Archimedes5000
Archimedes5000
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@ModernFable said:
https://forum.deadbydaylight.com/en/discussion/comment/1032720#Comment_1032720
I understand what you’re saying, I don’t completely disagree with you, but the devs are just looking at it from a different perspective.
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You're saying this will limit perk diversity because you wouldn’t be able to use something like Dying Light and Thanatophobia together.
You’re correct.
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The devs are saying by limiting their synergy and forcing you to use only one, then you’ll use other perks, thus increasing diversity.
They’re correct.
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You and the developers are just approaching it from different angles.
The reason why they’re coming at it from their angle is to break the 4 slow down perk meta, that’s all.
This is why perks should have synergies with multiple perks, so that there are multiple possibilities of synergizing them. If there is a combo that is too strong, then it should be balanced, not removed completly. And most perks that are stuck in 1 type of build are perks that are just WEAK, that one synergy is the only reason that perk is ever used, instead of removing the synergy, perk itself should be improved to work with more, different perks.
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@ad19970 said:
Now I know people will not be happy to see another nerf to killer thread again, especially with Doc since his rework was just released a few days a go. Still, I've been playing with him a lot, and I wanted to make a thread about what small nerf I think Doctor will most likely need, because I do predict that more and more people will catch on how strong he now is, and in what way he might be a bit problematic.
I do want to stress out how much I love the Doctor rework. Doctor was one of the main reasons I got into DBD, because his visual design and lore were and still are some of the best in the game in my opinion. The idea of having a Doctor who drives survivors mad by electrocuting them is fantastic in my opinion. But the longer I've played DBD, the less I played Doc, since he just wasn't very fun to play as in my opinion. His biggest problem was how little useful his shock therapy was in chases, being useless at most pallet loops.
So I'm beyond happy that Doc is now so much more fun to play as and so much more powerful. I can finally main him again. And yes, I personally would argue Doc is the next A tier killer in this game, with the one downside that he is particularly dependent on the size of maps, because of his static blast and the fact that he has no extra mobility.
I don't even really consider Doc overpowered, but I do think that there will be more complaints surfacing regarding his counterplay. Which is the one aspect I want to adress here. Now in no way do I think Doc has no counterplay, he definitely has, at least to prolong chases and make him waste as much time as possible. And perhaps the counterplay he has right now is enough, considering how fast gens can be repaired at the moment. Using both loops around a pallet cleverly, and trying to avoid his shock therapy in the right situations, are two of the most important things to do against Doc, and trying to mindgame him at loops is still possible to a certain extent.
The counterplay of avoiding his shock therapy is the one counterplay I would like to see buffed just slightly though. Doc's real power now comes from the fact than he can just run you around a loop, and whenever you as survivor approach a pallet, he can just shock you and deny you the pallet, forcing you to keep running. He will catch up to you eventually by doing this.
That's why actual mindgameable pallets are actually the best against Doc, simply because their loops aren't big enough for Doc to shock you, and run you around the loop long enough to catch up to you before he would have to shock you again in order to deny you the usage of a pallet. Interestingly enough, in most cases, the safer a pallet is, the less safe it is against Doc. That's because if he always shocks you right before you can drop the pallet, you'll just have to run another loop around the pallet loop, and the longer that loop is, the more time Doc has to catch up to you. So perhaps map reworks will actually be enough, allowing survivors more pallets to counterplay at when more pallets become mindgameable.
Of course, more complex structures make his shock therapy less useful. Jungle Jyms in particular are still pretty effective against him. Since he can't deny both the window and the pallet in most cases.
However, I personally think avoiding the shock therapy should be slightly more effective than it is now. Right now, you can avoid Doctor's shock therapy, which means you don't get shocked and can use vaults and pallets against Doc. And this does work at times, but in the majority of cases, avoiding his shock therapy will get you outpositioned, allowing the Doctor to catch up to you before you can then reach the pallet and use it against him. This is exactly why I didn't mind the 3 seconds cooldown after Doctor's shock therapy. It gave survivors a small period of time where they could reach the pallet and use it against Doc if they actually managed to dodge the shock therapy attack, before Doctor could attack survivors again.
Now I don't want the cooldown to be 3 seconds again, but I feel like 2 seconds, or at the very most 2.5 seconds, would be fairer. This way, survivors will have a small time frame where they have the chance to use pallets or vaults against the Doc if they manage to avoid his shock therapy. And since avoiding his shock therapy is not easy, I think this would be a fair payoff without making Doctor in any way underpowered.
