Artick
Artick
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- Artick
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Comments
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There's nothing to fix. You are welcome!
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1661839#Comment_1661839
Soul Guard didn’t quite make the cut because half of its use required the killer to have a hex perk.
With undying/ruin being THE meta right now there has never been a better time for soul guard to shine
And oddly enough(not really) it still does not shine because the perk is just too situational and needs 2 others perks to work.
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If the last part ia also on cooldown then it may work.
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"shake up the gameplay"? You mean trying to dodge literally insta shots, with no ADS time? And even if you do, he'll just m1 you? Seems like there's a lot I can do against this killers, definitely the issue is I don't want to change my playstyle from having a chance in a chase to lose lose chases.
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@Yamaoka said:
The perk effect is amazing against the Pop/Corrupt/BBQ or the Ruin/Unding/Tinkerer meta - at least on paper.
Theory != Practice
A lot of things can be good on paper but they suck big time in game. Repressed Alliance is one of these things.
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/1659159#Comment_1659159
This is a latency issue, and it's not part of Hit Validation which is entirely for melee hits. We're aware of the issue, and are looking for ways to address it.
Are you also aware of Dead Hard not working most of the time? Are you looking into ways to address it?
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Hag has some nasty combos, without any reasonable counters. They over reacted some years ago and buffed some of her addons way too much IMO.
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But does We'll Make it stack with itself? If you unhook 3 survivors in less than 90 seconds do you get 300% speed or still 100%?
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Yes. Other survivors have no idea who is working on a gen, you can go to a pallet you 100% know it's there just to have it blocked. You can't play around it, you can't avoid it. It's just pure rng. No thank you.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1657079#Comment_1657079
It doesn't take you 2m30s to run from one door to another.
Are you assuming the killer is sleeping during that time?
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And this is a prime example of how awful this community is. Screaming their lungs out without even understanding anything.
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Clown.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1649418#Comment_1649418
They’re people.
They’re susceptible to burnout from frequent bombardment of vile negativity just like you, or me, or anybody else.
Throwing money or wage at somebody doesn’t magically make them cope with that.
That doesn't change anything? If that's the case they shouldn't be community managers anymore. I understand everyone may get sick of this community, but if they do then they should step down. There's no point in having 15 community managers if no one of them actually communicates with the community.
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@Mooks said:
They probably realized it doesn’t matter what they wrote and people were always out to twist their words and try to bash the dev-team
While that's 100% true, their job is literally to communicate with the community. Otherwise, why are they paid?
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The obvious exception you guys ignore just because it doesn't fit your agenda:
The killer is in control of who uses ds and who does not. If you do not tunnel of hook and go do literally anything else DS doesn't come into play. It's your choice to trigger DS or not. The same thing can not be said about POP.
And before you come with the "I hooked another survivor and when I came back he still had DS" bs lie:
If the forums thought us one thing is that killers say chases are too long and at least one gen pops before they can catch someone. A gen takes 80 seconds, so a chase is longer than 80 seconds according to killer mains. For you to find another survivor, chase them, hit them 2 times, hook them, come back to the other survivor, chase him, down and pick up again in less than 60 seconds is impossible if chases are that long that you always lose one gen.
So how it is? Are your chases so long that gens need to be nerfed? Or aren't they? Because you can't have it both ways. You can't tell me you lose one gen per chase but at the same time you manage to chase and down 2 survivors in less than 60 seconds in order for DS to proc. Seems like a lame excuse for tunneling and not wanting to admit it.
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@D3spair said:
This is the counter for your concern build and it came from the Game Designer :)
https://us.v-cdn.net/6030815/uploads/915IVBPC6AQ1/do-bones.png
How can I cleanse Tinkerer? That's the main problem of the build. Not just Ruin + Undying, but Tinkerer added into the mix.
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You must be fun at parties...
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@oh_0k said:
https://forum.deadbydaylight.com/en/discussion/comment/1633726#Comment_1633726
So then what would be the peak of balanced? Wouldn't the best balance be the player who is better than the other player will always win?
Also Mad that I made assumptions about you but then makes assumption about me. Looks like you need to look up the word hypocrite
You are missing the point. Let's try one more time, slowly:
You quated Aven_Fallen who said the devs never said the Hillbilly is the most balanced killer. Therefore, the discussion here is not if the Hillbilly is actually the most balanced killer or not. The discussion is if the devs said that or not, which can be easily determined by looking at the topic you linked. They said "the best player often comes out on top". From this you can only infer that devs believe Hillbilly is pretty much balanced, you can not infer that devs believe he is the most balanced.
The post doesn't say how he ranks against other killers according to the devs. You can not possibly know from that post if the devs believe there is a killer that's more balanced than Billy or not.
Again: the argument isn't if Billy is actually the most balanced killer or not, the argument is if devs said that. They didn't. It's your own misinterpretation. They only said he is balanced, not even a single word about he compares to other killers in their opinion.
