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Alionis

Alionis

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  • @DBD_Pinhead said:

    What? Dredge will probably get nerfed by the time he leaves PTB just like so many others. Demo's portals are as good as this locker teleport provided you're not trying to use them like Hag traps. Demo is a hell of a lot better than Freddy, as he can close gaps and end chases much more efficiently, there's nothing circumstantial about that considering he was designed for such. Nightfall? Let me know when they actually apply total darkness and stealth because I can get the drop on people with Demo a lot quieter than what I'm currently seeing.

    The fact that survivor mains aren't up in arms about PTB Dredge is a good sign that Dredge won't get nerfed.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2949758#Comment_2949758

    I appreciate that, and yes it's something that I have discussed internally and this will be done, unfortunately there was no time to update the wording on the challenge prior to the last bug fix patch (translations all have to be done etc).

    Thank you.

    And sorry for triggering the censor, I just left a game in which I found none of those glyphs and needed a vent.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2949037#Comment_2949037

    You are correct.

    Green Glyphs do not spawn at the beginning of a match at all. You have to actually complete some of the objectives before they spawn. So survivors have to complete generators and killers have to hook players before their respective Green Glyph spawns.

    As a frustrated player: would you please mind adding that stuff to the descriptions in the future? This ######### is annoying to figure out, not fun or interesting.

  • My apologies, apparently someone else reported this already, albeit without mentioning that the killer part is fine.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/2945034#Comment_2945034

    Then please explain the individual block arrangement (red) coupled with individual pip amount (yellow) and overall depip/pip/doublepip schematic (green) for each block.

    https://us.v-cdn.net/6030815/uploads/VYCLC2O098U3/screenshot-20220510-112406-7e2.png

    For me the fact ash, bronze, silver, gold and iridescent are called grades and 4-1 are called sublevel plus the arrangement indicates that you can drift up and down inside a grade (exception bronze 4 and iri 1) but can't go down from one grade to the other.

    You really need to read the article again.

    What YOU call grades is not what the wiki calls grades, so stop claiming it does. The wiki is not responsible for when you don't read things right. Your claim is essentially that Ash is a grade, silver another, gold another, etc. Specifically, your claim is that the groupings shown in the table, which are because of the different pip conditions (green circles) and not because of anything else, are grades with varying levels. That's wrong and not what the wiki says at all. What the wiki says, if you read it right, is that grades come in 5 qualities and each quality has 4 levels to it before the next. It's the same thing as the old crest colors, nothing else. That means that Ash IV is a grade, Ash III is the next higher up, Gold II is one, Iridescent III is one, etc.

    The subdivisions (red circles) only exist this way because the devs effectively replaced every single rank with its corresponding grade when the original change happened. Since different ranks had different pip conditions, to make it more difficult to reach high ranks, and the devs never changed those conditions when switching to grades, the same arbitrary subdivisions still apply: it's harder to grade up the higher your grade is. you see this in the tally screen, with the pip thresholds increasingly moving toward the right side of the grading bar (yellow circles).

    As for the green circles, they just tell you what the yellow circles mean. Up to Bronze IV, you cannot lose pips in your current grade, that's again a carry-over from the old ranking system, to make it easier on low-ranked players. Again, that's just something that's never been changed since the switch. As for grades that have a depip condition, that doesn't mean you can lose a grade. You can lose pips within your grade, but you still can't go past zero, as degrading (which is not the same thing as depipping) is no longer possible outside of bugs. If you have Gold III and 2 pips and you depipped in your last two games, you'd be at Gold III and 0 pips. If you depip in the next game as well, you stay at Gold III and 0 pips, as once again, degrading is impossible. It's a hard border the depip cannot cross.

    Again, you main misconception here is your misunderstanding of what is a grade. The subdivisions in the red circle are not grades, they are groups of grades. Iridescent I is a special grade as it's the highest possible grade, hence why it no longer has a pip condition. You can't pip past Iridescent I.

  • @burt0r said:

    I think I found the problem.

    https://us.v-cdn.net/6030815/uploads/OPQTWPS1MDV9/screenshot-20220510-111814.png

    This is a screenshot from the wiki page and here it says "grades cannot be lost".

    But:

    https://us.v-cdn.net/6030815/uploads/Y18NAGD1UCBF/screenshot-20220510-111830.png

    In this screenshot from the same page further down we can see that some grades might be handled separately like for example here "bronze IV" and "bronze III-I".

    So you can drop from bronze 3 down to bronce 4 but can drop from bronze 1 to bronze 3.

