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Alionis

Alionis

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Alionis
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  • MMR is great as far as I'm concerned. I've wanted them to keep it every time they tested it so far.

  • She's fine, people need to git gud and should probably learn how to play her. I employ that knowledge when I play against her and I'm doing just fine.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2257841#Comment_2257841

    I’ve played about 8 matches with clown now (my main who I play a lot) and I’m getting rank 15’s. I know rank doesn’t indicate skill but they weren’t very good anyway

    New players should feel welcomed into this game and I can’t imagine what it must feel like to be destroy multiple times because someone “doesn’t know how to play pig” when her fundamentals are literally the same as most other killers

    I agree that the SBMM should take your current rank at least somewhat into account to create a base score for killers you don't play often, but still, I disagree that the game should once again be held back for the sake of newcomers.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2257514#Comment_2257514

    But these matches are still really unfun for newer players to a point where they might quit. The new player experience will be worse and for a very minimal gain imo

    Yeah, I don't really care about the new players in this scenario.

  • If ranks were hidden, as they would be once SBMM goes live, as ranks are obsolete with that, this wouldn't really be a problem.

    The SBMM does what it is intended to do. If you never play Pig, it doesn't have a rating for her yet, so it'll assume you're not very skilled at Pig and give you an easy game at first. It will take a handful of trials before the SBMM will adjust and you'll get proper matches.

    Give it some effing time.

  • I'm quite happy with it, I always have been during each SBMM test.

  • By definition of what an asymmetrical game is: one side has the numbers, the other side has the power.

  • Get your tinfoil hats everyone.

  • @Skyost_AB said:

    https://forum.deadbydaylight.com/en/discussion/comment/2248153#Comment_2248153

    Playing as the trickster you dont hear it, but your lullaby can still be heard by survivors when you are "undetectable", since its the same sound as his 24 meters terror radius, its a bit faint.

    It's not quite the same. His lullaby is like a flat droning sound, whereas his TR has a distinct bass line. The two are pretty different if you know what to listen for.

  • @Skyost_AB said:

    https://forum.deadbydaylight.com/en/discussion/comment/2247181#Comment_2247181

    Hopefully the bug refers to this "lullaby" the wiki sees as a feature. Doubt it though.

    The lullaby IS a feature, it's programmed into Trickster's code. It's just as much a feature as his ability to throw knives. What might not be intended as is, is the distance it plays at currently. If you ask wiki admins, they were only recently made aware of Trickster's lullaby, as it's barely noticeable in normal play and Trickster isn't a common killer to face. In 4.7.2, the lullaby works as the wiki describes it. It's possible that this will change with 5.0.0, as hinted at by the patch notes, but no one knows yet.

  • No idea why it was changed, but the wiki lore is the same as used to be in the manual on the devs' old website.

  • @Junylar said:

    The first book has a survivor challenge which requires you to completely finish 4 (FOUR) generators within one game. It also has a trapper challenge, in which you need to catch someone in a trap 6 times within one game. I guess you missed those.

    6 pallet stuns within one game and grabs are nearly impossible too.

    Those challenges just look for you to be on 4 gens while they pop, doesn't matter if you contributed from 0-100% or from 99-100%.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2225220#Comment_2225220

    It's better than Distressing because it's only active when Starstruck is. Distressing is a hindrance when you aren't currently getting value out of your only-in-TR perk; survivors will start running away from you sooner and you're less likely to find anyone there when you reach a gen. Distressing also gives survivors accurate information on whether they'll be hit with Starstruck - if they're in the TR, they have to get out of it. With Agitation, they can think they're probably safe, and then you pick up the survivor, your TR grows, and Starstruck bonks them.

    I can't stress that enough - Distressing, on its own, is a horrible perk. It's bad. It hurts the killer in exchange for bloodpoints you could have gotten anyway. The only killer who gets basekit usage out of it is Doctor. Everyone else needs a perk to make Distressing worthwhile.

