Bwsted
Bwsted
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The results weren't made public afaik.
However, I can pretty much tell you how vanilla DbD would go after given a little time to settle. Survivors play super immersed and hold m1 as much as they can. When found, they pre-drop every pallet in existence. Killers camp and tunnel the ######### out of the first soul they find. Rinse'n'repeat.
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@kaijudane said:
I remember seeing this suggestion a long time ago and of course it was met with disdain. By that logic we shouldn't know how many generators are left to complete. I think it's a great idea to also show remaining totems.
What was the criticism? I really can't see anything wrong if this was implemented.
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/1870981#Comment_1870981
Well most people seem to dislike the new HUD and animation changes so chances are they're not going live anyways.
Well, if BHVR has set a precedent on anything is that they're more than willing to push broken patches to live while ignoring feedback.
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@Chchchcheryl said:
https://forum.deadbydaylight.com/en/discussion/comment/1870933#Comment_1870933
wait what bubba can counter BT?
Yes, he can double smack through BT if he times it right. Add-ons make it even easier. I did it to a Meg once, but only because she sought my attention all game. I had to be a gentleman and not let her down (no pun intended).
The only thing that would counter it is maybe Sprint Burst, if there aren't vaults/pallets nearby.
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@Sonzaishinai said:
I don't know about you people but when i see a meg standing upright completly still staring at me from a distance i get way more chills then any killer gave me
Nothing compared to male characters with their Chad stride. Literally giving me Terminator vibes of Arnold walking up to me to deliver an ass kickery T-800 style.
Otoh, the male running animation looks like an out-of-shape middle-aged man going for a jog.
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Look at the bright side, you just let her have the Left for Dead achievement, one of the hardest in the game. Entity Pleased, if you ask me.
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Lol I was just watching that. I've got nothing to add really. I agree with every single point he made and I've disagreed on many things he said in the past.
In the end, we always knew that DbD is a monopoly and that's the bane of its existence.
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From what I've seen and then experimenting myself a little bit, I pretty much agree with everything you said.
This is a buff to what he was already good at, without really changing what made him frustrating to play as and against.
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@Erasox said:
I thought the clown has no cooldown between throws.. Or i dont understand this addons..
He has no slowdown between throws. But he definitely has a cooldown, both from a throw into another or from a throw into a swing.
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That's just to make sure survivors slam gens even harder.
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@TheRockstarKnight said:
Fingers crossed they just realized that making it not stack would mean that if two people in solo queue brought it, then it'd be a wasted perk slot for one of them, and that they're holding onto it for a bit until they think of a way to address that.
They should make it stack only for the people equipping it. Maybe stack for a lower amount than full, like 50%. Anyone else gets the effect only once. Seems simple enough to me.
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I WISH I HAD IT RECORDED
Well, you didn't.
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If you are not the obsession, the killer will be stunned for 2.5 seconds.
Your change makes the perk void. Around last September, DS was bugged on some killers and the stun was about that long. Take into consideration that the survivor is also locked in the falling animation at the beginning. Needless to say, that stun did literally nothing and survivors were re-downed immediately.
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I don't think 2nd Wind issue was the the healing time, but the activation condition. It's an ok buff, but not the buff that makes it palatable.
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@Altarf said:
https://forum.deadbydaylight.com/en/discussion/comment/1867693#Comment_1867693
How, exactly, would they fix Bubba's camping without nerfing him into oblivion? Billy can camp almost as well as Bubba, although obviously not quite at his level. So can Myers. So can Twins. Are any of these killers overpowered? No, quite the opposite with the latter two. I'm interested in hearing what possible way you could nerf camping with Bubba without removing parts of his kit. Remove his ability to multidown? Now he's worse Billy. Remove his instadown? Now he's the worst killer in the game.
I just want to point out that not being OP is the first thing I mentioned. So, I don't understand why you felt to bring that up again.
