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Alionis

Alionis

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Alionis
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  • Did you not notice that "The Key to Escape" is grouped together with the other hidden achievements in the screenshot you posted?

    It's just missing the hidden tag in its description on the wiki, which they probably forgot to add back to the description when that achievement was reworked from requiring all four survivors to escape the hatch to what it is now.

  • 1) It plays generic tv static. You can google an image of that and it'll literally be what is in-game. It's a thing all old tv sets used to do when no channel was selected.

    2) You really should have read the wiki more thoroughly for this one, the wiki explicitly tells you that that is a "deactivated feature". It exists in the code for Sadako and the devs could activate in a patch if they wanted to, but currently, it is not in use.

    3) A lullaby is sorta like a terror radius that the killer can never turn off or change in any way. It's used on killers that the devs believe need to give survivors a subtle warning of their approach, either stealth or ranged killers (Huntress, Trickster, Nightmare, Onryo). This mechanic is called a lullaby for all of those killers simply because the Huntress, who hums an actual children's lullaby, was the first killer to use that mechanic. That is also on the wiki, btw.

  • @brokedownpalace said:

    "This Wiki is officially recognised by the Developers at Behaviour Interactive."

    Bhvr: Yes, we see that your website exists.

    DBD Wiki: We're OFFICIAL, baby!

    That is not why the Dead by Daylight wiki in particular is official, they are in fact working with the devs.

    Peanits even has admin privileges there if you check the mod list.

  • The challenge certainly requires some planning, but it's not wholly dependent on luck with the right perk choices. Yes, you need to essentially dedicate half your build to hexes, but it's unlikely to be for more than one game. Undying and Pentimento should do the trick to ensure you have a lit totem endgame.

  • Issues with stuff related to the wiki should really be asked on the wiki itself or their discord, the devs aren't not contributors to the information that is on there and as far as I can tell, the wiki's admins don't frequent the forum here.

    Three reasons I'd go with the second value:

    1) it's been on that page for longer, the wiki only started adding the most common movement speeds at the top of the power trivia section last year, Deathslinger's page is older than that.

    2) it has a modifier after it, giving you the calculation the value is based on.

    3) the big movement speed page that contains all movement speeds in greater detail lists the second value only.

    This to me looks like a simple typo that commonly occurs when you use the number pad to type in numbers, switching two of them.

  • @buzzaman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3123469#Comment_3123469

    The addon description never said anything about increased blink speed.

    Because that is not how the addons worked, they never affected the blink speed directly. I strongly recommend you go to the wiki and read the "power trivia" section on nurse's page.

    Unlike what apparently a majority of the community believes, including you, the nurse's blink speed is not a fixed value. There is no string of code that defines it. The code only has two values defined: maximum blink duration and maximum blink range. The blink speed is just a result of these two values.

    If you use the basic speed/time/distance diagram everyone learns about in school, the fixed value of 1.5 seconds maximum duration and 20 meters maximum range result in the nurse having a maximum blink speed of 13.33 m/s. If you modify any of two values, you'll automatically affect blink speed, even if that is not the main effect.

    Kavanagh's Last Breath and Heavy Panting modified the maximum range. Since the blink can still only last 1.5 seconds maximum, the nurse is forced to move faster to cover the additional distance in the same amount of time. So even though neither addon says it affects the blink speed, that is still the effect they have, due to how math works, it's that simple.

    It was never a bug or unintended behaviour, otherwise the devs would have programmed her power differently or added the newly added effects of 6.2.0 from the start.

    The nerfs cause the addons to not only increase the range, but also the maximum duration. Since the nurse now has more time to traverse the added distance, the resulting speed remains the same as if she had no addon equipped.

  • I think many here don't know what a fix is. The addons weren't broken, they were working as they were designed to do.

    This is a nerf, not a (bug) fix. You can't fix a bug that wasn't one to begin with. All one needed to understand how the addons interacted with the base blink was understand how time, distance and speed work together, that's basic maths.

  • @Chordyceps said:

    Then make sure one of those gens is the first one you do.

