Almo
Almo
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- Almo
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1148458#Comment_1148458
The notification already tells you if a sabo attempt is happening.
With 2.5 second sabo, you need a little more warning.
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@iMichael said:
https://forum.deadbydaylight.com/en/discussion/comment/1148462#Comment_1148462
But it'll still drop the item right? Right...?!
Yes! Still drops the item. :)
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1148363#Comment_1148363
My father used to play that about a decade ago. He's still got people that beg him to come back. The game's pretty much a second life, I don't even know if you can call it a game.
As to the OP, yeah, the new player experience is difficult. There isn't a good new survivor to new killer ratio, and when you mix veteran survivors teaming up with new survivors in SWF, it makes it that much worse on the matchmaking system. As I've said before, aside from the game going F2P or having consistent free weekends, there isn't much to be done about this. No amount of tutorials and helpful nudges can prepare people for DbD due to how different it is from most other games.
Yeah, I was in it about 7 years. Was CEO of a corp, then when we formed an alliance we were the executor corp, which meant I was the head of the alliance. Most of what I did in the game was political management, corp project direction and accounting. Truly amazing game. But as you say, it's like a second life. I was going to run for CSM, but BHVR had Star Citizen work at that time, so I couldn't as we were a competitor.
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It does not delete the item if there are no charges.
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This perk is meant to show you if someone is close to a hook for sabo purposes. The range does not need to be as big as it was to suit that purpose.
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Have you played EVE-Online? :O
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Yeah I do. Horvath did too.
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You know, that one guy.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1146370#Comment_1146370
I respectfully disagree. The amount of completely safe pallets is unacceptable and the amount of totally unsafe pallets is also unacceptable.
I don't think the map itself needs a rework, I just think the pallets need to be adjusted.
But Killers alreay have a higher killrate on that map than the others. Removing pallets makes that worse.
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Gideon's is one of the most Killer-sided maps in the game... despite the number of safe pallets.
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Last we checked statistics on wiggle, it resulted in an escape around 5% of the time. Maybe the OP was referring to that stat? That was quite some time ago though.
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I like to take Better Together with Prove Thyself.
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@ABannedCat said:
https://forum.deadbydaylight.com/en/discussion/comment/1145294#Comment_1145294
But thats exactly what you accomplished. You slapped in an extremely unfun mechanic, added multiple gamebreaking bugs that take away your power and litterally allow survivors to hold the game hostage (since the Nurse is slower than survivors), leave said bugs in the game for SIX MONTHS BY NOW , and then have the boldness to not even ADRESS all of this mess.
It doesn't matter what you say about your intentions, because the message you sent out to the community was "F you all Nurse players."
Actions speak louder than words.
The claim was "the whole goal was to reduce usage of the Nurse". That was not the goal. Whether or not that's what's happened is a different question. :)
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Feng's red dress is my favorite. It's classy, but it's grubby because of where she is. Interesting contrast.
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I promise the reason for the rework was not to make people stop playing her.
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@oh_0k said:
https://forum.deadbydaylight.com/en/discussion/comment/1143294#Comment_1143294
Couldn't you use the test servers to allow us to test these features a lot of people suggest?
Not really, unless we're pretty sure of them. We can't just "test" something on PTB without spending the time to develop it and run it through the QA process. So "testing" something on PTB costs as much as implementing something we're sure of.
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@undeadcookie said:
https://forum.deadbydaylight.com/en/discussion/comment/1143294#Comment_1143294
Can you tell us some (not trying to sound snarky, I'm genuinely curious)?
These were of course not just because of feedback here, but also because of statistics and other design team input. But the feedback here helped prioritize those changes and get them in sooner. There are more, but these are good examples.
Forever Freddy complaints led to nerfing those addons.
Feedback on Plague and the no-cleanse strategy led to giving her a bonus apple to start with.
Some unannounced changes for the next Mid-Chapter update.
Concerns about Legion weakness led to the recent FF speed increase and restoration of their original vault speed.
Concerns about spending too much time mending led to a shorter mend timer.
