Alionis
Alionis
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- Alionis
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It's fine if they want to validate that stuff, but the way it's done now, when even people who have great connections to servers regularly experience cases of survivors going down, then miraculously standing back up because the server denies the hit, is unacceptable.
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I can confirm an in-game effect as well.
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I just made one. Not sure if it's the best route possible, but you do save 14 nodes with this one (worth 290,000 Bloodpoints). Red lines are the main path to follow, green lines secondary ones.
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This has been suggested numerous times. Don't you think if this were even remotely a good idea, there would have been talks about implementing it?
This idea is problematic in every aspect.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2378426#Comment_2378426
They work fine for Spirit and her power doesn't allow her to Insta-down (Billy), Avoid Looping Entirely (Nurse), Have a speed up after uncloaking (Wraith) and is similar to what Blight does sans her invisibility. (Nurses movement speed would need to be increased to 110 or 115).
Long cooldowns would not reduce the functionality of these powers but would keep these killers from completely dominating small maps, which is preventing reducing the map size for the other 5/6s of Killers in the game.
Maybe you shouldn't be the one suggesting changes here, you keep making mistakes or misunderstanding fundamentals about certain killer powers.
Spirit doesn't use a token system and doesn't have a cooldown of 75 seconds. But what she does have is, like Wraith, increased movement speed after exiting her power, though unlike wraith, she just carries on with her phase-speed and doesn't need to speed up again. However, mechanically, they're the same thing.
Nurse was never meant to be countered with looping.
Long cooldowns make these killer feel unwieldy and undynamic to play as, which is inherently poor design and should not be the way to go.
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You give bloodlust way too much credit. Unlike the popular opinion, it's not a magical buff that guarantees hits or kills.
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@OtakaChan said:
https://forum.deadbydaylight.com/en/discussion/comment/2375233#Comment_2375233
I've tried this but killers have a lock in tunneling as of late. They will slug you and still go for the unhook all through bt and ds
Then you need to understand that at some point, killer players are so fed up by all the bullshit survivors can pull with perks and communication that they will get a particular survivor dead and there's nothing you can do about it. Spend that time repairing gens instead.
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Arbitrarily long cooldowns are neither fun to play as nor are they good game design, quite the opposite. It shows an inability to address the core issues, which the devs are famous for with their bandaid fixes the past 5 years.
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@scp_plsthx said:
https://forum.deadbydaylight.com/en/discussion/comment/2374382#Comment_2374382
so if a killer was moving at 4.0 m/s would that killer not be moving at 100%?
Yes, they would. But a Killer usually moves at 4.6m/s and it's that speed modifiers are applied to. 1m/s would not be 25% of 4.6m/s, 1.15m/s would be, which is why I said that your statement is wrong for anything other than a running survivor.
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@scp_plsthx said:
https://forum.deadbydaylight.com/en/discussion/comment/2373945#Comment_2373945
I think 1 m/s is equal to 25% movement speed
The only case that would be true for, would be for survivors who are running. That's it. For any other scenario, that statement is wrong.
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/1511653#Comment_1511653
Maybe it's that, but what I wanna know from the wiki nerds is how speed actually is calculated. Like if I have play with your food + speed add ons + noed being active or another killer
Have you tried asking them and maybe without calling them nerds? Cause if I were a "wiki nerd", I sure as hell wouldn't help you after that.
Nvm. That's a necro.
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@White_Owl said:
That addon was useful when insta-flashlights were a thing. Now that they take a fixed time and are quite easy to dodge I don't see the need for it.
Lightburn didn't care for insta-flashlights, those were separate mechanics.
@Kira4Evr Yes, that's why it reads "decommissioned".
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@Verconissp said:
https://forum.deadbydaylight.com/en/discussion/comment/2360241#Comment_2360241
It makes him 110% in Tier 2...
They never updated mikey's addons properly in god knows how long,
that and Behavior never tells us HOW BADLY it slows down in general,
Vanity Mirror's code literally reads "GameplayModifierType.IncreaseAllMovementSpeed: -0.07"
This means it doesn't care about what tier Myers is in.
In tier 1, he'll move at 3.906m/s, which is 97.65%. In tier 2, he'll move at 4.278m/s, which is 106.95%.
Neither is 110%.
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/2359912#Comment_2359912
I'm asking because they are the same thing. If you are okay with one, then you should be with the other.
They are so not the same thing. Giving a pity kill does next to nothing for the killer. You barely get any bonus bloodpoints and in terms of emblems, you've already lost anyways, it's purely wasting time.