For people that do worry that this would be too good against Doc, as Doctor you would still have your own counterplay. You can try and predict where survivors will try and move to in order to avoid your shock therapy, or you can simply use the Demogorgon tech and fake the shock therapy, which will also pretty much guarantee you a hit if the survivor tries to dodge your shock therapy.
All in all I think this would be one last healthy change to Doc, simply raising the skill cap of both Doctor and the survivors going against Doctor.
Now I wouldn't mind if Doc didn't get touched in any way, since he is now one of my absolute favorite killers in this game. And I personally very much enjoy going against him. Doc actually being a threat is such a nice and fresh experience. But if the devs do feel like they need to nerf Doc in some small way, I would heavily hope they increase the cooldown of his shock therapy, and not nerf him in any other way. Increasing the charge time of his shock therapy would be awful for example, since it would have the potential to make his shock therapy useless at pallet loops again if increased too much. Unlike increasing the cooldown after shock therapy, which simply allows for more interesting counterplay.
I would do a TL;DR, but I feel like you need to read my entire post to understand my point, at least starting at paragraph 3.
EDIT:
I just want to edit something, because some people fear that an increased cooldown would make shock therapy useless because survivors would recover from the shock before Doctor's cooldown after using shock therapy is over. This is not the case, not with the numbers I suggest. This would only happen with a cooldown of 3.5 seconds or longer. And I can promise that's the absolute last thing I want, since this would butcher Doctor.
The delay of Doctor's shock therapy is 1 second. Then, it shocks survivors for 2.5 seconds. That means survivors that get shocked are shocked until 3.5 seconds have gone by after the Doctor used his shock therapy. Even if the cooldown was 2.5 seconds, the Doctor would still have 1 second time to hit a survivor before the shock wears off from them.
That's why this increased cooldown would only come in to play when survivors manage to dodge your shock therapy. It would simply make the counterplay of trying to dodge Doctor's shock therapy a bit more viable, which is the one change I feel that Doctor will need.
I dont think he really needs to be nerfed. Surviviors will learn how to counter his power as time passes, nerfing him this early and in this particular area would probably backfire as soon as surviviors learn to counter him
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@Waffleyumboy said:
New ruin is definitely as powerful as devour.
Yeah, of course, you get an instant notification that the Hex is active and that you should cleanse it, instead of when the perk is powerful enough
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@Psypho_Diaz said:
https://forum.deadbydaylight.com/en/discussion/comment/1032146#Comment_1032146
For PC, what about consoles?
Yeah, they should consider console players too.
And its not clear how can you disable it even on PC because @wispy6 did not explain it completly.
@Peanits, do you have any knowledge of that? If it really can be disabled in game files then adding an option in the settings would be almost no work, right?
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Yeah, this is a good idea, Hexes are too weak right now.
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@Groxiverde said:
Shadowborn has a downside. Flashlights blind you 20% faster (I think) and your increased fov makes you easier to blind.
Thank you, fixed it.
Faster blinding does not apply anymore though (It was 50% faster blinding and 25/50/75% slower blind recovery.)
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@ModernFable said:
https://forum.deadbydaylight.com/en/discussion/comment/1032365#Comment_1032365
If a perk has blatant synergies then it ultimately holds back it’s full potential.
When something like Dying Light and Thanatophobia stack, then neither’s numbers can be high enough to be very effective on their own.
Because then they’d be too oppressing together.
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They don’t blatant synergies to synergize. Perks like NOED and Bitter Murmur work well together because they activate at the same time and help each other naturally.
Sloppy Butcher and A Nurse’s Calling compliment each other well by giving you more time to get in range.
There will always be perks that synergize. Strictly numerical synergies just hold perks back.
The problem is that Devs want to deliberately disable synergies between slowdown perks, like New Ruin with PGTW or Surge, forcing them to be used separately. I understand that devs dont want too much slowdown, but forcing it like this will just decrease build variety. Mentioned Thanatophobia and Dying Light are not strong perks, using them together is the only way to get any decent slowdown.
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@brokedownpalace said:
Nah. I love Bloodhound and Shadowborn. Just because they're not meta doesn't mean they need to be merged into one.
