ChiTenshi
ChiTenshi
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- ChiTenshi
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Comments
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MOAR POLS NEADED!!!1!
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Her power is balanced, her add-ons cause issues and make her OP.
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@TKTK said:
https://forum.deadbydaylight.com/en/discussion/comment/723734#Comment_723734
This game is not that dependant on skill it's just knowledge and if you know how to run structures, perks, and items. The skill ceiling is not that high.
Mental skills are a good portion of this game, from basic skills (patrolling efficiently, basic evasion) to more advanced skills (mind games whilst looping, prediction of player movement) and so on.
All of these skills you acquire become knowledge for future matches.
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@ButcherSnake said:
nah, i'd rather play a <2 minute game and at least get some blood points and lose one pip rather than lose 2 pips and gain nothing. plus you at least get a bit of practice
I think you misinterpreted ‘lobby’ as ‘match’. The question is asking whether you would leave the lobby before a match if you knew the Killer was Nurse/Spirit, there is no loss of pips here.
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@TKTK said:
It's just a casual party game, I wouldn't care if I lost as killer either and killers require more effort imo.
Would say it’s casual party lower down in the ranks, more a show of skill and competitiveness higher up.
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@snafu said:
i am more afraid of survivors
So if Nea was the Killer?
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@YaiPa said:
There's an 80% chance the killer being either Spirit or Nurse. With nowadays lobbies, I really can't afford dodging the majority of my games...
Alright, but imagine if queue times were low and Killer variety was more consistent. Would you take the opportunity to dodge then?
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[Duplicate Post]
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[Duplicate Post]
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/716558#Comment_716558
This isn't that deep. There are way too many factors of RNG in the map anyway so doing a legitimate, scientific experiment in public matchmaking isn't possible. But that's not what OP is asking people to do. And the information people give from their experience is still interesting.
If you want to do the experiment your way, feel free.
I might create a new experiment in General Discussions at a later date, but for now I will reap the rewards of the double-bloodpoint event and observe what happens here.
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[Duplicate Post]
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[Duplicate Post]
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/716464#Comment_716464
The point is to show if it's needed or not.
Doesn't really matter how you succed without it, as long as you do.
After all, if ruin is necessary, no perk combo would solve that
On the contrary, if we don't take into consideration which perks are used and only go by the stats you requested, the data may show that Hex:Ruin isn't necessary but would disregard the fact a certain percentile of the matches had Killers using 2 or more anti-gen perks to achieve this.
If we take into consideration or limit the perks the Killer can use, this will show a more reliable result. If taking 2 or more anti-gen perks produce results that are equal to or better Hex:Ruin, that doesn't show that Hex:Ruin isn't necessary. That shows that Killers need to take 2 or more anti-gen perks to comfortably hinder gen progress, which in turn shows that Hex:Ruin is necessary because only using the 1 perk to comfortably hinder gen progress is better than using more than one and restricting what other perks you can use.
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There needs to be a limit on what perks can be taken. When the Killer is playing without Hex:Ruin, they should only take 1 anti-gen perk (Thanatophobia, PGTW, etc).
If a Killer takes 2 or more anti-gen perks, that would most likely produce results indicating Hex:Ruin is worse than it is.
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For me, I've encountered more Hillbillies.. Hillbillys... Hillbilli?.. chainsaw-wielding bumpkins since the start of the event. I don't know if this is a coincidence or something in the Killer's kit that enables him to farm points faster.
Either way, I have a great dislike for Hillbilly so my matches have been hit-and-miss emotionally.
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That does remind me of a match I had yesterday; I successfully dropped the pallet on a sprinting Hillbilly and stunned him BUT was still downed by the chainsaw.
Don't know whether this has something to do with the internet connection or how the hitbox on the chainsaw works, but there are times where it feels very unfair (especially considering it's an insta-down mechanic).
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Quickly, to the Bug Report section.
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It's not intended, but there's not really much that BHVR can do to fix this until the dedicated servers are live.
A way to decrease the chances of you losing the item though is to simply leave when the exit gates are open. Don't lollygag or brew a cup of tea, simply leave and you are less likely to lose the item if the Killer DCs.
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This is very good and strengthens the Killers position as being the go-to for SWF groups. Increasingly rewarding the Killer for creating chaos in the group rather than being a minor irritant.
However, I believe the stat changes (feral frenzy duration, charge time, etc) need to be implemented more gradually as giving a buff to every aspect of the Killer would potentially throw them into OP territory.
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This would add some variety to the Survivors, making them potential options and not merely skins.
However, the Tier 4 perks may be overpowered on certain characters and will need to be handled carefully.
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1) The bloodpoints multiplier would be a welcoming bonus and help with the ever-increasing grind of the game.
2) To clarify, when a character goes up a Prestige, the perks in the bloodweb will start at a higher rank?
3) Again to clarify, the personal perks on characters can reach tier 4 once they hit Prestige 3?
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- Killers do need to be balanced between mobility, map control, and take-down capabilities. A killer shouldn't excel in 2 of the above as it limits the counter-play and sense of fair play.
- I would like to introduce you to the crouch command.
- There are some addons that need tweaking (Prayer Beads is BS), but I believe BHVR are looking into ways to change these so I would recommend waiting for now.
- Legion, yes. Spirit, no.