Giving the hatch gives a survivor 7,000 bloodpoints that they otherwise wouldn't have gotten and it also has them escape the trial, which emblem-wise tends to be enough to rank up.
So no, I don't care for your argument. They are not the same thing, so I will continue to be okay with one, but not the other.
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@Freddy96 said:
https://forum.deadbydaylight.com/en/discussion/comment/2359869#Comment_2359869
scratched mirror doesn't it just keeps you at t1 where you move slower by default
@Verconissp said:
https://forum.deadbydaylight.com/en/discussion/comment/2359869#Comment_2359869
Scratch mirror Keeps you in tier one my guy. Read that addon..
I'm aware it does that, but to say it only works in that tier is still wrong. The add-on has two parts to it: variable a tells Myers that he's unable to progress past tier 1 and variable b tells him that all of his movement is slowed by x%.
If you were to remove variable a from the add-on, he could progress to tier 2, but he'd still be slowed, because variable b doesn't care in what tier he is.
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/2357522#Comment_2357522
Do you ever give the hatch as killer?
What does that have to do with anything?
Maybe for an obvious baby Dwight who got unlucky with the matchmaking, but generally no.
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@feechima said:
https://forum.deadbydaylight.com/en/discussion/comment/2357522#Comment_2357522
Dayum. You sound angry, did you just come out of a game before you typed that?
No, I'm just fed up with survivors wasting my time in general.
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Any object revealed by Detective's Hunch will be tracked by either map, even if they can't normally track them with or without add-ons.
So to answer your question: the green map will track all gens, totems and chests revealed by the perk, even without add-ons.
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@Verconissp said:
https://forum.deadbydaylight.com/en/discussion/comment/2358403#Comment_2358403
His vanity ONLY counts the t2 movement. Not t1,
You still move at 105% in t1 even with vanity,
Where did you get that idea from? Both mirrors give a permanent speed penalty, regardless of the tier you're in.
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"Enduring has appeared over 20 times, Agitation 20 times, Adrenaline 16 times, Sprint Burst 17 times, Shadowborn 16 times etc."
Know what all these perks have in common? They belong to the base game characters, they literally are the ones that had the most chances to appear in shrines compared to any newer perks, which is only exacerbated by the fact that back then, there were far fewer teachables the shrine could pick from than nowadays, so of course there was a lot of repetition with those.
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No. The gates are open, gtfo and stop wasting both of our time. I hate survivors not leaving, regardless of whether they want to give me a worthless pity kill or just continue to gloat.
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@PanicSquid said:
https://forum.deadbydaylight.com/en/discussion/comment/2348591#Comment_2348591
The obvious counter arguement is that you are disregarding body positivity and reinforcing unrealisitc body standards. People come in all shapes and sizes, as such there is diversity in the physical makeup of characters.
But this is bait thread, so I shall rely on my previous statement that the Clown is truly superior than any other character.
Follow up: Demogoron is the next ideal body. Look at their smile, with all those lovely teeth. They have the height and the arms to be able to dunk without jumping, they are a dream basketball player. Their shred would make them a force to be reckoned with as a Football Lineman. They also have the lung capacity of an opera singer, and a voice to go with it.
This
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Why are you trying to create a problem where there's none?
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A token system for inner strength would certainly be a nice buff.
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There are many unreasonable complaints on here, but this is probably one of the worse. It's nowhere near as powerful, and nowhere near as problematic as you attempt to make it to be.
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@En3ermost said:
4th anniversary quotes are on the Wiki. The fifth ones will most likely be added in the future as well.
That could be a while though, dataminers showed that there are over 150 individual quotes this year.
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We haven't yet seen how those changes will actually play out, praising them for work we've not yet seen the quality of is premature and not deserved.
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So if there's a single Flashlight in the game, it's possible that every 20 seconds, Spirit can be effectively neutered and essentially forced to be a harmless 4.4m/s M1 Killer for 60 seconds. No thanks, we've got Trickster already.
This nerf is neither creative nor reasonable, anything that takes the guesswork away will gut her, even if it's temporary. 60 seconds is a long time in this game, especially at high-level play.
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@Kira4Evr said:
https://forum.deadbydaylight.com/en/discussion/comment/2321619#Comment_2321619
Same. Altho I never found any Fourth Year Toolboxes.
Because that one didn't exist.
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The gate is open. GTFO. Stop wasting my time with a pity hit.
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@ethan99 said:
https://forum.deadbydaylight.com/en/discussion/comment/2316112#Comment_2316112
I would only click to get you away from someone else, I mean no harm I just do it to protect the solos I'm up with.
The thing is if I do mange to loop you for 5 gens don't blame the others.
