zoozoom6
zoozoom6
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so everyone becomes exposed if they are 48 meters away from the hooked survivor? for how long?
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i havent lost any. when it happens i find backing up until the hook action is out of range and coming back into range helps me hook normally every time
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@ChickenMcthicken_5 said:
I think Huntress Lullaby is actually pretty good, but just like Devour Hope it's a bit to tough to stack up. Since it's also a Hex perk you mostly just rely on how good the spawns of the totems of the map your in are and praise nobody is using Detectives Hunch. By your descriptions I think it's a B.
I also think Thanatophobia needs to be A, that perk is a huge time saver and I personally use it on almost all my killers. Combined with Sloppy its quite disgusting. I think the rest are mostly accurate, maybe Third Seal for D since the very rare times it works it REALLY works.
the idea of lullaby isnt bad but its not in a good spot rn. the token system for it doesnt compare with something like devour hope. its an inferior perk it need to not be a hex or just permanently be at 5 token from the start until it is cleansed the affect isnt strong enough to be both a hex and a token build up perk.
thana by itself is pretty weak yes it can be stacks and its leaving bonuses on the table if you dont take it for legion or plague but as a stand alone on most killers its not very good
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they also all get notifications: screams from getting gassed by clown or stepping into a dream snare and demo gets something if they step on a portal i am pretty sure
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hes not that bad. hes much closer to freddy than clown is (im using this conparison due to heavy similarites between freddy's dream snares and clowns bottles as well as Freddy's teleport and demo's portals)
freddy has:
+passive slowdown(dream state)
+anti loop(dream snares/pallets)
+alt objectives(alarm clocks)
++map control(gen teleport that can be faked)
Demo has:
+map control(portals)
+alt objectives(portals)
+mediocre anti loop(shred. can be effectively paired with stbfl for a easily maintained permantly halved attack cooldown)
clown has:
+anti loop
-a long reload
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i dont see the point in nerfing lock of hair like that
how much is considerably on bob's glasses? if your leaving Michel with 4 meters it might be better to just say undetectable
i see on vanity mirror you want boyfreinds memo and another affect but idk what you are talking about
no obsession chase animation is nearly worthless
half of rancor isnt good enough to be a very rare also rancor isnt even michel's perk it doesnt fit here
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when playing survivor and you make a mistake you've made 25% of your team's mistakes as killer it is always 100%
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1639590#Comment_1639590
No, but it'd be interesting to add a killer perk that does something like this! It could make MYC a lot more powerful, for one - normally you can only expose one person at once since the cooldown is the same as the exposed time, but with a perk like this you could have multiple people exposed from it at once.
i actually got the idea after trying pwyf on wraith. did you know cloaking instantly ends chases? if the token cooldown was halved it would be amazing
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@[Deleted User] said:
Vigil exists, which is basically weaker version of this for exhaustion perks. I think it's a good idea to have a perk for reducing the cooldowns of non-exhaustion perks, and I probably would run it in certain builds. It'd be pretty fun to have Quick & Quiet ready every 10 seconds, for example, or to have Saboteur up every 30 seconds. Any Means Necessary would be a lot more fun with a 60 second cooldown than a 120 second cooldown, even though it'd still be weak.
do killers have an equivalent?
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legion has 2 central problems and this only affects one. your third point may fix one but its to vague to be implemented or considered.
the other problem is legion not being able to down for extract much benefit from their power. why should a legion use their power past the first minute of the game? at present it is likely better to just not unless all/most survivors injured.
no other killers a power this useless. even no cleanse plague can has permeant one hit downs as an m1 115% killer legion doesnt even have that. they can 99% and if you try to m1 outside feral they finish and loop you.
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@Bard said:
There are several things in this game that happen, but are unlikely.
- You're fighting a top tier sweat squad
- You're fighting a cheater
- You're fighting somebody who is so hell-bent on ruining your day in particular that they will gladly lose the game for it, even though you did nothing to spite them
But there is one thing in this game that is so rare... so MYTHICAL... that some say it impossible.
- You lost a game and it was your fault.
i can accept that i do make dumb calls from time to time but im pretty certain i dont camp or tunnel but the survivors i go against would say otherwise
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do you have turn right bound to something besides default?
