Alionis
Alionis
About
- Username
- Alionis
- Joined
- Visits
- 5,631
- Last Active
Comments
-
Nurse is fine. Unlike most other killers that you can dupe with braindead looping, she requires some honest effort to juke, which makes games against her much more exciting than the same ring-around-the-rosie simulator all other killers deal with.
-
@notdragonite said:
does anyone know when the ptb for the next mid chapter should be out? i would have thought it would be out yesterday since ptbs are usually 3 weeks after a last major update? so i’m just wondering because there is genuinely nothing.
No, it's 3 weeks BEFORE a major update.
-
I use my guards offensively mid-chase and have definitely noticed that I get them to chase the fleeing survivor very consistently with that addon equipped. Unequipping makes them hugely unreliable, as those 4 additional meters are absolutely crucial for the detection radius to barely capture the fleeing survivor still before they are beyond its range.
-
@Hermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3293624#Comment_3293624
Of course in one of their old dev streams. It's long gone from twitch. Might have been during a Q&A segment with McLean and either Cote or the bald guy with the glasses (McLean still had hair back then ;) ), can't remember exactly.
"bald guy with glasses" You mean Ash. Everyone missed him when he left DbD for another BHVR project.
-
@IlliterateGenocide said:
For some reason the wiki just says "changes the shape of the kanji" in the trivia section? Like what it to change 2.
I stopped at learning hiragana and katakana so I can't actually help
Probably for the reason that the wiki admins don't speak Japanese. From what I remember, the meaning of her default attack's kanji was quickly deciphered on reddit threads.
-
@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/3251088#Comment_3251088
Said the same about not wanting real world fears in the game
If they'd avoid every single phobia people might have, there would be nothing in this game.
-
@Archol123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3286784#Comment_3286784
I have maybe seen 10 ds in the last few months... At most Of the record far more often...
I'd love to have your region then, because in mine DS definitely still enjoys its popularity enough to be common.
-
@Archol123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3286205#Comment_3286205
But 3 seconds is just too little on the other side, nobody runs the perk anymore and even if they do it is mostly not a threat at all... Like I said, the stun is basically less than head-on because of the dropping animation and so on... I think the 5 seconds was ok.
Sometimes things start of as a bug but become a feature once you come to the conclusion it could actually be fine.
Nobody runs the perk anymore? The survivors I'm playing with or against would like to have a word with you then, because trials without there being at least one DS equipped are still uncommon here.
-
@Archol123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3286192#Comment_3286192
The problem is the 3 seconds starts before you can start to run, so it is probably rather 2-2.5 seconds than 3... And those 10 s only apply if the killer does not have anything to catch you before: Demogorgons Shred, Nemesis Tentacle, Huntress Hatchet, Nurses Blink, Blights Rush and so on... Sure against an M1 Killer it is still ok but you need to keep in mind that the perk can only be used once Head on has the same stun duration as DS and can be used as often as you want. I just don't think once 3 seconds is adaquate.
Back when Enduring still affected the DS stun, the devs promised that the stun timer would be reduced back down to 3 seconds, should they removed Enduring's ability to affect it. That is because DS only ever became 5 seconds in the first place because of that interaction. It took them years after nerfing Enduring's secondary effect to finally fulfill that promise.
5 seconds of DS with no means to mitigate it is too long.
-
I went into a bot match and clocked a Kate at around 66 seconds until she was fully infected after me grabbing her. That doesn't work with your numbers either.
I don't believe the wiki has the wrong numbers as such, they datamine their stuff. If anything, it's possible that the game considers other factors still when it comes to infection.
-
@AcelynnBen said:
https://forum.deadbydaylight.com/en/discussion/comment/3270328#Comment_3270328
sorry how many effects can there be on one gen anyways?
the ones i can think of that directly need to be applied to a gen are overcharge and eruption, there is also Oppression but who uses that
I literally had a game this afternoon against a Wesker with Eruption, Overcharge and Oppression. Us survivors turned out to have all been solos. It was not a fun game. I don't mind Eruption per se, I've been using it on my Nemmy long before it became the new hot "let's nerf this" topic, but I do see the community's grievances with it regarding solo queue. It's not counterable and extremely annoying. The Wesker wasn't particularly good, Eruption definitely won him the game.
-
I'm a solo survivor, I have no qualms hook-suiciding whenever I feel the game is pointless and lost already. I have zero remorse.
-
@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/3266962#Comment_3266962
I think 2 dashes=20m or something
I prefer doing the math over what people think, the latter tends to be incorrect.
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3266726#Comment_3266726
I think the first dash goes 7 meters and the 2nd dash goes 14 meters, iirc.
So the total distance after using both dashes is 21 meters.
