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Arxaion

Arxaion

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Arxaion
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  • A. You've probably never touched Spirit. I would bet my entire Steam library that you haven't played more than 5 games with her. She isn't easy whatsoever, to the point that she is one of my least favorite killers to play.

    B. You can hear her. If not, you can see grass move.

    C. There is gambling if you choose to stay in the area. Once she phases, running away in an unsuspected direction is free game.

    D. This post should be removed as to not incite other players killing themselves immediately against killers that they have trouble playing against.

  • When did NOED become a problem?

  • I suggested this a while back as well, and people are wholeheartedly against it.

  • I'm sure it was likely due to the whole licensed killer thing, but one can dream.

  • It's definitely annoying if the killer's whole build is central to slugging, but it isn't toxic and I don't blame them for trying different things. There's a bleed-out timer for a reason.

  • Most "unsafe" pallets are completely safe to use initially, they just aren't safe to loop. All you have to do is time it better to stun the killer. For example, the pallet near the portal room in Hawkins (the pallet is at the end of a short table). That pallet is great when it is still up, but if you try to play around it while it is down you'll just get hit regardless. I support more of this.

  • I like my pineapple cold, not warm and soggy on a pizza. :(

  • As a killer, I have started backing out of matches when I see (a) survivor(s) potentially using a VPN. After I had a match as Nurse where a survivor was just blinking around corners (pun intended), I've started taking more time to look at survivors' profiles before a match starts. I guess with that I can also prepare myself mentally for SWF teams based on lists of friends.

  • @OmegaXII said:

    I'm holding my judgement until the PTB comes out. I don't want to get hyped just to be let down.

    Hope you do the same.

    It seems right now that they are more prone to addressing additional issues than backing down what they currently have, at least with this update's fixes.

  • @Crazewtboy said:

    Some perks like Borrowed Time are a must. Honestly very few perks are annoying in an SWF when everyone runs them. The main one is Decisive and I don't see a lot of people running that anymore. The biggest issue is probably voice chat, but you can't remove that because most voice chats are built into the console (parties) or a separate app (discord). Easiest thing to do is bring killers who aren't on par with SWF and map pressure up to their level instead of bringing SWF down.

    Decisive Strike is still very much the bane of my existence at high ranks. I consistently see them in my killer matches, more often than not there will be multiple. It's a sad time, with many slugs.

  • @Cheers said:

    The funny thing is, I remember complaining mad about Ruin, only to still use it on my two favourite killers.

    Since then I've basically trusted every move they've made, within reason.

    Ruin was nerfed overall, but became viable in a different manner on oppressive killers. Yeah, it's definitely fitting a different role in a different sort of build.

  • @Tactless_Ninja said:

    Getting all teachables is easy. It's getting everyone to P3 first which is hard.

    It's definitely not hard per se, just very time consuming. Something many people just wont ever achieve, be it not buying DLC or just not caring about some perks.

  • NOED is particularly good on him, considering he can deny survivors the ability to run away. I would even consider running it on a core build just for that fact. That said, there are some very good perks on him that I couldn't bring myself to replace with NOED.

  • @Danu said:

    Whats your favourite loadouts with killer and survivor now that you have pretty much full perk freedom?

    I don't have all perks unlocked on everyone yet, just the teachables are all unlocked to potentially grab. However, survivor I've only got Meg to max - the rest of my perks have been from Shrines. Here's the load-out for my survivor and favorite killers.


    Meg: Sprint Burst, Adrenaline, Spine Chill, Kindred

    • Spine Chill I would absolutely never take off of my survivors. Kindred is amazing as well for providing map-wide aura coverage.
    • I may replace Adrenaline with Urban Evasion if I find an archive challenge would better suit it.


    Nurse: Barbecue and Chili, Discordance, NOED, Whispers

    • Whispers I probably use more than I should, but it is such a great perk for not wasting your time.
    • Some may call it scummy, but NOED is an absolute beast on Nurse.
    • Discordance helps a ton in the beginning especially, knowing where to go first. Also helps prioritize generators throughout the match.