Yes, but if Wraith got 1 or even 2 more perks designed for him, it could make him more viable killer, and currently he is in a bad spot. Like I said, Wraith's perks can be useful, but most of the time its not worth wasting the Perk slot, this way you could get all 3 in one slot.
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@ModernFable said:
https://us.v-cdn.net/6030815/uploads/070/TQA7E8C9L1H1.jpeg
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I understand this initiative. I like the idea. I like the end goal. However, I really hope that these changes are made simultaneously
As in, the perks will lose synergy, but receive buffs in the same patch.
Which I feel, should go without saying.
But considering the “break it now, fix it later” mentality of most previous changes, I’m disheartened.
I really don't like this...
Perks are all about synergies and cleverly combining them together, "solo" perks like Adrenaline are either OP or useless, if a perk has synergies, IT WILL NEVER BE USELESS, no matter how bad, as long as there exists a perk that works together with it, there will be people using it.
This is going in a VERY bad direction.
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@wispy6 said:
https://forum.deadbydaylight.com/en/discussion/123368/an-option-to-disable-autoaim-not-clickbait
You can turn it off go to ingame files and go to game user setting and you type false for it off.
Wow, that would be amazing if its true, could you elaborate on that?
So I go to SteamLibrary=> Common=> DeadbyDaylight or whatever=> user/game settings and then edit the file? Or is it located in the saves folder instead? And how do I know which line to edit? Is there going to be line like: AUTO_AIM=true somewhere?
Did you test if it really works? We all know DbD is pretty wild about verifying its local files
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1031404#Comment_1031404
Killers complain about not getting free hooks all the time...also known as complaining about BT or DS stopping them from tunneling during end game.
Well, I never encoutered it myself...
But yeah, forgot about DS and BT, not that it changes anything, but you are right.
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@Samwise444 said:
While I appreciate you wanting to encourage killers, especially if they are new. However, you are giving them a false expectation and not helping them learn. When they eventually do level and rank up they will not enjoy facing higher rank players. Not trying to come at any you or discourage people from playing, just my perspective.
I have never seen a killer being mad over not giving him free hooks... Killers get mad at genrush, keys, hatch camping, toolboxes, getting looped, bad matchmaking, but never seen what you are talking about.
But I have seen surviviors complain about not getting hatch/free escape
Even if they get "carried" to higher ranks, it doesnt change anything, you can get matched vs red ranks as a yellow rank killer too
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@NullEXE said:
To be entirely fair. I bet we would miss a lot more if it wasn't around - compared to how often it makes us miss attacks.
Not true. There are tons of games without such feature and there is no issue.
Even if its true, I'd rather miss because of my mistake than because of bug/lag
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Do we really need this post?
This is forum about the game not a place to post your big brain sociology theories.
The "tHeRe ArE 2 TyPeS Of PeOpLe" sentence proves that your either ignorant and really believe it or you just want a shitstorm
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@TheLegendDyl4n1 said:
https://forum.deadbydaylight.com/en/discussion/comment/1031263#Comment_1031263
1 and 2 ok, but 3? you scream every like 30 sec in tier 3, and also when hit with shock therapy, not just when you tier up and static blast.
They scream in T3 only when they miss skillchecks.
And Shock Therapy does not make them scream, only Static Blast
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1.There is 1 second delay between releasing Shock Therapy and it actually hitting the survivior, you can use this time to escape from the ability radius (11m) or to start vaulting to make the shock pointless.
2.You can Snap out of it BACK TO T1 and its easier to do so
3.You scream only at tier up or when hit with Static Blast, the latter has 60 seconds cooldown and a few seconds charge time.
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@[Deleted User] said:
Its not bad at all. Change your gameplay and builds and you'll be fine.
Some killers just can't. The only early slowdown perk left is Corrupt Intervention
Trapper needs time AND being free of surviviors following him. Corrupt can give you a bit of time, but pushes surviviors into you.
Hag needs the same. She needs less time and has more mobility, but its still an issue. And don't forget that Ruin is Hag's perk, so it should be usefull for her the most.
Clown completely lacks early game pressure, or even lacks pressure at all. Playing Clown with Ruin was hard already, now its even worse.
Ruin rework was needed, but not like this, further changes are necessary to compensate for killers that really needed it and the old ruin was made for.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1028884#Comment_1028884
Of course. I'm not trying to convince you otherwise. I actually addressed it with this line: "That's not to say that it can't cause a hit that should have connected to miss- I'm not trying to convince you that it doesn't happen- but it's not "auto aim" or "aim assist"."
