wydyadoit
wydyadoit
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@SmartGuy576 said:
Whenever you pull someone from an executioner cage, it won't activate any unhooking related perks, and doesn't count toward challenges. I feel like it should at least count toward challenges, because you could unhook people 10 different times, and not get a single challenge done.
it also doesn't progress the hook meter. the idea is that you use cages at the end of the sacrifice meter rather than as the initial hook. so basically hook twice then sacrifice
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@RainehDaze said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3339477#Comment_3339477
It's either a 1v1 game where you have to accept that, as the Survivor, you're at a massive disadvantage and should be expected to lose without assistance, or it's a team game and should actually acknowledge that.
The obvious thing is that, since release, people have realised the blindingly obvious fact that working together is vastly better than trying to do it all by yourself. And even BHVR's definitely come around to that philosophy--look at the HUD update, which is blatantly meant to facilitate such things.
The rest of the game needs to catch up to the de facto state, rather than half a decade old steam page writeups.
i fail to see what's wrong with the first option. that's what an asymmetrical game is.
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@StarLost said:
Ugh, so I had a long thread written up on this and our cat attempted to eat my keyboard, and I lost it.
So, short version:
I see quite a lot of survivors, or people who play both roles like myself talk about win rate and escape rate, as if they were the same thing. I know I often think of it the same way. I get camped, or tunneled hard and get killed - but 2 or 3 others escape.
I go 'ugh, well, I lost, tunneling is an auto win for killers rawrglblarglrawrgle' and get annoyed.
Thing is though - we won. Or at least fought it to a draw.
Because the survivor win state cannot be 'I escape'. That's...basically expecting a flawless victory every game.
I wonder if, maybe rather than trying to 'fix' tunneling or camping, we should instead look at ways to reward or I guess compensate the person who has to sacrifice themselves for their team - because, as things stand, the biggest problem to me about being hard camped or tunneled is that it's often an unavoidable depip and a waste of my time, for almost zero BP.
There's also a weird quirk to this game in that neither side has any sort of official 'win state'.
The closest we have is the 'Escaped' notification when you get out as survivor. For killers...ugh. Is it a 4k? A 3k?
Personally, I try to see my win state as pipping on either side. On killer, I also try to see my win state as giving the survivors an entertaining match.
Thoughts?
but why?
it's pretty simple. if you survive you win. if you don't you lose. choose better perks, offerings, and items. outlive the other players and escape through hatch if you have to. winning a match as a survivor is all about your personal ability to survive. the other players are there to do the same. use them. they're a resource. if you have to bait the killer into chasing someone else. see another survivor enter a locker while you're being chased? use a diversion perk to make the killer think you're the one that went into the locker. now the killer has to deal with a 50/50 hook scenario. that gives you time to hide, heal, and you'll get bloodpoints for the unhook.
it's little things like that. swf has made the community think it's a team game. it's not.
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@doobiedo said:
Is there some way for ghostface to not trigger spine chill on a non marked survivor. There is no way I missed being marked because he had to hit me twice to down me. Cheating or a bug possibly? Or is there some other explanation?
undetectable has a definition on insidious. removes stain, terror radius, and killer aura. he has undetectable with night shroud.
spine chill has a part that says "icon indicates the strength of killer's terror radius" so it's possible that the icon gave you the buff when looked at, but not the lit up icon.
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@Eelanos said:
Kill rate is such a simple but odd way of looking at who wins in this game. As a killer, killing 3 people makes sense as a goal, but as a survivor it feels like it doesn't matter if 3 of your team mates escape if you're the only one who dies unless you died to save someone else.
Survivors' POV messes the whole balancing, because it doesn't matter 3 people died, as long as I am out I feel like I won. Rather than a 4 vs 1 it feels like a 4 (1, 1, 1, 1) vs 1.
It doesn't matter to me that my team mates all escaped if I got tunneled out the first minute of the game. I count that as a loss, as I generally won't stand around long enough to see the end game regardless of the result.
This is also the reason I almost never give hatch when I'm playing killer. When I'm the 3rd to die only for the last survivor to throw a party with the killer to get a pity hatch, it kinda feels disrespectful to everyone else's efforts to win throughout the match.
This is why I don't like to see this as a competitive game and I'd rather see it as a party game. As long as I'm getting a lot of BP and I'm not getting "Strategically supressed", I'm okay with anything.
