Alionis
Alionis
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- Alionis
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Doesn't flip --> secret offering
Shakes --> stacks with another offering that has same effect
Disappears --> rejected due to the presence of an offering with an opposing effect (usually applies to map offerings)
Edit: Found this on the wiki, the offerings are pretty old, but the system still works the same. https://deadbydaylight.fandom.com/wiki/Offerings#Offering_Screen_Behaviour
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2448856#Comment_2448856
I am kinda confused about the offerings though. So because they offer "bonus" bloodpoints like prove thyself, does that mean they are capped to 8k per category like usual? So if i got 32k score, i would still only get 32k bloodpoints?
Only some perks do that, like Distressing, who says it does it during the trial. BP offerings always apply after the trial. Say you got 8K in objectives and had an offering for +100% in that category, you'd now get 16K in objectives.
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You have noticed that a window is an open space a killer can reach through, right?
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@PyramidFootLicker said:
https://forum.deadbydaylight.com/en/discussion/comment/2444230#Comment_2444230
So I take it you have a better suggestion oooorr
Yes, balancing the damn game for SWF.
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Why would this change anything? When I play killer, I automatically assume I'm going against SWF, be that 2+2, a group of 3 or a group of 4. It's much rarer to get a lobby full of solos, so the indicator would be pointless for that.
Additionally, an indicator doesn't fix any of the problems that arise from survivors being able to communicate to an extent the game isn't balanced for.
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@Guest1567432 said:
Well I wonder what kind of "Data" they will get from this recent test?
That highest play needs more balance.
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@GenJockeyNance said:
Yeah, that's gonna be a sad time. The new players making a post on here inquiring about the killer that wasn't in the wiki they briefed up on reading before buying the game. I'm gonna miss recommending demo to people who just want a cool killer to play. Both balanced and meme-y. I'm just gonna miss demo man.
What makes you think the wiki would remove demo's pages? It still lists everything the devs ever removed for newer players, like the moonlight offerings, some add-ons and the more common map offerings. There's no reason to remove the Stranger Things content.
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Since the correct answer is still missing:
Killers keep their default terror radius while carrying, the act of carrying a survivor doesn't change anything about that.
The general rule is that 4.6 m/s killers have a terror radius of 32 meters and 4.4 m/s killers one of 24 meters. This is for balancing reasons, to allow the slower moving killers to sneak up on survivors better, compensating a bit for their slower speed.
As I said, that is just a general rule, it doesn't apply to all killers. Nurse moves at 3.85 m/s, but still has a terror radius of 32 meters, whereas Myers moves at the regular 4.6 m/s in evil within II, but has a terror radius of just 16 meters.
Whatever the killer has when walking around is what they'll have when carrying (unless they have Agitation, which specifically increases the terror radius while carrying).
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@Laurie268 said:
Does this mean all licensed maps like haddonfield, midwich and RCPD could be removed at any moment permanently? I know most people hate those maps but still, we already barely have any maps to play on we can’t miss any.
It does set the precedent for that happening some unlucky day.
As for people hating these maps, that should never be a reason for removal, but a rework at best.
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@_kostas_pap_207 said:
Sooo less demo in the future....
You mean even less.
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@BabuDweet said:
https://forum.deadbydaylight.com/en/discussion/comment/2431194#Comment_2431194
Highly disagree for rpd it's not the case, imo.
I admit that it's easier learning to navigate the RPD after having played RE2 when the chapter was announced, but anyone can learn the layout. The locations are nearly identical and maps are readily available.
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Neither map is confusing. Once you learn the general layout, thanks to them being far less RNG-dependent than other indoor maps, navigating them is quite simple.
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@Huge_Bush said:
Just curious. Not saying that it is a "win", but if the match was fun, you had good chases and made lots of points, and two survivors escaped, would you be satisfied?
I used to think that I had to get a 4k when I played killer, mainly because of the toxic endgame chat where the survivors constantly berated me, but when I think about it, when I have 25K blood points and two kills, I'm usually happy. It only becomes frustrating when they're toxic as hell, then I want them all on hooks by any means possible.
Call me old school, but anything less than 4 sacrifices is a loss, regardless of how "fun" the game was.
