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Deadeye

Deadeye

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Deadeye
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  • because it most likely would cause bugs or insane builds, like a stalking high speed myers/GF

  • I would also not say, that this is a LF problem. There are sweaty other killers and survivors. If you want to extend the question to every player in the game, I would say there are simply people that care for kills/escape more than others

  • @SirCracken said:

    https://forum.deadbydaylight.com/en/discussion/comment/1707766#Comment_1707766

    As far as I know I am the first person to come up with this idea.

    Monto already posted a video about that like 3 weeks ago

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1707820#Comment_1707820

    Negatives are multiplicative, positives are additive. It's a baseline .47 extra charges a second.

    Nope. Look at the table and calculate. This "positive adds" "negative multiplies" thing is a bit confusing apparently.

    The multiplier reduces ALL of the positive things. base 1 plus a .47 bonus means 1.47. Then SC cuts that half to 0.735. which means you boost the 0.5 SC base by 0.235

    A 47% bonus would mean you are at 97% healing speed, but you are at 73,5% speed

    16/0,97 = 16,5 sec but 16/0,735 = 21,77 sec

    Or you mean 47% increased speed on a 32s base. That would be 32/1,47 = 21 sec

    Depends what you regard as 100% and what you base your percentages of. I think this is quite an error prone topic, regarding understanding

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1707803#Comment_1707803

    self care isn't bad the people using it the wrong way are, also speed boosts at the costs of other perks are some of the strongest perks in this game because survivor skill can make up for not having other perks but the time gained by having them cannot be made up for with skill

    I never said that SC isn't bad. I also stated this opinion on several other threads. The power of SC is not that you can use it whenever or wherever you want, nor how often you want. The power is that you can heal yourself when you need it.

    But people using SC won't make players with bad SC usage that much better. The main flaws and how you waste time with that perk are still a thing. If someone dies on hook while you selfcare, a 4s boost will only rarely safe that person.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1707595#Comment_1707595

    That and Kindred has been my standard build for weeks. No matter what, you're healing at +47% speed.

    23,5%

    see above tables. SC reduces the DM and Botany buff as well

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1707764#Comment_1707764

    Selfcare speed not buffed that hard? 57%, 64%, 71%, 78% healing speed without a medkit isn't that good? remember that self care used to be overpowered at 80% and with one extra healing speed perk alone you can nearly already reach it, it was so strong in fact that they nerfed the perk to 50% speed. And the perk itself was so influential that the entire healing time had to be increased from 12 to 16 seconds because even a 24 second self care was too strong for the game.

    Yeah, it was overpowered because you had that in a single perk. Imagine some games of vanilla DBD, meaning no perks and addons on any survivor and killer. Then think about what each perk is capable to do when you only had one perk slot.

    Being depending on a team mate to heal is quite a big thing, there is a lot of stuff you should not do while you are injured (basement unhooks, dead zone gens...). The current SC version is at 50% because it takes basically the same time as team heal. 2 survivors healing for 16s or one healing 32s comes to the same amount of seconds that survivors do not work on gens. Meaning: old SC not only gave you the possibility to heal whenever you want and whenever you need it, it was also more efficient to do so rather than getting healed by a mate.

    A single perk removing the requirement of survivors teaming up at a very low cost is OP, yes. Having 2 perk slots blocked for that effect, while you most of the time do not even have that full speed boost is ok. As I said before, you can wait with selfcare until everyone is injured. Not sure if that is what you plan to do with selfcare. Otherwise, the perk combo mostly saves you a mere 4 seconds. And the counter arguments, why 32s of SC is mostly bad, don't get silenced by a 4s boost

    EDIT: and I don't think that 12 to 16 second increase was done in regard to SC. That was more an overall game balancing thing, because "spreading damage" was more a thing that made killers lose games than win it, unless you are super efficient with it, like on Legion or with STBFL or with unsuccessful body blocking while carrying a survivor.