    But all this is to be taken with the fact that this is still a publicly handled wiki and might not be correct.

    Edit: here the full list

    https://us.v-cdn.net/6030815/uploads/KQU6HSD8H25G/screenshot-20220510-112406.png

    And I guess the blank lines indicate the drop barriers.

    The issue here isn't the wiki, it's you misunderstanding it.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/2944900#Comment_2944900

    https://forum.deadbydaylight.com/en/discussion/comment/2944901#Comment_2944901

    And both of you completely disregard the definition of a grade as shown in the table.

    Iri 4-2 are regarded as ONE grade, according to the wiki. So dropping from iri 2 to iri 3 might not be a bug.

    Edit: But hey you know what? I have my input and you gave yours.

    Either you are right and it is a bug and it will get fixed or i am right and nothing is going to happen. Bye.

    "Iri 4-2 are regarded as ONE grade, according to the wiki. So dropping from iri 2 to iri 3 might not be a bug." Where did you get that idea from? Cause that is not the case and the wiki makes no such claim.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/2935248#Comment_2935248

    Well this is not what the wording says. "more of their body exposed" sounds like size, not like time

    Next time you see a survivor vault, look at the animation. When they medium vault, they essentially climb over the window, which leaves their back exposed (here meaning in front of the vault or the killer's side, assuming they're being chased) far longer than when they fast vault over it.

    This is literally what the wiki meant, it has nothing to do with hitbox sizes. The only difference between a medium and a fast vault in terms of the hitbox is for how long it stays in front of the window before it moves through to the other side.

  • @katoptris said:

    https://forum.deadbydaylight.com/en/discussion/comment/2928304#Comment_2928304

    According to the wiki it say,"each member of The Legion automatically uses the layer associated with their personal Mix Tape in their Terror Radius / Chase Music when playing as them".

    It doesn't say that anymore. As others have mentioned, that was a bug and the wiki people realized that by now, so they've updated the page.

  • I wonder if it might have something to do with the "You are now exposed!!!" sound cue no longer playing when he tiers up.

    I thought that was a nice, deliberate change that finally got rid of that annoying sound cue he had ever since Ghost Face became a thing, as it ruins the first few seconds of his tier 3 music.

    But knowing this game's tendency toward spaghetti code, maybe they've somehow tied the Exposed counter to that sound cue and it being gone means his hits no longer count as that, despite still downing and the HUD status effect appearing.

    That's just speculation on my part, cause that's the only thing I noticed was different compared to Myers in 5.6.2.

  • Play something else then. I recommend Civ.

  • Fragile masculinity much?

  • Sounds to me like you're playing during off-peak hours for your region and are in a narrow MMR bracket. The game doesn't have enough players available to give you a variety then.

  • I'm not sure you understand how music works either, the tracks the tapes unlock are just an additional instrument being added. They are designed to work together.

  • Then both of their melodies will be added on top of the base terror radius. It's not complicated.

  • I think you've completely missed the point.

    They're merely a fun addition to the game, nothing else.

  • @e1ix said:

    Thank you, I didn't know such a page existed on the wiki. Also, because the modifier applies to her base movement speed(4.4), the net effect is 5% of her base movement speed(4.4) as I had listed in one of the options. I also have more questions about how several add-ons stack with each other, I will make another thread about those. Hopefully, you can help answer them too. Thanks again. :)

    Well not quite. It works in this case. But my point was that the game mostly works with multipliers, rather than percentages.

  • @PeaceNGrease said:

    https://forum.deadbydaylight.com/en/discussion/comment/2874817#Comment_2874817

    I haven't had a good experience today, but it's a new day. For some odd reason I keep getting really good Demogorgons, all with differing cosmetics.... But all with Mindbreaker

    The last game I just had had a survivor just running up and down the harvester instead of repairing the final gens while we kept a campy freddy busy. It's horrible.

  • Whatever test is going on right now: it is torture as solo queue survivor.

    The survivor mates I have aren't that great and the killers are sweaty: tombstone myers, IR huntress, 2 Mori killers, basement bubba, now freddy with mori. Such fun.

  • You should have searched the wiki some more, it literally has a page listing all movement speeds and how addons affect the modifiers. Neither of your presumed answers is quite correct, it's a bit more complicated than that. But again, the wiki explains it on that page.

    Shiny Pin increases the speed modifier that reduces Huntress' speed during a wind-up (from x0.7 to x0.75), so she'll walk at 3.3m/s with that addon.

