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Deadeye

Deadeye

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  • @chargernick85 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1868142#Comment_1868142

    You mean tunnel/target someone which I said already. Also I said if I cared for the 4k i would have. Also shouldn't have too.

    You don't have to. I let survivors decide if I do. If injured people do gens in my face after the unhook, I "tunnel". If people bait their BT just for the sake of needing to mend, even if I didn't go after them, then I tunnel. If a person on death hook tries to body block, I tunnel.

    I think actually people on death hook should kinda play a bit more save, but I rarely see that happen.

    To the Topic: With Bubba I get 4k even more consistently than with Freddy. And I run Pop, not Ruin+Undying. Devs buffed him pretty hard, no need to rely on Ruin.

  • @SilentHillOnDvD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1868145#Comment_1868145

    You're playing against average survivors lol. Meanwhile I'm over here fighting seal team six. 4ks don't mean anything, you could be slugging everyone and 1 hook them. I go for 12 hooks which is way harder to do against good survivors.

    you know that slugging can be a strategy? not talkking about having 4 slugs on the ground, just spread the pressure. Maybe your strategy is bad if you just play find-chase-hook and rince repeat, while ignoring other survivors and gens. Just assuming. Like you did assuming Cryptic only fights average survivors.

    I could also assume that your "seal team" just is not pressured hard enough and you always have 2-3 people on gens

  • PHead was never dead and isn't actually the best killer for that combo due to basic mobility. And Undying came out 3 months after PHead release, so what did you do in that time? Kinda exaggerating that it would "kill" him

    Maybe try Opression + Surveillance?

    @Shirokinukatsukami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1868077#Comment_1868077

    I really isn't. Having Ruin alone is already pretty good for most killers. The point of Ruin Undying isn't to stop survivors from doing gens -- which admittedly it does do on occassion. It's to slow the game down enough for the killer to get over the opening part of the game so he can have a good chance of snowballing. Ruin is actually enough for that.

    The problem with Undying is that it is too oppressive -- it turns a lot of games where survivors might have had a fighting chance into a complete one-sided slaughter. They can't get any momentum going at all and it makes it easy for the killer to get 2-3 hooks in before a gen is even done. If the killer is not very good at map pressure and is relying on Undying/Ruin as a crutch then it is not so bad and survivors can power through it. But if the killer is actually good, knows how to defend gens and uses Ruin/Undying on top of it it's far too sweaty.

    Ehmmmmm no. Ruin doesn't help you with the opening game, unless you patrol every generator and drop chases, you will most likely still have a popped gen after your first chase, depending on the chase. That was pretty clearly outlined and agreed, that Ruin is mainly a midgame perk, which was kinda bad because a single totem is normally cleansed until midgame when you know about it.

    Same with Ruin+Undying btw. The problem raises when people need to leave gens to rescue their mates, which makes gen patrolling kinda obsolete for the killer, combined with people searching for 2+ totems. So yeah, the combo can be opressive, so it is good that it got changed, but also Ruin+Undying is a midgame build

  • @HarlowXRaven said:

    Maybe as a perk but then it would be like a double boost since you also have bloodlust and on top of the considering the killer speed. Would be maybe too much of a buff maybe think of a timer also or lose the speed boost once you find a survivor and then you could chase the survivor till your bloodlust activates or you down them. Or maybe make it a 1 or 2 percent speed increase could be nice. I'm a survivor main tho so what do I know lol.

    I think the idea was to stop the speed boost as soom as you find a survivor. Same as bloodlust stops when you hit a survivor

  • I would just rework Beast of Prey to do that.

  • False Confidence might actually be OP, as Exposed is not affected by hatchets, shreds, pig dashes... besides that, things that affect some killers more than others are unlikely to make it into the game.

    Finishing Touch is your Tinkerer counter I guess. Not sure if it is strong enough for that case, as it cuts the time to get to your gen from 24 to ~21 seconds, unless you combine it with a good toolbox. And for non-Tinkerer matches I'm not sure if this is really a strong perk, able to displace something else.

    Run like Hell sounds like Infectious Fright counter, but might be also good for flashlight / pallet / sabo save attempts. I like that one, although pretty niche if not communicated with the team before

  • If there is actually a reason why the devs decided to not buff his cloaked speed, the only one I can think of is only that it would also maybe affect chases a bit, as following up after windows or stuns in several situations would be buffed as well, which he probably doesn't need. If that is the case, I would suggest buffed movement speed after staying cloaked for 5 seconds or something like that.

  • @Chchchcheryl said:

    https://forum.deadbydaylight.com/en/discussion/comment/1864956#Comment_1864956

    I never once said removing smartface alone, or the idea completely was a good idea!

    I don't know what it is with people not reading things properly on this forum but it happens an awful lot!!

    Please try again, better luck next time...

    I only got the second post, just noticed the first one. I read it completely and doesn't change what I said.

