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CalamityJane

CalamityJane

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CalamityJane
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  • @Aven_Fallen said:

    Nah, never again. Players will just claim that the Devs are lying or hiding Data or will interpret those stats on every game they play. Like, the Killrate was first called invalid because Ranks were not displayed, then it was divided by Ranks, and it was still not accepted that every Killer had above 60% Killrate, except for Nurse. But this was always brought up "But Nurse has only 43% Killrate"... Yeah, because Potatoes like myself are playing here.

    Meanwhile that every Killer has 60% Killrate does not mean that they are all in need of a Nerf or that they are not too weak.

    Or, the simple "2 Escapes, 2 Kills" is also often used for each game in argumentations, which is nonsense.

    So yeah, either people will claim that the stats are not relevant or fake, or they will interpret too much into them. I hope the Devs will never release Stats again.

    There's good reason for debate though. 60% is very close to the desired 50%, and with the way the game is designed it's WAY easier to go from 0 kills to 1 kill, and from 3 kills to 4. The numbers are always going to be higher than a perfect 50% because even in the absolute worst of games you can camp someone to death and bump the average up even though it was an awful performance and an awful game.

  • Straightforward answers to meaningful questions.

    Invasion of the Body Snatchers chapter confirmed I guess.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1681747#Comment_1681747

    Yeah but I'm talking like, hardcore solid it cannot go above this point cap.

    https://forum.deadbydaylight.com/en/discussion/comment/1681913#Comment_1681913

    The point of the perk is to encourage survivors to heal. If it ensures that survivors heal more frequently then it's doing it's job; at 3 stacks, it takes one survivor 15 seconds longer to do a generator, or they could spend 16 seconds healing and not be one-shot by the killers anymore. At 4 stacks it's quicker to heal. At 2 stacks, it's a 10 second slowdown (provided I've done my mental maths correctly), and 1 stack it's 5 seconds.

    The point of the perk is to buy you time. This way, it will buy you time by either forcing a survivor to heal, or through making the gens take longer. It's a buff all around.

    How can you possibly think it's a "buff all round" when your options now are heal at normal speed or repair with a penalty, when before the options were heal with a penalty or repair with a penalty.

    There's absolutely no reason to run the perk on any killer that can't keep all the survivors injured now, because the debuff is never going to impact them at all. Most survivors heal anyway, now they just do it faster.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1681708#Comment_1681708

    I have a feeling Legion and Plague are the exact reason we saw the marginal buff we did instead of something more substatial, closely followed by being able to stack slowdowns heavily one on top of the other.

    They're obviously not considered, as they were the only two killers to run the perk consistently anyway and the change only pushes the perk further towards only being used on those two. I cannot understand the logic of nerfing an underused terrible perk on every killer but buffing it for the two it's already strong on.

  • Also Ash isn't twelve. I could probably bump into the actors from Stranger Things on the street and wouldn't know them from a bar of soap.

    It's kind of sad that Ghostface isn't licensed as Scream though, because in Scream 1 Halloween was playing in the party scene while they talked about the rules of horror, and in Halloween H20 Scream 2 was on the tv when the girls were being checked on, so both of those film franchises exist in each others universes.

  • Ooh, or once a survivor has been slugged for more than 60 seconds, the exit gates are automatically powered and opened and everyone is healed to healthy.

    BAD KILLER, no doing anything survivors don't like!

  • No, because if the killer camps for a fraction of a microsecond, the survivors should instantly be guaranteed 4 escapes because they don't like that strategy. Any version of the game that allows the killer to gain a single kill from camping should therefore be changed.

    /s

  • Nah nah nah. It's not able to be counterplayed until a popup comes up every time he shoots to ask the survivor if they would like to be hit.

    It doesn't matter that you can run in ways that make it hard for him to hit, or take a shot at all.

    It doesn't matter that after you're hit you and your team have ways to stop him getting a hit/down from it AND stun him.

    If the killer can use their power then they have no counterplay, are OP, and are 'boring' to play against.