    Pretty much this. 3 gens depend a lot on how survivors decide to repair the gens.

  • Dredge doesn't interact with the spirit world, which is the lore reason for why only Wraith and Nurse suffer from it.

  • @ExcelSword said:

    https://forum.deadbydaylight.com/en/discussion/comment/3097604#Comment_3097604

    I am specifically asking if anyone other than the wiki knows for certain, since the wiki does not post sources (or if it does, they don't seem to be listed on the page for STBFL).

    The wiki datamines all of its numbers and has been doing that for years, its admins have confirmed that several times in the DBD Discord or on Reddit when asked about that. They only list sources for information they got from outside the game, anything else is either from the game code or from the devs.

    Edit: I'm pretty sure anything with cooldown can be understood as cooldown duration, since the devs use recovery otherwise.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3094658#Comment_3094658

    It's currently doing way more than being a terror radius indicator. There are only 3 terror radius levels, so a terror radius indicator should also only be showing 3 levels.

    The 3 terror radius levels you mention just refer to the music, each level adds a new layer to make it more complex. But the actual terror radius still gradually increases in volume the closer the killer gets to you, so what Spine Chill currently does accurately reflects that.

  • I mean, the addon tells you precisely which trumps the other, that's what descriptions are for.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3088427#Comment_3088427

    If it’s not bugged, we were lied to in the developer update. A generator can still regress and spark without exploding. Sparks and regression are both visual and audio cues.

    Would you mind reading my comment from earlier? You're confusing this stuff completely, leading to your fixed idea that there's a bug where there is none.

  • Deathgarden, amongst many other reasons, died because their version of survivors were so strong that there was a severe lack of their version of killers. The new changes to DbD have tipped the balance more back toward the killers, which is good.

  • @EvilSerje said:

    https://forum.deadbydaylight.com/en/discussion/comment/3088487#Comment_3088487

    Again, for someone that doesn't like to read: my MMR supposedly was low as much as possible even before patch. I die 5-10 times more than escape. I'm ok with level I'm belong to, but what about killer players? Why they can't accept level they belong to? Tournament was won, challenges like 50 kill streak or others were done, why bad killers are given boost? If they couldn't win, they shoud be on level with crouching Claudettes, right?

    I did read, mainly that you complain about a system that is working as intended. Sorry if I don't have sympathy for that.

  • All I see here is that it took you 28 games of losing for your MMR to drop to the level that is actually appropriate for your skill level, since relying on the former meta perks boosted you to levels you didn't belong to.

  • I think you're taking this "sparking" vs "exploding" way too literally. The mechanics are usually not that sophisticated and effects will be reused rather than made new.

    The description was only adjusted to make it clear that survivors won't scream anymore, despite the visuals remaining the same.

  • This is a very disingenuous question.

    It's been barely more than 24 hours since the patch went live. Not even if this question were made in good faith would it be reasonable to even assume they already look at the kill rate data and draw conclusions from it.

  • Bye then.

  • @[Deleted User] said:

    Dredge is an it. Demogorgon is as well. People seem to call them male pronouns for some reason.

    Several languages have a tendency to go for a male default.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/3066436#Comment_3066436

    Why are you highlighting an offhand comment made by the people who run the wiki (Which is not BHVR), this isn't written by BHVR lmao what a joke.

    Who says it's an offhand comment?

    The wiki, as far as I can tell, generally bases that stuff on what the devs actually said at some point. When some of the admins were still active on here, you could tell they were very passionate about accuracy of the stuff they put on the wiki. Judging by that, it wouldn't sense for them to make that statement up and put it there, that seems to go against their core philosophy.

  • If you have the characters, that is how it should work, as the game still marks them as belonging to them.

  • For the People doesn't charge up the health state, it tells the game to just switch it, hence why you're not technically healing them.

    Understanding this subtle difference is important to understand why it's indeed not a bug.

    Any action that is instant works like that in DbD.

  • @BastardKing said:

    So, I read the patch notes, and no where did I see it mentioned that Enduring no longer works while you are carrying a person. Even the wiki doesn't say it. When it happened, I thought it was a new bug until we saw it in the lobby. But now Enduring says it doesn't work while carrying a survivor. Why was this nerf done? Enduring was not a broken perk, and it seems in bad form to nerf it both without announcing it and when you are trying to change the meta.