@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3338246#Comment_3338246
"Survivors' POV messes the whole balancing, because it doesn't matter 3 people died, as long as I am out I feel like I won. Rather than a 4 vs 1 it feels like a 4 (1, 1, 1, 1) vs 1."
This is exactly why the game has the balance problems that it does. It is a 4v1 and should be balanced as a 4v1 in order to be in fact balanced, but it's currently "balanced" as a 4v1,1,1,1. As you mentioned, balancing this way generally speaking makes everyone feel like a winner, but completely throws balance out the window as you're making 1 of the 4 be able to stand toe to toe with the killer unreasonably for their experience to be more enjoyable.
This is the difficulty of balancing an asymmetrical game. The balancing required to have actual good balance hinders the enjoyment of the individuals in the 4.
it feels like a 1,1,1,1,4 because that's what it was originally.
long time players know that. the only people who believe it to be a team based game are the players that jumped onboard after swf was added.
and to be fair - that's probably a majority of the current player base.
survivors were never meant to be forced into working together. the original concept of the game was to do what felt natural in order to survive. and there are selfish people.
but i guess since the game has gone a different route since its inception it probably feels like s team game now. it's really not. that's why there aren't any specific rewards for ensuring your whole team survives. it's all about your own personal survival.
you're rewarded for: altruism, boldness, objectives, and survival. that's how bloodpoints are classified for survivors. emblems - which determine skill - are rewarded for generator progression, avoiding injuries, rescuing others from hooks, and winning chases.
nothing about that says you have to ensure everyone escapes.
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@Technature said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3338881#Comment_3338881
Oh man, how did I not think of that?
Yeah I'll just try to win in what is basically an unwinnable scenario.
Are you unaware as to why they're doing that in the first place or something?
no need for the hostility. when egc happens just walk up and do a few melee swings at them. they'll get scared and run away. because even in egc you're still a threat. i've walked up as tombstone tuft lvl 3 meyers and killed one of the t-baggers before.
they wont stand around if you pursue them. but if you stand around crying because you lost they'll make fun of you for crying.
so do the big boy thing and go slap their faces so they run away scared. that way you at least have some dignity and can go on to your next match faster.
if it bothers you a ton, then consider playing an egc build on killer. noed used to be ran by everyone at one point.
but my biggest recommendation is to just not let it bother you. if t-bagging survivors bother you that much then i can only imagine how upset you get at halo and gears of war.
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@csandman1977 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3338730#Comment_3338730
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3338734#Comment_3338734
I completely understand the open the door and leave. I respect that. Hell I do it sometimes myself depending on how the game went.
My issue here was, Bill watched the Trapper pick up the Felix and walk away.... Twice. There was no danger to him. It would have taken less than 10 seconds to get me and get back to the gate.
He wasn't worried about blood warden or he would have left. Just blew my mind. I can't count the number of times I've hook traded and died at the end just so someone else could get out.
And ultimately I'm not angry about being left to die. If I die then maybe next killer is easier to face and I don't have to sweat against a cracked out blight.
It does however, illustrate the complete individuality and differences in thought patterns among people with at least one similar hobby.
I'm sure there's a psychology paper out there somewhere. Would be interesting to read.
i mean... if you're looking for a psychology paper on it... i can pretty much tell you what it would say.
players are driven by individual values and those values are varied. four simple values would be socialization, competition, investigation, and collection.
the nuances of values cause a lot of overlap in definition, but that's to be expected.
when considering the individual player - that player might have several interrelated values that create an overall behavioral tendency. this is what we would normally call a personality.
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@TeabaggingGhostface said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3338722#Comment_3338722
At that point just delete keys
sure 🤷🏻♂️
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and my pig adept achievement
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@Iron_Cutlass said:
I am going to give a vague description or scenario involving a perk, and Ill leave it for the community to decide what perk it is. Tomorrow, I will gather the results and make a follow-up thread to discuss everything.
Are you ready? Let's begin.
Guess This Perk:
- Can be waited out, but has niche scenarios where you can do other things.
- Can extend the game by 20 seconds or more depending on the situation.
- Requires both sides to play around this perk existing once it is known about.
Best of luck to the community!
freddy's bloodwall thing
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@Mandy just had my hag adept achievement not pop.
