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AntiJelly

AntiJelly

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AntiJelly
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  • @KissyKissy said:
    Agreed. Hitboxes should be different from console to PC due to inert input.

    The thing is, killer swing hitboxes feel completely inconsistent as well. Sometimes they're 180 degrees in front of the killer, sometimes they're a tiny 60 degrees. Something needs to be fixed.

  • Hot Take: Perks shouldn't be tiered. Every perk should just be its level three version.

  • The basement is kind of buggy right now. Sometimes as survivor, you can't escape the basement and it'll keep teleporting you back over and over. Whatever happened in your game could be related.

  • @Shad03 said:
    Are you sure that's not PTSD? It's a common side effect when dealing with toxic survivors.

    lol. I'm definitely sure it's a bug. I played 2 games of Freddy, Wraith, and Trapper each, and had the bug every single game.

  • @DwightsLifeMatters said:
    AntiJelly said:

    It'll fix once they have dedicated servers. The only reason it happens is because there's a discrepancy between the location of the survivor between your router and the survivor's router.

    Before you mori the survivor is usually at the same position for several seconds. Unless the Ping is like over 9000 I don't understand why this is the explanation 

    Yes. If they're sitting still, the mori will look normal. If they're moving, the mori might look off. Even if they started to move at the last second.

  • :thinking: hmmm. I wonder how they messed this one up. I feel like they should reorganize their code so this stuff stops happening.

  • I think that breathing/pain sounds are a little quiet still? I can hear footsteps and grass moving VERY clearly though. I seem to be getting a bug every match, for whatever reason, that whenever the game starts it sounds like a survivor is breathing right down my neck for 3-4 seconds (as killer)..

  • @EntityDispleased said:
    They also need to fix the censored moris. :c

    censored moris?

  • @Bug_Reporter said:
    After the 2.5.0 update it seems that the matchmaking was changed, in all my way to Rank 1 i was seeing survivors joining my lobby all together at same time in less than 1 minute!!!

    At Rank 1 i still see that and i also noticed that in a lot of matches they arent all Rank 1s, their ranks goes from rank 15 to 1 almost every time, not only that but im also getting false reported as "lag switcher" even tho the survivors are the ones that are lagging and ruinning my matches by disappearing with no tracks to follow very often.

    Is this a bug? Whats wrong? I bought a lobby simulator and i cant sit in my lobby for more than a minute #########!? I cant refund anymore so i hope it gets fixed soon...

    Scratch marks got significantly harder to see ever since 2.4.0. I have been getting a lot of survivors false reporting me for lag switching as well though, even when their ping is 80ms-100ms. Something might've happened on the backend.

    EDIT: I can't tell for sure or not if the matchmaking was changed though

  • It'll fix once they have dedicated servers. The only reason it happens is because there's a discrepancy between the location of the survivor between your router and the survivor's router.

  • 12 out of 26 maps have golden toolboxes. Every map added since the Halloween update in 2016 has had a golden toolbox.

  • @AlwaysInAGoodShape said:
    @AntiJelly

    In the script, it's possible that they have a base-value of 1c/s.
    Based on a condition (multiple people on a generator) this value gets set to either 0.9, 0.8 or 0.7.

    If 3 Other people are working on a Generator this value will be set to 0.7 c/s. This is your repair speed.
    Prove thyself will give you 10/20/30% extra repair speed based on a said condition. In this case 30%.

    0.7 c/s multiplied by 1.3 (aka 30% increase) = 0.91.

    Only if the Devs miss-worded the perk and meant Base-Repair speed (thus 1 multiplied by 0.3 added to the 0.7) would prove thyself actually cancel out the debuff.

    Ah, I see. I'll test it out in KYF later, because this is a very confusing perk.

  • @AlwaysInAGoodShape said:

    Prove thyself increases each survivors' charges by 0.3.

    I am not 100% sure of this, but the Prove Thyself text states:
    "Increases the Repair Speed by 10 % for each other Survivor working on a Generator within a range of 4 metres. Gain 50/75/100 % more Bloodpoints for cooperative Actions."

    It doesn't say Base Repair speed, so assuming that it's your (current) repair speed, then it would be:

    Normally 1c/s
    With 1 survivor 1c/s * 0.9 = 0.9 c/s
    With 1 survivor and prove thyself 0.9 c/s * 1.1 = 0.99 c/s
    3 people and prove thyself would be 1 * 0.7 * 1.3 = 0.91 c/s

    How did you get your second calculation? You've absolutely lost me there.

