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JudyIscariot

JudyIscariot

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JudyIscariot
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  • I play regularly and I think my highest prestige is 9 after getting p3 on every character, so the idea that everyone has a p100 is kinda silly. Still okay with hiding it, but do remember that your perspective is not the only one.

  • Invocation Weaving Spiders

    Fun new perk concept and I love the idea of these kinds of perks, but it's difficult to make this work. Obviously 10 permanent charges on every generator is a powerful effect, however the tradeoff of needing to either spend two full minutes in the basement by yourself or have the entire team down there helping is rough. Not to mention that being broken for the rest of the trial is a pretty serious downside. I could see being broken for the rest of your current hook state or for a decently long time (so that Vigil can interact with it maybe), but the perk turning into No Mither is a bit rough. Downsides aside, the time requirement for the effect just doesn't work out mathematically. I totally understand being conservative on the numbers to make sure this isn't a must-have perk, but I think it either needs the downsides tweaked or the numbers buffed to make the downside worth it.


    Strength in Shadows

    I've been running this with Botany Knowledge and it's really great. It's not without its downsides, but I like the effect and the aura read is helpful. Very much happy with this perk.


    Wicked

    Situational perk, but the added aura read on unhooks everywhere is pretty nice if you are a survivor that wants to avoid the killer after unhooks and doesn't want to run immediately into them. I think overall I'm happy with where this perk is.

  • I have ~1400 hours split just about evenly between Survivor and Killer. Doing a spot check of my stats, if I'm reading the DBD info site I have close to a 70% escape rate (personally I'm taking that with a grain of salt as I am skeptical). About 60/40 split for me on solo / swf (typically duos).

    While I can understand the frustration at losing streaks sometimes, I just can't see a world where an individual on a team should be capable of guaranteeing an escape. The power of survivors is in numbers and working together - if every single person were able to guarantee an escape for themselves, it would effectively mean that everyone would escape every time.

    You mentioned "Gen rushing" under your post in the game issues section but traditionally that refers to survivors rushing generators so I'm not sure what the complaint there is.

    All that being said, I'd really love to see some anti-tunneling protection available for newer players without them buying the Halloween DLC / Zarina - losing the Stranger Things base perks really highlighted the need for a base perk overhaul for both sides. Many of them are bad or outright traps. I'd also love a little more 'signaling' for solo queue so you can let people know you're headed for a rescue, but I'm guessing we won't see that.

    I don't think that "Git gud" is useful advice. I do however think that it's important to analyze what you're doing in game and whether you could have done anything differently / what mistakes were being made. Sometimes you get hard tunneled or your teammates are having a corner party doing the beckon gesture at someone's butt. Other times it's bad pathing, bad awareness, or lack of killer knowledge.

    Obviously I can't talk you out of being mad about a string of bad games, but maybe take a break or take a while and play killer. I promise it is not all sunshine and rainbows on that side of things when you're playing a mid tier killer against decent survivors.

  • I'm hoping for some more helm options in future cosmetics. I agree though, it's really odd to me personally.

  • Hoping he gets a different helm cosmetic because I hate the hair. Not super fond of "Hook and then deploy a guard at the hook" being the most common use of his power. Buggy AI. Teleporting through floors seems like it'll be uh.. rough on The Game. I like his concept overall but feel like it's going to be a few patches before he's anywhere near fun.

  • Yeah I got 50k on the 11th and nothing since.

  • Appropriate, given that it makes me want to vomit.

    Overall I'd say I don't care for how few tools survivors have to prevent a facecamping killer from securing kills. If the last gen has popped I think the best decision is to just leave and/or die on hook so that the team isn't tempted to try to help. I had two games yesterday where a guaranteed 3 out turned into a 4k due to trying to help in solo queue. I have learned my lesson and will be adjusting accordingly lol. I'd love to see the part two of this update to help out solo queue survivors and give some tools to assist with camping / tunneling. That aside, I've enjoyed the changes overall. Haven't tried killer yet since I was milking the +100% bp survivor boost, but I'm looking forward to it due to the prestiging system making it so I have all perks on all killers now.

    Oh and the DS stun duration change was completely unnecessary. Turning it off in endgame was enough.

    Also, I am actually pretty okay with addon rarity actually mattering and people not being able to bring the best ones every game. Not having every game be a nuclear arms race is not the worst thing.

  • It's possible. This Bubba ragequit after the last gen popped, having 0 hooks or downs. I was solo, and the David also was by my understanding.

    image.png


  • I have all the perks on all the killers and survivors now, and will for the forseeable future only have to worry about prestiging the new one as they come out. I am okay with that. Teachables was a miserable system for me as I tended to want to jump around to different killers, which led to things like "Well I want to try hoarder on Pinhead, time to continue grinding that bloodweb until I happen to get it." (In that particular instance, I gave up after unlocking enough perks to qualify for automatic P3 when the new system dropped without ever seeing Hoarder).

