Archimedes5000
Archimedes5000
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@AvisDeene said:
https://forum.deadbydaylight.com/en/discussion/comment/1095320#Comment_1095320
Because it should be a challenge for survivors to find the totems that could completely shut down a Killers perk. Giving survivors a totem counter would just make it too easy. You’re not meant to be “sure” if you got all the totems, you’re supposed to be weary of them until you have confirmed that 5 totems have been destroyed.
Adding a totem counter would just make the already easy role in Dbd even easier. Should survivors glow a bright hot pink in order to let the killer know that they have DS or BT? All you really need to counter Hex Totems is Small Game or Detectives Hunch. You can also discuss cleansing totems in the pregame chat. You and your teammates can also equip Inner Strength.
Asking for a totem counter is just asking the Devs to nerf killers even more and to make the game easier for Survivors. You just don’t want to counter a Killers perk with one of your own perks.
So it should be challenging for surviviors but not for the killer? Where is the balance? NOED, unkile Devour does not need ANY tokens, you can literally do NOTHING all game and still get NOED at its full power.
You should be able to use NOED only on surviviors that you have hooked before, just like Moris work now.
This would not stop NOED from being a challenge to surviviors, but it would require killer to do something other than camping one person for the whole game if the want their NOED. Why do you think noobs use NOED and not Devour Hope.
Also you are overreacting with the rotem counter. If both sides had it, Hex perks and NOED would become more reliable for killers (you can defend the last dull totem) and more reliable to find for SOLO surviviors, closing the gap between solo and SWF. So both sides benefit and we can nerf SWF. Thats a win for everyone.
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@ClickyClicky said:
Awful map. It's quite confusing and hard to find gens or survivors.
I think thats very subjective. Exit gates were hard to find for me, but the Game and old Lerrys were way more confusing, besides Hawkings is low RNG compared to other maps, some rooms are not even randomised.
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Favourite map on both sides.
That drop loop is very cool, and I love the portal room (other rooms are good too) on Trapper and Hag
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@BaschFonRonsenburg said:
People would accidentally strike the key for whatever reason and there was a bug associated with it that caused notifications on consoles to invert the axis when you got an achievement/message
But he is talking about PC.
And you can always rebind it to something else (or nothing) if you press it by accident
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@fleshbox said:
https://forum.deadbydaylight.com/en/discussion/comment/1094566#Comment_1094566
There is a direct counter to noed. Use it. Or do you want notifications now where all totems are without a perk?
Want AI bots as killers? Cause this is where you are heading with your illness.
How the hell did you deduce that you should get notifications about Hex perks from that comment you quoted? He literally said nothing about it.
Please at least try to read comments before replying to them
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@Lan said:
https://forum.deadbydaylight.com/en/discussion/comment/1094826#Comment_1094826
Yeah, playing pig is pretty hard without perks lol.
@JC316 said:
https://forum.deadbydaylight.com/en/discussion/comment/1094747#Comment_1094747
Perkless pig man, ugh. I burned one to get the achievement. It didn't end well for me lol.
I wish you had teachables equipped when using a splinter...
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@McLightning said:
https://forum.deadbydaylight.com/en/discussion/comment/1094899#Comment_1094899
Again - destroy totems. That's literally all you have to do. I escape 8/10 games as survivor and always tend to either destroy all 5 totems, or find destroyed ones and destroy the remaining ones. NOED doesn't need rebalancing, it's already balanced, and I'm pretty sure survivors can at least count to 5. Nothing needs to be done to it; and campers are punished as it is. They get less points overall; even still, camping is a legitimate playstyle.
Again, I know its not that strong, I just want to make it less useful for hard campers.
If you are camping 3 people in the basement or camping in EGC its completely different than when you camp 1st person you catch for the whole game.
Fist 2 would be able to use NOED normally, only hard campers that dont hook anyone else for the whole game would see a difference. There is nothing wrong about that, especially since NOED is already way more insidious and hard to counter than Devour Hope for example.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1094785#Comment_1094785
Just don’t ignore any dull totems you come across, and make mental notes of the broken bones you do see.
It’s really not that hard.
But its still way more work than for a normal Hex
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@huntressmain03 said:
I have a passion against Haddonfield. It is by far the worst map to play killer on, there are too many loops, the indoors are completely based for survivor (such as the window to balcony vaults), and I feel like it should be completely reworked to a different map, or removed entirely from matchmaking. Thoughts?
