Deadeye
Deadeye
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Another thread about it, and the same answer from me:
It is designed around 2h/day because that is the average of how much their players play. For me it fits, I needed 138h to finish this rift and had 6 tiers of rewards left in the 4th level.
Another design thing: the challenges are roughly designed to get finished within the 140h they expect you to play. Some get through it faster, some are slower, that's pure normal deviation.
Last point: If you play the average amount of time, you get all your auric cells back. You once invest an amount of money you would also pay for a single outfit, and have the chance to get them all back + a bunch of full cosmetics on top. Even if you don't, you get much more cosmetics than oyu would get in store for the same money. And the best: you can look at the cosmetics before, and decide on last day of the rift, if you progressed enough and if it is worth it to buy the premium path.
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I'm wondering how many of the "proxy camp" accusations take into account if the unhook happened within 10 seconds of the hook. Just curious
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I think most people just are way too quick to call someone a camper/tunneler. I started doing stats on my games as killer and survivor to see if perception and reality correlate. Some of the current stats say (note that these contain failed kobe, intentional selfkill):
- on average, only every second game contains at least one double hook, meaning that the same survivor got hooked twice in a row
- on average, there are 0.7 double hooks per game
- the most "double hooks" were 5 in one game, and that was the perfect tunneler with hooking order 1,1,1,2,2,2,3,3,4
- that happened just once in 110 games, twice had 3 double hooks in one game, rest 0-2
- 20% of the games even have 4 different survivors on the first 4 hooks of the game
- average first kill is the 5.5th hook (6 when removing mori/DC games)
- average hooks per game is 8
- average hooks a survivor needed to die is 2,5 (2,7 when removing mori/DC games)
The only thing I'm a bit concerned about is that I got 8 hooks on average per game, which seems a bit low. But I also have an average of 3k per game, which is also a bit too high, regarding the 2k average formulated by BHVR. Regarding that, I think I should have noted as well at how many gens left the kills happen. One thing I noticed is that some bad killer games end up with 3-4k because survivors don't like to leave someone behind, and sometimes failing hard on getting the late game unhooks. But I can't say if this is the main reason for these two stats. NOED probably also has some effect on that
But I think the above bullet points at least prove so far that tunneling really isn't such a bad thing. Camping can't really be evaluated by the hooking order I took. Just a subjective note on that: with Ruin Undying I noticed that killers camp WAAAY less than normally (also, there is a difference between camping, face camping and proxy camping, while facecamping actually is a relic, you cannot facecamp anymore, but people still like to say it)
I play red ranks in EU
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Corrupt tier 1 is too weak in my opinion. Bring it upt to 3, it is a really good perk in general.
Agree on Unrelenting as training perk, so you don't get punished too hard when you try to go for the phasing hits. But strongly disagree on Predator. If you want to become a good spirit, you need to train your ears, this is stronger than having easier scratch marks to track. You start to rely on that when you use it too much.
Surge and Pop (especially Pop on tier 1) counter themselves, just pick one of them.
Whispers is only worth it on tier 3. Try to get it, and if you have it, another tip on top: If you can't manage to find a survivor with Whispers on, dont waste too much time because other gens are progressed in the meantime. The bigger and easier-to-use strength of Whispers is, that you know where you dont have to waste time to search for survivors. Might sound contradictory, but keep it in mind and try to remember from time to time.
STBFL is too weak on tier 1 as you lose too many stacks and have no alternative of downing the obsession. This only works if you combine it with Rancor and chose to completely ignore the obsession. Which would be a good combo, because Rancor also gives you some probably good information with the gen pops (especially because the locations are still visible in phasing, unlike aura reading, so maybe good practicing to get to the location and find them by ear)
If you like Hex builds, Devour + Haunted can give you some easy downs. Especially without ruin on spirit, survivors might tend to not touch any hex totems.
Tinkerer might work well, but let go of the phasing early enough so they dont get scared of the wooshing too much and you can make more use of the undetectable state, also recovering power to have it ready again when you reach the gen.
My pick would be 1) Pop/Ruin, 2) BBQ, 3+4) either Tinkerer+Devour or Rancor+STBFL
BBQ definitely in the first place to give you more BP to level your spirit :P and replace either BBQ/Pop/Ruin with Whispers or Corrupt, once you got them on tier 3
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Well, you guys might forget that Freddy sees the aura as well, killing every mindgame potential for the survivor. And having snares in a chase to counter loops is, in most cases I had as Freddy, more a plus for the killer, if the survivor runs OoO
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1664013#Comment_1664013
It is whataboutism, this thread is about undying, ruin and tinkerer, and you're bringing up DS and unbreakable, even though these perks have nothing in common.