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nurse deletes loops from the game
spirit has no tells and can get info from survivor to make her uncounterable
these are the s tier killers
doctor depending on how you play him can be amazing with his base kit info and loop stopping with pretty good addons hes about A tier with deathslinger as well due to his ability to stop loops and be extremely stealthy with free zoning to make up for his 110 speed
legion is different legion is the worse killer in the game. not being able to down survivors with your power is big. if the survivors panic you can win but if they spread out and dont heal constantly you lose. its to the point just being an m1 killer with no power might be better than feral frenzy.
there are plenty of good killers but many are worse than the rest and nurse and spirit in the right hands are unbeatable regardless of survivor skill
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blight has mobility and better ability to get hits in-between loops
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/1632290#Comment_1632290
This is incorrect, there are some there that might be arguable, but most are not.
Arguable ones:
- Doctor
- Pig
- Spirit
- Oni
Even among those though, the difference between using their best addons and not is night and day.
For all of the other ones their power is significantly weaker and easily countered.
- Billy can be looped like every other killer in the game without turning addons or like 1k hours on billy.
- Hag can just run the opposite end of the map and then purposefully break her traps without distance addons
- Huntress can't effectively use hatchets at a pallet that hasn't been dropped yet because her power just becomes a much worse PH with more punishment for not guessing correctly.
- Bubba gets countered too heavily by windows without speed. With speed he can catch up before you make a second loop around the window (bamboozle also helps with this but we are talking about addons)
- Clown without reload speed or extra bottles means survivors can stop running, go make a sandwich and come back and he still won't be done reloading.
- Legion without duration, just hold w when you see them coming. Seriously they move at 130% speed in their power which lasts 10 seconds. Their terror radius is 32 meters. Let's say there is some reaction time and figuring out where to run. At 130% speed at 10 seconds legion can cover 52 meters a survivor can cover 40 meters. Which means you can start running and holding w when they are just 17 meters away and they won't catch you.
- Plague without apple means she gets to use her power once the whole game.
- Ghostface without recharge is just an m1 killer for a full 30 seconds once revealed. That is long as hell.
- Demo without shred movement speed is terrible. Without that addon while charging demo runs at 92% movement speed, slower than a survivor. With the addon it becomes 101%. Which means they can hold it and still maintain the same distance.
- Deathslinger without reload speed means a miss is so much more punishing, especially on a 110% killer.
- PH without range means his power will never get used outside of animation lock
- Blight without Compound 21 is so low to the ground, good luck seeing a damn thing.
experience helps with counter looping as billy as you said
running into a dead zone is a bad idea as every killer
if you are running straight over to a pallet you can ready a hatchet and the drop animation locks the survivor in place and you can hit them over the pallet where you know when animation with make them go
pick your chases as bubba dont pick the ones where they will reach the window
you dont need more than more than 4 bottles to end a chase if you used all 4 you probably got enough pallets and should chase someone else
legion is just bad overall
survivors always cleanse
30 seconds after the down, carrying to the hook, hooking and walking away so they dont revel you on the hook is like 5 seconds left on cooldown its not that bad
git gud: dont miss
animation locks are common and thats not all he has to work with
idk i havent seen people play him on grassy maps without c21
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1.red mori has an option to be near instant and only works on death hook
2.hatch only spawns if at least 2 survivors are dead or all gens are completed
3.decrease map size
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@lazerlight said:
https://forum.deadbydaylight.com/en/discussion/comment/1632335#Comment_1632335
Another case of countering my disagreement of the "do bones" argument, with the "do bones" argument.
You are giving survivors the responsibility of making the game last longer. You want survivors to spend time away from generators so that it's easier for the Killer to apply pressure. But in the same breath are okay with games where Killers purposefully slug to hook everyone at once early game. Again, you are fine with Killers ending games quickly but not with survivors doing the same. You are okay with Killers denying survivors points, but are not okay with survivors ending the game early.
"You know you can break the totem when it's active right?" Yes. I do. What is your point? That does not help you in any way. The whole point of what I said is that it doesn't matter if you went through the trouble of breaking four totems, the killer can still wipe out the team because of that one totem. You are countering me with "do bones." You are not providing any good counter arguments with that. It's like me saying "something is wrong" and you asking me why it's wrong and I reply with "because it's wrong".