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Yes, we listen. We can't act on everything we see for many reasons. But we're definitely paying attention. I can think of a few updates we've made because of suggestions we saw here.
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@Brucecastro81 said:
https://forum.deadbydaylight.com/en/discussion/comment/1138281#Comment_1138281
I'm not asking for changes, just wanted to share my opinion
You literally asked me to change your mind that it was "Survivor sided". So I tried my best. :)
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@Brucecastro81 said:
Before entering the "why" pls remove bubba and billy of your mind, these killers changes it to balanced
First reason: The map is giant and gens are so spread out, basic reason which everyone can agree
Second reason: The map is like a tiny version of Thompson's house, you can very easily chain loops: That map has like 7 jungle gyms with an filler pallet connecting each other and killer shack
I just checked the stats. It's in the top 25% for high kill rates. So it's not "Survivor sided". :)
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@USELESS said:
https://forum.deadbydaylight.com/en/discussion/comment/1136276#Comment_1136276
Hmm so u won't see the problem
When I'm rank 6 (not at the moment, too busy with Survivor challenges in the Tome) I play against mostly red-rank Survivors due to issues with Killer/Survivor populations at high rank. So I'm not sure what you're talking about there.
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@USELESS said:
https://forum.deadbydaylight.com/en/discussion/comment/1134216#Comment_1134216
So you may noticed how stressful is for us. Or are you a low rank killer?
I'm about Rank 6 as Killer.
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@AntiJelly said:
https://forum.deadbydaylight.com/en/discussion/comment/1135585#Comment_1135585
Well, that's not closing the gap though. That's just stopping the gap from getting any bigger than it is.
You missed this part: "We make opportune changes to reduce the gap when they arise" :D
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@Dwinchester said:
https://forum.deadbydaylight.com/en/discussion/comment/1134216#Comment_1134216
You must play at rank 10 to feel like a predator as killer. I play killer because the queue times are faster and its so incredibly boring to stomp on killers as survivor.
No, I usually hang around rank 6. :) And whether or not I catch people doesn't change the skills I have to use to hunt for them. I did not say it made me feel like a successful predator. :)
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@deollie said:
https://forum.deadbydaylight.com/en/discussion/comment/1134216#Comment_1134216
Especially with those good headphones ๐๐
Grado SR-125, man! Love those things.
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@Mc_Harty said:
They are too busy with dlcs to care.
The DLC team is not the team that deals with game changes, so that's not what's happening.
We make opportune changes to reduce the gap when they arise, such as the Kindred buff. But the main thing we do is ask ourselves when putting in new stuff, "Does this widen the gap?" If it does, it won't go in unless there's some great benefit that outweighs that cost. So a lot of our work on this subject goes unnoticed because it's happening behind the scenes.
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Killer main. I like the intensity of concentration I need to find Survivors. Having to pay attention to the slightest noise or movement makes you feel like a predator.
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The entire audio presentation.
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Hooks not staying sabotaged for the rest of the match.
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Posting as a player, not as one of the designers:
Clown. I'm not saying he'd be top tier, but I think he's got some power hidden in his ability to make Survivors think twice before going into a certain location.
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I can't comment in great detail at the moment, but the stats are showing that the DC rate is noticably down from where it was before the penalties were restored.
As with everything in statistics, personal experience doesn't indicate how the system works as a whole due to a lot of issues, one of which is that humans are desperately terrible at monitoring probabilistic occurances in their lives. I have this problem myself; this is in no way intended as an insult or an accusation of any kind. I was under the impression that there are a lot of key escapes. Checked the stats on that... no. There are in fact very few key escapes overall. :)
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@Feyd said:
https://forum.deadbydaylight.com/en/discussion/comment/1121967#Comment_1121967
Commodius goes from 120 charges to 30. They did not more than quadruple repair speed. It is a net nerf.
180 to 32.
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@Respectfulnancymain said:
https://forum.deadbydaylight.com/en/discussion/comment/1121911#Comment_1121911
Idk i havent played on the ptb. I just saw a post here saying that toolboxes were buffed
Toolboxes are now faster, but with much reduced charge. As I'm at home I don't have the exact details in front of me. But for example a Commodious with the two speed addons on Live will repair a gen in 57 sec, and can do 2 or 2.something gens. So it can save at least 46 seconds over two gens. The new Commodious with Spool and socket + Streetwise can do it in 56 sec. You gain one second. BUT it will only do the one gen.