My point was your argumentation of "Having to give up a perk slot for something that the killer might not even use"
I also hear this as argument why noone wants to run Iron Will to counter spirit. The argument is simply wrong because EVERYONE picks DS because they expect a tunneling killer. Same thing, just in a different situation. So I brought this up just to say I think your argument has completely no point
On OP: I join with the opinion already stated: This is a strong build but requires 3 perk slots, so it HAS to be strong. Still manageable to work against it. If you have a problem with that, bring what the game gives you to counter it.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1663972#Comment_1663972
Yea basically. Though I will say trying to change a perk like thanatraphobia is a lot easier than changing DS. I wish they upped the percentage to 6% then it wouldn't have been that bad.
Problem is thanatraphobia isn't the best gen slowdown or heal slowdown perk. The killers that used thana (Legion and Plague) will probably still use this one.
Whereas DS is basically the only anti-tunnelling perk. BT helps but that's only for a short bit of time. The devs need to thread very carefully when they consider changing DS.
I think there were pretty good suggestions on the forum already, how to make it less of an anti momentum perk and more effective against tunneling, like pausing the timer in chase/slug or deactivating when you put yourself back into the game with certain actions.
Thana is a different topic. But just to catch the thought: dont forget about Forever Freddy. I don't know the actual numbers, but having such a high slowdown on a single source brings Thana pretty close to old FF. And think about the additional slowdown that Freddy and other addons can put on top. I think Forever Freddy might be a bit worse now again
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That's not whataboutism. Your argument is just flawed
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1662326#Comment_1662326
https://forum.deadbydaylight.com/en/discussion/comment/1662270#Comment_1662270
Having to give up a perk slot for something that the killer might not even use, because matches don't have a pre-determined outcome isn't a real counter.
You pick DS and Unbreakable with the exact same argumentation, don't you?
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@SloppyKnockout said:
Distortion.
Off the Record.
Small Game.
Detectives Hunch.
Maps + Addons.
All those DIRECT counters...but still "broken" because god forbid you give up a perk slot for one of those.
Killers have a super powerful perk combo now. Sucks, doesn't it? Good. Now you know how we've been feeling with DS/Unbreakable for YEARS now...and more recently, DS/Unbreakable/Soul Guard. Except - our "super powerful perk combo" STILL isn't nearly as powerful as yours. Ours has a counter. Yours doesn't.
"Git gud. Don't get caught. Don't tunnel generators" 4head.
On top of that, I noticed that killers getting value out of this combo tend to tunnel less, especially I can't remember I found a hook camping killer with this build so far.
Probably another reason why survivor mains complain about this build, because killers don't run into their perk traps anymore *just-kappa*
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@CashelP14 said:
I was playing when the old DS was used every game. I always remember the juggling you had to do.
This one still isn't balanced though. Yes it's better than the old one but it's still broken in some ways.
Here's why people complain:
- Hooked near exit door is a free escape.
- Hook someone, then hook 1 or 2 survivors and then getting hit with 59 second DS.
- Survivors can just work on gens in your face then jump into lockers. You either camp the gen/locker or leave. Either option is bad.
- Unbreakable + DS combo is pretty dumb.
It needs to be balanced a lot better. I created a discussion a week ago on what I'd personally do to fix DS since I feel like it does need changed.
on point 3 "either option is bad", that would be a so called lose/lose, which was the argumentation to change a medium popular perk like Thana, right?
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Depending on mood: 60-70% survivor player here. DS sucks.
I use it as anti tunnel perk and almost never get value out of it because killers slug me or re-down me until DS runs out when I'm tunneled or I don't eveen get tunneled. As killer, I don't tunnel on purpose, just get hit by it anyway because people use it agressively on me and I don't have hourglasses for each survivor to keep track of DS.