    It doesn't matter if you remove only claud's face or all of them. The point is that smartface is gone due to their *** behavior which will be a success for them. That's my point, and that should not happen. You should never give in, remove something from the game that isn't racist, just because someone tries to make it racist.

  • @Chchchcheryl said:

    https://forum.deadbydaylight.com/en/discussion/comment/1864956#Comment_1864956

    Also, if there is a filter to automatically forward these reports, then, its gonna die out eventually/a lot faster

    There will always be racists, yes, that isn't fine, but neither is not attempting to provide a thought out, effective solution, which is what you are doing...

    I'm not saying that it is bad to think about a solution. I'm saying that this solution is the totally wrong approach, as it serves them. You can say that my suggestion of "just report" is not enough, we can discuss about that. But my main point is what I wrote before: "they" would regard it as success and this is why I totally disagree with removing them

  • @Chchchcheryl said:

    https://forum.deadbydaylight.com/en/discussion/comment/1864931#Comment_1864931

    I need to go so I cant type a while, but read my phat wall of text I put here and you'll see possible strategies to target and avoid behaviour such as this

    The thing is, you wouldn't avoid anything. Racists keep being racists, with or without the face. The only thing you can do is to report those ***** to get rid of them. Seriously, removing/replacing that wouldn't change anything. They probably would dodge lobies until they get a Claudette to facecamp and mori or whatever. And I am 90% sure "they" would regard it as success, if BHRV would remove smartface from the game. So hell no, keep everything as is and just and please report them

  • @jacobmjudge said:

    https://forum.deadbydaylight.com/en/discussion/comment/1864913#Comment_1864913

    There's definitely an issue... I see countless people with racist usernames, being toxic, all using the "smartface" skin. With a pattern like that over and over, it's hard to not see the problem... often times these people take the extra step, see the ttv in my username and come into my chat to continue the racist behavior.

    I block and report and do what I can, but it's prevalent enough to a lot of people in the community.

    That's the players. They could also play Claudette using racist profile names? Wanna remove every black character from the game to fix that? Actually removing the smartface would be kinda racist

    And again it is the players that hurt the community, not the cosmetics

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1861961#Comment_1861961

    I’m almost certain that the core idea is so that some of the really strong loops will now still also be manageable for Clown, and dangerous for survivors. This will likely be achieved by quickly throwing a tonic way ahead of the survivor in front of a pallet or vault Clown knows they’re heading towards (Zanshin is a GREAT training tool on Clown), and then throw an Antidote in front of (or at) the survivor so that the survivor DOESNT get the boost, but Clown does, resulting in Clown being faster at the same time the survivor is hindered (making for a total speed difference of 25%), meaning it should be 100% impossible for a survivor to reach any vault or pallet before being hit.

    I can see other uses for the antidote, but I think this is the main idea of how to use the antidote.

    As I said (we need to find out on PTB) I think that you need plenty of distance to the next loop to throw 2 bottles and get both effects running. I understand the plan, but I think there are not many locations or occurrences where this might actually work

  • @FreakPrince said:

    https://forum.deadbydaylight.com/en/discussion/comment/1861247#Comment_1861247

    But if you get mad about someone literally butt dancing then it is your own fault. It’s just an animation.

    What people like you dont get is: it is not just an animation. If I send you a message starting with F, followed by U etc it is also not just key strokes on a keyboard. It is a message with a meaning.

    Implement ingame chat and see what happens

  • Haven't read all comments, but I also dislike the new layout. Of course there is a big chance of just habit (human nature) disliking change, but also just generally you shouldn't be changing interfaces that don't have any issues. I don't see how the new layout should be better than the old.

    For example why did the bloodpoint score events move? The only reason is, the killer hook counter pushes it away. This now requires the player to adjust for no reason. Is there any reason why the hook counter needs to be there?

    Does anyone know about the status effects? The BP scores list goes down quite a bit, looks like it is overlapping with old status effects. Did they move too?

    Why is the generator now in a separate spot? Why not having all objectives at the same location?

    I also disagree with the explanation "only game progress for killer is regressing gens, which is frustrating". The killer progress is when the survivor icons turn into skulls. Give the killer the hook counter as well and you have more killer progress added.

    And all the good changes (hook counter, personal hook counter, survivor portraits) don't need a HUD rearrangement. And overall, I don't like the long text blocks like "prevent survivors from escaping". This looks like a tutorial. I really think the icon of a hatch or the word EXIT is everything you need

  • Isn't it possible to attach keyboard/mouse to PS? Or is that not supported in games?

  • @Zeus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1861947#Comment_1861947

    Agreed. It requires experience and isn't free. Which is a good design.

    I don't know if you read all comments before, but I said that because the antidote is inferior to the tonic in almost every situation.

    I still think that the antidote won't have an effect at all (or a worse effect than the tonic can give you) making it mostly useless. Only situation I heard so far where it helps is to help you if survivors camp a dropped pallet and hop from left to right, so the speed boost will make several pallets unsafe.