Generally, Toolboxes now do a smaller chunk of a gen, but considerably faster than they used to. So they're meant for tactical use on the last bit of a gen rather than ambient extra speed for a long time. The net time saved has been reduced overall.
I've seen the horror stories about these boxes with BNP, but that's a BNP problem and has not changed with the introduction of the new boxes.
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Curious about why the two different yes and no answers.
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I'll just comment on Static Blast. The idea was to make it a TR-wide detection device. So we did that. Now the question was, "how often can this happen and not be OPAF?" In early testing, it was 30 sec. That was way too short, so we tried 60 sec, and that felt much better.
SB was not given a huge cooldown because we wanted to have more huge cooldowns. It was given a huge cooldown after deciding what we wanted it to do, and then deciding what cooldown was appropriate.
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@MrPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/1113894#Comment_1113894
So is this going to be applied to Hilbilly's chainsaw, Oni dash, Nurse blinks ect. or is this a Legion exclusive punishment for one of the weaker travel options in the game. Frenzy was changed to not work with on hit perks for "consistency", so why is this one different?
Hillbilly can't turn while dashing. Oni can't turn well. Blinking is a different animal entirely.
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@AAAAA said:
What I want to know is why Legion can't see blood or scratches in Frenzy. From a balance perspective this is needlessly punishing Legion.
So that if you use it for traversal you're not accidentally coming across trails and finding Survivors when you're in travel mode. When you trigger FF, you have to be sure you have your quarry at least in sight. Then you use Killer Instinct after the first hit to find more targets.
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Sounds like a bug if Legion is not seeing gens in Fenzy. I'd recommend posting in the bug forum about this.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/1111068#Comment_1111068
Since you're switching to MMR based matchmaking will it be possible to make getting the adept trophies easier for killers? Not necessarily as simple as a 4k like it used to be, but right now I find getting adept to be extremely difficult.
We are aware the Killer Adepts are in an annoying place. This will be addressed, but as always it's a matter of prioritization. :)
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@Talmeer said:
The Legion rework.
I had by myself thought that some things needed to be nerfed by the Legion, but not on this way.
To this day is the rework a red flag for me that increases my anger from 0%-100% in less then a second.
Would I had have really said on this forums what I had thought about the rework and the people direct responseble for it - I would have been banned for my next 1.000 lifes (if we believe in such things) from the forums and all bhvr games ever made :).
To this day I had nothing see in dbd that was comparable with the fun of the pre patch Legion (if you had them play without addons).
Edit: But we should also see always the bright side in everything... Since then I play less dbd and have more time for other games^^.
It wasn't a nerf. Legion's performance was about the same before and after the update. Which was too low, hence the later buff update to restore FF speed and vault speed.
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All of them. :) Hardest for me was Demogorgon.
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@Dreamnomad said:
https://forum.deadbydaylight.com/en/discussion/comment/1108821#Comment_1108821
Are there any add ons that extend the range?
There are not.
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18 meters from the tip of the weapon.
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We are keeping an eye on its performance on PTB. Adjustments will be made as needed.
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TAG has it right.
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It's changed; apologies if it missed the patch notes.
Hangman's Trick:
- Gain notification when sabotage of a Hook starts.
- While carrying a Survivor, see the aura of any Survivor within [8/12/16] meters of a Hook.
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@ClickyClicky said:
@almo Hard to tell because we still have tremendously, considerably etc
It didn't seem that fast but I only got to try on one gen.
Oh yeah! My apologies. But yes, every toolbox should repair considerably faster than it used to now.
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Speeds are not the same. If they are, it's a bug. For example "Toolbox" should be 50% speed bonus instead of 15%.
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@Nickeleye said:
You cant 99 them is my understanding. Hooks return in 30 seconds I think.
correct.
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White Ward will be fixed so that it works whether or not you die.