Deadeye
Deadeye
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- Deadeye
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@thesuicidefox said:
Hooks require 6 charges to sabo. Each toolbox sabo's at slightly different rates (except Alex's which sabos a lot faster).
- Worn Out Tools sabo in 3s. (base)
- Toolbox (yellow) sabos in 2.8s. (+10% speed)
- Mechanic's Toolbox sabos in 3.1s. (-10% speed)
- Engineer Toolbox sabos in 3.4s. (-25% speed)
- Alex's Toolbox sabos in 2.4s. (+50% speed)
I asked this question a while ago, if you want to read through the thread.
https://forum.deadbydaylight.com/en/discussion/141772/toolbox-sabotage-charges
It is more like 6.3 charges. Almo didn't respond to what I mentioned on this thread. You cannot sabo 4 hooks with Alex' toolbox, it is only ~3.9 hooks
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To be fair, killers should get BP for people failing kobe attempts and self sacrifices. Survivors giving up cost the killer also a lot of BP.
And beside that, the game has bigger issues than "I got too less BP this match"
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1272230#Comment_1272230
What Killer, in the history of EVER, has brought a mori and decided not use it????? Lmao Thats not a thing.
And thats fine. Moris show up more frequently and Killers have more BP to spend on their blood web because they have no items...only addons. Give me a break bro, this is not a comparison.
Again, very sorry someone used a key on you, so you're triggered...but there is nothing wrong with keys. Its a part of the game you need to accept.
Here, first one. It often happens to me that I want to prestige killers and therefore use all the remaining addons and offerings before I do so (at least the ones I wanna play and are rare enough). And Moris are then normally used when the gens pop too fast as kind of insurance when I have a bad start. If I don't have to use them and still can get a 4k, I'm happy to get more points.
Btw it is 66% of the job. You need to win 2 chases instead of 3, not 1 hook of 3.
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Originates from the first Diablo, there was a skeleton champion in the Dungeons called Captain Deadeye.
And I like pirates :) With older clans my friends decided to go the pirate way and we all had captain in our names. As in shooter games I always preferred the sniper weapons, I thought Deadeye kinda fits. And I kept that name for many accounts
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1270246#Comment_1270246
Except these couldn't be more different.
Simply doing a generator = "gen rushing" as though it is an abusive or toxic part of the game. Except it isn't. Killers NEED survivors to do gens, because in matches where they don't, Killers struggle to find survivors and get taken hostage. There is only one way to do a gen, and it doesn't eliminate the Killer from the match in the first few minutes of the game. In fact, it gives Killers a specific point at which they can expect to find survivors, which awards them points, allows them to chase, gives them destruction point opportunities, etc.
Camping and Tunneling are play styles that are employed to kill survivors as quickly as possible, with disregard for the fact that game has 4 major objectives, not 1. They are toxic, in that they can easily and quickly be used to completely stop someone from being able to play the game, and can be implemented as soon as the match starts. It not only automatically removes the points and pips from the person being victimized by this behavior, the other survivors suffer - especially from camping - because they don't meet their emblem requirements for off-hooks, heals, chase, etc. when all the Killer does is find a single person and camp their face off. Unlike doing gens, there are numerous alternative ways to go about killing people that take into consideration killer and survivor objectives.
These two things are not comparable. "Gen rushing" is just a hollow term for any survivor doing a gen. Camping and Tunneling are toxic play styles that ruin matches. Certainly not the same.
No, it is not a term for a survivor doing a gen. Bringing perks and toolboxes for speedup, sitting on gens injured in the face of a killer, having crutch perks to allow this behaviour, having other survivors around drawing attention so that other survivors finish the gen in front of the killer, having 3 man teams running around the map chunking off gens while the 4th one dies on hook... there are several patterns that can be considered gen rushing.
Saying a survivor on a gen is a gen rusher is like calling a killer camper that kicks a pallet or gen near the hooked survivor.
Btw what is the point that the terms are different, or even if the one thing is toxic and the other not? I was just pointing out that denying the existence of a common sense term doesn't make sense. Same thing would be to say "there is no toxic behaviour"
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/1269523#Comment_1269523
Rewards the survivors for messing up and it has too much of an impact.
It doesn't reward for messing up, it rewards when the killer doesn't pick you up. Getting downed is part of the game
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Not sure if there are changes possible within a day
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I think this should stay, as it is a good point in a tutorial for new people to show them that this game is pretty buggy :P
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As PaulieEsther said Friday 13th might be possible, how about that psionic girl from part 7? That would be mysterious enough :P
I would also like Corey Feldman as survivor
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/1270241#Comment_1270241
- The yakuyoke amulet increases your phase duration but not your recovery time, so you get 8.5 seconds of phasing with the default 15 second recovery. This add on essentially buffs your recovery rate as well.
- You only have 15 seconds recovery if you use your full power. Shorter bursts will give you less cooldown.
- Because your movement speed is so high you don’t need to phase for as long.
All of these factors together mean you can spam your power, cover distances and keep your cooldown short. Unless you’re phasing from one side of a huge map to the other, you won’t need to wait 15 seconds for your power with these add ons.
Sure, then we disagree.