That's incorrect and based on math done wrong by the community. His dash distance isn't fixed, only duration and speed are. Since there's an acceleration curve in play as well, it's actually a bit less than 7 and 14 meters
-
@RaSavage42 said:
Watch the video.... please
No, YOU watch the video, and more carefully this time. None of the generators Choy shows in that video start regressing at the maximum of 99.99%. You can literally see a few charges already missing from each generator's progress bar when the timers start.
Sorry, but you are just wrong on this one. Choy is wrong too and video tests aren't factual just for the sake of them being a video, when the tests are done incorrectly.
Myself and others showed you the correct calculations, yet you repeatedly chose to dismiss them, because you believe some Youtuber who can't even do a simple timer-based test right, is somehow more correct than the very math equation Dead by Daylight uses to calculate gen regression.
-
90 charges / 0.25 charges per second = 360 seconds
The wiki ignores the immediate regression of -2.5% that is applied when kicking a gen (a fact the wiki specifically mentions, since the calculation only intends to give a reference to how slow/fast the regression is), but that would still leave 351 seconds until full regression.
Something with your calculation is off in any case.
-
The offerings are low in cost, same as a common bloodweb node.
It has also happened several times in the past that they reused the offering for the next iteration of the event, for example the pustula petals and the red envelopes.
-
@danielmaster87 said:
I know that they're all supposed to be the same length, but it just doesn't feel that way.
Unfortunately, hard data doesn't care much about how something feels or doesn't feel, the lunges are standardized.
-
@Omans said:
https://forum.deadbydaylight.com/en/discussion/comment/3239315#Comment_3239315
So two survivors in a match against a 'good' nurse don't know how to play against Nurse. And in this game against this 'good' nurse, the nurse only gets 4 hooks?
Just to make sure: you are calling a nurse good when she loses multiple long chases, only secures 4 hooks, and doesn't get a single kill. Right?
If all of what you said is true, then the nurse was not good.
A Killer can still be objectively good when they are outmatched by Survivors who are better. Take a sports example, Formula 1 for example. Just because Max Verstappen won the championship, and was thus better than Sergio Perez who came in as number 2, Sergio Perez is still objectively an good driver. Based on your argumentation, which in itself is based in a logical fallacy, one would have to say that Sergio Perez, having been outmatched by Verstappen, is not a good driver, which is just a load of bullcrap.
-
Very well put, OP, and I recently played a trial against a good Nurse in which the difference between players who know how to play against her vs players who don't was evident.
Two of the survivors had no idea how to play against her, the match ended with them both on death hook. Myself and another survivor knew how to play against her and weren't hooked a single time, able to keep her busy in long chases (hence why the other two didn't die).
Nurse inarguably has counters, and most older players know how to use them against her.
-
You only get void energy from them when they actually have some.
You can't steal what isn't there, at least not in Dead by Daylight.
-
@Norhc said:
Your tier list feels pretty random, ngl.
Exactly why I never care for tier lists.
-
The wiki datamines its numbers. If you look into the files yourself, you'll see that Wesker does in fact have a 5% and an 8% Hindered effect. Judging by their naming, the 5% were meant to apply when a survivor was infected and the 8% once they were critically infected.
However, what the wiki didn't know at that time, simply because numbers without their context can only tell you so much, that distinction wasn't in use on the PTB, only the 8% when critically infected applied. So OP is not wholly wrong on this one, it did exist at some point during development. But it did not make it to the players at any point.
Nevertheless, where OP is in fact wrong is in insisting it was somehow nerfed, and in not reading the wiki properly. I remember the wiki page had a big disclaimer during the PTB that any information on Wesker's page was to be taken with a grain of salt, as the stuff was datamined and not complete. That is on OP.
In case anyone wonders where I know this from, I've DMed one of the wiki admins and asked them if the screenshot posted earlier was real or fake.
@VikingDragonXii That may be true for some wikis but definitely not the Dead by Daylight one. Its admins monitor edits quite closely and if you put false information on there, it's swiftly removed. They do take pride in keeping the wiki as accurate as possible.
-
@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3216654#Comment_3216654
What a rude reply to make. You would have looked better if you didnt make it at all.
Well I'm sorry, but it's the truth: you didn't read my comment properly and then tried to put words into my mouth.
I described a specific scenario in which it's quite easy and reliable to identify what Otzdarva called "Auto Dead Hard". I said nothing about "being good = hacking". I'm not in the mood for comment-tirades, so I decided it would be easier to just share the video.
@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3216654#Comment_3216654
I read your comment, I still disagree. Just because someone times a dead hard good doesn't mean they're scripting. There's no concrete proof. That Otz video isnt proof either.
Alright, since you apparently categorically dismiss this, I'm not inclined to continue the conversation. As far as I am concerned, I will report people doing shady stuff like in Otz' video. See ya.
