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Deadeye

Deadeye

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Deadeye
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  • All comments from poster so far are always saying something like "yeah but in that specific situation..." which pretty much explains already that it is a "situational" perk and does not give max value every game. If you run slugging builds, you should be able no notice early enough that Soul Guard is in play and work around it. I saw one video where 2 people making extreme use of it because the killer simply didn't learn and allowed them to eat the dozens of extra hits.

    To the Hex part: if a Hex is in play until endgame, you should have made enough use of it to be able to waste DS or kill people. Hexes are high risk and high reward. If it lasts until endgame and you did not get high value, you made something wrong. Beneath that, if you know about Souldguard and you have a Hex up, slugging people would be like slugging No Mither. Simply a bad idea. If you have a slugging build, I guess you have to adapt.

  • Love the BT + WGLF combo and the people attracting the killer on purpose to get the sweet protection hit during unhook for an easy hook exchange and double stack. I see that behaviour probably once per day on average.

  • @TheEdMaverick said:

    https://forum.deadbydaylight.com/en/discussion/comment/1408221#Comment_1408221

    I'd rather feel like the killer music is part of them like his feelings, backstory

    Just look Deathslinger, he has, like Oni, a good story and his music is one of the most exciting!

    Imagine heard the Cannibal's music version or Hillbilly

    As I said, supported by your statement "part of the killer", it feels like the entity is a killer playground, not the other way round. I'm fine with new killers having new chase music, but I would hate to see the original chase music get wiped out by reworks. For Doc I am not even happy with the new music in general. It gets annoying pretty quickly

    Btw Oni chase music is cool in a way, but also too loud and covers other sounds too much. Wouldn't give it a top rating in my opinion

  • For the perk thing: I think there was a bug once where perks could reappear infinitely. Maybe this one is back.

    Btw I think you should be able to uncheck teachables on the character's overview screen, so you can control which perks appear in others' bloodwebs

    EDIT actually Im gonna post this one in suggestions

  • I also think you can get banned for just not playing the game. I like to do engdame builds with NOED/Bloodwarden on Wraith. Then I try to get some action in endgame and will also kill or 4k by entity if I get the chance. Gives the survivors thrill and they can't really complain about afk, as you get they still need to work for their escape. And either they get you outplayed or they die, and mostly you still depip or blackpip at most with some kills.

    Other way would be other builds that are known for being bad against emblems like Infinite Tombstone Myers (actually that is the only build I know beneath endgame Wraith atm, maybe someone else has other ideas)

  • @LordGlint said:

    https://us.v-cdn.net/6030815/uploads/EWH242XTA6I4/20200715022602-1.jpg

    For those of you unaware, currently theres a bug in which Oni's powermeter can charge all the way up to 100% on its own, and if it does...you cant use the power. Kind of a real bummer when it happens, but I decided to take a page out of one of Monto's videos and try out THIS build which focuses on just being an M1 killer rather than using your power anyways. Just got finished up with a match and can say...its actually alot of fun. I'm the type of person who likes to play scratched mirror myers and this gives me very similar vibes, although it works best on indoor maps like Hawkins which not only block LOS nicely but also have crows EVERYWHERE.

    The biggest key on indoor maps for this addon is that the survivors have less chances to get around the blood orbs. Paths are blocked by them and they have to absorb them. This addon on cornfield is pretty bad in comparison. Still good as you will always see people healing or working on gens while injured, but not as omnipotent as on indoor maps

  • Another thing I just noticed but also is more of a QOL change. The Shred has to be charged for at least 0.65 seconds and is fully charged after 1s. I barely notice a difference in range, and you get slowed down while charging, so the "bonus" range is even less noticeable. Beneath that, having the option to charge 0.35s longer without audio or visual feedback kinda makes this mechanic pretty useless.

    I would keep the distance at same and increase lunge speed, so you can have slightly easier Shred hits in the open field. Or increase the range of a fully charged Shred. Or at least add some feedback so you know it is fully charged. The flash shows when Shred is ready, but you can see that already by the button shown that M1 does Shred. I would put the flashy thing at the end to signalize the charge has been completed.

    But to summarize, I'm also happy with Demo as is. No buff needed, I would be afraid that any change to him would lead to a crippleGorgon

  • @HollowsGrief said:

    The only thing Demo needs is some better add ons, his are all mediocre at best.