  • @SasukeKun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1707635#Comment_1707635

    are you also getting the bug where all killers T pose? it does that for me now instead of their default stance

    It is not T-Pose. it is the pose they take in your game to get the arms into your camera. If you watch old videos, the killers raised their arms and weapons once the camera got into position. Now they already have the position and the arms are already there when the camera moves into the killer. I also saw on Tofus stream, I think, a headless Oni, during camera panning. Which is probably because the Oni mask is too big and would block sight. There was an issue when you had the red glowing eyes in your camera in demon mode. So the killer model for killer player does something different than for survivor players. And they messed something up here.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1707718#Comment_1707718

    ....thats how speed is measured in this game in charges per second both with and without items and using the same formula of

    (1+bonus)/(modifiers * modifiers) *modifiers add multiplicatively with other modifiers all bonuses are additive

    the reason they have it is because that way when you are using an item it drains its charges properly, for example if you have a medkit with 16 charges and all of the above speedbuffs

    healing yourself at 189% speed uses 1.89 charges per second of the medkit and heals at the same rate*

    *not accounting for efficiency from botany knowledge

    Yeah, got that from WTBacons response already. So what about the other stuff I wrote? I don't get why you quote me with that math stuff. I listed that I said exactly everything what this table is listing, but OP was not talking about Botany Knowledge. And without Botany, Selfcare speed is seriously not buffed that hard

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1707622#Comment_1707622

    self care is a modifier not a additive so its not -0.50 charges/second (thats how speed is measured) its (charges/second)/2

    (base healing speed + bonus)/(modifiers * other modifiers) = x charges per second

    heres a table to show you how effective those healing perks are

    https://us.v-cdn.net/6030815/uploads/Y0MCLP0Y5P42/image.png

    alone they are decent for both selfcare and healing teamates but together they are really strong especially since it makes at most self care take 21.7 seconds or at best 16.9 seconds

    The thread was about speed, not charges per second. Selfcare does not consume any charges.

    And I said nothing wrong, the table states this as well.

    • I said, 1 stack of DM takes Selfcare 28 seconds -> Line 1 right most column
    • I said, 4 stacks of DM takes Selfcare 20.5 seconds -> Line 4 last column
    • I said, you need 4 stacks + Botany + Selfcare, meaning 3 perks and rare conditions, to get to full speed (which isn't even true, it still takes 0,93 seconds longer than team healing -> last line, right column)

    So in case you wanted to correct anything I said, what did you mean? Also, my point was, that the title said only DM + SC, which does not increase SC speed that much. You need Botany as well to make it worth it. As the title and OP doesn't talk about Botany (also in OP "It even increases the efficiency of Self Care so much that it's practically the speed of someone else healing you") I simply disagreed with the mentioned massive speed bonus of DM alone.

    EDIT: btw I also said that negative effects are multipliers, not additive, I just formulated it differently. I said "50% reduction from Selfcare also reduces the bonus from DM" which is exactly what your x/2 formula says.

  • It totally doesn't increase Selfcare that much. You need to get to 100% increased healing to get to the basic healing speed of 16 seconds. Meaning, the 50% reduction from Selfcare also reduces the bonus from DM. So with 4 injured people you are at 78% of the normal speed, which is 20,5 seconds instead of 16 seconds. Not sure if you want to wait until 4 people are injured before you selfcare. With you being the only one, you are at 28 seconds.

    If you have 4 stacks + Botany Knowledge, you are at full speed. If you want to heal yourself quickly, I think taking 3 perks is pretty bad to do that. If you want to do a full healing build, I would at least communicate that with the team in chat and probably take Empathy as well. So maybe some of the others get rid of some healing stuff to rely on you.

    But 3 perks is tough though. You only have 1 more slot for stuff like you normally need very often, like totem perks, exhaustion perks, BT/DS/UB or info perks like Kindred, Bond, Alert, Spinechill etc.

    And I would for example not combine it with Autididact. The speed boost robs you a lot of skillchecks, you are less likely to get the stacks up. But I played Botany + BT + DM with sometimes even only yellow medkits on Felix for some time now because I got all to tier 3 on the way to level 50. min 50% faster medkit heal on yourself and the increased unhook speed + BT really can save lives. I had one game where I got someone out of the hags basement twice with that combo. DM can really support some good altruistic builds

  • @Kind_Lemon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1706286#Comment_1706286

    I'm just saying that I don't know of the other circumstances around the changes to Freddy and Legion other than what the community was doing was not what the devs wanted (eg. Legion moonwalking to cause Deep Wounds to tick down). There aren't stats, but from "personal gut feelings" (see how unnaturally powerful these are?), those were my experiences. The Legion was basically unable to be stopped from downing a survivor once they set their eyes on a target, and Freddy had mechanics that allowed him to be a great slugger that weren't the slugging powers given to all killers universally

    Also about the list: I went back and have quoted below what was on the summary of the stream posted to the forums by GoodBoyKaru

    "

    • Stats
    • Community Feedback
    • Personal Gut Feelings

    "

    My point was that personal gut feelings play an unusually large role in terms of balance, so I'm really not sure why "[not] very objective" comes into play here. There's no need for me to represent more than just the last point because the other bullet points are already being represented by other people in this thread and other threads. Additionally, your characterization as a "summary" is misrepresenting what I wrote.

