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DWolfAlpha

DWolfAlpha

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DWolfAlpha
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  • @Auron471 said:

    I sleep in so I missed this too. I found like 5 codes in 5 minutes.

    ya shoulda hidden the codes in the F12 menu

    or in the background of the webpage if we increased the brightness

    Someone's been watching Game Theory.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/932054#Comment_932054

    That sounds like a good idea. More Lore and maps isnt't flooding the grind, but still gives a fresh breeze to the game. Just wondering how much people would pay or how much they expect for a DLC that just contains a map, while maps so far are free for all when the DLC is out. Still would like to see that

    Yeah, I didn't mean dlc maps. Maps behind a paywall don't really work for dbd. But if they want monetized content for the chapter, they could easily release some new cosmetics for the highlighted characters.

  • You run the same risk with bond and Empathy.

  • I don't mind 4 chapters, but I don't think every chapter needs to have new characters added. Like, make every other chapter about existing characters, complete with new maps, or new layouts of existing locations. Like, a map of Claudette's school or something. The surrounding area of where Legion committed their "I know what you did last summer" esque crime. The area with the tree Kate wrote her music under.

  • I like the idea of having to search certain locations for gen parts. Each part repairs the gen by a fixed percentage. Can only hold a limited number of parts. Killer can't see search locations, but can regress gens still. More of an alternate game mode than something to add to the game. Something to spice things up without removing current game play.

  • @thesuicidefox said:

    So I made a thread not to long ago asking about how some of the math works in DBD. I've come to find that by multiplicative it means you multiply the debuffed percentages by each other.

    So if you want to find out how long it would take 1 survivor to complete a gen with 4 stacks of Thana and 6 stacks of Dying Light, the formula would be:

    80/((1-(4*0.04))*(1-(6*0.03)) = 80/((1-0.16)*(1-0.18)) = 80/(0.84*0.82) = 80/0.688 = 116.144 seconds

    The devs have stated that they did this for debuffs because otherwise you get a situation where, after enough debuffs, your progress would be 0. This means that you'd be dividing by 0 which is a no no in maths. It'd also mean that you wouldn't be able to progress at all on whatever it is, which is game breaking.

    Now that I've figured out how the multiplicative debuffs work, I'm trying to figure out whether buffs or debuffs take priority.

    If buffs take priority, then all those 1's in the initial formula would be replaced with (1+X) where X is a percentage boost. So if a toolbox gives a 10% boost it would be (1+0.1) = 1.1. HOWEVER if debuffs take priority, it would mean you take that final number of 0.688 and add the buff to that number. So it would be (0.688 + 0.1) =0.788.

    If buffs take priority then the formula at the end would be 80/0.8648 = 92.5s.

    If debuffs take priority then the formula at the end would be 80/0.788 = 101.5s.

    If anyone knows which it is please tell me. I want to make a DBD calculator spreadsheet for all this stuff. Yes I'm a nerd.

    @Peanits @Janick @Almo

    Bit of a nerd myself. Would love to have this kind of info. Keep us updated

  • Wow. My only complaint about this level was that they were level 1 difficulty. In fact, one of the challenges is literally the same as one of the level 1 challenges. People just want to complain.

  • I would swap out surge for dying light or overcharge. Mainly because I haven't unlocked surge yet, but still. This is pretty close to my optimal slow Dow build.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/929176#Comment_929176

    To be specific, they have to enter the sacrifice animation after the gate is open. If you hook them on their first or second hook and then open the gate, it will count towards the challenge, but if you hook a survivor on their third hook and open the gate before the sacrifice animation finishes, it won't count.

    Yeah, yeah. On the third hook, they just die. That's sorta what I meant.

  • @Thasard said:

    This is the Tome task that I need the devs to look at to make sure no future tasks are this ridiculous.

    I've spent three or four games tonight massacring the survivors, then easing off because even though I'm crappy at killer, I'm still dominating, and I need at least two of these guys to survive through 5 gens and a door opening...

    But every time, I only manage to have the opportunity to kill one. I almost had it as I face-camped a Survivor waiting for the grab, except I got a hit instead. However since they cleansed NoEd, I don't know if that would have counted.