    Most of the brown and yellow addons are his best addons. I think most of the addons are fine as well, just the ultra rares could need a buff, like seeing all survivors while upside down instead of just injured ones. The undetectable one wouldn't even need a change when footsteps would be removed. Or just remove the mapwide indication that he is teleporting. But that's it

  • @Snowbawlzzz said:

    https://forum.deadbydaylight.com/en/discussion/comment/1441003#Comment_1441003

    If you're going back to the survivor as soon as they're unhooked, it's generally not going to be a long chase. Especially if they're hooked near the pallets they used.

    If we put a lot of conditions, I bet we can make every scenario fit in our favour. Just use BT on a hooked capable looper and he can keep the killer busy for 5 gens

  • @Snowbawlzzz said:

    https://forum.deadbydaylight.com/en/discussion/comment/1440947#Comment_1440947

    Yes, and without the mori, you'd be doing that 3 times instead of just once. You're saving a ton of time no matter the map or the pallet placement.

    And survivors can already get a "free escape" by just hiding in a locker next to the hatch until the second to last guy dies. You don't need a key to get that kind of "free escape" but people don't do that because it doesn't feel like a win and you get no points.

    3 times instead of twice. the pickup-hook I would not really count as the critical part here, the effort thing on this is to down the survivor twice. Mori's are a 33% effort reduction, not a 66%

  • @batax90 said:

    Is fixated work with urban evasion

    It cannot stack as the one is only while crouching and the other is only while walking. Or what is the question? If you use both, you will crouch at normal walking speed and walk with increased walking speed. You definitely don't crouch at indreased walking speed

  • @Inji said:

    @Oicimau The phasing sound can be heard outside of the TR. So if the TR is 0 the phasing noise can be heard from anywhere

    @Mandy said:

    @Oicimau it's equal to her terror radius which is 24m by default. Some perks can change Terror Radius and she also has an add on that means all survivors outside of her terror radius can hear her phasing.

    Pretty sure it is not correct. Unless it was a bug that was fixed without announcement in the meantime. The TR seems to be not linked to the wooshing, I had games where you could hear both, phasing and TR, when standing near the edge of the TR range. Without specific TR changing addons/perks

  • Another point: Your big article says that killers are only toxic because survivors are toxic. And I would 100% disagree from that being true. Not every killer playing like a scumbag had bad matches with toxic survivors in the past. Some people are just like that.

    ALL SURVIVORS' FAULT is not really the reason "why there is so much toxicity in this game"

  • One big disagree on that survivors search the horror thrill and go for a chase. That is true for surely a lot of players, but there are also a lot of players that feel the thrill when the killer is around and they try to dodge him by any chance. So this is not really the core reason. Also, sometimes people also just like to take a break, sitting on a gen, and get angry when they get chased AGAIN.

    @CertArn said:

    No. Every game ever made have ######### in community. ######### are everywhere. Simple as that. This game have no more toxic players than any other.

    But anyway - you are trying to say, DBD objective is more boring than driving to finish line with car, or shooting other people with guns over and over again, or killing mobs in endless grind? Every game is simple, if you think about this like that. Not every game is fun tho.

    This. It is simply how the world is. Has always been and will ever be. Anyone played Ultima Online back in the days? Where the term "player killer" was invented? That was already the case in the beginnings of the public internet. Also back in the 90's, when "chatrooms" were a big thing. Not much difference sometimes in these chatrooms compared to DBD post game chat.

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/1433249#Comment_1433249

    https://forum.deadbydaylight.com/en/discussion/comment/1433264#Comment_1433264

    can you like, just edit your comment instead of making a new one? this is kind of annoying.

    What I say is that numbers can be misleading, using the same 4 words over and over again for several different mechanincs aren't.

    using the same word to describe different things means the word loses it's meaning and is less reliable as a result. Also, numbers can't be misleading by definition. the wording around them is the only misleading thing that can occur.

    We can discuss what gives you more value, depending on comprehension

    no no no. comprehension is not necessary. numbers always give more value. wether you properly understand it or not.

    but there is nothing to discuss that numbers without background can be misleading. This is and was my point the entire time. Glad u got that now.

    and again, numbers can't be misleading, they are exact. in fact, math is the only trully exact science we have.

    no matter what, a 10 means and is a 10.