About the other thing: I'm not mad, just pointing out facts. You completely misinterpreted my post(see a pattern here?) and assumed I meant Billy is OP. You made assumptions about me out of thin air. On the other hand, my "assumption" was based on what you wrote, not on some made up things. So no, I don't need to look up the word hypocrite.
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@oh_0k said:
https://forum.deadbydaylight.com/en/discussion/comment/1632928#Comment_1632928
"the best player often comes out on top"
Idk man that sounds like a pretty balanced killer to me
But your probably one of those people who think a killer is only balanced when survivors always come out out on top
"the best player often comes out on top". That means Hilbilly is pretty much balanced. It doesn't mean he is THE MOST BALANCED killers. He may very well be, but that's not what the devs said.
Anyway, since you instantly made assumptions about myself without knowing me, you are probably one of those people that will attack anyone who says anything that doesn't fit their agenda.
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@oh_0k said:
https://forum.deadbydaylight.com/en/discussion/comment/1632434#Comment_1632434
https://us.v-cdn.net/6030815/uploads/VOM4JSFAWG2R/capture-png.png
No they did very much say he was the most balanced
No they did not. Maybe learn to read?
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Unbreakable is perfectly fine. The perk is designed to counter slugging. The counter is already there: don't slug.
Stop complaining.
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/966349#Comment_966349
This is exactly right. There are a few perks like this (Technician for example) that aren't intended to be very useful to veteran players.
What are Visionary, Boil Over, Poised, Blood Pact intended for?
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@Zozzy said:
Survivor meta will only shift if the nerf the current perks into the gutter or release something even more op and detrimental to the killer.
Anything that doesn't screw the killer over is seen as "weak"
Let me replace the only 4-5 good perks with Boil Over and Visionary. That will surely make for an entertaining game experience.
On that same note, when are we going to change the meta for killers? Oh I forgot that's only an issue if it's on the survivor side.
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@SloppyKnockout said:
While I agree that can happen to an extent (I truly believe people do this with Freddy, either that or they are just really bad because he is easy to loop), I don't think people did that with Nurse. Nurse did need some adjustments. Did she need them to the extent she got? Probably not, but it did weed out the Nurse players who quite simply, weren't that good.
As for Deathslinger, he does need a downside to being able to spam M2 and fake his power constantly. That kind of zero effort, free zoning shouldn't exist.
What is the extent you are referring to?
Not having 5 blinks?
Not being 4.6 m/s?
Having one second cooldown on blinks which can be completely negated by addons?
Seems perfectly justified to me. Since blinks are so strong they need some kind of penalty when missing.
(yes, I play actually play Nurse)
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1630423#Comment_1630423
Physicist. I only asked because your pseudo code seems horribly inefficient, since it's constantly checking whether the power was activated instead of just toggling the change on activation/deactivation. It also gives your claims more credibility if your credentials are on the table, so to speak.
This is correct. The game uses an event system so they just have to call SetModel(or whatever the function for setting a model is called) when the "power activated event" is fired. The initial pseudocode wasn't mean to be the best solution, just to prove that such things can be done in an extremely simple way.
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Lose-lose situation is everything but fine. It's boring, frustrating gameplay where your skill doesn't matter one bit. Get rid of that and if needed buff him in a different way.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1630039#Comment_1630039
Do you know how to program?
I do or I wouldn't be talking about it. I have a computer science degree and I'm a programmer. What about you?
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1630039#Comment_1630039
Why exactly should I trust that what you are saying is that simple?
Frankly, I couldn't care less if you believe me or not since you don't care about facts. Multiple people that are programmers told you that IT IS that simple. How can you insist it isn't when you have no clue about programming is beyond me. What are you basing your opinion on? What knowledge?
That's how this discussion went:
1.Someone tells you it is extremely simple.
2.You say "but what if it isn't" without providing any arguments. Just "what if it isn't".
3.Someone else tells you it is that simple and provides pseudocode and the steps needed to do it.
4.You repeat step 2.
And so on.
Do you honestly believe we are all idiots or have some hidden agenda? Do we win a prize if we manage to trick you?
LMAO have some common sense please.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1629446#Comment_1629446
But they don't, though. Oni's model changes as a result of his power, so he had that functionality built into him from the start. A Killer such as Legion did not.
https://forum.deadbydaylight.com/en/discussion/comment/1629517#Comment_1629517
Like I said, I doubt it's that simple. Explaining it in layman's terms doesn't actually mean it is simple.
Dude, with all due respect, if you have no clue what you are talking about stop contradicting people that do. The whole "functionality" you keep talking about is this:
if(power activated) SetModel(power_model)
else SetModel(regular_model)
THAT'S IT. Big functionality.
Literally all they have to do for legion is 3 lines of code. Stop acting like it's complicated, it's not. They just don't want to spend their time creating the different animations/models for the masks. It's not about programming it into the game.
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@TAG said:
https://forum.deadbydaylight.com/discussion/comment/1627746#Comment_1627746
I highly doubt it's that simple since Legion does not function like Oni.