    All in all, it feels like you took the last part of my post and ignored it because you felt like I needed to not have my goal be what it was: pointing out how gut feelings are disproportionately impactful because even their acknowledgement as a major factor of balance significantly affects the reception of the other two.

    well, my main point was that I totally disagree with the devs not listening to the community. And Freddy and Legion are a major example for that. Not gonna repeat more as I think this should be clear now

  • @Kind_Lemon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1703218#Comment_1703218

    Really? I was under the impression that Legion was doing too well downing survivors, the stats showed that, and probably some DbD dev had a bad experience in a Legion game, so they decided to change him.

    Same for Freddy: people didn't like him, but the reason the devs changed him were because of their own "gut feelings" and stats showing how he overperformed in certain areas (like slugging at first).

    The devs certainly don't decide to just shake things up (except for A Lullaby for the Dark, which had things like No Mither and The Huntress, which were wacky), and that's shown in how they treat survivors' looping ability and how they constantly decline to address issues like universal lack of survivor objectives (optional for assisting in survival or non-optional). The only reasons they change things (and this is from their Q&A stream) are

    1. something
    2. something else lol
    3. their own gut feelings

    And that last point is really a problem because since they don't play the game in the way many players do, their feelings are often not aligned with the community's. Ethan is a great example of a man who constantly surprises us with how out of touch he is (no offense if you're reading this, Ethan).

    No. The problem was that survivors simply had no fun as it was hard to escape chases, while Legion just frenzied over and over again, countering every pallet and window until the survivor is down. But old Legion was horrible in performance, because it took him ages to down survivors, meaning that others simply had plenty of time to do gens, while Legion HAD to commit to a chase to not waste the time put into that chase. Old Legion HAD to Frenzy 4 times on every survivor to down them, because without his power he was only a powerless 110% killer. And you know how long you can loop a hatchetless Huntress.

    Which stats do you mean? I'm pretty sure that old Legion had a pretty bad killrate, also the quotes on Freddy were basically the unfun things like having to wait 7 seconds before you can hit someone. Old Freddy was regarded as being one onf the weakest killers. I can remember when people said Clown is new Freddy

    And your bullet points are... wow... great summary. Very objective

  • it is really 2 sec. but stealth on him is wasted anyway as you hear the exit through a portal like I think 12m (?) far and he has imo the loudest footsteps of all killers, which are not shrouded by undetectable

  • With the added dust clouds to survivor steps, it might not even be a problem if it stays directional. Have to test it, but it looks like the dust clouds are even more reliable than fathers glasses with sloppy butcher. If that stays as well as is and visible in phasing, it might be just fine now. Let's see

  • @Kind_Lemon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1700825#Comment_1700825

    I'm going to reply the same thing to you that I did Sonzaishinai:

    "But take Minecraft for example. The community wanted lava boats for the Nether Update. Mojang took the general concept of "crossing lava" and introduced the Strider, something better for the game than "lava boats".

    I'm pretty sure if the devs took more feedback from the forums and acted upon it with more vigor, it would lead to a flourishing game. The only way that games die from player feedback is if the developers aren't fulfilling their roles as the conduits.