-
@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3216648#Comment_3216648
So them doing it good = scripting? We cant just assume everyone who plays good is hacking.
Sure, there a lot of subtle hackers right now, which are worst imo because you cant be 100% sure to report, some people are just good.
I'll link to this video and suggest that after watching it (especially at 3 minutes), you read my comment again. https://www.youtube.com/watch?v=LaQmtvlCJqM
Have a nice day in the fog.
-
@Marigoria said:
How do you know they were scripting dead hard?
It's noticeable when they do the dead-hard animation frame perfect every time you go for an attack, even if the attack is not directed at them, but they happen to be close (like for example when you try to hit a survivor next to them).
-
They're just salty they won't be able to use the exploit anymore that allows them to turn their character on a dime mid-chase. There is literally no good reason to keep the current flashlight mechanic.
-
@Tranquil_Blue said:
This is not a bug. If Wesker hits you with a bound near the exit gates, the gates will be blocked for 5 seconds.
Here's how it plays out: if you are already injured (or healthy but fully infected), Wesker can slam you into the exit and immediately carry you. Also, if you are injured and Wesker throws you against the exit (thus putting you into the dying state), the 5 second block will allow him to come pick you up before you can escape.
However, if you are fully healthy (so long as you're not fully infected), you can always escape. Just wait right next to the exit gates after he hits you and you'll be able to escape after the 5 seconds expire.
It doesn't appear to be 5 seconds, but rather exactly as long as his power cooldown lasts, got to experience that yesterday a couple of times.
-
@Jarky said:
The new RPD is split into two maps - the East Wing and the West Wing.
The East wing contains the roof with the helicopter that's on fire, and the area underneath that but DOESN'T include the Showers and the offices.
The West Wing is the broken showers with the hole drop down and the offices, and the area beneath them but DOESN'T include the roof with the burning helicopter and the area beneath that.
The wiki has further info on both:
East: https://deadbydaylight.fandom.com/wiki/Raccoon_City_Police_Station_East_Wing
West: https://deadbydaylight.fandom.com/wiki/Raccoon_City_Police_Station_West_Wing
OP wants to know the size, not which maps there are.
-
@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3187823#Comment_3187823
Why would it be a bug? Distortion only blocks an aura read for 10s per Token. If your aura is still being read after those 10s and another token exists, it will try to block it again.
Oh right, I forgot about that part, I never use Distortion so I didn't remember.
-
@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3187786#Comment_3187786
Against Retribution, Distortion loses 2 to cover for the 15s.
@hastarkis said:
https://forum.deadbydaylight.com/en/discussion/comment/3187786#Comment_3187786
Can confirm above comment, plus lightborn extended by Lethal with 12 seconds (only one more than should be Lethal) uses two tokens of Distortion too.
That seems like another bug to me then, but alright.
-
@hastarkis said:
Oh, THAT'S WHY Distortion losses only one token...
Uhm, the extension does not count as an additional attempt at reading, you're not meant to lose more than 1 token in the first place.
-
The artwork you're referring to is official artwork for an outfit collection. This is indeed canon.
-
@Vammatar said:
I have a huntress challenge and trickster challenge where I have to hit survivors 15 meters away, but I have no idea what 15 meters is in game. It always says a perk and terror radius is (this many meters) but the game never explains how far a meter is.
I really just want to get these challenges done and over with. :')
A meter inside the game, to me at least, feels pretty close to a meter in real life. If you're good at guessing distances there, you can apply that to the game.
If you aren't, you can follow Nazzzak's advice, the columns on the outer walls present on all outdoor maps are indeed 8 meters apart. If you shoot survivors from at least that distance away, you should get progress toward your challenges.
-
I mean, that's not a bug, but rather an oversight at best. The phrasing on the wiki, referring to cancelling Undetectable, is a generalization.
-
@zeplore said:
Topic.
Information isn't provided anywhere, it isn't on the wiki, please provide source for your claim please.
I've heard 1st dash is 4m and the 2nd dash is 12m (basekit), not sure if true or not, word of mouth (streamers).
It is very much on the wiki, you're just not very good at finding it it seems.
On his wiki page under power trivia, it says that his maximum speed during a bound is 14m/s. There is a wind-up to that, but it's pretty short, so negligible.
Also on his wiki page under power trivia, it says that his first bound is half a second and the second one a full second.
So his first bound is, adjusting for the wind-up, a bit less than 7 meters, the second one a bit less than 14 meters.
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3162838#Comment_3162838
Speak for yourself, it's called Babysitter and Steve is right there :)
Only if you have Steve.
-
Babysitter doesn't exist anymore, it's called Guardian now and does not have Steve on it.