    Enduring never worked when carrying survivors, that's why you don't find it in the patch notes. A lack of information about something usually means it doesn't exist, not that it was probably just forgotten somewhere.

  • As Mandy said, the wiki isn't controlled by the devs, but a group of community volunteers. If you have an issue with the wiki, you need to inform the wiki people ON the wiki.

    Aside from that, all the numbers on the wiki are datamined and there has not been a change to emblems in years. As Mandy also pointed out, malicious has many more factors affecting its final score than just hooking.

    Also, the detailed information you're looking for is literally on the wiki already. If the developers would provide you with the numbers, they would be the same, again because the wiki datamines its numbers. They're from the game code, not made up fantasy numbers.

  • @Phasmamain said:

    Just revert to 5 seconds and call it a day. Literally no reason to nerf that part of it

    5 seconds was only added because Enduring affected it. They did say that they would revert it should they remove that ability of Enduring. They did the latter, but broke the promise on the former. Now they finally came through.

    @OP Absolutely not. DS is and always has been a plague to this game. If a majority of my fellow survivor players lament that Nurse is a mistake, I say DS is a mistake.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3030322#Comment_3030322

    Nah, this is useless.

    The point of Nerfs is to nerf Perks, but they should stay playable. But BHVRs design decision for this Midchapter was to nerf Perks to remove them from the Loadouts.

    Are we being a drama queen much?

    You keep calling anything that's not meta "useless" and I firmly believe the main problem here is not the perks being useless, but you and other survivors with the same complaint lacking imagination. As far as I'm concerned, the amount of objectively useless perks can be counted on one hand per side, not more. And none of the reworked perks fall into that category.

    Nearly every perk has some use and can come in clutch in various other ways than blocking a killer's hit or gaining enough distance to go for a pallet or window. Just because something might be niche or you just don't like using it, doesn't make it useless. I don't have a single survivor with a full meta build, never did. Each of my survivors has a set of perks I picked at random based on their lore or personality. No two of my survivors are the same and hence I don't play them the same either. I enjoy all my survivors, because I don't let meta restrict myself to a specific, usually boring and unimaginative build. I suggest everyone else, including you, try the same and open up their minds to all the possibilities there are with the over 200 perks we have.

    But seriously, stop with the drama, it's unwarranted. They didn't gut anything, they made it work like it was originally intended again. The original Dead Hard was meant to work exactly one way: dodge a hit. It was never meant to be used to gain distance, that only became its main use when dedicated servers started making the perk work unreliably at best when it came to the invincibility frames.

  • You should do the math here.

    STBFL works by reducing the cooldown time by -5% for each token it has. The maximum reduction is -40%, so the math would work out to be as follows:

    • With the current cooldown of 3 seconds: 3 * 0.6 = 1.8 seconds
    • With the new cooldown of 2.7 seconds: 2.7 * 0.6 = 1.62 seconds

    Meaning that 1 token is equal to:

    • With the current cooldown: -0.15 seconds
    • With the new cooldown: -0.135 seconds

    That really not that big a difference, so it would actually be as if STBFL could go to 9 tokens currently. That's not enough to warrant any nerf in my book.

  • @Rogue11 said:

    I tried to search the wiki and couldn't find a detailed explanation of how perks effect gen speeds. As far as I understand, after the update, gens will require 90 "charges" to repair. By default a single survivor adds 1 charge per second when repairing. But what happens when 2 survivors are repairing a gen together without prove thyself, and also under the effects of 4 stacks of Thana?

    Does the 22% from Thana add to the 15% penalty to coop repair, effectively making each survivor add 0.63 charges per second, or together, 1.26 charges per second? This would mean it would take 71.4 seconds to finish the gen if I'm thinking correctly.

    Anyone able to correct/clarify anything here? How would something like Resilience effect this scenario?

