like you shouldn’t use strider on spirit for the same reasons you shouldn’t use predator. Yes it’s harder to play her at first without them, but if you get used to playing like that, you can replace those perks with something else to give her more perk diversity.
The problem when you do that is Iron Will. I stopped using it for a long time just because I wanted to get better with her and be able to track survivors without it. And you can... until you chase someone with Iron Will. Then it becomes damn near impossible if they know how to juke a Spirit. And I would know, because I use Iron Will almost literally all the time.
Stridor makes such a difference because it BEATS Iron Will. That's why you use it on Spirit. Predator honestly isn't that good because it makes tracks harder to see from a distance and stuff, plus you can easily play without it if they are running Lightweight. But Stridor is very important to beat the only counter to your power.
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grumbly coughing
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If she has bare feet then it's confirmed someone at BHVR has a serious foot fetish.
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@HavelmomDaS1 said:
https://forum.deadbydaylight.com/en/discussion/comment/342760#Comment_342760
*Knock knock*
"who is there?"
"prove thyself, toolboxes and Resilience want to talk to you"
No medkit means no heals. If you get caught then you are easy prey. If you focus on gens and not on heals killer can just start slugging to slow down them game if you are all injured.
Not to mention those work against Ruin too.
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Dream Catcher (Freddy) - Dying Light, Play With Your Food, Ruin, Haunted Grounds, Class Photo, Z Block, green mori. Use CP to find obsession ASAP, tunnel to mori with PWYF/HG. Game is effectively over for other survivors if they have anything more than 3 gens left.
Open Season (Huntress) - Knockout, Sloppy Butcher, Deerstalker, Iron Maiden, Iridescent Head, Infantry Belt. Slug rush. Just hit them with a hatchet and use them to find the others. Slug them all before you take a hook. IM for the reload speed and so people can't locker juke hatchets.
Crippling Depression (Nurse) - Ruin, NOED, Sloppy Butcher, Shadowborn, omega blink. Nuff said, if you are the kind of Nurse to play without Shadowborn then use Thanatophobia.
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Step 1: Steal underwear.
Step 2: ????
Step 3: Profit
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/49762/spirit-fun-fact
Wait really? That's cool, never even noticed.
Can you see if you can get the numbers for that?
It doesn't actually do this it's like a side effect. I think what is happening is that duration decreases the rate at which you use the power and doesn't just add more time to the power. So when it recharges it does it at the same rate as normal BUT you used less of the bar to do the same thing as before.
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@Dreamnomad Yes I agree. I don't think shorter transition is NEEDED, but survivors should definitely be blocked from doing everything except pallets/windows and unhooks during transition. Then you could at least stop someone healing or doing a gen and force them to take it as a chase.
As for skill checks, I think the zones should be inverted so the fail is the size of the normal skill check and the success is the size of the fail zone (great stays the same). Then you can't just mash the button you have to actively attempt to fail the skill check.
Awake survivors that were already put to sleep at least once should see flashes of Freddy and some fakes (like Doc) very seldomly just to make it easier to know where he is.
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@DwikeyMain84 said:
the main change we need is a license agreement for a green and red sweater and the classic robert englund design do that and i don't care what you do with his powers and perks/add ons :)
I wouldn't mind more skins. I'd like the New Nightmare version too if we get all that (with the trenchcoat).
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Fleshlights aren't even that bad. I'd rather that than toolboxes or a key.
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IMO the only time it's holding the game hostage is if a Doc is doing it, because he can actually stop the game at that point and hold it indefinitely if at least 1 person is dead. Plus the fact that Doc's usually set up to do this, so it wasn't a mistake the survivors made but something intentional the killer does.
I want to be clear IF the Doc takes chases/hits and makes an attempt to kill survivors then it's not holding the game hostage. It's only when the Doc just circle jerks the gens and never takes a chase they could easily take just to make the game last an hour.
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Buff Deep Wounds so that the timer also doesn't tick when you are in the killer's heartbeat.