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@csandman1977 said:
https://www.xbox.com/play/media/6A82XZNAX2
Some context. Trapper had 5 hooks before me. Felix, then a Nea who he tunneled out with 2 gens left to go. Then the Bill. I saved and healed Bill, then jumped on a Gen. Trapper found me and he chased me long enough for Bill and Felix to finish the last Gen and get the door almost open.
Trapper hooks me and places a couple traps and goes away. Felix comes to save me but steps in a trap. Bill shows up and decides it was a good idea to stand in the exit gate, roughly 12 meters from me.
I was about to hit 2nd stage and saw Bill wasn't going to come for me so I tried to 4% it. Didn't work and that's where the video shows up.
I think Bill and Felix were together and despite that and the hud showing trapper carrying Felix far away, Bill still didn't rescue me.
I've said it before, but all the changes BHVR can make can't fix the human playing the game. Or as my doctor likes to tell me at least once a visit, "You can't fix stupid."
just a heads up - if i'm ever surviving in your solo queue and the gates are open - i'm probably not saving you.
but i'm also not going to dance at the exit gate. i'm running out and going on to my next match.
if i do save you it's for a challenge or because you saved me during the match and i'm feeling generous.
theres a reason i don't run borrowed time, we'll make it, kindred, or other similar perks. 🤷🏻♂️
killer mains know better.
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@FMG15 said:
Killers are not fearing DS anymore. That's because it's rare nowadays and pretty weak. You can't use it agressively anymore without having to worried to get downed 10 seconds later. It has lost it's strength. I know it was intended to be back to 3 seconds as soon as Enduring didn't affect every stun anymore (though it took them a lot of time to nerf it back to 3 seconds). But honestly it wasn't overpowered. Only the fact that it was active in endgame was problematic. But they nerfed that aspect as well. Survivors should have a way to punish a killer from reckless tunneling off the hook.
So my idea is to make the current DS basekit and buff the perks stun duration to 5 seconds. And it will still be deactivated in endgame so it won't be a free jail out perk.
i think decisive strike should be changed to a 1 time use get out of jail free card that requires you to simply press the action button. no timing needed. it stuns the killer as normal and applies exhausted to the survivor. can't be used while exhausted.
no more meter or the BS skill check or trying to get unhooked. if you have DS and the gates are open - use it.
this is coming from a killer main.
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@Weepeme said:
Seriously I am so sick and tired of the SAME freaking killer constantly. At least 3 options to disable 3 killers, not much.
i disagree with this premise. i understand the frustration of facing the same killer over and over again. it gets boring if nothing else. however, the solution isn't banning killers.
just for conversation sake - which killers would you ban?
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@DarloxEZ said:
I think that we all, killer mains, know about the aim assist that BHVR provided for us to help us with hits. But no one can deny that it doesn't always helps us, in fact the aim assist sometimes makes you hit a wall next to a survivor you could actually hit if the aim assist didn't make you hit the wall. I think this feature needs to be something you can enable or disable as you wish, or else I'd hope that BHVR takes this feature off DBD or at least for Mouse and Keyboard users.
lol. so the bug is back? i hate this feature. made me do an almost 360 spin because of some "tech" a survivor used on me.
the devs have said for years that there's no aim assist. there is. it's in the menus for console. and the tracking mechanic carries over into multiplayer.
whether that's intentional or not idk, but it pulls the camera when you do a long lunge and the survivor is near the edge of the screen.
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@TeabaggingGhostface said:
I'd personally make them lean more into the aura aspect of them and instead turn them into amulets
maybe amulets could just be their own item and keys no longer be about auras. that'd be cool.
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@th3syst3m said:
Serious question, I play mostly solo survivor but I play killer regularly. While I admit the HUD is beneficial and there are situations were it definitely helped in some of my matches my win/loss ratio doesn't seem any different. Now when I played killer the other day I played about 20 matches and I noticed no difference in my matches. Are these complaints about survivors being overpowered now real? Hoping for some non biased replies.
it depends on if the players that are survivors know how to use the information. this community is super casual for the most part.
to be honest it's a good feature to add assuming that survivors are going to be nerfed slightly.
it's just that in a game where a match is often decided by a matter of seconds knowing who's being chased, who's repairing generators, who's being healed etc. is insanely important.
let's say you spawn in - see two players start working gens immediately and their progression rises at the same time - you know as a survivor that they're on the same gen. let's say you see that you're the obsession so you want to potentially use that to your advantage - you choose to engage the killer (meyers perks make it so killing the obsession is bad) you see another player is in a chase (indicated by the pulsing spider legs) so you start sprinting around the map looking for the player being chased knowing that the other two are doing gens.
this kind of information is way more than before without comms or aura reading perks/items.
same as with the down and recovery meters.
when a player is downed you'll see how much progress they have till they're able to be revived with the new recovery meter indicator. and you can see if someone is healing the downed player or if the killer is in a chase.
it takes a brain, but it does provide an advantage.