Sucks on both sides, imo it does not serve the purpose that was formulated. Others said it already. It can work as anti tunnel perk if the killer is simply mindless about it, otherwise, when it triggers, it normally works as anti momentum perk
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@Psychobeastz said:
https://forum.deadbydaylight.com/en/discussion/196416/any-tips-for-this-challenge
Believe me mate, I finished a match with 10 hooks, but my devout emblem was gold, maybe there is a reason to it. Honestly, just play some killer (Freddy, leatherface, Myers with infinite 3, spirit with aura build) or make a build that stalls the game to the point that you have enough time for all those hooks.
if you had 10 hooks, you probably didnt get a 4k
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1661355#Comment_1661355
Yea it sounds like a good strategy in theory but how easy is it to really pull off unless ur in a strong swf? Remember one gen popping literalyl means nothing if the killer is still able to get downs.
Sounds hard in theory as well, how about just trying and either run Detectives Hunch or Bond? I have some decent games against this combo. I know it can be hard but it is also no solution to complain and lose for the next 3 months
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Kinda disagree with some points. I think noone will point at ruin, I think it is pretty clear that Undying is the problem. There is already enough discussion about Undying and how to fix it.
@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1661286#Comment_1661286
The problem with it is that it makes strong killers who have great mobility and map pressure even stronger, whilst not giving as much benefits to slower killers. Have you played against a nurse or blight with this build? It's literally unstoppable unless ur in a stacked swf or the killer is bad. I know gens can sometimes be fast especially in swfs but u gotta remember if they balanced gen speeds at base for good swfs, can you imagine the effects it would have on solo p[layers, casual swfs and killers with already good slowdown perks?
I run that on Bubba as well and works fine. It is not only high mobility.
And btw there is an effective counter, not that super promising to be able to outplay or easy to handle, but really helpful: Stack with 2 people on gens. The killer most likely will not run Discordance as well, and the killer will have a hard time to get there and protect it, so it goes below 70% again. Just keep both survivors pushing the gen by on/off to keep the progress until someone is hit, one survivor pulling the killer while the other goes back to the gen, alternating. That will give the other 2 survivors some free time to progress another gen. The killer cannot protect 2 gens with Tinkerer.
Another effective counter, which is way easier: start to bring maps or Hunch. Or both. If you tend to bring medkits for healing that is replaced by the map, bring a healing perk as well. Ruin/Undying killers probably tunnel less, so you don't need DS/Unbreakable. Just in case this is the case
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1659868#Comment_1659868
I think it is more that most of their budget goes to art and design compared to game health (only 2 balance devs)
we have only two people trying to balance the ever increasing pool of perks, powers and all these maps. A game with this much stuff needs more.
from where do you have the information how big the cosmetics team and the balance team is?
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/1659690#Comment_1659690
Again, I have played much more than 2 hours a day for this tome, which is much more than I did for tome 3, on which I STILL have a third of the challenges to do. It's not hard to comprehend.
It is easy to comprehend, I'm just wondering how this big difference can occur, when the challenges grant less fragments, when I had half of level 4 challenges still open when I reached tier 70 and when I took exact notes on my playtime (btw including queue times and spend BP etc).
So I was just guessing that your time track is not as accurate as mine
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@Volfawott said:
You do know that could potentially increase the killers workload exponentially right.
Especially when dealing with immersed survivors who just hide.
In scenarios like that you'll usually before us to constantly keep chasing the same survivor who's not hiding and doing objectives over and over again.
If even when you do get enough hooks to get them out of the game you still have to hook everybody else twice.
This would also encourage people to make a really stupid plays without being punished especially when they know even if they've been hooked twice they have nothing to worry about out because there's still 3 or 4 universal hooks left
Not sure if this is correct. With the example of 7 hooks, you would go to a maximum of 13 hooks, if you REALLY hook the same guy 7 times in a row, which is pretty rare I would guess. At some point you should eventually get the guy that unhooked. And having the others hooked twice is not that much of a problem in your scenario, because apparently not many gens have been done and from that point it is 3v1
Really stupid plays would work for the killer also, because the killer actually does not have to care who to chase. As long as you chase, you get progress on your objective. So your points don't seem like a problem imo, unless I get something wrong. Pls with example if this is the case.
EDIT: I also don't get how this should be "exponentially". The hook count basically stays the same. As I said, average first kill is about 7th hook in non-tunnel games. And 12 hook 4k are also possible if you perform good. Just depends when the first kill happens in a 12 hook game
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@Madmanslime said:
In a perfect world where matchmaking puts players of equal skill together and no one throws, this would be great. Unfortunately, I don't think this could ever be pushed into the game because of bad player, throwers, and specific kill criterion (jigsaw traps exploding).