    When developers really listen to the community's needs and don't just rely on their own "gut feeling[s]" to make (imo faulty) design decisions, and when developers then take the time to really think about how they can use their knowledge as developers to fulfill those needs in ways the community hadn't considered before, then a game prospers. Gamers are often not too great at articulating what it is that drives them to want the change, but that's the developers' job, and ignoring those drives and factors leads to a lot of frustration from everyone in a playerbase."

    and I'll add something else. Taking feedback to just add more and more ores into vanilla Minecraft would be a bad idea even though that's what many players desired. Adding more and more ways to go about getting ore and using it or more things to do in the underground while getting ore is what Mojang did (save a few occasions where another ore was justified), and this solution appeased the players asking for more ores who continued enjoying the game for what it was. The devs' job is to take criticism and feedback and interpret it into a better solution for all, something the DbD devs are mediocre at (at best). If the devs actually listened to all the feedback being given, they would be able to come up with a better game. Just removing NOED or removing DS is a stupid thing to do, and even if some of the community is begging for it, actually doing so would mean the DbD devs are not listening to the community--not understanding, something very lacking rn in light of the Clown comments and the comment on the health patch among other comments.

    My opinion is that the devs DO listen to the community. Freddy and Legion rework are solely based on community feedback for example, they don't just go like "let's shake things up a bit". Perk reworks are more like reactions to stats, but even these are sometimes caused by community feedback.

    I actually took OP like "what if they listen MORE to community". If OP is expecting devs to not listen at all, I can simply say it is not true

  • my guess about the stats is, that people just try it, don't know how to play it and just die because they simply give the killer too much information without taking advantage on the information on their side. That's what I see 80% of the time. Like when they try the Laurie adept and never used the perk before.

  • Regarding balance, they should totally not listen to the player base. I hear enough stupid requests that are totally subjective and don't consider more than the own personal experience.

    Also people complain too much about small things just for comfy reasons.

  • Just a thought, but I think the whole community is just dog** and at some point killers started to give a F about player experience. Sure, tunnelers were always around, but it gets more crazy currently.

    Just as an example of why I think that: As killer today (and yesterday) I played super fair (no tunneling or camping, I just can't confirm if noone got hooked the second next hook, but can confirm to get 4 stack of BBQ often, at least 3, before the first guy dies) sometimes even if 2-3 survivors get out. Doesn't change the reaction of the survivors. Like 8 of 10 games there is at least one guy throwing reportable insults. I for my part then switched to survivor, because killers normally just write idc. still having some survivors I tell to stfu because they attack the killer.

    This is an issue on both sides. And please don't try to relativate like the killer cant be bullied out of the game or something. Survivors have their means too, especially chat

  • Half of the killers really get crippled by this addon tbh. Like nurse, wraith and billy get denied their travel speed (I heard Blight gets simply +1 stack? if not, list him here as well) and a lot of other killers like PH and Huntress might simply have to use it early because they lose potential pressure when their power is not ready

    Would love to see a tbaggin dash of GF though, or a dashing crouched piggy

  • I have no idea what you are talking about

  • @Victor_hensley said:

    you do realize how little bloodpoints you get? it cost more to get the offering than the award for using it.

    you have all your characters already maxed out or what is the problem here? It's not like you should get every bloodweb for free + extra bloodpoints during the event. I think the 40k BP games I get with 3 offerings in a game is not that little

  • I also would say "reliable" is the wrong word. throwing every second game by wasting one hook state is not really reliable. YSou need a bit more than that. I also tested that on the PTB, of course not enough games to say statistically relevant or precise, but with a 3% luck offering it was about 1 fail every third game. I would at least ask for someone else to bring luck or another ace perk

  • I don't think it will be coldwind or autohaven in the next chapter, these are 5 maps which is too much I guess to have it parallel with a new killer + survivor + probably also a new map anyway. The OG realms are more target for midchapter patches. I hope they leave the swamp maps untouched for some time. xy-sided is a different discussion, but I really like the optics and would hate to get that replaced by the vanilla style that all the recent maps got now. Sure, the detail is better and higher level, but all reworked maps lost their unique feeling :(

    Absolutely no clue about OG or license. We had one license this year already and so far there is a license for every third killer. Could be both. Candyman is still pending :P

    Perks will be constantly changed from now on, my guess. But as you said, and same as on my first point, more a target for midchapter patches, as full chapters already contain 6 new perks

    @RockoRango said:

    How about focusing on the current patch/event before instantly starting to speculate about the next? It seems a bit ridiculous, and I’m saying it because these usually sprout up like acne once one blows up.

    so what's so bad about it? just because you dislike it? I think it is kinda harsh to prohibit someone to talk abut things he is interested in.