  • Dead by Daylight is an indie horror game developed and published by Behaviour Digital Inc.. Dead by Daylight is both an action and survival horror multiplayer game in which one crazed, unstoppable Killer hunts down four Survivors through a terrifying nightmarish world in a deadly game of Cat & Mouse. It was released on 14 June 2016 for PC, 20 June 2017 for Xbox One and PS4, 24 September 2019 for Switch and 16 April 2020 for Mobile. As a Survivor, go in alone or team up with friends to face an un

    This should answer why.

    In case the link doesn't work properly, scroll down to "Content Codenames".

  • @ObservantOfTime said:

    https://forum.deadbydaylight.com/en/discussion/comment/2855701#Comment_2855701

    Virtually the only fun I have in this game is going against good survivors that know how to run / loop. I'd rather spend a single match trying to catch a really good survivor than roll over 4 potatoes without effort. I don't even care if it costs me the game, because going against good players is how I myself get better too. So these "juicers" you talk about are actually my favourite survivors, because they give me a good challenge and a good game, regardless of how the game tells me I did at the end. I wish there were more competent survivors who know when and where to loop, because it's mad fun trying to catch 'em.

    Also, the game already has a stamina system in place. We don't call it stamina, we call it exhaustion, but same concept. I think another stamina system on top of that would be seriously detrimental for the game. Just imagine you have a teammate hooked across a huge-a*s map, and you need to run across it to save the guy. Great, you're three quarters of the way to the hook and now you can't run anymore. You rescue the guy, but now you can't run away when the killer inevitably comes back to the hook. That seems like a poorly thought out idea.

    From the wiki:

    Fatigued Running; 3.5 m/s; 87.5 %

    The "Fatigued Running" is an unused Movement speed variable in Survivors.

    The code specifying this variable mentions a stamina system that would go alongside this variable, indicating that at some point during Development, Survivors were not supposed to be able constantly run at full speed.

    At one point this was tried out, and it turned out that it wasn't such a great idea after all, and the whole thing scrapped.

    The mechanic you quoted didn't even make it into the release game, which is very different from 2022's Dead by Daylight.

    It could be very well tried again, that's what PTBs are here for. Just because the mechanic apparently didn't fit the original DbD, doesn't mean it still won't fit modern DbD.

  • @anarchy753 said:

    A. Their powers subvert the mechanics of "pallet strong, window strong."

    B. Their powers don't have 15 built in points of "if the survivors choose to/choose not to do something, your power is shittier."

    It's as simple as that.

    The B-part is especially frustrating. So many killers just feel clunky and unreliable to play as.

  • This is not a bug, it's how they are coded to work and the recent fix also fixed them. That their fixed version might be overperforming is a completely different thing.

    Also, Mandy, the missing charge time might be a bug, but that wasn't what was discussed in the bug report thread you closed.

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/2853749#Comment_2853749

    Right, hopefully a mistake they're gonna fix soon enough.

    Sorry, but fixing something to the point that it is working as intended, is not what a mistake is by definition.

    If the working-as-intended has unwanted consequences, it can be discussed if it should be changed to work differently, but you can't fix what isn't broken.

  • @SkeletalElite said:

    https://forum.deadbydaylight.com/en/discussion/comment/2853749#Comment_2853749

    For the purposes of development even if something is functioning like it's "supposed to" it can still be an oversight which is still an issue, ie. something functioning differently than expected even if isn't actually a bug. In this case, I think the 2 of the nurse's strongest 3 addons providing an additional boon other than their stated one on the killer who is already the strongest in the game can be safely considered an oversight.

    It's like how spirit's duration addons also make you recharge faster. It's an oversight. For whatever reason the devs have yet to fix the spirit addons, but its the same thing.

    That wasn't the point of my post, because I do agree with you, that even when something is working as intended, it can still be an issue.

    My point was merely that this issue here is not a bug and thus shouldn't be called that. This is code working as intended and whether it should continue to work like that or not is a discussion issue and should be put in a feedback thread.

    Calling it a bug, when it isn't, just detracts and takes resources away from the plethora of actual bugs that plague DbD.


    Regarding Spirit's addons, I wouldn't agree that it's an oversight. If anything, it's a (possibly unwanted) side-effect of how they coded her power to work when addons extend the duration of a phase walk. They decided to do that by adding charges to the power gauge, but since they also decided to give her a fixed recharge time, they were forced to add a secondary effect to the duration addons that increases the recharge speed, otherwise she would take longer.

    In my opinion, there are too many deliberate decisions here that I doubt any of it is an oversight, but arguably just poor design.