  • @BitingSea said:

    As a killer main, Decisive's Otz fix is decent but you're very correct on healing and totems. If they GENUINELY sit there and cleanse a totem, then heal teammates, then self care, they are not being tunneled at all. DS needs to be a shorter time, but stop during chase, like what if it had 20/25/30 seconds duration, but would last forever while slugged or chased. Undying just needs to lose aura reading, otherwise, perk's balanced, it's an entire perk slot to make sure one stays up for a little longer. At last, Noed, this perk, sucks. Noed is honestly garbage on any normal build besides a Blood Warden Endgame Build. Noed is supposed to be a signal of "Hey, you should leave now" rather than "Go on a scooby doo scene to find the totem then probably die anyway so then you complain in post game". Blood Warden should deactivate if a survivor is suffering the Exposed status effect 15 seconds into it's activation. Noed is honestly trash and only gets you 1 kill, which is still a loss tbh. Otherwise, the patch is good, but I really don't agree with the DS and Noed fix at all, the Undying one is not good either.

    If that happens with DS then you are guaranteed to lose a kill if they're unhooked endgame with DS. You can't leave them for 30 seconds, you can't slug it out, you just lose. That's not fair nor balanced.

  • "People can beat me with it" = boring.

    Love it.

  • Ok but how is this the achievement to complain about it with? You literally never have to hook someone.

  • You cannot force a killer to drop a survivor before they are in control of their character. This is true for both pallet stuns and flashlights. You have to time your blind to successfully blind AS the killer regains control.

    This is because without that, it's insanely easy to blind the killer every single time they pick someone up and have no way to avoid the beam, especiallly if survivors go down in an open area.

  • It's so dumb. I'm not spending a 5000bp offering in case a bad offering is used, wasting it otherwise, and at best cancel out an offering, meaning we still COULD random that map or any other bad one, when the alternative is that I can put in a 5000 offering for a good map and have at worst a 1 in 5 shot of going somewhere good.

  • Because the characters are the focus of the tome, so they each get a challenge at each tier of the tome (or stuff to do with their perks.)

    The only reason the lore is spread like that is so that every 2 weeks when a new tier unlocks, you complete 1 story. So Hag's finished first but there's still got to be challenges for her.

  • 1 level = 1 tier. There's nowhere to suggest that a page, which have varying numbers of levels, is a tier. That was your assumption.

    However, $10 for 10 levels is a ######### ripoff.

  • You can report Steam profiles for offensive names, however I'm very supportive of the ability to put whatever name you like as your profile name.

    If you get reported, you be an adult and live with the consequences of doing something dumb, but we don't need a filter in case people are so thin skinned that they burst into tears every time they see a no-no word in someones game name.

  • Hello, I play 50/50.

    I never run DS, I'm sick of seeing multiple of it every game, I'm sick of teammates doing stupid ######### in front of the killer just so they can show off that they're running it.

  • Nope, do whatever you like to OOO users, they deserve it.

    Face camp them, tunnel them, mori them 15 seconds into a match, slug them for 4 minutes while you play with the other people.

  • @OllieHellhunter said:

    https://forum.deadbydaylight.com/en/discussion/comment/1661139#Comment_1661139

    How well does this build work on him? I was actually thinking about this the other day but have yet to get stbfl or surge on him in the time it took me to get prestige 3 level 50 I gut surge level 1 on the first prestige, and havent gotten stbfl at all

    Well I 4k regularly on him and I don't run add ons. So in my experience it's pretty good.

  • At the moment I'm running M&A, STBFL, BBQ and Surge.

    M&A makes everything easier on him, STBFL lets you really quickly shoot someone after a hit and it takes a lot of people off guard. BBQ is mainly for the BP, Surge is good because I find he needs to be constantly pressuring so spending time kicking gens with pop is a waste of time, and it means that they get a head start on you in a chase where otherwise you could sneak attack them and then chase without needing to stop and pop.

  • You just know there's at least 2 distinct groups who make cosmetics, because on the one hand you have hair with physics and great style like Kate's latest set, or that actually looks like proper hair with excellent facial hair detail like oktoberfest Felix.

    Then you have the B team who smacks a playdough sausage on David's face and calls it a moustache.

  • Felix, and speedo Quentin with a face rework.