    @Hoodied said:

    https://forum.deadbydaylight.com/en/discussion/199455/the-next-chapter

    I can answer some of these, however take it with a grain of salt as this is just assumptions

    1. I remember CowsIam posting a picture on twitter of a huge tree on the swamp maps during the PTB, meaning most likely swamp is next
    2. Licensed most likely, in the license/eternal blight live stream they did they mentioned that "We are excited to reveal our next killer to you guys" and that they mentioned that they are happy seeing concepts for this killer as well, meaning someone's concept is this killer
    3. Most likely, monstrous shrine and vigil are next on the chopping block
    4. Devs mentioned an "early game collapse" before, but we don't know when this will be getting tested
    5. The answer is up to you

    for 2: they have their own concepts as well :P and my guess would be more like OG killer, as I wouldn't need to see the concept of PH first for example to be excited, only knowing about it would be sufficient. If I first take a look and then get excited, I would more guess for OG. Because I dont see why he should mention the concept for the first case.

  • @MigrantTheGreat said:

    The only problem with Adept achievements is on Killer side! The fact that killer's have to double pip, plus the pip system at higher ranks being completely dumb!

    I would also say make it one pip for both sides. So survivors with a key dont just crouch until endgame doing nothing

  • Exploit? You mean that one sigle spot where you were able to use BL? Like "this map F***S BL" ? I won't call it an exploit

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1688476#Comment_1688476

    Why would you ever let the killer down you when you can drop a pallet to prolong the chase? I don't care if you're at five gens or one, first hook or last; when you get downed and/or hooked, one teammate will be forced to leave their gen to come get you and another will probably start a chase soon. Even if you have all four survivors alive, then, getting hooked reduces the number of people working on gens from ~3 to ~1. Every second you keep the chase going gives your team ~2 seconds of progress on generators. If you can drop the god pallet and run the killer for another 30 seconds instead of going down that's 100% worth it.

    The thing is, you can estimate if you can take the down, but you can't estimate if someone else comes by being on death hook and missing the pallet then. Especially if you were not able to get a good amount of time out of this pallet, there might be someone else coming by with the killer behind to loop this pallet for a longer time.

    In other situations, for example if there is already someone on the hook, then you need to buy the team some time to recover, where I would say it is ok again. Having 2 survivors on hooks means normally a hard time for the team until you can go back on gens

  • I would say, if you are about to go down while on death hook, definitely drop it. If you are about to go down on god pallet, when the basement is right next to you, definitely drop it also on first hook, when you go against Bubba, Hag or Trapper, as these killers are painful with basement pressure.

    Otherwise, keep the pallet as long as possible, it might screw another teammate that comes by there later while being on death hook.

    Of course there are exceptions. Like with basement near and ruin up, I recently had this scene, where I think it was worth it. And kinda funny

    https://www.twitch.tv/zeyrah/clip/GlutenFreePuzzledLlamaNomNom


  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/1689216#Comment_1689216

    Actually Prove Thyself incresases efficiency with 2 players to 98% and lets you finish a gen in 41 seconds I also remember seeing a thread where a dev or a mod posted that 98% is supposed to be a bug and with 2 people it should be 100% and 40 seconds but it was several months ago.

    Well, 97,75 is almost 98. I guess there is some rounding involved. But I'm pretty sure that there is either a mistake or he talked about an older version of PT because I'm pretty sure Peanits did a complete calculation recently, showing that the 98% is correct.

    Also for example with 3 survivors, everyone has a speed decrease to 0.7 and PT multiplies it with 1.3 to 91% which then is 29.3 seconds for a gen, while 100% per person would be around 26 seconds. And you can notice this difference if you take a video.

  • I can't agree that most SWF is toxic. I face a lot of confirmed SWF that plays the game normally and I don't have any toxics in my friendlist

    EDIT: Unless the pure existence of a key or a toolbox above yellow is already regarded as toxic (which is BS in my opinion, if someone says so, you just purposely ruin your own gaming experience)

  • @Riku_Odayaka said:

    I don't think it's meant to say that it's slower, just less efficient.

    With the gen speeds, for example. One survivor working on a generator will take 80 seconds to finish one, while two survivors will take ~44.44 seconds to complete it. It would be more efficient if the two survivors were on separate generators as they'd complete two in 80 seconds, compared to the ~88.88 it takes to do them together.