    Agitation/Starstruck is very good because you can move across the map a bit and expose people with a larger TR, a longer wiggle timer, and a faster move speed. I see no reason to remove the terror radius increase - you generally don't care about your TR while you're carrying someone, because you're not trying to find survivors during that time. If it offers synergy with other carry perks, awesome.

    Fair enough, i just doubt the devs would add my suggestion as a third effect as the perk might do too much then.

  • @Saltjar34 said:

    That increased Terror Radius is actually useful when combined with Starstruck and since those 2 perks are a part of the backpack build, I'd say keep the terror radius increase

    While that's a fair argument, it's not a good enough one to keep the terror radius increase in my opinion, as you have to run 2 perks to make this work.

    Few killers run Starstruck and what I noticed when using it with Agitation is that survivors are wary of it and try to stay out of the terror radius.


    @danielmaster87 said:

    The increased terror radius on top of moving faster makes the perk better than Distressing.

    And why is that relevant? You are carrying, other than with Starstruck, an increased terror radius does not benefit you in that state whatsoever. Distressing on the other hand works all the time.

  • @vladspellbinder said:

    https://forum.deadbydaylight.com/en/discussion/comment/2221072#Comment_2221072

    https://forum.deadbydaylight.com/en/discussion/comment/2221390#Comment_2221390

    They could make it a bit more clear this is a thing the site uses, as I had no idea it was a thing. The words being bolded don't immediately tell me it's a scroll over link, I normally expect that to be an underline, as underline tends to mean "this is a link". Normally a hyperlink to another page yes but a scroll over pop-up link is not unexpected when you can't "click" the underlined part.

    Listen, the wiki tells you to hover over the modifier words (slightly, etc.). There's not much else that could be understood here. Also, the modifier words that support mouse-over are underlined in addition to being bold.

  • @NemesisOnNemesis said:

    https://forum.deadbydaylight.com/en/discussion/comment/2220495#Comment_2220495

    you miss the point that all these words become meaningless when you have to guess what they mean.

    They don't even give a GENERAL idea of how big their effect is. All you know is that they enhance X aspect of the power and the gradation of the effect in case such addons aren't singular (so you know that slightly addon does less than moderately addon). But nothing more and that is ridiculous

    As people keep repeatedly showing when faced with the numbers: they don't understand them any better than the modifier words.

    For those, the general idea is better than the raw values.

  • @vladspellbinder said:

    https://forum.deadbydaylight.com/en/discussion/comment/2218798#Comment_2218798

    Which wiki? Because the wiki I use (https://deadbydaylight.fandom.com/wiki/) only tells you the in-game text of the add-ons and not what "slightly": et-all actually means. Like, how much movement speed do I get from using Tacky Earrings? What do I move at while stalking with them on? Without them? The wiki doesn't tell me the numbers, just what I've already been told in game. And what I've been told in game isn't as helpful as it should be.

    The wiki tells you on literally every add-on's page that you have to hover your mouse to reveal the values. What more do you need? Flashing arrows pointing you to that information text?

  • @NemesisOnNemesis said:

    https://forum.deadbydaylight.com/en/discussion/comment/2216108#Comment_2216108

    it doesn't.

    Some addons are just one of their kind.

    Some addons on one killer give 1% increase by "slightly", others give 4,5 (9% previously) by "slightly'

    Not even talking about 'moderately' or tremendously, these are so vague that it's pointless.

    You haven't understood that percentages are relative. 5% when it comes to speed is not much, but the same 5%, when applied to probability, make a big difference.

  • @twocansofbean said:

    https://forum.deadbydaylight.com/en/discussion/comment/2208349#Comment_2208349

    This is misinformation. A killer's lunge distance is completely based on their current movement speed. So a nurse's lunge should be shorter than everyone's. This is also why wraith's out of cloak lunge is super far cause his movement speed jumps to 6.9m/s

    @twocansofbean said:

    https://forum.deadbydaylight.com/en/discussion/251588/nurse-is-very-inconsistent

    Her lunge distance should be shorter lunge distance is based on movement speed

    The *based on movement speed" part in general just applies to speeds above 4.6m/s ever since the devs had standardized how lunges work. Do your research before YOU become the one spreading misinformation.