  • @Godot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1658907#Comment_1658907

    Alright. I get it that people like RNG and stuff, and I don't have any huge problems with it either, but there shouldn't be two gates on the same wall. That's just my unpopular opinion, I guess.

    It doesn't HAVE to be the opposite, it can just be on the wall next to the other, but still not on the same wall.

    They've said in the past they're not interested in changing stuff lik ethat because it's there's so many possible complaints that could also come up with that, like "if being on the same wall is unfair then being able to be seen at the same time isn't fair," and the amount of possible scenarios with hills, vantage points and open areas is just too huge to try to code the game to stop them being seen from any one point on the map.

  • Nope.

    Exit gates should be random. Some games they spawn on opposite sides, some games they spawn near to each other.

    A killer does not deserve to lose a kill just because they don't have a mobility power and cannot physically get between the gates, guaranteeing the survivor an escape.

    It's already problematic on maps like Hawkins with guaranteed gate spawns, where M1 killers fall into a lose-lose situation when the third survivor dies. They find the hatch, that's great, but then they shut it and just have to cross their fingers and hope that they pick the right gate because it takes more than the gate opening time to get to the other one.

    At the point where gate position really matters, it's usually down to one survivor and the killer. At that point the survivors have failed to do gens. That survivor has also failed to find the hatch, which is their second chance to escape through no skill on their own behalf, just luck. The gates powering is really a formality rather than the game just killing you once the hatch is shut, so no, it should certainly not always be in a setup designed to favour the survivor over the killer.

  • @ZCerebrate said:

    There's a post about this a mere two posts below this one in General Discussion

    https://forum.deadbydaylight.com/en/discussion/195830/doors-stop-the-stupid-poopoo#latest

    And how is this an unpopular opinion...? It even goes against the Entity's lore reason to "always" give the survivor up all the way until the moment where they are being dragged into the sky by the spider god

    Well then they probably should have given it a better name. Didn't bother opening that one because I assumed it was more whining about pallet walls.

  • Nope.

    Exit gates should be random. Some games they spawn on opposite sides, some games they spawn near to each other.

    A killer does not deserve to lose a kill just because they don't have a mobility power and cannot physically get between the gates, guaranteeing the survivor an escape.

    It's already problematic on maps like Hawkins with guaranteed gate spawns, where M1 killers fall into a lose-lose situation when the third survivor dies. They find the hatch, that's great, but then they shut it and just have to cross their fingers and hope that they pick the right gate because it takes more than the gate opening time to get to the other one.

    At the point where gate position really matters, it's usually down to one survivor and the killer. At that point the survivors have failed to do gens. That survivor has also failed to find the hatch, which is their second chance to escape through no skill on their own behalf, just luck. The gates powering is really a formality rather than the game just killing you once the hatch is shut, so no, it should certainly not always be in a setup designed to favour the survivor over the killer.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1658601#Comment_1658601

    which means that they're not on gens.

    I have no problems with the cage, it saves time overall, I don't have to worry about flashlights, pallet stuns etc - I can get back to pressuring the map instantly.

    It really doesn't save time overall. The average time it takes for a survivor to get unhooked is WAY higher than the time it takes them to get uncaged. It's almost always instant unless you can see 3 people around you when you go for it. You lose so much pressure by caging a survivor because the full number are back out and doing gens. There's no threat of you being nearby, you can't even go straight to it because you don't know where it is.

    Most survivors won't bumrush the hook instantly if the killer is still around as a threat, especially PH who can hit both the hooked person and the unhooked one together.

    You also lose the ability to use some of the strongest perks in the game by caging. No BBQ for info or bloodpoints, no Pop to buy yourself a bit of time.

    The only time a cage is worth using is if you've downed them in under 60 seconds after their first hook. Otherwise you're better off keeping them tormented to avoid DS after the 2nd one with final judgement.

    Caging just has way too many downsides for the very slight benefit it gives. They don't need to be as far away as possible AND hidden AND relocate if you get near. They should just spawn where you down the survivor, and teleport if you linger too long. That would keep the tiny value they have now, but also give you the time from survivors not wanting to rush in instantly to uncage them, and not require you to walk 60m across the map to find the next person to chase.

  • This is still looking at things through the veil of what you want the objective to be.