    But my main point is, that they said in the dev notes how this could increase tactics and that also people here jump on that, but this whole "bait into a direction" thing will never work, at least it is obvious that you as a survivor shouldn't run into an antidote when you have already a save spot available.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1860442#Comment_1860442

    Naw man. Moving a finger from resting position to upwards? Too hard to implement. /s

    It is, I can see that on first PTB appearance it would be the wrong finger to raise. Which I would love to see, just to confirm how everyone starts raising the stinky, hard to say they're not toxic then.

  • @FreakPrince said:

    2021 and people still get mad about teabagging, such fragile egos...

    yeah, thats how the world should be... just talk ######### to each other, encourage it, and tell the target to grow thicker skin. It would be such a lovely place if we all just followed this advice, right?

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1861154#Comment_1861154

    The Tonic is a 15% debuff.

    Flask of bleach makes it 20%.

    ok, that would make the antidote even worse as the difference in speed is less. so you HAVE to combine both bottles or the tonic will always be the better choice

  • @Zeus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1861154#Comment_1861154

    The difference is the initial distance between the killer and survivor. The tonic should be in the way of survivor for it to work which means you have to be accurate with your throw, be able to throw it that far in the first place and hope the survivor don't dodge it. Antidote is much more easier to use and more reliable.

    I'm skeptical with the map mobility thing now myself when I think more about it. We'll see I guess.

    First I dont think that the antidote will be easier as you need placement AND timing to use it, second I still think that my numbers are correct, regarding same chase time reduction but bigger chance to make it to a save spot

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1861118#Comment_1861118

    It’s not a waste of 2 bottles if Clown managed the speed boost whilst a survivor is hindered.

    Many loops already require 2 bottles as it stands right now anyway.

    your example I was referring was to deny the survivor the baited speed boost. and that would be 2 bottles to keep both at same speed as no bottles. also my other statements about "why go into the open if you have a safe spot next to it" stands

  • @Zeus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1860986#Comment_1860986

    The antidote punishes survivors that hold W significantly well. If it takes 10 seconds to reach the running survivor, with the bottle buff it will take you 6 seconds. That's significant and considering that the buff lasts for 7s it's quite good against survivors who hold W.

    Didn't the tonic do the same? Using the antidote (if they actually have the same percentage buff/debuff) should do the same. It doesn't matter if you have a 90% survivor followed by a 115% killer or if a 100% survivor is followed by a 125% killer. With a given distance it will take the same time as the speed difference is the same.

    The thing is, with the 100%-125% version, you have a faster overall movement speed, giving the survivor a bigger chance to get to a safe spot in time.

    I also disagree (for now, surely let's wait for the PTB first) with the map travel thing. You consume your chase tool as well by doing so, so you either need to run increased bottle count addons or land that one bottle perfectly, otherwise the reload kinda wastes the speed advantage.

    tbh when I was looking at the first "gif" of the changes, I hoped for a totally different effect. Like no speed boost/debuff but it stays longer (30-60 seconds) as a type of tracking ability (making survivors just scream anyway)

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1860650#Comment_1860650

    Good grief.

    Let me explain it as if we were in kindergarten.

    Yellow cloud make survivor go faster.

    Survivor try reach yellow cloud because Clown try trick survivor.

    Before survivor get to yellow cloud, Clown throw pink cloud at yellow cloud.

    Oh no. No more cloud for survivor.

    Survivor me no go faster.

    so you wasted 2 bottles, while you could also have one bottle wasted and slowed down the survivor. Not sure in which scenario that "bait" would work, as the time needed to throw 2 bottles needs quite a bit of free space without vaults, which seems like a plain tonic is the better choice on the plain open to prevent the survivor from getting to the vault in time. If you talk about baiting a survivor away from a pallet into the open, why should a survivor do that, knowing that the clown will get the same buff anyway, even if he doesn't cancel it?

  • @TheClownIsKing said:

    What they said makes sense.

    As it stands currently, Clown’s greatest asset is that he exerts WAY more control on where survivors go during a chase than any other killer.

    If there is somewhere I absolutely do not want the survivors to go, I already know where to throw gas in the survivors path to make that survivor change direction. Despite the survivor avoiding the gas, this planning still usually results in me getting in a hit.

    Adding in something I can throw that ENCOURAGES where I want them to go AS WELL, will give Clown even more chase control, rather than the current “well I know where the survivor ISN’T going, unless they’re suicidal”

    An easy example I can already think of is to throw a tonic at the shack if I can predict the survivor heading towards it. I can also quickly follow that up with throwing an antidote at another close by area that has no pallet or vault.

    It’s about tricking the survivor to go exactly where Clown wants survivors to go for an easy hit. The survivors speed boost doesn’t mean anything the moment Clown also runs through the same gas.

