Artick
Artick
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- Artick
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Comments
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Idk how people can't see how flawed a 2v8 would be.
Survivor is at a loop.
Killer 1 loops from left to right.
Killer 2 loops from right to left.
Chase ends in 2 seconds.
Repeat & profit?
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By actually aiming. 360s works only against bad or inexperienced killers.
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@Canas said:
Just had a game on the reworked Autohaven map as Plague, I was trying to mark one of the exit gate levers with my puke when I noticed an invisible wall stopping my projectile(s). Is that normal? Why was there no mention of this anywhere? Or is this another unintended bug?
Plague is already an extremely underperforming killer, nerfing her like that would be completely unjustified. If anything she deserves major buffs and/or a rework.
"Extremely underperforming" at 62.08% in Red Ranks when the balance target is 50%. Yep ... "extremely underperforming". What would you qualify as "balanced"? 100% killrate?
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It isn't bannable, it shouldn't be bannable and it won't be bannable. However, killers don't have the right to cry BT/DS and the rest while camping and tunneling. "Wohoooo he used BT and I can't camp as efficiently". Great, that's that what BT is supposed to do.
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Unbreakable, Soul Guard, Tenacity, WGLF are necessary, blame slugging.
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Being able to mori someone is an extremely overpowered concept, that's why killer mains like it. How would you make it fun for everyone(unless everyone = killer) when it completely negates the game for survivors?
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Why? Cause you don't want your new op combo to become slightly less op?
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/1788959#Comment_1788959
Exactly this. Hit Validation prioritises the player with the better connection to the server so it's distinctly possible that the killer had the better connection so prioritised their hit.
It is also way more likely that the system doesn't work correctly yet.
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I keep seeing BT is OP topics yet no one wants to run Insidious or Wraith.
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Oh no, the sky is falling again!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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Stridor Spirit is not healthy
Deathslinger is not healthy
Spirit Fury + Enduring is not healthy
Ruin + Surveillance is not healthy
Ruin + Undying is not healthy
Forever Freddy is not healthy
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The only thing you proved is you really need to git gud instead of letting Bloodlust carry you. This is why it needs to be removed, it rewards killers with free hits for playing terrible.
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Why are you guys still crying about everything?
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"Oni is a worse Billy"
"Billy is a worse Oni"
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@douggie123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1750088#Comment_1750088
The only counter is keep away from Pallets which isn't always going to be the case.
Ah sorry, I didn't know you were meant to ALWAYS be able to counter a perk.
Also the perk is garbage. Try to learn from the past and stop crying about everything. It's always the same:
1.PTB starts with garbage tier survivor perks.
2.Killer mains come with the most complicated possible scenario to prove one of the perks is OP and the sky is falling again.
3.6 months go by and no one uses the perks because they are trash.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/1747428#Comment_1747428
I want to point out, that it is not the Developers job to be here on the forums, that's why there's a Community Team - Almo is here in his free time and it is purely his choice, I also know that Janick is here reading feedback pretty often and whilst he might not always communicate he does read the feedback and has been doing so for the PTB feedback in particular.
It's not about being "scared" as you put it, but purely down to time constraints within their work and in a lot of the cases, unconstructive feedback...which is why we request that people when having a discussion keep their posts civil and actually discuss the topic instead of just ranting - threads like that are much more likely to be read rather than ones that rant. And whilst Developers might not always comment, the feedback is passed on to them , that's part of the Community Team's job.
"that's why there's a community team"
Ironically, the communication was so much better back in 2016-2017 when there was no "community team". It's mind blowing how you can have almost inexistent communication with your players while having a dedicated team to do just that.
Just my 2 cents.
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Hiding and not giving you a free kill is playing the game, just saying. I can see why it is annoying and I wouldn't do that myself, but if as survivor you know you will be dead the second you touch a gen then hiding and waiting for hatch is a valid playstyle.
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@Ecstasy said:
https://forum.deadbydaylight.com/en/discussion/comment/1734555#Comment_1734555
To me, their changes suggest that your ideas are actually opposite of how they want people utilizing the perk.
Granting extra opportunities at the expense of a longer set-up time (and just above the chase-time the move buys) would indicate they don't want you lifting pallets in front of the killer at all.