Anyway, yes, I'd make a dash end when it connects to a survivor. As it stands, his multidown is primarily a camping tool. You can get multidowns in other situations only on rank 20 level boosted of survivors. That would make him on par as camping potentials as other killers, while his chainsaw will remain mechanically different from Billy's. And also easier to use. But his chase potential will stay the same.
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I wouldn't say he's OP. He suffers though from a few issues that turn him into a somewhat very easy killer despite already being strong at base.
Namely:
- Bamboozle just makes him into a mindless pallet chugger. Vaults are the place where the chase interaction and mindgames take place and this perk just denies all of that. It's either give the pallet or get downed. However, it could be argued that the issue lays in the perk rather than the power.
- Dedicated servers work terribly on his stuns. Basically, if the survivors time the pallet stun correctly when he's chainsawing, most of the times he still gets the pallet break without the actual stun (the survivor will receive the score event, though). And that's if the survivor doesn't get dedicated through the pallet. That's actually a bit of a big deal, because that's the only thing the survivor can do and it also has a skill component.
So, in essence, he has two counterplays and both are taken away by design issues.
There's also the whole camping thing. However, if the devs wanted that to go, they would've fixed it. So, I'll assume that's intentional. Which is even worse in a sense.
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They're changing rank reset to put everybody back to rank 20. That essentially fixes killer adepts.
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I've already made an extensive description of what I think it will turn out. Summary: the chase interaction is probably gonna be exactly the same, i.e. force the early pallet drop. At some loops, he might be able to get a free hit with the pallet down due to the speed boost. Other than that, he'll maybe be able to catch up faster between tiles. Map pressure is gonna be slightly better, but not dramatically so.
I guess we'll have to wait for the verdict with tomorrow's PTB.
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Your reasoning is solid, but you need to suggest an alternative to kill rate then. Otherwise, the whole conversation is moot.
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@Slashstreetboy said:
They maybe won´t agreed. But only in case no one sees you become undetectable after kicking the gen, no one cleanses the third seal and you have successfully hit all of them beforehand, all for the price of 2 perk slots!
Don´t get me wrong I appreciate people trying out fancy/Off-meta stuff but I think it´s far too costly for the benefit.
But soon you will be able to use Hex: Dying to save your tokens. So, you can use OP's combo at the price of 3 slots!
Tbf, the idea is interesting, but I think that both ToT and 3rd Seal work better separate using other synergies. Interestingly enough, though, OP's combo is actually one of the few where the Blindness status effect would work even against SWFs, instead of being simply a soloq stomper.
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Actually, when I heard about survivors' icons in the UI, your version is what I was expecting. Then I watched the videos and I have no clue why they'd go the ugly ones they chose.
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When I first started I remember thinking that it was impossible to play killer without Enduring.
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You have to grab the survivor while they're in the bear trap. It doesn't count survivors stepping in a trap.
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@tt_ivi_99 said:
https://forum.deadbydaylight.com/en/discussion/comment/1861582#Comment_1861582
No it's not, if survivors clean all totems that's enough time wasted for a good killer to kill them all.
If survivors just genrush, dont heal and do the Adrenaline play you should have enough time to kill at least 1 person before all gens get done and have all the others at least 2 hooks from dying, which is perfect for a NOED slug festival.
I like to see NOED as an insurence, I rather have It and not use It, than not having It and need It.
Amazing. Every word you just said was RIGHT. Am I on the real DbD forums?
Some food for thoughts for the balance team @Almo #earnedNOED #LOL
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@chieften333 said:
More of an anti - camp perk but the unhooked survivor typically uses it to take a hit for the unhooker.
Which isn't really what it's supposed to be used for, but hey, who's keeping track of how perks are supposed to be used.
Nowhere it says it's not supposed to be used like that. There's no rule to say how you have to use a survivor or killer perk. That's why no one keeps track of how perks are 'supposed' to be used. We can only keep track of how they're actually used.
