AntiJelly
AntiJelly
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- Username
- AntiJelly
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Comments
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Forum markdown rework! Working on posts before the rework is a disaster.
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:thinking:
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A bit late, but I can finally put decisive on this list.
feelsgoodman
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This bug has existed for a very long time, but seems to be impossible for the devs to replicate. At this point it wouldn't be a hot fix, it would be a "FINALLY THIS GOT FIXED" fix.
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For everyone in this thread, they announced hours ago on Twitter that they turned off the matchmaking.
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@DocOctober I was one of the victims of the Xbox report raids as a killer main, and I do agree with the fact that the community cannot handle it when there's an option to vote someone else negatively, but what I am saying (In response to almost everyone else on this thread) is that my "what if" scenario of a reputation system, there would not be an option to vote negatively, just an option to vote on the person's playstyle.
Insinuating that I'm naive to think that a reputation system wouldn't work is blatantly rude, and honestly destructive to any point you might make. No hard feelings.
On top of that, having a bloodpoint/shard bonus for voting would greatly increase the players' want to vote, and vote well.
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@Peasant that is a great idea, I especially like the matchmaking of putting one of each class in a match, but there are a few problems.
SWF could break some of those rules, and sometimes people don't have a definitive playstyle. What if someone plays like "x" one game, but plays like "y" another?
The rep system IMO should be more or less like a spectrum, and the biggest rep is the title that you have.
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@Bongbingbing They didn't up the minimum pallet count, they reduced the pallet spawn limiter from like 16 to 8 meters. It was causing huge deadzones, but the minimum and maximum pallets stayed the same.
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Bumping this because of the new ranking changes. What if the rep system affected matchmaking as well? Also, for newcomers, feel free to add to the base thread question.
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You're a very good writer, this actually had me hooked. Much better than the current story.
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@Andreyu44 I agree that people will complain, but I'm saying that those people aren't going to accomplish anything helpful.
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@Bongbingbing It's possible. But we aren't the devs, so we don't know. All we can do is cross our fingers and hope this all goes through as best and as quickly as possible.
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@Andreyu44 It's the publisher's fault that dbd is in the state that it's in right now. They told Behaviour that dbd would be dead by late 2016, so that's why they used peer to peer, since they didn't have to make up as much money.
Now that dbd is much more profitable, and the player base is huge, they needed to make dedicated servers which is very hard when you're almost 3 years into your game's lifeline.
This was just something that was inevitable. We just have to let them do their thing, and then everything'll be back to normal.
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@Chaotic_Riddle He was being extremely rude in a ton of threads, long story short most likely.
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@PrettyGoodJob12 well, what rank are you?
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It's not strict, the problem is that the emblem system doesn't consider what to do when a game goes by too quickly. Chaser emblem is super low if you steamroll, and Malicious doesn't go very high either if the match is too quick. Also, if you steamroll, you can't get iridescent Devout. The only guaranteed iridescent is Gatekeeper when steamrolling.
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I know it's frustrating to be one tick away from double pipping, but you're not entitled to it. All you had to do was stealth around the killer some more.
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@fcc2014 I'm saying that when they DO slow down, bugs get fixed LESS. Like before 2.0.
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@fcc2014 So, you'd rather go back to pre 2.0 where bugs didn't get fixed for 6 months instead of 1.5?
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@White_Owl That was to keep the time same. Sloppy increased time by 4 seconds when healing was 12 seconds, so it was 25%. They reduced it to 20% to keep it 4 seconds. It wasn't nerfed, it'd simple math.
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Sloppy was never nerfed, and literally the aim of the game is to repair gens. Adrenaline is not that common. I get maybe one person in two games that has it, and even then most games don't make it through all the gens.
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Whaddya mean? It's just something I've noticed, and it seems to have been kind of confirmed by devs. Back when you could use botany, we'll make it, and self care in version 1.0 on yourself, you could heal yourself way too fast. They capped heal speed to fix it.
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int main()
if (perks_equipped == 0)
{
bloodpoints = bloodpoints + bloodpoints
}
Yes so easy, just that simple.
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@Hoodedfengm1n @Chaotic_Riddle
How would getting perks at tier 3 be OP?
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@Delfador Impossible.
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0/10 on all killers. Ruin is complete luck, and I don't like to rely on luck.
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@PureHostility said:
https://forum.deadbydaylight.com/en/discussion/comment/361350#Comment_361350
That was regarding end game changes, most specifically, closing the hatch by the killer.