  • Been playing survivor today for the BP bonus, the games have been pretty okay overall. I enjoy the new perk changes and Lightweight gets a surprising amount of value on maps like Ormond and corn maps. Haven't had it indoors yet. Mix of killer skill levels / sweat level, overall pretty good mixture of games.

  • I suppose they could run either new Distortion or Stakeout for a somewhat similar effect (though less direct / useful overall). I think I'm okay with most of the changes save for the LoS requirement for spine chill.

  • I generally feel like the changes are good, with a caveat for Spine Chill. The LOS change makes it basically worthless. +1 to the idea of making it not work against undetectable killers rather than having the LOS requirement. The vault speed changes is whatever, they can take it.

  • Just posted about the same thing, I'd love to know what the conversion rate is so that if I'm like two perks off of getting a prestige level I don't miss out.

  • In case it happens to be relevant or useful diagnostically, I was the obsession.

  • Personally I think that it'd be interesting to remove perk tiers not because of the blood web, but because of the design space it opens up. Currently, everything has to have some numerical values that can scale, but if you moved away from perk tiers you're no longer bound by that constraint.

  • Still no shards myself, I'm not sure why. I opened the game for the first time today several hours after the tweet.

  • @LoneSlinger said:

    https://forum.deadbydaylight.com/en/discussion/comment/2731922#Comment_2731922

    While I understand that logic until they type racist marks in egc you honestly never know what someone's intentions are

    We can't just be the thought police because people may commit crimes

    Again not defending just trying to relate it to irl actions ig

    Aye. To be clear, I'll miss the masks and thought they were a neat idea. I was just throwing out there what they've said their logic was in other threads.

  • Their logic has been even if the report system works quickly and efficiently 100% of the time, someone still had to experience harassment in the first place that was made possible or worse by something they can remove. Reporting is a reactive measure, this is proactive. I'll miss the masks, but I understand what they're saying.

  • I don't like the whole "They can apply it over a hex totem" part.

  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/2523298#Comment_2523298

    ... Huh.

    Is reminded of the Retribution, Plaything, Haunted Grounds, Undying build on Nurse.

    Yeah that basicallly ######### over Boons doesnt it?

    My plan for killer during release week of that perk is Haunted Ground, Retribution, Thrill of the Hunt, Undying

  • Personally I just plan to run Undying, Haunted Ground, Retribution, and Thrill of the Hunt the week that perk releases. Can't use boons if there's no totems 5head.

  • I've been begging for this on every survey, this rocks!

  • If they introduced a perk that gave me the Borrowed Time effect when I get unhooked, I'd run it in 100% of games just so I don't get unhooked in the killer's face by some enterprising lad trying to 'help'.

  • The notification definitely feels like a bit much, I'd agree.

  • https://www.youtube.com/watch?v=S1k27qKtj9I


    I didn't repair a generator when mine activated forever. I vaulted a log and was running when I realized that my lithe was just never turning off. Took video for proof.

  • This happened to me as well. I stopped to take video, then threw myself at the hook.


    https://youtu.be/S1k27qKtj9I


  • I think it would be neat if they introduced a perk that allowed survivors to hear loud noise notifications within a certain distance on a cooldown. Knowing you tripped Spies / Tinkerer / Disco, etc could be interesting.

  • I just got it myself, I got kicked out but the person playing on the computer next to me did not. Both wired connections, same router. Really don't understand why that would happen or what the bug was, but if all of us were getting it at the same time there has to be something weird going around.

  • Outdoor for both roles. Also, while Haddonfield is generally really great for survivors I do not overly like it because it feels like an indoor map that's slightly outdoors.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/2167656#Comment_2167656

    https://forum.deadbydaylight.com/en/discussion/247902/my-suggested-changes-for-a-bloodweb-revamp

    These types of suggestions don't solve the problem permanently though. They only solve it for now, but as more chapters get released, and we get more and more perks added. The grind will still get longer and longer.

    What they need to do, is create a system that lets you pick the things that you want, that way you can get working builds for your characters whenever you want rather than having to wait for RNG to hit. And then, if you are missing a perk you want, just grab it.

    I don't know how having level 1 doesn't give you at least a starting point. Believe me, I'm 100% with you on reducing the grind but even having level one on a lot of perks is significantly better than not having anything. It hasn't seemed like the devs have had a major appetite for reducing the grind, but hopefully they do something because it does absolutely get worse with time at a pretty major rate. I can't remember where I saw the calculations but every character added to the game is literally millions of BP to grind. I didn't start until late last year so it's a pretty huge mountain to climb.

    I'm looking forward to (hopefully) an anniversary event, but events are really only a bandaid.

  • Otzdarva had an interesting suggestion that I liked which would solve a lot of headaches: If you get a teachable perk unlocked, it's unlocked on the rest of your characters at level 1.

  • For me the map mostly just hurts my eyes at certain angles. I wish the lighting were closer to maybe Dead Dawg. I might have to look into freestyle filters to see if I can bring the ambient light down just a bit.

