AGM
AGM
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1629479#Comment_1629479
That would make it some kind of item trade? Don't know, seems worthless. You bring an item to get a random item quicker. You could just put the item you want into your loadout.
More like you bring the key, use the key and its add-ons for aura reading, and then, when you need, you can quickly exchange it for a different, probably more useful item to take with you. It's a way to make green keys not useless nor OP, a way to save time on a secondary objective, and a way to leave the trial with something better.
I wish I could trade all the green keys I have for something better, but short of a full blood web rework, that ain't happening.
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I'd make it able to instantly unlock 1 chest at the cost of the key. I'd also give it a different model in the player's hand, so that the killer won't be incentivized to tunnel them down in order to prevent a key escape.
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- Fixed an issue that cause the Shape not to change stances while in Tier 3 Evil Within.
From the last patch notes, in the bug fixes section.
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- Fixed an issue that cause the Shape not to change stances while in Tier 3 Evil Within.
From the last patch notes, in the bug fixes section.
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This bug isn't what you think it is. You're not being robbed hits you "should have" gotten. It's that the survivor-screaming-from-vomit sound plays mistakenly on your client even though you actually missed the vomit, according to the server, due to latency.
Again, just a simple sound bug from a hit you (in reality) missed.
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They're working on Clown but haven't announced anything in terms of mechanics. That probably includes an add-on pass. Try to hang in there!
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I'd put it on a timer, like Lucky Break. "The killer's aura may only be revealed for a total of 60 (or whatever) seconds throughout this trial."
Unlike Lucky Break's effect, OoO is strong enough to warrant making it a limited resource.
I could also see putting it on an interval working; i.e. every 40 seconds, you and the killer see each others' aura for 5 seconds if you are outside the killer's terror radius.
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Thanks @Fibijean and thanks to @not_Queen and @McLean for taking the time to answer my question!
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@Rex_Honeycut said:
https://forum.deadbydaylight.com/en/discussion/comment/1598454#Comment_1598454
I agree with the majority of your lists but I think those numbers need to be upped for your Remember Me rebuild idea. Even if you get all 4 survivors from healthy to downed for 3 hooks on 3 and 2 hooks on one, that's a 44% increase which is only 7.04 seconds more, far less than the current max of the perk.
This would force you to slug and to slug often to get any worth. And with it being limited to basic attacks, there's a handful of killers that this would be pretty much worthless to.
I think you have a solid idea at its base but the mechanics and mathematics need a little more thought.
Yea, it could be more like 2/3/4%. And I don't see a problem with it not working for every killer. All kinds of different perks work (or don't) for different killers.
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Survivor: Auodidact, Babsitter, Buckle Up, Camaraderie, Lucky Break, Object of Obsession, Slippery Meat, Sole Survivor, Up the Ante, Vigil.
Killers: Cruel Limits, Deathbound, Furtive Chase, Gearhead, Hex: Retribution, Hex: The Third Seal, Mindbreaker, Monstrous Shrine, Overwhelming Presence, Predator, Remember Me.
These are the perks I believe require the most attention. There are other perks I'd want to tweak the numbers on, but those at least work well enough.
I had an idea for Remember Me the other day that I think could work. "Every successful basic attack grants this perk a token. Each token collected adds 1/1.5/2% more time needed to open an Exit Gate. This perk cannot collect more than 50 tokens."
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Hex: Immersion. Survivors leave scratches while walking or moving while crouched. When this hex's totem is cleansed, all survivors out of sight scream, revealing their location for 5 seconds.
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Your numbers are right but this idea of a head start doesn't mean much, because in your numbers you assume the killer's destination is at where the survivor started running from, when the useful information to know is how long it takes to reach the survivor.
In this case, it takes a 4.6m/s killer ~53.3 seconds to catch a survivor holding W with 32m of starting distance between them, and 40 seconds with 24m of starting distance between them.
For 4.4m/s killers, it's 60s with 24m starting distance, and 40s with 16m.