  • @PiiFree said:

    @AntiJelly said:

    @PiiFree said:
    I think you got it wrong again.

    Prove Thyself can only work on one Survivor at a time.

    So, the other 3 Survivors would not benefit from Prove Thyself at all while one Survivor gets the 30% speed boost, resulting in 70+70+70+100 c/s.

    In my hypothetical, each survivor is running Prove Thyself. Prove Thyself affects the user as well as the other survivors around him. The text "only works on one survivor at a time" just makes it so that each survivor can't get really ridiculous gen speeds. I think.

    That's exactly what I thought aswell but people told me it works differently.

    I gotta test in KYF... This is such a poorly written description.

    Well, from what I can gather, the progression bar is now blueish white whenever you are contributing exactly 1.0 charges per second, and it becomes yellow or red when you go above or below 1.0 c/s respectively. You can use this to test prove thyself by itself I guess.

  • @PiiFree said:
    I think you got it wrong again.

    Prove Thyself can only work on one Survivor at a time.

    So, the other 3 Survivors would not benefit from Prove Thyself at all while one Survivor gets the 30% speed boost, resulting in 70+70+70+100 c/s.

    In my hypothetical, each survivor is running Prove Thyself. Prove Thyself affects the user as well as the other survivors around him. The text "only works on one survivor at a time" just makes it so that each survivor can't get really ridiculous gen speeds. I think.

  • @PiiFree said:

    @AntiJelly said:

    @PiiFree said:
    Prove Thyself only works on ONE Survivor at a time, so 30% for a specific Survivor at best.

    Spine Chill increases repair speed by 6%.

    When considering these facts in your calculation, you'll end up with 4.92 c/s with results in 16.26s per gen.

    Still not bad :)

    You can only be affected by one Prove Thyself at a time. It increases charge speed by 0.1, for a total of 0.4 if there's four survivors on a generator.

    I swear I don't get this perk discription, maybe it's because my english is not the best but I just keep interpreting it differently.

    It doesn't make sense to me that it says you get 10% repair speed bonus PER SURVIVOR NEARBY but at the same time 1 Survivor is the highest buff you can get? Where's the logic in that?

    From my understanding, only ONE survivor can get the prove thyself buff at a time, but up to 30% due to 3 survivors nearby.

    E: So if 2 survivors with Prove Thyself work on a gen, both get 10% bonus? Someone lied to me then, because last time I assumed this people told me that I should read up how this perk works lol

    Okay I fixed my mistakes on spine chill and prove thyself. You can actually do a gen even faster lol.

  • @PiiFree said:

    @AntiJelly said:

    @PiiFree said:
    Prove Thyself only works on ONE Survivor at a time, so 30% for a specific Survivor at best.

    Spine Chill increases repair speed by 6%.

    When considering these facts in your calculation, you'll end up with 4.92 c/s with results in 16.26s per gen.

    Still not bad :)

    You can only be affected by one Prove Thyself at a time. It increases charge speed by 0.1, for a total of 0.4 if there's four survivors on a generator.

    I swear I don't get this perk discription, maybe it's because my english is not the best but I just keep interpreting it differently.

    It doesn't make sense to me that it says you get 10% repair speed bonus PER SURVIVOR NEARBY but at the same time 1 Survivor is the highest buff you can get? Where's the logic in that?

    From my understanding, only ONE survivor can get the prove thyself buff at a time, but up to 30% due to 3 survivors nearby.

    Ah, I got it wrong. It's still actually 0.3 extra charges per survivor.

  • @PiiFree said:
    Prove Thyself only works on ONE Survivor at a time, so 30% for a specific Survivor at best.

    Spine Chill increases repair speed by 6%.

    When considering these facts in your calculation, you'll end up with 4.92 c/s with results in 16.26s per gen.

    Still not bad :)

    You can only be affected by one Prove Thyself at a time. It increases charge speed by 0.1, for a total of 0.4 if there's four survivors on a generator.
    EDIT: Prove Thyself works on each survivor, but only once per survivor.

  • @Bongbingbing said:
    That's a quick gen :lol: But unlikely to happen outside KYF.
    What would be the time for 3 survivors on a Gen, with Prove Thyself and toolboxes?