    I think the "encourage survivors" thing simply won't work. It makes totally no sense to use it, at least I can't think of a single situation where it actually helps. Left through the gas or right to the safe pallet/window. Yeah lets take the speedboost, where I 100% safely can assume that the Clown will get the same speedboost aftr walking through the gas, making the speedboost redundant. Like what? In which situation should I ever prefer the gas as survivor? This idea actually requires dumb survivors to work out.

    The only use of the antidote is if the clown is able to perfectly time it correct, so that the gas activates after the survivor leaves and just buffs the Clown. Still, having a slower survivor is the bigger benefit compared to a faster Clown, because there is no change in the duration of the chase. Let's say a regular chase is 100% followed by 115% and a tonic means 90% followed by 115%. The duration to catch up a specific distance is the same if you change it to 100% followed by 125%. The only difference is, that the survivor will need less time to the next vault/pallet. So why use the antidote at all? Only to travel faster across the map, (also @Yamaoka ) but that will consume your chase tool, so you need to refill again once you find a survivor.

    Sure, mechanics might work different than expected, I might miss some things, we will see on the PTB or maybe weeks after. But that is what I currently see.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1858239#Comment_1858239

    That part was really interesting to me too, but it does make sense. Usually the developers have a much better sense of the bigger picture, what can be done, where and when, and the most valuable thing we can give them is experiential feedback because that's the one thing they can't get just from looking at the theory behind everything. (They're also professionals who've studied this stuff in a way most players probably haven't - not saying that means they're always right, just that I think it's very arrogant for players to assume that we have all the answers and the devs are just too stupid to realise.)

    I have to say though, I am kinda disappointed with a lot of the responses to this thread. Probably I shouldn't be surprised, but I did have a little more faith in humanity than this and was really hoping that people would be open-minded enough to think critically about the points made in the article, particularly around the things players don't know about what goes on behind the scenes and why developers "don't listen". Instead, the majority seem to have just gone with the standard "game is trash and devs don't care and won't listen to feedback because they're bad at their jobs". Maybe that's true, of course, but I was hoping people might be able to put their prejudice aside long enough to entertain even the possibility that there's more to it than that.

    Well, faith in humanity is probably the wrong approach XD sad but true. Especially when it comes to the unfiltered opinions that everyone is able to spread on the internet. :(

    I'll come back to this thread when I fully read your linked article, because I already have mostly negative feedback about the dev notes. And I'll also delay my feedback thread to the point where I read that article. Let's see how many points I'll change after reading it :)

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1858585#Comment_1858585

    No, having equally or stronger killers available for free or playtime currency is the way to bypass p2w. mkay?

    This is exactly why the term "grindwall" came to life: if the game has an option to grind something for eternity and to just buy it instantly, it's commonly called "p2w", even if there is a way to eventually get it without paying money. You waste several years grinding for stuff, or you just pay up and get it all unlocked instantly: pay and win with newly unlocked strong stuff, hence p2w.

    then you basically idle in bloodwebs or whatever, the steam stats don't count pure trial time, it counts "game is executing" time. your decision if you regard 60 hours as insanely long, I think it is pretty fair. to get to the most important meta perks you mentioned before it only takes you 200 to max 300 hours. and it is not about unlocking every character if you talk about p2w, stay on topic please, this argument is irrelevant.

    To get DS and BBQ in a definite amount of time you have to buy DLC, since you have no control over the shrine, and it can take your from a couple of weeks to several years waiting for it. Waiting for the shrine is in the essence the same as grinding. You have to log in regularly, you have to wait a long time. It may be less exhausting than actually grinding for something, but it's still in the same spirit. For example, the last time BBQ appeared there was in the 38th week of 2020. The last time before that was in the 47th week of 2019. So it took 61 weeks to get it after the second last time it appeared, it's more than a year. Getting perks with the shrine in a definite amount of time is impossible, if your "definite amount of time" is not counted in years. If this is not an argument for you, then I'm not even sure what is.

    And yeah, you still haven't said anything about Freddy. An easy to play strong killer in DLC is not p2w just because there is a stronger free killer, which would take months if not years to learn? Is that all?

    1. 60 hours is not eternity in such a game
    2. nurse is in pretty much every opinion the strongest killer in the game which is FREEEEEEE and there from the beginning!!!!!!! every argument you bring about pay2win killers is OUTPLAYED by this fact!
    3. meta in this game means that everyone runs it BUT NOT that it is necessary to win!! this game is AT LEAST 80% skillbased and there were several streamers reaching red ranks without perks or addons! especially nurse is still regarded as the least perk dependend killer
    4. easy to play has nothing to do with p2w, I think you don't really understand p2w concepts... you have the strongest killer possible available, that's it. yes. no other argument needed against p2w. if at all, the nurse learning curve is an argument against p2w as it says "the more you play the game the more likely you will win". F* freddy, you get better results in the beginning, the better your opponents become, the worse your results will be, as you will face players that can outplay him. that will not happen with nurse, you will always be able to compete with every player if your skill is high enough. but highest skill freddy player will still struggle against highest skill survivors.
      1. side note: nurse does not need years to learn. another exaggeration like your "thousands of hours" that I really can't take serious. I think you formulate this just to try to put value on your argument, that you are not willing to learn and play the game (really sounds like you WANT dbd to be pay2win for me like "I struggle with nurse and am sick of learning her, but for ez Freddy I need to pay money meh")

    Every killer and perk you mention shifts gameplay and playstyle BUT NOT massively if you win or not. Otz has a full beginner video for killer builds that completely ignores teachables, just your own 3 teachables and common perks! and every build is decently good.

