Uotsumi
Uotsumi
About
- Username
- Uotsumi
- Joined
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Comments
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One thing I've been hoping for for some time is for the Pig's camera height to be improved.
Because it's ridiculous that it's lower than Victor's.
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I think the crouching Pig's camera should be a bit higher.
Surprisingly, her eyes are positioned lower than Twins Victor's.
This change will make Pig less frustrated by grass filling up her FOV, and also make her ambush attacks easier to use, helping her end chases faster.
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I repeat: "Let's restore the original perk design! It is the information of the location of the 3 generators in recent contact that fills the gap between Solo and SWF, not the 6% speed bonus."
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@Dream_Whisper said:
I think it is perfect fine, and not meta defined. It just pretty much a good Noob friendly perk, with a extra incentive to not 3 gen and used this perk to their advantage, especially in solo que.
Coordinate SWF teams don't need this perk, as they can easily explore and identify the gens that needs to be work and has the most progress, especially if the killer is not there defending it. Prove Thyself is a much better and more Op gen fixing speed perk then this
Let's restore the original perk design! It is the information of the location of the 3 generators in recent contact that fills the gap between Solo and SWF, not the 6% speed bonus.
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@GolbezGarlandGabrant said:
The 6% saves 5 seconds. Kicking the generator once and that value is gone.
Then it's not a problem. Let's remove it.
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@ember__lol said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685355#Comment_3685355
so?
why not still keep it? theres no reason to get rid of it tbh, and i personally dont even ever see it as there are better gen perks.
Okay. Then you have no problem removing the speed bonus to restore it to its original perk design.
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Because Déjà Vu's speed bonus was added as a Band-Aid until the anti 3-gen strategy system came into the game.
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My point is not to reduce the size of the weeds.
Contrary to its appearance, the crouching Pig has an unusually low camera position.
It should be fixed, as it has helped Bright in the past.
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I am again disappointed that the developers didn't know this idea was crap until they had players test it.
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4s
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@BubbleBuster said:
https://forum.deadbydaylight.com/en/discussion/335077/remove-whispers-from-spine-chill
- the perk will be gutted soon enough as soon as accessibility is added for people hard of hearing
- this perk is really worthless so barely anyone will run it
- premonition also does this but even more effectively (what about argument ig)
- It is separate from accessibility (TR indicator).
- If I am able to notice the killer's approach and hide, the our team gains time advantage of [time the killer is looking for me] x [number of other survivors who are still alive].
- 0s cool-down
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No, Spine Chill turns on its icon when the killer is within 36 meters.
That is different from TR indicator.
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Yes, it is an issue that the development team should take seriously.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3035956#Comment_3035956
SO loose it doesn't even begin to touch the difference in removal chance.
It's only a nerf if your playstyle is camping boxes.
Pig has poor stealth and chase power. There is no reason not to control the Jigsaw Box.
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Any addons associated with Crouch and Ambush should be base-kit.
Then adjust the first person camera position of the crouching Pig higher.
@Seraphor said:
"So in the last month to stop this 'anti-game system' the devs added 5 boxes to remove the traps (this was the BEST solution btw) but this was an indirect nerf to Pig (that is already a weak killer)."
Incorrect. This was a buff to The Pig.
When there were four boxes and each trap was allocated a box, it meant every box had a 25% chance of removing the trap. Like the Monty Hall problem, each box checked eliminates an option and you get compound percentages. First box checked by a given survivor was 25%, second was 33%, third was 50%, and last was 100%.
What this translated to, is that 25% of trapped survivors got their trap off on the first box, 33% get theirs off on the second. That totals 58%, leaving 42% of survivors left for the 50% third box, which means 21% of survivors got theirs off on the third box, and 21% got theirs off on the last box.
As you can see, that means survivors were more likely to remove their traps on the second and first boxes respectively. Additionally, it was statistically possible for all to remove their traps on their first box.
To summarise; 1st= 25%, 2nd= 33%, 3rd= 21%, 4th= 21%
The new system now allocates the number of boxes required to remove a trap to the trap directly, instead of assigning a specific box. But the total number of checks will always be 3x the number of traps, so 12 without addons that change the number of traps available.
Thus you allocate chances to survivors like so;
1, 3, 4, 4 (one survivor gets it on first box, one on the third, and two on the fourth)
2, 2, 4, 4
2, 3, 3, 4
3, 3, 3, 3
That's it, those are all of the available permutations, although they can come in any order within a set.
No Monty Hall problem here, just flat percentages because the whole thing is predetermined the moment your first trap is set. With a 25% of getting a given allocation set, and a 25% of each number within each set, this means that there is a 6.25% chance of any given survivor getting their trap off on the first box checked., a 18.75% chance of a survivor getting their trap off on the second box they check, a 43.75% chance of getting it on their third box, and a 31.25% for the fourth box.