No.
cOrN and The Game are far worse. Just make the damn fences shorter, other than that, Haddonfield is fine.
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@Ghost_Face_Main said:
https://forum.deadbydaylight.com/en/discussion/comment/1092346#Comment_1092346
NOED is a last resort perk. A killer, experienced or not, have the chances of getting rushed to hell. Effort is still made, and NOED just boosts the killer depending on if the survivors ever thought about cleansing totems.
That's like having a gen rush swf with OP toolboxes swiftly fall into the endgame without cleansing totems, then have the killer best them with NOED, leaving survivors to bm the killer with hate, when they themselves could have prevented it.
It is a last resort perk, but unfortunately it also is "noob camper perk".
You should be able to use NOED only on people you have previously hooked (like mori)
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@McLightning said:
https://forum.deadbydaylight.com/en/discussion/comment/1094843#Comment_1094843
I personally don't use NOED. I'm just tired overall of seeing killer things that are already balanced get nerfed because the people asking for nerfs don't know what balance is, and just want easy games. It's the principle of the matter.
It's perfectly balanced, it's high risk, high reward, and it's existence is controlled by the other team. It's not even close to overpowered. It's not even in the same universe.
Im not saying its overpowered, Im saying that it could be changed so that campers and bad players cant benefit from it. Its not going to change anything for people who dont use it as a crutch.
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@McLightning said:
https://forum.deadbydaylight.com/en/discussion/comment/1094833#Comment_1094833
Your logic is broken. There are situations where DS can never be avoided. NOED can always be avoided. End of discussion. NOED is fine.
Putting DS aside, why are you opposed to having NOED work only on people you previoisly hooked? Any player can afford to get 3 or 4 BBQ stacks even in a losing game, so it wouldnt affect NOED for them. The only people who would lose somerhing here would be complete noobs and hard campers/tunnelers.
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@McLightning said:
https://forum.deadbydaylight.com/en/discussion/comment/1094785#Comment_1094785
Except, it's not DS for killers.
NOED can be prevented completely from ever even existing. Can DS? (spoiler - the answer is no).
https://forum.deadbydaylight.com/en/discussion/comment/1094785#Comment_1094785
Detectives hunch. Rainbow maps. Small game. They all assist with this.
Oh, but it is DS for killers.
Both of them reward failure, and DS also can be countered.
By slugging the person for 60 seconds, leaving them alone for 60 seconds or tunnel on purpose and eat the DS early.
Its just as absurd and wastes you just as much time and potential pressure as searching for all 5 dull totems or having to use perks and red items just for that purpose.
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@McLightning said:
https://forum.deadbydaylight.com/en/discussion/comment/1094794#Comment_1094794
There's no hint? Killer movement speed says hello. It's a HUGE tell.
I mean while its not active yet.
You can see that Devour Hope is in the game if Ruin, Thrid Seal or Lullaby do not appear but you can still see Hex totem, NOED is just invisible. Not to mention that Devour increases your speed after unhook, so you can spot the speed increase at 1 stacks already.
Once NOED is active its quite late to cleanse totems.
I dont have problem with that part, like I said above you should be able to use NOED only on surviviors you have hooked previously and that would solve the problem for me.
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/1094785#Comment_1094785
The only issue I have with the NOED v DS comparison is that DS is used to help a survivor not get tunneled once. I dont know of a fairer way to do that...
Its very simple. DS should get buffed (remove Skillcheck, timer PAUSED while in Chase), BUT DS should disable if:
- You are the last survivior not dead/hooked/downed
- You performed any action (except vaulting) for more than 1 second
- Another DS got activated
- You stepped into a Bear Trap
- 2 other people were downed in the meantime (- 30s for every down)
Problem solved, DS cant be used if you are not tunneled, but also chasing the person with DS will pause the timer, so Killer cant tunnel.
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@Aztreonam78 said:
NOED activates only if the Killer at least first hooked all Survivors.
This should make Killers more interactable and prevent them from "1 camped, other NOEDed" tactic.
I think thats too much, how about:
You can use NOED only on surviviors you have hooked previously
@Mandy said:
I think NOED is completely fair as it is, it's easy to remove from the game by getting all the totems and if the killer is camping one person then there's plenty of time to do that.
I dont think its fair compared to, for example, Devour Hope. There is no hint that killer has NOED, you need to cleanse all 5 dull totems to prevent it from activating, it requires no tokens from the killer or any other type of effort, you can literally camp 1 person all the game and you still get to use NOED.