From this you can clearly see the utility of M&A; it can literally shave off minutes of chase time across your various chases in a trial, but this is under ideal conditions. Results will vary.
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Not just on new Badham, but also that one room on Dead Dawg with the window, and easier access to the rubble ramp on Midwich. I like this idea in theory, but it would be really easy to grief with by opening the walls that make tiles/windows weaker.
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Yea that window has been there the whole time. My mind blew when I saw someone use it.
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Yea happened to me as Demo on Groaning Storehouse. Luckily I was able to place a portal and escape it that way, but if it were to happen on some other killer with no movement power, game over man.
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I disagree, I don't mind perk based challenges. Gives me a chance to incorporate perks I might otherwise never use. Though, I'd appreciate if they made those booty perks more useful.
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This is brought up every other day.
Nobody wants to deal with having to listen to: toxic people, 12 year olds, angry people, mic spammers, memers, and griefers. If you want to use mics with friends, discord exists already. I for one wouldn't put up with having to listen to all of the idiot man-children that make up a large portion of this game's community.
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Thanks for making sure that NOED gets tied to the most hidden totem. That time you spent doing the 4 easier ones instead of the actual objective definitely wasn't a waste or anything.
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He cannot. Freddy can't teleport to any generator being blocked by any means (Thrilling Tremors, Dead Man's Switch, etc.).
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I agree, some new tiles would really do a lot to freshen up the game.
The pallets on your tiles seem quite weak, though. Otherwise, those could be fun!
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We don't know what formula they use to calculate your MMR. Maybe it's able to account for your grievances, maybe not. If not, does it really matter? Over time a person's good and bad games will average out to put them with other players of equal skill where they belong.
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This thread is bizarre.
1) The survivors are competent. Ideally, less skilled killers will get matched with less competent survivors.
2) His build is trash, he even acknowledged this. Corrupt, Sloppy, Infectious, BBQ. All you need.
3) Just because you can't recognize the killer's mistakes doesn't mean they don't exist.
4) This guy doesn't know how to play Pyramid Head. First, you get close. If they are trying to loop around a pallet/window, plant your sword. If they drop/vault, hit them while stuck in the animation. If not, M1. He missed his first special attack and was much too far away when the Dwight vaulted the long wall. His first chase should have been over much more quickly.
5) The first 3 gens go quickly by design. It might feel bad to lose them, but the game should naturally slow after the first down. If you can't get a down by 2 gens left, you're having a bad game, and/or doing something wrong. Learn from the mistakes, and move on. Going into denial and demanding changes to a system you don't understand nor want to learn about isn't helpful.
6) Even with all this stuff going wrong he still got a 12 minute game and a kill out of it. Expecting to 4k with poop perks, a killer you don't know well, and a bad start to the match is unreasonable
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No offense but Wraith has a bunch of great options that mitigate his weaknesses. Lightburns can often be dodged by moving unpredictably. Enduring is a great perk to cover his extra stun while cloaked. Nearly all the add-ons you mentioned are pretty great in different builds. Swift Hunt works great with Windstorm. All Seeing - Spirit works well with Whispers + Coxcombed Clapper.
Blind Warrior Mud is garbage though.
Wraith is on the weaker side, don't get me wrong, but I don't really see any glaring issues that need to be fixed asap. I consider a Spirit rework and Clown rework much higher priority.
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I agree that would be fun as hell, but I'm not sure Deathslinger needs that. I remember thinking at the time of his PTB that he was on the weak side, but now that I play him regularly he seems to be in a pretty good spot to me.
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No one side has fast queues 24/7. It changes depending on time of day and whether double BP is on. Who told you queues would be faster with dedicated servers? That makes no sense. An imbalance between the ratio of killers to survivors doesn't go away once you switch the machine hosting the game.
1 would just lead to dcs when people don't get what they want
2 wouldn't change much. Same problem, smaller numbers.