    Pay2Win means that you will HEAVILY struggle to win against players that put money into the game, the fact is that you will HEAVILY struggle against players that put more hours into the game, no matter how much money you spent to counter that! What do you think why matchmaking is such a problem right now? Because the non pay gamers are put against the pay gamers? A whole team of players with 50 hours can spent as much money they want, they will never win against an Otz/Tofu/Puppers/Whoever perkless nurse!

    I really think you really never played a real p2w title if you call DBD p2w!

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1858081#Comment_1858081

    So having strong killers and perks locked behind a paywall and a grindwall which can be bypassed by buying DLCs is not p2w? mkay.

    >On a rough average, you can unlock one character per 60 hours of gametime...

    Yeah, I have 400 hours of playtime and so far earned just enough shards to unlock 2 killers and several perks. Even if it were 60 hours per character, it would still be insanely long, but in reality it's much longer. Imagine you want to unlock every non-DRM character, say, within a year, how are you going to achieve that without buying DLC? It's probably mathematically possible, but I'd love to see someone do it.

    No, having equally or stronger killers available for free or playtime currency is the way to bypass p2w. mkay?

    then you basically idle in bloodwebs or whatever, the steam stats don't count pure trial time, it counts "game is executing" time. your decision if you regard 60 hours as insanely long, I think it is pretty fair. to get to the most important meta perks you mentioned before it only takes you 200 to max 300 hours. and it is not about unlocking every character if you talk about p2w, stay on topic please, this argument is irrelevant.

    and most of all, your "thousands of hours" statement from before is still ridiculous BS. sorry, it just is BS. DBD simply is no p2w

  • I don't think that new players should use these addons at all because you need to learn the base mechanics first. Running a Tombstone on a player that has like 5 hours on Myers would be wasted in my humble opinion. So this is not a disatvantage at all

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1857018#Comment_1857018

    Everything you just said does not refute my point. BBQ is still the best killer perk, and DS is the metaest of all meta survivor perks. Nurse and huntress take ages to learn, and Freddy is "ez win out of the box" kind of killer.

    And I didn't even mention the fact that you will eventually have to buy those DLCs that you can buy with shards, since grinding shards for them would take more than several thousand hours of playtime. The grinwall is so high that you don't have any other choice but to buy them if you want to unlock them all within a year.

    I was about to argue on this one, because everything you said has nothing to do with p2w so it refutes your point very well.

    But then I read "several thousand hours" and couldn't take you serious anymore. On a rough average, you can unlock one character per 60 hours of gametime...

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1856977#Comment_1856977

    One of the strongest killers, Freddy, is behind a paywall. Best perks in the game, BBQ and DS, are behind a paywall. And don't tell me about the shrine: if you want to get them in a definite amount of time, you have to buy DLC. So yeah, the game is both grind- and pay-to-win.

    Strongest killers beneath Freddy in the top 4 are Spirit and Nurse. This is kinda common opinion. Depending on opinion, the last one would be Billy, Huntress or Hag. That would be 2 purchaseable with playtime shards and 3 being OG or free DLCs.

    So I guess that one killer behind a paywall is perfectly fine, isn't it?

    And regarding the perks, I think every perk you mentioned has been on the shrine for at least 4 times. This may take a bit longer, but you still always have the ability to get them in a reasonable amount of time

  • @Exerath1992 said:

    So i run tinkerer as much as i can. Its a good perk if used right by any killer, even without ruin. It was nearly useless before because you never could get there in time. What you need to do is change how you play when you realize tinkerer is being used.

    Get a gen to about 65%

    If you see the killer is in a chase or you know he's really far, keep going. Walk away if he leaves chase cause you know he's coming for you.

    If the killer is carrying a survivor, keep going.

    If the killer isn't doing anything, leave it at 65% and go to another gen. Rinse and repeat

    Also, if you are SWF, try to get multiple gens to 70% at the same time. Really screws with the killer.

    And do your best to not let the gen go back below 70% if you do get chased away. If they kick the gen, you can tap the gen to stop regression and its likely that the killer won't go back for a while, thinking "I can leave that one for a bit and wait for tinkerer to proc again"

    one hint: each of the 4 moving (howsitcalled) "cylinders" means 22% when fully moving. so you can stop as soon as the 4th starts moving, then you should be at about 66-67%

  • @gibblywibblywoo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1854248#Comment_1854248

    Yeah isn't it 75%? Solo that would be 20 seconds. Not 24.