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Map offerings can and have failed in the past (though that's not the case here as pointed out above). They're close to one, but no guarantee.
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It's a bug from tutorial stuff. No leak here.
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Do you expect MMR to work perfectly right out of the box? Every time they've tested it, it needed a couple of games to adjust, give it a few hours and things should improve.
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@Altarf I mentioned this thread to one of the wiki guys and they went ahead and tested the list again. Everything was the same, except for Victor now depleting tokens, as you said. I've been mulling things over in my head and here's what I think happened with Victor.
What the devs probably did is redefine when a token is depleted when attacking with a killer power. The way it appears to work now is that as long as the killer is in their M2 phase without attacking, no tokens are lost, but as soon as they press M1 during that phase, it will deplete one.
This change allows Blight to use his rush without depleting tokens, as long as he doesn't go for an attack, since he's only pressing M2 to use his rush tokens. Unfortunately, the only collateral damage this change brought with it is Victor depleting tokens now, because as far as the game is concerned, Victor is Charlotte's M2. Whenever she's controlling Victor, she's in her M2 phase and pouncing is pressing M1 in that phase, depleting a token now.
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@Altarf said:
https://forum.deadbydaylight.com/en/discussion/comment/2416876#Comment_2416876
Then the wiki is wrong - I tested PWYF Twins recently and Victor's pounce still consumed tokens, and on that screenshot it says it doesn't. It doesn't surprise me that they're not updated though. How many people are even playing Twins and Plague, let alone using PWYF on them?
That list has a disclaimer above it:
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@Altarf said:
https://forum.deadbydaylight.com/en/discussion/comment/2416900#Comment_2416900
This change was made awhile ago, and it's hard to believe it's a bug because of how specific it was and how long it's been in the game. Don't remember if it was in the patch notes - this happened a long time ago, pre-Silent Hill if I'm not mistaken, and Victor's Pounce was made to consume tokens in the same update where they nerfed Victor's pounce cooldown and Charlotte's ability to bodyblock and Victor's ability to survive on very low objects, among other things.
I never used PWYF much on Plague pre-nerf because I didn't play Plague much back then, but I can't see it fitting into my current Plague build. I use Corrupt too much, haha.
PWYF has a lot of undocumented changes, I wouldn't go by patch notes on this one. The wiki people had tested that stuff back in early July and added Nemesis and the Blight changes when they happened. Not sure if they retested all the other powers, cause tbh, that would be stupid if they had to that with every patch on the off chance the devs fiddle with PWYF behind the scenes.
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/2416869#Comment_2416869
See the wiki still has bottle tosses etc down as not depleting them even though it's obviously been recently updated for blight 🤔
https://us.v-cdn.net/6030815/uploads/2SAGEZ8S0BSW/screenshot-20210810-171752-274.png
The wiki says the list is accurate as of this patch, people just don't read disclaimers that they should. Before the list was updated with Blight's changes, it showed that Clown bottles and Doc shocks were tested to work just fine with PWYF by the wiki guys back in July (5.0.2).
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I prefer not getting robbed of kills just because someone brought a specific item into the match.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2415337#Comment_2415337
So, am I correct in assuming one of the reasons you'd like the MMR system is to get some better teammates when you play Survivor?
No, you're wrong. I'm a solo survivor, I'm screwed with either system. For me it's not about getting better team mates, but fairer matches in general.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2415313#Comment_2415313
Why, if I may ask
Because I'm fed up with the current ranking system that just doesn't ever work properly anymore and every single time they've tested MMR or SBMM, I had a blast playing Dead by Daylight. As far as I was concerned, the tests worked like a charm.
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Yes, I want it.
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I'm right-handed but use my right hand for the fork. This is not an indication of anything.
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Learn the layout and git gud, instead of claiming removing it would satisfy all players. I like that map, you're not speaking for everyone.
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@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/2401333#Comment_2401333
The game needs a mechanism to discourage the behavior and currently lacks it. Introducing measures to deter tunneling would be a good thing. Just because you can do something and it's allowed, doesn't mean it's optimal or good for the game, or players. Tunneling and camping are very effective and easy to do, so it's no wonder why it's common. Alternatively, incentivize and reward more optimal killer choices like targeting the rescuer versus the rescued. Idk what the solution is but the existing experience needs work.
