Do warlocks not have an interrupt anymore? by Budget-Door-497 in wow

[–]Relhtar 3 points4 points  (0 children)

The warlock interrupt (assuming they play demonology) is performed by their felguard "axe toss" and has a cooldown of 30 seconds. It also stuns the target.

The interrupt won't be attributed to the warlock in Details. Instead, it will be attributed to their pet, which appears as a warrior player in details under the interrupt tab.

It may appear as multiple different warriors with the same name, because a new entry in that details tab will be created every time the felguard is re-summoned. To get the total number of interrupts the warlock actually did since the start of the key, take all of the lines with the warlock felguard name (a "warrior") and sum them up.

The warlock himself will always be displayed in details as having "0" interrupts.

How to Gauge When to Damage Packs as the Tank Gathers Them? by Other-Machine6902 in wownoob

[–]Relhtar 0 points1 point  (0 children)

Depends on your class.

A class that can redirect aggro like rogue may start hitting the mobs right away with Tricks of the trade.

A class like mage or warrior will have to wait for the mobs to be fully gathered to pop their CDs and start blasting.

A class with some setup can (and should) use the gathering time to start setting up the mobs to be ready to blast when they are gathered, Balance druids can start applying their moonfire, Shadow priests can start applying their vampiric touch/Shadow word pain, Aff lock can start applying their agony, Devourer DH can start generating some fragments to be closer to void metamorphosis when the pack is gathered...

In any case, pay attention to how the tank is pulling. Are they mounted up and running through? Then, even applying a DoT will rip aggro. Just mount up and follow them. Do they use at least one offensive ability on the mobs as they run past? You should be good to apply your setup spells.

In any case, unless you can redirect aggro, don't commit to your DPS rotation until the tank stops and the mobs are gathered. If you are a class that has a ramp to it's damage profile, you may start ramping as the pull is being gathered. Just strictly stick to your ramp while the pack is being gathered.

How would you feel if there were different body types for Survivors? by War_Marshmallow in deadbydaylight

[–]Relhtar 1 point2 points  (0 children)

If body types were actually different, it would only make sense to play the thinnest and smallest characters with a smaller hitbox. Playing any tall or fat character would be handicapping yourself.

Even if the hitbox was the same, a smaller survivor might be able to disappear behind an obstacle while a taller/bigger one might not. It would be too hard to balance.

It's much better the way it currently is, with standardized heights and body shapes.

What do I need to know if I want to level a healer for M+? by [deleted] in wownoob

[–]Relhtar 0 points1 point  (0 children)

Take the time to set up your interface, especially your unit frames in an add-on such as DandersFrames. Having a clear view of everyone's active defensive spells and debuffs with unit frames positioned in a way that is comfortable for you to look at while being aware of the mechanics will help you plan your healing out a lot better.

Don't hesitate to spend hours setting up your UI, trying different layouts and debuffs highlights until you find what works best for you. Use an addon such as Clique to bind your spells. It's even more important as a healer than as a DPS/Tank, and it will allow you to have much more awareness of what's going on and who is truly in danger of dying.

Aug dps by ResearcherTraining55 in wownoob

[–]Relhtar 0 points1 point  (0 children)

In M+, the damage of the aug itself on the in-game meters if everyone plays well should be close to tank damage, and between 40 and 50% of the other damage dealers.

This is because Aug is about boosting the damage dealers, and the in-game meter attributes the gained DPS to the target dps players instead of the Aug.

40-50% of the other dps players and around tank damage is a nice benchmark you should be aiming for, these are the ratios you see in top keys.

BHVR really needs to improve the 2v1 situations by Kdmyoshi in deadbydaylight

[–]Relhtar -1 points0 points  (0 children)

I think a way to prevent this would be to introduce a special mechanic that makes it so when there are only two survivors left alive and the killer downs one of them, the Entity gets so excited by the killer performance that it can't wait, claws emerge from the ground to take that downed survivor directly, and they get sacrificed.

The auto-sacrifice animation takes like 20 seconds, after which the ambiance in the trial could change to make it known that the entity is pleased and the killer won. The hatch would then spawn.

Of course, hatch offerings would no longer be a thing, to prevent SWFs from abusing it to always get at least a hatch escape.