It's just an explanation of how it works.
This "ability to miss hits" is the reason we want an option to disable it. This system clearly has problem with surviviors doing rapid turns, and no matter how much effort you will put into improving it, the system will never be perfect. This is why some people want to have complete control over the hit process.
There may be not much difference or even none at all, but as long as this system exists, there will be people noticing it and complaining about "bad autoaim making them miss hits", some people are just annoyed by this, even if it doesnt do much.
Idk, maybe Im just oversensitive xD
But it looks like there are more people who feel like that, it might be worth looking into, hitting surviviors doing "360s" feels weird for sure.
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@theArashi said:
https://forum.deadbydaylight.com/en/discussion/comment/1026216#Comment_1026216
It is not just an animation after dedicated servers got introduced.
With introduction of dedicated servers situation when game autoaims you into a survivor without you actually hitting him happens quite often. It's most commonly seen during survivor animations for example survivor run behind the corner or vaulted the window. Autoaim tracks him on the other side of the window essentially robbing the hit from the killer(as killer then hits the wall directly in front of him) which feels very artificial.
Other time is when survivor/server has slight delay and survivor 360'ing literally teleports. During these times killer can autoaim and actually track survivor spinning in front of him with his camera(as if locked to look straight at him) without hit actually landing.
This is a fair point.
Even though it is not autoaim, server lag can make the "hit detection cone" bugged, and make a hit that should not happen, because the final hit detection happens AFTER the "animation enchancement" alters the camera movement. So basically it can hit by an accident the same way it can miss. This is still not autoaim, because its a bug, but player could avoid doing that if he had control.
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@InnCognito said:
In this Patch:
The hits in this game are widely, seemingly. unfair. I vault a window at any given time and despite clearing the window, with the camera pointing backwards and visually see that I cleared the window, plus the length of the weapon and still see what appears to be a clear miss. Is instead recognized as a "hit".
Same is occurring on pallets. I clear the pallet and drop it. Despite dropping the pallet, the killer has still struck my character.
- Average latency to server: 63ms
- Connection type: Wired Cat 6e
- GPU: RTX 2060 on Desktop.
- 16GB of RAM
This is probably server issue and I dont think "animation enhancement" has much to do with it. But well, the "animation enhancement" can cloud the judgement in such situation, because you cant actually see how "close" the hit was, because every hit looks like a perfect hit...
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@TheLegendDyl4n1 said:
https://forum.deadbydaylight.com/en/discussion/comment/1028619#Comment_1028619
i feel like i am actually really good with killer even though i haven't played them alot, i have watched alot of killer gameplay if that counts, from really good killers on youtube, who give commentary on their mistakes, the best way to beat your enemy is to know how your enemy thinks, im at a point in my knowledge of this game where i can predict what the survivor thinks im going to do and what they think im going to do, i usually end chases petty fast no matter what rank, especially with docs shock ability and how on certain loops i can shock the survivor and they dont have enough time to go around it again without getting hit. (and alot of my friends who have watched me play killer say im pretty good)
Uh, ok, lets say that you are really that good and you really pulled off that many perfect games, but again, that does not mean that Doctor needs nerf.
Maybe you are a very good player or just Doctor suits your playstyle. Keep in mind that Doctor is pretty unique and players dont know how to play against him yet. Compared to other killers Doctor's power is not that strong, his ability to get information is not bad, but for example Infectious Fright has basically the same effect as Static Blast and its a perk that every killer can use. So current Doctor is at most mid tier, compared to meta killers he is not that good.
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Bamboozle at least lets you disable loops you want, Cruel limits is useless because it basically works around area that surviviors are leaving anyway.
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Secondary ability button to pick up traps would be the best. (The same button you use to teleport as Hag or crouch as Pig)
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1028574#Comment_1028574
Well I doubt its true, just knowing how to play and actually playing kilker are different things, but whatever.
If you are really that good at this game, then maybe its not an iddue with Doc being OP, maybe its just you being good st the game.
The point is that if someone is able to have 27 perfect games, then it does not matter if the killer is good or not, they are just a great killer player and will do great no matter if the killer is trash or god tier.
Just because someone is a master of Clown and can destroy every optimal tryhard SWF team doesnt meant that Clown is OP killer and needs a nerf.