IMO, using it in front of the killer feels anti-thematic too, while the game already has problems where killers feel weaker than survivors; and the only real value to double-stuns seems to be bullying... which is the last damn thing this game needs to facilitate these days.
It's not an active chase tool, it's about strategy and support. It's a brain play for setting routes the killer takes for granted, whether for yourself or someone else later, and something you can utilize when someone else is being chased provided the killer doesn't notice you revitalizing even a pallet that they even saw dropped just 10 seconds prior. Even if its not designed for a chase, they kept the set-up short enough to apply in a hunt.... being where the killer is still on you in that area but you've dodged them just long enough to convert that time into the perk for a guaranteed window you'll sprint away unimpeded.
In the right conditions, it's a perk that might give you even a second or third use of what people call "The God Pallet," so I'm thinking there's enough value without it helping to dunk on killers even more... at least not without something risky to somewhat earn that double dunk anyhow
Your "analysis" completely disregards(quite conveniently I would say) the fact that killers instantly break any pallet that's even remotely good.
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To make sure no one ever manages to use the perk.
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Because killers actually played the game instead of complaining about every single damn thing. Don't get me wrong, their complains would have been 100% justified back in 2016. But now? Just get good already and accept the game does not revolve around you.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1723697#Comment_1723697
Let's not forget Pig's Razor Wires MODERATELY increase the chance of triggering skill checks while searching Jigsaw Boxes by AMAZING 2%
This is actually the perfect example for why the devs keep the descriptors as they are.
Do you know how often the game rolls the dice to decide whether or not to give you a skill check? Once per second. If you're repairing a generator, the odds of you getting a skill check are 8%, following a binomial distribution.
That means that over the course of 80 seconds (base generator repair time), the odds of getting, say, exactly 10 skill checks is about 5%. With a simple 2% increase, the odds of you getting exactly 10 skill checks over the same period of time are doubled to around 10%.
Now, Jigsaw Boxes have an 80% chance to trigger a skill check (again, still once per second and following a binomial distribution) and the interaction takes 12 seconds by default. The odds of you getting 10 or more skill checks (assuming you never miss any, that's 10, 11, or 12 skill checks) with that chance are about 56%. At 82%, however, the odds for the same thing increase to about 63%. That's a fairly moderate increase, IMO.
I used this handy binomial probability calculator, in case anyone wants to double-check my math: https://stattrek.com/online-calculator/binomial.aspx
I don't always agree with the words they choose to describe the effects of add-ons (I mean, 0.6 seconds is "considerably"? Really?) and agree the descriptions need a rework, but there's a reason they use words instead of the actual numbers. It's far easier for someone to understand "moderately" than to understand a 2% increase.
Are you trying to use logic and math to justify things? We don't do that here. "hurr durr devs bad WOW"
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So you can basically play any of the top tier killers in the same game, at any point? This does not sound busted at all.
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If anything, her busted addons need to be nerfed. Hag is S tier.
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So just a question. When I'm supposed to blind the killer if I can't do it when they are stuck in an animation? Maybe you'd like the insta blind flashlights back, then you can have your blind immunity during animations.
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Be honest, how often do you have 4 man seal 6 swfs on coms with OOO?
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It was announced, it was in the patch notes. Just upgrade the perk like you do with any other perk. Stop complaining about every single thing.
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@ToxicMyers said:
https://forum.deadbydaylight.com/en/discussion/comment/1709514#Comment_1709514
those stats are meaningless because of the variables not mentioned in those stats
But if the stats said that survivors are completely overpowered instead of showing killers are, then they would somehow instantly become valid and every single killer main would spam the forums with topics about the said stats. Oh the hypocrisy...
It amazes me how a streamer playing 100 games to prove a point is considered infallible proof because it fits ones agenda but stats across million games somehow are not valid.
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How often do you get a 4 man swf in midwich given that 4 man swfs are less than 1% of the playerbase?
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And here we go again...
Survivors aren't allowed to have anything new or fun to use. No matter how hard it is to pull off, how many perks, how rarely it works. Plus if they are doing that then no one is on gens. Thought you wanted survivors to stop genrushing...
Then you guys also complain the survivor meta has been the same for 4 years. Make your mind already: you either want new things to shake up the meta or want everything new nerfed?
But oh, I forgot the mention. If killers have strong builds then that's completely fine because it's for killers.