Moreover, even if we admitted that the perk is 'supposedly' to be anti-camping, it stands to reason that players will try to use it in a such a way to deny as much as possible any benefit from camping, such as avoiding a 1v1 by bodyblocking, for example.
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The extra info is nice.
The spaced out layout is atrocious.
The injured icons are hard to see.
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By a landslide.
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I feel it's gonna be just more of the same clown.
On certain loops, if they camp the dropped pallet, you can give yourself bloolust 2 on demand by dropping the antidote at yourself and get the hit.
Outside that, I see it mostly used to catch up between tiles. Throw antidote at the survivor and tonic in front of them. They don't get the speed boost due to activation delay but you do.
Outside that, the interaction is still gonna be to force a pallet drop, imho. We can picture scenarios where you throw antidote on the side where they're approaching the pallet and tonic on the other. Even the other way around might work. That might cut down that one single loop they might get otherwise and force them to drop immediately. Although, that can already be accomplished with the tonic by forcing them through the cloud and doubling back.
We shall see how using antidote for map pressure works out, because you still gonna share your bottles between map pressure and anti loop. The net benefit is unclear to me at this point, even factoring in the faster reload.
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I think anyone who was around for the first test is worried.
Mmr made current rank matchmaking looking good. Unironically.
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@Mandy said:
Can you be more specific in your comments please. It's really hard to take feedback on board when it's just "this is awful" without any explanation of why it doesn't work.
The info is spread all over the screen and causes clutter, instead of the clearly defined areas we have now. We will have to look around all the screen to gather info that is accessible in one glance in the current layout. The injured icons are harder to see. The score events have been moved for no reason.
Overall, the same additional info could've been introduced by slapping it on the current HUD, that nobody was complaining about, because it has a functional layout.
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This looks great.
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The point of the hex system is to make a gamble. You get a great reward for a risk. Ruindying made that gamble somewhat reliable/consistent and greatly lowered the risk factor, while also doing too little for token hexes.
The new iteration is still better than not having undying. A rng system is always gonna be frustrating, that goes with the territory. If you don't like it, don't use hexes.
So, I don't really think they went too far and now I can actually try to use Devour. Win in my book, if you ask me.
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This idea has been suggested many times and the issue is always the same, i.e. that it would encourage camping AND tunneling. It's very easy for many killers to proxy or stealth and force the 1 for 1. At that point, simply slug the rescuer, down the unhooked person, go back to to hook the rescuer. Bam, DS deactivated despite the clear tunnel. The meta would simply become to ignore altruism and leave people to die. And then the game will die like a certain Death something Garden...
There's no easy way to fix DS because there's no easy way to fix tunneling, which in itself is a logical tactic but also a game-killer when unrestricted (and yeah I know DS is not exclusively anti-tunnel and all that).
I'd personally be in favor of deactivating upon doing gens, or at least making the timer go down faster when repairing and also to fix the synergy with Unbreakable. Maybe you can't fully recover from the dying state when DS is active.
All other solutions so far are either problematic or overcomplicated.
Pause timer when in chase ----> Do the old Legion moonwalk.
Pause timer when slugged ----> It encourages to play even more aggressively and it sounds like it makes DS even more 'abusable'
Deactivate when fully healed ----> 99 the heal
Deactivate while starting healing ----> you can be interrupted without having a chance to get back into the match
Healing in general ----> it's gonna be inconsistent because certain killers can keep you injured, like Plague. Which would always have to deal with DS then.
Deactivate when entering lockers ----> there are legit reasons to enter lockers, even during a chase, like to tank hits, use perks, etc. And if the survivor is legit tunneled, then being unable to force the DS via locker simply negates the anti-tunnel potential, because slugging offers to the killer an alternative pressure option. And that especially if the Unbreakable synergy is fixed, as it should be.
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It's a bonus, but it's probably not worth grinding for it specifically. For killer, I'm just bound to get it by simply playing.
For survivors, especially solos, unless you just play a lot, you're just better off doing 5/6 killer games on the side and get the equivalent or even more in bp than if you tried to rank your survivor all the way up.
