MikeStev
MikeStev
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Comments
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@UndeddJester said:
I think this is a description correction/mechanics consistency correction.
Vigil as written before affected the overall time, not charges like how all other systems work, which makes it inconsistent and misleading.
- 45s exhaustion recovering 40% faster (40% less time overall) is 45×0.6 = 27s
- 45s exhaustion recovering 66% faster (1.66 charges per second like how everything else works) is 45÷1.66 = 27.1s
Even though I don't understand the calculation above, the important thing is Vigil remains the same, just fix the description. (also not stackable)
Thanks!
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@blkhat said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990771#Comment_3990771
You have to let survivors "take turns" getting hooked. If you hook osmeone 2 or 3 times in a row and they die you will be permanently penalized for the remainder of the trial.
Thanks!
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- If the Survivor that was last hooked is Sacrificed or Killed, generators cannot be regressed or blocked.
I don't understand this line, can you help me?
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@HPhoenix said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762760#Comment_3762760
Of course I do. Did you also know that Cigar Box give Clown wall hack IF he step on his yellow gas? If you see on the clip, none of the survivors are under the invigoration effect. For more info on the add-on, here ya go :).
I'm so sorry, comment without seeing the clip first. my bad
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@HPhoenix said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762737#Comment_3762737
Pretty sure I went against Clown with Cigar Box and I never saw their aura when they step into yellow gas.
Do you know survivors who enter yellow smoke also get haste?
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that addon function has been like that since the release of clown
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I thought this server problem was only temporary but apparently not, from the anniversary event until now.
almost all game i got "huntress hatched hitbox" -
If they want to buff perk like Desperate Measures say 20% for each wounded survivor, I welcome it.
But don't make perk like this "when you are injured, your unhook speed is increased by 50% or 100%"
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757891#Comment_3757891
I feel it'd be more akin to botany, as unhooking and just unhooking is rather situational as is, not like it can be used in every match or situation
It could have small activation condition like rescue, heal, generator or totems, but I feel even that is not exactly necessary if all the perk does is something like 200% unhooking speed and nothing else
If survivor's unhook speed is very fast (say 100%) it makes the killer look like no threat at all. Survivors will dare to unhook in front of the killer's eyes without fear, at most get hit once, the second hit from the killer will be blocked by the survivor being saved (unless the killer uses Save The Best for Last).
3 Desperate Measure tokens or No One Left Behind can already do this in many situations.
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757881#Comment_3757881
Most of those are a little too situational to be honest
Yeah i agree, but perk that requires a certain situation to be active (or strong) is good for this game, at least I think so, don't want to see a perk like Made for This or Ultimate Weapon.
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Desperate Measures : +14% Unhook speed for each survivor
No One Left Behind : +50% Unhook speed
Resilience : +9% Unhook speed
Leader : +25% Unhook speed
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757478#Comment_3757478
Is there any strength about it, getting hit with her is just as difficult and it's not like we have tvs in the corner
survivor can't pick up items on the ground if they're holding a tape.
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Have you ever facing againts Sadako who uses Franklin + Weave combo? Not OP but Broken
~ My only problem with Weave -
days before MMR exists, things went bad from that day on.
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@Shuma said:
Gen-Rushing - When 3 or more survivors have toolboxes maxed out AND all 4 perks, for those survivors, increase gen speeds.
Tunneling - The killer going for someone that just got unhooled. If another survivor is in view, the killer needs to ignore them and only go for the unhooked survivor.
Tunneling at 5 gens - This is the poor-game-health tunneling in which a killer starts going after a single survivor ignoring other survivors. (This should be fixed by the devs)
Gen-Rushing : completing generator above the normal time.
If one survivor complete a generator faster than 90 seconds, that's gen rushing. (unless that survivor gain bonus from 'default' great skill check)
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Make players unable to gain pips on new mode? so we can have a more chill game?
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@ralecgos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753346#Comment_3753346
I know what you're saying. I made this post after nearly 50 games as the obsession using this perk combo. So, I think Blood Pact is not reducing obsession chance as much as For the People or the Key addon.
On the wiki, it says they all reduce the chance by 100%, which SHOULD mean Object of Obsession's "obsession increase" should cancel out, but it seems like it's not canceling out and it's more like Blood Pact is reducing the chance by something more so like 50% or 75% meaning the odds of becoming the obsession with this perk combo is still increased over the base chance.
I don't have data but I believe the 50%-75% example you mentioned makes more sense. I've also played obsession status because i was aiming for the second function of Object of Obsession (every time our aura is revealed to the killer, the killer's aura is also revealed to us) and I think it works against Weave Attunement, sorry a bit off topic.
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Try using 2 "decrease chance" becoming obsession perk or item + 1 Object of Obsession.
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I don't think it's a bug, take for example Object of Obsession increases our chance of becoming obsession by 50% while Blood Pact reduces our chance of becoming obsession by 50%, doesn't that make it 0% or normal? Normal = obsession is chosen randomly again.