    You say it's not just do gens and get kills because the emblem system exists to tell us that saving teammates and stalling the game and getting a lot of chases are also objectives.

    Well you're still skimming the point that the system punisheds you for being efficient, not because it's a shortcoming of the system, but because that's the design.

    The devs want you to play in a way which achieves your goal but is fun and fulfilling for all 5 players. Why is saving others and healing them rewarded? Because not getting people off the hook is really ######### for them. Why arey ou encouraged to get a lot of chases rather than chase an unhooked injured person and down them? Because it sucks to get tunneled. Their goal isn't a game where people show that Nurse can slug and get a 4k minutes into the game, it's one where the Nurse doesn't want to do that because she'll get ######### all bloodpoints that way.

    The only one I agree with is that punishing killers for using their power when their power 1-hit-downs is ridiculous.

  • @Nemmy_Wemmy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1657882#Comment_1657882

    Also feeling this quite heavily. Because when done..im like..."ok break time" lol

    "I'm gonna have to grind again in 2 weeks for the half-assed version of the halloween event on the free track, why bother playing now"

  • You aren't meant to escape the killer's grasp before being hooked without serious outside influence like Saboutage or Breakout. The game is balanced around survivors being hooked, not jumping off every 3 seconds.

  • @Bard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1658071#Comment_1658071

    Honestly, the whole "Ruin ain't gone yet" part is enough that you should know.

    The aura reading having a warning would be a bad idea. Every aura reading perk in the game is a "surprise", and making Undying an exception sets a bad precedent.

    Undying is already an exception to totems. All other hexes alert you once you're affected by their drawback, and in this case it also actively hinders you from cleansing the totem to manually test whether the perk is in effect or not.

  • I don't DC against Legion, but it's not exactly a fun match.

    Hold M1 to mend. Oh look, another survivor came too close of you when they got stabbed, hold M1 to mend again.

    Oh look, that same dumbass doesn't think the killer who benefits most from grouping up is running discordance and touched your gen so hold M1 to mend again.

    It was nice to go against them while trying to get the Resurgence achievement, but outside of that there's basically no fun to be had in a Legion game.

  • @PigMainClaudette said:

    They're also forgetting that you can easily stack it with Dying Light and a killer like Legion or Plague who basically always have everyone injured. Forever Freddy didn't care that Thanataphobia was ONLY 4%, but when you stacked them all together, with Dying Light, Swinging Chains and Jump Rope, it was literally impossible for Survivors to accomplish anything against a competent killer.

    You're forgetting that DL gives a survivor an insane healing speed boost,so your thana is going to do almost nothing all game when you run them together now.

  • I just want the aura readin gone. At the very least remove it from dull totems.

    The perks entire point is to protect a different hex. It already does that by ensuring you can't remove the hex in less than 2 cleanses.

    It doesn't ALSO need to do all the work for you by showing any time people are trying to cleanse it, AND ON TOP OF THAT, show you people trying to counterplay the perk by cleansing dulls before going for hexes.

    It just covers too many bases. It protects them in multiple ways as well as countering the only possible counterplay outside of being SWF so you cna coordinate doing multiple totems across the map at once. The perk is just hell for solo players, and you can't just leave Ruin up when you're solo because then all of your teammates just let gens regress to 0, or the killer hides something else like Devour behind the combo.

  • And that's not to mention the niche perks that make life miserable for some killers. Do you think you'd ever play another game of Doctor or Oni without 4 Calm Spirits?

  • I'm gonna be honest since I hit 70 I don't think I've played more than 1-2 games.

    The rifts changed up the whole dynamic of the game, aiming for challenges and getting through them fast. Once that ends I just lose motivation to play.

  • @Blueberry said:

    Yeah that's how it feels, but it's unrelated to hit boxes, the issue is from ping.

    It's really not. It's the pill boxes. While they're sill in the hitbox, there's a large amount of empty space behind their head that's still hitbox, and combined with the sphere hitbox of the hatchet means that the actual hatchet can be a very long way away from the survivor's model if the hitboxes just barely touch.

    Ping does affect it but it's mainly the hitboxes.

  • While these numbers are accurate of how long the gens take with the debuffs, they don't accurately reflect the net debuff.