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@McLightning said:
https://forum.deadbydaylight.com/en/discussion/129935/one-condition-to-make-noed-more-fair
NOED is fine. Balance DS.
Balance both? Lmao
NOED is literally DS for killers, both reward you for your opponent playing well and require no effort or plan to be activated.
@McLightning said:
https://forum.deadbydaylight.com/en/discussion/comment/1094664#Comment_1094664
You really need someone in addition to what you already have...to help you count to 5?
How the hell am I supposed to know how many totems did my teammates do?
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@McLightning said:
https://forum.deadbydaylight.com/en/discussion/comment/1094742#Comment_1094742
Except, there's a trade off. Devour is active all game and a killer knows it's location. Normal totems, not so much. NOED isn't active until the end, and the killer isn't patrolling dull totems to stop you from destroying them. So you're not in any immediate danger. Again, destroy totems.
But you need to destroy them EVERY game, because you dont know if it will appear or not.
And that wastes a lot of time. Its like saying DS is fine, just slug for 60 seconds every time you down someone. And dont forget to have 60 second timer in your head after every unhook.
Its the same, go find EVERY totem EVERY game because they might have NOED and it requires 0 effort from the killer to activate it (NO tokens) so you cant deduce that killer has it. (Just like with DS)
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I can play Pig, Myers and Bubba thanks to them, so leave them alone lol
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@[Deleted User] said:
but literally tho. just CLEANSE TOTEMS.
But thats 5 times more totems than for example Devour Hope that has similiar effect. And NOED doesnt even require you to collect any tokens. NOED is clearly unbalanced compared to other Hexes, thats why Totems will never get buffed at this rate.
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@BBQnDemogorgon said:
Because the game has been out gor 4 yearsa nd we've been collecting so many add ons/offerings/items that this system would kill the progression system.
We'd likely have enough bp to skip leveling for several chapters worth of grind if this was implemented. It'd be RIP BP economy
It'd have to have a HUGE limitation imo like you can only refund enough items to equal 20-30k bp a day.
We get more perks and addons every new update = more grind. Something needs to be done. If you really want preogression even after 4 years then Prestige characters or something.
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@LustForBP said:
https://forum.deadbydaylight.com/en/discussion/comment/1094218#Comment_1094218
Man you just choose how to read something, don’t you?
First, you say I claimed these perks were “OP” when nowhere do I say that.
It is literally ONE Totem that you NEED to cleanse. You don’t NEED to cleanse 5. Once it’s active, there’s literally ONE totem, same concept as every other Hex. It doesn’t light up 5 totems and you have to run around and cleanse em to destroy NoED. You cleanse 5 pre-activation to PREVENT it.
Yes, you need to cleanse 5 totems to prevent it, thats what I said. But you need to cleanse only ONE totem to prevent EVERY other Hex Perk. Not only that, but alao NOED does not require any Tokens like Devour or Lullaby. So its clearly stronger than any Hex in terms of survival and requires way less effort to be activated (no tokens needed).
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@LustForBP said:
https://forum.deadbydaylight.com/en/discussion/comment/1093520#Comment_1093520
🤷🏽♂️ I’ve given up lmao. It’s 1 Hex Totem like the others and they’re all convinced you need to cleanse 5 to stop it.
"Once the Exit Gates are powered, if there is a Dull Totem remaining on the Map, this Hex is applied to it."
Yes you have to cleanse ALL 5 DULL TOTEMS to prevent it from activating.
You dont even know how this perks works?...
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@LustForBP said:
Even a 60 second timer, that’s just going to encourage camping. It already happens when Haunted Grounds activates, T3 Myers, etc. survivors hide until it fades.
Having it as a Hex is the best option because survivors have a chance to get rid of it. Make it a timer and all survivors will do is abuse it and it makes it a useless perk even more than it already is at higher skilled gameplay.
Who said it has to be 60 second timer?
My idea is this:
You can use NOED only on surviviors you have hooked before (just like mori)
Problem solved. NOED has the same power if you hook every survivior once, so you dont get to use full power only if you camped or played very badly.
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@LustForBP said:
https://forum.deadbydaylight.com/en/discussion/comment/1093384#Comment_1093384
Boil Over is very effective unless the killer has Iron Grasp. Go into a KYF match and find out.