  • @Mr_K said:

    https://youtu.be/gE3tRwQKomg

    its mostly visual. Don't make it into a bigger deal than it is.

    Based on the information we have from dataminers digging into the nurse's code, this appears to be the way it should have worked ever since the nurse was reworked, not just now with her most recent fix.

    As the poster above me pointed out, the blink has a maximum duration of 1.5 seconds, it cannot last longer than that. This is simple maths: if you increase the distance (with the addons) and time remains the same, you automatically need to increase the speed as well to balance out the equation t = d/s.

    That this equation is now true is evident in the video you posted. You can see that while the nurse travels much farther and faster with her addons, the blink takes the exact same amount of time to complete.

    This, to me, is not a case of the devs bugging up the addons, but actually fixing them and them now working as intended by the code. This shouldn't be called a bug, as this is not code not working as intended, the code says that this is how it should work.

  • Regardless of what salty streamers attempt to push, the devs are aware that distance IS the main issue.

    Dead Hard was originally just used for the i-frames, the dash was a secondary benefit, especially as it was often used out in the open, not near loops. Then when the devs changed the game from P2P to dedicated servers and hit validations weren't a thing yet after changing to dedicated servers, most Dead Hard users considered it unusable for the invincibility effect.

    This led to the realization that the secondary effect, the dash, could still be used to gain distance, which when done close to pallets or windows, would allow one to reach them. Since Dead Hard's i-frames remained iffy for quite a while, that eventually became the perk's main use.

  • @GamerEzra said:

    https://forum.deadbydaylight.com/en/discussion/comment/2846426#Comment_2846426

    I play a lot of different killers myself and I play a lot of Spirit at the moment. I never stick to one killer becuase that's boring. I agree that they need to buff other killers but it's not fun to play against the same 2 killers over and over. I played a lot of Deathslinger before I started playing a lot of Nemesis but after his nerf i barely play him anymore.

    You've literally just given the reason why you only face those 2 over and over again.

  • Not sure what sort of killer main you are, but I'd argue that the majority of them won't get bribed into playing killers which just aren't viable on high MMR.

    The issue isn't that Nurse or Blight are strong, it's that none of the other killers are. Throwing bloodpoints at that will not fix it.

  • Yes, which is why people should read wikis more carefully, it clearly says it in the power trivia.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2839855#Comment_2839855

    Imagine the glory of a 4 man bleedout counting towards your adept. It makes me... quiver.

    The game doesn't count bleedouts towards kills that are necessary for stuff like achievements, only sacrifices count.

  • @Xord said:

    https://forum.deadbydaylight.com/en/discussion/comment/2825439#Comment_2825439

    SO 7 EW3 per match? It doesn't sound right at all.

    The beauty of numbers is that they don't care whether or not players think they sound right, that's just how Evil Within works.

  • @BenZ0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2827800#Comment_2827800

    ever thought of things may change? I have never said they are 100% accurate at that time, these are things I know from the start of the game. Some things change and dont change, if you have other things then share them unless cry about my mistakes, I am happy if you can disprove me unlike you.

    I can guarantee that the Myers thing hasn't changed.

  • Myers can reach EW3 more than 4 times without addons and the Shadow Dance addons have no effect on lockers.

    Those two I noticed at a glance, it's quite possible there are other mistakes still.

  • The original post is full of mistakes and should be ignored, btw.

  • @CryptFriend said:

    https://forum.deadbydaylight.com/en/discussion/comment/2827416#Comment_2827416

    You are absolutely thinking about this (and taking this, and going about this) the wrong way.

    I want you to play a game with Nurse--doesn't matter what add-ons you use, use the best for consistency--and I want you to use the best perks you can without using a single perk that triggers on an M1.

    I'm thinking that your performance won't change all that much if you're a half-decent Nurse player.

    Unless, of course, you're just complaining to have something to complain about. Yes, Blight has 115% movement speed; he just goes zoom. Nurse ######### teleports. Keep in mind that she used to be 115% speed as well.

    Then again, others bring up a fair point in that they're are other killers with power-assisted M1s other than Nurse, so I'm not that hung up over it.

    As someone who played this game already before Nurse released, I can confirm that she was never 115, not sure where you got that from.

    She used to be the same speed as survivors (100%), then was nerfed to her current, slower speed and stayed there ever since.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2826233#Comment_2826233

    ‚It was always the community realizing‘ - nope. Assuming, not realizing. Just because you like the assumption doesn’t make it true.