    Legion: Ruin, Sloppy Butcher, Surveillance, Barbecue and Chili

    • Legion has very good pressure and the ability to keep people bouncing on and off of generators. This makes the Ruin + Surveillance combo very good for as long as Ruin can stay up.
    • Surveillance on its own is great for locating survivors when there are only a couple left.
    • Sloppy Butcher is a must-have on Legion for increasing that time off of generators. If people refuse to heal, they are playing a dangerous game with Legion's ability to run ahead and zone people off.


    Ghostface: Save the Best for Last, Pop Goes the Weasel, Whispers, -

    • I play around with his last perk a lot. Right now I've got Thanatophobia because I found higher-level players tend to refuse healing more often. Definitely not the best option though. Barbecue is okay, but he doesn't have much of an ability to utilize it to its fullest potential. I'd consider something like Brutal Strength for taking care of terrible pallets or Make Your Choice if you are good about using it. Whenever I use MYC, I tend to inadvertently ignore it and it never gets used.
    • Save the Best for Last is great for chaining hits on survivors, and is also why I was originally using Thanatophobia.


    Deathslinger: Barbecue and Chili, Discordance, A Nurse's Calling, Pop Goes the Weasel

    • I'll start with Pop Goes the Weasel. Given his slow speed, you need to zone off a couple generators at a time when you chase people. Don't kick a generator people are actively working on, but kick one you just pulled a single person off of that other survivors don't know of. By the time the original is hooked, hopefully their progress is lost.
    • A Nurse's Calling is 100% a must-have. Never replace it. His terror radius doesn't do a great job of telling his distance, and he can be right up on you before you know it. This is great with heavy foliage or obstacles where survivors can't see you. You can just pop around a corner and quick-scope the injured survivor. Great for cornfields too.
    • Discordance is a great perk for prioritizing, like I said earlier. You could switch off to another perk, but I prefer having assurance of where to go at the beginning especially.
    • Barbecue and Chili is alright on him. He's slow, so he can't utilize it quite as well. I would recommend switching either this or Discordance with Monitor and Abuse (I don't have it unlocked on him yet). Either way, it still gives good indicators of where survivors are at since most people probably won't run BBQ on Deathslinger.


  • @TimeMonster said:

    hell... i got almost all survivors P3 (not new one for now) and same with killers (not a new one again... for now)

    All teacheable perks unlocked (exept new survivor... i got killers tho) and aleast one of my survivors got ALL perks for survivors in game (for now it's Feng, but trying to slowly switch to Yui) and my favorit legion got all killer perks (not 3 lvl tho) ... IDK why legion tho - everyone keep saying they are weak, but i just having fun playing them

    Legion isn't weak at all, they're pretty strong right now in light of the Ruin change.

  • @LaughingMeow54 said:

    That's is my ultimate goal. Every perk in the game unlocked. Just curious, who was the last one you unlocked their perks for?

    Last one was the Deathslinger. Before him, it was the Hag. I got Ruin off of the Shrine a long time ago and never bothered to level her up. I believe my first killer to 40 was Legion, followed by either Myers or Nurse.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1149364#Comment_1149364

    Feel like as far as the addon comment goes, Myers is an excellent example of addons that offer change instead of just buffing an aspect. Typically when I tell someone about a Myers game, there's some pronoun before Myers to describe the addon. "I played afew games of Jumpscare Myers, before trying out an infinite T3 Myers." Think about how many killers have similar situations? "Pallet Freddy" "Body-blocker Hag"... No one is gonna describe a game as Deathslinger as "Reel-in-abit-faster Deathslinger" no matter how good the character is. Same can be said about most of the killer cast. Don't gotta make an addon OP to change up a power, so instead of "normal build Huntress" it beomes "instadown Huntress" as a change of play-style.

    What if as an addon, Deathslinger ditched shooting a chain with his harpoon so survivors who are shot arnt pulled in, but rather slowed down abit until they go through an interaction to remove the chain. This would greatly shake up the game-play, and is only an example that I just thought up.

    That's exactly what I'm getting at with the add-ons. I would much rather Myers be a little stronger, and all of his "you move slightly faster while stalking" or "you remain in tier 3 a little longer but you have to stalk a little longer" add-ons be replaced with more unique ones.