    The last game I felt so bad after knocking them on the ground over and over again (because I had to make sure that someone was standing to get something done) that I just brought the dying Survivor to the exit since he's teammates ditched him because apparently they're not a sweaty SWF.

    I'm taking a break when I reach Rift Level 70.

    TL;DR

    This Tome task is a ridiculous task as it asks you to be so bad at killer that you let survivors finish 5 gens and open a door. You knock one Survivor with NoEd and expect someone to stick around. I think if I can get a 4k by sacrificing all Survivors that should suffice, because then I didn't even need NoEd to pop.

    t(^O^t)


    So, you just have to have noed equipped, and the survivors hooked have to die on hook after gate is open. Got it with survivors hooked already, then opening the gate myself. The gate doesn't have to be open already when you hook them, just when they die.

  • I wish it at least had an animation. Like bending down to actually open the hatch. Something that can be interrupted. It shouldn't be useable in a chase. Just, like 5 seconds to open. It also shouldn't be immediately entered.

  • It's meant to indicate that you are being camped. I flail when the killer is near by. When the killer leaves, I raise my arms to the hook and let go.

  • @Clinton said:

    Not happening. Most of the big DBD streamers are not giving Last Year a chance which is what the game needed, a big following on twitch.

    Marth seems to be the only streamer to leave DBD for Last Year but he's been negative about DBD for a long time.. He'll be back to DBD before it's over

    Do you count Monto? Cuz he's been playing both and keeps saying that he loves Last Year. Though he did say at one point that he wished in-game voice chat wasn't in it.

  • Last Year is less of a horror game, and more of an action game. It's like a hybrid between tf2 and dbd.

  • @deathy108 said:

    https://forum.deadbydaylight.com/en/discussion/113524/perk-ideas

    the first two seem ok but the last seems broken due to the amount of people more than happy to risk being grabbed to try and finish a gen and this would negate the gen. that and peek a boo myers and ghostface going for grabs would become somewhat void

    Not if you were repairing the gen alone. It only triggers if you were recently or currently repairing with someone else. I can see it becoming a bit of a gamble or abused if everyone runs it, but getting hit would still bump you off the gen. Maybe have it turn off if someone else gets hit within 10 meters of you or token based?

  • "Make the best of it"

    -Sometimes, mistakes help you figure out how to improve your methods. Whenever you fail a skill check, your action speed (repair, heal, sabo, puzzle box, etc) increases by 5% for 3/4/5 seconds, and there is a 15%/20%/25% chance of regaining 10% of the charges of whatever item you are using. "Oops. That's not how you do it."


    "Paranoia"

    -For better or worse, a part of your attention is always on your surroundings. Whenever a crow flies away for any reason within 15/20/25 meters, gain a sound notification. Skill check probability increased by 25% and skill check success zones decreased by 10%. "Wait. What was that?!"


    "You can count on me"

    -You can be relied upon in a pinch. Whenever you are working on a generator with someone else and for 3/4/5 seconds thereafter, if the killer would grab you, you instead take a hit. Additionally, if you are healing, mending, or waking someone up, and the killer lands a hit on them, you take the hit in their stead. "I won't let you down. I got this."

    Edit: I like these. Gonna put them on the suggestions forum, too.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/926512#Comment_926512

    By that, you mean that in any given trial, there's a chance that a particular box might not contain any keys, right? Because if you're saying that there's a chance that none of the boxes will have the key to a particular trap, that's not true.

    Yeah, a specific box may not contain any keys for any of the traps. A key will always be present. There's even the possibility that every key will spawn in the same box.

  • @mmain said:

    https://forum.deadbydaylight.com/en/discussion/comment/926232#Comment_926232

    Learning something new. Is there only one box that will unlock it each time?

    Yeah. There's even a chance a box will never have a key. I don't know if it's determined when the trap is put on or at the beginning of the trial, though.

  • @mmain said:

    https://forum.deadbydaylight.com/en/discussion/comment/926232#Comment_926232

    Learning something new. Is there only one box that will unlock it each time?