Not to mention that devs repeatedly prove that they balance the game based on new/average players, not pros.
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@TheLegendDyl4n1 said:
https://forum.deadbydaylight.com/en/discussion/comment/1028054#Comment_1028054
not really, i have been told i have really good game sense as killer for being a survivor main
Well I doubt its true, just knowing how to play and actually playing kilker are different things, but whatever.
If you are really that good at this game, then maybe its not an issue with Doc being OP, maybe its just you being good at the game.
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My idea for the new "early slowdown" perk:
Perk is active for the first 60/75/90 seconds of the match (could be less). While the perk is active, it gains a token for every 20% of a generator done. When the timer ends (60/75/90 seconds) the tokens are spent, and all generators are blocked for 6 seconds for each token. Aura of every generator that earned at least 1 token is highlighted to the killer.
Surviviors are not aware of this perk, generators will work normally. If they complete 1 generator during these 90 seconds, the perk will block the remaining ones for 30 seconds (5 tokens), If they 80% 2 generators (8 tokens), it will be 48 seconds, if they 19% all 5 generators, nothing will happen (0 tokens).
So basically, it forces surviviors to think before genrushing, because it could backfire. 90 seconds may be a bit too much, so it could be less, but remember that there are people who do nothing but hide for the 120 seconds while Corrupt Intervention is active. The outcome of this perk could be similiar to Corrupt Intervention, but it doesn't invite surviviors to get close to the killer, which can be harmful if you are playing Hag or Trapper.
The reason why this perk would be perfect, is because it will only help killers that need early game setup time or have low map pressure, and be completely useless on strong killers like Spirit or Billy, as this is only one time use perk that only works early game.
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Reworking ruin to work well on high pressure killers was a mistake. Ruin is Hag's perk, so it should be good on Hag. But unfortunately Ruin will be staying like this for a long time...
So even though I don't like the rework idea (too complicated and revolutionary) I agree with the point above. Hag, and even more Trapper, need some early game slowdown so that they can setup.
Ideal solution for me would be reworking ruin again to be early slowdown perk, and add the current Ruin as a completely new perk. Unfortunately such "juggle" is probably impossible, so I would be happy if Devs just added some new early slowdown perk, available for all killers.
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@GHOSTfaceP3 said:
Just make her 115% same with huntress lol
That would make her too strong in chases, surprise Traps on loops are already a great help.
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1.MORIS ARE TOXIC AF
Moris should be usable only on surviviors in sacrifice phase. I think we can all agree on that.
Cypress Mori as basekit? It can be only used on the LAST SURVIVIOR, so no problem, the survivior doesnt have to be dead on hook, because if its the last survivior then all the phases are skipped when you hook them, so nothing really changes.
Free moris in EGC? Right now? No, thank you. Even though it could be cool, it would completely defeat the purpose of mori being an item. But well, if we completely removed moris and made it basekit in EGC (only on "dead on hook" surviviors obviously) I don't think I would complain. Moris as an item are cancer, so I only use them for challenges anyway.
2.EARLY LEAVING WITH THE KEY IS CANCER TOO
"That 1 higher rank survivior" just has to camp the hatch an wait for his teammates to die, or just ######### leaves with the key...
I like the idea that keys would be only usable after the hatch has been closed, leaving early and betraying your teammates is #########. I dont know if aura reading is the best way to compensate for the key nerf, but I agree that a slight buff would be cool.
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@Pirate said:
https://forum.deadbydaylight.com/en/discussion/comment/1028032#Comment_1028032
Please read again what I wrote, dont skip after the half
Oh, Im sorry.
So, yeah, facecamping will not work, but this means that either proxy camping would still get buffed, or (if you make the trigger distance big) it woud benefit high mobility killers the most, creating even bigger gap between meta and ######### killers. So basically even though it may be good to discourage camping or force surviviors to go for saves, but it would be only the high pressure killers that would benefit from it. Just like the ruin rework basically
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@Iron said:
Through all the grilling of questions if most of you were intelligent enough to realize it they proved almost every one of your claims of lying to be false. They explained rather well over several comments how things happened. Let's just end this thread before it gets any dumber, because yes you can pip from dc's and no entity displeased is not a -2 pip
I said that that he would need 14 hours to complete that task if he 1 PIPPED EVERY GAME.