    Imagine an add-on for Deathslinger that allows your spear to pierce through survivors and apply deep-wounds to all hit, while only pulling in the first one hit (after the hook begins retracting) and halving its chain strength. Suddenly survivors can no longer effectively body-block, but he also has a harder time sniping from a distance.

  • @Peanits I think from my last question, it was more a matter of the concept of add-on dependence. Some killers seem much more dependent on them than others. I feel as though they should all ideally be considered good without add-ons.

    Good to know you guys are keeping an eye on the first point. I still feel as though Hangman's Trick is lacking something (maybe still grant hooks an increased recovery timer), but at least it's better than it was.

    Edit: By good I mean relatively equal in power. I recognize though that there is bound to be disparity between killers.

  • Playing for an hour or two most days for the past month has got me from tier 1 to tier ~38. Just play as far as you can before the end of the rift and then decide if the cosmetics available to you would be worth it.

  • There really isn't a need for it to be a long timer. You use the perk to know where to go next, that's about it.

  • I definitely think people often misunderstand what they do and why they do those things. However, I hope all of the talk of gathering data and investigating various issues is summed up soon.

  • @not_Queen said:

    @Arxaion

    We normally hold live Q&As on the week of releases where we address more pressing game balance questions.

    Sadly this week, we are unable to go live as we do not have access to our streaming set up. That said, we will still hold a written Q&A on Thursday. Keep an eye for it!

    I also want to add that I like your idea of adding more information directly in the patch notes. This is something we are currently exploring and since we have been doing Patch Notes a certain way for a long time, it requires to change some processes and involves many teams. Point is, good idea and we're working on that one 😊

    EDIT: In the meantime let me see if we can already get these answers for you. We just need to talk to the right people.

    Thanks! I knew about the live Q&A, wondered where that went. Good to know this idea is in the air now as well.

  • @[Deleted User] said:

    Well they tried to justify and communicate the Ruin changes and we all know how that went.

    "Survivor frustration"

    "Survivor fun"

    "Now survivors will be able to..."

    "Survivors won't have to deal with..."

    After that, I personally would rather not know. I don't want to get utterly triggered again.

    I'd still rather know what they are thinking than not at all. 🤔

  • @Tactless_Ninja said:

    Hey I want updoots too.

    Money money GREED money. Devs don't care and they hate _________ with latest patch.

    Key points

    -Greed

    -Money

    -Cosmetics

    As a surv-iller main I am completely unbiased.

    I feel like being open about the future would definitely help with players being so toxic about every single change made. That said, I would also like to know why some changes that absolutely should have been made were not made.

    Edit: When the same things are posted again and again, those are the topics that should obviously be addressed.

  • @NursesBootie said:

    You're screwing four people, if you DC. Every DC should be punished.

    Survivors suiciding on hook also screws up four people.

  • I had high hopes with what the turnout was looking like.

    Man, really shot those down with the unwarranted nerfs.


    Edit: Literally everyone was happy with the PTB except for the excessively fast sabotage times. Survivors liked the killer, killers liked the killer, everyone liked the map. Give or take a few stragglers.

  • It's really not that big of a nerf. As a killer, totally understandable. It isn't going to cut its utility. A single skill check is all you need to know where to go next.

  • That was too hard of a nerf on the perk. Bump it to 6/8/10 and it'll be fine.

  • @EvilJoshy said:

    Considering killers get thrown at whoever is waiting the longest, I don't think individual rank is going to make a difference. MM is going to suck all around. What if you que up as a killer you barely used, then switch to your main at 6 secs left? Like survivors do when they switch to legacy Dwight with a purple flashlight. Be pretty damn ironic though.

    You would probably queue as a specific killer instead of queuing as the role. That would prevent this.

  • @PistolTimb said:

    If you're a new player, it's best to play killer first and foremost. It's the easiest way to get used to the game and it's mechanics without being driven away by the harsh nature of the gameplay.

    Hard disagree. As a killer you need to understand survivor objectives and tendencies. Best to play survivor first.