    You sound like the kind of people that thinks the govement should hide all the information from people because the people might missinterpret it... that's not a good philosophy

    That's why I started with user interface design in general, which has to assume that people do it wrong, to catch the possible mistakes by design. Exactly what you say: people don't understand things. And I repeat myself again on this initial statement: design to allow people do mistakes and just say "all your fault, although we could have done it simpler" is the wrong approach. This is a key rule in user interface design. Make it DAU proof (not sure what the english word is, DAU in german means something like "dumbest assumed user")

    mate... this isn't an interface. this is item descriptions.

    you know? the thing that usually has "+15 damage" written on it in a distinct color? so people can take a quick look and know exactly what it does? and compare to what they already have?

    I shouldn't have to check a wiki to properly understand what an item does. specially in a game like dbd where I can take my time reading it while I wait for a match.

    I'm tired of arguing to be honest, I think there were enough examples and confused comments from others regarding numbers, so I don't know on which base you still try to defend it.

    Also, numbers can't be misleading by definition... a 10 means and is a 10.

    Not the numbers, the interpretation. I said that already. You can expect everyone to be free of faults, that doesn't make them free of faults. I said often enough that numbers CAN be misleading, depending on the context and the individual, and that you need more than the pure number for it to be precise. 10% increased recovery speed is not the same like 10% reduced stun duration. 10% increased chance of a skillcheck can mean raising it from 10% to 11% or from 10% to 20%. Context. A percentage has no unit, it describes a relation. You need to know what it refers to.

    That also relates to your second and third line. Might be that numbers are more precise, but IT DEPENDS ON THE READER! We had an example already where 1% seems like nothing but can be way more than you expect. No matter how perfect the numbers are, the reason to use words instead is to avoid misunderstanding and keep it simple! I never said words are more precise than numbers, I KNOW they are less precise. I just said words are easier to understand and prevent you from getting false expectations, when you don't have the full context. Addons and perks describe their effect in many cases in a single line. This is not possible if you use numbers, you need the full context. Base duration, calculation, how and when things stack and in which order. Bringing me to:

    "+15 damage" ... and compare to what they already have

    This is what I also repeated MULTIPLE TIMES. We don't have it in DBD! Numbers make sense when you get all the base values. Adding +15 damage instead of "slightly more damage" makes sense when you see how much damage you do. Having a single line "slightly better" is hard to misunderstand, you get what the addon should do. Percentages and numbers push you into more detail without having the detail. As I said, we had enough samples, theoretically and by responses in this thread, that numbers CAN lead to expectations based on wrong assumptions. Having false expectations from "slightly better" is pretty difficult.

    mate... this isn't an interface. this is item descriptions.

    The whole game is a huge interface XD but ok... and this is an example. To, like, get the same issue from a different angle. If you can't transfer the meaning from one example to another... well, I guess I just stop arguing.

    And we are not talking about politics here, we are talking about a game... don't know if you want the source code or what. This is not hiding information for disguise, this is, as I ALSO already said, keeping it straight for the sake of simplicity. No conspiracies here, I swear... AAAAAND again: I personally would prefer clear numbers. I'm just arguing why it is (not the worst) design decision to keep it simple!

    Btw while you take your time reading some information when sitting in your next lobby... regarding item efficiency: please give me a list of which perk levels of Botany Knowledge, Streetwise and / or Selfcare would be necessary to get 2,3,4 heals out of any medkit in combination with any charge addon, so you can optimize your medkit/addon combos. Do me the favor and try it. Just pick one single character you have with at least 2 of these perks to get a complete list of what you might be able to combine for best efficiency and most healing usages of your medkits. I give you a kickstart. Combining Botany 3 and Streetwise 2 uses 10,46 charges per heal... Just a short prediction: you need some pieces of paper and will not be finished with it after waiting for the first game. Or the second, or third. And this is a scenario about perks that actually give you the numbers. If this is the detail you want and expect everyone to handle and deal with, let me know how long it takes you to get any value out of it, that is better than knowing about "moderatly higher efficiency".

    May I repeat ALL I have said multiple times now to get to the core of what I try to say for 2 pages now? And when you want to respond again, PLEASE make sure that every criticism you bring up CLEARLY shows how my previous points are not going in line with the following points (because ALL I want to say, and ALL I tried to point at, is summarized with the below):

    • Numbers ARE more precise than words
    • Usage of words instead of numbers reduces the complexity
    • Usage of numbers needs more context to be able to correctly understand the effect
    • Usage of numbers without context has a WAY higher chance of being misunderstood
    • Even the full context of numbers will have a decent amount of players misunderstanding them, because people are not perfect
    • People not being perfect is a valid reason to say "let's keep it simple". Keeping it simple by giving less information, to prevent misunderstandings and unnecessary complex input

    (btw in a game that has 152 perks, 60 survivor items/addons and 400 killer addons related to 20 killer powers each with a unique mechanic)

  • @WTBacon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1433249#Comment_1433249

    Using these vague words can also be extremely misleading. My favorite example is The Pig's Workshop Grease vs. John's Medical File.