    70%

    Perk descriptions may vary from in-game descriptions for reasons explained here.Perks support Mouse-over functionality (desktop version only): hovering over the modifier words with your cursor will reveal the values behind them.On mobile browsers, the values are displayed in small text after the modifier words. Desktop users experiencing issues with the mouse-over may temporarily switch to mobile view at the bottom of an Article page. Tinkerer is a teachable Unique Hillbilly Perk . It can be unl

    also see ingame description

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1856451#Comment_1856451

    The thing is, when the Bloodlust Experiment took place, I played 30 games of Killer during that weekend. During those games I had 2,8 Kills on average. On some games I got completely destroyed (like 0K with only like 4 or 5 Hooks) and some games I got a 3K or something like that, just because people killed themselves. So I think there is quite a difference between 2,8K and 4K on average.

    Of course 16 games and 30 games are not numbers which are high enough, I would probably have to do like at least 100 games to have some data, but it is all I have got.

    And while I would not consider myself a bad Killer, I am not good enough for Red Ranks IMO, still I am in Red Ranks. And other players get 4Ks (and way more in a row) without using Ruin/Undying/Tinkerer in every match.

    Again to my point: (jsut assuming, can't judge anything as I don't have any of your gameplay) even if you are not a "true" red rank and just get there by the bad emblem system, I just wanted to make sure that "bad killer" is not understood like the "NOED camping" bad killer. A 2,8k average killer is not "carried" to a 4k imo. NOED can carry that type from 1k to 3-4k but not this combo. Unless you run against equally bad or really unfortunate survivors, which then again is not a problem of the build

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1854069#Comment_1854069

    Thing is, I had Ruin/Undying/Tinkerer/BBQ on my Blight when prestiging him from P2 to P3. And I got 16 4Ks in a row (one time was a Hatch escape, but I count that as a 4K). And Blight is a Killer which is pretty hard to master and I am clearly not good enough to get 16 4Ks in a row, even with a Killer I am quite decent with (which is not Blight). So I pretty much got carried by the Build, because even when I was not catching a Survivor immediatly, Tinkerer helped me to prolong the match enough by giving me constant Gen Regression due to Ruin so that even I was able to kill them all.

    I still wouldn't expect you to be a "bad killer" then. You at least have decent knowledge about the game, using the information you get etc. I guess you are not randomly dropping easy chases for the sake of hunting off a healthy survivor off a gen that is half map across for example. The easiest strat against this build is either find the totems or split on gens. I managed several times to get through the gates because the killer was afraid of losing gens too much. This relies on competent team mates ofc, and we all know this is rare.

    Making you better is not the same like getting carried. How many kills do you get without perks? If it is around 2, I wouldn't say a 4k is only by carry. Otherwise you have to say that every perk carries you. If it is 1 if you are lucky, you could say the build carries you. At least I would make a difference between your "carried" and the type of carried when a killer camps his first hook to death and then gets his 2-3k by NOED.

    0k - 4k is not that linear regarding your skill. Each kill heavily flips the coin to your favor and the earlier the first kill happens, the more likely it will turn into a 4k. Like think of the difference of how much chances the survivors have to escape with 4 survivors and with 3. Then look again at the decrease when the second dies. This is not linear. And a decent killer (imo) often lingers around this peak, that turns a 2k into a 4k. This small peak, where slight mistakes change the outcome of the game. And THEN of course such a strong combo will often give you the small boost needed to get there. But that would not mean that the build could lift you from a late 1k to a 4k instead.

  • @Aven_Fallen said:

    Tinkerer per se is not that much of an issue and the Buff was fine IMO.

    The problem is that it becomes a problematic Perk with Ruin/Undying. The good thing about the Ruin-Change was that it was not effortless slowdown anymore. This means that good Killers would benefit from it.

    However, with Undying and Tinkerer, even a bad Killer can get decent results. Tinkerer is a big "Go here for free Gen Regression"-Sign which can be really oppressive on high mobility Killers. However, Tinkerer alone is not a big deal in my opinion.

    And I doubt that the Devs will change anything on Tinkerer, given the fact that they just buffed it.

    not 100% sure about the "bad killer" thing. I also noticed that bad killers like to drop chases to protect the gens, giving the survivor time to recover. This just extends the match until the point where the killer runs into 3 gens that are regularly popping Tinkerer. Just as a counter example that it does not generally buff bad killers. Just true if the bad killer also faces bad survivors, that get scared too heavy and just let the gens regress.