    Since you already went to the wiki, why not to Prove Thyself's page? It has a big table detailing exactly the information you were looking for. This is not a question of the wiki not being detailed, but you not reading it thoroughly. The generator page also lists the debuff (just without Prove Thyself) and it's not even far down on the page.

    https://deadbydaylight.fandom.com/wiki/Prove_Thyself#Prove_Thyself_Repair_speeds

    https://deadbydaylight.fandom.com/wiki/Generators#Efficiency_Penalty

  • @Th3Nightmare said:

    https://forum.deadbydaylight.com/en/discussion/comment/3023852#Comment_3023852

    There's not much info on it, but I'm guessing when that 30 seconds hits it obviously hits 400%, after 30 seconds it'll continue at 400% until someone touches it or it completely reverts, right?

    There's literally nothing that would contradict that so far.

  • @Th3Nightmare said:

    https://forum.deadbydaylight.com/en/discussion/comment/3015711#Comment_3015711

    Peanits one doubt, what will happen after 30 seconds? Will follow to 400%?

    Why is there a doubt? The 30 seconds just mean it'll take that long for the regression speed to reach 400%, not that it suddenly stops after that.

  • @DrDeepwound said:

    https://forum.deadbydaylight.com/en/discussion/comment/3022034#Comment_3022034

    this

    I am guessing most people weren't around back then, I ran enduring back then. The fact the increase was tied to Enduring and then they made Enduring no longer affect that particular stun, it is time to revert it back to 3.

    It's also fulfilling a belated promise that they originally had gone back on. When they removed Enduring's ability to affect the DS stun, they had originally promised to revert the stun back to 3 seconds with one of the following updates, then never did. Not the first promise they had broken.

    I'm positively surprised that they finally came through.

  • @[Deleted User] said:

    Yeah, i don't know why they have it on wiki as a buff. Same thing with dredge, in nightfall cant use terror radius perks which really sucks considering dredge has two teachable perks that are terror radius dependant.

    Because as far as the game is concerned, it's a negative effect for survivors and a positive one for killers.

  • @amazing_grace said:

    Dude, you were playing artist. You can check the lockers with killer instinct with your power. Literally the way to counter this is find the locker that the survivor is in, and stand there until they get crows (obviously stand to the side so they can't stun you). The survivor can't head on you when they get the afk crows.

    Also, usually head on locker squads lose because they just spend the whole game doing that instead of gens. It's an exhaustion perk, so eventually you'll catch them without having their head on ready. Get rid of their boon and just keep your ears peeled to hear if they are trying to set it up again.

    Let me translate this: "the way to counter this is to find the locker the survivor is in by spamming your power, which takes time to recharge, in hopes of triggering killer instinct, then stand still, hoping the survivor won't leave the locker for the next 60 seconds, so that they will get a stillness crow. In the mean time, while I'm hopefully in the process of countering Head On, which is not a given at all in this scenario, I'm not doing anything, while the three other survivors are free to repair gens."

    This is the most ridiculous counter I've read in a long time. Do you even think this stuff through before you suggest it or do you just hope no one looks up the numbers here?

  • @ays12151 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3009744#Comment_3009744

    Soooo, why Bubba is so slow with this addon? With Depth Gauge Rake is also 2%, but movement speed is different.

    Now, in bugged version, this addon is the worst in the game. Everyone says that this addon is bugged, Otz is saying that since 1 year.

    The video is decent argument I think.

    I don't know, I'm not a dev.

    Maybe the difference comes down to the code again. Tuning Guide has the line as IncreaseAllMovementSpeed -0.02, whereas Depth Gauge Rake has ModifyChainsawSprintSpeed -0.02.

    They're not the same variables.

  • Not sure what to tell you, but that addon's code literally says it reduces all movement speed by -0.02, which is -2%

  • @eloise said:

    Can you nerf the power of him please, i know some people will be say he is good but because you just play him, play in survivor against him (from PC) and you will see, he is too strong and it's not the first post talk about that

    Wanna know who is literally never taken seriously? A person demanding a nerf without giving any explanation of why a nerf is needed or deserved other than "trust me bro, play against him, he's too strong, and there are totally other people saying so too, just trust me on this".