  • @indieeden7 said:

    I'm pretty sure that Bubba came with Grim Pantry, but I could be wrong

    He released alongside Grim Pantry, but he has no ties to the map. They literally just happened to be in the same patch.

  • @Zozzy said:

    I had someone do this to me yesterday. I literally swung at them and my character just did a t rex lunge (really short) and hit nothing instead.

    The game can't seem to handle the pc to console conversion as i am always having aim dressing issues against console users at windows and corners when their ping is 70+ The game will just force me into the structure or window frame instead of hitting the survivor.

    Can you call it an exploit rather than a tech please?

    @JPLongstreet said:

    Ah yes the console butt-wiggle I call it. I've smacked a few walls and vaults because of it, and even managed to pull it off a couple times as a surv. Unreliable imo to learn timing-wise.

    Thanks you two, that fits exactly what I've been seeing lately.

    If this increases, I might just turn off crossplay again.

  • @DawnMad said:

    That's the simplest type of juking a survivor can do. Just don't lunge early and you are good, since they are moving side to side you will get in the simple M1 range much faster anyways.

    I'm not talking about side-to-side juking, I can handle that. As others have pointed out, it's more like a butt-wiggle. They don't physically move side-to-side all that much, it's more that their character model wiggles side-to-side.

  • @hiken said:

    maybe happens on console, not on pc you rarely get aim dressed on pc but it happened to all of us a couple of times at least. maybe on console is way often.

    I play on PC.

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2202081#Comment_2202081

    I may be wrong but I believe they are the same amount of points saved. The middle challenge that you collect which I save is the same amount of bloodpoints as a master challenge.

    From what I see that's the only real difference between my path and yours. Someone can confirm for me if that challenge (think it's a glyth) is the same as a master challenge reward wise.

    You're right, I forgot that the glyph challenge gives the same reward as a master one.

  • Capture.JPG

    @VSchmitt said:

    https://forum.deadbydaylight.com/en/discussion/250782/saving-bloodpoints-tome-7-level-2

    Thank you so much m8, sadly I don't have Zarina and I've used my Iris do buy Ace (I'm doing old tomes to save BPS for (possibly)- Lady ̶b̶o̶o̶b̶a̶ Dimitrescu), so I'll hold it for now.

    This is a route that also preserves 14 challenges (even better than in the original post, it preserves all Master challenges, allowing you to stockpile more bloodpoints). It so happens that you can circumvent the Zarina challenge with this one.

  • Only survivors can suffer from the Blindness status effect, which blocks any and all aura-reading. Killers getting blinded by flashlights or crackers just applies a visual effect blocking their view of anything, it doesn't apply a status effect.

  • @BenihimeWrath said:

    https://forum.deadbydaylight.com/en/discussion/comment/2200164#Comment_2200164

    BHVR openly admits they balance killers based on their addons, the fact the addon change information is not apart of killer changes makes them incomplete by its nature. I've pointed directly at a very obvious reason I know the list is incomplete that is visible to everyone. I've already admitted that I've possibly conflated PTB changes that may have never gone live in other comments, if thats what happened, then oh well I guess my memory isn't perfect.

    I'm going to assume that you have nothing constructive to add as you completely ignored the other 6 paragraphs I wrote.

    Feel free to assume whatever. My goal was to explain why the wiki doesn't list add-on changes on the killer's own page.

  • @BenihimeWrath said:

    https://forum.deadbydaylight.com/en/discussion/comment/2198862#Comment_2198862

    I know its not complete because it glosses over the add-on change information. I'm sorry my memory isn't perfect for everything in the game after all these years.