  • I think this thread could be closed. It is obviously just a rant/bait, got modded for insults and he does not even respond to his "own thread", except stating that he wants to be deleted and that "gay" is an offense. I think deleting the account and closing the thread is the right way to go. No one really needs that

  • @Freki said:

    https://forum.deadbydaylight.com/en/discussion/comment/1853253#Comment_1853253

    some effort on your part sure... sure a small sample can easily skew your results. you are looking at the sample size, and here you even fall down, you're looking at about 80K over all users, 5% of that is (80,000*.01=800 now *5 =4000) so your 100 people are cherry picked and not random sampled so you skew your results. what you described is RANDOM SAMPLING, and I never said the forum was not something that is useless, but you and I both do not have the information that is gathered that the devs do. your rantings here are just that rantings, i have not seen anything constructive in your responses and without that anything you propose is disregarded due to specific bias. but ah well. good work to look up the information on this, but you can't cherry pick your sample and say it is representative.

    XD cherry picking. bias. ranting

    ok, you go your way, I go mine. bye

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1851139#Comment_1851139

    It would force survivors to not get too greedy trying to hit greats.

    I know. Just saying, it sounds niche at first, but it will affect more than some might expect. It surely also is a heavy nerf to Selfcare

  • @Freki said:

    https://forum.deadbydaylight.com/en/discussion/comment/1851639#Comment_1851639

    you can not say that talking to 100-500 people shows the will of 40+ thousand or more. please understand that the sample size must also be representative of the over all group. you have yet to convince me there are more than 500 people wanting this. I have not said anything about the add-on where it is concerned by a majority of players. I do not have that data, I spoke of my personal feelings about the add-on, you are the one trying to say they know the will of the majority of players.

    First site I found:

    One of the most common questions I get asked by people doing surveys in international development is “how big should my sample size be?”. While there are many sample size calculators and statistical guides available, those who never did statistics at university (or have forgotten it all) may find them intimidating or difficult to use.

    It says: "minimum sample size is 100" and "A good maximum sample size is usually around 10% of the population, as long as this does not exceed 1000. For example, in a population of 5000, 10% would be 500. In a population of 200,000, 10% would be 20,000. This exceeds 1000, so in this case the maximum would be 1000"

    Next is a site with several examples on how to chose sample size and very detailed maths for specific cases. One snippet is below, that calculates for a given example.

    What is the minimum sample size needed to otain a confidence interval to a desired margin of error?

    Example 7: You expect that customers will choose coffee, tea, bottled water, and Snapple in the proportions of 65%, 15%, 15%, 5%. How large a random sample must you take to test this model?

    Solution: Take the least likely category and divide 5 by that percentage:

    n = 5 / 5% = 5 / 0.05 = 100.

    Answer: You need a random sample of at least 100 to test this model. (As always, the minimum sample will give a significant result only if the null hypothesis is extremely wrong. If the model is only moderately wrong, a larger sample will probably be needed to reveal that.)

    Summary

    when there are elections, what exactly to you think happens when they do the election poll to estimate where the parties are at the moment? Ask everyone? Millions?

    EDIT: I'm just wondering if you say that the forum feedback is useless, as it will never reach your required minimum of 40k responses to a topic. Like the devs should actually not give a F about what is written here, as it will always be a meaningless minority. I'm really struggling to take you serious with your expectations.

  • @Freki said:

    https://forum.deadbydaylight.com/en/discussion/comment/1851433#Comment_1851433

    are you saying that over 40K people are saying this? where is your verified data that this is the case? i am assigning the number of 60K that i know is a conservative estimate for the number of steam players and 20K for all other platforms which is also very conservative. so that's 80K players so you have seen verified data that more than 40,000 players have stated this? please show your proof, till then i will assume that you have talked to less than that and that means you have talked to a minority of the players. show your data, show your numbers or you are not able to claim you talked to a majority. Oh also it can't be just made up numbers you have to have the ability to say you have spoken to a minimum of 1 player more than the actual 1/2 amount between all players of all platforms.

    Ok this is ridiculous. You will never be able to ask everyone, that is why you pick a representative sample for an extrapolation. That should be common sense. I was thinking you mean with "vocal minority" that actually people are more likely to speak out lout when they want to complain, compared to people that are fine with the addons. That's why I argued with game chat feedback.

    To the statistics thing, I saw NO sample at all, where the positive or "idc" feedback is stronger than the negative response, or even gets close to it. And having several platforms with major negative feedback is at least a bigger hint for "that addon is a problem". And I think feedback on forum, streams/stream chat and ingame chat is actually a sample that is indeed big enough to allow a representative extrapolation.

    Btw, are you saying that this addon is not a problem for the majority of players? Just curious.

  • @Freki said:

    https://forum.deadbydaylight.com/en/discussion/comment/1851106#Comment_1851106

    my experience is 1-2 people SOH intentionally/DC in my matches ON AVERAGE and that's being generous. minority? that means less than the majority of players period end of statement. what do i mean by the VOCAL minority? that means that a small sub group of the players are VERY vocal about something they like or don't like and they are seen to be the majority of (or over 1/2 of) the players that play the game exactly as I said. sometimes when you look for deeper meanings to something you loose the normal everyday context of what others say. isn't the axim "If you go looking for a conspiracy, you end up making your own conspiracy" or something like that?

