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TheEmeraldTuber

TheEmeraldTuber

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TheEmeraldTuber
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  • @ShyPirate said:

    I had two in the past couple days, but mine did come with a DC penalty. And another weird thing is there was no game freeze or even lag or stutter. Everything was running smooth then all of a sudden I got the DbD logo, then a "Disconnected from host" error message and 5 minute ban.

    First time was as legion and it happened in the middle of a frenzy right after hitting someone.

    Second time was as survivor in Midwich. I was just repairing a generator and suddenly disconnected.

    Yeah, mine was vaulting a window as Nemesis. I got the same message and logo, but I didn't get the ban somehow.

  • @sizzlingmario4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3092530#Comment_3092530

    Because the "200%" on those perks also includes the default regression rate. What COB does by itself is it adds an additional 100% regression on top of the normal 100%, making it 200. Overcharge reduces the default regression rate to 75% to start, and then climbs to 200% over 30 seconds, which is a 125% increase.

    So when you put them together, first the gen would lose 2.5% progress immediately, as normal. Overcharge reduces the initial regression rate to 75%, but COB adds 100% to that, making it start at 175%. It then climbs from 175% to 300% (125% increase as before) over 30 seconds. It then stays at 300 for an additional 30 seconds until COB would end (60 seconds total have passed at this point), dropping the regression rate back to just overcharge's 200%.

    This man is a genius

  • @Carth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3088629#Comment_3088629

    Ok, let me try to be more clear. You yourself have already pointed out that DH set at 1.0 second means you are invuln for 1.0 seconds = 4 Meters traveled. If you get to a window with 4 meters distance and are just in range of a lunge you are basically invuln if dead hard lasted for 1 second, .5 shortens that distance to 2. .6 or .75 change that distance respectively to 2.4 and 3 meters. The point being the more you bump up the invuln window the more you get back into the DH for distance world. We could say Dead Hard should be .99 seconds because it is .01 shorter than the old version. I think any iteration of DH that has a distance component is broken. Fundamentally bursts of invulnerability/super lunging at the users command with no pre-reqs do not work in this game in my opinion.

    Yeah, this makes sense. I agree with you.

  • @Murgleïs said:

    https://forum.deadbydaylight.com/en/discussion/336946/dead-hard-could-be-raised-to-0-75-seconds

    You are not « screwed over by one extra milisecond » and you did not « outplay a killer ». The denial is real.

    You messed up and need to improve bestie. Old dead hard is dead. Mourn it, move on and learn the new meta.

    Literally how would you know

  • @Carth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3088596#Comment_3088596

    That because an overpowered perk was nerfed it's suddenly too weak. DH should not be a top tier perk after getting nerfed for the "meta shiftup" BHVR was targeting. Similar to undying getting nuked from being able to transfer hexs 3 times to 1 time max.

    That's fine, but that has nothing to do with the actual balance discussion that I proposed. Saying it shouldn't be top tier doesn't actually do anything for balance. You instead attacked the vocabulary I used instead of focusing on the proposition.

  • @Carth said:

    I guess by that logic old undying was "outplaying" survivors at every turn and should get at least 2 totem transfers.

    What? How does that even make sense in the context of DH? What logic are you using?

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3088549#Comment_3088549

    You realize.......That was the problem with old dead hard.....Right ?

    Yeah. That's why I'm saying don't put it to 1 second and instead 0.6 or 0.75 seconds.

  • @Kira4Evr said:

    You wouldn't get more distance if it was 1 second since DH doesn't give you distance at all. But I can agree that it would be helpful if DH was 0.75 seconds.

    No, but you are invincible for so long that you can run the distance that the old dash gave.

  • It's literally the amalgamation of human pain. It has a bone sticking out of its jaw. It has a horse, 2 'crab' legs and several human hands in its stomach. And you think the mouth is unrealistic? I think they left it that way because it's unnerving and makes sense in the context of the Dredge who makes no sense.

  • @RakimSockem said:

    This is the dumbest conversation I've seen in a while. Are yall trolling?

    Heal teching is an exploit now??? Something that is so situational, it only works if the survivor is 2 inches from the exit.