    The change logs on killer pages generally do not address add-on changes. That doesn't make them incomplete though, it's just not where the wiki people put that information. Wraith's page will only feature changes to him. For add-on changes, you must go to the add-on pages themselves.

  • @BenihimeWrath said:

    https://forum.deadbydaylight.com/en/discussion/comment/2197604#Comment_2197604

    What you linked is the wiki for wraith, what it is not is the complete changelog. Its the cliff notes at best, but I don't really think thats the argument at this point. So lets just set it aside.

    You need some strong killers with disproportionately rewarded actions for the skill level involved, that is how new players are able to handle coming into an environment with more experienced players. These mechanics are called FOOS, first order optimal strategies. All they do is create a foothold for a new player. Killers like Spirit, Doctor, Oni, and Freddy roughly fit this bill.

    My suggestion is not what you are saying. I would not release any new killers until the current ones are raised up to be a high tier and relatively tightly grouped compared to now. Once baseline killer role power is established, from there the new reciprocating role power can be delegated to the 4 survivor slots. (This would include buffing/redesigning perks to fit the changing meta of no low rank killers at all.) From then on, yes I would release fairly powerful killers knowing that survivors have decently strong utility tools to deal with them and only need to learn the new skill curve of the killer.

    Fun comes from engagement, engagement comes from the feeling of agency, agency comes from freedom. The more freedom and power a killer has, so too does that translate to the agency a survivor is allowed to have against them. This clashing agency now creates more complex systems of engagement and ultimately leads to fun for both sides.

    https://forum.deadbydaylight.com/en/discussion/comment/2197961#Comment_2197961

    While this is a nice analogy, it does not work in a game like dead by daylight. In fact a more apt description to balancing this game would probably be: Trying to hold water in a perfect sphere with just your hands. All the elements you interact with affect each other, pressure, ripples, and waves resonate through it.

    Every killer has their own needs, fixing the game for one would break the game for all other killers. Therefore you have to establish an environment where they can all play to their strengths. You cannot balance strictly by the numbers because the simple matter is that straining for a perfect average assumes the population itself is perfectly averaged, which it never is.

    The obvious answer becomes, in that case, to relieve how painful it feels for survivors to be sacrificed. That vaguely translates into more opportunities to earn survival points, and points overall in the short term, but hopefully through increasing the complexity of the killer role the avenues for earning points can become more numerous altogether. I think most players with enough hours in the game would agree that getting 4Ks or surviving every game becomes super boring and they are pretty much over living or dying mattering to them. Its not about the end, its about the journey of the trial, so using kill rates for balance is just going to make a boring game.

    Unless the wiki tells you that a change log is incomplete, it literally lists all changes that happened to something over the course of the years, since the change logs compile all the information available in the patch notes. What more do you expect here?

    You keep pointing to something that is allegedly missing from the wiki, but can't actually name it. Is it possible that you're trying to make something up, since the change log doesn't suit your argument?

  • Is Sluzzy is even trying anymore at this point? The quality of their bait threads is dropping quickly.

  • @Lily0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2192052#Comment_2192052

    Yeah 20s sprintburst that went down in a chase was really weak :/

    I did specify percentages, didn't I? Of course there were perks that were completely busted as well.

  • Old perks were abysmal when it came to their percentages, I mean Unrelenting used to go 3/6/9% for missed and 2/4/6% for successful hits.

    Old Urban Evasion went 10/12/15%. Clearly the devs were scared that the perks could be too strong back then.

  • I've completed the last challenge a couple of days ago and busy myself hunting some achievements until level 2 opens. The only challenge I had an issue with was the unhook in terror radius with borrowed time, as that is just not my playstyle.

  • @MrPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2182170#Comment_2182170

    There's no reason why they would be "not compatible", how is changing "slightly reduces charge time" to "reduces charge time by 50%" not compatible? Its already working just fine in the perks so I don't understand why you came to that conclusion. If you trying to say the slight rephrasing, which is just a text change for grammar reasons, is somehow groundbreakingly hard to change that's asinine. I just did it.