    Thank you for taking the time to do this, It's very interesting!

    The fastest 3 survivors could do a generator would be 16.2 seconds.

  • @rafajsp said:

    @AntiJelly said:

    @rafajsp said:
    Why ?

    Why do you ask?

    It's a Survey.
    You don't have to ask btw.

    I just wanted to know your opinion.

  • @rafajsp said:
    Why ?

    Why do you ask?

  • @ToxicFengM1n said:
    and increased by 1.5 seconds when 1 survivor joins you, etc.

    What do you mean by this part?

    Otherwise, I think this is a pretty neat idea. I had a slightly similar idea in a post I'm upkeeping here:
    https://forum.deadbydaylight.com/en/discussion/41616/my-how-to-fix-dead-by-daylight-plan-revision-4#latest

  • @Tsulan said:
    The p3 hag skin looks terrible. 
    Worst skin ever. 
    I have it, and never use it.

    way to just shutdown someone's post :p

  • In my opinion, if you think that survivor spawns are this big of a problem, you probably just need to get better at the game. You should watch this video: https://www.youtube.com/watch?v=t8u0jRxN2kQ
    Even though it's made to help you as killer, the same advice can be reversed and taken into account for survivors.

  • @Bravescorpio said:
    The Moonrise Event starts January 30 and runs for 2 weeks, they made a facebook announcement a few minutes ago.

    Source?

  • I don't even think it's rigged, they just made the algorithm pure RNG. There is a chance we'll never have some perks on the shrine. It needs to be pseudo random, like @AlwaysInAGoodShape said.

  • @sorrowen said:
    Its basically Bhvr doubling down on the already fast gen meta but Bhvr loves taking their time fixing issues like Freddy's buffs or they shadow nerf which they have been doing.

    You complain about this minor perk buff, but not toolboxes? You are quite the enigma.

  • @sorrowen said:
    I guess the devs really are brain dead if they thought this but they made Legion as well so yeah...also their data do they get from events or out of a magic hat? actually they go faster with just average tool boxes as well with this buff not to mention Commodious Toolbox or any of the better toolboxes

    In a realistic scenario, there will usually be one person one in a chase, and three on generators. Usually, the three other survivors will be split either 2 and 1 or all three separate. Prove thyself makes a difference of 0.2 extra charges on a two man generator. You wanna know what difference that makes compared to the default speed? 4.4 seconds.

  • @Manta said:
    Thank you to @AntiJelly for your time in explaining that :)

    No problem dude!

  • @Gamzello said:
    Did the self-care update go live?

    “Self-Care: All healing action speeds are reduced by 45%/35%/25%. This action speed penalty replaces the previous Self-care penalty (-50% speed) and applies a flat penalty to ALL healing actions.” to reference from here ( https://forum.deadbydaylight.com/en/discussion/40566/2-5-0-mid-chapter-player-test-build )

    Neither The Legion change or the Self Care change went live.

  • @Bongbingbing said:

    @AntiJelly said:

    @Bongbingbing said:
    Each extra Survivor on a Generator all get a 10% penalty in time, Prove thyself counteracts the penalty and makes you Repair at 100% speed for everyone, so instead of 270% for 3 it would be 300%.

    I think that's how it is, almost sure.

    It won't help if you think about it in percentages, you have to put it into the game's "charges" system.
    Each survivor contributes 1 charge per second on a generator by default. Each survivor after the first decreases the charge contributions by -0.1. So two survivors on a gen both contribute 0.9. charges, for a total of 1.8 charges/second. Prove Thyself is just negating that, just removing the debuff.

    So, if four survivors are on a generator without prove thyself or toolboxes, they're all contributing 0.7 charges, for a total of 2.8 charges. You then divide the base charges required to complete the action by the charges contributed. A generator takes 80 charges to complete, divided by 2.8 making it take ~28.6 seconds to complete. Prove thyself makes it so that you are always contributing one charge per second, so if all four survivors have prove thyself, they contribute a total of 4 charges. 80 divided by 4 is 20.

    TL;DR, Prove Thyself makes a 4 to 8 second difference. It's not that bad.

    Oh okay thank you for the explanation :)

    no problem! :)

  • @Bongbingbing said:
    Each extra Survivor on a Generator all get a 10% penalty in time, Prove thyself counteracts the penalty and makes you Repair at 100% speed for everyone, so instead of 270% for 3 it would be 300%.