No matter how strongly you feel about ranking. It. Does. Not. Matter. Deranking, ranking up. It does not matter. Rank doesn't prove your skill. Rank doesn't give you usable in-game/in-store rewards. Ranking does not matter, therefore, deranking is not a good punishment because at the end of the match you still camped someone, you still denied them from getting points, you still denied them from playing, you still ruined their game. That's the point I'm trying to make but ya'll choose to ignore it and look at it from a superficial perspective or hold the "Players from that side deserve it" mentality where you only care about YOUR fun because as long as it's fun for YOU you're okay with it and it doesn't need changing.
And as I have stated before, Killers that end the game quickly don't make many points, but they still leave the match with more points than the survivors. In other words, they ruin the match for the survivors, because they were denied of points and/or were incapacitated most of the game and the Killer STILL makes it out with more points than all of them.
You are choosing to ignore the depth of the points I have made just because you are on the side of the "Do Bones" clan lol.
you're saying saying asking survivors do bones is wrong because it doesn't work well enough and it wastes time this argument just doesnt work because it railroads survivors into only doing gens with no other option to even consider. there is nothing wrong with a side objective to make late game easier. im not against the basement totem counter idea btw.
idk ######### you are talking about here:
": the killer can still wipe out the team because of that one totem. You are countering me with "do bones." You are not providing any good counter arguments with that. It's like me saying "something is wrong" and you asking me why it's wrong and I reply with "because it's wrong"."
you describing how noed works and then i say yes and you say "why aren't you countering my argument?!" are you just looking for agreement?
"No matter how strongly you feel about ranking. It. Does. Not. Matter. Deranking, ranking up. It does not matter. Rank doesn't prove your skill. Rank doesn't give you usable in-game/in-store rewards. Ranking does not matter, therefore, deranking is not a good punishment because at the end of the match you still camped someone, you still denied them from getting points, you still denied them from playing, you still ruined their game. That's the point I'm trying to make but ya'll choose to ignore it and look at it from a superficial perspective or hold the "Players from that side deserve it" mentality where you only care about YOUR fun because as long as it's fun for YOU you're okay with it and it doesn't need changing."
if your first 1/3 of this you saying ranking is worthless to you but many people feel that the secondary meaning of the pip system is whether or not you won ie: 2 pip=absolute win 1 pip= close win black pip=tie no pip=loss. the middle is the standard " i hate campers" bit but you make another dig like you did in the original post about "you still denied them from playing, you still ruined their game" getting crushed by a player that is better than you at their role than you are at yours isnt fun because losing isnt fun and because of the lack of suitable ranking system in this game and neither of these are noed problems. and the last 1/3 is just you putting words in my mouth that i didnt say.
the last paragraph sounds like you hate killers that absolutely destroy survivor teams to the point of thinking an absolute loss should give equel points to all players. am i wrong? what are you trying to say at the end?
the depth of your points seems to be:
1.i like to gen rush dont stop me
2.i cant find the 5th totem and i need help
ive answered these above if i am over looking something tell me exactly what it is
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1632439#Comment_1632439
This.
Corrupt would be useless if it didn't waste a little bit of the survivors time.
depends why you use it if you are using it to set up you might get an audience much faster or if you use it to push survivors toward a low speed killer it might be better
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oh and survivor perks
when you need a little revive:
double speed when unhooking survivors and 300% healing speed when healing a survivor in the dying state
el burro:
can equip 3 addons on items instead of 2
sugar seduction delight:
when healthy with a cool down of 90 seconds you do not take damage from a basic attack and do not gain a speed boost from the hit
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oh god yes
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@lazerlight said:
Yes, this is another post about NOED.
This is gonna be a long read, so, sorry, but I need to get this off my chest.
I've seen time and time again, NOED stans' counter to complaints about NOED is to "do bones" but when players ask for a totem counter, NOED stans show how much they despise the idea. (By counter, I mean a number in the HUD letting players know how many totems are left, please stop talking about Small Game, we know it's a "counter" to totems, that's not the kind of counter I'm talking about.)
It makes me think "but don't you want survivors to "do bones"?? That's what you always say! Then why are you against the idea of letting survivors know how many totems are left?"
It's not like the number will show them the location of the totems... It's the same as with the Generator Counter, it doesn't show you their location, just the amount left to repair. And you don't need a perk for it! (looking at you, people saying a totem counter should be gained by a perk).
