Tranquil_Blue
Tranquil_Blue
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- Tranquil_Blue
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His power is often underwhelming, no doubt about that. A few things:
- If you use guards to camp the hook (while you leave), survivors can just run through the guard and unhook. A guard who is chasing them will disappear immediately when they start to unhook.
- One thing you can do with guards is camp generators that you've kicked with Call of Brine/Overcharge (thus keeping the survivors away and allowing the generators more time to regress).
- You can throw down a guard before picking up a survivor to make sure no one tries a flashlight save.
- Addons: Map of the Realm makes it easier for guards to get into a chase (increases their vision range). Dried Horsemeat makes chases longer (more delay/more chance of actually getting a hit). Tattered Tabard increases patrol time, which helps with the generator strategy mentioned above. Carnifex is overall the best for chases, as his chase lasts quite a while, so Battle Axe Head can be useful.
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@[Deleted User] said:
Your average killer player using most of the killer roster simply cannot end chases quick enough to evenly spread pressure and make the game “fun” for all survivors. Hence the use of slowdown perks. This is then combatted by survivors using perks/items to slam gens as quickly and efficiently as possible.
Unless big changes are made to how the game flows, then I don’t see how anything will really change in this regard.
Yes. And it's honestly always been like this. Both sides are on a serious time crunch if the other side is playing even remotely efficiently. There are tipping points where your chances of winning start to decline rapidly.
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@LordSturm said:
https://forum.deadbydaylight.com/en/discussion/comment/3289116#Comment_3289116
face the darkness synergizes with lethal pursuer? wow
Yep. They scream (bubble notification) AND it also shows the aura for 2 seconds (4 seconds with Lethal Pursuer).
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They should start by reducing the Incapacitated to 16 seconds and see how that plays out. I think that 16 seconds would feel quite a bit less oppressive.
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I genuinely think they should try going back to 16 seconds of Incapacitated. Still impactful, but not nearly as annoying.
Before the 6.1.0 patch, Eruption was generally considered decent but not amazing with 6% regression and 16 seconds or Incapacitated. People weren't really bothered by the Incapacitated (partly because the perk wasn't used very often in the former meta, but partly because 16 seconds just doesn't FEEL nearly as bad as 25 seconds).
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I personally gave up on him a while ago. I'm not saying that he CAN'T be good, it's just that for me, he is close to the bottom of the roster in terms of enjoyability. I always have way more fun and success playing Huntress or Trickster if I want a ranged killer.
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@Anara said:
https://forum.deadbydaylight.com/en/discussion/comment/3287873#Comment_3287873
Its not true there was less competition before and more fun.
The only thing which has not change is people playing meta perks
What exactly do you mean by "less competition"? What kinds of things were survivors and killers doing then that they don't do now? Were you playing at the highest red ranks (in the old rank system) or not?
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@Wewantjason said:
Lol. The addon that has a ton of counterplay and requires mikey to lose anywhere from ATLEAST 2 gens and sometimes 3-5 gens getting his THREE HUNDRE PERCENT STALK, then taking a MOVEMENT penalty when he gets the ability that is countered by good looping or simply lockers, and is a RED addon
This entire thread is more entitled crying.
It’s Tombstone Piece (purple) that is the bigger problem. Pair it with J. Myers Memorial and it can be quite easy to: 1. get your Tier III to 99%, 2. walk up to a survivor with your small Tier II Terror Radius, and 3. pop Tier III and kill them before they even know what’s happening (and before they have a chance to hop in a locker or anything else).
You can basically do the same thing with Judith’s Tombstone, but it’s at least a little harder.
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@Steel_Eyed said:
Does the chain hunt still happen if a Cenobite brings Chatterer’s Tooth and not pick up the box?
Yes, with Chatterer's Tooth, the regular chain hunts still happen as long as you don't pick up the box. Also, it's not specified on the addon description, but if you do pick up the box (or down someone who is holding the box), you also see the bubbles that show where the survivors are.
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People DC and give up for all kinds of reasons, so I wouldn't read into it too much. I'm fairly certain you'll get plenty of normal matches if you keep playing that same build.
You just never know what kind of opponents you're going to get. You might get 4 strong survivors who will absolutely roll you unless you bring the strongest perks/addons, or you might get a team who you could crush even without any perks/addons. You might be bringing too much or too little in any given match...You won't know until it's too late.