That is why the devs had introduced BBQ, they wanted to encourage the killer to go after someone whose aura they've seen from far away after hooking a survivor. But guess what, survivors complained so much about BBQ that the devs kept adding counters to it, to the point that many people just run it for the bloodpoints anymore, rather than the aura-reading and don't bother leaving the hook.
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The shared charges definitely hinder him more than they help him. I'd only see keeping them separate as a valid option if they were to either reduce the reload time to 2 seconds or to give him Smelly Inner Soles as basekit. He loses too much distance on survivors with all the reloading he has to do. After all, he's not Deathslinger who can reel in his prey.
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@malecstein said:
https://forum.deadbydaylight.com/en/discussion/comment/2409949#Comment_2409949
WHAT?? I THOUGHT IT JUST ABSORBED THE TOTEM? thats so broken #########
It's not broken.
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Too bad.
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@Lusiem9 said:
Nah men the "new" one is more climatic and more fits the lore of Oni
Can you elaborate on how it didn't fit?
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2404968#Comment_2404968
They can balance later around that. The point is to rework hook system to make it pointless to tunnel for start. That would solve a lot of issues.
Ah yes, that old excuse. "They can fix what they broke later."
Sorry, but no. Either it would be "fixed" in one step or not at all.
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@stikyard said:
https://forum.deadbydaylight.com/en/discussion/comment/2401456#Comment_2401456
Is it oppresive if you are also revealed? Remember these Killers are crazy fast while invisible. Don't forget that Freddy can be invisible too.
Yes, it still is. Survivors purposefully running the old object of obsession to be able to relay the killer's location to their team mates while happily juking and looping the killer has shown that quite clearly.
Having your aura revealed as survivor is no danger, the killer still has to actually catch you. All it does is tell the killer where to look for you, that's literally it.
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@Junylar said:
Better idea: make all the survivors share 12 hook states, so that the order of hooking does not matter: to kill all 12 survivors the killer has to hook any survivors 12 times in total. There will be no point in tunneling, and the game will still be fare for killers (for those who play to play, that is, not who play to be toxic and ruin the game for other players).
I sure am glad you're not part of the balancing team. Killers do not have the time to hook survivors 12 times, those games are an exception. But I'm not surprised to see that you didn't think this idea through, few who suggest balance changes do that.
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/2404132#Comment_2404132
Also I don't see any weapon wipe cool down in these reports. They get stunned because of pallet hit.
Funny how it took you all of 2 minutes to talk to me again.
I'll stick with my opinion: the current solution is a non-solution and not a good thing.
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/2404117#Comment_2404117
Maybe there is no good solution, because there will always be latency. So they need to choose the least bad solution. What they did is a good step.
In what messed up world of yours is having survivors go down, you go into weapon-wipe cooldown, they then stand back up and you stunned a good solution or a good step?
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@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/2390764#Comment_2390764
but now look at it froum the survivors perspective: you think you'll make it to the pallet but since you don't know the killer's ping you have to guess when to drop it. often enough you got the stun while being hit or even worse: dropped the pallet early but still got hit.
I can understand that this is frustrating, but the only thing they have to fix are the sounds. And no more VPN hits through pallets!
And btw: Killers still have priority concerning the hatch. although I can understand that. Survivors phasing through the closed lid was more than strange,
Shifting a problem from side A to side B instead of properly fixing it is not an acceptable solution. I don't care how it is from the perspective of survivors or who has priority over what situation, those are both bad faith arguments.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2400978#Comment_2400978
Survivors unhooking their friends doesn't need to be prevented. Killers just need to stop expecting kills to be free.
https://forum.deadbydaylight.com/en/discussion/comment/2400813#Comment_2400813
So there were two attempts? Both in 2016?
Yes, that's what has been said in earlier posts.
The specific public test builds are the ones in September and November of 2016.
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@Firellius said:
Okay, before this discussion continues, two questions. Because we've now got three people with conflicting stories about how the attempt went down.
- Was there any other attempt at anti-camp beside the one in 2016?
- Who was actually there for these attempts?
- No, because after two horribly failed attempts, the devs stated that they would no longer attempt to punish camping with mechanics. What they would do is provide incentives to leave (BBQ, MYC, etc.)