Anyway, back to the topic. When people say "do bones", they are asking the survivors to waste time. They are telling survivors to take time away from their primary objective- or should I say ONLY objective, (because totems do not prevent survivors from opening the gates and leaving) - and running around the entire map making sure ALL totems have been broken. Because of course, it's not enough to break 2,3 or even 4 totems by yourself, because if there is a single dull totem, NOED will activate. You can't tell the survivor who has been getting chased all game because the killer won't leave them alone that they should have done bones if they didn't want to get downed by NOED... they were being chased ALL GAME! And you can't blame the teammates for using the time their chased teammate is giving them to do their objective, instead of wasting time totem hunting. Imagine getting chased for 3 minutes and not a single gen is popped because your teammates are running around. We've all had those games...
And what happens when the killer actually manages to apply pressure? And survivors don't have time to do totems because they are constantly getting interrupted, and they are struggling to do gens and rescue and heal, etc.? But then, you make it to the end, and BAM, NOED. It's like the Killer was gonna get a win from the very beginning!
Anyhow.... ultimately, this is why I don't agree with the "Do Bones" argument:
As I stated before, when Killer's tell survivors to "do bones", they are telling survivors to waste time. They are putting the responsibility of lengthening the match to the survivors. They are telling survivors "give ME time to get YOU hooked and potentially out of the game."
"How DARE survivors do their objectives and be good at chases. They're supposed to let the Killers down them! How dare they finish their objective in under 3 minutes!"
When survivors "end" the game quickly, they should be punished by NOED for not doing totems.
Ah! But when KILLERS end the game quickly, they don't get punished. When KILLERS end the game in 2 minutes because they played an insta-down Killer and / or slugged and hooked everyone at the same time, they get applauded. They get the thumbs up. They get the cheers.
When Killers camp, tunnel and slug early game, to prevent survivors from playing / getting points, and end the game by killing everyone in the first 2 minutes of a match, they get applauded because "it's a strategy". But when survivors do their objectives "too fast" and get hit with NOED "it's their own fault for doing what they came here to do." "It's the Survivors' job to make the game last 10 minutes." But the Killer can definitely end it in two minutes if they so desire.
Being camped, slugged, tunneled, is NOT fun. Not only because you are denied of play time, but because you do not get points from it. You don't even make 1k points from struggling on the hook all the way! Not even 900! You don't get points for getting hooked again after having just been rescued, you don't get points for the killer being close to you on hook for half a hook state, you don't get points for recovering on the ground or crawling... but the Killer does. The Killer gets points for doing all of that. The Killer even gets points when survivors get healed!! But the survivor who just got healed by someone else doesn't??
PLUS, even if the Killer doesn't hook anyone, even if they are chasing one survivor all game, they can still potentially max out on 3 categories (hitting, breaking pallets, using their power, chasing...). While the survivor who's getting chased, only gets boldness points from it. And the other categories? Forgotten. Left unrewarded. So the survivor who got chased all game and got downed and sacrificed because of NOED, can potentially leave the match with 8k points while the killer can leave with more than 10k.
Killers have it easier when it comes to making points, and getting them in various categories, they have the power to deny survivors points, and have the power to completely take them out of a game. So why is it that Survivors deserve to be punished for doing their objective, but Killers don't get punished for slugging or camping early game and eliminating the survivors leaving them with scraps worth of points? (Looking at you Infectious Fright Nurses and Oni's, lol)
And don't say it affects their pips because rank doesn't mean anything. One or two depips is nothing. Deranking means nothing. It is not enough to be considered a punishment. They still get more points than the survivors.
This is a game, a game where you make points that you can spend, a game you play BECAUSE you want to make points. Why would you want to wait for a lobby, to get in the game to just get immobilized and denied of getting points all match? If I wanted to do that I'd just play tic tac toe with myself on a piece of paper! How come Killers are allowed to deny survivors from playing and end the game quickly, but survivors aren't allowed to do their objective quickly??? Don't y'all see the double standard???
NOED needs a rework, all survivors getting exposed status right off the bat for doing their objective is unfair.