    Yeah. There's even a chance a box will never have a key

  • @mmain said:

    These things are maddening. Just played a match. Get headgear. Go to first jigsaw box. Don't miss a skillcheck. No luck. Headgear remains. Second jigsaw box. Don't miss a skillcheck. No missed skill checks. Still have headgear. Third jigsaw box. No missed skill checks. Still have headgear. Don't make it to fourth before headgear explodes.

    That's just stupid ridiculous. One jigsaw box doesn't do the trick. Ok. I get it. Two boxes. I can live with it but it's getting silly at this point. Three jigsaw boxes and we've moved into the realm of ridiculous.

    It has nothing to do with how many boxes you check. When you get the trap put on you, one of the boxes is chosen to unlock it. It's not a numbers game. You have to find the right box.

  • @AvisDeene said:

    We do not need more killers. We need more killers to be reworked (Legion, maybe Plague), buffed (Clown), and for the Devs to focus on ironing out the bugs and making the hitboxes better. They also need to improve the dedicated servers.

    We also need maps to be reworked or at least altered. Like, more than a single layout for every location.

  • Honestly, I wish every map was different than just gens. Even if it was the exact same process, it would be nice to have it feel more in line with the aesthetics of each map rather than random generators.

    Also, let's be real. With the description of the Entity and Pennywise, they're probably one and the same.

  • Maybe Claire Redfield or Ada Wong.

  • @[Deleted User] said:

    I hope they don't add another character that is competent in combat only to make him a wuss; no thank you. Leon could kick most of the killer's asses in this game, him running around screaming from everything is just out of character.

    On the killer side though, yeah as maybe Mr. X that would be pretty great, but for the survivor I would suggest someone different.

    Leon from RE:4 certainly could, but not from RE:2. He's like a hardened mercenary in RE:4, but just a rookie beat cop in RE:2. Though, at the same time, the only perk ideas I can think of are more related to RE:4, so...

  • Maybe, but it also synergizes with the Legion Pin, as survivors with the Broken status effect would have more meaning than Thanatophobia.

  • @FriendlyGuy said:

    Idk what this would be honestly. Prpbably weaker than the current legion, because survivors are able to make a lots of distance with endurance.

    Yeah, but then FF would actually have the ability to be lethal.

  • I think protection hits should include taking a hit next to someone on a gen or searching a chest so they don't get grabbed.

  • I can see 2 ways to adjust mori's. Either give each one the effect of increased bp for the survivors (or everyone) at an increased rate depending on the rarity.

    Or, make the ebony Mori more like the keys in that you need a minimum amount of hooks in the trial before it activates. Like, hook 4 times, then you can kill anyone that you hooked already

  • No Mither should just make you exposed the entire match instead. And make it so hitting exposed survivors still gives you some of your power as the Oni.

  • Yeah, I agree with this. Also, I tend to down afk players and leave them in case they show back up, and it's annoying to still get the alerts of someone on the ground.

  • @Gorgonia said:

    what is the point of playing stealthy if blood orbs are going to give you away even if you’re standing still? I would understand if you lose more blood when you’re running or performing an action, making blood orbs eject violently from your body... I’m really okay with that, but if I’m standing still and doing nothing but trying to be stealthy, hiding with Iron Will and you can still see me because huge blood balls are flying around me... then that’s a bit annoying...

    If you're going for stealth, might I suggest self care and/or a med kit? You don't drop blood orbs if you're healthy. Though, be sure to find a new hiding place, cuz there will be a sizeable amount where you were healing.

  • I suppose the argument could be made that he is a Meyers mixed with Billy. Honestly, I think his perks, while good, are terrible for him, and better for other killers. They should have been made as regular perks.

  • @csandman1977 said:

    https://forum.deadbydaylight.com/en/discussion/comment/900445#Comment_900445

    Completely agree. Permanent exposed would do the same thing as broken amd doesn't put the permanent broken target on the survivor. Bloodpoint bonus' would make this a used perk not a meme perk.

    The only issue I can see with this is Oni. Maybe make it so no mither still gets you the first hit bonus for blood orbs, then we're golden.