You can't control the kind of match you're going to get, but you can always bring the stuff you want to bring (whether it's super strong, full-on meme, or whatever). You can, of course, deliberately handicap yourself, but that's your choice.
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I stand corrected. I will try to use my eyes better...
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3250050#Comment_3250050
The minimum value is still not easy to keep up. The only way to force totem cleanses is with hexes, hexes when cleanse give noise notification to all survivors showing where it was. Not to mention some totems are not easy to get to.
Pentimento is a good perk, but there's a reason why killers aren't opting for it over other options. It's not a reliable way to slowdown the game compared to other options.
Edit: I guess I was mistaken about this...Whoops. In my head, I was picturing that there was only an audio notification.
One correction: All survivors can HEAR that a hex totem was cleansed somewhere, but they don't get a visual indicator of where it was. For Solo Queue players in particular, this can make things extra challenging. If the survivor who cleansed the first totem isn't able to cleanse the rekindled totem as well, the other survivors have to scramble to find it.
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Do people feel like it’d be significantly more reasonable if they just tweaked the numbers slightly? It used to be 6% regression and 16 seconds incapacitated. Why about 8% or 10% regression with the 16 seconds?
I think 16 seconds incapacitated is probably ok (annoying, yes, but not THAT bad). Do others feel that even 16 seconds is too unfair?
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@Krazzik said:
https://forum.deadbydaylight.com/en/discussion/comment/3246277#Comment_3246277
I'm not saying change the RNG. I love that they made her traps more consistant and guaranteed solid slowdown, it's great, it's a good change. My issue is the combo of Tampered Timer and Crate of Gears can make it so even if a survivor plays absolutely flawlessly, they can still die, and there's nothing they could have done to survive.
Yes, agreed. It's just the addon combo of Tampered Timer + Gears that is a little ridiculous.
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Situations such as? I have no idea what you mean.
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You can always bring more slowdown perks if genrushing/gen speeds are a big concern.
Side note: I can't imagine how weird it would be to load into a match and see 4 No Mithers. That is truly something else.
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Hopefully they'll add it sometime?? Who knows. The process of adding old rift skins to the store is very mysterious (and seemingly random).
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He is definitely not bad at all. He can feel very clunky, especially when you're not used to him (turning while using his power feels weird), but his power can be quite strong. If you're on PC, you might want to try Q and E for turning while laying down trails.
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Not that this means much of anything, but here are my personal stats: in my last 130 survivor matches, I escaped 57 times (43.8%). I play exclusively Solo Q. These numbers include 49 gate escapes (37.7%), 4 hatch escapes, and 4 killers DCing.
Also, in these 130 matches, I played against all killers EXCEPT DEMOGORGON (😥) at least once.
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Who were the 4 survivors and which ones were killed? I'm assuming they were making a "joke" (?) about which survivors were killed. Sounds like a very mature individual.
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I was able to get it with some combination of pallet stuns and Blast Mine. It only counts if you steal energy from them. You will know that you stole energy if you see your energy counter go up by 3 right after a stun. I don't think it matters if you deposit the stolen energy.
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@TerraEsram said:
https://forum.deadbydaylight.com/en/discussion/comment/3237740#Comment_3237740
Ok, so it's when you got speed boost for the candy thing, thank you!
Yep. Speed boost pumpkins are the "treat" pumpkins (that's what they're called under Score Events in the top right as well).
I did this challenge as Wraith with double Windstorm addons -- I zoomed around the map looking for pumpkins to smash.
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It looks like at least some other people have had this problem. I found the post below in Bug Reports. Go and upvote it/comment to hopefully get more attention to the bug.
That said, it doesn't seem to happen all the time. I played Twins earlier today (with the new weapon) and had no issues.
@StickyB said:
PC
When you switch between Charlotte and Viktor, there is a chance you can not do anything. As Viktor I was unable to move, switch or charge up lunge. As Charlotte in the immediate game after, I was unable to move or switch, however I could swing.
Just switch between them.
This happened in both of the game I've played as twins today.
First link was my first game (as Viktor)
Second link was my second game (as Charlotte)
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How do you know that it's not just a function of wacky matchmaking (for everyone) right now? I wouldn't worry too much unless it keeps happening for dozens of matches across many days/times/etc.
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We are gradually adding Iridescent Shards prices to ALL non-licensed outfits, both existing and future.