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@Mandy said:
Thank you all, we have enough accounts to look through now - appreciate your patience whilst we check into this.
i'm actually going through and doing the adept challenges as we speak. i have completed several on xbox these past 3 weeks. is the issue resolved? if i run into any issues i'll let you know, but i haven't seen any.
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@Stormtytan said:
Regarding how keys work with hatches, I think that part should remain the same, but make it so that all keys do that, not just the purple and red ones. Making them speed up chest opening (not make it instant) is a good idea IMHO, along with allowing addons that can boost the chance (or possibly guarantee) of certain items. Then you could give the keys 1/2/3 charges. This allows for strategizing on whether one wants to save a charge for the possibility of using it on the hatch or go for the chests instead.
Get rid of the "time burning" effects of the current addons and either nerf their effects commensurately or replace them altogether.
Make Keys Great Again! (tongue in cheek)
broken keys (the green ones) currently are just key rings for aura channeling. they don't open hatch at all.
purple keys (called dull keys) are used for opening hatch only as their charge time for auras is significantly less than green keys.
red keys are for both.
i don't necessarily dislike your version. anything is better than the current version, but thematically here's my version
green (broken key) - auras
purple (old key) - unlocks 1 chest. reverts to broken key after use
red (skeleton key) - unlocks 1 chest or hatch. reverts to broken key after use.
if a perk gets added to allow opening of the hatch then... i don't think keys should open hatch anymore. in this scenario the iridescent key would need a new function. to which i suggest making it like the iridescent map with all auras or making it like ace in the hole (higher rarity items spawn in the chest)
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@jesterkind said:
I like the idea for Plan B, but wouldn't it be smoother to add that onto Left Behind instead of making it a new perk?
i posted about adding it onto left behind years ago. but it got a lot of flack so i figured just make it a new perk.
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@Wylrin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3338556#Comment_3338556
I definitely agree with this a lot! I remember when the maps were darker and moon offerings were a thing. (Which honestly makes it sting more that I've been with this game for years and I'm still so bad. XD) But yeah, some outfits are obviously way more flashy. Though when I play as the killer, I honestly catch sight of certain bright charms on survivors more than their clothes. And just movement in general. There are games where I feel like I only see things when they move. X3
your eyes are designed that way. we detect movement a lot better than colors or shapes. that whole thing about not moving because the t-rex wont notice you is actually more true for humans than t-rex's. in fact specifically in the military it is taught that you never scout a base by strafing the perimeter, but instead by approaching at a linear path then retreating a large distance and circling back in at another linear straight path.
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i can't remember what the old system was. so... yeah. 🤷🏻♂️
but there is always room for improvement with online games
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but then what would streamers make content about? the lore? the art? nah. it's gotta be clickbait youtube rage posts about balance.
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stealth is frowned upon. the community is full of babies. rushing gens is just an overall better strategy. this is just how it is, but! i do have some stealth tips for you.
for starters calm spirit, lightweight, technician, and several other perks exist to help you reduce noise cues and scratch marks. these kind of perks are very important for stealth play.
likewise you've already mentioned one playstyle: sole survivor+left behind+vigil. this is probably the most frowned upon way to play, but if it's so good then why doesn't everyone run it and fight for hatch?
perks like quick and quiet and urban evasion can up your ability to slink away when you hear even a tiny bit of terror radius or when you're facing a killer that hasn't seen you yet, but is heading your way.
basically you have the basics down, but one thing you can do is avoid 100%ing gens. bitter murmur, tinkerer, dissolution, etc. are perks designed to punish gen rushers. so let your team finish the gens. just get them to 60% then go somewhere else.
if you see a sparking gen as a killer often that means that no one is nearby. whereas a gen that isn't regressing means a player has recently been there. and if they walked or sprinted there are probably tracks to follow. depending on how long ago a killer might ve able to pick up noise cues like groans, footsteps, the popping and clanking of a gen fixer, the bone rattling of a totem cleanser, the tape noises of a healer, or you might just be able to see the blood trails or hear the crows caw as they fly up or return. even opening a locker or chest can give a player away as each is very distinct in sound.
most of this game is about sound.
you always need a killer based aura perk or key addon. so make sure you run something. consider using built to last to keep it up.
other than that there's really nothing to it other than what you stated.
