Alionis
Alionis
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- Alionis
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Comments
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@OniWantsYourMacaroni said:
I would suggest to wait for the PTB and actually see for yourself as to how it's gonna turn out instead of instantly claiming that Spirit will be dead.
Look up old patch notes, we already know where this goes because that is how Spirit used to work. She had a directional cue during her PTB.
I mean, look at the very title of this thread, that should have given you the hint.
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@GrimoireWeiss said:
https://forum.deadbydaylight.com/en/discussion/comment/2513809#Comment_2513809
His movement still has a turning restriction, no matter how much you mess up with sensitivity settings. You can't, for example, rush through the boiler room on Badham freely with him, while Spirit can.
Right... so because Blight can't rush through one part of house on a map out of 30 or something maps whereas spirit can, my argument is invalidated or what?
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2513762#Comment_2513762
Yeah and guess what, they're getting yet another add on pass
I believe they've learned their lesson when it comes to doing complete add on passes, Huntress' add ons I would say were even better than what she had before
Maybe I've been around for too long (since release), but the devs haven't shown that they learn from past mistakes very often, they keep making them.
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@GrimoireWeiss said:
https://forum.deadbydaylight.com/en/discussion/comment/2513746#Comment_2513746
https://forum.deadbydaylight.com/en/discussion/comment/2513757#Comment_2513757
https://forum.deadbydaylight.com/en/discussion/comment/2513750#Comment_2513750
Spirit has no turning rate restriction, she can still freely maneuver 360 degrees without a penalty and still hear the survivors. It makes sense for her not to see the survivors because she's the only killer with a movement speed ability that controls it freely while also having a speed boost when coming out of it (well, Wraith does as well, but he has to uncloak).
Blight mains have shown for a while now that the turning rate restriction doesn't hinder him since he can bounce off something and briefly have access to 360° turning to reorient himself.
And even then, that doesn't change anything about the fact that he will be considerably stronger than Spirit after her change.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2513775#Comment_2513775
That bug got fixed in 5.2.0
And needing to use add-ons to do well in trials is debatable imo.
That bug can come again every time, and Iron Will remains a thing.
Since I see your adamant about this, I'll agree to disagree. Have a nice day.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2513732#Comment_2513732
You can hear them.
The point is, if you can be fast enough as spirit survivors may not be able to react in time
Not when sound is bugged (a frequent thing to happen) or when survivors run Iron Will, which they have no reason not to do with the nerf to Stridor.
And being forced to run speed addons, or any addons every trial to make up for a crappy nerf or downside has never been a good answer to any problem in DbD.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2513738#Comment_2513738
Look at the killers that are receiving add on changes, the majority of them have add ons that are completely garbage. I highly doubt these could be any worst than they already are
I prefer to go by precedent. Hillbilly got nothing but garbage addons, Nurse practically too.
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@GrimoireWeiss said:
Is Blight bad because you can see him rushing?
Blight is a 4.6 m/s killer, much faster than Spirit when using his power, and can see survivors at all times while using his power.
Spirit is a 4.4 m/s killer, much slower than Blight when using her power, and cannot see survivor at all when using her power, only hear, and that also just if the survivors aren't running Iron Will, which most are.
See the issue?
That survivors had to guess about Spirit using her power or not was the trade-off for the fact that she has to track them purely by scratch marks and sounds.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2513704#Comment_2513704
Im happy about them actually being brave enough to go through such a big balance change
1/3 of the roster received changes, and a good chunk of perks got buffed, some that were considered garbage tier like Blood Favor, Babysitter or Vigil might actually be useful now
Received changes yes, but are they good changes? We don't know yet. I don't think praise is warranted until we actually see what addons were changed and how they were changed. Addon reworks have rarely been good.
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@[Deleted User] said:
Speed add ons
They exist, props for noticing.
Seriously, what's your point here? Increased speed doesn't do crap when you can't see or hear your target, especially when that target is well-aware of your approach.
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@Shroompy said:
Words cannot describe how happy I am with it, VERY well done!