I don't get the problem you mean with unequal skill and throwing games. Can you give an example? I get that jigsaw traps would need some special treatment
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Some examples for change: if 7 hooks is the current average but people feel like 8 should be the min count, add some drawback on survivors for each time they got hooked. Like significantly longer time to heal this survivor. Or stuff like that
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@danielmaster87 said:
I'm not talking about slugging 1 person for a little extra pressure. I'm talking about Leatherface or another killer ending a game in 1 or 2 minutes because the survivors physically can't get each other up before he comes back to them. Most of us agree that is not how the game should be played and isn't fun for anyone. My solution is to make a survivor's dying state recovery speed increase per downed survivor. In my opinion that would punish mass sluggers without encroaching too much on regular old slugging someone because of DS. A killer should 4k win with 9+ hooks as is intended, not 3 or 4 hooks or bleed outs.
The problem with people getting downed fast like that is over altruism. You want something to be done about slugging? Easy fix: sit on a gen until the killer decides to hook because he doesn't get free downs anymore.
Also, against killers like that you don't want to rush in and "can't get each other up" but you want to dive in when the slugs are tappable.
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Currently running on Felix
- Desperate Measures
- Autodidact
- Borrowed Time
- We'll make it
Fate gave me these all on tier 3 when I got my Felix to lv50 :D
(but I admit that I exchange We'll make it with the refill perk when I use medkits ^_^')
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1659844#Comment_1659844
Another one.
Please re-read what I posted, and I haven't even edited.
STORE. This has nothing to do with cosmetics.
So what exactly are you pointing out with this one? Why should the store have any issues, related to your "coding" reference? All I read from it so far is "they make money, I dislike". Are you really saying that they spend tons of time into their game to make sure the store is not buggy, which they should better invest in fixing bugs? What do you think how much more complicated the store is to code, to relate game coding and store coding? What exactly is your point rather than ranting?
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@DanielPaint said:
https://forum.deadbydaylight.com/en/discussion/comment/1659814#Comment_1659814
Thanatophobia: We remove a big part of the perk for 1%!
We're gonna live forever: We say we give them new ways to get tokens but we lie
Pop: Nerf that perk who killers need who don't want to get genrushed.
Desisive strike: Why should we change a perk who makes a survivor 1 minute invincible?
And so so many more things
Thanatophobia: just your personal opinion. There are several people who like the incent for survivors to heal. Also giving more than 1%... I read about people expecting 3% buff, which would lead to an equal level of slowdown that old Forever Freddy had. Just in one perk. So the dev team definitely is one step ahead on this topic than you.
Pop: If you can't make use of Pop within 45 sec, it is most likely because you are in a chase. Which is the better gen pressure than kicking gens, regarding the time you waste to catch up with the potentially chased survivor, that you let go for kicking a gen. I also noticed that I get into situations where I had someone downed while Pop is still active, having time to kick a gen, pickup survivor and reactivate for a full minute. Rince repeat
DS: Pretty sure that DS is on their table, and not being changed that fast as Luzi mentioned. Think about how long Ruin was in the game without being changed.
Sooo just a bunch of counters, to why devs are not really ignoring us
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1659797#Comment_1659797
Coding, funny. I don't see their cosmetic store having any issues.
Funny, I remember cosmetic related bugs, like a certain Hag skin that caused frame drops for all survivors while placing traps. And I won't bring up the "different teams" argument, if anyone would be arguing seriously, the cosmetics topic wouldn't be brought up that often...
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/1659516#Comment_1659516
Yet for most people, myself included, it's taken much more time. I'm only at 69 now and I've played much more during this tome than I did during 2 and 3, both of which I completed with plenty of time to spare.
Clearly you've underestimated how much time it's taken you to do it; it's physically impossible to have done it on 2 hours a day this time around. The previous, it was viable, but this one it simply isn't.
Tome 1 was the only other rift that I had to grind an excessive amount, so it's not surprising that overall there was less than an entire tier difference in rift fragment rewards.