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@AnnaEliza365 said:
This is a question for killer mains. What is, in your opinion, the ideal survival/death ratio that BHVR should aim for? 50%? 60%? 75%?
Personally (survivor main), I think 70% is a pretty good kill rate to aim for.
a perfect game is 4 kills, 4 hooks, 8 attacks, 5 unfinished generators.
absolute defeat is when 4 survivors escape without ever being downed.
anything in between where all 4 survivors die is a normal win.
a normal loss is when any survivor escapes
(aiming for a kill rate is pointless, but assuming everything is balanced then a killer should be 66% successful. otherwise the game would be boring)
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@Devilishly_Rowdy said:
Since solo queue is now almost buffed to swf level, (only thing left now is knowing what pallets have been used in the map, for which devs might provide a basekit windows of opportunity who knows) It'll be interesting to see if they ever buff killers since they have to pretty much compete with swfs every game now. And hopefully it's not another 0.005% faster pallet breaking buff.
(What's also funny is devs labelling this as just a "quality of life" improvement, just shows they don't understand what a huge part "information" plays in their game)
knowing which pallets have been used would diminish the impact of freddy and doctor's add ons.
and it's not the only thing. for 1 thing they could make a totem kit at the bottom left of the screen that shows how many dull, hex, and boon totems are left in the match. along with also showing how many chests are available. both would be similar to the generator count.
buffing killers seems pointless. just nerf survivors by increasing the time it takes to complete generators and reduce the effectiveness of toolboxes. bring that perfect game timer back up to 5 minutes instead of the current 3
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@LuckyJewel said:
I believe Dead hard is much more balanced than before, but why people still complaining about it? I don't think it needs another nerf. Is it?
because it's a skill based perk and as such it relies heavily on a perfect scenario power budget. it has to be a valid tool in beginner level play while also not exceeding balance in high level play.
dead hard (along with other perks like decisive strike) will always be a point of contention between survivors and killers. they basically make it so you're able to escape when you should have been dead.
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@viewfan said:
As a survivor, yes it's convenient.
But as killer.. No. It feels like I'm up against swfs constantly, gens pop so fast and it's hard to apply pressure unless I'm bringing the best perks and addons.
i definitely feel like survivors are going to get some nerfs in the near future.
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@arcticgirl36 said:
Doesn't it seem like every update there are multiple new aura perks? Whether it is is revealing your aura when you are near a locker, or having my no mither David (completely out of character) screaming like a baby for no reason while i'm working on a generator. Why not just be done with it and create a game mode where everyone's aura is visible all the time for people who want that sort of thing? Just make bond base kit. I feel that all the variations of aura perks are just a way to avoid coming up with creative new perks. Having so many aura perks is starting to encroach on the sense of mystery of the game. Why can't people use their game sense to figure out where survivors or killers are rather than just dumbing down the game to the point where you don't even need fire up your cortical neurons figure anything out. Perhaps to counter this loss of mystery, we could get a stealth mode where you don't see auras, exit gates, hooks, or even get a notification when the generators pop. Everything would rely on hardcore game sense and imagination?
auras are a key component of the game. ignore the pun. players that used keys and maps already know that. bond, empathy, dark sense, and plunderers instinct were practically all y1 perks. so... literally nothing they add can increase the amount of auras - with the exception of the new totems aura perk.
that's why killers run blindness debuffs and survivors run distortion and calm spirit.
