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sludgeraptor

sludgeraptor

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sludgeraptor
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  • If it helps, there is a visual trick to telling where you're aiming with Huntress specifically. The bottom of her hatchet lines up with the middle of your screen horizontally, which can help a lot with aiming. I hate to be one of those 'practice makes perfect' people, but this really is one of those things. Also, are you on PC? If you can use mouse and keyboard, it's much easier to aim than with controller!

    I would recommend not using the bots to practice killers with any ranged attack. Unfortunately, their reaction times are way, way better than a human's would be, and hitting them is more difficult than hitting regular players most of the time. If you have a friend you can get into a custom match with you, that would be better! I did that when I was first starting Huntress; it really helped me understand how to aim and how her hatchets worked. This was before Trickster and Nemesis came out, but the same principle applies to them.

  • Ici, c'est le forum en anglais. Vous voudriez poster au forum en français ! https://forums.bhvr.com/dead-by-daylight/categories/french

  • Seconded. If they significantly change the gameplay loop of the Twins, I won't play them any more, and I'll be very disappointed.

    I know a lot of people dislike playing them, but there are 30 killers in the game now. Some are bound to be more (or very) niche, and that's okay. Considering most people seem to enjoy running around as Victor and the interaction with him (kidnapping/kicking/etc.), it would be really upsetting to see that go.

  • Check out Lynxi on YouTube and Twitch. She's a dedicated Twins main who has an entire playlist of cool pounce spots and general Twins tips.

    Though for more general tips that helped me get good at Twins if you don't feel like doing that:

    1. Try to go for m1s with Charlotte first, then follow them up with a Victor down.
    2. Always keep in mind where your other body is. This helps with zoning and general strategy.
    3. Twins don't play like any other killer. Using normal killer tactics generally isn't very effective on them. Instead, try to focus on learning how to herd survivors where you want them to go and getting good at Victor pounces.
    4. Despite common belief, you don't need to/shouldn't slug on every single down. Doing so at the wrong times can be more of a waste of your time than theirs.
    5. Forced Penance is a surprisingly good perk on Twins since Victor can apply it. Anything that helps keep people injured is generally very strong on them (so Sloppy if you go for Charlotte hits first, Scourge Hook: Gift of Pain, etc.). It also helps deny some of their natural counterplay of grouping up.
    6. Passive slowdown like Corrupt, Deadlock, and Scourge Hook: Pain Resonance, and No Way Out are your best friends. Things that require you to either get M1 downs (like Jolt/Surge) or go out of your way to kick things with Charlotte (like Pop Goes The Weasel) are less effective.
    7. Victor can see loud noise notifications like Discordance and Tinkerer. I always keep Discordance on my Twins build to guide me. This is especially helpful when you have multiple people injured; things can snowball very quickly in situations like that!
    8. Try to keep Charlotte and Victor as close to each other as possible. This isn't always doable, but it's a good rule of thumb; the longer you have to spend traversing the map with Charlotte to catch up with where you left Victor, the worse off you'll be.
    9. Toy Sword is your best friend. Also, if you see multiple medkits, do yourself a favour and equip Spinning Top - it makes them drop their items and things become a lot more manageable.

    Twins are a strong killer, but keep in mind that if survivors know how their counterplay or have boons/fast heals, things are going to be really hard for you. There's no shame in that; that's just how they're designed right now.

    Hope it helps!

  • My partner got called a hacker because they saw people's auras with Hangman's Trick. A lot of people just don't read perk or power descriptions, even when you point them out to them. Don't sweat it too much.

  • @Unimatrix00 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321303#Comment_3321303

    Yeah... I know they are listing the one from the 17-24 as Early Celebration... but ######### does that mean? Like, I don't see any of the lanterns or envelopes. Does BHVR enjoy confusing its player base?

    "Early celebration" just means the actual event hasn't started yet. This is a...pre-celebration, I guess, so that they don't miss the Lunar New Year starting but also line up the actual event with the midchapter release (presumably).

    The actual event starts next week. They probably could've explained better.

  • Personally, as someone who plays Plague a lot, while I don't agree with the idea of having a pool of killers you can't ever be matched against, I think it would be a good idea to add in some kind of option that locally (i.e., only for the survivor) mutes puking noises and gets rid of the puking visual effect while keeping the green aura on sick survivors. That way, the killer can still hear them and use it for tracking, but an emetophobic person doesn't have to suffer through hearing those noises or seeing their character throwing up all the time.