Also, I’ve had harder times finding Devour Hope than NoED. There’s much more pressure during generators than after. The issue here is, survivors feel they all deserve to escape if they’re all walking after the final gen is finished. Devour Hope pressures you during generators which is much more effective than NoED.
I have never seen a Boil Over in a match, or when watching someones stream...
How can finding 1 LIT totem be harder than finding 5 DULL totems? Sorry but this makes no sense. You can cleanse Devour before it reaches 3 stacks you know?
I dont give a () whatever surviviors think when they finish all gens, NOED gives you the strongest chase oriented effect for free in the most critical moment in the game and requires literally 5 times more effort to counter without even knowing that its in play, unlike every other Hex perk.
If you think thats completely fine, compared to other Hex perks and perks in general, then I dont know what to say.
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@Shivadeathkiss said:
https://forum.deadbydaylight.com/en/discussion/comment/1093384#Comment_1093384
Noed is NOT the hardest hex perk to counter... Literally all you have to do is break the totems before egc. That's it. You prevent it before it even spawns. What's so hard about that? Noed is not a problem. Troll thread.
What? Then please tell me what other Hex perk requires you to break 5 totems and has no other counterplay?
Because I thought that all Hex perks required only 1 totem to be broken
Are you baiting or what?
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@LustForBP said:
https://forum.deadbydaylight.com/en/discussion/comment/1093125#Comment_1093125
https://forum.deadbydaylight.com/en/discussion/comment/1093166#Comment_1093166
Imagine not being able to read and thinking I literally said they’re “OP” lmfao. I said they reward failure. Boil over rewards failure - you got caught here’s an opportunity to wiggle like a mf to get out.
Do you know that Boil Over does not increase wiggle speed? It increases WIGGLE EFFECTIVENESS. So basically it does nothing.
NOED is not fine not only because it rewards failure, its because it does that AND is actually a strong perk that requires no effort to activate and is hardest to counter out of all Hex perks.
Its all of these combined.
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@AntiJelly said:
I think you're confusing asymmetrical balance with bias.
I will say however, their "hit dressing" system is garbage. On Xbox, I've had times where a Survivor can run back and forth on the same axis in front of me, and if they do it fast enough, "hit dressing" will freak out and just flick my camera back and forth while also denying me the hit. This can go on for an entire chase and cost me the game.
I think it's a combo of the hit dressing, latency, and bad console frames.
Entire games costed just from a stupid mechanic that doesn't work properly.
Aim Dressing was literally made to compensate for bad hotboxes... This is the biggest workaround I have ever seen...
Just fix the damn hitboxes! Its not that hard.
I know better hitboxes require more power, but a CYLINDER hitbox in 2020 is a joke... There are games with way more complicated hitboxes, terrain, physics systems, more players and more objects to render and these games work. And these games are based on Unreal Engine too.
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@ABannedCat said:
https://forum.deadbydaylight.com/en/discussion/comment/1092883#Comment_1092883
I am no programmer, but the solution is quite simple: Make the aim-dressing cone the same size as the hit cone. That way aim dressing only kicks in on confirmed hits.
I have no idea how the developers cannot come up with that simple solution.
Its bigger to reduce lag impact
But the easiest fix would be to just remove the Aim Dressing and make better hitboxes, devs make it sound as if anything more detailed than a cylinder would crash the game... Even some spagetthi code indie games in Unity have better hitboxes and still work...
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- Spaghetti code
- Much effort required
- Its pointless, what do you even need the bots for.
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Oh yes, DiScUsSiOn aNd ReAsOn
Its not a discussion of you just throw a bunch of statements and then say that other people are biased and have no right to talk.
Its funny how people call me out for being "survivior biased" in NOED threads and "killer biased" in DS threads at the same time lol.
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@Smeson said:
You survivormains just keep screaming for nerfs to killers, what do you expect? People are trying to get atleast 1 kill in the games. You screw yourself over by calling for killernerfs, and now they are so underpowered the games go by superquick.
If you need to camp since the beginning of the game to get a kill, then you are just bad at the game lol.
Camping 3 people in the basement or 1 of the remaining 2 SWF in EGC is a different thing than camping all game.
If we get some camping nerf soon then know its your fault.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1092933#Comment_1092933
We specifically mentioned exactly that in the stream, saying that it's not intended and it is something that we'd like to fix.
Anyway, thank you for the amazing summary as always @Fibijean !
But its not something that can be fixed, its just how it works.
You would have to either delete the system completely and improve hitboxes, or make so that the initial detection zone cant detect through walls.