    Workshop Grease says it slightly increases Skill Check Trigger odds for Jigsaw Boxes. Now what does this actually mean in terms of numbers? +1%. If the Pig is not using any add-ons to increase the time it takes to search boxes, specifically Bag/Crate of Gears, the survivors will only see a maximum of 3-4 Skill Checks. The Skill Checks are already appearing as fast as they possibly can because Jigsaw Boxes have an absurdly high 80% trigger chance. Workshop Grease literally only adds 1% on top of this, making it 81%. This isn't even remotely close to """""""""slightly"""""""""", it is actually worthless.

    John's Medical File slightly reduces Charge time of the Ambush Attack. This is going to be something useless like -1%, isn't it? 50%. The default charge time is 1 second, and this brings it down to 0.5 seconds. Because the Pig's Ambush Attack gives an audible warning, this means that survivors have half the time to run to a safe location. This also gives survivors less time to react if you do not play the Pig stealthily and instead prefer to use her Ambush Attack at unsafe pallets. This add-on also has some niche uses, such as making it easier to preserve stacks of Save the Best for Last.

    Because both of them use the exact same word (slightly) and are both the same rarity, new players assume they are both equal in strength and usefulness. I still see new Pig's using Workshop Grease and Razor Wires (+2% btw), even though these are both effectively useless.

    Btw I think "still using Workshop Grease" is more a thing because you don't see how many skillchecks survivors get. You have absolutely no feedback on the performance of addons like this, you have to see it from survivor side. Not a reason of wording. I would not use these addons because skillchecks are easy, not because any numbers that disappoint me.

  • @WTBacon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1433249#Comment_1433249

    Using these vague words can also be extremely misleading. My favorite example is The Pig's Workshop Grease vs. John's Medical File.

    Workshop Grease says it slightly increases Skill Check Trigger odds for Jigsaw Boxes. Now what does this actually mean in terms of numbers? +1%. If the Pig is not using any add-ons to increase the time it takes to search boxes, specifically Bag/Crate of Gears, the survivors will only see a maximum of 3-4 Skill Checks. The Skill Checks are already appearing as fast as they possibly can because Jigsaw Boxes have an absurdly high 80% trigger chance. Workshop Grease literally only adds 1% on top of this, making it 81%. This isn't even remotely close to """""""""slightly"""""""""", it is actually worthless.

    John's Medical File slightly reduces Charge time of the Ambush Attack. This is going to be something useless like -1%, isn't it? 50%. The default charge time is 1 second, and this brings it down to 0.5 seconds. Because the Pig's Ambush Attack gives an audible warning, this means that survivors have half the time to run to a safe location. This also gives survivors less time to react if you do not play the Pig stealthily and instead prefer to use her Ambush Attack at unsafe pallets. This add-on also has some niche uses, such as making it easier to preserve stacks of Save the Best for Last.

    Because both of them use the exact same word (slightly) and are both the same rarity, new players assume they are both equal in strength and usefulness. I still see new Pig's using Workshop Grease and Razor Wires (+2% btw), even though these are both effectively useless.

    Another case of numbers that confuse you. The video tape also give 50% reduced charge time. Stacking them neither reduces it to 0 nor to 0.25 seconds, so it does not work the way you expect either by knowing the numbers. (Btw just tested it to make sure I'm not wrong. Charge time without addons is ~0,875s with the yellow addon ~0,575 with both addons ~0,5)

    You say that "slightly" is misleading. Actually it is not misleading, the validation you give is based on the numbers, that you don't have by the wording. You got the numbers and after that you start evaluating if the wording matches your expectations. Just having the wording would give you an idea of what happens, having the numbers starts the confusion, expectation and everything else. Good example.

    We can argue if slightly is not the correct word for this addon as the change is quite remarkable. My position regarding wording vs numbers is still unchanged.