    I think that's how it is, almost sure.

    It won't help if you think about it in percentages, you have to put it into the game's "charges" system.
    Each survivor contributes 1 charge per second on a generator by default. Each survivor after the first decreases the charge contributions by -0.1. So two survivors on a gen both contribute 0.9. charges, for a total of 1.8 charges/second. Prove Thyself is just negating that, just removing the debuff.

    So, if four survivors are on a generator without prove thyself or toolboxes, they're all contributing 0.7 charges, for a total of 2.8 charges. You then divide the base charges required to complete the action by the charges contributed. A generator takes 80 charges to complete, divided by 2.8 making it take ~28.6 seconds to complete. Prove thyself makes it so that you are always contributing one charge per second, so if all four survivors have prove thyself, they contribute a total of 4 charges. 80 divided by 4 is 20.

    TL;DR, Prove Thyself makes a 4 to 8 second difference. It's not that bad.

  • There were some things that got changed, if you had read the patch notes.

    • Fixed an issue that caused Prove Thyself to grant an additional 10% repair speed bonus. Because the Prove Thyself owner was counted as well.
    • Fixed how we calculate the Prove thyself multiplier to be additive instead of multiplicative (the action speed bonus when using a Toolbox was much higher than we intended it to be).
    • Fixed an issue with generator repair efficiency for multiple Survivors working on the same generator. The efficiency debuff (-10%) should now be applied at the correct rate.

    Do not spread misinformation, please.

  • This post didn't have to exist. It was entirely your choice. But look where we are now. You have singlehandedly destroyed Dead by Daylight. No amount of patches can change this.

  • @thesuicidefox said:

    @AntiJelly said:
    Pig is one of the handful of killers that isn't that fun to play as or against. I've only made this post to suggest alternatives to a bland power.

    As for you. Thank you so much for contributing to this thread.

  • @thesuicidefox said:

    @Tucking_Friggered said:

    @thesuicidefox said:
    What is it with people wanting RBT buffs? They are fine just the way they are. They are meant to slow down the game by giving survivors another objective. They are NOT meant to kill.

    Bad killers asking for handouts. Learn 2 play. Come at me.

    There seems to be an ironic philosophy in DbD that the killer is not meant to kill, only prolong the game to farm score and then have everyone escape.

    Just like there seems to be the idea that killers should get free kills for doing essentially nothing. You chase a dude and put a trap on his head. Yep you surely deserve the kill there.

    Like I said, learn 2 play.

    Pig is one of the handful of killers that isn't that fun to play as or against. I've only made this post to suggest alternatives to a bland power. Just writing down my ideas. Nothing here has anything to do with "I CAN'T GET KILLS WITH PIG SHE SUCKS", it's because her power is boring. That's it. It's boring. I like killers that you can have fun and get creative with, i.e. Wraith, Myers, Spirit, Freddy, and a little bit of Trapper. I just want another killer that has neato mechanics instead of just a silly, boring, unfun killer. I do like to hear feedback, but saying that I'm wrong and "git gud" isn't very constructive.

  • No clue.
    I have a hunch that they might've been erased due to spaghetti code, though.

  • @TAG @HatCreature @NoShinyPony
    I've created a new algorithm and written in some more specifics. Tell me what you think!

  • Dang man this is pretty cool. Thanks for the rep bro!

  • @thesuicidefox said:

    @AntiJelly said:

    @thesuicidefox said:
    What is it with people wanting RBT buffs? They are fine just the way they are. They are meant to slow down the game by giving survivors another objective. They are NOT meant to kill.

    Bad killers asking for handouts. Learn 2 play. Come at me.

    Right. Bad killers asking for handouts. The "objective" that the Pig provides with the RBTs is so miniscule, it has hardly any effect on the game at all. I'm not making this to KILL more people, I'm making it so it wastes more people's time. Something about the way you responded makes me think you didn't read the entire post.

    It wastes time, and is based on RNG. Sometimes that can mean 30 seconds, sometimes that can mean a full 2 minutes. If you want more time wasted then use add-ons. Or pressure the guy the with trap and at least push them away from boxes. I can't tell you how many times I see a Pig just spam traps then hook you right next to a box and NEVER come back to pressure you. Know what I do? I space out my traps. I don't use the first one until either a gen or my Ruin pops, unless it's an obsession. Then I wait for the next gen to pop before using another trap. I save one for end game so I can proc my Blood Warden. If you space them out and use them at the right time they can help you waste time. Again, it's RNG, so the benefit you get varies. But for every time someone gets their trap off at the first box I guarantee there is someone that has to search at least 3 boxes to get their trap off. But you never realize this because you are too focused on the guy that got it off immediately.