What are you happy about? We have zero information about add-on changes and the ones they teased aren't all that great. That one that blocks pallets after spirit ends her phasewalk? Pathetic range and duration, not worth using. And I can't believe they created that one after literally just buffing Blight's add-on that does that for these reasons.
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@TacitusKilgore said:
As far as i am aware, these changes haven't even released yet. You can't judge these changes based solely on a very vague description of what they aim to do, words don't work well to accurately describe an entirely visual/auditory change.
We can very well judge from game experience, but that's not even necessary here, we've had patches when survivors could tell whether spirit was phasing or not and her direction. Both things have occurred as bugs or were how Spirit used to work originally when she released. I suggest you look up old patch notes for precedent, before categorically excluding any judgement.
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@indieeden7 said:
Ah yes, because being able to determine the general direction that she's phasing is going to gut her, moving at nearly double the speed of survivors at base isn't enough apparently.
And what good does that speed do when you don't see your target, and potentially don't hear it either if Iron Will is in play?
I'm not saying the nerf will gut her, but it will be a severe blow to her strength, quite possibly knocking her off the pedestal of the top killers, leaving just Nurse and Blight.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2511117#Comment_2511117
Voice coms is not cheating.
Please note, that in our Official Discord we have specific voice channels set up so that people can play together in voice chat.
Maybe it's not cheating as such, but you can't deny the fact that voice coms give an unfair advantage, allowing the sharing of information survivors without coms cannot.
Perks can't compensate for that either, and shouldn't, as that would still mean that swfs have an unfair advantage, as they wouldn't be forced to run information perks.
Voice coms are inherently unfair towards killers and solo survivors alike and it's an irrefutable fact that the game is currently not balanced for it.
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I don't think you've made much of an effort then, cause the wiki tells you the distances in the infobox at the top of the twins article.
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I wouldn't rely on patch notes, the devs have mentioned that they are often incomplete. It's also well-established by now that the in-game descriptions are lacking too. Personally, I rely on the wiki for accurate information.
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"Do whatever you want".
That includes leaving it as is, cause it's fine and a good ultra rare, we're in dire need of some that aren't garbage.
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I'd prefer the devs going back to spirit and give her an animation similar to Pinhead. It's not fitting that she climbs over the window with her ethereal power.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/278795/do-survivors-want-to-see-the-same-3-killers
SBMMR will actually make low-tier killers, such as Trapper, viable. Instead of randomly going against SWF death-squads and getting decimated, Trapper will go against players that are in the Trappers range.
Less that 1% of survivors are going to be going against Spirit, Nurse and Blights all the time. You are talking about players that play 24/7 which is pretty much streamers or SWF Death Squads and shouldn't that be exactly who should be getting Nurse, Blights and Spirits. No one else can deal with those killers.
While I agree with what you said, it also goes the other way round: those killers are the only ones able to deal with SWF death squads. It's a vicious circle.
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Yes and no.
If you're a high grade, you'll still have to meet high emblem points to get a double-pip or merciless victory. However, since SBMM should match you fairer, it should be easier to get there.
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There's supposed to be a linger, like Victor.
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@Awkward_Fiend said:
I'm pretty sure this is because the events related to the Lament Config are registered as "Bonus", meaning that they're intended to go above the 32k.
This
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True, current Nemesis feels more like Mr. X did in RE2 and I think Mr. X would have been the better fit.
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1) It tells you that something is boosting your movement speed.
2) This is like comparing apples and oranges, the two perks are nothing alike and don't interfere with one another. There's no reason why you couldn't run both.
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/2471963#Comment_2471963
I'm not expecting them to, i'm assuming them to.
They've stated Add-ons not properly working on their pages before, and i don't see why they wouldn't have contributors test that out.
That's an unreasonable assumption then, imo. Those were addons that either didn't work at all or not to the full extent, but that changed nothing about the value that they were coded to have.
Let's assume the unlikely scenario in which an addon is supposed to have an effect of 40%, but is only half as effective for whatever reason. If the wiki were then to tell you that the addon has an effect of 20%, that would be wrong information, 'cause that's not the coded value, it's the result of a bug or unintended behavior.
From what I can tell, the wiki only ever goes by what is coded, which is the reason they have changed a bunch of descriptions around, as I've previously said. The wiki doesn't adjust the value, they adjust the description to fit the value.