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@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3752355#Comment_3752355
That's by itself. I have been running into a lot of teams running at least 2 Deja's, a Prove Thyself, multiple Resilience and a couple toolboxes and just slam out gens. Last 3 gens become an arms race at the speed they can be optimized that way. And I could probably think of other things you could add to make it even faster.
Deja should keep the repair bonus, I do believe that, but I think it needs to return to it's pre-3 gen era version where it's within 60 seconds of a gen being finished.
My solo survivor game also found a lot of Dejavu in other survivor perk slots, It can't be a bad perk if many survivor use it.
Once again, permanent 6% repair speed bonus is something that makes no sense. -
@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3752171#Comment_3752171
Why would you run both of them? Quite the overkill, and when they have such a similar effect then people will probably prioritize babysitter. I think 30 seconds of bonus haste is better than the borrowed time effect. And running both only adds like another 5 seconds and more endurance, so the question at this point is do you get hit right after aunhook or only after the killer caught up to you, and unless it is a high mobility or range killer then you will probably get more value out of the 30 sec haste.
You're right, endurance depends on whether the killer hits immediately or not. Borrowed Time does need a rework.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3752130#Comment_3752130
6% is like 4.5 seconds or so for the entire duration of a generator, that is really not much, I don't see a reason to limit the aura reading duration either way…
Windows helps because often times visibility on maps is low so you cannot tell where the ressources are and there is basically no other way to know which ressources already got used, has nothing to do with being reliant, it is just that you have no other way to know whether or not your team used ressources.. How about we turn the effect around, it only shows windows and shows pallets in red that have been kicked?
limit the aura so that 6% is not permanent, it makes no sense when survivors don't have to do anything but get +6% repair speed continuously. OR keep permanent aura but remove 6% repair speed.
give a cooldown to WindowsOfOpportunity so that survivors have to try to memorize pallet or window on the map or if survivors don't like this nerf, this becomes their motivation to change perk, which is my real purpose. 20 seconds cooldown is the old version of WindowsOfOpportunity, it won't kill the perk, it will only make survivors better (i believe so). -
@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3752067#Comment_3752067
Why would you run borrowed time over babysitter with the upcoming buffs? I think this perk should just get a completely new effect.
Borrowed Time and Babysitter work differently and both can be stacked.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751068#Comment_3751068
I don't think deja vu needs a nerf, the perk is okayish but nothing more...
The same goes for Windows of opportunity... It only helps with bad visibility of tiles on certain maps and let's you know which resources your team already used...
6% permanent generator repair speed is called okay? Provethyself need other survivor to work, Overzealous need to cleanse/blessing totem, friendly competition need to complete a generator with other survivor and only last for 75 seconds.
Windows of Opportunity should be nerfed, survivor too dependent on this perk and it's not a good thing. "If I don't bring this perk, I can't play survivor" -
@Senaxu said:
That's a lot of perk changes. Some of them are unnecessary, others I find okish.
Gen speed in particular should be significantly reduced as it's unhealthy in general. Déjà-vu, for example, is a good perk to avoid 3 gen situations and not waste time searching for genes. However, I would delete the repair boost completely.For some perks like resilience I would keep the healing bonus. Since healing is a secondary goal and is still limited or countered by many things, it is okay to receive a bonus for it.
I would remove the repair speed everywhere and I still don't understand why there are always new perks here.
As you mentioned on the perk autodidact, I would like it if all perks that have an impact on several players are displayed (also e.g. botany knowledge, etc.)I also disagree with perk that speeds up generator repair speed, I think there are too many of this type of perk.
the reason I want resilience to remove healing buff is because selfcare-resilience combo, the same reason why I want them to change botany.
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@Yharwick said:
The Unknown buff literally only buffs Unknown players that hit their shots? I don't understand the point of this thread.
i believe latest developer update not only talking about The Unknown, right?
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You need to look in the mirror, you have a huge bias against survivors and that's not healthy.
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@saym said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660636#Comment_3660636
I just want players of the same skill set to play the match.
So I don't know the answer.
That means you have no problem facing nurse and blight in almost every match.
if you forgot, try to remember SBMM when it was first implemented, almost every match sweaty.
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@Haddix said:
The 20% -> 25% buff didn't feel worth the 6 -> 5 meter distance. I feel like I'm more often getting less struggle progress on my teammate because of that single meter difference. I'd rather have the old version back.
+1
got hit a lot because too close to the killer
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@saym said:
The problem with solo queue is MMR.
Do you want them to remove MMR or improve MMR?
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If you play solo and get three other solid players then you can immediately tell that the matchmaking is the problem
hmm? SoloQ means getting random teammates, some use healing builds some use build for generator, some can loop killer longer some down fast etc. isn't that normal? Isn't that the same thing for SWF? unless you're playing with a tournament team.