    But that's also why the yellow bar exists to show that something is more efficient, like running Prove Thyself for the other survivor. If both people are running the perk at tier 3, efficiency per person boosts from 90% to 105%, making it more efficient. They'll complete the generator in ~38.1 seconds, and two in ~76.2. In that case, it's more efficient.

    So while you are right that things go by quicker when the red bar shows up, it's mean to signify efficiency rather than speed.

    Just two minor notes :P

    With new efficiency penalty (also introduced with the Prove Thyself increase), gens with 2 survivors are done in only ~47sec

    Prove Thyself therefore doesn't increase efficiency to 105%. It doesn't even raise it back to 100% as it takes the 85% current efficiency as base, meaning it pushes it to 0,85 * 1,15 = 97,75% per person

  • Depends. I played with a friend who started from scratch in DBD and we managed to get him maxxed out within 3 days or 5 hours of gameplay. We gave him a good boost with some party streamers, but I think within 10 hours it should be possible. Of course he had no teachables unlocked. And when you count that in, you have to grind way more because you need to get everyone to level 40 first to unlock the teachables.

    But I think this is fine, because you can get a maxxed character pretty fast (as survivor) and then decide which perk you want next, and just level another character while playing the maxxed out character to unlock the teachables you want. And once you got them, simply get them on your main char as well as you will instantly get them in the bloodweb, since all other perks cannt appear anymore.

    Just leveling killers is a bit more grindy as they all have different powers and you might want to play more than one main killer. But also, killers get about double the BP. And Otz has a good kickoff video for builds for every killer without teachables.

  • Normally Spinechill, Hunch, Inner Strentgh, Balanced Landing

    But I change a lot recently because I started to prestige several survivors and need to play what I get :P

  • @PyroGL said:

    https://forum.deadbydaylight.com/en/discussion/comment/1687990#Comment_1687990

    @Peanits

    Is it a safe conclusion to draw that survivors are basically throwing matches when they have Archive challenges to complete? The "escape rate" and # of gens done during challenges seems to indicate that is the behavior being shown.

    I know people who do, and can confirm that I get motivated to run builds for quicker challenge progress rather than throwing games. I hate to throw games. And I'm pretty sure that there are also people throwing games for dailies as well. Like urbaning behind the killer for the whole game to be the first for insta unhooks with BT to get 3 unhooks. So just in case you want the rift challenges to disappear because they cause game throwing, you should be against dailies as well. And I think these are not the only reasons for people to throw games. In the end, it is always a player decision, and for me not a reason to blame the archives. There are of course some bad designed challenges, but you can totally play every of the challenges in a normal way. I would rather ban players for stupid play rather than remove archives for how people play them.

  • I do exactly the same. 95% self unhook attempt repeatedly means, noone is coming, Im dying, pls help. Short flaps: killer is too close. Also when someone approaches and is some seconds about stepping into a hag or trapper trap, start flapping.

    I would just suggest, keep doing it. If people can't read it, bad luck. If people do it cuz of being bored, bad luck. The more people try to do this correctly, the better to close the gap a bit to SWF. Easy communication. The more regularly it happens, the more will recognize it

  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1685023#Comment_1685023

    Ive DC'ed by accident and Ive only had a 1 min ban at times. Then I'm good for the whole day. If you lose connection enough times that you start with a 5 mins ban maybe you should get a better internet provider or play something else.

    it starts with a 5 min timeout ^^ you probably stayed long enough in the game after the DC while the timeout ticked down already

  • These are bonus BP and are stored on an additional "account" because it would be bad for a lot of players if they simply had too many BP and lose half or all of their gifted BP.

    Btw bonus BP get spent first, so unfortunately it is not possible to spend some and then get back to 1.250.000 BP, you have to get below 1mio again to get new BP

  • My thought are that BHVR does not have a clear line on them. They had it in game, added more of exhaustion stuff with Demo and Clown, then removed it on Doc, now increased the effect on Demo perk again, so apparently they did not go down a road to remove exhaustion applied by the killer, otherwise they probably would have reworked Mindbreaker.

    I think that with the current meta, exhaustion addons should definitely not be brown or yellow.

    one of your perk for a period of time

    Well, the thing is, most likely you don't have the perk ready during the whole chase, unless you let go of the chase. So you counter the perk entirely. When you down them, they get the exhaustion removed anyway when they get hooked. So normally the time is not relevant, as you cannot recover 30 seconds during a chase

  • @Amber351 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1683639#Comment_1683639

    You could just make it like l4d where a bot takes over.