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@LustForBP said:
https://forum.deadbydaylight.com/en/discussion/comment/1092785#Comment_1092785
You’re not free from putting in effort. I’m really convinced not a single person in opposition of NoED has attempted playing killer, waiting til all gens pop, and then trying to catch a survivor or all survivors with NoED. It’s just like regular gameplay except in Exposed.
Should we nerf T3 Mike too? Or GF?
5 times more protection is more than enough to be noticable lol. I dont care how many times its cleansed, Hexes all need to be buffed, but NOED needs to require effort from the killer.
What about all the Bubbas camping with NOED? Thats literally what they do, down 1 person, hook, camp, wait for gens to pop, NOED the ######### out of surviviors.
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@korean_zombie said:
All of those survivor perks are fine. NOED is bad. Please immediately nerf NOED. A 4 minute match should never be extended by a minute to cleanse totems. We, the survivor team, have already used 8 of the 5,000 pallets on this map. We are running low on resources and this map only has 1 infinite and 8 long wall jungle gyms plus killer shack. Yeah we got screwed on the map.
OMG BOIL OVER SO OP
Dude did you even read OP's whole post?
So you agree that Boil Over, Flip Flop, Self Care, etc. are OP. Wow, how delusional you have to be... Did you ever even play survivior?
@McLightning said:
How dare you speak logically in a place so full of horse doody. Next you'll say something ludicrous like Hillbilly is balanced, and doesn't need a nerf. THE AUDACITY.
Same thing as above. Most of the OPs post is not "logical" in any way. Like "Inner Strength rewards great mistake that every survivior sometimes makes: cleansing totems. Also jUsT cLeAnSe NOED"
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@LustForBP said:
There’s a thread about NoED being fine and the amount of comments opposing NoED is ridiculous.
NoED activates after all generators are completed and can be countered by:
- Cleansing Totems during Gameplay (5 total)
- Cleansing the Hex Totem after generators are completed.
- Run out of the Exit Gates before being Hit.
How exactly do you oppose a perk that is has a higher chance of being a wasted perk, especially at higher skilled gameplay?
It’s pretty much a wasted slot.
Excuses:
- It gives free kills
- nobody wants to cleanse totems
- it rewards failure
how does it give “free” kills?
whats so difficult about cleansing Totems? Oh, it extends your 5 minutes of gameplay and forces you to do something else.
It rewards failure? Hmm? Doesn’t:
- decisive strike? You got caught, caught again = failed
- Adrenaline? you’re injured when gens are finished = failed but are rewarded a health slot
- Unbreakable? You got downed, failed but here’s your pass to get up without help
- Borrowed time? The killer spotted your teammate coming to rescue you, failed but here’s a free pass to get away
- spine chill? oh, you don’t want to look at your surroundings, failed here’s a warning the killers otw
- sprint burst? killers close, here’s Usain Bolts legs.
- Dead hard? You’re injured, here’s a chance at lunging a football field forward to get you away.
- Balanced Landing? Yeah, drop 30ft, no injury but a speed boost 😂
- self-care? Teammates won’t heal you, here you can heal yourself with air!
- Boil over? Yeah, you’re 1/4 the killers size but outmuscle them, sure.
- Iron will? Hole through your chest, don’t worry you won’t make a sound.
- Breakdown?
- Deliverance?
- Hope?
- Inner strength?
- Flip flop?
Literally of the 70+ survivor perks, the MAJORITY of them reward failure.
Please think before posting mate:
Countering NOED.
- Cleansing before its active: NOED requires 5 TIMES MORE cleansing than normal Hex perk before its active, eg: Devour Hope, Ruin (- harder to counter)
- Cleansing after its active: its quite late to cleanse at this point, but its the same as normal Hex (0 same counter)
- Outrunning 119% speed killer with a 100% survivior while most pallets are dropped: (not sure if this is a joke or what) speedboost makes it harder to loop, so its harder to counter (- harder to counter)
You can clearly see that its stronger than a normal Hex instadown perk (eg: Devour Hope) AND NOED DOES NOT REQUIRE TOKENS TO WORK, so its way stronger while being harder to counter, the only requirement to use it is that you have to be losing the game (rewards bad plays)
Excuses:
- Free kills: Getting the strongest chase focused effect in the game (instadowns + haste) certainly fits the definition of "free kills" (getting kills easy without any effort or planning, by using overwhelming advantage)
- Nobody wants to cleanse totems: its 5 TOTEMS INSTEAD OF 1, and you have to do it every time because NOED IS INVISIBLE. So yeah, nobody wants to do FIVE TIMES MORE WORK without even knowing if its needed.