It is 20 seconds, it was 15 seconds back in the day.
No, it was in reference to exit gate times. It wasn't a patch directly talking about it, but it still confirmed that it was in fact 16 seconds, specifically here:
"For the next iteration, when the killer chooses to close the hatch, we will complete all remaining generators, powering the exit gates. All end game perks will activate (ie: No One Escapes Death, Remember Me, Adrenaline, etc). The exit gates will NOT open automatically, and will still need to be interacted with by the survivor for 16 seconds in order to open the gate."
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Okay. I'll challenge your """truth""".
Hitboxes are fine. Being hit across pallets and windows is *always* due to a misinterpretation between clients. Always latency.
End game chat is optional. You can close it.
Infinite loading screens are caused by many many different things and are hard to replicate. It's not that easy.
Roller skating was literally fixed in the PTB.
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It's 16 seconds. People think it's 20 seconds for some reason, but it's 16 seconds.
It says so here in this link, in the dev message at the bottom of the PTB section: https://deadbydaylight.gamepedia.com/Patch_Notes_2.0.0#Public_Test_Build_2.0.0b
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Freddy main here!
Freddy is a very hard but rewarding killer when pulled off correctly. His only weakness is a 4 man SWF, but he is otherwise able to apply pressure extremely well.
Discordance is an extremely good perk for him, as it lets you find groups of survivors and sleep them. Having as many people in the dream world as possible is optimal, and given the choice between sleeping another survivor and hitting an injured one, always sleep first.
His best normal gameplay add-ons are the movement speed ones (Rake, Claw, Paint) and skill check ones (Wool Shirt, Green Dress, Blue Dress). The 3 second sleep slowdown is actually more detrimental than you'd think, and having the extra speed is extremely beneficial for getting the quick first hit. The skill checks are also good for keeping pressure on survivors by keeping them in the dream world longer.
His second best normal gameplay add-ons are transition time (The Blocks) and sleep distance (Drawing, Sketch, Masterpiece). The blocks are a beginners add-on, and you should only use them as such. They ruin the mindgame of the 7 second transition sometimes. The distances are good for getting that little bit extra leeway on sleeping pesky survivors.
At the start of the match, play Freddy much like the Wraith. Walk around, sleep whoever you find, and chase/hook them. You can use the transition time/movement mindgames to get really easy first hits.
Freddy is a little bit like hag in the late game, in the sense that you don't really want to commit to chases. He's a hit and run killer, and you should only down survivors when it's easy to. His ability also allows him to keep lockdowns on certain areas of the map, if survivors dare enter them.
Any other tips you want/need, feel free to ask!
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@not_Queen any ETA on what patch the Freddy rework might come with?
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Well, to be specific, it's been about 6 months since they announced a Freddy rework possibility. You can look up some dev streams from McLean, he's said some things about a Freddy rework in the works. Other than that they haven't said anything, and it'd be nice to get an ETA on it.
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Broken doesn't prevent people from going from the Dying state to the Injured state...
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None of that is really happening in the live version though
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It's your own fault if you get gen rushed. Stop getting baited by the decisive flashlight clickers.
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@NurseMainBTW said:
I just opened a similar thread where I address the first 2 points you have listed. The third however is really interesting, maybe that can help too.
I think the last one sort of trickle down balances it all, because by buffing purge AND making the infection un-cleansable until a certain percent, it also indirectly nerfs corrupt purge by making it activate-able less.
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Over the past six months, we have allocated strike teams with the mission of improving the overall health of the game.
Basically, yes. This is the update where optimization begins. It *will* get better.
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You know totems are RNG based? You don't need ruin to win, it's a crutch.
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Pointless thread? There's literally a ghost zombie woman who can teleport and you're complaining about a plague ridden 7 foot tall lady hitting people with a censer.
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@SpaceCoconut said:
Hey! My wish came true!
That's actually amazing! I saw your video yesterday, and I was skeptical, but you got it!
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Anyone else wanna post a screenshot or something?
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@Digwiid You could bookmark the thread
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/351092#Comment_351092
Today, within the next few hours.
Or take a screenshot pls?
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@Orion said:
The official wiki (deadbydaylight.gamepedia.com) will be updated soon, don't worry.
Is this a SOON™ or a "within the next couple of minutes?
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We are currently updating our Livestream / Video schedule to include more activities with the Community and less livestreams. Thank you for your understanding.
Basically, this roadmap confirms the PTB arrives before 14:00 EST tomorrow. It could come out today, it could come out tomorrow.