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i'd remove the add-on system and give the killer a 5th perk. boom. easy buff 💪🏻
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@Davenport916 said:
Starting to main her. I play on console and usually main blight, pyramid head, and sometimes play dredge and nemesis. Really liking her as she has a learning curve. Getting snipes on people is satisfying and just like her general feel. Although I feel like her add ons need looking at as they are mostly useless and weak. The only ones that stand out for me are the severed hands, oblivious add on, cooldown add on, and maybe the mangled/ hemorrhage add on. Other than those I can't find value for anything else that fits my playstyle. The build I like is dead man's switch, thrilling tremors, resonance, and bbq. What are your thoughts on her as a killer main or survivor main, and do you agree with me or disagree with my stance on her add ons? Would love to see a change to her add on kit but that's just me.
she's boring to me. personally, i just cant find any interest in her kit as a whole. she feels like a smite lineshot character. like... take pyramid head and trapper and combine the two without all the cool pyramid head stuff and boom. artist.
i wish i'd used my 9000 iridescent shards on trickster or plague tbh. but anyway you don't care about that.
birds of torment spawns idle dire crows. crows can be used for damage or scouting.
the repel action defeats the purpose of being forced into a locker, but the idea is that survivors should be getting into lockers.
as they repel they're supposed to be hit with a dire crow to injure them since you see their last known position.
perks like iron maiden and darkness revealed along with aura and notification perks such as im all ears and spies from the shadows etc. give you the ability to shoot through walls with your crows.
shes 4.6 with a standard 32m radius. so it's not like you need a ton of movement speed amd youre not a stealth killer.
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@StarLost said:
TL/DR:
- Gens can go way faster than they did pre 6.1.0, due to a lot of regression perks getting nerfed and some 'faster gen' perks being insane especially in SWFs.
- 'Nice guy' killer builds are less viable/useful, due to the nerf to BBQ, Pop etc.
- Camping is less effective as a 'hail Mary' strategy.
It's an interesting take. Not quite sure where I come down on this or if there's a solution.
i like otz's videos though sometimes i disagree with him. only very rarely has he ever had some truly crap videos - and those are usually streams where the viewers are toxic and derail his points with side conversation.
i think it's important to remember how effective healing usually is. it's not even so much the generator rush issue, but more so the fact that 12 hooks and 12 health states takes a lot of time away from kicking generators. it only take 90 seconds to solo complete a generator without perks, skill checks, or items. and most of the time you spawn at the start of the match near a generator or totem. with survivors being able to see exactly how much progression each generator has and a distinct "being chased" icon it's easier to ensure that at least 3 people are working gens. and that makes it easier than ever to ensure a 210 second (3 gen@90s+2 gen @ 90s+2 gate@20s) game.
and if i have to go through endurance (dead hard+hook saves), deliverance, boon totems, medkits, flashlight saves, pallets, and mettle of man - not to mention the loops and speed boosts from injuries themselves just to get a down to even hook a player...
i'm better off making sure that player stays dead.
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@BrownEncrustedBoxers said:
In most horror movies, the last survivor barely escapes but not before doing something that appears to KILL the killer. Wouldn't it be great if the survivor had the option to close the hatch themselves, but by doing so, is allowed to set a trap somewhere on the map to presumably kill the killer? A flame trap, a spear trap, an electrocution trap, something that provides a really cool "death" animation that automatically opens up the doors so the final survivor can escape.
Thoughts?
i think having a killer that has a gimmick power mechanic or an add-on that makes it so the killer can be defeated in a unique way would be cool, but not something that should be standard. if they ever were to add jason, i could see this being a thing.
the twins let you stomp the baby
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@TWS001 said:
Loaded into a solo queue match last night with a three man running this. Killer soon worked out what was happening and everyone was soon slugged, a complete disaster of a game.
yeah. slugging hurts your emblems though. tried this and found it's better to just let them stand back up and continue the chase. because you can at least build your other emblems and bloodpoints. it sucks.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334006#Comment_3334006
Then you're already running Agitation. How are you not reaching a hook just because of breakdown?
because resort is big. and when the enemy scatters hooks and you're dealing with the tower wall corner of the map (where the exit gate spawns with 3 gens and the ramp vault hut are) you end up trying to hook 2-3 people on a single hook.
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@Xendritch said:
You're welcome to run agitation + iron grasp if you so choose. Add starstruck if you're feeling extra spicy.
I was running trapper perks for adept trapper. If i take the time and effort to run iron grasp and agitation i just go full basement build with scourge hook and distressing.
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@Firellius said:
Wait till OP discovers that hooks can be permanently broken!
There’s a difference between a successful sacrifice and breakdown. Unless you means something else 🤷🏻♂️
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@Warlord1981NL said:
https://forums.bhvr.com/dead-by-daylight/discussion/363184/3-minutes
You should. Survivors want to be slugged. This should be evident to anyone from the way they play. And as good, wholesome killers we should grant their wishes. I mean, sure, they come on here claiming that isn't what they want but when their actings speak so loud, how could we possibly deny them?