But I also think that gens should be a bit less accessible (I know on the 4th year anniversary stream they talked about an early game rework, so I'm waiting for that.) Survivors spawning and being able to finish a gen in the first minute of a match is unfair. By less accessible I don't mean increase their repair times, I mean like making the survivors look for an item around the map before they can repair them or maybe a 15 second universal corrupt intervention or SOMETHING. Gen rushing is a thing, not because of gen speeds, but because of maps and the ease of access to gens. I disagree with the "NOED users are bad players" mentality. You shouldn't blame Killers for "not pressuring gens" many times it's not their fault. It's the game's.
Thanks for reading.
theres a ton of bus, lies and misconceptions in this lets start with:
"As I stated before, when Killer's tell survivors to "do bones", they are telling survivors to waste time."
yes and there's nothing wrong with this it makes the match more interesting to decide what to prioritze and get punished if you pick wrong plus you get points for cleansing totems.
"ALL totems have been broken. Because of course, it's not enough to break 2,3 or even 4 totems by yourself, because if there is a single dull totem, NOED will activate."
you know you can break noed after it spawns right? if you worry about not being able to find the fifth totem maybe you should keep one obvious totem around so when you break 3 you have a 50% chance of knowing exactly where noed spawns. Or you know just take a map for a few games and memorize spawns.
"But when KILLERS end the game quickly, they don't get punished."
yes they do this is a lie they get minimal points and might even derank and have no chance of double pipping. you say not pipping is meaningless but i disagree i like close games and while rank is a weak indicator of how well the players are it does account for the extremes well at least ie: if you need to play against players that installed 10 min ago you likely wont find them outside rank 20 and if you want to play against the best that put 100 hours in every week you wont find them outside red ranks.
do you just hate hex perks as an idea? would you prefer an m1 simulator with nothing else to do?
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/1628989#Comment_1628989
The only killers that aren't addon reliant are nurse and freddy. Every other killer needs some kind of addon to be good. Depending on the killer it might not be so bad. For example, all pig needs is combat straps. All Demo needs is the rat liver. Without it though, Demo is trash. Pig can get by, but her stealth game is much weaker.
The rest require addons:
Trapper - Needs bags
Wraith - Needs windstorm
Billy - Needs turning addons
Nurse - Is best with Kav's breath/Fragile wheeze but can go without any addons
Myers - Needs more stalking speed.
Hag - Needs trap teleport distance
Doctor - Needs Shock speed
Huntress - Needs windup speed
Bubba - Needs chainsaw movement speed
Freddy - Is best with Chains/Rope but can go without anything
Pig - Really likes Combat straps/Dash charge speed
Clown - Needs reload speed increase
Spirit - Needs either power movement speed or power recharge rate
Legion - Needs Frenzy duration
Plague - Needs an apple
Ghostface - Needs power recharge
Demo - Needs shred movement speed
Oni - Needs Charge windup speed
Deathslinger - Needs reload speed
PH - Needs m2 range increase
Blight - Needs compound 21.
Arguably a few killers can go without but they are significantly less effective. Pig can probably go without her addons. Ghost face probably an too. But 75% of them are terrible without their best addon.
while i agree trapper needs bags and wraith needs ghost, windstorm or a clapper the rest dont need any addons to play well sure addons make nearly every killer better but they are fine without
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@Zaitsev said:
Comparing Blight and Nurse is like comparing Legion to Hillbilly.
legion and hillbilly doont even share the same damage for using their power
blight and nurse both do one state of damage per hit, have a mobility power that is interspaced with windows to cancel their power or continue again or change direction before contining their power, both have increasing fatigue states based on how long they use their power.
they are really similar the main differences are nurse can go through objects and blight has 5 blink/charges and base kit movement speed
thier powers are very close and blight speed increases can make him feel more like nurse and nurse's torn bookmark makes her much more like blight.
comparatively legion and hillbilly are mobility killers and thats about it for power similarities
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@RizeAki said:
Like so what if he sees auras he can’t hit you with his power cuz all you have to do is step 1m to the right or left and boom he misses easiest counter in the game. The only ones who would have a problem with blight are baby survivors and they need to get good before anyone takes their advice.
its far from out of the realm of possibility that the blights you are playing are just bad and they counter themselves due to lack of understanding of how to play him
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@Cerebral_Harlot said:
He is a solid killer with some sick perks and add ons. Overall a really fun addition to the game.
Two changes I would like to see however are:
Removing the scoring event for revealing people who should have their aura's hidden with compound 21.
