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furymeteor

furymeteor

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furymeteor
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  • To me it makes sense that survivors do gens at the start of the game since other objectives are less efficient. What i consider as gen rushing is to bring your best items and change your perks to focus on finishing gens within the shortest time possible. In which case, a SWF would get 3 gens done 50-80 seconds from the start of the game, depending on how far the active gens are away from survivors' spawn location.

  • i actually think it would balance out. I usually play at night where there would be too many survivors and too little killers.

  • @Demodoggie_isgoodboi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2055655#Comment_2055655

    Also you dont have to play that way to beat SWF. Take Otzdarva for an example. He has proven it multiple times. Dont even hit me with that crap. Your argument is worthless. Your playing scummy just like those bully squads.

    Even Otzdarva camps sometimes to guarantee the win. I recall him doing so recently with Clown on Disturbed Ward during his 50 win streak. He had a 3-gen centered around the hooked person so he camped the guy to death while proxying the gens.

    Sure you may not need to play that way everytime to win against SWF, but sometimes it's needed.

  • Corrupt + Pop rewards Killers for playing well or punishes survivors for playing badly.

    DS + Unbreakable on the other hand, rewards survivors for playing badly.

  • I think giving the last survivor a second chance via the hatch is fine. But why give a third chance by powering up the gates? Where's the killers' second/third chance after all generators are fixed? Please don't mention the end-game perks, cause those are perks not mechanics like the hatch)

  • You go back to the highest rank of the previous color.

    Brown: 20 - 17, Yellow: 16 - 13, Green: 12 - 9, Purple: 8 - 5, Red: 4 - 1.

    e.g. Rank 5 goes to Rank 9, and Rank 12 goes to Rank 13.

    If you were already Brown rank, you return to rank 20.

  • They said they are trying to make it happen, but no promises.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/155896/remember-that-patch-where-they-made-totems-better-hidden-image-inside

    Can it also be kept in mind that most hex effects are very powerful.

    Lets be clear and honest with ourselves: when hex spawn favours the killer by being in a ridiculously difficult to find spot, potentially that no survivor ever manages to find it, it can heavily skew a match to an unfair degree sometimes.

    Prime example, I had a match as Doc where I used Huntress Lullaby in conjunction with Distressing and UP, on The Game. The hex spawn was glorious. It was tucked away real good spot. The survivors just couldn’t find it, and I can be pretty certain that those survivors had a crappy time at T3 madness once I reached all 5 stacks of Lullaby. Not that my intent was to troll the survivors. I wanted to use an advantageous strategy. But these survivors not being able to find the hex at all throughout the whole match was pretty bad. Not because THEY were bad, but because the hex spawn was just way too well hidden.

    For such powerful advantages its fair to accept the risk that sometimes a hex will spawn in easy to find places occasionally.

    I get where you are coming from. But keep in mind that the spots where totems can spawn on each map are fixed. The game just chooses 5 spots out of them. This means that with enough experience, or effort to learn them through KYF, survivors can actually find those well hidden totems. So I don't think it justifies the chance of having the totem spawn in plain sight like that (at least put a rock there or something).

  • tier 28 now, saving most of the rewards unredeemed too for the bloodpoints during next chapter

  • Might have just been using his addons and offerings before prestige.

  • Since it is a limited event item, I think practicality isn't the most important. It's there mainly just for fun and to commemorate the event.

  • @Pennosuke said:

    https://forum.deadbydaylight.com/en/discussion/comment/1121690#Comment_1121690

    If I'm not wrong, the toolboxes consumption rate is the same as repair speed at that moment.

    For example, If you use Engineer's Toolbox (without add-ons) ,your repair speed will increased to 2 charge/second but you can only use it for 8 seconds before it fully depleted.

    For full comparison....

    • You can repair gen for 16 charges in 16 seconds by your own hand.
    • You can repair gen for 16 charges in ~10.67 seconds by 1 fully Worn-Out Tools.
    • You can repair gen for 16 charges in ~9.14 seconds by 1 fully Mechanic's Toolbox.
    • You can repair gen for 16 charges in 8 seconds by 1 fully Engineer's Toolbox.

    If that's true, it means that with engineer's toolbox + wire spool + scraps, you get 18 seconds of 2.5% progression per second, and the remaining has to be repaired by hand. So 62 seconds will be required to solo a gen without skill check.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1121690#Comment_1121690

    It's still 1 charge per second, but toolboxes will have a lot less charges now.

    Currently the default repair speed is 1.25% per second (100% / 80 seconds).

    And referring to your numbers above, using the Engineer's Toolbox will allow you to repair 2.5% per second (lasts for 16 seconds). Then looking at wire spool and scraps, i think they add 12 charges/8 charges respectively now? That's a total of 36 seconds of usage, for 90% repair progression. Remaining 10% has to be repaired at normal speed, so 8 seconds is required. Total time required for 1 gen = 36+8 = 44 seconds.

    now lets change scraps to BNP instead.

    Total usage time will reduce to 28 seconds (16 + 12).

    Using BNP will repair 25% of gen but it takes 5 seconds of usage. In the remaining 23 seconds, you get 57.5% progression, for a total of 82.5%. Remaining 17.5% will take 14 seconds to repair. Total time required = 28 + 14 = 42 seconds.

    The above is not considering great skill checks, so i guess solo gen in under 40 seconds is now possible? Also, BNP looks weak if you consider the numbers above.

  • Thank you for the numbers!

    Any idea about the charges consumption rate? Is it still 1 charge per second?

  • level 52. I try to play for a few hours everyday.

  • Killers that are able to insta-down or force survivors to stay injured will be able to make use of this to negate DS by proxy camping and downing the hook-saver first.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/423706#Comment_423706

    These changes do actually work with the original design of the killer. Compared to before, The Legion will be able to travel further while in Feral Frenzy, allowing them to apply Deep Wound to multiple survivors, while also discouraging using Feral Frenzy repeatedly against one survivor. At the same time, The Legion also gets increased movement speed to follow up and get a down.

    I like the idea of split pressure. However, I am concerned regarding the Legion's ability to "follow up and get a down". 115% movement speed doesn't sound enough. Most of the other killers have a M2 ability that either gives them a instant down or helps them in following up (exception would be freddy). So is Legion's ability to split pressure strong enough to warrant him having no ability to help him with following up?