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/1433160#Comment_1433160

    ok. so we agree the only issue is that people don't understand things. and the numbers aren't the issue. glad we moved past that.

    now... how is what you described any different than how the forums is right now? spoiler alert, it isn't

    And just to come back to where I started:

    only issue is that people don't understand things

    That's why I started with user interface design in general, which has to assume that people do it wrong, to catch the possible mistakes by design. Exactly what you say: people don't understand things. And I repeat myself again on this initial statement: design to allow people do mistakes and just say "all your fault, although we could have done it simpler" is the wrong approach. This is a key rule in user interface design. Make it DAU proof (not sure what the english word is, DAU in german means something like "dumbest assumed user")

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/1433160#Comment_1433160

    ok. so we agree the only issue is that people don't understand things. and the numbers aren't the issue. glad we moved past that.

    now... how is what you described any different than how the forums is right now? spoiler alert, it isn't

    What I say is that numbers can be misleading, using the same 4 words over and over again for several different mechanincs aren't. We can discuss what gives you more value, depending on comprehension, but there is nothing to discuss that numbers without background can be misleading. This is and was my point the entire time. Glad u got that now.

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/1432700#Comment_1432700

    thank you. but it was pretty simple... considering that what you said was silly.

    Also, quoted you. Your entire comment is there, I just focused on one part. but with or without context, you're fundamentally wrong.

    let me explain.

    the diference between the sentence "increases attack speed by 5%" and the sentence "moderately increases attack speed" is evident. you don't need to know the actual attack speed.(and if you do, the first one gives even more information)

    with both, you know the attack speed is increased. But only with the first one you actually know by how much. Fundamentally, a number will always give more information compared to a vague description.

    obviously, not everyone know how numbers work. If that was the case accountants wouldn't be a thing. but that's completely unrelated.

    The thing is, giving accurate information to the players is aways better than vague information. and I have no idea why you think it would require 20 pages to do so...

    https://forum.deadbydaylight.com/en/discussion/comment/1432668#Comment_1432668

    And we already had the case with "50% increased speed does not mean half the time". A number does not necessarily tell you anything, if you don't know the base number and how the change takes effect

    I assume this one was for my comment.

    that's a problem with reading compreension, not numbers. Being 50% faster doesn't mean half the time. because obviously to take half the time you would have to be 2 times, or 100%, faster.

    people didn't pay attention to what they were reading and assumed things. that is all.

    Thank you Mookywolf, that's an even better example that % can even be misleading. I don't know the base number, but lets say the chance for a skillcheck is 8% per second. Increasing it by 2% makes it 10%. That is a 25% higher chance of getting a skillcheck. They could even write 25% instead, allowing to think that you have a 33% chance per second to get a skillcheck. How bout that? Does 25% sound more "moderate"? Changed your mind about what this addon does?

    let me tackle this one too.

    again, there's no need for the base number. 2% increase means 2% increase. moderately increase could mean literally infinite numbers, making it pretty useless as a description.

    one gives better information than the other. period.

    also, "increases the base chance of skill checks by 25%" and "increases the base chance of skills checks in 2%". That's how you would write either version. It isn't misleading, you just don't know proper grammar.

    hell... you can even go "adds 2% to the base chance of skill checks" if you wanna be pedantic about it.

    alright, so tell me why so many people have no idea about what the percentages mean and go for the forums to create gigantic threads, that are often only solved with the help of devs, if proper grammar solves everything. Moons answer to my post pretty much is the direct example why percentages are not the easiest solution

  • @Mookywolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/1432668#Comment_1432668

    yes i'll admit the numbers got me a bit, but even at 25% no that doesn't sound moderate, so its still misleading. also i feel like these words mean nothing if you don't know the base number, so why does that really matter?

    That's what I say. The percentage can be more precise, but not without all the information needed to understand. Slightly, moderately etc has a basic meaning that you can understand, and as long as you don't have all the information, the vague wording gives you at least a clear and consistent meaning. Percentage has no consistent meaning, again with the healing sample: 50% increased speed is something different than 50% less healing duration.

    I would also like more information, not that anyone gets me wrong. I'm just saying that they decided to go that way, it has a reason and it is not a wrong decision by default

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/1432001#Comment_1432001

    are you seriously saying

    "20%" doesn't tell you anything more than "considerably"

    with a straight face?

    Btw nice job cutting out the condition on this sentence to make it look silly

  • @Nebula said:

    https://forum.deadbydaylight.com/en/discussion/comment/1432008#Comment_1432008

    Agree to disagree. To me that would be more simple to understand, but to each their own.

    They could also make a change where it would be something like "Reduces chainsaw cooldown by 1 second" for example. I think that would be relatively easy to comprehend.