    I wasn't actually asking what it means, I was wondering how you can call it a minority. What you say still doesn't counter what I said about chat response. If we talk about vocal or not, I can still say that I can't remember the last gg in chat, like 10% stays silent and 90% flame like no tomorrow when this combo is used (let it be 20-80). So even if the silent ones all don't mind the addon, it is still the majority of people having a problem with it.

    This is just a reflection of what I notice in almost every iri head game. And it gets confirmed by the forum day after day. Right now I see 2 people here that defend iri head in two different threads, the rest is against it. I'm not looking for conspiracies, the feedback is just hard to ignore

  • One thing is, that there are situations where you have to try it because it is the only chance of keeping the game running, also if the last 2 are on hook and one of them first stage, you just waste a full minute for nothing. So a chance to speedup. And it is 4% because a higher rate would shake up the balancing. There is enough second chance perks to deny hooks, if you can rely on kobe on top, so that noone feels the need to unhook and stick on gens, it would get even worse.

    @MrGrizzly @Mattie_MayhemOG multiple unrelated attempts don't multiply probability with the attempt count. the actual chance for kobe without slippery meat is ~11,5% and with slippery meat is ~39%

  • @[Deleted User] said:

    I'll be honest, it's an example of some strong addon that I am okay with. The reason being is you need like specific addons that are finite, a map offering, certain perks, and the will to play it.

    That being said it's overpowered of course, I've played it and just curbed people- but it's a TON of fun to both play as and against. It is frustrating if like, you go against it and you REALLY needed an escape that game for some challenge or something; but outside of that I get really excited he's a lot of fun.

    Myers has some strong; but honestly some of the most fun addons in the game. They are unique and change the game in fun ways....shame that isn't the case with other killers.

    I think it is just so strong because many survivors play it wrong. I also don't face it so often as survivor but even managed to escape without spinechill. I love to play mirror on the game and did that pretty often during the twitch challenges, and got like 15-20 games with once 14 emblem points, otherwise at least 15. It is sufficient if you have that one guy easy to down, because that gives you the pressure to control gen progress

  • @Trashmaster said:

    https://forum.deadbydaylight.com/en/discussion/comment/1850110#Comment_1850110

    In midwich you have to take a slightly different approach but not too long ago I did an easy 4k on it with burger king myers

    The map is literally just a square on a square so survivors have pretty limited options when moving around and if they can't tell where you are, they'll eventually run into you

    But that kinda means you need to wait for them, right? You can't really sneak up on them because on several gens you have a near pallet, window or plain sight. And when it comes to running the long circle... you basically have to hide in rooms and hope for survivors coming by

  • @ChurchofPig said:

    I feel like part of it is "What am I supposed to do against a stealth killer that can see my aura?" I guess he is slower but it's still crazy on the survivor side if you face him on the wrong map (all inside maps except maybe Midwich)

    Well, the basic counterplay is W. Heal inside pallets at loops that are decently big enough or at the safe spots vs slow Myers. Which is at least the big drop on the Game, the upper part in the treatment theater or every catwalk

  • Pretty sure there are too many players out there that should not be red ranks. No blaming, it is just the bad matchmaking. I also face people crouch behind rocks after I hit someone nearby with Feral Frenzy, for example. Some pretty basic mechanics that you don't get when you haven't played it yourself I guess, or faced at least 3 times. And not everyone reads through the build after a match

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1850937#Comment_1850937

    @Deadeye

    Maybe you should read again. I said 2 or 3 and added more IF you are unlucky.

    on top: you can also add an "IF you are lucky, you get 2 in one bloodweb with a surprise box" or something like that. it is about the average. and if 2 is the average, then it isn't 2-5. with 2-5 the average would be 3.5

    +1: you said "he said 280k bloodpoints" which he didn't say

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1850937#Comment_1850937

    @Deadeye

    Maybe you should read again. I said 2 or 3 and added more IF you are unlucky.

    maybe YOU should read again. you just throw a random unfounded number, he gives examples that show that 2 bloodwebs should acutally be the average.

    not sure what you complain about here. I said your post is not maths but guessing and that 2 is way more precise and closer to what I see than 2-5

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1851200#Comment_1851200

    Where was my math wrong? I said up to 5 webs, he said 280k bloodpoints? The webs are random af.

    He said 2 bloodwebs, you said 2-5. You just gave that random-guess number, he gave examples with "how many ultra rares appear" "how many different ultra rares there are" etc, showing why you get at least one combo after 2 blood webs max.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1851217#Comment_1851217

    You keep moving and changing the subject when something doesn't fit your narrative, it's incredibly boring.

    Something doesn't have to have a huge impact on game numbers for it to be considered OP or mean it doesn't need changes, MandyTalks said 2% of escapes are due to keys, that's miniscule, yet it still needs changing.

    I noticed that as well... each point that clearly counters what he just said before is not referred to anymore, coming up with some new stuff that mostly just barely relates to the previous post.

    I don't know the "history" between you two but I think I share your POV

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