  • I think Freddy's power comes closest to be analogous, but there is an important distinction between the two powers: Freddy's power can be halted through the clocks, interrupted through skill checks or waking up, or be applied immediately after a hit. All of these things make it very inconsistent in terms of durations, which is likely why we have the timer on our icon.

    Dredge's power on the other hand is completely automatic. It can't be stopped, it can't be initiated on command, nothing. It just happens when it happens and ends when it ends. The only thing that can change about it is how quickly it'll happen, as the meter charges faster when survivors injured or hooked. But that doesn't change its inevitability. So why bother showing that information? For Dredge, the information is crucial for locker teleports and cooldowns, but for survivors, it doesn't matter how quickly nightfall comes and when it goes away again.

  • Maybe when it was 1 hook, not 2 hooks to mori someone.

    And even then that is a stretch, as that offering is not sustainable.

  • Unless it appeared to be a good game for BOTH sides, I don't say gg and consider it rude if you do.

    And for those arguing how streamers like OhTofu apparently always say gg: what's the point? That just makes it have zero meaning at that point.

  • People say a lot of stupid stuff on here, it's nigh impossible to know whether someone is serious or joking.

  • Not just the wiki, the devs too. It was always considered a teleport power, despite not looking like one.

  • @pseudechis said:

    Maybe the title is tongue in cheek, as in he’s just not that important.

    Maybe they wanna down play him after all the press he’s been getting.

    That assumption is ridiculous, the tome challenges were determined weeks before he got any press, as you put it.

  • @GoshJosh said:

    Red Forest is one of the worst realms for them getting stuck, in my experience. Lots of dead zone, trees, and rocks to get stuck in. Followed closely by Backwater Swamp. He needs a way to remotely destroy zombies, without raising his mutation level. It's simply ridiculous that your power is often completely negated just by map RNG.

    That or a mechanic I would love him to have: the ability to call both zombies to the closest two hooks near him once every 60 seconds or so (thinking about Doctor's static blast).

  • @Viskod said:

    https://forum.deadbydaylight.com/en/discussion/comment/2966516#Comment_2966516

    For the "average" killer player and non killer main, so are a lot of the killers. This is just an admission that Twins are hard to learn, you don't want to have to learn.

    I don't having to learn, I remember spending a few weeks mastering oni, despite it having been quite painful. But twins are on a completely unreasonable level. It feels so bad to play them, I'd argue baby twins is the far worse experience than baby nurse. There's a reason twins have the lowest pick-rate. And still compared to baby nurse, you get less out of mastering twins than mastering nurse.

  • You've completely misunderstood this. All Mandy said is that Sadako wouldn't receive kneejerk changes the mid-chapter after her release.

    That has literally been their practice for I believe the last two years or so. No killer will receive major changes just 6 weeks after their release. The devs generally gather data for a few months after a killer's release, before they decide on making any major changes, if at all. You can see this practice in effect since at least Trickster, maybe even earlier, I'm not quite sure when they started this.

    • Trickster released with 4.6, received changes in 5.1 (3 major patches later)
    • Nemesis released with 5.0, received changes in 5.2 (2 major patches later)
    • Cenobite released with 5.2, received changes in 5.4 (2 major patches later)

    The Artist hasn't received changes yet, but that could be because the devs don't deem any necessary or the Ghost Face / Legion reworks took priority. Going by this, and seen as Sadako hasn't gotten anything for 6.0, the soonest she can receive any changes is in 6.1

  • It would be such a simple fix: using the flashlight, no matter how short, consumes at minimum 1 charge. Problem solved. There are literally zero reasons for just clicking the flashlight on and off (for those complaining that it could accidentally drain their precious flashlight) in any potential legitimate use case the item was intended to be used in. None.

  • @Viskod said:

    You should watch Lynxi on Twitch and check out some of her insane Victor snipes.

    I specifically mentioned "aside from the two twins mains there apparently are". I'm well aware the two prominent mains do quite well with them, but that is so not the point here. For the average killer player and non-main, they are a venture into masochism.

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