    Dying Light's extra seconds can be cut down by 1/4, 1/3, and 1/2 based on remaining survivors since one is never effected. Thana is almost never at max stacks, and combined will be even less because of Dying Light's massive heal buff for the obsession.

    The only killer that got a tiny buff from this is Plague and maybe Legion.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1656245#Comment_1656245

    You can’t really “patrol totems”, for one the killer can’t ever see dull totems so they can’t protect them. In terms of Hex totems they only take 14 seconds to cleanse. A killer can’t always patrol gens....by that I mean gens get done obviously the killer cant defend every gen forever, how do you expect them to defend a totem when it takes 66 seconds less than a generator to remove?

    If a killer keeps breaking chase or away from gens to defend totems then thats more gen time for survivors. Killers aren’t omnipresent.

    I meant hexes, like literally every game with a hex that hasn't had undying for the last 3 years. You pay attention to where your hex is, you don't necessarily walk over to it but you may go to that area when you know survivors are nearby.

    Undying just does all the work for you ON TOP OF forcing multiple cleanses for a single hex.

  • It's the issue with Undying, it does all the work for you. You don't need to be vigilant and patrol totems ever because you can see them being cleansed. Then when someone cleanses it doesn't matter because they have to do it again and again. It provides so much pressure for doing absolutely nothing as killer.

  • I don't want to say this for certain but I have a suspicion that when it says "injured, dying or hooked" it doesn't include "being carried by the killer."

    My last one took me well over 6 full heals while everyone except me was injured.

  • These changes are all just clarification to say things in the same way across all the perks that have the same effects.

    I'm pretty sure the only part that changed was that Surge can now kick gens that are already regressing which I'm fairly sure wasn't the case previously.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/1654176#Comment_1654176

    Fair point, I suppose it is too late to do the Perk suggestion. But I still wish that there was some kind of slight difference even if it was just a 3% difference in speed between a Meg and the old wheezing smoker Bill. :)

    Ok so now you're 103%. With Hope a 110% killer now cannot catch up to you in the end game.

    Your chases against 115% killers should theoretically be 20% longer.

    Even small bonuses would make huge impacts on the game.

  • @Tactless_Ninja said:

    I took a gawk at one earlier and it had the little superfluous 10% off tag for buying the set. lol, wut?

    Yeah it's a scam.

    Exactly, 10% off what? I can't buy them individually so the ONLY price is that one. That's just false advertising.

    Also as is always the case with made up game currencies, I still regard it as overcharging for buying individual pieces rather than a discount for buying the set, as it's equally true just not dressing it up to make them look generous.

  • Have you considered crawling? Hiding as the slug? Picking up your downed teammate when they crawl somewhere? Getting a few gens 99ed while the killer waits for you near the slug then pop them all at once? Running the 4 different perks designed to combat slugging?

    How about doing literally anything except hiding in a locker waiting for hatch and getting salty that the killer beat you?

  • If they did it from the start fine.

    But you can't take everyone's progress they've made where most people only invest into one survivor and then go "oops, we gave your one a ######### passive, now redo the grind because we gave Meg and Claudette top meta passives!"

    It would also mean you'd only ever see the survivor with the best passive. Sure you'd get a few people who like their main enough to put themselves at a disadvantage, but it'd be about the same numbers as people who don't run second chance perks, which is like finding a unicorn.

  • Ace. The three that are coming up in competition are Steve, Ash and Quentin.

    Steve and Quentin have Second Wind and Pharmacy, both of which I have run from time to time as a self-healing option without the massive waste of time that is Self-Care.

    Ash is really close, but Flip Flop can fit into a slug build, and Mettle of Man is difficult to use but pays off huge when it does.

    Ace's only perk worth a damn is Ace in the Hole and all that's good for is hoarding add ons, it doesn't even make a great improvement to chest looter builds most of the time due to the sheer amount of crap add ons.

  • I think they could be a lot better if they broke in half the time pallets take. As it is if you come up against one in a chase that you need to break, you basically just handed the survivor a free pallet for no effort.

    We all know the time dynamic of the game doesn't give killers a bunch of free time to run around and play with breaking walls, so they shouldn't be a huge time sink.

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