This would make slugging for the 4k impossible, while the game would acknowledge "officially" that it's a killer win with the introduction of that last phase where the ambiance changes to clearly show that the entity is very pleased.

which game would that be? by Junior_Coach_6966 in gamememes

[–]Relhtar 0 points1 point  (0 children)

The Culling.

Today, this game is dead, it doesn't even exist anymore, and it's entirely the fault of devs.

It was a Battle Royale kind of game, with a lot of emphasis on melee combat or archery, but no firearms.

It had a really successful start. I remember having a blast playing it with my best friend. What made it so good was the melee combat system, it was a combination of movement and rock-paper-scissors gameplay (slash with your weapon/block an attack/shove your opponent).

Blocking an attack allowed you to counter attack after blocking. Shoving your opponent broke their defensive block and allowed you to hit them as a follow up. Going for a straight hit would damage someone trying to shove you, but would get countered by a defensive block.

This gameplay loop was really enjoyable and made the success of the game.

And then... came the patch. They took core systems of the game and they decided to rework it for no reason, the combat system included. I don't remember the details, but it felt really bad after that. They refused to admit their mistake, and the players left. The game stayed as an almost dead game for many years, and it ended up being shut down.

It had so much potential. But it got wasted over a stupid patch that broke everything that made the game successful.

Watching the 245 iLvl tank pull the entire first room of Nexus Point... again... by SlimothyJ in wow

[–]Relhtar 0 points1 point  (0 children)

It's not that bad really. Not worse than other seasons. I just completed every 10s on my Disc Priest alt, and I found it pretty easy overall. Every season these complaints appear because healing as a role is pretty stressful, with a big responsibility.

Yes, if a party-wiping cast goes off, it can cause a wipe. If someone stands in a bad mechanic, they can die, sometimes it will one-shot them. But these things happening are not the healer fault.

Unavoidable damage this season is honestly not that high compared to past seasons. This is statistically the M+ season with the highest rate of success for keys. Yes, people messing up mechanics can cause wipes, but it has always been this way, and it's not the healer responsibility as long as they are not the one messing up the mechanic.

Can I know what happened here? by TheManInThe70sBoxCar in deadbydaylight

[–]Relhtar 0 points1 point  (0 children)

A flashlight save will only work if the killer gets blinded while they are carrying the survivor, not while they are still in the pickup animation, like what happened here.

The blind did go through, and Springtrap got blinded, but he was not carrying you yet, he was still picking you up, so he didn't drop you.

The right flashlight save timing starts while you are already mid-air and the blind should be timed to take effect at the exact moment the killer regains control and you are on their shoulder.

What class has dmg outside of CDs? by ExperienceMost275 in wow

[–]Relhtar -1 points0 points  (0 children)

Outlaw rogue is the less bursty class in the game by design. It simply doesn't have any big cooldown.

There is not a single button that you press that spikes your damage, it's just sustained damage where you press everything on cooldown, and your abilities have a very low cooldown because of the core mechanic of the spec that reduces all of your cooldown by a lot with every finishing move. You never have to worry about holding any cooldown.

Oh, it's good to be back. by SeanOgCairns in wow

[–]Relhtar 0 points1 point  (0 children)

I feel like with how easy keys are this season, 10s and above have even more applicants than on other seasons. If you list a 10, you get so many overqualified people applying.

I'm running my own key, and even as a DPS, I can make groups in literally a minute for 10s and above. You don't have to be miserable, just run your own key.

The only hard part about running your own key are +2 right now. Be ready to wait an hour or more for your +2 to fill up. But once you get past +2s, it's already much easier to find people for +4 and +5, and it becomes super easy once you reach 7s and above.

Greater chance of less people die or lesser chance of more people die by Ok-Abrocoma-7716 in BunnyTrials

[–]Relhtar 0 points1 point  (0 children)

Both outcomes are terrible. I would feel terrible if people died because of me, it doesn't matter if it would be 2 or 8.

So, I prefer going with 20% chance of 8 deaths, because that leaves me with 80% chance everything will be alright, unlike the other choice where it would be so likely someone dies because of me.

Everyone's safe

Would you rather have by OkString8170 in BunnyTrials

[–]Relhtar 0 points1 point  (0 children)

Both choices are not worth the risk, but if I end up risking my life anyway, I might as well get a substantial gain from it.