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@MrDardon said:
https://forum.deadbydaylight.com/en/discussion/comment/2470534#Comment_2470534
I never tried Gauge Rake but I did use the Tuning guide once and I literally went nowhere while using the Chainsaw. The wiki says that the Tuning guide reduces your maximum speed by 4.35 %.
My theory was that Tuning Guide normally drops you to 130 % maximum speed but due to an error in the coding it's written as 103 %, which feels pretty similar to what he is currently moving at maximum speed while using the Add-on.
That theory doesn't work for two simple reasons: the game doesn't write any code as percentages and Cannibals addons increase or decrease the default value of something, they don't set a new value themselves.
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@Raccoon said:
I believe that's the game assigning an Obsession
No, it isn't. The two sounds are not even remotely alike.
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Go ahead, as you can see, nobody cares much.
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/2470786#Comment_2470786
Things seemingly unrelated to recent fixes sometimes tend to bug out after said fixes.
Could be at times that a value is correct, yet what you get is different due to other things.
Doesn't make a lot of sense and what you're saying here is completely unreasonable, you can't expect these guys to test values on the off-chance spaghetti code might make it not work.
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/2470330#Comment_2470330
No i mean that some other things might influence said value.
And what makes you believe that?
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/2470024#Comment_2470024
Okay that's good to know, but wouldn't they still test them to make sure they're the correct values?
Cause if they're incorrect then the wiki could state that as well.
That doesn't make sense. The values are datamined from the very files the game itself uses, of course they're the correct ones, the game doesn't use any other.
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/2469066#Comment_2469066
No the description has always been this simple, BHVR has been doing "Considerable" and such since the very beginning.
The %'s that the wiki provides by hovering over the text is their results from testing them.
If it was the official %'s then it would be part of the normal text.
BHVR very rarely turns a "Considerable" into a % in the text, but they have also never turned a % into a "Considerable".
I'm sorry, but you're wrong. Those ARE the official percentages, the wiki datamines every single value these days, there's no testing involved.
It's also why the wiki changes descriptions a bunch, because most of the values don't make sense with the in-game description (i.e. time vs. speed).
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That excerpt might need some rephrasing, but I'm pretty sure this is what you're looking for: Portal effects apply within a range of 4 metres by default. Killer instinct is technically a portal effect.
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If this is your only joy in life, I suggest finding something new, cause this is just sad.
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Oni is a strong and fun killer. The issue lies with him suffering from the Plague-syndrome and Nemesis-syndrome alike: survivors have too much control about when or how he gets his power, since it's tied to stuff survivors do or not do for the most part (Plague) and if he can't build up his power quickly enough in the beginning, he'll have trouble later on in the game (Nemesis).
If anything, the devs would need to address these weaknesses.
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I've seen MandyTalk reply to the question of the chase music a bunch of times on here, saying that as of currently, there are no plans to lose Demo's unique music.
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Triggering the "MAX" score event in any category as any character will do the trick.
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It would be nice if people were less dismissive and could accept the fact that some original Freddy knew how to work around his weaknesses. Just because you didn't, doesn't mean mains couldn't figure them out.
To answer OP: yes, I miss old Freddy, I'd prefer playing him over new Freddy any day, I actually dropped him as a main for about half a year when his rework happened.
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@KweenPlease said:
https://forum.deadbydaylight.com/en/discussion/comment/2463678#Comment_2463678
First off, everyone is " girl " for me. My dad was girl, my best friend is girl, the pope could be girl, my male dog is girl. If you were a police officer pulling me over, you would indeed be girl. It has nothing to do with gender. If you're offended or don't like it, don't talk to me?
I mean if you don't have access to the statistics taken by their X x Y size, the most accurate you can get is the seconds it takes to run the four corners. Which while it won't give you the numbers is PRECISE in regards to giving you the answer of which maps are bigger versus which are smaller. Given none of them really have obstacles along the walls edges except for swamp. So no, you're not exactly making a point.
and everyone claims to know someone on the team for every game to get some low form of "no one cares about" clout.
and I've not known of ANY game to after EVERY rework go on the wiki and list the size changes for every map, every rework update with comparisons of the old sizing, statistics, etc. No matter how big the game. Sorry about it. Agree to disagree. You can literally see the ROWS of gens to the next. IF you're on the lower left corner you can see all the way to the shack.