    Plus Pig's ambush already got a buff on PTB. RBT doesn't need a buff. RBT is just fine the way it is. Stop asking for buffs. It's sad.

    Just saying Pig is niche and boring, and in desperate need of something new.
    i.e. something actually interesting.

  • @thesuicidefox said:
    What is it with people wanting RBT buffs? They are fine just the way they are. They are meant to slow down the game by giving survivors another objective. They are NOT meant to kill.

    Bad killers asking for handouts. Learn 2 play. Come at me.

    Right. Bad killers asking for handouts. The "objective" that the Pig provides with the RBTs is so miniscule, it has hardly any effect on the game at all. I'm not making this to KILL more people, I'm making it so it wastes more people's time. Something about the way you responded makes me think you didn't read the entire post.

  • @TAG said:
    1) What happens if the linked Survivor dies?
    2) Still not on board with the percentage thing for Jigsaw Boxes, and especially not with those numbers.  Almost 70% chance of the key being in the last box is ridiculous.  Also, consider what would happen with Amanda's Letter if there were only two boxes, and no matter which one you chose, you only had a 5% chance of getting the trap off.

    1. Forgot about that. I'd just say the trap is deactivated.
    2. If you would care to read,

    @AntiJelly said:

    No matter what, the final Jigsaw Box will have a 100% chance of finding the key, trumping the algorithm.

  • @HatCreature said:
    I like the 10% penalty, I came up with something similar. Your idea seems too easy to kill people with the traps, you force people without traps to search boxes therefore tunneling someone searching a box means the Srv with a trap dies when the next Gen pops because they can't search for the key themselves. And if they can search for the key themselves then you have 2 people searching for the key at all times and that makes the trap almost worthless since they aren't wasting enough time.

    1. If you would care to read, when the linked Survivor is being chased, the timer is paused.
    2. Only the linked Survivor can search boxes.
    3. The killer cannot see who is the linked Survivor, only the Survivors can.
  • @Bbbrian2013 said:

    @AntiJelly said:

    @Bbbrian2013 said:
    The communication roadmap still hasn't been updated guys :(

    Send Queen to help us pls. I'm not saying we should panic but we should probably panic.

    The stream schedule resumed last week. Same as it always was, between 13:00 and 15:00 EST.

    So we get just streams again now? No more videos mixed in?

    It's still the same, just look at the roadmap and imagine that week 1 was last week.

  • @Bbbrian2013 said:
    The communication roadmap still hasn't been updated guys :(

    Send Queen to help us pls. I'm not saying we should panic but we should probably panic.

    The stream schedule resumed last week. Same as it always was, between 13:00 and 15:00 EST.

  • @Vietfox said:
    @AntiJelly said:

    @Vietfox said:

    I need a TL;DR.

    Anyway, where did you get the data of DbD losing players from?

    There is no TL;DR. You must read the entire post to understand.

    NEVER.

    Heretic! You must!

  • @Tru3Lemon said:
    its going to be today or tomorrow

    Well, tomorrow or Tuesday. The only things that happen on days other than Tues/Thurs are events. I believe those happen on Fridays though.

  • @Vietfox said:
    I need a TL;DR.
    Anyway, where did you get the data of DbD losing players from?

    There is no TL;DR. You must read the entire post to understand.

  • @MaxiferPriest said:
    REMOVE THIS SHITY MAP, It's the worst map in the whole [BAD WORD] game. or at least remove half of the [BAD WORD] corn. It's impossible to see through that thick corn. So #########!

    Meh, corn isn't that bad. The problem is the generators are so far apart.

  • @brokedownpalace said:
    Not going to bother arguing with someone who cannot accept being wrong about something that is demonstrably false.

    Will the patch come on a Tuesday or Thursday? Probably, because that is what the devs seem to stick to now. But content has been released on consoles on both Friday and Monday in the past.

    Man why are you so angry? The devs are trying to stick to a schedule and I'm trying to spread the knowledge of it. Ever since 2.0.0 they've had an EXACT way of releasing updates. That's how it is.

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