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@TieBreaker said:
The main complaint people have about solo queue is the bad matchmaking. If you have bad teammates then you lose the match. That's the problem. People don't want to play well and lose regardless because the matchmaking decided to screw them over. The HUD doesn't fix that. Nor does bringing a medkit, and no perk combo will help.
Having more info can help to an extent, but if the matchmaking is bad then it makes no difference.
from what I read it's not like that (not about matchmaking).
They want to close the gap between soloQ and SWF, they even asked for voice chat or more information for soloQ like basekit Kindred for example, making players able to see who is swf who is soloq etc.
What is the difference between soloQ and swf? The information received by the player.
SWF = good teammate, Random = bad teammate? Nope, SWF don't always mean good players, your friends can make mistakes and then you laugh together because it's a friend or because there's voice chat, people tend to be more tolerant.
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@xltechno said:
3. You know how many generator is about to finish. (if you pay attention to which direction the survivor is running, you can even tell approximately where generator that survivor working)
The fact that there are so few people who understand the importance of this shows that there are many novice survivors.
One survivor has stopped repairing the generator, so he is on alert because the killer has come, but he is not being chased by the killer.
I know he's there because a survivor went into a nearby building and immediately started repairing the generator, but he was chased by the killer, so I went to cover the generator.
After one of the survivors was hung on a hook, someone stopped fixing the generator and probably went to rescue him. But then he was chased by a killer and I had to go to the rescue.
Survivors now have so much information that they don't feel so alone even in SoloQ. The reason for the tragic ending is the skill issue of each survivor.
You explained it better than me, yes, situations you described can be done with help from HUD, no need to use discord or voice communication.
survivors just need to get used to playing soloQ and learn to cooperate with random survivors.
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@MalekithHatesSnow said:
Ok what youtuber made a video about Solo Q now why is every new discussion about SoloQ and SWF
I made this post to counter their arguments not because of any content creator.
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@ASurvkillivorer said:
As in very far away countries. Perhaps US to Korea. Can you even do this? How is the connection when paired with people so far away?
server will follow leader party region
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@SidTheKid__TTV said:
I am just making this discussion to see if people agree or disagree with anything i am about to put here.But i feel like the current state of dbd i feel like the game isn’t killer sided or survivor sided i think its just people playing one side and just complaining over nothing like yes there are some killer and survivor perks that need to be changed but i don’t like how people are getting mad over a game that i think is not competitive.That is all i can think of for right now but if anyone can comment and bring up any point i will be happy to talk about them :)
From the beginning, this game was not a competitive game, but Developer continued to promote this game as a competitive game, just look at 'community cup', SBMM, MMR, Balance here balance there.
dbd players are becoming more competitive, yes blame the developer.
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But i think they should tune down "overdrive chainsaw cooldown" a little bit
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@katoptris said:
If it 5 as being carried permanently then it becomes 3 bottles when using this add on.
6 bottles by default (PTB), then -3 when using Pinkie Finger +2 purple addon = 5 bottles
before i confused by in-game description "decrease maximum carried bottles by 3" i thought this work like Huntress Irisdescent Head addon (max.1 hatched) but apparently not.
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Description from wiki is the correct one.
They need to remove this line "Decrease Maximum Carried Bottles amount by 3" from in-game description.
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You watch too much conspiracy movie bro
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Behaviour wet dream comes true, dbd enter e-sport.
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@kin said:
https://forums.bhvr.com/dead-by-daylight/discussion/405777/about-clowns-pinkie-finger-addon
I think developers will delete this add-on in ptp. They'll touch add-ons of these killers that's for sure
They did mention about Huntress, Pig, Hag addon on developer update post but they say nothing about Clown addon, But we'll see in PTB in a few hours.
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As a survivor main, i approved this.
@monochromeworld said:
In previous post i sad that this game is heavy survivor sided and last developers update only make it more obvious. I guess you agree that all online games should be balanced or at least not have a favourite kid, so i have ideas of balance changes for this game (if you agree or not let me now your opinion). I only have 300 hours on this game so my opinion woulnd be relevant for old dbd players but for example i think game would be far more balanced with this changes:
1) Deadlock should be base kit for all killers (genrush on of the most biggest problem of this game and make this ability base kit change the problem
2) Toxic perks such as unbreakable and head on should be completly removed from the game
3) All anti tunnel perks such as decisive strike and borrowed time should be heavily nerfed
4) Base kit memento mori for all killers
5) Make one gen done in 120 sec (if only one survivor on it)
6) Make base kit gate open in 60 sec (and being slowly reduced to prevent 99 % gates)
7) After succesful blind survivor who did this should be exposed for 60 sec.
8) Anti face camp should be removed
9) Max 6 pallets on the map
10) Windows being blocked for survivors after 2 jump
11) Breaking the pallet should give killers haste effect
12) Make cleaning totems 50% slower so survivors cant easily remove noed or devour hope
So what you guys think? English is not my 1st language so im being sorry for grammar mistakes
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Nevermind, I just figured it out. Pinkie Finger Max 3 Bottle