All jokes aside - been running:
shape
tuft
tombstone
black ward
shape perks
trying to get adept shape, but people either quit or rush gens to the point of it being impossible to earn tier 3.
obviously there are other things i can do, but just found it amusing how many people quit.
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@Aurelle said:
It makes solo survivor a bit more bearable.
understandable. i guess the point is to make it so they can balance survivors as a team rather than solo and swf
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@Krazzik said:
Darn that OP perk... *checks notes* ... Breakdown!
i like your humor. even if you disagree.
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@dspaceman20 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333884#Comment_3333884
Aura reading perks are not useless now. They still have their uses with knowing where the object in question are. The new solo buffs tell you what others are doing but not where. That'd where aura reading perks come in
yeah. and self care is better than a medkit or boon totem. /s
like... empathy - great perk. bond? great perk. that's why so many people run them over dead hard and why borrowed time is still a meta perk right?
you can't seriously believe that someone would pick an aura perk that tells if a person is down when it clearly says their recovery state
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@Blinckx said:
https://forums.bhvr.com/dead-by-daylight/discussion/363184/3-minutes
Because there are other hooks nearby i can easly reach, unless we're in midwich. Even with 4 p.oaks there's always an hook i could reach. Sure you can go with sabo too but then if you adopt this tactic i'll start to slug and camp more than ever
you can camp all you want, but it only takes 4 minutes to win a match with 3 people
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@Nirgendwohin said:
because there are only 4 perk slots
only need 2. With all the survivor team shared info it makes most older perks pointless now. Aura and item perks are mostly worthless now. Same thing with hatch based mechanics like keys and left behind
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@Mat_Sella said:
Everyone cant use Deliverance because the requirement is literally that someone has to get unhooked.
Breakdown doesnt guarantee that you're going to get saved at all, or that the killer even needs that hook in the first place.
3 minutes is nothing if you arent even going to be in the same spot.
None of these perks reach anywhere the strength of your ol' reliables.
If survivors are getting extensive use of Kindred and/or Reassurance, that's entirely on the killer.
3 minutes is a lot. Especially with the new mechanics
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heres something i came up with.
stats:
Average height
4.0 movement
16 meter terror radius
appearance: white kimono with blue accents, pale almost porcelain skin, long straight black hair, purple eyes, bare feet, slender figure, flirty-seductive voice, japanese style wood sandals, particle effect ice crystals/snow near mouth, hands, and a chilled air effect aura.
Weapon: fingernails - variations of fingernail paints and gloves/bracelets for cosmetics
power: passive - the fog will be replaced by a snowstorm. The snowstorm grows in strength based on the duration of the match and has effects based on add-ons. Can adjust snowstorm starting intensity with fog offerings. Default mechanic - the snowstorm causes all survivors to gain frostbite stacks. As frostbite increases the player’s screen will be covered in a vignette that narrows the vision progressively. At max frostbite the survivor can no longer perform rushed actions or run. Survivors can reduce their frostbite by standing near fire sources scattered throughout the trial.
killer active power - killer can emit a stream of chilled air in front of her that applies frostbite to any survivors it touches.
killer secondary power - once the snowstorm reaches blizzard conditions the killer can channel her power to send out a shockwave that causes all fires to become extinguished and frozen over. The strain on the killer’s power will cause the snowstorm to begin regressing. Once fully regressed the fires will thaw and can be reignited.
3 perks
icy death grip - while carrying a survivor survivor struggle perks will no longer affect you or the survivor you’re carrying.
avalanche - you build up speed by moving in a straight path and lay waste to everything in your way. Holding W or Up on the analog stick will allow you gain movement speed up to a maximum that resets once you’ve stopped, reversed, turned more than 60 degrees, or perform an action other than walking/running
stunning beauty - your skin is as white as snow and just as reflective. Any attempts to blind you will be reflected back causing nearby survivors to also become blinded and stunned.
2 iridescent addons
White sash - fires cannot be relit once extinquished
White kimono - blizzard is always active. Can no longer perform shockwave.