    @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/1432001#Comment_1432001

    are you seriously saying

    "20%" doesn't tell you anything more than "considerably"

    with a straight face?

    @Mookywolf said:

    let me share one of my favorite examples of why they should use numbers rather than these words that mean nothing.

    Pig, and her add on Razor Wires.

    "moderately increases jigsaw box skillcheck trigger odds"

    want to know what they percent is?... 2% i wouldn't say theres anything moderate about a 2% increase

    Thank you Mookywolf, that's an even better example that % can even be misleading. I don't know the base number, but lets say the chance for a skillcheck is 8% per second. Increasing it by 2% makes it 10%. That is a 25% higher chance of getting a skillcheck. They could even write 25% instead, allowing to think that you have a 33% chance per second to get a skillcheck. How bout that? Does 25% sound more "moderate"? Changed your mind about what this addon does?

    If yes, you understood what they said with moderate, got confused by the percentage and needed additional facts to understand the percentage. There you go.

    And we already had the case with "50% increased speed does not mean half the time". A number does not necessarily tell you anything, if you don't know the base number and how the change takes effect

  • @Nebula said:

    https://forum.deadbydaylight.com/en/discussion/comment/1431602#Comment_1431602

    Exactly. You can't tell me that as a newer player seeing something that says tremendously, or slightly increases something is easier to comprehend than a statistic. Statistics are objective and if you read into them wrong then that's on you. Words like slightly, etc. are subjective and can be interpreted in many more different ways than a stat.

    I can tell you that. Chainsaw cooldown is moredately reduces. Or chainsaw cooldown is reduced by 12%. "Wow, 12% is ... almost like... how long is the cooldown again??"

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/1431530#Comment_1431530

    config tools usually come with

    -"basic set up"

    -"personalized set up"

    not a good comparison here.

    by using vague terminology, you make certain that people don't actually know what something does. they just have a vague idea.

    while using proper numbers means that people know exactly what something does. and not interpreting them properly is their own fault.

    Maybe a different impression about config tools. I was thinking about a tool to modify behavior for example another application or service or whatever. Like applying options with addons and perks to modify killer/survivor. But let's leave that.

    Vague terminology can describe WHAT things do, but not HOW. As I said, when they add percentages, they need to add at least 20 more pages of the mechanics behind. Ever grinded in Diablo 2 and get tables about drop chances and item levels in certain areas to know where to get your best materials for your crafting? You want that type of maths in DbD?

    You get the percentages from the wiki if you are into that, but this is in my opinion not the type of game where you need it.

    If you don't know how it works, "20%" doesn't tell you anything more than "considerably". The thing you need to know is, it gets faster, wider, etc

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/1430268#Comment_1430268

    Which is why you give all the information you can to the user. To avoid them making mistakes as much as possible.

    You do not use vague terminology.

    The simplest solution is not always the best. If you think of config tools or other powerful applications with a lot of settings, you can decide to either offer all the options and switches possible along with a 200 page manual, or you break it down to "do A, B or C" and let the tool handle whatever is necessary to do A, B or C.

    When you give the percentages, you also need to explain how and where they are used. As already stated, many people think 50% speedboost is equivalent to 50% duration reduction. Just think about the confusion that the old Enduring wording caused with stun duration compared to increased recovery speed.

  • About one week or one and a half before it ended, I got to lv 70. Also with some challenges on level 4 left

  • @SloppyKnockout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1427565#Comment_1427565

    Really? Tofu literally said on his stream, after trying the PTB, that "He won't be touching Billy anymore". You're quoting his twitter from days ago.

    Just stop, silly goose.

    KEKW KEKW KEKW KEKW KEKW KEKW KEKW KEKW KEKW KEKW KEKW KEKW KEKW KEKW

    Just if you want it clearly. Seems like a good on point summary

    https://clips.twitch.tv/OddHelpfulLasagnaBudBlast

  • @Nebula said:

    https://forum.deadbydaylight.com/en/discussion/comment/1430174#Comment_1430174

    I see your point but statistics are statistics and if some people read them in the wrong way that's on them. For the people that know this game though the statistics would be a great help.