Improve his flick.
Edit: Fix his POV, this might be a bug issue however.
watching people play him i get the sense that his dash is similar to billy in controls and switches to nurse blink window type event when you hit something is this not true?
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@Reinami said:
Terrible comparison.
- He is super low to the ground to the point that on some maps the aura reading is required to even see anything
- He can't go through walls
- He can't turn/flick while using his power
- He sucks at loops (his strength is in between them)
Nurse is better in every single way with the exception of aura reading. But nurse is so good that you just run 4 information perks on her and dominate every game anyway (I'm a nurse main with 1k hours AMA)
1.i see
2.thats why i said torn bookmark nurse
3.he can't change direction after bouncing off something?
4.surely that is just a matter of experience
do i not understand how torn bookmark works?
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depends how badly im losing like if i cant hear the sound of my first hook over the exit gate sirens ill do it just to see how good they are at something other that triple stunning or staying hidden
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how does that work? do both totems switch to a dull or just the lit that was clensed since theres only 5 total totems would this only be possible once assuming it switches both? thereby capping at 2 mins of use max?
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this or jason but i understand he has his own game that is doing ok but its kinda weird that a horror game that restarts on the thirteenth doesnt have jason i mean they made that choice because of his movies right? just like they chose the hook thing from that one scene in texas chainsaw massacre. jason of course but for a realistic choice xenomorph
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noobs
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his power is just under whelming . since you never heal against him if you have any sense its just more time for gens and he has the worst downing potential in the game. he gets easy hits and speed boosts when he doesnt need it and has to abuse his own mechianics to try to block block while hes going through his stun and at that point you might just waste less time and get more downs as an m1 killer. hes the worst killer in the game. just dont heal and dont respect feral frenzy and you win
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myers needs unique mechanics first and foremost not minor basekit changes or some addon changes though he does need those.
dev need to give people a reason to pick myers over oni and ghostface as they cover both the scary limited time insta down power and the stealthy stalking killer niches better than myers does.
theres no benefit to picking myers over these 2 killers he doesnt have any unique attributes worth considering hes just a worse killer even if you added these changes
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@Booper_Of_Snoot said:
Myers isn't that bad though. They just need to fix the copious amounts of bugs regarding stalking.
every conceivable play style on myers can be done better by other killers with no redeeming factors on myers's part.
blood fury oni> t3 myers
the most obvious being oni in blood fury being objectively better than myers in t3 with similar mechanics including a one hit down, better mobility and a longer lunge being the obvious upsides that oni has no to mention blood orbs dont run out and evil does.
nighshroud ghostface> t1 and 2 myers
better mobility than t1 and no terror radius unlike 2 and maintaining the ability to one hit down
if you like to play t3 myers you are better off playing oni if you like 1 or 2 you are better off playing ghostface. if you want to win myers is the sub-par choice 100% of the time.
hes just an inferior killer that has been hit hard by power creep
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speed boost and insurance if he doesnt get enough evil to get to infinite
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@sulaiman said:
because i play mostly solo survivor, and i often see this: Someone runs to the hook, get spotted by the killer, and still runs to the hook to unhook. Then it depends on the killer if he tunnels or not. But if not, its a save unhook, and he gets the points for the chase in addition for that, even though its a dumb move, while the player undetected by the killer gets less points overall.
I am sorry if i came of rude, but in this forum, a lot of survivors think there is only one way to play the game, and would like for force others to play just like that, and i am very tired of that.
that sounds like a good cost/benefit decision for the survivor(unhooker) and i think we way i have it set up for unhooks is fine and allows the survive top make the choice between attempting to lead the killer away for another survivor to take the unhook or gamble with trying for the unhook yourself.
i am willing to account or other play-styles to help refine this layout
it was big of you to apologize. thank you.
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couldnt you just pair it with overcharge and overwhelming prence to nearly delete the skill check? no don't put this in just just needs to have the 5 token effect baseline. the affect isnt that powerful and its a hex perk it would be fine
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its hard to give advice when i dont know what your working with or what you are doing. what killer do you play? what perks do tou have access to? what addons are you running? the best loadout if you just have the global perks and limited experience is: hex:no one escapes death, unrelenting, sloppy butcher, and whispers of course knowing what killer you are playing might change this as well as what teachables you have.
basic ideas:
holding m1 allows you to lunge and makes it far easier to secure hits
it may be worth abondoning loops depending on what they are: cow tree, killer's shack, double L walls might be worth abandoning
some pallets are extremely safe until you memorize which ones you dont need to break you might want to just break them all
patrol generators to find survivors
getting stunned by a pallet is no big deal just swing through them to force the drop and try to the hit
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@sulaiman said:
I doubt something like this will ever come, because its onesided and very singleminded.