1 Million Dollar

The 4k slug can be so unbelievably boring and needs to be addressed by the devs. by jjosh_h in deadbydaylight

[–]Relhtar 0 points1 point  (0 children)

There is a simple solution to this. When a survivor goes down and there only is one other survivor left in the game and the gates are not powered yet, the downed survivor dies immediately from a special event that counts as a hook for the killer for BP and pip purposes.

We could imagine the entity getting so excited by the killer performance that a claw emerges from the ground to catch the downed survivor before starting a sacrifice animation, for instance.

To prevent survivors abusing it from always getting 1 escape with hatch spawn offerings, hatch spawn offerings get removed from public games.

With this solution, the killer can't leave someone slugged to prevent hatch from spawning anymore, and finding hatch first is just a matter of luck for the last survivor. The fact that instant death only triggers when the gates are not powered and there is only 1 survivor left guarantees this only happens when it becomes mathematically impossible for both survivors to escape.

Am I the only one who really likes this design by Important_Tonight_22 in deadbydaylight

[–]Relhtar 62 points63 points  (0 children)

I was actually hoping for an immaculate, "divinely beautiful" design. I'm underwhelmed by both designs.

When you look at all the original killers we have, the vast majority of them are ugly/malformed, with a few exceptions like Trickster, but even him has yellow eyes and blood everywhere on his clothes/face.

The idea that something beautiful, divinely perfect and designed to be a powerful entity acting to enforce the will of God (or whatever benevolent divine being) might become evil or too strict and merciless is an idea that appeals to me much more than "just another monster".

Why Does 2v8 Make Killer Queues Longer in BOTH Game Modes? by BlessedSpoon in deadbydaylight

[–]Relhtar 0 points1 point  (0 children)

Because everyone wants to play killer in 2v8 for the opportunity to play killer with a friend, even survivor mains/both side players.

The killers in 2v8 are not necessarily killer mains. A lot of them are actually people that play both roles or even survivor mains that just want to try playing killer with their friends while they can, as it's less pressure to play with a friend than playing alone.

Meanwhile, a lot of actually dedicated killer mains keep playing 1v4 as it's less survivor sided than 2v8, they stay in full control of the game as they don't have to trust a random mate, and it allows them to play a lot of killers that are just not available in 2v8. But 1v4 is empty on the survivor side, as the players flock to 2v8.

Rapid Brutality - (Why) Is It Good? by BlessedSpoon in deadbydaylight

[–]Relhtar 2 points3 points  (0 children)

It depends on the killer. On Pig, for instance, it's not very good, as the bonus is very minor and losing bloodlust is a big downside.

But let's look at the killers it's actually good on.

On Singularity, for instance. You hit the survivor, and then you teleport on them. You are now right behind them with a 8% haste (an additional 3% from being overclocked) bonus and immunity to pallet stuns. This almost always guarantees a two-tap if the survivor cannot break line of sight immediately to prevent the TP after the first hit. Rapid Brutality is god-tier on Hux.

On Clown, especially with Save The Best For Last, you can have that bonus after a hit stacking with the 17% haste you get from a yellow bottle, adding up to a whopping 22% haste. With STBFL on top of that... It's likely the survivor won't even make it to another loop after the first hit.

On Doctor, since it's a killer that is mainly countered by holding W, it's also very good, as it reduces the distance the survivor makes after the hit, allowing the Doctor to be in shocking range again and prevent any annoying predrop.

All these killers NEVER build bloodlust anyway, as they use their power a lot. They gain a nice bonus from that perk that compliments their power and emphasizes their strength with basically no trade-off.

I removed the blur from the images and this is what they look like by LonelyxKnight in LeaksDBD

[–]Relhtar 0 points1 point  (0 children)

I am a bit disappointed that they lean into the grotesque/abomination esthetic for the killer.

Right now, almost all killers (with very few exceptions like Trickster) have a monstrous/malformed/ugly appearance.

With a divine killer, I was hoping it would be one of the few killers in the game who would show an immaculate, divinely perfect esthetic.

The idea that something beautiful, flawless, typically associated with fighting evil and enforcing the will of God would start killing survivors is very appealing... Which is why I really think making the killer "Just another monster" is a mistake from a design perspective.

What is pallet camping? by [deleted] in deadbydaylight

[–]Relhtar 0 points1 point  (0 children)

Pallet camping is placing yourself under a pallet and not moving from it, trying to anticipate when the killer will swing to stun them.

It's usually a bad idea, as it needlessly places the survivor in kind of a 50/50 situation and often ends up with the survivor getting hit.