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To answer your first point, I suppose not much could be changed to Coulrophobia, except maybe make the effect linger for a few seconds after exiting the TR. For Bamboozle, they could remove the blocking when killer vaulting and make it so that when in chase the survivor gets Entity blockers after 2 vaults, they last longer, they can affect more than one location, they can affect the other survivors. Really, any combinations of these. That would make the perk more true to its name and a little bit less dull than vault to get a guaranteed pallet drop.
For add-ons, I think he'll get an undetectable or oblivious effect and they'll probably rework pinky finger. They seem fond to make add-on forms of teachable perks. So, maybe gas clouds that block vaults and regress generators? I also think exhaustion will be removed.
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They coded auras into the initial perk. It didn't make sense from the beginning and it doesn't make sense now. However, they did it anyway and, once it's done, they're not gonna simply remove it altogether.
It's similar to Hillbilly's overheat. It was too punishing initially and they didn't know what to do with it, but they couldn't just throw all that work out the window. So, they kept it. In his case, they curbed it down to do almost nothing (unless you run engravings). For Undying, it still has a pretty good effect.
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@Shirokinukatsukami said:
Ranks are useless. It really should just be MMR.
And it doesn't matter if MMR is hidden or not. The fact of the matter is if you're in a game with a potato, it means your skill levels were roughly the same. So that means you're also a potato.
Hopefully this teaches survivors to stop looking down on their teammates.
That's assuming that MMR isn't gonna be useless as well.
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Death is not an escape, but (Un)dying didn't get the memo /kappa
Tbh, I really look forward to the change for the combo with Devour. I really want to see how that works out. I could care less about Undying/Ruin. It's been literally one of the most boring things I have ever used in this game.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/1859015#Comment_1859015
Snapping out of it takes 12 seconds.
Yes, but if you get chased the timer goes down while during an animation (vaulting etc.)
I can see that becoming a potential issue, but we won't get key bindings for separate actions after 4 years.
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+1 on this. I was really looking forward to this update to see if they fixed his camera.
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@DoritoHead said:
https://forum.deadbydaylight.com/en/discussion/comment/1858241#Comment_1858241
Correct me if I'm wrong, but isn't the point of the basement to be a deathtrap? Isn't it supposed to be a high risk high reward play to go down there? I agree that in general the basement is way easier to camp (especially if the killer has Insidious). but all the killers you mentioned (except Trapper and Huntress) pretty much guarantee a kill by camping anyways. And just like camping in any other area would do, the killer loses so much map pressure when they face camp or proxy camp a basement hook, which is practically giving survivors gens.
It definitely is a deathtrap, but it was also designed to be like that during an era where the game was a lot different and when also the devs had in mind a different game than the direction they took later on in development. So, I can see where certain complaints are coming from.
Consider, for example, that there was an old loading screen tip, now removed, that suggested to trap all the entrances to the shack to make basement rescues more difficult. There were also infinites back then, permanent sabo (except for basement) and all kind of shenanigans that made survivors a lot stronger. So, beside being thematically relevant, the basement was somewhat the killer version of the op structures that sorta mirrored what survivors had at their disposal. Since then, much has changed regarding survivors' defensive and offensive options. However, as far as I can remember, the only significant change basement has received was to remove the ability to bodyblock the stairs, which used to make getting out literally impossible. And, if I'm not mistaken, that was changed to prevent hostage situations more than anything else.
Also, I don't know about the high risk high reward. I find snowballing from the basement to be somewhat easy. Especially, if you can bait the first rescue attempt, which is not really hard unless you go against a literal gens-before-friends depip squad. Gens will basically come to a halt and, depending on what killer you're playing, only a very good team loaded up on meta perks can break that strategy.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1857583#Comment_1857583
It’s not hypocritical at all. It’s clear they’re going to win. There’s no point me continuing.