You just take into account things you like/think should be done, ignoring other playstyles.
Cleansing totems, even hex totems, are obviously nothing that contributes to the team, since you dont award points for that.
Keeping the killer occupied for minutes trough juking (therefore you are not constantly in a chase with him) him or playing hide-and-seek at the gen you are working at seems worthless too, no matter how long you occupie the killer.
But why do i get more points if i run to the hook with killer in tow than when i go there unseen?`Why are protection hits or taking over a chase for an already injured survivor not contribuiting to skill? What about the guy who disctracts and lures the camping killer away? Not contribuiting enough?
No, don´t waste your time doing one for killer, because this isn´t even partly thought through.
why would you think you would get get more points if you think you brought the killer to a hooked survivor? i didnt say that and it sounds like you're just farming your teammates and that should result in less points
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@KingFrost said:
Throwing the pallet early, though, is often the right move. Especially against certain killers. Like Doctor and Clown.
and if this gets you an extra 5 seconds of chase time its canels out and if more than you get extra free score
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@sulaiman said:
I doubt something like this will ever come, because its onesided and very singleminded.
You just take into account things you like/think should be done, ignoring other playstyles.
Cleansing totems, even hex totems, are obviously nothing that contributes to the team, since you dont award points for that.
Keeping the killer occupied for minutes trough juking (therefore you are not constantly in a chase with him) him or playing hide-and-seek at the gen you are working at seems worthless too, no matter how long you occupie the killer.
But why do i get more points if i run to the hook with killer in tow than when i go there unseen?`Why are protection hits or taking over a chase for an already injured survivor not contribuiting to skill? What about the guy who disctracts and lures the camping killer away? Not contribuiting enough?
No, don´t waste your time doing one for killer, because this isn´t even partly thought through.
i did say i would award points for totem break check again.
i did award points for juking
i wasnt sure how to account for stealth so i left it blank for now
you make some good points there at the end even if you are pretty rude
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@4scoreand7skinsago said:
https://forum.deadbydaylight.com/en/discussion/comment/1600604#Comment_1600604
The problem with yours and the current system is that if those survivors who did nothing do all pip even if they're worse then maybe even the baby wraith that doesn't know when to give up on a chase and yet they still pip from just holding m1they didnt really lesrn anything they just go carried plus every match there's a limited amount of everything you can do otherwise you'll get a farming killer and that will rocket you forward in MMR so thered have to be a limit on how many points you can make in every trial like our current system problem is that this favors long drawn out matches what if the killer 4ks in 3 or 4 minutes with a point system like this theyd probably depip to or at best safety pip even though they were clearly dominant in the martch.
by chance the killer will find the bad survivor once as they climb the leaderboard and more skilled killers will try all the survivors to probe for weak spots in the team. even so if the survivor in question still learns some skills like not missing skill checks and staying hidden. some of what your taling about is just the nature of the beast if the killer never interacts with that survivor its just better to give the survivor the benefit of the doubt and derank the wraith and pip the survivor.
it shouldn't favor drawn out matches it should actually look at skill which is what i tried to do here.
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@sad_killer_main said:
https://forum.deadbydaylight.com/en/discussion/comment/1600575#Comment_1600575
Nope.
You can kill, and still be bad.
You can escape, and still be bad.