    I love Plague, I love her power, I love her aesthetic, I love everything about playing her--but I always feel bad when someone DCs upon me using my power on them. I'd much rather there be some kind of option to help emetophobic people than have games ruined by people having to DC.

  • I don't get visual migraines and I'm not photosensitive or anything like that. In fact I didn't think I was going to have any issues with the challenge at all, but after doing it I can confidently say I'm going to be avoiding it in the next level.

    I just stopped playing early for the night because doing the orange glyph challenges made me feel nauseated and gave me a headache. I even did it on Twins specifically to try and minimise the effect of the glyphs on my gameplay. The sound was especially problematic, and I still feel sick after having quit the game. (I know that's bugged so it's worse now than it would be otherwise, but still.)

    Hopefully they make it less strenuous for players in future.

  • You can still buy them with shards. In fact, it's better now, because to my understanding when you buy a perk on the Shrine it is given automatically at level 1 to all your survivors/killers. You can even buy it again to up the level your characters have it at. No need to worry - you don't need to buy any DLC you don't want to.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2801240#Comment_2801240

    So, just to set the scene to make sure I don't accidentally imply something I don't mean: I am fully on board with NOED getting a rework. Not a nerf, not just putting even more conditions on its effect to make it even harder to actually make use of (no token system, it's already a bad perk that doesn't do all that much), but something where it's fully redesigned to fill its design niche more effectively. Fully on board, that'd be a great change!

    I do have some objections to your argument, though. I fully understand that running the killer fairly well and being smacked with NOED the second that it activates because you were just unlucky enough to be the first guy hit with it is annoying, but what I don't understand is why that's somehow indicative of bad design when it can happen through a myriad of other methods-- what if you happen to be in a chase when the third Devour save happens, or when one of your teammates procs Haunted Grounds? I get that in the abstract it might feel unfair because it's one of the perks in the game that just does something instead of having a requirement (not inherently bad design, plenty of perks just have a static effect without need for killer input), but realistically it is exactly the same and it's not as though that's the game, it can be cleansed again afterwards.

    You point out that NOED is kinda dated, that it often doesn't do anything for the killer, and that overall it could use a rework, and on those points I absolutely agree. What it's supposed to do is a great concept and I love that it's a universal perk instead of a teachable, but it just doesn't effectively do more than a single down unless you're lucky enough to be facing lemming survivors or lucky enough to be able to defend a hook and the totem at once- but even in the latter scenario that's a single kill because the other survivors would just leave. The only thing I'm contesting is that it's somehow cheap or poorly designed from the angle of not requiring killer input, because that's also true of plenty of other perks.

    But yes- it could do with a redesign to make it more consistently useful. That I definitely agree with, and I'm sure most reworks would make it less annoying for survivors too.

    I'll be clear and say I personally find Devour objectionable as well (thematically very cool, gameplay wise often incredibly unfun - though I admit I'm biased because the first time I ever got hit with it I got mori'd without ever having even been found before that point, which soured me to it forever, lol. Plus I don't have suggestions on how to fix my issues with it, so I didn't bother bringing it up). But yeah, in the abstract, logical realm, you are correct - NOED isn't that different from those other scenarios, outside of the Haunted one where, again, there's a pretty clear timer involved and you're warned right away that you're screwed. This isn't really something people are arguing about from an abstract, logical place, though, and I think that's where my main issue with your arguments comes in. In the end, awesome theming aside, some perks are just....unfun to go against. And yeah, this is a horror game, and the general Vibe and Theme of the perks is really important. It's actually something I really, really like about DBD's gameplay; the thematic elements of the perks, even if they don't do much, often takes precedent over the practical application, which is a neat thing that distinguishes it from other games that are more mechanically-focused.

    But...the way the players feel about the perks has to kick in at some point, right? Like it or not, a lot of people hate NOED. They find it really annoying. They find it unfun to go against. Is it fair, compared to all the other scenarios you mentioned? Maybe. Maybe not. I don't think that tangling out whether or not it's fair actually helps much, though? The fact will remain that it will make people angry and upset, which is a problem.

    (As a sidenote - I have to disagree with your point about it being a single kill because the other survivors would just leave. While the 'just leave' thing is definitely the strategic and logical thing to do, as I said above, this game isn't exactly an RTS. People will go back in and try to be the hero very, very often; maybe not at Super Top Tier High MMR or whatever, but in your average pub match, a lot of survivors find just leaving boring and unfun, especially if it's their friend who's up on the hook being camped.)