  • @Judgement said:

    https://forum.deadbydaylight.com/en/discussion/comment/899992#Comment_899992

    No Mither should pretty much have a built-in Iron Will. If you ‘can’t be mithered’ about having a friggin hole in your chest, why are you bitching and moaning about it?

    Also it should not apply Thanatophonia stacks. If I had to make a quick fire idea, Broken status effect should ignore Thanatophobia, but that would buff all Survivor Broken perks and nerf all Killer Broken abilities.

    Hell, just have No Mither give you a constant exposed effect instead of broken. Then the killer doesn't immediately know about it, and you aren't constantly dropping blood orbs for the Oni.

  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/899547#Comment_899547

    Do you know how long it is? Because from what I've seen its only about 5 seconds or so...?

    I'm not sure. I don't camp, so I haven't timed it

  • Yeah, survivors don't drop orbs for a time after being unhooked. This is already a thing.

  • 1. I would love it if mending counted as healing. If they added skill checks, though, maybe not. I think missed attacks should be as the used to be. Who cares if you keep swiping if your attack is non-lethal. Though only reducing it by half would be significantly better than it is now.

    @Peanits said:

    These sound pretty reasonable, although I wouldn't want to see mending considered as a healing action. That sounds like a Nurse's Calling nightmare.

    I'll send this over to the design team to make sure they see it.

    Hey, it's good to see you actually responding to a Legion post. I mean that sincerely. With everything recently, I was beginning to think that the devs didn't care about the community's thoughts on Legion, and it's a relief to see y'all are.

  • @Littlecoward said:

    Hello everyone. Now I know a lot of people are going to just state the obvious comment of : ''Git gud'' as every community has them. I'd like non the less give my impression on a reoccuring issue as a survivor.

    After googling this issue I noticed this is a frequent complaint (probably mostly from newbs). There is a form of ''emblem'' penalty which I am not sure how it works, non the less. 1/3rd game a killer decides to camp every hooked player by always staying 20 meters of the vicinity. A common reply to this issue from fans is : ''You have time enough to get 3 gens if they camp a hooked survivor''. That might be true, IF all the remaining survivors agree to ignore the 4th hooked survivor, which rarely ever happens. If anything 2 people try to get the 4th survivor and most likely either camps nearby waiting for the killer to actually move or they get caught and either trade places with the hooked survivor or gives the killer a 2nd hook.

    So yes, you CAN play it smart if you're premades and you notice the killer camping and you manage to communicate to your team that you should just focus on gens. But in the average match this doesn't work.

    TL;DR

    Killer camping is such a sad playstyle. And believe it or not, I have not personally been the victim to being hooked, but rather the person stuck trying to save them. It ruins the fun as I can never with good conscience ignore a hooked player. And you also wont ever know if the killer is camping until you attempt to save them.

    It's so sad how lacking of skill some killers in the game has that they have to rely on such cheap tactics. Really ruins the fun for me, but then again, im just a ''newb''.

    What system do you play on?

  • It can be countered with 2 ppl an borrowed time. It can be annoying, though. 2 ppl run at the hook. Whoever gets hit runs off while the other rushes the hook. Had a face camper DC because of this.

  • @ElementDoom said:

    I'm tired of lukewarm killers with trash perks. Game has been in desperate need of a meta shift for the last 2 years and the devs seem to be going to great lengths to make sure that never happens.

    The new killer perks are pretty good. Well, 2 of them. They just don't feel good for the Oni himself. He's too loud for oblivious to have an impact, and his power makes survivors want to constantly heal so as not to power him up.

  • Even if it is after the gates are open, you can just open it after they're hooked. Though, it would be easier in swf, so you know when someone is about to make the save.

  • I think it would be cool if a chapter just introduced new cosmetics for people that care, cuz that's a way for behavior to give people something to buy if they want, and added new layout possibilities to the current maps while fixing the ones that need tweaking.

  • @Cymer said:

    https://forum.deadbydaylight.com/en/discussion/comment/888936#Comment_888936

    Now with Adrenaline you don't have to mend at all, maybe even with Second Wind. You just can run around, cleanse totems, do gens or go toward Exit Gates outside of the Legions TR and don't have to care at all. So at some point, when 1-2 gens are left, Legion basically has no power than losing the ability to see scratchmarks and move a bit faster and vault pallets. (BTW, if he don't run Iri Button those pallets can be put up again now with the new perk)

    I was specifically referring to the part about looping the killer

  • @Cymer said:

    You want to tell me it isn't worse that now I can loop the legion the entire game without have to mend?