    As many other people have said already: Can a killer kick a gen while a survivor is on it? Can a killer hook someone while a survivor is mid sabo? If someone is interacting with something, you have to get them off before you can interact with it. That is consistent across DBD interactions

    I literally just apologized for this take. Look at the comment above.

  • Hey guys, this was an awful take that I made while I was very salty, and I have been too proud to call myself out on it. Sorry for even thinking this was an exploit, but I still think that the hitbox needs fixed and at least let you grab a survivor healing another survivor or something. But it's not an exploit.

  • @TheEmeraldTuber said:

    MMR is a very useful number, however we have no idea what we are at and how much that number changes depending on how we play. How much do we get for escaping? How much do we get for getting 1, 2, 3, or 4 kills? How much do we lose per survivor escape? Why can we not already see this?

    EDIT: I have changed my opinion. I would like if we saw numbers from the devs for how much the MMR goes up and down, but revealing the number would be a bad thing. Thank you all for your opinions

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/3066919#Comment_3066919

    I can think of a few!

    • It might (honestly, it almost certainly would) lead to people thinking that they're "supposed" to be making their MMR increase, which means that the things which increase MMR will be seen as an explicit incentive instead of a generalised measure of someone's overall skill level. This is a downside because it's not designed as a ranked ladder, it's designed as a matchmaker.
    • As the developers laid out, it would lead to an increase in a certain type of toxicity, where people with a lower MMR have their input entirely ignored and people with a higher MMR are given undue credit and attention for their opinions. This is bad because valuable input is only tangentially related to skill level, and because it's a bad environment to be told to stfu because you're bronze and bad and need to git gud.
    • It would almost certainly make people more unjustly mad at the MMR system because they might disagree with how much the number goes up or down based on certain games. This is a bad thing because people still think the core design of the MMR system is bad, and not just really normal and standard, which is not a thing you want to make worse.

    So, we've got at least three angles from which it's a bad thing, and no angles from which it's a good thing unless you count satisfying the idle curiosity of a handful of players. I don't personally think it's a good idea, for those reasons.

    True. I change my opinion.

  • @jesterkind said:

    There's not really much reason to see it, though. I don't think many games give you that kind of look at the matchmaking system, it'd certainly be an oddity if there are any examples.

    How exactly does it benefit you to see your numbers? All it means is that you're being matched against players with similar numbers, that's it. There's no reward or incentive to making that number increase- heck, you might even find you don't enjoy matches at a higher number, and that's just a downside with no benefit.

    But can you think of a downside? Why would it be a bad thing? Why can't streamers or people who want to constantly improve see it? Hell, it could even be good for the devs! If they wanted to run experiments, people at different MMR ratings could share how it affected their games. No matter how you look at it, it isn't a BAD thing.

  • @KolbyKolbyKolby said:

    Killers cannot perform interactions to an object/survivor if a survivor is interacting with that item, this is an intentional design (healing, saboing, gens) and is not an exploit.

    But with that logic, shouldn't you also be able to grab the survivor doing the healing? You can grab during sabos and gens, so if you can't hit the downed survivor it should logically transition into a grab. Do you get what I mean or am I not explaining this well?

  • @Ryuhi said:

    They just need to make a short animation of the killer pushing the survivor aside (or even smacking them with their weapon) which goes right into them picking up the downed survivor. Basically give the situation a locker grab type of response.

    this

  • @AGM said:

    It may not have been intended at first, but imo, the fact that it has become a "team helping" strategy akin to body blocking is a favorable outcome, as survivors should have some tools that help their teammates by disrupting the killer's intentions.

    But it's not a team strategy. It's only useful after the killer earned a kill at an exit gate.

  • @SuzuKR said:

    Dredge is in a good spot other than bugs and not enough lockers on some maps.

    Sure, but he absolutely needs a quieter way to exit lockers. At least during Nightfall.

  • @ShinobuSK said:

    Draga is fun as he is now, actually pretty balanced too, imo

    Sure, but he absolutely needs a quieter way to exit lockers. At least during Nightfall.