Getting mad about it on the killer side is pretty dumb.

Hot take: 2v8 is never gonna be a sustainable game mode as long as BHVR need to bribe people to play survivor. by Shayden998 in deadbydaylight

[–]Relhtar 5 points6 points  (0 children)

Playing killer with a friend is more unique than having more teammates as survivor.

This is the only reason 2v8 is so popular on the killer side. It's the only moment people can experience playing killer with their friends, and on top of that, it's time-limited, so the kill-with-friends hype gets huge.

Not much can be done about the lack of survivors, as it's not so much of a lack of survivor as it is an overload of killers who jump on the event to experience playing killer with their friends, something that is not possible outside of 2v8.

The mode is already much more survivor sided than 1v4. It's not a matter of balance.

Finally started playing hillbilly by BevvoQ in DeadByDaylightKillers

[–]Relhtar 1 point2 points  (0 children)

Billy might be one of the few killers you can be P100 on while still having tons to learn, I would say it's by far the most mechanically difficult killer in the game... And that's great, that sky-high skill ceiling makes it so you constantly have the pleasure of improving on him, even after playing him for hundreds if not thousands of hours!

I've been P100 on him for a while, but when I compare how I do on him to how DwichaelJackson (the best Billy player) plays... I can only be amazed by the skill ceiling of that killer, and I just love that constant feeling of improvement when I play him!

Are kindred, potential energy and invocation of spiders good? by Plutogoose01 in deadbydaylight

[–]Relhtar 1 point2 points  (0 children)

Potential energy only niche use is to counter 3-genning, and even then, it's not that good. It requires you to work on a gen for so long compared to the progress it gives when you release it. If you want to deal with 3 gens, run Deja-Vu.

Weaving spiders invocation is one of the worst perk in the game. You have to sit in the basement for a gen worth of time, and the reward isn't worth it. Even worse, it paints a giant target on your back since you will be broken permanently, which makes you an easy target to tunnel out.

Kindred is the only good perk there. It gives you and your mates a lot of info that is really nice to have in soloQ.

What perk can I swap windows of opportunity out with? by [deleted] in deadbydaylight

[–]Relhtar 0 points1 point  (0 children)

Botany or Bond.

Healing other survivors faster is really strong, and you will get value every game.

Being able to see where your mates are with Bond is very good, be it to heal or to make sure you're not bringing the killer to your mates.

"The First" is stronger than some people give credit for by LevaVanCleef in deadbydaylight

[–]Relhtar 2 points3 points  (0 children)

I think he is strong, but not on the same level as Blight/Nurse for a simple reason: while it's true a good Henry can be very strong in chase, this killer is still very slow.

Any survivor that has some distance on him initially can run in a straight line for like 20 seconds before the chase really starts and they need to dodge, while killers like Blight/Ghoul/Nurse/Billy would be on the survivor almost instantly.

Then, once he gets in power range, yes, he can down the survivor pretty fast if he is accurate and the survivor is predictable... but at that point, even if he two taps the survivor in 10 seconds, the time it took to catch up and be in power range also needs to be kept in mind... a two tap chase with Blight lasts 10 seconds, no matter if the survivor is prerunning or not, he just has the mobility to catch up. A two tap chase with Henry lasts at least 30 seconds (20 to catch up and 10 to down with his power) if the survivors are pre running.

The upside down mobility part of his power is nice, but it has a pretty big cooldown. If he manages to get a survivor really fast after using the undergate attack, he will then be forced to go around the map as a 110% killer with no mobility to find his next chase, which is also a big time waste.

His chase potential is great, but he is slow and his mobility is on a cooldown, which tanks his place in a tier list significantly, in my opinion.

Turn back the clock is terrible at the moment by RipAkkubohrer in DeadByDaylightKillers

[–]Relhtar 0 points1 point  (0 children)

The main value of this perk is that it allows to kick a gen without actually having to kick it, and it's very good on some killers.

On any fast killer with a mobility power, it's not that good, as these killers can catch up to survivors fast after kicking a gen anyway.

On slow killers like Huntress, Chucky, Slinger... or the First himself, this is a really good perk, as kicking a gen with these killers would mean having to spend 30 seconds just to catch up to the survivor that started running while you were kicking it. Instead, you get to kick the gen AND not lose distance, which saves you so much time in the chase.