I have noted every hour i spent on the challenges and every hour I spent after the challenges were done to just grind XP. There is no underestimate. Actually this tome fits perfectly to the 2h formula they initially posted, as you get almost exact half the fragments from challenges and half the fragments from playtime (348/700)
And nice you ignore the info that tome 1 and tome 4 are almost identical, while saying previously that you finished tier 70 by the time you finished the challenges. I'm wondering who is underestimating something. I took notes, I would guess you evaluate by your subjective impression you got from the rift
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/1658733#Comment_1658733
This isn't about how grindy the challenges are; it's how grindy it is to actually get tier 70. Even the first tome, I had tier 70 by the time I finished the challenges. Tome 3 I did barely 2/3 of the challenges and completed it. I've played much more for this current tome AND completed all challenges. In completing all, I was at 63.
I actually stated this all previously, btw. And the reason why this is so bad is that we get so few fragments for the challenges; a challenge that takes 5 freaking games minimum gives 3 fragments when you need 10 to get a tier? Hell no, they're laughing at us with this.
(Also for numbers' sake, that means I needed 70 more games to get to tier 70 AFTER completing ALL challenges, and I'd been playing games in between each tome chapter after completing them all too. Quite a bit, in fact. It's not at all reasonable)
Well, the argumentation now contradicts a bit...
As I said: get tier 70 takes ALSO less time (at least for me: 138h compared to ~150h)
Regarding tome 1: That tome gave you even less rift fragments, 340 while tome 4 gives you 348
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/1658733#Comment_1658733
Tome 4 was more grindy than tome 2 or 3 because you received way less fragments from challenges. Here's a post where someone did out the math for how many fragments you received from challenges in the tomes. While it took you more attempts to complete challenges in tome 3 than tome 4 you were getting a significant amount more fragments from completing those challenges that went towards the completing the rift. 57 fragments difference between tomes 3 and 4 is a big difference in number of games needed to play to make up the difference.
https://forum.deadbydaylight.com/en/discussion/185325/rift-progress-nerfed-again/p1
Ok that is an argument. But I repeat that 2h/day was enough to finish the rift for me with 6 tiers of rewards left open. So the targeted amount of time needed to complete is still the same (and I said that I needed like 10h more for tome 3). Compared to the older tomes, you need the same time, but work less time on challenges while playing. Which is not really a grind problem. The older tomes rather had the problem that you could struggle to finish the challenges within 140 hours, which took you either longer to compensate by playtime or simply spend more time to finish the challenges.
Btw the linked post is a bit faulty. I checked some and there are at least 2 levels of tome 3 that had 1 master challenge less than stated. So at least 10 fragments less of a difference to tome 4
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/1658509#Comment_1658509
No, the rift now is much more grindy than even the first.
Any explanation? I even gave numbers to explain the opposite.
Want more detail?
- Tome 3 level 2 took 64 attempts, tome 4 level 2 took 44 attempts
- Tome 3 level 3 took me 67 attempts, Tome 4 level 3 took me 59 attempts
- Tome 4 level 4 took 58 attempts (dont have tome 3 level 4 anymore but I think a level 4 needing less attempts than a level 3 or 2 of a previous tome is example enough)
Also regarding the overall time it got better. Dont have the actual number anymore but for tome 3 I needed above 140 hours (under 150) and needed all challenges. In tome 4, 138 hours to tier 70 and 6 tiers still open is also noticeably better than that.
I can link you the screenshots as well, I did a lot on stats for that because everyone was complaining that the 2h/day is unrealistic, and for me it fits pretty exactly
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I noticed the same 😂
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I think the curent rift was even less grindy than before.
- Level 4 contained easier challenges (1x 8 attempts, 1x 7, 4x 4 or 5 and the rest 2 or 1 attempts) compared to level 3 for example there was a challenge I needed 11 attempts
- The average they request is 140 hours in total. I needed 138 hours to finish the rift and had 6 full tiers left to collect as rewards from challenges and epilogue
There is always so much complain about the rift and the grind every tome, and for 3 tomes now I take stats how much time and attempts I need and if it fits to their 2h/day requirement. And it does everytime. I start to think that people complaining simply just want more stuff for free but not invest the time for it.
I can totally understand and agree to the design of several challenges, like basement hooks or 4k or whatever, that simply cause bad playstyle in many cases. There are better challenges that motivate to test builds to get the challenge done quicker for example. But regarding the time needed, the attempts needed to finish challenges and the rift, I simply have to disagree and say that the tomes are perfectly balanced.
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tbh I tried to enter pumpkin and spice as redeem codes 🤣
didn't work 😥
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@Skelemania said:
So what exactly is the Halloween event going to be this time around?