  • Doubt this is true considering the implications of "deep wounds"

  • @Jacoby2041 said:

    If you are patient, use Insidious, Noed, Rancor, and Bloodwarden on Nurse and go inside a gate (make sure no one is looking) and wait until they open it at the end and give someone a nasty surprise. If it's not the obsession you get to block the gates and have 1 minute of killin' time while everyone panics, if it is the obsession then you could still do that or just murder them. Don't worry about Rancor giving you away since Insidious blocks auras, they won't even know you have it until it's too late >:)

    I'd consider replacing Rancor with Mad Grit. SWF teams will body block you.

  • I rarely have a problem as a solo survivor, and I'm in red ranks at this point.

    This is nowhere near the sweatiness killers have to go through to compete with a SWF team.

    SWF completely breaks probably 15 to 20% of a killer's potential arsenal.

  • Yeah I've been having quite a few disconnection issues ever since around the time of the PTB launch. I've already reverted and verified my cache, so all is good there. Yet it persists.

  • I just now after almost 400 hours of mostly casual play (casual still getting me to purple and red ranks) hit my last teachable on killer-side. Haven't touched survivors other than a level 50 Meg and their perks from the shrine.

  • Generators being done 30% faster? When was this a thing?

    If you mean the toolbox changes, it is much better than before. After testing it in the PTB, generator regression perks are detrimental to the usage of toolboxes. Just using PGTW on a perk that someone used a brown toolbox to work on pretty much negates their item. That said, we (killers) still need a little more on our plates in terms of generator progression. Not a perk, either.

  • Tunneling wouldn't be even half as prevalent as it is now if survivors played a bit smarter. If a killer is tunneling, let them and crank out generators until they regret their decision. As a killer main myself, I will absolutely "tunnel" survivors if they are unhooked the second I turn my back. I wish they would stop trying to implement ways for survivors to get around bad decisions like this. That's besides the point of the post though.

    I think it seems a little convoluted, considering how much more is going on in a match. I'd rather see something along the lines of removing the hook phases, and seeing all survivors' hook regression speeds increase each time one is hooked. Allow survivors to be hooked more than twice and, as compensation, increase future hooked survivors' regression speeds by 5% (stacking). At some point in the match survivors that weren't vigilant early on will be pressured to unhook survivors quickly, rather than tip-toe around it. Has everyone already been hooked once? Well, then future hooks will regress 20% faster. Are you being tunneled repeatedly? Cool, you aren't going to necessarily die outright from it.

  • @yobuddd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1139282#Comment_1139282

    I see where you’re going with this, but there are a couple deeper issues here.

    • First, the spawn was to be at some point in the first 15 minutes, or when the last gen pops, whichever comes first. So it still appears in every match.
    • The idea of setting tougher spawn conditions is nice. Conversely, we could just start the match with it already spawned somewhere. Or maybe make it appear in the first 5 minutes instead of 15, so that it still has a good chance of competing for attention with generators.
    • Tying those spawn conditions to rank is good in theory, but very rarely do we get games where all players are even close to the same rank. If red rank survivors going against a yellow rank killer would prevent the cache from spawning, then maybe rank will conditions need to wait for better matchmaking.
    • I think it’s best to have only 1 cache spawn per match. This makes it a real point of contention between ALL players, even if they’re on the same team. It also makes it feel like that much more of a victory when you secure it, because you know you truly earned it!

    You have to also keep in mind that the cache isn't meant to be a primary objective either, given how difficult it would be to spot on most maps. Just giving some rough estimations here, let's assume that the cache is only found in 30% of your matches. Contesting the cache with it being available to one of five people, this gives you about a 6% obtain rate. In other words, you could expect to likely obtain the cache once in every 16-18 games. Hence the need for enticing rewards. Obviously statistics are difficult here and there is plenty of room for outliers.

  • @thefallenloser said:

    Interesting idea, though it is inherently killer sided. Killers cannot be interupted from opening the cache and the item can't be taken away from them. It's also much shorter to open. If the killer finds it, it's theirs guaranteed.

    Also people would just search for the cache the entire game instead of doing the objective.

