RaingerPlaysDBD
RaingerPlaysDBD
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- RaingerPlaysDBD
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@TeabaggingGhostface said:
These are pretty good, can you do maps next please?
That was the plan! Medkits are a hard one to cover- So I figured I'd take a break and do Maps because they are very wanting. Thanks! :)
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@Masterninja said:
Actually Im Up for this, great job, very unic ideas. Originality in all. :)
I support this whole idea. Also the flaslight clicking is toxic as hell, It should be eliminated for good.
Everyone is always so aggro to Flashlight Clicking. I guess I don't really label any in-game behavior as Toxic. Everyone plays how they like, some people body block their teammates. Other people "bully" the Killer (which often is the Killers own fault). If you let Flashlight clicking provoke you, then that's fine for you. But I think Flashlight Clicking is a tool good for Communication, considering all Solo Survivors have is pointing and calling.
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@YOURFRIEND said:
You're aware the hilt tape combined with the passive use which does not drain charges puts survivors at a permanent 110% move speed? That's utterly broken. Otherwise yeah, pretty creative.
Oh Just a little misunderstanding! It specifically says Increase Walk and Crouch speed by 10%! Walking Speed is 56% on base, so this would increase it to 66% and Crouch speed would go from 28% to 38%! I wouldn't dare increase Sprinting Speed! But thank you for making me double check! I've adjusted the Add-On description so it is non-stackable with other Speed Gains from Self-Aware or Urban Evasion!
This Article is a Compendium of all Movement Speeds featured in-game for both the Killers and the Survivors .It also lists how Movement Speeds are affected by Perks , Add-ons and Status Effects . (The table of content can be found below the Overview section.) Movement speed is a core Game Mechanic in Dead by Daylight and greatly influences the gameplay in the Trials. This Article serves as a compendium of all known default Movement speeds, as well as modifiers to it from various Unlockables.AllHere's my reference for my Movement Speed Values! :)
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@dugman said:
I agree Flashlights are not great items generally speaking, at least compared to tools and medkits.
Thinking about it, Maps also aren't used much. What if Flashlights were given a secondary function that maps have - highlighting nearby things? So if you use a flashlight in a direction if there's an interesting prop in its range it highlights it for you. Then maps could be removed entirely or revamped into something new. I think if the object-finding ability of flashlights was good enough, but not TOO good, then that combined with the current ability to get saves on people would make the items be more on par with tools and medkits.
I definitely think it's an interesting concept! A green add-on that highlights nearby props and synchronizes with Maps. It's my personal opinion that maps should remain largely the same. But they need more Add-ons. More things to track. And frankly, more things WORTH tracking other than player positions and such (that should remain with keys and perks).
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@ActualPainedFrog said:
Imagine using the passive flashlight with brightness filters on, it would basically be a basekit flashbang against pc sweats. But god no, no more clicking, I am someone who is easily distracted and the clicking can be really disorientating, especially when I'm playing a killer that requires precision.
That was mostly a meme comment. If it were me, I'd have the Passive Use have more of.. round... soft noise for clicking on rather than the sharp tap that the Active Use has. That way if the Killer is approaching you can turn off the Passive Use without being as punished auditorily considering it doesn't have offensive capabilities.
Additionally, the light for Passive Use would be considerably lower and I'd make it so the light blinks OFF when shined on the Killer. Kinda like... "supernatural events affect electricity" even though I know all characters aren't necessarily supernatural. It'd be a gameplay cue that "Passive Use" doesn't impact the Killer.
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@kingsparda97 said:
We all know by now that DBD MM isn't the best, but ever since they added MMR it seems like all u get matched up with is ppl with barley a 100hrs on the game. I swf with my bf and even with both of us carrying the team it's still not enough due to our teammates being newer players. How has your MMR experience been so far?
It's functioning as intended. It's just poorly designed, so your experience is poor. Additionally it should be taken into account that Dead By Daylight is an A-Sym game, and there haven't been really any mainstream A-Symm games with massive success like DBD so It's not too big of a shock that the MMR isn't great.
My MMR experience is that it's lackluster.