Because I loved the 4th year Anniversary with all the cakes and bonus BPs each game.
Cosmetics are cool but I need the grind to be a lot less, y'know?
There will definitely something with bonus BP, it always is. I just hope we get objectives that give bonus BP, even when they just reactivate the old halloween event.
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Just a rough guess: others to follow?
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It is a software company. Depending on how they were structured before it can take time to set up for remote work. But that should right now not be of any hinderence in their everyday work anymore. And I'm not sure what exactly you target. Bad perk buffs are ok because we are in quarantine?
Btw we are not. The restrictions are in many places getting loose rather than hardened. Not sure about Canada though
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@CrowVortex said:
Disney will never allow that i imagine.
I just don't understand why they don't take inspiration from FolkLores now, would allow more creativity than being limited to what people see in movies/games.
If not, then they should simply ask Mel Brooks for Dark Helmet
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@ProfoundEnding said:
https://forum.deadbydaylight.com/en/discussion/comment/1656660#Comment_1656660
I don't think when he meant by smashing the totems that the interaction should take less time. I think he meant it should take the same amount of time but be more engaging for the Survivor, as staring at a loading bar is rather boring.
Same with breakable walls. I had seen someone mention that survviors should be able to build the breakable walls that the killers would then knock down. They wouldn't spawn already built. That involves some kind of interaction that would move survivors off gens and be more engaging for them.
He said "kicking over a totem to destroy it". That sounds like he expects an instant action to me
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@Zaitsev said:
https://forum.deadbydaylight.com/en/discussion/comment/1656664#Comment_1656664
No it wasnt competition due to the lawsuit. If there wasnt a lawsuit, I think F13 and DBD would be in serious competition.
I think the lawsuit was not the problem if you take a look at the player stats. After August 2017 it never reached 2000 on average again, and I think the lawsuit was mid/end 2019? The game had pretty consistently major peaks followed by long regressions.
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@GrimReaperJr1232 said:
https://forum.deadbydaylight.com/en/discussion/comment/1656602#Comment_1656602
Actually, that's not quite how debuffs are calculated.
Notice New Thana (20%) and Dying Light at 6 stacks (18%) is 122? 20+18=38, seemingly meaning 38% slowdown which would be 129, yet, that's not how it works. Debuffs are multiplicative, not additive.
I'm not saying that would be pleasant to play against, just that the math is not that simple.
Ok that means old Forever Freddy had less debuff of what I wrote? That makes an 8% single source slowdown perk even worse
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@Zaitsev said:
https://forum.deadbydaylight.com/en/discussion/comment/1656551#Comment_1656551
F13 was a far superior experience balance wise.
Is that supposed to be a counter argument to what I said or are you saying that F13 actually WAS competition to BHVR?
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I also heavily disagree on point one. You would need to rework totems entirely for example, when you could just smash them by passing them. I don't think there is something wrong with having interaction time at all, that is a pretty subjective description and not really a "main problem". I even know people that say "just let me sit on a gen for a minute please, goddamit!"
Agree with this being a pretty survivor sided view. Perks may touch killers as well, but that is not a 'killer view' as it touches both sides. He even mentioned it as downside that breakable walls are only killer interactions
Agreed on trash perks. Diversity is great, but they are too afraid of creating strong perks. For example, make Cruel create dead zones. Not time limited but constant. What do survivors do when they get chased with 1 or 2 gens left? Loop the areas where gens are done to pull you away from gens being worked on. This perk would help you with that, by creating deadzones for survivors as well, not only for the killer. I know this is very strong, I also thought so first thought. But I think it is far away from OP, survivors will know about it so not randomly running into death traps, and ofc you could adjust this by reducing the range to maybe 20m or whatever. But this change would actually increase the pickrate of this perk. It targets a specific issue killers might have, help them with it and be able to replace a perk like Pop, Ruin, BBQ or Sloppy
Agreed that killer powers became less creative (which is kinda natural as it becomes harder the more you do), but his rant is a bit over the top. I mean, Slinger = Huntress + Legion?? Come on...
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@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/1656520#Comment_1656520
That's what I was expecting as well. Thana is supposed to encourage survivors to heal so as not to suffer reduced action speeds, but a 1% buff is not nearly enough.