    That's not how it works. User Interface Design in general expects users to break and mistake everything they can and therefore design should be in a way to avoid misunderstandings and mistakes and prevent the user from doing wrong input. So it is not the worst approach like they do it, and claiming "just your fault" is definitely the wrong way

  • @RizeAki said:

    https://forum.deadbydaylight.com/en/discussion/170647/why-not-show-actual-percentages-instead-of-tremendously-moderately-etc

    I believe it’s due to it being easier to program as it is without bugs or anything especially cuz numbers themselves aren’t always correct for example clowns perk says 50% but it’s really 33.3%

    The 50% is correct I guess, not a bug. And this rather confusing base mechanic (when not completely explained in detail) is probably the reason why they expect people "to not have had math in classes" (@DwightOP )

    Not sure which addon you mean, but for example if you increase healing speed by 50% doesn't mean you need half the time. Instead of 1 charge per second you heal 1.5 charges per second. Needing 10.67 seconds to heal (16 charges required: 10.67s * 1.5c/s = 16c) which is 66% of the time you need without speed increase (10,67s / 16s = 0,66) (or 33% less time required, depends on your view then)

  • Wow... the greed.

    I mean, killers are denied some hatch closing points as well. And want cage points compensation as well for being caged and not being able to struggle? I would also request 40 points compensation for the 4% chance of 1000 bonus points for self unhooking after being caged on first stage.

    Gawd...

  • @Jill10230 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1423488#Comment_1423488

    Likewise, I came up with an idea for Nemesis from Resident Evil 3...😀

    https://forum.deadbydaylight.com/en/discussion/169423/new-idea-killer#latest

    Ps: I don't think I'll buy the next DLC if it's not Resident evil. Silent hill, why not Resident evil !

    My guess would be RE Resistance to be the reason why. But I also guess we will never know

  • @SloppyKnockout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1427565#Comment_1427565

    Really? Tofu literally said on his stream, after trying the PTB, that "He won't be touching Billy anymore". You're quoting his twitter from days ago.

    Just stop, silly goose.

    KEKW KEKW KEKW KEKW KEKW KEKW KEKW KEKW KEKW KEKW KEKW KEKW KEKW KEKW

    Silly goose? You want more details? Maybe take more that a torn out single line from his stream. How about "I will get better in adapting to the changes, I just don't want to". He is not touching Billy anymore because for him the fun thing was trying to go for the insane chainsaws (which is for him the same fun thing to dodge when going against Billy) which is not possible anymore. Not because he is not viable anymore. So basically the same problem as nurse: same tier, less fun to play. He even says Billy is still viable. Someone in stream says "mobility gone" and he responses "he still has high mobility, just a bit less than currently".

    "He won't be touching Billy anymore" without any explanation why doesn't really get the point, you know. If you want to keep laughing pointlessly, go on, but it would make you be the silly goose

  • @SloppyKnockout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1426558#Comment_1426558

    Well - he just said he's not touching Billy anymore.

    Come come come. Laugh.

    If you can laugh louder than me. KEKW

    I'll try. What I heard from him is that he is probably at the same level and just less fun to play because you cannot go for the insane chainsaws anymore as punishment is too hard for that. First game testing, then 2 4k's in a row. So yeah, the initial "even godlike Tofu needs 5 seconds of rev" but still 4k's is what I laugh about

    KEKW KEKW KEKW

  • I get more upset if people try to unhook me without BT after staring at me and the killer for 50 seconds wasting time that could be used on gens and instead rewarding the killer to do the hook exchange

  • @TheDeprived said:

    https://forum.deadbydaylight.com/en/discussion/comment/1426731#Comment_1426731

    There is alot of issues within the logic provided here and even in the question itself. Someone else highlighted the flaw in the question aspect and some outlined a little in the "key issues."

    1. If players are in red ranks and know they cannot themselves play against Ruin effectively they have the option to hunt down the totem and cleanse it. Its in the players' choice and knowledge of their own playstyle to play against a weakness. Also the Veteran play could look for the totem themselves, move to another gen (which is more effective then sitting on the same gen in most instances mind you.), or just man it out considering 5% isn't that much when two people are working on one given gen.
    2. There are perks currently in the game that work with this same logic in mind. Examples: Corrupt Intervention, Hex: Retribution, Hex: Haunted Grounds, etc. While the effort is minimal for using these perks they always have a risk to them. Hexes can be cleansed, Corrupt Intervention has a timer and once they are gone. They are gone for the rest the game meaning you now either have 3 or less perks remaining.
    3. There are other perks in the game that use the "inconsistency" of skill checks. Examples: Autodidact and Hex: Huntress Lullaby.