3 already happens
4 will probably be part of the mmr that they're working on
5 may be coming but wouldn't change much. Two separate pools of 800 survivors and 150 killers are now one pool of 1600 survivors and 300 killers. Same problem, bigger numbers
If the role you want is taking too long, play the other role or try again later and play something else.
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I'd like a real reason to cleanse dull totems. Points and possible NOED don't matter in the majority of games, so it's not worth the time invested to cleanse. I'd like to see dull totems give survivors some kind of small buff upon cleansing. Maybe a 1% repair speed buff to the survivor who cleansed for the remainder of the trial that stacks for each totem cleansed.
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I'd keep it simple. Maybe a 5% faster base reload. Or they could make him move at 112.5% (4.5m/s). And I find the weird sensitivity reduction while aiming to be jarring. Other than that he's in a good spot I think.
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For me, it's Alert. With how meta Pop is, and seeing as every map has several pallets, you get so much awareness of not only where the killer is but which parts of the map still have resources.
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The person you responded to is confused. They thought the explosion from surge was the same as a failed skill check (which sets a gen back 10%), but they're incorrect. It's not 10% + 8%. Surge only regresses affected gens by 8%, full stop.
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In my experience, the times it gets cleansed 30 seconds into the game vastly outnumber the times when it gets to 3 stacks, let alone 5. It's too inconsistent for my tastes, but the surprise factor of when it does work makes it quite fun.
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@Peanits Your suggestion of a range limit is, well, fine (because current Iri head is atrocious) but if someone is hitting enough 24m shots for the add-on to make a difference, it sounds like they'd already be good with Huntress. It's trading an instant win add-on for an add-on that makes a game you already would have won more lopsided. Again, fine, but not great.
I've always preferred ultra rare add-ons that change up how a killer plays, both as and against. I'd like something that deals with sound, similar to Wraith's clapper add-ons. My suggestion: Survivors can no longer hear her wind up hatchets when not in chase. Fun and fair for both sides, I think.
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I wouldn't be able to pick between Shaggy or Daphne. I'd hope they pull a Stranger Things and just do both!
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@EpicBigBrain said:
https://forum.deadbydaylight.com/en/discussion/comment/1400931#Comment_1400931
And what do you suggest they add?
How about making dull totems actually do something? Either make each dull totem carry a 2% gen speed debuff for each dull totem remaining until cleansed, or, when a survivor cleanses a totem, the individual survivor gets a stackable 2% gen speed buff for each totem cleansed.
There are so many simple solutions that utilize existing mechanics, but they're afraid to tinker with the basic gameplay formula.
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Broken Bones: Each dull totem remaining gives a 3% repair penalty to all survivors.
Witch Doctor: Whenever a survivor completes a health state of another survivor (or themselves), the healer becomes oblivious. Only one survivor may be under the effect of this perk at any time. Effect persists until another survivor completes another health state.
Obsession Confession: Each time the obsession changes, the aura of every survivor other than the obsession are shown for 10 seconds.
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If you're interested in high level Demo play, you should check out Bronx on twitch.
In response to your post: STBFL is good, but overrated. It encourages not shredding in order to get stacks, but most of the time it's more worth it to shred and put on pressure/end the chase quickly. Other perks: Whispers and Corrupt are a godsend for getting in that first chase as soon as possible, and they are practically required. BBQ or Thrilling are also quite good to know where to go next. And the last slot is really w/e; Pop, STBFL, Monitor are all good.
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Sounds more like you don't know how to play Demo. His best add-on is Rat Liver (brown). Rat Tail (brown) is also quite good. Always keep at least 1 portal on you at all times. Try Corrupt Intervention and some combo of STBFL, Pop, Monitor, and Whispers.
And Dying Light is a ######### perk in general, and Thana is only good on Legion and Plague.
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Every window on a second floor should have a doorway near-ish to them. Every second floor window at the end of a hallway should be replaced with a pallet that makes the survivor fall when they drop/vault it. Staircases that lead directly up to (some) balconies. Mind game-able loops between houses (with gaps for huntress hatchets). Fewer and shorter fences. More interesting paths around houses that aren't straight lines. Either close the long wall window or remove a pallet from the house with the two staircases that lead to the cellar.