    As for the second point yes you explained why you think that's how it is, and I explained why that's not a good reason too keep it as so if that is the case and how that's a flawed system.

    Off the top of my head, I only remember the original version of nurse's anxious gasp add-on, but I know such cases still exist with many newer add-ons. Of course that stuff could be reworked, the wiki has done that, but right now, it's not as simple (as some suggest) as flipping a switch to replace all modifiers with the value.

    Anxious gasp used to say that it considerably increases the blink movement speed. So people would probably assume that behind that considerable increase, the value would be something like +15% to movement speed, right?

    However, how the devs actually increased her blink movement speed was by telling the game to reduce the time it takes her to reappear after blinking by -15%. The resulting effect is the same: she moves faster, since the game tells her that she must reappear at the target distance sooner than usual, forcing her to move faster from A to B during a blink (basic principle of the speed-distance-time triangle).

    So in cases like this, "flipping the switch" would result in the value "contradicting" with the description. That's what I meant.

    We'll have to agree to disagree on the second point, as I don't find your arguments compelling, and you don't find mine compelling either, apparently.

  • @MrPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2182115#Comment_2182115

    It wouldn't work to have the already implemented values just typed out? How?

    Just change "Moderately reduces charge time" to "reduces charge time by 10%" or "Moderately reduces charge time by 1 second", whichever or both if you want.

    If you're talking about when you said "Different add-ons affect different values. You can't just go "well, slightly will now mean 10% for add-ons in the game"" then you seem to have misunderstood. I never said we should change all "slightly" to 10% or anything of the sort, I've been advocating to get rid of it entirely and just make the current values visible.

    When I was talking about values I was just showcasing how they are all over the place since you asked for clarification on how they're inconsistent.

    Yes, it wouldn't. Most game descriptions, as they are currently, are not compatible with the actual values behind them, it's the main reason the wiki's descriptions are almost always different, while keeping the sense.

    Yes, they are all over the place, but I explained why that is.

  • @MrPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2181998#Comment_2181998

    As far as I know that has never been stated by the devs, but even if that is the case then its all subjective and there's no reason to not include the numbers since its up to the person anyway. You don't consider the Pigs Combat straps and video tape a big deal, but I've heard plenty a pig main say how those add-ons are very strong. Old Demo rat liver and rat tail were pretty impactful (and still are), but they also said/say "slightly".

    Even with that metric then the values don't line up correctly. Some of the killers much stronger add-ons still say "slightly" or "moderately". If the devs are projecting what they think an add-on is worth then they really shouldn't because they have shown they don't understand their own game or they should update the descriptions as the game develops and the players who actually understand the game determine what's worth what (and even then there's not agreement).

    If they just include the values however they wouldn't need to since its right there and people can decide what's worth it or not and how strong they are on their own.

    There are "considerable" add-ons I would consider "slightly" and "slightly" I would put under "considerably".

    There's still more reason to include actual values than just "well as a dev I feel like its this strong." Well good for you but this is supposed to be here for information not your feelings.

    This is also is at odds with what you said earlier and the branching point for this whole convo with "you peeps don't understand the math." There's no math to "I feel like its this strong".

    So its either inconsistent values, or subjective/misleading descriptions. Either way it can all be avoided by just having the numbers and should change. There's no substantial benefit, if any benefit at all, to keeping it the way it is now.

    I can look at botany and be like "hmm, well its 33% is that worth it over x or y?" as opposed to if it said "moderately increases healing speed" or if Ruin said "regresses at a moderately increased speed". Thanks you gave me no info besides "increases x by a value the dev feels is moderate."

    They already have numbers on perks, what's the big deal with add-ons and items?

    What's the big deal?