So just win and get out. Don’t troll. Don’t delay repairs. Don’t wait at the gates. Get out, and get into a more “fun” game.
But that is simply not true. The game is over when the game is over. It's like survivors complaining because they finish the gens and then they get 4k'd. Or that survivors that wants to quit and runs at me and I ignore them for the rest of the trial. The game finishes when the objective is attained, either escaping or killing. There's no "it's clear they're/I'm going to win, so please bow to my will and play the way I want you to".
Your concede option is to open the gates once they're powered. Before that point, if you go afk you forfeit your expectations. Beggars can't be choosers.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1857756#Comment_1857756
Doesnt stuff like infectious trigger in those cases though which is special to only infectious? Infectious literally triggers on any downs including grabs in locker.
Their explanations for 'consistency' are not very consistent themselves. As you pointed out, Infectious is a case in point, especially considering how they were very vocal about defending its current version. Which is fine by me because I can see the merits of both sides of the argument. What I don't understand is so fiercely going down the path of consistency and then making obviously inconsistent choices.
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This is a casual game with a lot of rng. It doesn't reward you for playing well, especially in soloq. If that what you're looking for, then either play in a sweaty 4-man or set for yourself goals that are other than 'winning' (whatever that means in DbD, but that's another story) or escaping. Having a great chase, making lots of bloodpoints, pulling off amazing plays. Stuff like that.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1857930#Comment_1857930
1) I'd love to let you know I actually still have amazing amazing fun playing as both Nurse and Pyramid Head, and if that was the philiophy of the devs then why has Spirit not been touched in, like, a year?
2) Almo is not the only person on the balance team, he's only the one that interacts with the forums semi-frequently, and seeing how everyone treats him I can't blame the others for it.
Regarding point 2, afaik, Almo is HALF of the balance team. And he might very well hold the senior position, but don't quote me on the latter.
Back on topic, I can't deny that Nurse is growing buggier by the day and this situation has being going on for far to long, to the point that I doubt it'll be addressed anytime soon. Which makes me really sad. And she's a mess not only from the killer side, but for survivors as well.
I get the can't-m1-for-a-second-after-blink bug at least every game. Other people experience all sorts of blink issues. For survivors, her animations are all over the place. Often, she swings before reappearing. You can even collide with her before becoming visible sometimes. She can look and sound as going into fatigue and she chain blinks while in that state.
The list is far too long. But OP has a point, despite all the understandable frustration.
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No, it's not a bug. It's simply a bait thread by ProClaudettePlayer post count: 1.
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It doesn't seem to be a lot of talk. I've seen posts only in that thread about outdated mechanics or something. And, to be fair, I don't think it's a new thing. I doubt basement has ever had that many fans. Except maybe for Bubba and Lisa.
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@Speshul_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/1856279#Comment_1856279
What part of EU, I don’t suppose you speak for all of Europe?
There are 2 servers in EU. Frankfurt and London. I should've specified I was referring to Frankfurt.
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Killer main 90%. Mostly Pig lately, but I switch around a lot.
For survivor, Kate, Quentin and Adam. I've been playing solo only. I might play more survivor in the future if I find wholesome people to swf with.
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@ReverseVelocity said:
https://forum.deadbydaylight.com/en/discussion/comment/1856699#Comment_1856699
They might still do the Chapel, as it's in the same realm. The overall realm is called Crotus Prenn Asylum, while Nurse's map is called Disturbed Ward.
They better fix Chapel as well. Everybody focuses on Disturbed Ward god window, while Chapel is legit broken. It can spawn multiple windows that connect to the surrounding tiles. Two of those are genuine god windows. Just yesterday I saw Probzz who had a 5 window alignment for direct fast vault counting an LT wall outside as well. The shack has a maze tile 3 feet away and can spawn the infamous shack window facing a long wall window, but a lot of other spawns are broken too. The circus area has the fun window as well. The map isn't even that 'small' (bigger than Rancid) considering that it has an elongated shape.