You can have me I don't care about rank etc anymore.
But would you rather me play with 4 people SWF?
I only do this because I don't know how capable the 3 people in my party are.....
Also those clickers may have DS.
Again, I don't care it if it'll cost me the game, I give zero ######### about that. Clickers are annoying to me and I've faced one too many in my games. The consequence I draw from that is that I tunnel you out of the game as quickly as possible. I've played for so long that I've stopped caring about the outcome of the game, especially since it's evident the devs aren't going to change anything about it. If I don't have fun, I don't care anymore about anyone's fun.
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That's fair, I didn't read the post you had quoted, mainly because I don't care for joke patch notes, they serve no purpose.
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I'll tunnel you out of the game, I don't care if it costs me the rest. I'm getting fed up with attention-seeking survivors, especially clickers, so yes, I consider what you're doing toxic, even if you wouldn't necessarily see it as such. A majority of clickers have a toxic mindset and are purposeful in their actions, and I don't endorse it.
You want attention? You can get it.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2316057#Comment_2316057
Also he can no longer turn while in main event and it cannot be stopped anymore
I played him yesterday, both of these statements are not true. You can turn and you can cancel Main event.
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I don't think I have mastered any killer, despite playing since release. Obviously I have my mains, but my issue is that I've played all killers over the years and keep rotating between them to this day. I can main one more or less exclusively for a month or two, but then I get bored by them and go to the next. For some, like Oni, I keep returning back to, but since I spread my playtime for the most part, I'm a Jack-of-all-Trades when it comes to killers: good to very good with most of them, but not a master of any compared to someone who exclusively plays a specific killer for years.
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@vvumper said:
https://forum.deadbydaylight.com/en/discussion/comment/2307886#Comment_2307886
No, I don't believe I have this wrong.
Because in-game balance must always account that 4 times as many people need to play on one team than the other. Which means that the team which has the more people, survivor, must be more appealing to 4 out of 5 people in order to keep match making healthy. The conclusion is that killer must then be slightly weaker in order to make that a reality.
In-game balance must always account for the fact that 1 killer not playing means 4 survivors not getting a lobby. Driving 1 killer player away has a much larger impact than driving 1 survivor away, the survivor pool is more than large enough to fill a vacant slot, the killer pool isn't, admitted by the devs. The conclusion is that killer must be slightly stronger in order to make match making healthy.
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@zarr said:
https://forum.deadbydaylight.com/en/discussion/comment/2303757#Comment_2303757
I'm not saying I know for certain, but that is what the log actually says about Dead Hard's duration. I tried to count frames in clips of Dead Hard, but it is difficult to say when the interaction actually starts and ends. If we go by the "Dead Hard" prompt disappearing to the point of the Exhaustion status effect popping up, I only counted around 300 milliseconds worth of frames, whereas if I tried to time it from prompt disappearing to approximate end of animation, it was around 800ms, though it has to be noted that the Dead Hard animation does not actually start to play instantly upon the prompt being triggered, there is a delay there, of a good 100+ms. So yeah, I'm pretty confident that it actually does only last for half a second.
I do remember that the devs clarified on the speed curve at some point, I think it was McLean on a dev stream perhaps? But I'm not sure whether they were actually very specific about it or whether they weren't like "I think it is roughly such and such". Either way, I have a hard time believing the wiki is accurate on this, because if we take 250% speed (10m/s) for 200ms plus another 200% (8m/s) for 800ms, we get a distance of 8.4 meters traversed, and that's just not at all the distance you make during Dead Hard.
Since I'm part of a discord server that has access to that stuff, I can list the code. The wiki may have simplified the curve a bit, since the information is irrelevant to your average dbd player, but it's still accurate.
The curve is defined like this:
Time 0, value: 1, cubic
Time 0.2, value: 2.5, cubic
Time: 0.31, value: 2, linear
Time: 0.88, value: 2, cubic
Time 1, value: 1, cubic
That's the entire speed curve. You're correct in saying that the interaction time is 0.5 seconds, but the wiki didn't say anything else either, like you claimed it did. The wiki's 1 second is a reference to the speed curve.
My guess is that the actual effect (dodging damage) lasts for 0.5 seconds, but the speed curve takes longer to smooth out the transition stages.
The calculation issues in this thread arise from the simple fact that you guys don't take the actual curves into account with the interpolation modes, but that is nearly impossible to do without more in-depth knowledge of the code, even for dataminers.
As a general suggestion: I wouldn't try to calculate distances with anything in dbd that uses a speed curve, results will often not match the reality due to inaccuracies, lack of information.
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@zarr said:
If you are up against a survivor's back, your lunge will connect if they use Dead Hard. I've done that often enough.