For Killer; Characters I enjoy, I drop quickly because I tend to play pretty well and then it becomes a stressful competition. It isn't "slash the Survivors" anymore, it becomes very much a time trial. If my scheduling in a match is off and I'm not exactly where I need to be, I suffer heavily as Killer and it's very disheartening.
For Survivor; I consider myself a hardcore veteran and only really get razzed if I were to face back to back to back amazing Nurses who remove all my skill (once you hit that level, It just becomes a game of hoping they make a mistake). So MMR isn't really that much different. Been running No Mither every round for about 4 weeks, and matches are no different or even better (IE Survivors are strong at high Elo).
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@GannTM said:
What is fine about Spirit's gameplay? She removes all skill from the survivors and is super boring to go against.
As does Nurse, but no one is up in arms about that? Even after her Rework/Nerf she still has no Counters, so all Counterplay Survivors can do revolves around the Nurse messing up. Same is said for Spirit. Survivors can attempt to do things to avoid her power, but in the end it's the Spirits mistake that the Survivor is capitalizing on. Are we saying, that since the Nurse significantly more time to master than Spirit, that her overwhelming power is justified?
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As far as I know, the Devs said they are moving to make Keys part of a base game side Objective. (Along with Moris. They said something about Survivors spending time interacting with the System, or suffering the consequences of not doing so. Maybe disabling some kind of support item for the Killer that if not disabled when the Killer gets a certain number of hooks allows everyone to be Mori'd, that's just a speculation. They said they want Killers to "work" for their Moris and vice versa for Survivors and their Keys. IE making Keys an Item that you can only obtain in the Trial and leave behind when you escape).
However, on topic of this thread I think Keys do (much like old moris) do end the match prematurely, and do reward Survivors for inefficient play. It's the best "get out scott free" card Survivors can pull. Now, as an Item I think they really need to bring it up to current Standards. Perhaps giving each Key a base passive Aura Reading Range on Survivors (14 Meters) and then allowing the Aura Reading Add-Ons (Gold Token, Eroded Token) to extend the Passive Reading Range AS WELL AS allow you to Channel to Read at a Further Distance. Perhaps the Scratched Pearl could allow Survivors to see you whilst in the Keys passive aura reading range?
Just food for thought.
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@Dwight_Fairfield said:
That self care is a bad perk and med kits are better.
I wish people would stop saying Self-Care is a bad perk when it's not. It's simply niche. There are moments you should use it, and moments you shouldn't that can make it detrimental. The same should be said for Spine Chill, Urban Evasion and Sprint Burst. They all (if used improperly) can waste a lot of time and make you a detriment for your team. But when used properly, they create a very strong build.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1799349#Comment_1799349
I know you wanted to use that emoji
>:(
๐คฃ
And- Whats it to you? >:((((((((((((((((((((((((((((((((((((((((((
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Happens with like all the small cars on Badham too.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1798040#Comment_1798040
Clunky, yes. Does it work? Yes.
[I. I] But the point of this Thread is to discuss how to IMPROVE functionality so that there is no need to clunky workarounds.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1798038#Comment_1798038
I dont think you understand that the flashlights are bugged. For example even if you have it aimed up due to the recoil it can still aim down. That will ######### up a save and on console with ######### analogs adjusting is hard.
1 more thing cj tech exist just because YOU dont hit them doesnt mean I dont.
-Only issues w/ Flashlights I've noticed is the lack of an indicator showing the blind. Every other aspect has been all smooth sailing for me. And no; I have no intentions of doing CJ Techs because the Killers I face don't entertain Survivors who're obviously up to something tricky. They just face the other way and pick the person up. Because the Killers I face do not have the TIME to waste, because Survivor teams are efficient. :/
-But I'm not here to argue on whether or not I can do the CJ Tech or if I can moonwalk or whatever other "Tech" that exists that someone w/ a good knowledge of the game could figure out.
-What I will argue about however is the Sway. If you aim up, and the flashlight still aims down. All you need to do. Is push your analog stick further up; so the beam is in the Killers eyes. It's worked for me- Every time. CONSISTANTLY. (since that seems to be something y'all are desperate for in "skillful" plays).