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@Zeus said:
https://forum.deadbydaylight.com/en/discussion/comment/1700772#Comment_1700772
Sounds like dead easy to me.
They should rename it to "dead easy" and call it a day. Faster than actually fixing the perk.
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Please, can you give us any input? I know people keep twisting your words and making conspiracy theories, but I'm just interested in what you guys have planned/what you'd like to do.
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@DerpyPlayz said:
https://forum.deadbydaylight.com/en/discussion/comment/1700747#Comment_1700747
Regardless if the forums doesn't have or does have the majority of the playerbase, I say only the majority in general as in everything combined.
Killer mains: omg nerf survs so op.
Devs: okay, we nerfed survivors
Survivor mains: omg nerf killers so op
Devs: okay, we nerfed killers
Repeat.
We would not get anywhere. Poeple saying it will actually improve the game assume it means devs would only listen to their side and nerf the other into the ground.
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@TheWarNung said:
New perk:
Press the action button while injured to gain the Exhausted status effect for 60 seconds.
Secondary effect: none
Activate-able Perk. You can take a beating. When Injured, tap into your adrenaline bank and die.
- Press the Active Ability button while running to die.
- During the dash, you avoid nothing.
Causes the Exhausted Status Effect on the ground for 60/50/40 seconds.
Dead Hard cannot be used at all.
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@DerpyPlayz said:
Really simple, pretty much what the title is.
I am of course assuming we only take account of the majority of the player base and not single players claiming whatever thing to be listened too.
What do you think would be the result of the game in todays terms?
The majority of the player base is not present on the forums. Therefore nothing will happen since every single topic will have to be disregarded as per your rules.
But if we ignore that, the game will be dead 100%.
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Solo is relaxing? You clearly didn't play enough. Solo survivor is more miserable right now than killer ever was.
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I'll say it too: Myers is fine. You killer mains got to used to bs killers like Spirit you can't even notice a balanced and fun for everyone killer when you see him.
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/1698924#Comment_1698924
They just did a Q & A stream. They also said that Dead Hard is getting reworked from the ground up.
Thanks! I guess I'll have to wait for the stream summary.
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It's not op. If a survivor perk/combo actually does something in a very specific situation it is not op.
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Where did they say this?
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@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/comment/1693029#Comment_1693029
Op is talking about the fact that there are certain breakable walls that the killer must break or it creates an infinite.
Which is really not good design. It means that the killer has to waste a lot of time they can't afford breaking these before chases or they lose a lot of progress during a chase if they don't.
"we have to waste 2.6 whole seconds literally unplayable" - a killer main, probably.
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@Ihatelife said:
https://forum.deadbydaylight.com/en/discussion/comment/1691154#Comment_1691154
Okay, but not a 32 meters range. It's definitely not enough for the info type perk.
It's 96?
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Don't worry, it's just the regular "sky is falling" reaction you killer mains get with every change that's not a survivor nerf. It will pass.
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@gibblywibblywoo said:
Davids perks have always clearly been designed to bait the killer into chases or dropping chases with another survivor for you so it would make sense. DeadHard is basically a free health state on demand ( in the hands of a decent looper) that can be reused. I've probably lost more games to it than any other perk.
However, they are both teachables and combining them would remove one of davids perks which is a no-no.
Let me fix it for you. Swing 0.1 seconds later.
You are welcome.
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@Spooky13 said:
https://forum.deadbydaylight.com/en/discussion/comment/1691028#Comment_1691028
Aren't the new Hallowed Blight cosmetics coming too? Or is that also Wednesday?
I'm not sure, I really don't care about the rifts and cosmetics. That's just me tho, I know many many many others do.
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@WishIcouldmain said:
What's in the patch again is it the updated perks and MacMillan graphics?
PH change, perk changes, MacMillan graphics rework.
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TL;DR deep wound is not massively in killer's favor so I propose to change it because why not.
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DS was never advertised as an anti tunneling perk, that's just something community assumed and kept repeating. With the rework they simply wanted to reduce the time DS can be used from unlimited.
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Dead Hard, Unbreakable, MOM, Decisive, Soul Guard.
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Only if the killer gets a 10% movement speed debuff each time they down a survivor faster than 60 seconds.
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Can't wait for killers to complain about Deja Vu next!