The wiki is wrong about Dead Hard. It does not last for a second, but only half a second: "DeadHardDashSpeed Curve Duration 0.500000", "DeadHardEffect [...] LogInteraction: Interaction time: 0.500000" - taken directly from the game logs.
Since they are wrong about the duration, they are probably wrong about the speeds too. Dead Hard does have a speed curve, but we do not know the specifics of that curve.
That the lunge manages to catch out Dead Hards can easily be demonstrated though: In a custom game, stand next to each other and actuate Dead Hard and a lunge from a static position, and you will see that the killer's position comes more than close enough to the survivor (keep in mind that the weapon extending forward means the actual hitzone for the lunge is even longer).
You should probably have another look into the log files, the wiki's information is literally how the speed curve is defined.
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I like both the old and the new animations, but prefer to stick with the new ones.
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Updated to include Leon, as I noticed that bug on him too.
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/2282768#Comment_2282768
If I was sure, I wouldn't ask.
I just don't get how you'd come to that conclusion. The description doesn't hint at that being the case, what you assumed.
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It should be pretty obvious that the increased speed doesn't just apply to the highlighted totem.
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It's always been the other way round: this game needs willing killer players. Always did and always will.
1 killer not playing the game means 5 players not getting a match. A lack of killers has a stronger impact as there are more than enough survivors available to fill vacant spots.
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I'm guessing you weren't around when WGLF could actually go to 300%? It was a mess of unsafe unhooks and farming.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2266423#Comment_2266423
Im not sure if grim pantry is coldwind farm but on the wiki it says his realm is unofficially coldwind farm. Same as hillbilly who is actually inspired by leatherface
You're not sure if Grim Pantry, a swamp map, is part of Coldwind Farm, a farm realm? Really?
@humanbeing1704 said:
I thought grim pantry was technically leatherfaces map?
@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2266423#Comment_2266423
On wiki, writing "unofficial". So i really do not know.
@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2266423#Comment_2266423
I thought that was Hag’s?
Short answer: Leatherface does not have a realm or map of his own.
Long answer: Grim Pantry is often mistaken for Leatherface's map due to two flawed assumptions many community members make: 1) if a map releases alongside a killer, it must be theirs; 2) maps are tied to chapters
Neither are true. Both may correlate, but correlation is not causation.
Maps are released independently of chapters, they just get added to the base game. Yes, thematically, they usually go along with the most recent killer, but that's an obvious design choice. We've had maps that didn't coincide with a recently released killer before.
Grim Pantry was added as a second Backwater Swamp map, since many players had complained to the devs about the swamp offerings always being a guarantee for the much hated original Pale Rose, prompting the devs to add a second map, which they had had intended to do anyways for one of the single-map realms.
It just so happened that Grim Pantry was added in the same patch that added the Leatherface DLC, but that doesn't change anything about the fact, that Grim Pantry belongs to the Hag, both thematically and by lore.
Leatherface had zero connection to Grim Pantry, none of the promo materials were on that map, they were all shot in the Coldwind Farm realm, likely being the reason the wiki calls it his unofficial realm.
Grim Pantry is and always has been Hag's map, it's not technically nor untechnically Leatherface's.
This is also all explained on the wiki, btw.
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@CoalTower said:
https://forum.deadbydaylight.com/en/discussion/comment/2266022#Comment_2266022
Again, as wiki isn't always accurate, it's a safer bet to just ask on here
Again, not applicable to this situation and again you're not giving any proof, but just making a fleeting statement.
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@CoalTower said:
https://forum.deadbydaylight.com/en/discussion/comment/2263741#Comment_2263741
Wiki is not always correct, so asking is still fine
While I doubt that, since people keep saying that without actually providing any substantial proof of it, that wasn't the question.
It's not that op had found some information that they wanted to double-check whether or not it was correct. Op didn't find easily accessible information in the first place, as it's front and center on the twins' article on the wiki.
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@CoalTower said:
https://forum.deadbydaylight.com/en/discussion/comment/2262822#Comment_2262822
No need to be rude. If you can't answer the question which you clearly can't, why are you commenting?
To shame op for obviously not trying. That info isn't hard to find, as @TheBus4K showed.
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@HaunterofShadows said:
Its called look at the wiki.
True, but I think thanks to the wiki being so detailed, the devs rely on players going there a bit too much. It's nice that we can use the wiki to look that stuff up, but many new players might not even know about that possibility.
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There's this thing called "Dead by Daylight Wiki". I hear it's a great source of all that information, if you can use a search function and read disclaimers about how to use it.