    Would work, but they already stated that this is not gonna happen soon, even while having it on mobile

  • Bunny Feng, Pizza Dwight or Dwelf on survivor side, the minotaur on killer side. But I just have Bunny Feng :)

  • @Kumnut768 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1683639#Comment_1683639

    theres this crazy new thing the kids are doing these days and it allows you to bypass the dc penalty, its called suiciding on hook

    Yeah ikr? And even more crazy then, that selfkills currently are more rare than DCs were before the penalty. Somehow seems that a penalty actually makes people recognize that they made a duck move. Pretty laughable when you fall for an easy mechanic like that right? Could be so ez to continue being selfish...

  • @pandagamer1616 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1683639#Comment_1683639

    There is only less DCs because people are forced to play against the most boring things possible.

    exactly. do it or f***ing play civ or something else, and dont go ruin others people's games just for personal inconvenience issues,,,

  • I love when people see red rank or 3k hours and expect that you put all of these 3k hours into the same character or reached red rank by only playing that one...

    Just think to yourself "that guy is totally oblivious and judges on lacking information" and go ahead. Teaching them is a waste of time as they won't learn anyway, they prefer to rant and yell instead of listen or think.

    Yes, with current ranking, learning new killers can be pretty horrible, I notice that with each new chapter when going for the killer adept :P But I'm afraid you either have to wait until MMR is working (because as I understood, they take stats anyway right now and that will push you higher when it is eventually activated) or you just push through and expect some losses to begin with.

    On Huntress specifically I cannot give any advice, I hate playing her XD But for example just for training, you can use Bitter Murmur to train some ranged shots, the king's discipline of Huntress :P Also BBQ combined with Iron Maiden is good, to counter the basic counter to BBQ and she has great value from the faster locker opening as well (it also decreases the hatchet refill animation by 50%). To maximise her snowball potential (although people might hate you then ;) ) the Infectious Fright + Deerstalker combo might work well.

  • @OldHunterLight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1683652#Comment_1683652

    I played on ps4 last event and pretty much every event since the bbq event(since I started), I rarely saw any bps during the last halloween event, I moved to pc on the covid 1.5x bonus so I'm not sure how often pc survivors put bps during the halloween event.

    Well, I was not talking about the bps in general, just to compare. Each special gen gave 4k extra BP and each hook I think 2k

    Meaning each side got round about 8-12k extra BP per match. So that's not what I would call a small bost. The 4th year anniversary was small, where you only got 500 for collecting and whatever for escaping on top, which was not the case every game. But gen BP you also got while dying on hook for example. We were like "nah, just finish the event gen before I die"

  • I would also like to know if there is a way to determine the "active player" count. I read something between 10 and 15 million. But that is probably the number of people that bought it, not saying if any of these has been playing the game in the last two month.

    I would be interested in that number because they twittered the "rifts completed" stat, which I would like to know how many players finished at least one rift. Just to get a rough idea of how the average of finished rifts is, to see if there are maybe 70% not finishing the rift or more like 50%.

    Because this number would kinda sort out the hardcore gamers in this stat. Like they said "archives designed for the average player with 2 hour playtime per day" but if 10% of the players play like 8h per day, it could for example mean that only 30% of the players are able to finish the rift. But with the above number you could sort that out, as the hardcore gamers would not proceed in rifts once they are done, so not contributing to the number anymore.

  • @OldHunterLight said:

    So no double bp this event as well? Just the small boost for gens/hooks? What the heck is happening to events now?

    Smll boost? The last halloween events were like 4k BP for a finished event gen. That was mostly more than a party streamer offering per game

  • Complete disagreement. Noticed already way less DCs within these 2 days

    Crashes occur way too less and would not lead even to a 15 min block most of the cases and even if it does, it counts for maybe 1% of all players while saving 99% of the players from lame donkey play.

    If a single hit by a bug causes you to DC, or for camping and tunneling, then you are exactly the type of person that the DC penalty was made for.

    And if you're so smart to throw in rejoin mechanics, maybe think a bit further and provide mechanics to avoid abusing, like DC short before hook and then rejoin.

  • Bart Simpson!

    And for real: probably every Sin City character would be a great addition.

    But if it can be Batman, be it Batman

  • why should it be more?

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