-
@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3150414#Comment_3150414
I mean, how long ago are we talking? Nurse may have been out, but what about killers such as Spirit and Blight? Not to mention all the nerfed maps and tiles. Five seconds is not a ridiculous ask to barely inconvenience a hardcore tunneler - and for the cost of a perk slot.
https://forum.deadbydaylight.com/en/discussion/comment/3150418#Comment_3150418
OTR lasts longer and has other helpful effects, but doesn’t stun the killer. It also comes at the cost of needing to waste 12 seconds mending if they are tunneled and escape.. and still taking a perk slot. So it’s not as punishing.
Map design is still arguably in favor of survivors for the most part, despite the reworks.
Enduring was nerfed to no longer affect stun perks with 3.0.0, meaning Spirit had already been in the game for nearly a year.
-
DS was originally buffed to 5 seconds to counteract Enduring affecting it. When they nerfed Enduring to no longer do that, they originally promised to revert the stun back to 3 seconds, but broke that promise and never did it, until finally with 6.1.0.
-
According to a quote by the voice actor, it was done on purpose to mimic what could be heard in the movies.
-
If Survivor A uses the Escape Cake (a personal offering), they will get 100% more bloodpoints after the trial. If, however, Survivor B uses the Bloody Party Streamers (a shared offering), it will stack with Survivor A's Escape Cake.
The end result will be that Survivor B receives 100% bonus (Bloody Party Streamers) and Survivor A receives 200% (Escape Cake + Bloody Party Streamers).
-
Go to Trickster's page on the wiki and read the power trivia section. There's a header for "Throw Rates" that explains what those add-ons do.
It's generally a good idea to read the power trivia of any killer if you're unsure what something is doing.
-
@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/3143001#Comment_3143001
Jokes =/= trolling.
Merely a matter of POV.
-
@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/3142999#Comment_3142999
That wouldn't make any sense though. The evidence is overwhelming they balance for very bad killers. There is zero evidence they do anything to help bad survivors, they are dead when the match starts.
I also forgot to mention Bloodlust was actually buffed, which rewards very bad killers and punishes good survivor gameplay.
Evidence schmevidence. You've never once backed your claims up with actual data from the devs. All you ever have is anecdotal evidence and that just doesn't cut it. The fact of the matter is that the argument can be made both ways, whether you like it or not.
-
@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3142566#Comment_3142566
The wiki must have finally been updated sometime after my comment. It still had 6.1.0 patch notes as the current state of the perk. Which said the gen “sparks”. I don’t think it ever sparked during that timeframe. But there was definitely a gap where it regressed the furthest repaired gen being worked on, without making the survivors scream. Read the below from the devs in June 2022. They have definitely reversed course from when they released this dev update - this isn’t debatable.
https://us.v-cdn.net/6030815/uploads/CIXR2KH03BP6/6d7703d7-7603-4836-8b1b-ca2f02446e0f.png
It is very much debatable because you clearly don't understand the difference between survivors screaming and a loud noise notification.
The devs wanted to remove the loud noise notification from the perk, which informs the killer of the survivors' location.
They essentially had two ways to do that and went with the simpler one for 6.1.0: remove what causes survivors to scream, no scream meant no notification. That was easier to program than the second option: add a new variable that stops the scream from triggering the loud noise notification.
It went live like this in 6.1.0 and it was at that point the devs realized that the perk no longer interrupting survivors repairing the generator wasn't part of their plan. They did say that they wanted this interaction back.
So for 6.1.2, they decided to go back to the code and do the second option now. It's more complicated and misleads people like you into thinking they reversed the change completely, but it achieved their original goal: remove the loud noise notification from the perk.
-
While that would be accurate to Resident Evil's gameplay, you know very well that this is Dead by Daylight and it doesn't work like that. Troll posts need more effort than this.
-
Funny. The exact same argument could be made the other way round.
-
@_kostas_pap_207 said:
https://forum.deadbydaylight.com/en/discussion/comment/3141321#Comment_3141321
I know about the white glyph that you don't need to be injured or fall but when it says dotn rush. It means no run? What does this mean?
It means rushing vaults and locker entries/exits. If you have the shift key pressed while doing those, you'll lose the glyph.
-
@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3142006#Comment_3142006
Nope, the devs reversed course. It still causes the survivors who are repairing the affected gen to scream, and will cause the generator to be blocked if they are running Dead Man’s Switch as well. The wiki gives false information for some reason.
That is not what the wiki says and you guys really need to read the patch notes more thoroughly.
The devs didn't reverse course. Yes, the gen explodes again. Yes, survivors scream from that again. But what does not happen anymore and what both the patch notes and the wiki say, is that the killer does not get a notification from that scream anymore, which was the main thing the devs had wanted to address with the perk for 6.1.0.