Gens are kinda laid out in rows. You know some gaps will be there but if you cut the map into segments you know 1 will be in the middle . . . there will usually be an empty segment surrounding it . . . and then one on each of the four corners. ( Of course with extras. )
You can spawn on Ormond and C L E A R L Y see the gen you're on and the two in front of it ( or where they'd be. ) you can't do that with any other map due to mist and distance.
Alright, I see how it is, you don't wish to be convinced otherwise. Again, the wiki did check the sizes of the reworked maps, hence why they caught the Badham map and the Azarov one changing, something that was not mentioned in any official patch notes or whatever.
At this point, you'd prefer to live in an alternate reality and I don't have the patience to change that. Have fun in your fantasy world, but don't expect others to agree with you on your alternate reality. You've had several people point out why and how you are wrong and you've dismissed every single one because MUH FEELINGS!.
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@KweenPlease said:
https://forum.deadbydaylight.com/en/discussion/comment/2463659#Comment_2463659
Girl, you can disagree all you want but it's not a lie. Go ahead and time yourself running the four corners. Go ahead. Then compare it to the other maps.
and the wiki might not be as consistantly updated as you think. They're not going to go in on every update and be like " Oh also btw it was made ___ amount of pixels bigger. "
First off, I'm a dude.
Secondly, since I actually know some of the people who update the wiki, I do know that they have double-checked map sizes of all maps that got a graphic rework or any other rework in previous patches. And unlike you, they don't check by timing one's running, that's an imprecise way to measure that stuff, with how the maps are laid out. What they do is measure the outer wall segments, which have a known length, and calculate the area from that, which is precise.
Give it up, seriously. You're so wrong and so adamant about it, that it's starting to look like a desperate attempt on your part of not wanting to lose face.
And I didn't think this would ever happen, but I agree for once with @Aven_Fallen: the outer wall segments didn't move.
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@KweenPlease said:
https://forum.deadbydaylight.com/en/discussion/comment/2463642#Comment_2463642
I never said it did. OTHER maps have however changed in size.
You continually claimed that Ormond was the second smallest map in the game, that to me is propagating a lie. If you go to the wiki, which was updated properly, you can see that only 2 maps changed in size with their graphical reworks: one of the Badhams and Azarov's Resting Place, which actually got slightly bigger. None of the Macmillan or Coldwind maps changed in size.
You should stop relying on your personal feelings and stick to facts here.
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@KweenPlease said:
https://forum.deadbydaylight.com/en/discussion/comment/2463573#Comment_2463573
No, no it doesn't, Maybe it WAS because it hasn't been updated while all the other maps have? But it has been the smallest map next to the saloon for several and I mean S E V E R A L months. I'd know, I play too much for my own good.
Why are you propagating lies here? I'm sorry, but Ormond demonstrably did not change in size with its rework. If you trace the layout of its outer walls yourself, you'll see it's still the same size.
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The tome lore does hint at us eventually getting Jake's grandfather. I mean, there is already a precedent set with Spirit and Oni.
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There's no reason to nerf this perk just because you occasionally spawn in a dead zone.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2457183#Comment_2457183
This does not apply to the Anniversary Cosmetics. Stuff like the Huntress Mask or the Pro-Pain Hammer were made available for everyone.
But everyone else already had this Jake-Head and other things like Dwearder in their inventory. Those just got unlocked during the first anniversary for all players to have it, and every Account created will have those.
whatever, who cares
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The devs made old event-exclusive cosmetics available to everyone 1.5 years ago or so.
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@jajay119 said:
Some killers have a one hit downer. Too many of them at the moment for my liking. But it is what it is.
Only 5 out of 25 killers total have that ability by default.
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Killers should respect that you getting lucky? They have no obligation to do so.
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Not saying this is an issue, but some additional hair colors for the men would be nice-to-haves.
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It's closed. The PTB is only available until Monday the week after it became available.