    I gave the reasoning for that: it wouldn't work for a majority of the current add-on, they'd have to be reworded and rephrased, which is likely to be at the end of the devs' list of priorities.

  • As an exclusive pallet-freddy, the nerf hasn't affected me (I don't need 10 pallets, I do fine with 7), so I'm still out there.

  • @HPhoenix said:

    https://forum.deadbydaylight.com/en/discussion/comment/2181885#Comment_2181885

    First, if I did offend you, I am going to go ahead and apologise, so let's continue our discussion.

    Okay so version 2.5.0: The fully regress generator turns yellow for 16 seconds, which tells me that the gen is fully regress.

    Change log patch 2.5.0 says that the generator will glow yellow whenever someone touches it for 16 seconds but leaves out the "turn yellow when fully regressed" description out of the perk

    While Trivia says If a Generator regresses completely to 0 %, the Aura will turn red again, not yellow.

    Either is a bug or the dev forgot to add "Generators turn yellow when fully regress for 16 seconds" part ouf it. Hmm, there is a possibilty that hte perk went back to the old 2.5.0, but I might be wrong.

    In anycase, I'll have to get used to it for now and see if the dev fix the bug, or wording, on the meantime.

    https://forum.deadbydaylight.com/en/discussion/comment/2181678#Comment_2181678

    I am going to ask you not to disrespect other players, my guy lol. Were trying to have a normal conversation here.

    You're not a moderator, so your opinion frankly doesn't matter to me. Editing screenshots so that they fit one's argument is disingenuous and I'll stick to that.

  • @MrPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2181798#Comment_2181798

    its not for crouching, its for the ambush charge time. The luck offering is worded in terms of percentage being large compared to the base value even though the flat value is small, so why is this one not the same?

    We already see a problem. Is it based on the base value like luck? In that case it should not be "slightly" but something much more. Is it based on the flat value? Well in that case luck offerings (the lips) should be "slightly".

    There's no metric to go off of. It seems to be essentially whatever the person writing it decided it was.

    FYI the Combat straps, which is the add-on that actually effects the crouch speed, reduces it by roughly 23%, and that also says slightly. So in just the terms "slightly" we have in just a few Pig Add-ons, anywhere from 20-50%, but throw in say, Myers "slightly" stalk duration which adds 10 seconds, now we have anywhere from ~15-50% just for "slightly". Throw in Legions ruler, which is 10% recovery speed, and now slightly is from 10-50%. But Legion "considerably" is only 15% on one of his add-ons.

    Even in terms of time, Pigs "slightly" from the tape is 0.3 but the bag of gears is ~1.6, but Myers gets 10 seconds on his "slightly". Meanwhile legions "considerably" on his dirt is 0.6 seconds. But legions "moderately" for frenzy duration is also 15% or 1.5 seconds.

    There's no consistency anywhere, percentage, raw, or even which is being used. Even within a single killer's or item's add-ons it's all over the place, let alone the entire game.

    These are just the ones I happen to know as well, I'm sure if I looked through the game I'd find even more examples. The words are in practice meaningless for anyone who actually want's to know how much it impacts the character or decide if its worth it to use over something else or at all.

    I could replace say, Legions cooldown add-ons (which would be his fatigue because inconsistent word choice) with the description: green "reduces cooldown" and the purple "reduces cooldown, but more than green" and it'd convey the same amount of info, which is to say, not much at all.

    Sorry, I confused the two Add-ons, but my point remains that the difference between default charge time and add-on charge time isn't all that big, despite the seemingly large percentage.

    I think you have not quite understood what the words refer to exactly. They do not refer to the value, ever. They only refer to the effect that value has on the result of that which it modifies, because depending on what it modifies, a given percentage such as 5% can be just as much a big effect (ie for chance) as it can be a small effect (ie charge time).