Going forward, new non-licensed outfits will release with their usual Auric Cell price, receiving an Iridescent Shard option 4 weeks following their debut.
They did the first batch, but they didn't give us any information on how long it'll take to do this for all of the non-licensed characters.
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Please, please forum members, make this happen for real so we can all see it. 🙏🙏
Also: OP, every time I see your username, I think it says "Disney" for a second.
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DH is used significantly less than before. No question about that. It's still very popular, but much less than before.
Also, while it is still a very good perk in the right hands, it is much more fair than before (obviously, auto-DH is not fair -- but that's literally cheating, so...). In many of my matches, 1 or 2 survivors bring Dead Hard, but they might only get 1 or 2 uses out of it because I can often bait it out/wait it out once I know they have it. That's a far cry from the situation with old Dead Hard.
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Yes, you basically need to be highly territorial (trap up 1/2 the map) to be successful with Hag. You are like a "spider" with a "web" of traps. The problem for me is that playing Hag ends up feeling very random. That is, your traps are set off at random times based on what the Survivors do. Yes, you can get nice hits, sometimes in chase, but you don't quite feel like you're "fully in control" (deciding where to go next and what to do next) in the same way as you do with most of the other Killers.
I mean, if you really want to play Hag differently, you can use Waterlogged Shoe + Scarred Hand once in a while for a very different chase-based playstyle (at least until you run out of the addons...).
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They are using that combo because the combo still works. Awakened Awareness has no lingering aura reading on its own, but with Lethal Pursuer it does.
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@SadLegion said:
Yes Bloody Party Streamers is bugged and doesnt score additional bps rn. I realized it only after i wasted ~7 of them -_-
@Laluzi said:
I was just about to make a topic about this, but for different reasons. BPS don't seem to be giving double bloodpoints. In both cases I've used them, I've received only as many bloodpoints as I got from my score - in one case, I even got slightly less (score was 13.1k, had 12.9k bloodpoints afterwards.) They weren't refunded in either case.
Either way, they're bugged and I don't recommend using them.
Thank you for the warnings. Has anyone submitted a bug report on this? Does anyone know if it is ALL bloodpoint offerings, or just the ones that apply to all survivors (Bloody Party Streamers, Cakes/Flans, etc.)?
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Yeah, it can be very, very unfair.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/3227656#Comment_3227656
That's annoying.
Now I'm not as excited because my main doesn't have any rewards for it. Like seriously what's the point of taking part in the event if you get rewards and cosmetics that your main can't wear?
The same thing was true for the Anniversary Event this year (special event masks for only some of the killers/survivors). BUT a big plus is that the masks were actually unique for each character (vs. the generic halos from previous anniversary events). It's probably a balance between generic cosmetic for all vs. unique cosmetics for a smaller number of characters.
Personally, I'd always push for unique cosmetics, but of course that will mean some people are left out (if they aren't willing to play other characters).
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I think they should at least let you just click rather than click and hold to fill each node.
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That's a good question. I think those cosmetics and some others from the rifts were taken from DBD Mobile. I wonder if any of the rift cosmetics from DBD Mobile have been (or will be) put in the store.
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For some reason, it says Level 1 of the Event Tome starts at 12pm ET (if you hover over the Level 1 and Level 2 icons). I don't know if that was intentional or not...
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Just to piggyback on what others have said, it's technically not a bug BUT it can feel a bit oppressive sometimes (especially since there are cases where you simply HAVE TO solve the box during a Chain Hunt).
However, there is a reliable way to solve the box during a chain hunt. The chains spawns in groups of three, so let three chains hit you, then remove them, and then there will be a break where you can 100% solve the box without interruption (you might be able to dodge them instead of letting them hit you). I wish the game would teach you this so more players knew about it.
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Yes, I remember seeing this same thing about the -5% hindered on the wiki (either during the PTB period or right at launch). However, I immediately realized that it was WRONG when I played against Wesker, so thankfully it was fixed on the wiki. It was either an error by the wiki authors or something that was no longer present when Wesker launched.
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You can't always use your power in every situation. Survivors will try to counterplay to avoid getting hit/downed by your power, and you have to adapt accordingly.
In the case of Trickster, yes, Main Event is annoying because you often have to let the timer go down without getting any use out of it. But it CAN be very strong in certain situations.