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/2164264#Comment_2164264

    No, it doesn't. SpineChill does not e.g. expose ghostface or stop michael's stalking. All it does is 'hey, the killer is looking in your direction, so you'll get nervous and work faster but less concentrated'

    It doesn't tell you WHERE a killer is, how close or anything. People still need to look around. and can STILL miss a stealth killer... heck, I've seen people with spinechill miss a 7' tall cowboy looming down on them

    why do i think you don't play survivor on a regular basis

    7' tall cowboy here, can confirm. I've shot spine chill users off totems more times than I can shake a stick at.

  • Coldwind: Maps are beautiful, I wish the ambient light was a liiittttle dimmer. It can sometimes make it really hard to see when aiming abilities, and is a bit bright for my tastes overall. Lighting similar to Dead Dawg might be good.

    Perk changes: Love them. I feel like Lucky Break could be fine at 60, but as is it's probably useful.

    Doctor: New visuals are great, not that I'm going to see them because they released an incredible crossover skin at the same time. (The Crypt TV skins as a whole are killer, please consider doing Sunny Family Cult legion).

    Demo buffs are great, Twins nerfs miss the mark on what the real problem is. (Kicking victor is pointless, he can be left to camp for free, etc)

  • Interference

    You cover for your friends in times of need.

    Loud Noise notifications while you are performing the Unhook action are suppressed.

    For 10/15/20 seconds after unhooking another survivor, that survivor's blood trail and scratch marks are hidden, and the 1st Loud Noise they would make is suppressed.

  • Acute Senses

    Your keen eye and sharp ears allow you to perceive the smallest of sounds.

    Loud Noise notifications are audible and visible to you in a 24 meter radius.

    Acute Senses has a 25/20/15 second cooldown.

  • NOED tends to feel cheap to a lot of people (I'm a killer main for reference). Personally I'd like to see it reworked so that you get one token on it per unique hook, and each token is consumed for an instadown. It'd work the same if people put in a bit of effort and feel less like 'lulz free winz.' (even if that's not the case) for those that have issue with it.

  • My games as survivor have been pretty abysmal today. I am not amazing, but slowly ranking up, currently rank 9. Every game (save for 1) was against a red rank or higher killer while I was usually the highest ranked survivor in the lobby. The games weren't even close, just one slaughter after another.


    Also, encountered a decent number of red rank folks playing on characters they clearly hadn't touched. It kinda feels like gaming the system to farm rank in a way. It really needs to take into account all of the 'soft skills' you get for playing a lot of killer. Just because you main Billy it doesn't mean that none of that knowledge transfers to Hag.

  • It's been rainbow games for me all day and there's been a noticable downward trend in their overall feel. Rough games and blowouts in one direction or the other. This is likely because I don't have as many hours in the game and therefore mmr has less data on me.

  • I don't have DS unlocked but I want it not because of second chances or bs towards the killer but because of teammates unhooking me in their face without BT which just leads to me being tunneled out of the game. I don't even blame the killer there tbh.


    Also, to the op: Stake Out is really terrible. Tapp was my first survivor I levelled up for Detective's Hunch, and I really want to like it, but it's just not great. I wish they'd implement some fixes to perks to make them more competitive but the vast majority of them are bad.

  • Honestly at this point my biggest issue is less the killer tunneling me and more my teammates unhooking in front of the killer. I don't have DS but I'm considering running it not as a ######### you to killlers but as a way to deal with teammates doing stuff that sends me to 2nd / 3rd hook state immediately.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2018087#Comment_2018087

    Right... and?

    Yes it's a two-way street.

    But just because the survivors all committed suicide, doesn't entitle the killer to a boatload of bloodpoints and a rank up for no effort. The match only lasted 2 minutes, so the rewards reflect that.

    I wasn't saying they should get a mountain of bloodpoints and rank up as a result, I'm just saying that you shouldn't de-rank because you heavily outplayed your opponents or they quit early.

  • I see a lot of replies in this thread are saying that it promotes you playing in a healthy manner but it misses that it relies on both parties for that. If, as a killer, people suicide on first hook you're punished for that and it's nothing you can control.

  • I think a lot of frustration surrounding the pipping / depipping conversation is so much is out of your hands when it comes to whether you rank up. And performing your job too well causes a derank. It overall just leads to a very muddled and almost random feeling allocation of points if your opponents perform poorly.

  • He's incredibly informative and I love his dry sense of humor. The video intros are great. Also, his 'every perk in the game' videos are great to watch when I've got 5-10 minutes free.

  • Pipping system has some serious display issues at the moment rom what I can tell. Text says safety pip, but gives a pip up. I've seen the inverse as well. There's lots of weird stuff with it as near as I can tell.

  • Anyway to the topic at hand: I think most of the offerings are underwhelming overall, and when people see a map offering they usually just go "ugh" if they weren't the ones to play it. Not overly a fan, but not overly bothered.

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