This means that Merciless killer that gives you 2 is +1 pip relative to the base of 1 pip (1+1=2 lol). So Brutal killer that gives you 0 pips is -1 pip relative to the base of 1 pip (1-1=0) This means that Entity Despleased that gives you -1 pip is -2 pips relative to the base of 1 pip (1-2=-1)
So to simplify, every ENTITY DISPLEASED is -2 pips to the goal of getting 1 pip every game, and this means every Entity Displeased increases the time needed to get 53 pips by 2x15 minutes, if he 1 pips, or 15 minutes if he 2 pips.
So no, he still did not prove anything, he either played for 14 hours straight getting 53 Ruthless Killers in a row, or played for 7 hours and got 27 Merciless Killers in a row.
And that is humanly impossible for a "survivior only main" who just started playing a killer and only is carried by "OP Doctor"
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Unfortunately, this solution would also increase facecamping effectiveness 2 times...
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@TheLegendDyl4n1 said:
https://forum.deadbydaylight.com/en/discussion/comment/1027617#Comment_1027617
not really, they usually only dced after i had hooked them once or twice and into the late game, only 1/20 games did someone dc really early.
It does not really matter.
Even if you got merciless killer EVERY GAME, it would still take you 7 HOURS.
ONLY PERFECT GAMES FOR 7 HOURS STRAIGHT
Do you really think thats possible?
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@TheLegendDyl4n1 said:
https://forum.deadbydaylight.com/en/discussion/comment/1027580#Comment_1027580
i said almost every game, so maybe get 1 dc every 2/5 games and 2 dcs 1/5 games, and i think i am actually really good at killer, since i was a survivor main for a long time i feel like im really good because i am inside of the minds of the other survivors, i know what they would do since i would do it. and on xbox, matchmaking takes me maybe 5-10 minutes. on pc its different because at red ranks you dont get potatoes every game.
Well, you just prove my point.
If you get DCs in 3/5 games, then it is impossible to get more than 1 pip average.
And if matchmaking takes 5-10 minutes, then matchmaking + match takes 15 or even more minutes... So 10 hours total...
If it took you less than 10 hours, then maybe Doc is not OP, maybe you are just too good at this game...
PS: its actually 53 pips, so its 13-14 hours instead...
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@TheLegendDyl4n1 said:
also i might add that i get a 1-2 dcs almost every game since they ragequit.
So you get 1-2 DCs EVERY GAME and are still able to pip/double pip, then I don't know, maybe you are some crazy killer god.
Rank 15 to rank 3 is 40+ pips.
If you 1 piped every game, and if matchmaking + match takes 15 minutes on average, then it would take you 10 HOURS.
And that is if you 1 piped EVERY GAME, while every entity displeased is -2 pips, every brutal killer is -1 pip, mercilles killer is +1 pip.
So basically you are either lying, somehow you are able to double pip with people DCing, or you just no lifed for 12 hours straight
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I may be wrong, but I think that its the "control" that makes Billys and Onis "flicks" so satisfying and popular, similiar to Huntress Hatchets and Nurses blinks
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1026203#Comment_1026203
It is the case. To explain:
Auto aim gives you a hit you otherwise would not have gotten.
What happens in DBD is that the game recognizes that you've gotten a hit by checking a cone shaped area in front of you for survivors, then pulls you towards them to make it look like you'd expect (so your weapon actually makes contact). It will not give you a hit unless you actually aimed at them. Basically it dresses it up after the fact.
That's not to say that it can't cause a hit that should have connected to miss- I'm not trying to convince you that it doesn't happen- but it's not "auto aim" or "aim assist".
Hmmm not sure if I get how it works, but certainly it impares your judgement of "how close" the original hit was, so you cannot see if the hitbox is bugged or if there was a lag.
So thats why I would want an option to disable it, if it can make you miss a hit then even more so.
I am aware that it could make hits look wierder, because, If I understand correctly, "attack hitbox" is bigger than it looks like, thats why the "animation enhancement" is there to make it look more realistic. I know this is not a competitive game, so I have no complaint about it being base feature, but there are players who like to take it more seriously, and I would like you to allow them for that. I believe it wouldnt affect the game in a significant way if a few players would play without this feature.
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@Mikeasaurus said:
https://forum.deadbydaylight.com/en/discussion/comment/1026195#Comment_1026195
The Devs sure like to name these 'features'. Personally, when the camera literally follows the survivor as you swing, I like to call it auto-aim. I play on console and it's so damn annoying when it does it because it messes up the view. Would be nice to have the choice to turn it off.