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Look, online games don't last forever. DBD will eventually come to an end...but that won't be anytime soon. DBD is actually doing very well for a 6-year old game.
Are there ongoing problems with bugs, balance, matchmaking, etc.? Yes, of course, as there are with all online games.
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@whammigobambam said:
https://forum.deadbydaylight.com/en/discussion/comment/3223554#Comment_3223554
Noone can enjoy DBD against cheaters and lethal nurse. Let's face it this is the majority of disconnects at 5 gens.
Maybe you're playing at high MMR or playing in a super-sweaty region/time, but just to give a different perspective:
In my games as a solo survivor, I hardly ever see an outright cheater and I rarely go against Nurses. But early DCs/immediate hook suicides happen OFTEN. It completely destroys the match for the rest of us. I agree with OP that 3v1 is bound to be an uphill climb against a competent killer. What I wish is that my quitting teammates would just, you know, stick around and play the game to give us a chance for a good match.
The same thing happens when I'm playing as killer, even when I'm playing pretty nicely (spreading hooks out across the team, etc.). People will decide they don't like something that happens and DC/hook suicide for seemingly no reason. It's so infuriating. I don't get much satisfaction from "winning" against a 3v1, as it doesn't feel like a proper match.
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Are you tracking your games and being precise about the statistics? What killer(s) do you play? What perks/addons? What playstyle do you use to ensure victory? Etc. Without giving us even the tiniest bit of detail, what exactly are we supposed to discuss?
Are you really saying that you NEVER go against survivors who are actually very good at the game? You know, survivors who have great map awareness, use their resources effectively, know how to counter killer powers, consistently play smart, etc...Are you saying you NEVER come across a survivor who is hard for you to down?
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I guess I'd say that the Order addons are probably the weakest, but they aren't bad by any means. It depends how you want to play.
The Discipline ones are probably the best overall, but you can make some fun builds with the other ones (stacking them for bigger effects, mixing and matching for variety, combining Calm with Distressing for a massive Static Blast terror radius, combining Restraint with Lethal Pursuer for aura reading, etc.).
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@XcikerinX said:
shattered hope? i thought they removed it for good so if the killer doesn't have shattered hope then the totem will be replace with a regular totem and you can bless it again?
Yes, the totem goes back to a dull totem if the killer does not have Shattered Hope. However, one of your teammates could have cleansed the dull totem after it was snuffed by the killer.
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Yes, Spine Chill does let you know when a stealth killer is within 36m, but it is absolutely not "hurting" stealth killers in general because almost no one runs the perk. Look and see how few people are using it across all of your matches.
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That is pretty funny.
It's a Nea, though.
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I would've thought there'd be at least some tweaks to perks or addons.
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Matchmaking seems to be all over the place for me as well. You never know what you're going to get!
Probably the funniest match was when I was playing as Legion and TWO of the survivors had absolutely no idea how Legion's power works (they hid in corners or in lockers while I was in Frenzy). They both had less than 10 hours. 🤷♂️
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@smartemarte said:
why put a feature into the game without actually putting it in the text :/ if I knew that I wouldnt have lined up for it.
There are so many nuances of killer powers (timings, audio cues, counters, etc.) that are never explained by BHVR within the game. It's honestly kind of annoying. You basically have to devote yourself to studying the wiki, watching lots of videos, reading the forum/reddit, and trial and error to learn all of the subtle mechanics in this game (and you still probably won't learn them all)...I feel bad for new players these days (and it was bad enough when I started playing a couple of years ago).
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The Hatch Escape build using Low Profile and Clairvoyance that some people from the Forums helped me create was pretty fun for a while, it actually boosted me out of super low MMR so now I'm getting some better teammates in my matches finally, and was able to swap to a build that seems to have the highest escape rate for me and my team currently.
At one point, BHVR said very clearly that hatch escapes do NOT increase your MMR at all. Who knows if they changed something behind the scenes, but as far as I know, that's what they've always said publicly about hatch escapes. In any case, glad you're now getting better teammates.
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Your title mentions Piece and Tombstone. Putting aside the 4-mori achievement, do YOU think it's fun as a survivor to be insta-killed out of the game the first time you see the killer (quite possibly without even knowing they have a Tombstone)? When you have one of the Tombstone addons pained with J. Myers Memorial, it's really not that hard in most matches to get your stalk to 99%, then get right next to someone, pop Tier III and kill them before they even know what happened.