Furthermore, you're guaranteeing that survivors need to check boxes 12 times if you use all 4 traps, 8 times if you use 3 traps, and 4 times if you use 2.
To summarise; 1st= 6.25%, 2nd= 18.75%, 3rd= 43.75%, 4th= 31.25%
So you can see that the new system gives you a significantly greater chance of more boxes required per trap set, giving you greater slowdown potential.
It was never intended that you patrol jigsaw boxes. It's intended that you go after survivors as you normally would, and the fact that you have survivors running between all these boxes means they're not doing gens. You're actively losing out on pressure if you tunnel a survivor with a hat on, instead of finding one that doesn't and sticking a new hat on them.
Now that there are five Jigsaw boxes, they are generated more closely spaced in the map; this is a loose nerf for the pigs, since RBT is always unlocked by examining four boxes.
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DS was changed from 3s to 5s because Enduring was seen as problematic in decreasing the stun time.
After that effect was removed from Enduring, DS remained at 5s.
It will finally return to 3s.
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nerf medkit
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DS was changed from 3s to 5s because Enduring was seen as problematic in decreasing the stun time.
After that effect was removed from Enduring, DS remained at 5s.
It will finally return to 3s.
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Since the farm and asylum rework, the level designers on the map team have been on an extended vacation.
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The art staff on the map team did a good job. The level designers seem to be on vacation.
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@whereismykebab said:
In the two story building you can stand on the hole
https://us.v-cdn.net/6030815/uploads/QGAIN05L5YF7/vlcsnap-2022-06-07-22h35m50s255.png
Devs acknowledged the bug.
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The reorganization of the team that has been responsible for the messy balance design of Maps from the Asylum and Farm renewal to the present.
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M1 killers have no chance.
I sincerely hope that the map team will be reorganized.
It is too silly a job.
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Why would anyone mock this opinion?
Someone said, "I want an LGBTQ+ character I can relate to."
Similarly, someone feels "deprived of a character I can relate to."
It is exactly the same thing.
There is no diversity in this community if you just assume that it is "troll" or "racist" and try to silence it.
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Did you not get a pallet stun when shifting to crouching?
I know that bug (look like just 4.6m/s crouching Pig) can happen in this situation.
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The base of hooks aura should not be displayed.
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Change the TR of Pig and Deathslinger to 28m.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2844574#Comment_2844574
They're both bugs????? And they'll both be fixed????????
If you can't talk, don't talk.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2844544#Comment_2844544
It's not been nerfed! Enduring has always worked this way, it's never worked on pallet saves - it was a recent bug introduced.
Wouldn't the development team reconsider whether that is appropriate?
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2844551#Comment_2844551
Yes, it does, because it proves that the devs just fix bugs and don't let survivor ones go free while killer ones get fixed.
Stop confusing a bug that crashes the game with talking about whether or not it is appropriate for a perk effect to be triggered.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2844544#Comment_2844544
It's also a bug and not an intentional effect. Also, when Enduring was changed, they buffed the stun effect vs pallets.
So I say it is the wrong decision.
And stun duration has changed from 1.14s to 1s, no longer affects stuns triggered by perks. I do not consider it buff.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2844527#Comment_2844527
"How much do the devs help survivors?!" I'm sorry did they not killswitch wake up?
Wake Up has a bug that crashes killer's game.
So it was applied a kill switch.
Does that have anything to do with it?
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Enduring has been nerfed so that the effect is only triggered on pallet stun.
It is powerless against DS and Head On.
As it is a palette stun, the stun duration should be reduced.
Wrong decision by BHVR.
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@Mandy said:
Can confirm this is a bug, Enduring is not supposed to work on pallet saves - never has either, it's a recent bug.
This is a joke, isn't it?
How far does Devs help survivors?
If even this is not allowed for Enduring, then that perk could give the killer a Haste effect after reducing the palette stun duration.
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Thoughts that developers should remember.
@Peanits said:
https://us.v-cdn.net/6030815/uploads/623/YKB7538COVD3.png
Over the years, Dead by Daylight has changed significantly, and we have adapted the way we create maps along with it. These days, a lot of work goes into making sure maps feel as fun and fair as possible, and we have developed new tools to help with that. Also, to ensure that older maps aren’t left behind, we have started updating existing maps to implement these new tools and the knowledge we’ve learned over the past few years. The first map update is Badham Preschool - the map that originally launched with the release of CHAPTER VI: A Nightmare on Elm Street™.
Variations
While the maps in Dead by Daylight are procedurally generated, there are a set of rules that the game follows. This includes details like what shape the map should be and where the unique buildings and landmarks should appear. The game then fills in the empty spaces with generic tiles, which are rotated randomly to further add to the variety.
With this update, four additional variations of the Badham Preschool map have been added (for a total of five). These variations share the same buildings and landmarks as the map you’re already familiar with but sport a completely different layout. Having multiple versions of the same maps allows us to take advantage of existing assets while adding more variety to the game.