    I am not even denying that it is the case that overuse is a factor in nerfing or reviewing a perk - on both sides. But it certainly is never the only reason.

    and i did not expect you to provide a source. Just wanted you to maybe question yourself and admit it might be your assumption. Of course there is no source and there never was.

    and just to be clear. Bringing up killer perks at all was whatsboutism here, but you tried to call me out on it when I merely asked questions.

    I have exactly zero reason to question anything here. If that was your goal, call it a failed attempt.

    I stand by what I said: the devs have a history of nerfing stuff purely because they see it as being overused, the most recent examples being the Twins add-ons. The add-ons weren't overpowered, they merely fixed a lackluster base-kit, there was no reason not to use them. Since nearly everyone ran them to fix a clunky killer, they got nerfed.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2826207#Comment_2826207

    Whatsaboutism? I just asked someone who claimed it without bringing examples. Which is a form of research. And i didn’t even bring up this topic initially.

    i was not around when those changes happened. And i guess you don’t have a source confirming those happened because they were overused?

    Where exactly do you expect people to find such a source 3-5 years later?

    The devs, with at most a literal handful of exceptions in 6 years, generally have not said outright that they nerfed something due to overuse and their dev comments in patch notes are a recent thing, it was always the community realizing it as the truth behind the nerf.

  • No, no, and even more no.

    It's bad enough that we have micro-transactions for cosmetics that cost more than DLCs, there's no need to also add that #########.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2825044#Comment_2825044

    Which killer perks were nerfed just because they were over-used?

    (also, they have confirmed they will look at Dead Hard in the latest Q&A iirc)

    That has been happening for quite a long time, all the way back to the early days of the game. The first one that comes to my mind is the machine gun build, when the devs nerfed both STBFL and Unrelenting in 1.5.0, because they were used too much.

    Another example that comes to mind is Enduring in 3.0.0, when it was nerfed to no longer reduce the stun timer of perk stuns as it was used too much against Decisive Strike.

    When you try whataboutism, you really should do your research first. Because clearly, you haven't.

  • I think the issue is not the fandom page, but your understanding of what efficiency means in this context. Efficient stalking (survivor is close) just means that myers can drain more evil per second from survivors than compared to inefficient stalking (survivor is far away), filling the power gauge more quickly.

    Efficiency has no influence on how many times he can reach EW3.

    The other question is also answered by reading the fandom page. It says that survivors have evil equivalent to 40.4 stalk points that myers can drain from them and each EW tier needs 5 stalk points. Easy maths.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2815198#Comment_2815198

    I am asking for balanced maps actually, like Azarov, Yamaoka, MacMillan

    That wasn't specified, and I don't consider any of those balanced, btw.

    And even then, it doesn't make much skill. There are so many safety nets for survivors, that they can screw up a bunch of times without it having major consequences. They literally do not have to get good in the first place. Mediocre at best is sufficient with the status quo.

  • Depends on the map. On the The Game, it definitely doesn't require skill, you just run whichever direction you want, there will definitely be more than enough safe pallets around just before the killer can catch up that make it impossible to get rid of before all gens are done.

  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/2806423#Comment_2806423

    For some weird reason, the people who took the screenshots for the wiki have chosen the worst possible moments to actually take the screenshots.

    Those are official promotional screenshots from around the chapter's release, the wiki people didn't take them.

  • To all those showing their hate-boner for Nurse: she is only disabled because a bug can occur that makes her unable to move. I know you'd love that to be her basekit, but to less biased people, it's obvious that such a bug is gamebreaking. The devs have made their intentions of the kill-switch feature very clear, it's to temporarily disable stuff that doesn't work as intended without requiring an entire game update.

  • @BoriskyTheFox said:

    Eh.. at least demo cant get unfair hits through pallets and windows. Thast why people complain about Nemesis and Pyramid Head more than Demo. Nemesis is literally a low budget Pyramid Head and their powers are so similar. Both are boring desings for this game and need to be nerfed.

    I know that you're Steam forum's Sluzzy and one is better off to ignore what you write, but this is just the worst take there is and I believe anyone who makes is a troll: "Nemesis and Pyramid Head get unfair hits through windows"

    A window is an open space, not a barrier. You can reach through it, especially with a 5-meter long tentacle, let alone a wave-attack that can go through walls either way. Even the most biased survivor mains are able to acknowledge this incredibly basic fact and anyone who doesn't is both dishonest and disingenuous.

  • Here. I hate playing against her, always have and probably always will.

  • BBQ is mostly used for Bloodpoints. Seeing someone doesn't mean you are going to down them.

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