    The metric the devs use, is the change in resulting effect compared to the default value. If the effect is small, it's "slightly/moderately", if it's large it's "considerably/tremendously". If that's insufficient a metric to you, then I don't know what your problem is exactly, because it's logical to me. Especially the second part of your argument seems to indicate to me that you have a big misconception about the modifiers. Again, they are in relation to the effect, NOT the values.

    Different add-ons affect different values. You can't just go "well, slightly will now mean 10% for add-ons in the game", that would cause some add-ons to be completely out of whack, whereas others would have an effect that might as well be inexistent.

  • @MrPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2181684#Comment_2181684

    There's no math term that defines what "tremendously" means, which is part of the problem. If it said "Tremendously increases in relation to the base chance of luck" or "tremendously increases if you attempt to escape multiple times" then that would be different, but it doesn't.

    Yeah compared to the base value that's a lot, but you know what else can be called a lot? A flat 75%. You know what else can be called a little or "slightly"? A flat 3%. There's nothing pointing to either one by just saying "tremendously" and that's it. It'd be much clearer to everyone to just give the number.

    Words like "slightly" are up to personal interpretation, while the raw number is not.

    "Oh its +3% oh ok that's not worth it to me" or if you have the other line of thinking "oh its +3% when it starts a 4% that is worth it to me". Either way the conclusion is the same, it just saves you the unnecessary vagueness. People will have the same conclusion after they look it up anyway. The main point is my "slightly" might be different to your "slightly" or the particular dev that worked on that specific item/add-on "slightly", especially since there's no other context. Again, its very subjective.

    Also by that route, why do some add-ons like Pigs video tape have "slightly" but its 50% and on that same exact add-on it says "slightly" for a different effect but its only 20%. Then, there's things like cold dirt that say "considerably" but its only 15%, lower than "slightly" on a different add-on. All compared to their initial values.

    There's no consistency either. Its just poor design and unclear for no real reason.

    Can you elaborate on the "there's no consistency" part?

    As for pig's add-on: sure 50% is a lot in terms of percentage, but is the effect all that big? Crouching already doesn't take long to complete, so 50% off of that isn't all that much of a difference.


    @gilgamer said:

    Really don't see the argument against making what things do more clear, I shouldn't have to go to a wiki to see what the actual impact something has on the game.

    Have you noticed how many descriptions on the wiki are different from the game? I don't work for the wiki, but I remember one of the admins saying that they had to do this to be able to add the mouseover stuff showing the values, since many of the numbers wouldn't make sense with the game's description. The admin gave the example of a clown add-on. Bottle of chloroform, I think. The game says that it expands the area of effect, whereas the wiki says that it expand the area of effect as well as increases the velocity of the gas cloud spreading out, since that is how the code actually makes this add-on work.

  • It's another one of these nerfs that doesn't actually change anything in terms of the killer's strength when it comes to mains using them, but just makes them feel more annoying to use.

  • @PatWesker said:

    https://forum.deadbydaylight.com/en/discussion/comment/2175276#Comment_2175276

    Lol if Tremendously means 3% more luck... we don't have the same definition of Tremendously xD

    +3% is in fact tremendously with how the self-unhook mechanic and probability works. You've just proven the point @Orion was trying to make, you peeps don't understand the math.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2181090#Comment_2181090

    https://forum.deadbydaylight.com/en/discussion/comment/2181067#Comment_2181067

    Guys Im gonna have to reign in your parade but a few months ago some gen related perk descriptions were reworded, they still have the same described effects they are just worded differently and more uniformly with other gen related perks, and you aren't important enough to me to open the entire game to screenshot the description of a perk that I can find via google even if it uses outdated wording *notice that doesn't mean it didn't have the same effect

    Then why do you bother replying to this thread? Gens regressing to 0% aren't supposed to turn yellow, they never did until 4.7.0, it's clearly a bug. You're disingenuous.

  • @TheBus4K said:

    https://forum.deadbydaylight.com/en/discussion/comment/2178039#Comment_2178039

    Case closed, it is a bug.