Additionally, we have created many new generic tiles specifically for Springwood. This gives us the ability to generate a map with no repeating tiles, making the maps feel more unique each time you play them.
Pallet Spawning
With this map update, we have started using new tools to help us better determine the strength of a specific loop, allowing us to factor the strength of a loop into the budget when generating the map.
https://us.v-cdn.net/6030815/uploads/259/TCJ6BL59VSUJ.jpg
Above is an example of our new tool in action. The green area on the ground indicates the area that a player can run.
Pallets are rated based on the length of the loop around them. A longer loop is safer for Survivors, giving them a larger margin for error. Shorter loops allow for more skill-based play, where Killers can change directions to either hit the Survivor or force them to drop the pallet sooner.
This allows us to spawn more unsafe pallets and fewer safe pallets while keeping the overall loop budget the same, promoting more skill-based gameplay. While the total number of pallets may be slightly higher than before, most pallets will be more interactive and can be dealt with faster than before. Additionally, randomly spawning objects will not appear along these loops, ensuring that a generator or hook cannot extend the loop.
General Improvements
The final part of the update is a general pass on the remaining aspects of the map. The buildings and landmarks were reviewed with minor changes being made where necessary. These changes–such as the new doorway on the side of the preschool and the gap in the railing of the large house–make the map flow better, giving you more freedom when moving around.
A pass was done on totem spawn locations to ensure they are better hidden and harder to spot from a distance. Lockers were also distributed across the map, often being paired with other lockers to add some unpredictability and encourage locker use. Finally, generators have been reviewed to provide a greater variety in the number of available repair slots, limiting the number of people that can repair a particular generator at once.
The Springwood update aims to introduce more skill-based and interactive gameplay while also adding some variety and improving flow. These changes are included in the mid-chapter update, which is now available on all platforms. We are excited to put our new tools in action for the first time and we look forward to seeing how they affect gameplay. As always, we’ll be keeping an eye out for your feedback.
See you in the Fog.
The Dead by Daylight team
Pallets are rated based on the length of the loop around them. A longer loop is safer for Survivors, giving them a larger margin for error. Shorter loops allow for more skill-based play, where Killers can change directions to either hit the Survivor or force them to drop the pallet sooner.
This allows us to spawn more unsafe pallets and fewer safe pallets while keeping the overall loop budget the same, promoting more skill-based gameplay. While the total number of pallets may be slightly higher than before, most pallets will be more interactive and can be dealt with faster than before. Additionally, randomly spawning objects will not appear along these loops, ensuring that a generator or hook cannot extend the loop.
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Spine Chill, Iron Will and Boons are BHVR underrated perks. They definitely need nerfs.
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Look at Eyrie of Crows.
BHVR's "just right balance of maps" is crazy now.
It would take less effort to buff Pig's Ambush Dash to a usable level than it would to properly adjust many loops.
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While I spit out abuse every time Ambush Dash is braked against my will, I am eagerly awaiting the day when vs. Dead Hard is fixed.
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Dropping a pallet on a crouching pig and stunning it causes such a bug.
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With the exception of the 4 in the basement, there are currently only 8 hooks in Midwich.
This may be a deliberate design, as the developers have statistics showing that this map is dangerous for survivors.
I believe it's a serious bug, but sometimes developers do quaint "balancing" things that we don't think of.
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Anyone playing normally would know that boilover has been given problematic buffs.
And it is a problem not only with SWF but also with solo survivor.
If you can't figure that out, then you probably don't know how to play the game.
So, yeah, the devs are not playing DBD.
Please get out of the debug map and play the game seriously.
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OK, OK.
The developers are really stupid and haven't played the game on the killer side for more than a few months now.
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It is unbelievable that the map was created in 2021.
From 2019? Or even earlier? Welcome developers!
Seriously I have no idea what they are thinking.
Devs, are you playing the game properly?
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When will the devs realize that the high kill rate is due to slugging the 3rd survivor for 4k?
Don’t know how to play the game right?
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Thanks for your comment!
I forgot to check if there was a post reporting the same bug.
Fortunately we seem to have faced the same bad luck.
I voted for your report.
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Survivors can now play pallet stan and DH based on their skills.
Let's give the killers the same gift.
- Take the killers FOV option from Shadowborn and make it a true option
- Decrease the volume of the chase BGM on the killers side
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I looked at the graph of that statistic.
And it's the overall data across the RMM and SBMM periods.
Apart from that, I would like to know the kill rate in match conducted by killers or survivors with top 10~20% skill rate in only SBMM period.
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@Peanits said:
Replenishing toolboxes is something we kept in mind. The benefits to recharging your toolbox would be offset by the time you spent hiding in a locker. Overall, you'd be better off working on the generator (even if you don't have a toolbox anymore).
Nerf Medikit as soon as possible. PLEASE.