4 purple addons
Ice statue - fires show the aura of nearby survivors
bloody sash - fully frozen survivors are broken and exposed
bloody kimono - increases movement speed when using chilled air
pristine snowflake - increase range of chilled air
5 green addons
Ice block - reduce the number of fires by 3
Purple sash - considerably reduces the effectiveness of fire
Purple kimono - negates the movement speed penalty of chilled air
Dry snow - chilled air causes survivor to suffer from oblivious and blindness
Sharpened nail - basic attacks cause deep wound and mangled
5 yellow addons
ice cube - reduce the number of fires available by 1
blue sash - moderately reduces the effectiveness of fire
blue kimono - moderately reduces the speed penalty for chilled air
wet snow - chilled air causes frostbite to apply more rapidly
painted nail - melee attacking a frozen enemy shatters them causing them to be broken and hemorrhaging
4 brown add ons
ragged sash - slightly reduces the effectiveness of fire
ragged kimono - slightly reduces the movement speed penalty for using chilled air.
yellow snow - chilled air reduces frostbite on survivors. Earn 200% more blood points for devious actions.
chipped nail - melee attacks apply frostbite
mori - survivor tries to stand up to run before being frozen causing the survivor to tip forward and shattering on the ground.
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Honestly, i don’t necessarily care or agree or disagree with anything you’ve stated.
regardless of your post’s point or context:
having a scale from 1-5 without context to what the 1-5 means is silly.
likely how it’s read is “not fun at all, slightly unfun, neutral, slightly fun, and very fun”
but obviously because of the lack of context no one except the devs know.
in the context of 1-5 meaning “slightly fun, fun, more fun, exceptionally fun, and best experience of my life”
then yeah a zero or “no fun” makes sense
personally? I never use the system anyway.
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@[Deleted User] said:
This build is even stronger with Renjiro’s Glove and splintered hull, then replace Unnerving with Lethal Pursuer. Of course, run an indoor map for even greater effect.
The big brain move is to just never use your power. It starts out slow but once you have orbs everywhere, it’s pretty hard to lose.
Yeah… i ran it before seeing this post. Personally i prefer a different perk than lethal pursuer because i can usually find people easily. The perks i prefer to run instead are shattered hope, thanatophobia, nurses calling, dying light, fired up, forced penance, or something like that. Depends on my goal as oni.
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As a killer main, I don’t intentionally 3 gen, but sometimes it ends up that way because of who I’m playing against. Some of the survivors are pretty dumb.
if i ever do intentionally do anything it’s because of a challenge I’m trying to complete - be it achievements, dailies, or tomes. The rest of the time i just lumber through a trial.
personally i feel like the 3 gen issue is meant to punish survivors that play too safe early on. Because, sure, you did all the exterior gens and that’s great, but how are you going to get the interior gens now?
in most maps you can check for yourself one of the 3 closest gens will be near the killer shack or near the main building. If there’s a 3rd main structure tile that moght also hold a 3 piece gen (combine on cornfield) but regardless killer shack should be safe enough to get the gen as long as basement isn’t there. Same for main building. If both gen and basement spawn then the 3 gen area is likely opposite.
point is - killers can’t actually camp the 3 gen area unless you let them. Because there are too many ways to disrupt a killer’s playstyle when they camp. Maps are good for beating 3 gen strats as well as many perks that do auras for gens and killers.
if you as a survivor feel like you’re getting into 3 gens more often try bringing some anti 3 gen perks and changing your playstyle to compensate.
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@Blueberry said:
I play both pretty equally but you said to pick the one you enjoy playing more so I picked killer. I like having more of the outcome determined by me rather than relying on teammates. I also enjoy it more because I can swap killers and it makes the game play more fresh whereas survivor is almost always the same loop.
and a very good reason to like killer. i completely agree. i wish there were more variations to winning than hatch/gate. it's one of the reasons i prefer killer as well. i can dictate if my match is going to be about gens, totems, or a 3rd objective (pig, plague, onryu, etc.)
but i'm a bit mixed on the opinion that survivors should be distinctly different. on one hand they could have been given a unique power trait like killers... but on the other hand... it's nice to not have to worry about who i play for other than cosmetic reasons.
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@CBT137 said:
They have at least kind of stepped up their game for legendary skins, stuff like the chatterer and the mordeo and the look see really need something more unique
i had no clue who any of those 3 were when i saw them. so i had to do some google research. mordeo and look-see is from a youtube mini series called crypt tv. the chatterer i guess is from hellraiser? idk. kinda forgetable characters for me, but cool nonetheless. i thought for a long time that the mordeo was like some alternative skin based on a generic but well known horror icon like baba yaga. 🤷🏻♂️