    Btw, thanks for the English classes 😋

    There's no bug.

  • @MJ_Out said:

    If someone tells me "This offering rises considerably ur luck" and I know "luck" is just the chance to get myself off the hook... Than I would have the expectation that I have a AT LEAST 20 % chance to get off the hook PER TRY. Otherwise it wouldn't be "considerably" for me. Same thing goes for anything else. Why should I care about a 4% to 7% change for a thing which didn't affect me in upper most cases because I simply wait for someone to unhook me? This "considerably" just rise my expectation.

    Or these map offerings... "Tremedously"... If theren't another map offering, I didn't encounter JUST ONE moment, in which another map spawns than the one from the offering. So what are the odds? 99%? Man, just give me the numbers, if I hear "tremendously", than I would think there is a small chance that another map spawns, maybe a 10% or 5% chance. These words just don't match my expectations, so they are just dumb in my opinion.

    This whole discussion is so weird to follow because some guys really think these words are a better option than some percentage numbers.

    "This whole discussion is so weird to follow because some guys really think these words are a better option than some percentage numbers."

    Yes, because every single time so far that someone made an argument about how their personal opinion of what considerably means doesn't match that of the devs, they displayed their complete ignorance of why the devs went with words in the first place, including you.

    If we were to judge by your standards, nearly all luck offerings would say slightly, which would be silly.

  • @thefallenloser said:

    https://forum.deadbydaylight.com/en/discussion/comment/2178022#Comment_2178022

    This is... not a good argument lol.

    Tunnel vision for what exactly? The hORRor aEthStetIc?

    Survivors have many options to hide from the killer that don’t involve hiding directly in their faces. If they need to resort to that then they probably made many mistakes.

    The killer's tunnel vision is a balance mechanic to allow survivors to hide more easily and make it impossible to angle the killer's camera in ways in which you can detect survivors over line of sight blockers, like survivors can do with their camera when facing a killer.

    That's the general, official reason the devs gave for why the killer fov is so small. It's not just about hiding in the killer's face.

    You asked for the reason there's no fov slider after 5 years: this is the answer. Deal with it.

  • @TheBus4K said:

    • "While Intoxicated, Survivors that were hit directly with a Bottle of Afterpiece Tonic suffer from the Exposed Status Effect."

    Definition of the Wiki. If I don't misunderstand, you have to hit a survivor with the bottle and also this survivor has to be intoxicated before being hit with the bottle, so I assume that it is necessary to use two bottles (one to intoxicate him and another to hit him directly), or maybe the "While Intoxicated" perhaps it simply means the duration of the Exposed, I really don't know.

    If you've done that and it didn't work, then it's a bug, but it doesn't make much sense to put it in the "General Discussions" section. Do it in the Bugs section or send a ticket reporting it.

    Tenses are important. The description reads "...WERE hit directly with a bottle". The survivor is intoxicated BECAUSE they were hit directly with the bottle, they don't have to be intoxicated from a previous bottle throw.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2176865#Comment_2176865

    Yeah, 75% from a -really bad base value-. If Vigo's jar of salty lips is supposed to be 'considerable', why does no one ever consider it?

    That's the general point, too. These value judgements are made by someone else and are thus utterly unreliable. As also proven by the slightly/considerably mess-up where both are about a 15% heal speed increase.

    Just give an option to switch between value judgement and actual percentage.

    Why does no one consider them? Because, just like you, they do not understand probability.

    When it comes to binomial distribution, as Orion explained, the difference between a 4% unhook chance and a 7% unhook chance, despite the seemingly small percentage difference for laymen, is quite big.

  • The killer's small fov is a deliberate design decision, as they are supposed to have a sort-of tunnel vision. It's also a balancing choice, allowing survivors to hide in their peripheral vision without getting seen.

  • Nothing much other than giving him is multi-stalk back. And maybe the ability to voluntarily switch between tiers 1 and 2, like Ghost Face.

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