    If 1-2 gens are done I can loop a legion for the rest of the game if he chases me, then my Adrenaline pops and I didn't even had to mend once.

    I can easily cleanse a totem while in DW and as long you can manage an m1 killer, the Legion is a killer without a power.

    The new Oni should have been the Legion rework.

    Getting in a Feral Frenzy after hitting enough survivors, going into a Bloodrage and downing people left and right.

    The Oni moves faster then FF, has an Instant Down, breaks pallets without an add-on and can get stunned without losing his power.

    What is the selling point of the Legion at this moment?

    How is this any different than before? If you're looping Legion, you're in their terror radius, so you didn't have to mend anyway.

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/888881#Comment_888881

    Exactly. I don't play this game to even kill one person. I want to feel like I have an impact. I'd like to have good back and forth games. This... this just shows how utterly pointless that dream is.

    I wish that, instead of mangled, you could inflict hindered. That would at least help in the m1 chase to follow. Or almost anything else other than broken. Though, I guess that can help applying thanatophobia, but even that isn't much use.

  • Yeah, I never really saw victory as requiring a 4k or even any kills. Though their lack of lethality makes it really difficult to punish toxic survivors, which just makes their taunting and bullying all the more frustrating. Even though I feel Legion is more fun than a few days ago, the things they haven't touched since the rework can still make for some infuriating moments. Survivors can still just zig zag back and forth, causing you to miss FF attacks. Even if you're in their face. At least, they can on console. The broken status effect is worthless on Legion, since no one heals to full anyway. Sure, you can apply mangled still, but with it being on a timer, really what's the point. *Sigh.

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/888814#Comment_888814

    it wastes everyone's time and makes no impact. "Boring" and "Annoying"

    I get annoying. But personally, it's moreso for the survivors. I don't think it's boring to keep slapping the survivors around. They get minimal bp for mending, and you rack up hits. I suppose we have different desires with regard to this game.

  • @Aztreonam78 said:

    I am so confused. People, why you don't get Legion changes?

    No sloppy? It was already bad perk for Legion. As Legion you want Survivors healing and wasting their time. Sloppy makes good Survivors refuse to heal and just do gens.

    No STBFL? Not such a big deal really.

    Reduced Mend Duration? There are 2 sides: in one - they spend less time to mend, in second - you can hit the same Survivor many times in ONE FF without penalty bcs he just mended, especially if they start to mend instantly and you play 3 gens tactic. Its very interesting change I am sure.

    Increased movement speed (5.2 m/s)? BIG DEAL. Now kids are not so vulnerable against sprint burst like perks, they can catch Survivors faster and. Distance between you in FF and some dwight decreases now 20% quicker (1.2 m/s vs old 1.0 m/s), Its amazing!

    Reduced vaulting? Lol, now gameplay as Legion feels so damn nice and quick. Now Legion cannot be looped in short wall - long wall like it was before.

    Due to m/s and vault speed you also are able to injure survivors in situations when old Legion just couldn't, I don't understand why do you miss it!

    Good add-ons improvements, but I am still waiting for buffing add-ons reducing Fatigue and new Franks mixtape and Stab wounds study.

    In general, its a very decent improvements for Legion making him more comfortable to play and more viable.

    Sloppy Butcher actually encouraged survivors to heal so that they didn't drop so much blood.l everywhere.

  • @Kabu said:

    https://forum.deadbydaylight.com/en/discussion/comment/888761#Comment_888761

    Bouncing back and forth also wastes Legions time. So, what's the gain?

    To be fair, it also wastes survivor time.

  • @Kabu said:

    https://forum.deadbydaylight.com/en/discussion/comment/888656#Comment_888656

    No, they don't stall better than before. Mend time was reduced and the knife add ons were nerfed.

    Yes but they HAVE to mend now. The only way to get the timer to stop is to either loop the killer or not be useful.

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