2-3%? Serious? That would be 32% at max stacks. Remember forever Freddy? He was at 16 (Thana) + 12 (chains) + 9 (rope) when all survivors sleeping and injured, that is 37%
N.B. max! most of the time it was below that because you cannot keep all injured and sleepy. And currently Forever Freddy is still valuable and annoying to go against, with 'only' 28% max, getting buffed back to 32%, while the sleepy addons STILL reduce healing speed.
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@FFabeq said:
https://forum.deadbydaylight.com/en/discussion/comment/1655082#Comment_1655082
Yes That is very true now go complain about ds or some other dead hard in forums
I thought that is your job, ranting about everyone and everything
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@Awakey said:
https://forum.deadbydaylight.com/en/discussion/comment/1656496#Comment_1656496
That hatchet hotbox is incorrect.
It's elliptical, and this shot is a ping issue.
It can't be ping as neither killer nor survivor is moving
and it is not eliptical
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1656496#Comment_1656496
Your second imagine isn't accurate with the hitbox placement, it's further back and smaller.
Of course it is not correct. It is faked to actually match what you see in the game. The hit boxes need to overlap, otherwise it would not be a hit. So pls update the image and tell me how the hitbox should look like, compared to the first screenshot, and how that would still be a hit.
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@Zaitsev said:
https://forum.deadbydaylight.com/en/discussion/comment/1656424#Comment_1656424
Yeah, not ONE of those games reached any kind of success. You and I both know F13, Last Year and RE Resistance were no real competition
What kind of arguing is that? There was competition, BHVR made it obviously better than these. Games die when there are better games to play, like DBD. I'm pretty sure the DBD commuity contains a lot of players that left one of these games for DBD, or played both and only stick to DBD now.
What exactly do you understand under competition pls?
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@NursesBootie said:
https://forum.deadbydaylight.com/en/discussion/comment/1656186#Comment_1656186
Nothing, but that's the reason it's not baseline i think.
I think Moris are older than DS
@Demonl3y said:
https://forum.deadbydaylight.com/en/discussion/comment/1656187#Comment_1656187
But thats bs anyway. What are you supposed to do when only one survivor is remaining and he still have DS besides waiting it out or risk a potentially hatch escape.
Exactly. Default Cypress Moris would just end the game quicker. I bleeded often enough because the killer was afraid of a non existent DS
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1656250#Comment_1656250
"I did not say any of that."
You implied it with your wording.
"It is just that the shapes they claim does not really match what you see in the game. The hitboxes are not that close to the survivor. Look at the blood effect. Even while leaning out of the hitbox cuz injured, it should only be the head/shoulders being outside of the hitbox. The feet should still be pretty centered. No lags, no latency cuz no movement."
Just as you did right here once again. You are implying there is a problem with it. You're saying you aren't, but you are.
I see zero issues with those clips. If you understand the hitbox of the hatchets and survivors those hits make sense. The shapes they claim do match what we see in game and in that clip.
If you want to say those hit boxes need changes we can discuss that, but I personally don't think they do and neither do the devs.
I have no problems with the concept, but with the implementation.
And in what way does this match
with that?
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1655142#Comment_1655142
The pill shape isn't an issue though or the ball hit box on the hatchets. The devs had a stream a long time ago where they went over it in a lot of detail so we could see the exact size. They tried as well in the past to make the hatchet hit boxes match their shape and it caused a whole slew of other problems so it was scrapped. Injured survivors "look" like they lean out of their hit boxes, but their hit boxes have not changed. It isn't making them easier to hit.
I did not say any of that. It is just that most of the hits don't look like hits because of the listed things. I'm fine with hitboxes, I would be mad if I have to play as perfectly as possible because I regularly see hatchets miss survivors by flying through their legs or between arms and body or getting a survivor a new haircut.
It is just that the shapes they claim does not really match what you see in the game. The hitboxes are not that close to the survivor. Look at the blood effect. Even while leaning out of the hitbox cuz injured, it should only be the head/shoulders being outside of the hitbox. The feet should still be pretty centered. No lags, no latency cuz no movement.
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@Blueberry said:
Yeah that's how it feels, but it's unrelated to hit boxes, the issue is from ping.
It is hitboxes as well. There was once a clip showing the crazy hitboxes on a standing survivor. And there are even more things, like the hitboxes of survivors are exceeding their models because they have a pill form and the hatchet hitboxes are actually balls, not boxes. And injured survivors lean out of their hitboxes