- I was there, been playing since Summer 2016. The description of events by @ReikoMori are the most accurate to what I myself experienced during the tests.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2397814#Comment_2397814
You're not though. Just walk up to them and get another free hit and more bloodpoints, as you force them out of the exit.
I'm not interested in pity hits or bloodpoints that are often denied because they'll cross the gate line before the hit can connect. People who stay at the exit for any other reason than to wait for their team mate to arrive and escape together are #########.
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It used to mean that the killer is camping, but over recent years, too many newbs have misunderstood to mean it the opposite. Nowadays I don't give a damn about whether you wave or not anymore, either I come for the rescue or not on my own merits. If the killer's around, too bad for you.
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@gammatsunami said:
https://forum.deadbydaylight.com/en/discussion/comment/2395700#Comment_2395700
Thats what im saying. Its not a map, they copied an entire game and called it a map.
Sorry, but that's just not true. The RPD is only one out of several maps present in RE2. The devs only copied the first and second floor, cutting the basement and third floor. Then they added outdoor areas that aren't present in RE2, moved some rooms, added a bunch of new doorways, heck even an entire staircase that doesn't exist in RE2.
That's definitely not copying an entire game.
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Don't fix what ain't broke.
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@lagosta said:
@Alionis Jesus Christ, I am not judging the wiki. And it was edited right now, probably sparked by this very discussion.
Just look at the history of the link, it says it transfers to a dull totem:
https://us.v-cdn.net/6030815/uploads/JM1HCZ8MP2DE/image.png
Link: https://deadbydaylight.fandom.com/wiki/Hex:_Haunted_Ground?diff=105355&oldid=100105
I notified the wiki guardians to adjust the text, but the essence of how the two interact remains the same: if survivors cleanse HG, you get two uses out of it. If they cleanse HU, you only get one use out of it.
The old triple-use case was clearly marked as a past interaction that is no longer used.
You could argue that yes, the text wasn't as precise as it could be, but what it described still had the same result as the updated text. IMO, that doesn't make the wiki an unreliable source.
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I like this map very much, not only because it's visually stunning, but also because I know how to navigate it, thanks to having played RE2 recently. I suggest you guys learn its layout before constantly moaning about it and doing petty disconnects.
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@lagosta said:
https://forum.deadbydaylight.com/en/discussion/comment/2395071#Comment_2395071
Not really. The wiki has some quite outdated info sometimes. If you go to the Trivia section of the Hex: Haunted Grounds article found in this link, the author lists the interaction with pre-nerf Undying as if it is current content. The exact same question was posed here, with no official confirmation as that section of the wiki was unkept, meaning someone should go there and update it.
Those obscure interactions are easily overviewed by the community and despite their best efforts, the wiki is not a complete source of truth. Check the video I posted with the current outcomes in the post above.
Before you judge the wiki, you should really read things more carefully. I just had a look at that trivia bit and the wiki clearly mentions that that was with the "first iteration of Hex: Undying", hence why it's listed as a secondary bullet point and AFTER it is explained what it currently does. If people don't understand that first iteration means that there's a new one that works differently, then it's their problem.
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@lagosta said:
@Torsti56 According to the official Wiki the hex transfer only happens when another hex totem is destroyed:
When another Perk's Hex Totem is cleansed, its Hex is transferred to the Hex: Undying Totem, including any accumulated Tokens, disabling Hex: Undying instead.
We can do some rounds to check
What would be the point of that? Do you guys think the wiki people didn't test that stuff themselves?
HG and HU interact exactly how the wiki says they do.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/2393355#Comment_2393355
And their teammates.
But this map is seriously a maze. (And I still get framedrops on it yaaay)
It would be silly of me to say "go and buy Resident Evil 2, then play it and learn the map", since not everyone has the funds for that and the promotion is over, but that is what it boils down to: learning to navigate the map.
I had bought Resident Evil 2 during the summer sale and played through both campaigns twice, thanks to which I now have no issues navigating the map in either game anymore.
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"Just do it." Because you threaten to dc on this map? That's two things: petty of and detrimental to you and you only.
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They are time-sensitive, until the 3rd.