- Rewards faliure: thays exactly what it does, not being able to protect gens is a failure. Before we look at the survivior perks, let me say for the 1000000th time: DECISIVE STRIKE ALSO REWARDS FAILURE AND NEEDS TO BE REWORKED, IN THE SAME PATCH AS NOED WOULD BE THE BEST. Also I dont think it matters that surviviors have bad perks too, we should rework all bad perks instead of letting them all be #########.
- Decisive Strike? same thing as NOED, rework this ######### in the same update as NOED
- Adrenaline? Beimg downed is a failure, but DOING GENS IS A WIN. Can argue but it balances out
- Unbreakable? Slugging is a killers choice most of the time (######### DS), being slugged is not a failure, being hooked is.
- Borrowed Time? Yes, but it only helps your teammate, not you (######### SWF), sobit doesnt reward you for a failure, it prevents your teammate from being punished for your failure. Its a bit different thing, and you can wait out the 15s easily.
- Spone Chill? Yes, but the effect is neglible and extremely eaaily countered by the killer. The main point is being alerted TROUGH WALLS anyway, and you cant see through walls.
- Sprint Burst? You have to use it wisely or you wont be able to use it when you need it the most, also just being found by the killer is not failure.
- Dead Hard? You are only 50% right, it requires precise timing to be used (######### LaTeNcY), and its nowhere as strong as NOED in any way. Also running while being injured is not a failure.
- Balanced Langing? Since when DBD is realistic? Its just a normal exhaustion perk that has harsh activation conditions and has nothing to do with any sort of failure.
- Self Care? Why are you complaining about The Strongest Slowdown Perk? SC is a replacement of old Ruin for killers, its literally the strongest killers perk.
- Boil Over? Is this a joke or what
- Iron Will? Again, DBD is not realistic. Staying injured to not waste time healing is a skillfull play, not a failure, you can get 1-shot at all times, bit you still risk to save time.
- Breakdown? Is this a joke again?
- Deliverance? It rewards you for heping teammates, wheres the failure?
- Inner Strength? It rewards you for CLEANSING TOTEMS. SO NOW CLEANSING TOTEMS IS A FAILURE?!? I THOUGHT IT WAS A COUNTERPLAY TO NOED?!
- Hope? It literally rewards you for doing your OBKECTIVE called REPAIRING GENERATORS. SO NOW EVEN REPAIRING GENERATORS IS A FAILURE?!?
- Flip Flop? It rewards you for recovering instead of crawling away. Also its useless.
- Sole Survivior? Oh you didnt mention it. This is the only survivior perk (BESIDES DS) that rewards failure. Also its trash.
LITERALLY OUT OF 16 PERKS YOU MENTIONED ONLY 1 REWARD FAILURE and 2 slightly help you even when you failed.
Also this proves nothing. You want to keep ######### perks on both sides, I want them all fixed.
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I really like that they COMPLETELY FORGOT the fact that Aim Dressing (it was called Animation Enhancememt just 2 weeks ago lol) can make you miss hits or hit walls instead...
But yeah, its a jUsT vIsUaL
Imagine a survivior hiding begind a corner of a wall.
You can see the survivior's head, and you know you can hit it.
So you press M1 to hit the survivior.
The initial detection (yellow cone) WORKS THROUGH WALLS, so basically, it detects the survivior through a wall, CORRECTS your aim to point at the CENTER OF THE SURVIVIOR'S hitbox (ITS BEHIND THE WALL!) And makes you hit THE WALL, because the hit zone (red cone) detects THE WALL.
So basically, a perfectly clean hit, with no lags at all, is turned into a miss.
JuSt ViSuAl
ItS a LaTeNcY pRoBlEm
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@NullEXE said:
If you are in a SWF it should ensure you de-pip
If you are solo it should ensure you black pip or less.
Bad idea.
Just remove the struggle mechanic or make it automatic.
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@Callmehandsome said:
I've been running DS now for three years. It has received multiple nerfs, but it's still as strong as previously. Sometimes i just feel dirty using it, specially during end game collapse. Killer cannot do much of anything. It should be named "anti snowball" perk rather than anti tunnel.
Last change that was made to DS was a buff, and before that there was a rework that made it more situational but more reliable. So it wasnt really that nerfed.
