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Bellers
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@Raulillo said:
It is viable but not efficient and that is why you won't usually see any team using it. This is not a specific problem of dbd. A lot of games suffer this, the most common example being critical chance. For any luck based strategy to be efficient it has to be consistent without spending too much resources.
In this specific case, you want escapes from hooks (not always because it's not 100%). This strat requires 2 perks per survivor plus 4 offerings. The value per slot is too low, each slot used contributes 1/12 to the goal. Any perk that contributes more than 1/12 to a goal will be more efficient and should be placed in the slot.
Also luck based strats tends to be more boring because you will not use new ways to approach the game, just the same as before with some background numbers modified. A sabotage strat is funnier, adds different playstyle, it's more efficient and it's more flexible because you spend less resources that can be used for another "plan B" strat.
Just as a note, it's not needed a high chance for a luck based strat to be viable. 60-70% is usually enough.
Fair enough, I didn't consider that point. The build I mentioned was completely optimized, and it used 8 perks and 4 offerings to achieve this. If you were to say, remove Slippery Meat than the odds of escaping would be 88.9%, and the group escaping would be 62.5%. If you were to keep Slippery Meat and remove Up the Ante the odds of escaping would be 64.9%, and the odds of the group escaping would be 17.7%. I'll list these in a chart to make it more concise.
1 Resource = 1 perk = 2 offerings
Resources Used: (x4 survivors)----------------------------Chance you escape-------------------------------------------Chance everybody escapes
Vigo, Up the Ante, Slippery Meat (10)----------------------98.8%--------------------------------------------------------------95.2%
Up the Ante, Slippery Meat (8)-------------------------------95.3%--------------------------------------------------------------82.3%
Vigo, Up the Ante (6)-------------------------------------------88.9%--------------------------------------------------------------62.4%
Up the Ante (4)---------------------------------------------------78.4%--------------------------------------------------------------37.8%
Vigo, Slippery Meat (6)-----------------------------------------64.9%--------------------------------------------------------------17.7%
Vigo (2)-------------------------------------------------------------40.7%--------------------------------------------------------------2.7%
Slippery Meat (4)------------------------------------------------21.7%--------------------------------------------------------------0.2%
Nothing (0)--------------------------------------------------------15.1%---------------------------------------------------------------0.05%
As we can see the the most bare bones viable strat is to use Vigo and Up the Ante for four survivors, a total of 4 perks and 4 offerings used, which gives the chance of you escaping 88.9% and everyone escaping 62.4%. By trading 1 perk slot and an offering you can achieve a better, yet slightly riskier Deliverance. (Although everyone has to run these perks and offerings)
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@Huff said:
I'm not gonna comment on the math too much, because I'm downright stupid at math, but something about that doesn't sound completely right. But again, bad at math.
Anyway, like you said, you spend a bunch of stuff for one escape off a hook per person. That's one extra life essentially when each person can run all meta perks and have like 4 different extra lives.
I like luck, but I have to admit when something just isn't as good in most situations.
You were right the math wasn't quite accurate. I forgot to add the base chance of escaping. Otherwise I'm basing this problem off the idea that 1% luck translates to a 1% chance of escaping the hook, so if the numbers are distorted there (i.e if 1% luck equals .5% chance of escaping hook) it could also lead to inaccuracies. Thanks for helping me spot that out!
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If we remove everything that's op, won't new (or i guess old) things become op? We'll have to get rid of the whole game eventually with that mindset
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@Blueberry yes, it still didn't work. You did give me the idea of resetting the console, and that seemed to do the trick. I swear I did that already, but regardless, thanks.
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@Chicken using that logic if a killer disconnects then the survivors should also get 32k bp. Way too big of a reward.
I agree that there should be a bigger reward for a survivor dc-ing. As it stands now survivors get 5,000 points per killer dc, so a killer should get a fourth of that per survivor dc. That would mean that each survivor dc would net 1,250 bp, a total of 5,000 bp if each survivor dc's.
Side note, imo the points should be distributed in the hook category instead of the hit one. Hook points are way more scarce and with dc's that category is nearly impossible to fill.
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@xmenfanatic said:
I kind of think time doesn’t really “flow” in the entity so I don’t think a child could develop. maybe be brought in, but not grow or age. We haven’t been told if people get older in the realm or if they stay the “same age”.
Since nothing can die, though this isn’t guaranteed, I think nothing can be technically born into the realm. At least not from that he bodies of the survivors. Maybe the entity could birth something that functions and grows in the dimension it is made from. But I think the survivors and killers might not be effected the same since they are from a different realm.
Interesting, so would the entity's realm be like a sort of hell, or purgatory? If it was then it would make sense why children wouldn't be born, as kids dont get born in hell.
If time doesn't progress at all then if they escaped the Entity would time have passed at all in the real world? I'd assume so because parents/ friends notice their child is missing. If we figured out how time works in the entity we could potentially solve this question. So, how does it work?
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@Raptorrotas said:
https://forum.deadbydaylight.com/en/discussion/comment/350133#Comment_350133
How is nurse and wraith canon o.O
That... might be true. The Entity could potentially see the survivors and killers as pets, or farm animals. So, it probably can neuter all its "pets" to prevent compications.
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https://www.youtube.com/watch?v=pshlJLOeX7k
Check out this video from Ussylis.
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That would be amazing! Some of these moris are a bit underwhelming and new revamps like this sounds great. However I do think they need to focus on more pressing issues, so it might take a while.
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Ummmm no. He's 1, a liscensed killer and the devs dont want to do more liscensed killers and 2. He's waaaay too small. Imagine chucky trying to hook someone. David King could punt that sucker.
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I see your point of wanting to buff WGLF because of its counterpoint, BBQ and Chili, and I would completely agree with you if this game wasn't asymmetrical.
Its just in its nature for the killer perks to be stronger than the survivor perks, so i personally dont think WGLF should be buffed. Even so, as it is right now it's an amazing perk.