    That last part is also part of the point of this. To draw away from the main objective. If they won't touch generators, maybe they'll add something like this. Searching for something the size of a toolbox around a whole map would be very time consuming considering it would be black, and it isn't guaranteed to spawn at any single point in time. @yobuddd also proposed a better idea for contesting the cache.

  • @yobuddd said:

    What if the box required 60 seconds of effort from players? All players. Cumulative. Hear me out:

    The box spawns. A survivor finds it and starts opening it. 60 seconds required.

    15 seconds later, another survivor comes within 4 meters and sees a new interaction appear on screen: “Disrupt”. Selecting the interaction causes the box to phase out and respawn elsewhere. Progress is NOT reset. The next player to find it only has to complete the remaining 45 seconds to finish opening the box.

    The box will automatically phase out and respawn any time a survivor and killer are BOTH within 8 meters of it. This allows survivors to stop the killer from opening it, as well as gives the survivor a chance to run if the killer sneaks up on them while opening.

    That's a pretty good alternative too. I would hope it would include more than just items though, considering the fact that it definitely wouldn't be found in every match. Even if it is found, it is a matter of contesting it.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1136367#Comment_1136367

    Well yes but still only one person gets the cache, no? And if killer comes across it he can interrupt it and claim it for himself because it takes 30 seconds.

    While survivors can cover much ground "technically" they still want to be 1st to find it... thus ignoring the objective most of the time. (unless it's SWF). Heck some even may sacrifice their own teammates to look for the cache just to have a chance to get it.

    Well without an indication of when it spawns, survivors could be wasting upwards of 15 minutes looking for it. The killer, if he would spend 30 seconds on the lock-box, would then give all four survivors the opportunity to work on objectives safely. That is ridiculous in itself in terms of survivors escaping (this, in addition to the time generally available).

  • @yobuddd said:

    Survivor-sided or killer-sided, that can be tweaked and balanced by the devs. I’m intrigued by the idea overall and would love to see something like this come to fruition!

    Btw, I think we’re missing a huge opportunity for a lore connection here. The Entity’s Cache? Well, the Entity has been known to take items for itself from bloodwebs. Surely those are stored somewhere, eh? While the devs may balk at the idea of giving out free cosmetics, they might still allow this cache to reward players with a collection of items and add ons. Perhaps the cache would grant you all the materials from one lvl 50 bloodweb for the current character. (Or 2 bloodwebs? Eh? Eh?)

    It also flat-out adds another objective that, while isn't essential to escaping, is very much enticing and likely to cause some stirs in matches.

  • @Milo said:

    Tbh this feels super killer sided.

    And ofc its not finacialy beneficial for them.

    I figured someone would feel it was killer-sided. Survivors, as a team, can cover much more ground. The fact that the lock-box respawns after a survivor's death gives yet another chance to find it.

  • Also remember that Ghostface can stop his stalking at 99% to catch a survivor in a bad spot later on. This is useful for running into a chase head-on, quickly flicking you stalk on, and getting that last percent. Similar to how survivors can 99% exit gates and quickly flip the lever as the killer approaches for a clean getaway.

  • I've started cleansing totems more often. Not necessarily because of NOED, but because of how many points they add to a category I find is not all that easy to accumulate points in.

  • Survivor

    Skulking | Spend 90 / 120 / 150 / 180 seconds within the killer's terror radius. Complete this challenge in a single trial.

    Hands On | Spend at least 10 seconds repairing 2 / 3 / 4 / 5 different generators. Complete this challenge in a single trial.

    Burning Rubber | Run for a total of 500 / 1000 / 1500 / 2000 meters

    Killer

    Serial Killer | Hook each survivor in a trial once before hooking one a second time.

    Marksman | Land 20 thrown hatchets.

    Brutality | End 2 / 3 / 4 / 5 chases in 20 seconds or less by using a basic attack to put the survivor into the dying state.

  • Madness is weak as is.

    You can get rid of it at any point, and progress stays.

  • Not a single killer is, at this point, overpowered. Doctor is finally above average though.

  • None of the killers need nerfed.

    Some of the killers need buffed.

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