-But I still don't know how Muscle Memory is more skillful than Reflex- You'd think a more demanding activity requires more skill from the Player but maybe I just don't know anything anymore. :)
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@TheClownIsKing said:
Yes you can work on other gens. Just repeatedly let go after 2 seconds.
Doesn't that seem... Just a little clunky? I- lmaoo
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@Komodo16 said:
https://forum.deadbydaylight.com/en/discussion/comment/1797639#Comment_1797639
There isn't much skill, the same angle doesnt always work. I have used a flashlight and had the angle above my head and got a save, did so again and now the beam went too low. Also the recoil is only a nerf to console, last minute saves and cj techs are almost impossible because of the limits of an analog. The weird angle and sway just broke it and you have to literally be an expert at moving analogs fast and having the best reaction ever just to do last minute drive by saves. Its not skill its just a nerf. It would be skillful if it was consistent.
I don't know I personally have found it very nice. And I'm a console player. Besides, CJ Techs have hardly ever existed on Console, or against any killer with a Brain. :/
Personally I'm not for the arguments that RNG=/=Skill because that's just another example of the Black and White Fallacy. There is a large grey space where RNG and Skill can exist. For example, a balanced map such as Shelter Woods has RNG to it, but with my knowledge of where pallets/loops spawn I can still keep a good pallet economy which is an example or RNG and Skill overlapping.
Similarly with Flashlights; but to much less a degree of skill, I simply need to slightly adjust my thumbstick so the flashlight lands where it needs to be if my Survivor is slightly off; another--dare I say it--EXTREMELY basic example of skill and RNG overlapping. I'm not sure how Aiming became such an extreme burden to the Dead By Daylight community all of a sudden. If the change is extremely overbearing for you, perhaps consider running some Add-Ons that you may not have considered such as the Grips or the Lens that Widen the Flashlight Beam instead of just slapping on Double Batteries, or Odd Bulb and calling it good.
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@RocketPenguin said:
and the fact that it doesnt indicate a blind anymore, 75% of the satisfaction is gone...
It does but its bugged. It doesn't do it more often then not.
@sQuAde said:
https://forum.deadbydaylight.com/en/discussion/comment/1797639#Comment_1797639
this sway doesn't actually add more skill to the flashlight because the position that you aim changes every time you turn your flashlight on, adding a luck factor to the flashlight.
Which means you need to rely on ACTIVELY adjusting your aim in order to get the blind. You don't just get to muscle memory it anymore.
That seems more skillful to me. :/
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1795551#Comment_1795551
She's getting another iri addon, I don't see how that's not a buff.
She getting more Add-ons to fall in line with other Killers and their Add-On Ratios.
However, they are passing over her Add-Ons in order to make them less Outdated/Address true problems.
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The Sway is to add more Skill to the Flashlight and give a Purpose to the Accuracy Add-Ons, it even is said in a Quote on one of the Grip Add-Ons that many Deaths have been caused from "Sweaty Hands."
I actually like the Mechanic. However I still think all Survivor Items need a passover, and should be made more in-depth but not buffed (Keys need a Nerf with the Hatch Mechanic, but I'd be down for them unlocking chests, and having less outdated aura reading mechanics, same with Maps). I think Items should be made more complex. Have a set amount of Add-Ons similar to Killers.
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@Dpooly I also believe that doing actions that help you combat a Killers Power award you Survival Points. For example, Curing Yourself of the Plague, Escaping a Beartrap/Reverse Bear Trap, Mending Yourself and Escaping a Grapple with the Deathslinger. But my memory isn't so clear if that's true for all those actions.
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Legion is bugged. Twins are bugged. Hag is bugged. Oni WAS bugged when Hit Validation was enabled. That's 4 Killers out of 20?
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They could also take the perk in another direction,
You could start with a drastic buff that gets smaller and smaller as the Gens complete. Say 40% when all Gens are up. It would encourage early game chase, but then tone down the power of the perk as more Gens are complete in order to give the Chance for Survivors to catch their breath. (All Gens Complete... the Buff goes all the way down to 14-10%).