Guys, it's a freaking model, all models function the same. Stop making excuses for the devs. They literally can make 4 different models internally(with one expression each) and switch between them at random intervals or depending on some conditions(for example if the killer misses a swing he gets a sad face).
They aren't programming the next mission into space, come on.
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Unstoppable is broken. It's basically Sprit Fury + stronger Enduring + Lighborn. During that one minute you can literally catch survivors in seconds because no stun and the pallet breaks instantly.
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@ZCerebrate said:
I made a post about this a few days ago after noticing certain pallet loop/jungle gyms without a single pallet spawn which should be exceedingly rare if possible at all. Running to a jungle gym and noticing it only has a single window vault and the closest pallet loop outside of it doesn't even have a pallet just marks it as a dead spot for me... which definitely seems like it's increased on maps like Red Forest which as a survivor I dread going to as it is.
As a Killer, I'm fine with this change... now if they would only address the same thing on Ormond or Hawkins which is just literally infested with pallets.
To be honest, Hawkins pallets are all extremely unsafe. That's why it has more pallets. I'd love for them to make the pallets on that map actually usable, but reduce the number.
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@Aven_Fallen said:
Deja-Vu is so strong that they even limit it to 2 people per Team in Tournaments.
These devs I swear, they keep giving survivors op perks like Deja Vu, Boil Over, Visionary and so on.
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So do Otz and Dowsey prove killers are op? Because if the answer is not and you still believe one tournament proves survivors are op, then you are just biased.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/1617860#Comment_1617860
Nurse is definitely still top tier, assuming you can hit your blink attacks consistently. She’s the only killer that is theoretically entirely loop proof. (In a chase she’s kind of like a Hag who can just teleport anywhere she wants within range.) I also think she’s the least fun killer to play because staring at your feet for 1/3 of the match and having teleports be blocked by random invisible teleport proof parts of the map is super annoying. She could really use a revamp to make her less annoying to play.
That's just your opinion tho. I enjoy playing nurse and she is my main. Since she is so powerful she can't be made any easier to play.
You have other killers if you don't like the Nurse gameplay. Just let her be.
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@CalamityJane said:
https://forum.deadbydaylight.com/en/discussion/comment/1617904#Comment_1617904
In which case you see every killer at every single loop and remove every possiblility for mind gaming every tile, the same way it already decimates Freddy.
"decimates Freddy" lmao. Freddy isn't the killer to cry about tbh. He's doing just fine. Place a snare and the survivor has to leave the loop.
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Flip it so it works when close to the killer(16 meters or so), not when far away. That way you can't spot a trapper placing his traps if you are on the other side of the map, only if you are actually close.
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@Primalux135 said:
https://forum.deadbydaylight.com/en/discussion/comment/1614258#Comment_1614258
Dont dare to touch my pyramid boi!! I dont want he become Behavioured as Nurse.
Nurse is still top tier?
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"Wahaaaaa all survivors run the same second chance perks"
"Wahaaaaa why survivors don't run second chance perks"
Make up your mind already.
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@xenofon13 said:
Seems like you got 60 tick rate hit.
Seems like he got BS hit, but some people will say anything to defend this kind of crap.
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@OmegaXII said:
Well, survivors technically can't die because they got revived every time. So why keep them safe? :)
But giving them masks and gloves would give them hope of staying healthy? And entity needs hope?
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@MonsterInMyMind said:
Nah i got a better one optimization.
Don't say the O word, you are scaring them!
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@TheButcher said:
https://forum.deadbydaylight.com/en/discussion/comment/1584666#Comment_1584666
... The hatch was put in the game because the last survivor would just hide instead of doing gens. That was classified as taking the game hostage. Since then the same thing continued to happen, but with 2 survivors instead of one. In addition survivors trying to sabotage each other. The more important problem is when you have a game that the two survivors are both smart enough to know that sabotaging each other risks getting killed more than if both just ignored each other and hid for the rest or the duration of the match.
But yeah. You're comment totally makes sense. /s
Hatch was never added for this purpose?
Hatch is in the game since launch. The only purpose is to give the last survivor a chance to escape, not to prevent hostage situations. EGC was added to do that.
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/1601070#Comment_1601070
Settled already in Allman style.
func()
{
}
100% agree
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Now if we could only settle
func() {
}
vs
func()
{
}
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Bing bong your opinion is wrong.
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So you are saying Nurse should always get a 4k? 2 kills 2 escapes IS balanced.
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@JawsIsTheNextKiller said:
I typed ILIKETOCHEAT and it autoequipped DS and Unbreakable.
Nah it picked spirit with stridor.
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@PrettyFaceKate said:
https://forum.deadbydaylight.com/en/discussion/comment/1593769#Comment_1593769
This is the correct explanation. Although, admittedly, I don't know what's the default minimum number of pallets on pale rose.
In general, when you see a double pallet, it means that the maze tiles mostly or all spawned as t/l walls.
This. The map doesn't have enough places to spawn the minimum number of pallets so it will force a pallet to spawn disregarding the distance rules, just to get to the minimum. That's actually good news for the killer, it means the map is pretty much a deadzone.