I wish that DS was an anti tunneling perk and not "anti killer playing good" perk
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@Jonathanskilz said:
https://forum.deadbydaylight.com/en/discussion/comment/1088222#Comment_1088222
you answerd your own question there its an anti tunnel perk dont tunnel the surviver for 1 min with is not long i play as huntress and i extremly rare get ds if i do tunnel i only tunnel people who dont have mutch cosmetics cause they dont have ds lol
Ok, so if a survivior has DS, he can unhook 3 people, finish a gen, open an exit gate and killer CANT TOUCH HIM because he has DS?!
"jUsT dOnT tUnNeL" doesnt work, I can down and hook 3 people, then find the 4th guy doing a gen/exit gate in my face and I still will get hit by DS just because 60 seconds have not passed yet.
"jUsT sLuG" doesnt work either, current meta is: (DS, Unbreakable, BT and DH/SB/Self Care), so I cant slug.
DS doesnt punish killer for tunneling, it punishes him for getting multiple downs and hooks (and unhooks!) in a short amount of time (60s). So basically, it punishes killer for playing good.
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@glitterboys666 said:
https://forum.deadbydaylight.com/en/discussion/comment/1089142#Comment_1089142
i don’t even play the game
I can see that
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FiGhT fOr YoUr LiFe
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/1090891#Comment_1090891
Why not just check if there's a target when the hit is supposed to happen?
Like in every civilised game...
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Tuesday
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@McLightning said:
https://forum.deadbydaylight.com/en/discussion/comment/1091019#Comment_1091019
IT'S THOUSAND ISLAND AIM DRESSING, JEEZ.
I like how they changed the name just for the stream lmao
Idk if this was intentional or not but now we have 1000 names for this #########
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@youarewronglol said:
it's not auto aim it's *AIM ASSIST*
but words don't matter cause it still sucks a lot
Its not *AIM ASSIST* its Animation Enhancement
But yeah it sucks so much
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1090880#Comment_1090880
The game constantly checks to see if a survivor is inside your cone while you're attacking. If they go within that range, the game locks onto them and pulls you towards. At the very end of the animation, it'll check to see if there's still a survivor in range (or if there's an object in the way).
The issue comes in when they're in range when you start swinging, but then go behind an object when the attack happens.
So basically, if we removed the whole "constantly checks if in range" and "locks on and pulls you throwards the target" part, and instead checked for BOTH survivior AND obstacles AT ONCE at the moment the attack animation is supposed to HIT and deal damage, then the whole problem would be solved.
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@FairP1ayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1090852#Comment_1090852
They said on stream they are looking into doing this.
They are looking into what?
@Peanits just said that they will not disable it and that its ok when not bugged...
But the whole system is wrong...
It prioritises a "pretty" hit animation over actual quality of the gameplay, I have never seen a game with a similiar system, normally its either straight up auto aim or nothing.
But here we have a system that checks for a survivior in the attack zone, corrects your aim so its CENTERED on the survivior, THEN checks for obstacles, and THEN hits the survivior.
So basically is a survivior will hide behind a corner, the game will make you hit the wall when NOT BUGGED.
So if you are carefully aiming so that you hit the survivior and not the wall, you can get rekt because Animation Enhancement says "NO IMMA HIT THE SURVIVIOR THROUGH THE WALL" and makes you hit the wall instead.
Incredible
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@beck__ said:
The devs actually said the bug is due to the sequence of logic steps..
1) You swing, 2) logic determines a hit, 3) animation dressing turns you towards survivor, 4) logic checks for any objects between you and survivor, 5) if object then miss, else hit.
Step4 should be done during step2, if a hit is calculated then nothing should take that away.
Yeah, exactly.
Or just remove step 3 completely
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1090779#Comment_1090779
There's also the other side of things, where the survivor would then see ridiculous things with it off. You could lunge straight into a wall, smack the wall, but still hit the survivor just because they were inside that cone at some point during the lunge. Or take the Pig, for example; you could ambush towards someone, have that cone cross over them, and then continue sprinting off into the distance before swinging at absolutely nothing and hitting them.
We would much rather just fix the weird cases where it doesn't work rather than getting rid of it completely.
Wait a second.
So there isnt actually a hit detection in the game??
Its based on the "cone" that is created at the start of the animation and not the end?
Why isnt it checked at the end of the animation?
Now this explains all the hitbox bugs...