Emblems are the real display of skill, because they count all you can do in-game. If you perform all the tasks fine, with a neat performance, that means you are good.
kill and escapes arent perfect indications of who is good or bad but they can help as long as they are not weighted too heavily.
the current emblem system treat absolute blowouts without a chance of the other side winning as near ties because when its all time based it all looks the same its not a preformance of skill when a chase takes 10 minutes killers should be getting any iridecenats for stuff like that and they should be saftey pipping or even 1 pipping for downing and hooking everyone in 1 minute but this is how it works now its not a "real display of skill" its a collection of task that dont line up to how killers and survivors match up
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@4scoreand7skinsago said:
https://forum.deadbydaylight.com/en/discussion/188893/how-mmr-should-work-to-account-for-skill
I mean this isn't really fundamentally different then how the emblem system works really, maybe a few more caveats but overall same basic principle. And as we all know the emblem system isn't a great determination of "skill" or even if you did well that match. Take for example in a match one of the survivors is very good at looping and its a decent map with some pretty nasty tile combos against an okay killer such as maybe wraith we'll say, that survivor could probably run that poor wraith for 5 gens and if that wraith isn't very good they just might. So you have 1 survivor who's run the killer the whole match and 3 gen jockeys, would they get the same amount of points the 3 gen jockeys didnt really do much except hold m1, however that doesn't necessarily mean that they are actually less skilled then the 1 survivor who looped the killer the whole game since they didnt really get a chance too show off that they could do that too regardless of if actually are able. How about another example, DBD is rife with rng lets say as a survivor you get sent to azaroths resting place and one side of the map is, through bad rng, baically one giant dead zone plus there's 4 gens unfortunately close too each other, your very likely to lose that game not because your actually worse then the killer but because they got lucky.
TL:DR-theres too much rng involved in dbds marches to ever properly quantify skill so trying to do so is a fool errand.
the fundamentals of the emblem system arent bad the execution is just flawed i made this to polish it not reinvent the wheel
sounds like a mismatch with a wraith that refuses to lose a chase
ideally the wraith would depip and all survivors except maybe the looper should single pip (the looper could double pip)
in regards to rng thats what the pip system is for right? so 1or 2 bad games cant derank you massively. also that sounds like map awareness and map awareness is part of skill dont lead the chase into a dead zone.
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@[Deleted User] said:
Maybe instead of calculating it as the game is going on, calculate it at the end. Compare everyone’s number of pallets thrown vs. their chase time. Then at the end you can award positives and negatives. Would also say add in negative points for not engaging the killer.
Also what about this scenario: the killer only chased one survivor the whole game from start to finish and they had to thrown more pallets. Should they be punished for needing to throw multiple pallets just because they’ve made a new best friend in the game who won’t leave them?
i thought i made it clear that was how it would work.
a survivor being chased the whole game how long you think that would take? 5 minutes? 5*60=300secs/ points how many pallets do you think they would throw down? 10? 10*10=100 and the end screen would be 200 because 300-100=200 the survivor double pips. sounds good. you dont think so?
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@sad_killer_main said:
MMR should take into account scoring, emblems, not kills or escapes.
kills are an indication of skill if its not an offering mori and same for escapes provided they arent too heavily weighted
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@[Deleted User] said:
Why would stunning a killer give you a negative score? Stunning a killer is generally considered a positive.
Also negative score just for using a pallet? Maybe if it had a timer between pallets. Like if you drop one pallet and then another within 35 seconds you get a negative score. If you drop one after no negative score. Some killers you just gotta drop the pallets early on or use more. Could see it being abused by someone who wants to derank and just runs around the map dropping every pallet they spot.
having long chases without throwing a pallet every couple seconds needs to be rewarded and short chases that burn through pallets for no reason need to be penalized i standby negative penalty for using pallets. but maybe -5 points is too harsh for a stun i put that down to encourage using pallets effectively. do you think it should be 0 and the extra chase time points is enough? what value would you give a pallet stun?
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1598357#Comment_1598357
Not really, I like to completely avoid 3 gen by making them as separated as possible, this will make that easy.
and deja vu does this better and without adding a low priority perk to waste bp on
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1598393#Comment_1598393
No, not in terms of gameplay. Even No Mither does something... hell, even Monstrous Shrine does something. WGLF is the only perk, in the entire game, that doesn't have an acutal, in-game effect.
i would argue that beast of prey is the same but worse and also its out of game effect is too huge to write off
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1598383#Comment_1598383
okay... maybe stop whattabouting and actually take a moment to apreciate that WGLF literally has 0 effect?
the affect of being the only free anti grind perk doesnt count? this game is grindy af and this halves the speed. thats huge
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i would love to see the bad killer perks get reworked: coulrophobia, furtive chase, insidious, monstrous shrine, over whelming presence and all of huntress's perks get buffed enough to be usable