That's just a start.
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This is just items with extra steps.
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It's Sunday...
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Add-ons: Windstorm + Swift Hunt are pretty much the best combo, but the Bone/Coxcombed Clapper can be good too.
Good Perks: BBQ, Corrupt Intervention, Enduing + Spirit Fury, Discordance, Whispers, Pop, STBFL, and Sloppy can all work well in various combinations.
That should probably get you started!
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To clarify: all instances of a perk BESIDES the orange teachables.
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So, how would you like us to report this?
"I was playing Freddy and hit a rock instead of the survivor because the "animation dressing" wouldn't let me lunge around the rock instead"?
Also, this is literally something that happens almost every game once, if not more. Do we report every instance of this? If that's the case, I better get started flooding the reports with instances of "definitely not auto-aim" robbing me hits.
Not trying to be rude, but this is such a common issue from launch. How could nobody on the team have noticed until now? And did you think we called it auto-aim (as opposed to "animation dressing" (???) because we just didn't know any better?
Anyway, thanks for the stream. You looked adorbs. Looking forward to Ch. 15!
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Submit a bug report. Tell them exactly what happened. Console, character, how far into loading, etc.
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@I_Face_Camp said:
Sounds good but not sure about Brutal Strength. You can cancel pallet vaults with the shock
In my experience survivors tend to throw the pallet then loop the long side so that you can't hit them nor zap and hit before the vault lock wears off.
Brutal Strength has served me pretty well in my games.
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That's not even the start of where they went wrong with this map. No remotely safe pallets. Everything is a hallway. Two different generators that are obnoxiously out of the way.
This and Ormond are tied for worst map, just for very different reasons.
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The map-wide effect seems a bit overkill, but what if it was just centered around the generators as a means of tracking?
Let's say, using the same interface as Freddy's teleport, every... 30 or so seconds, the clown could look at a generator to make it spew toxic gas that makes survivors scream.
Thoughts?
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How does the loop safety assessment tool work? For example, in the 3.5.0/1 patch notes, there was mention of a +82 loop safety rating. What does this mean exactly? How safe are the loops on an L-wall/T-wall tile vs. a long wall jungle gym tile, and how are pallets taken into account?
Thanks!
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@DonniKubbitz said:
https://forum.deadbydaylight.com/en/discussion/comment/1052722#Comment_1052722
Not for me. I have gotten many protection hits and it does not stack. I've seen it in many matches as well. It could definitely have been something wonky going on in the connection or something that day but others have stated the same. I took 5 PH's just before I was finished with that session, only stacks were on safe unhooks.
What I was trying to say was the only thing that stacked was safe unhooks. Perk states that PH's are stackable as well but they weren't for me.
Don't know what you're doing wrong but WGLF definitely does proc on protection hits. For example, if you get hit while unhooking, you get a stack, and then potentially a second stack for the safe unhook. If you take a hit while the killer is carrying a survivor, you get a stack. You can even get a stack for flashlight saves.
However there is a small delay after a protection hit before the next one will count as such.
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Imo not worth the perk slot. It's only useful for shack and god windows, but sometimes it doesn't even last long enough for that when a survivor can just run to a nearby loop and then back to the window.
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Could we get a mid-chapter patch that focuses on tweaking some weaker perks?
Some examples:
Buckle Up; It doesn't help you heal downed players any faster so that you can even take advantage its aura reading often enough to make it worthwhile.
Camaraderie; It seems like it would make more sense if it paused second stage entity progression for up to 34s if the killer is with 16m of the hook, as opposed to another survivor (because currently the killer can see the progression timer paused and knows to look for another survivor near the hook).
Monstrous Shrine; Why does this perk still exist?
Overwhelming Presence; Franklin's Demise is much better at denying item use, so could we get this perk reworked as well?
Thank you to everyone at BHVR for this amazing game!