Yeah, but there are basically 2 explanations:
- Camera follows BEFORE the hit (so its autoaim)
- Camera follows AFTER the hit, to make it look better (so its trying to hide lag)
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@Adriang14 said:
The devs said there is no auto aim and that it’s just “enhanced animation”
This is what I meant by the "conspiracy theory" thing...
Never seen any actual proof devs said that, most were some reddit rants, if you have one (proof, not reddit rant), then I will gladly take it
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It wouldn't work, because surviviors would just force the killer to be under the hook
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Unfortunately I don't think that would work, It could be fine as a tool to discourage tunneling, but wouldnt work as slowdown. Slowdown is needed early game, not late game
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@ReallyBigShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1020507#Comment_1020507
I never said that. As others have pointed out, there are better solutions.
Ingame communication will probably never happen, I dont think devs are even intrested in it
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So punishing SWF is "the worst idea", but everyone else being punished by SWF is fine? This is what lacks logic
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The Shrine is random
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Borrowed Time is fine.
15 can be long, but is not enough for surviviors to be aggresive. BT is basically nothing compared to DS.
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@Alaskandaredevil said:
I think it's stupid to nerf the same perk again
Last update to this perk was a buff anyway
Doesnt matter how many times something was nerfed, what matters is how strong it is and if it does its job properly.
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@Johnny_XMan said:
Picture this:
• A camping killer camps.
• The only way to unhook the person is to bait the hit, because otherwise you get grabbed.
• Survivor takes the hit, unhooks, and then takes another hit and goes down.
• Now the killer tunnels the DS survivor, and downs them.
• Killer returns to hook the survivor who saved.
• Survivor originally hooked loses DS.
Tell me... what exactly could the survivor unhooking done different? Do gens? Bring BT?
Nah. We shouldn't be forced to bringing that perk in literally every single match. So that's why DS the way it works is the most balanced you will see it. Killers underestimate how much pressure there is in simply slugging, and guess what? Many killers already slug DS or no DS, because it is that good, and a luxury.
You are 100% right, but this is not tunneling, this is normal camping. I completly agree that camping needs to be punished, but DS is NOT a perk to deal with that. Camping should be punished in a different way
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@ReallyBigShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1017965#Comment_1017965
Not allowing people who are just playing with their friends to use any perk they want after they earned said perk, simply because they are playing with their friends...not a punishment.
Just stop.
Knowlege of skill levels and playstyle of all surviviors, ability to synchronize perk loadouts, ability to synchronize offerings and item addons and potential ability to communicate, simply because you spent 5 minutes to invite 3 people...not an advantage
Just stop
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@Sinner5Gonn4Sin said:
https://forum.deadbydaylight.com/en/discussion/comment/1017607#Comment_1017607
Mh. Corrupt Intervention, PGTW for the best ones, but you still have Thanatophobia and Dying Light.
Also Unbreakable is a one time use, so while it's a counter if you get slugged one time, once it's used, it's basically nonexistent.
######### are you talking about.
Corrupt doesnt buy you time, only space, can easily backfire.
PGTW is strong but nothing OP, doesnt work early game, works only on 1 gen at a time.
Dying Light is garbage, doesnt work early or even mid game.
Thanatofobia doesnt do ######### compared to Ruin, doesnt work early game, needs certain killer powers/perks to make it even usable
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@foxreinherz said:
Time the most valuable resource in this game. If you're being chased, at some point or another the killer will catch you, so waste their time so your teammates can do gens. If you're not being chased, at some point the killer will find you, so use your free time to do generators. That's why SWF will always be better than solo play, because you can coordinate when to save a teammate from the hook or do generators without wasting everyone's time.
Taking time from your match to cleanse totems is not something to be taken lightly. It's time wasted. With Hex:Ruin, as soon as you see the red skill check you already know what you need to look for it. Not the case with Hex: No One Escapes Deah, because it only activates when the exit gates open, and the endgame collapse starts.
If you can't afford to waste time in the middle of the match finding and cleasing every single totem, you definitely can't afford to waste time in the endgame collapse.
Thats the risk.
Either waste time cleansing or get rekt by NOED
Well its a garbage perk anyway, Devour is 10x better