    I would be curious to know what other perks you think are comparable to NOED in terms of not needing killer input. There's the obvious Haunted Grounds, but again, it's got a very limited timer inherently, unlike NOED, which can stay up indefinitely, so I don't really feel like it's entirely comparable. Is there another perk that can change the match so much as NOED that doesn't require the killer to do anything? Sorry if that comes off inflammatory, I'm genuinely asking.

    Second sidenote - there really needs to be something in the gameplay tutorial about hexes. I've heard a lot of horror stories from new survivor players about how they got hit with NOED before they even knew what a hex was, much less how to cleanse it, which is also probably something that soured a lot of people to NOED as a concept. Especially considering how common it is among newer players. Not really related to the discussion at hand, but just worth noting as a reason people might have personal gripes with it.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2797211#Comment_2797211

    How is the game "taken from you", though? All NOED does is give the killer a slightly cheaper (not free, but closer to free) down, the game isn't over just because you get downed after the last generator popped. Especially in the scenario you described where you've likely not even been hooked yet- your team have a ton of time to find the totem, cleanse it, and go for a save.

    And if they just leave... replace that scenario with the killer having an instadown through any other means. Is it the fault of the instadown, or just how the game goes sometimes? You don't always get saved in the endgame, that's just how it is.

    I promise that I'm not being disingenuous, I just find that the various top-level arguments here aren't convincing. Many of them rely on an unchallenged assertion that I just don't agree with, which is why I made this thread to begin with- I wanted to probe at those assertions and see if I could make them make sense. So far, no dice.

    Excuse me if I'm repeating points since I didn't read through all 7 pages, but the thing about NOED is that, as others have pointed out, its only activation condition is the killer existing. They don't have to play the game; hell, there's an entire genre of YouTube and Twitch content that's just people AFKing as strong killers and then returning after the last gen pops to roll the survivors with NOED. That is the main issue with NOED, and why people don't complain about perks like, say, Devour Hope, which have a similar effect - Devour Hope forces killer gameplay to work and NOED needs....nothing. That is deeply unsatisfying to go against for many people. Maybe not you, but many people. I personally have been against killers faking AFK so they can try this multiple times! It is surprisingly common (though a bit less since MMR came into play), and also, if I may editorialise a bit, very annoying! Why should the killer be able to do something like this? How is the fact that you can refuse to play the game and potentially get rewarded for it not in and of itself a massive sign of poor design/"unfairness"?

    To address the point about other instadowns: every other instadown in this game either has some kind of condition requiring killer input to activate it, a cooldown, is on a timer, has some kind of drawback or is difficult to use, or multiple/all of the above. When an Oni/Hillbilly/Ghostface/etc instadowns me, yeah, fair play. They did something, they should get rewarded for the effort they put in. If I get camped to death by a Tier III Myers, then yeah, you're right, that's just how the game goes sometimes! Some killer abilities or perks make it hard to save, especially in an endgame scenario, and that's alright. They still had to earn whatever instadown was used to get me on the hook in the first place, though, or, in the case of Haunted Grounds, there's a definitive timer after which it will be safe to save. On the other hand, when I'm in chase with a killer, instadown or no, and they suddenly use their speed boost to down me because I was unlucky enough to be the guy stuck in chase with them when the last gen pops, that feels bad. Especially if you're unlucky enough to be hooked right on their NOED, or you're playing solo so you can't call out totem positions, or any number of other unfortunate circumstances. In the end, it's a perk based almost entirely on luck and not skill for both sides, which is bad design, IMO.

    In the end, is it OP? No. Not at all. Annoying, maybe, especially if your luck is bad, but not OP. Is it poorly designed? Yes, very. It's a relic of design that really needs a rework of some kind, or at least to warn survivors the second they're exposed so they can react accordingly.

    I'm a killer main who vastly prefers playing killer, BTW, so this isn't me being salty or anything. I rarely run into NOED because I never run it on my killers and I rarely play survivor. It's still pretty blatantly flawed as a perk no matter what perspective you come at it from, though, since half the time, as you yourself have pointed out, NOED won't even do anything for the killer. It is in desperate need of some kind of rework so that it can be more fun for everyone involved.