    Also introducing another perk with Gearhead (nb after the Ruin change) that triggers on skillchecks

  • @Almo said:

    Full article on Ruin:

    https://forum.deadbydaylight.com/en/discussion/117488/designer-notes-doctor-gatekeeper-hex-ruin

    Short version:

    We took a close look at the perk to identify what makes it so frustrating to play against. Three key issues were identified: 

    1. Its punishment of new players or those who can't hit Great Skill Checks. Newer players trying to help veterans with generator repairs tend to make the situation worse rather than better. 
    2. The passive nature of the gameplay pressure it provides means that there is a huge amount of potential with very little effort or risk on behalf of The Killer. 
    3. Its inconsistency due to the random nature of the appearance interval of skill checks. 

    This is the thing that gets the people upset: you said 80% usage is the thing why you looked at it and then you figure out what makes it frustrating, while the correct question would be why it is used in 80% of the games.

  • @SloppyKnockout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1409323#Comment_1409323

    Tofu strikes me as a shill, at times. I wouldn't be surprised if he outright supported the decisions the devs made. I hope I'm wrong though.

    Also - he's far from a high level Billy main.The best ones don't stream.

    https://forum.deadbydaylight.com/en/discussion/comment/1415087#Comment_1415087

    Nurse getting a cooldown is not the same as Billy getting a cooldown. You need to play more killer.

    So if a far-from-high-level-Billy main performs well with him, it would rather support my point that I can come back laughing if this happens, right? And on a stream like 4 days ago he already said that he doesn't think it is too much of a deal

    Besides that - nurse gets a cooldown on every power usage, Billy can control the cooldown. So yeah, this is something different indeed

  • @DwightOP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1426387#Comment_1426387

    It's still pay2win if the strongest free2play killer needs hundreds of hrs of playtime to be good at and maybe 1k hrs to master her... When You simply can buy spirit or Freddy and do very well after 10 hrs.

    How about getting Spirit and Oni for shards? Or Huntress for free? Go through the top tiers of ANY streamer and 4 of 5 of the strongest killers are either base or original DLCs. Freddy is literally the only money-only top tier killer

  • @DwightOP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1425648#Comment_1425648

    And here we are slowly moving more and more to a pay2win system for killers

    In which meaning is this pay to win? Do you even know what it means? And do you know that nurse is still the strongest killer?

  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/1420243#Comment_1420243

    You can see in 1 day how it encompasses every possible situation? Now I believe you even less.

    Maybe you didn't get me. Trying to pinpoint me on stuff. My point was that everybody already was yelling out loud "in 0 days". Actually my point is the opposite of what you try to insinuate.

  • The gifted blood points are on a separate "account". Your normal bloodpoints have the 1 mio cap, the "bonus bloodpoints" are added on top of that. That is to avoid that you are already at cap and just for bad luck don't get the reward as you exceed the limit.

    That also means that if you got 900k, you are stacked to 1.344.444 BP and still can collect another 100k on top. Unfortunately I noticed that bonus BP get spent first. So if you are on 1.444.444 then you cannot spend up to 444.444 and get back to 1.444.444 afterwards

  • I want Resident Evil or a Pirate killer

  • Just for the moonwalk. Nut sure if with current Mending they still would. And the mending was the only thing that needed to change and most people complained about. But they changed the whole package just to change Mending an additional like 3 times because it did not work as expected and then they reactivated old Legion with bringing Nemesis. The Mending thing wasw the only big issue

  • This is as compensation because the event cakes have been buggy for over a week. Was also in the ingame news

  • I'm happier with new Legion, but this feedback is a typical "I never wanted to learn". Old Legion had several counterplay options. Noone mentions the possibilities you had because you don't leave scratch marks. There were quite a few jukes you could play

  • Initially I used to spend them on shrine for new perks I really want to have to not spam my bloodwebs with other teachables I might have to unlock on the way. Then used to get extra shrine BP because the grind is too big. Now I got 5 survivors and 2 killers maxed out, so I occassionally spend them on shrine to get new characters to level 50 more quickly but mostly to get cosmetics and original characters

  • "I'm not talking about perks."

    Alright, survivors have no powers. So what is this thread about? Put cooldown on vaulting? Killers also don't have cooldown on vaulting. Cooldown on dropping pallets? Killers have no cooldown on kicking pallets. Holding M1 on gens? Killers have no cooldown on attacking or hooking.

    May I summarize that this is the most pathetic complain thread I have seen in a while?

  • Rocket League does the same. I also missed that detailed feedback for the survey

  • PTB starts today. I said I'm gonna watch performance on the changes. Which I can do today, not in 2 weeks. What exactly are you trying to do here?

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