But just to add: Travelling the map is a point of totem placement if you want to protect them, so an RNG factor and I somehow got the impression that you are not talking about the power of the build but the power of Spirit. If you are decent with Spirit, you don't need perks at all. Every perk makes her stronger. And the way you describe how you counter my suggestions of counterplay to the build sounds like you don't need perks at all
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@Almo said:
If there were a guaranteed 4k, we wouldn't have a game. :)
He also responded to that. He just wants very strong builds. You still need to know how to handle the builds. Scratched Mirror for example can be pretty strong but many people still chase after the first hit, which is simply a bad idea. On the other side, almost no survivors really know about the safe healing spots on indoor maps, to see Myers coming and being able to escape without a free hit around the corner.
But some builds are simply stronger and harder to outplay or need good teamplay to be able to escape.
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@Donleov said:
https://forum.deadbydaylight.com/en/discussion/comment/1270029#Comment_1270029
Why should he try with an addon when it's a known bug? Just to people that don't know nurse to see? With omega blink, sometimes you even blink up with no intentions because of the range. What. Are. You. Talking. About?
I explained what I saw in the video, that should answer your "why". If the blink doesn't even get you UNDER the second floor, it will surely not be able to blink you ON TOP of the second floor, if there are bugs or not
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@BabyClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1270096#Comment_1270096
Oh you're sending that because you finally realized you're wrong and you don't want to admit it, I get it.
Just don't fall for the troll :P nothing else behind it
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Sometimes it is simply funny and delightful to stomp a team, even if you don't get pips or many BP for that.
Sometimes I just punish stupid survivor behaviour like swarming the slug with 3 people against a Fury Oni, just to hope that people learn Altruism can be dangerous and you should get yourself up first and wait for the Instadown ability to run out, rather than raising that slug in the back of the Oni. So that I don't run into that team when playing a survivor, watching everyone go down easily.
Slugging when noone is around is simply stupid. Depends if the killer has a matching build and just waits for the second to come in for the heal, slowly pulling all the survivors into the same death trap. Can work, is boring, but mostly just wastes everyone's time
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@LetsPlayTogether said:
First, "gen rush" doesnt exist. Second, nothing changed to speed up gen times. Third, in conclusion youre completely wrong.
If gen rush doesn't exist, camping and tunneling doesn't exist...
I think it is pretty much common sense what these terms should describe
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/1269985#Comment_1269985
If it were any other killer I’d agree with you, but this is playing Spirit with insanely strong add ons (about 200% movement speed for 8.5 seconds). By the time the survivors start wasting time tapping totems in coordination you’ve already won the match. Either they ignore the totems to rush gens, in which case you easily get your Devour to three tokens and start cleaning up, or you get easy grabs/hits/downs while they try to distract you with totem notifications and you just kill them faster than they can pop gens. The point isn’t to protect your totems, it’s to split the survivors’ focus to give you plenty of time to kill them all. I’ve played against this build a few times and it’s honestly pretty gross.
And just as addition to the 200% speed: the outplay is still working to wait for a post phasing. You have 15 seconds recovery before you can phase again. And I played several times against survivors that simply stopped doing gens and completely focussed on cleansing the totems. And if they all are too close to you, you won't get stacks. Then you have to decide if you just want to give up on the build and try to maximise hook actions until the totem is cleansed or see if you can get some slugs to protect totems and get a few hooks.
As I said, it is a strong build but it can be countered if the survivors don't just give up
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/1269985#Comment_1269985
If it were any other killer I’d agree with you, but this is playing Spirit with insanely strong add ons (about 200% movement speed for 8.5 seconds). By the time the survivors start wasting time tapping totems in coordination you’ve already won the match. Either they ignore the totems to rush gens, in which case you easily get your Devour to three tokens and start cleaning up, or you get easy grabs/hits/downs while they try to distract you with totem notifications and you just kill them faster than they can pop gens. The point isn’t to protect your totems, it’s to split the survivors’ focus to give you plenty of time to kill them all. I’ve played against this build a few times and it’s honestly pretty gross.
I know how this build works when it works. It can be nasty. But if they play around it, it is hard to defend totems. Maybe you have not played against a working SWF or some solos that know what they do. Once all 4 know what you are up to, outplaying the totems is not that hard if they work together.
Also regarding Devour, it is pretty easy to note that you are running it in this case. And I already experienced survivors that just start to go for nearly insta unhooks (especially with BT that can be annoying as killer) just to deny you the Devour stacks. Not saying that this is not a strong build, but when talking about "guaranteed 4k" I would say this build has a too effective counterplay
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To the first attempts: you don't even make it inside the building. That is a clue that you simply were too far away to get up to the second floor. And you know that with range addons you need to charge longer than pre rework omega blink? I would test that again with the flannel equipped
@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1269205#Comment_1269205
Same, on PS4 with PC I have roughly about 4k hours and it's just bad.
But, I've never in my 3 years of playing have seen such disregard for a killer.
A week or two, maybe a month but entire MONTHS is just embarrassing, and appalling.
Lightburn bug on Wraith was in the game for over half a year. Not saying that this makes the bugs nurse has to face any less critical, just for info.
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During old days flapping arms meant "Killer is close, do gens". But with increasing player base it lost its meaning as everyone started to make it out of fun or being bored.
I would like, during the SWF controversy, to bring meaning back to this, so there is a bit more of solo communication possible. I use the following:
- flapping arms: killer is close, do gens or AT LEAST be cautious
- be calm: I'm fine to get saved
- stop after 95% of the self unhook animation: noone is coming, I'm dying. pls move your ass up here or I have to try kobe and go to 2nd state
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@xenotimebong said:
The closest thing to a guaranteed 4K in my opinion is face camping Bubba with Corrupt Intervention, NOED and Bitter Murmur. Try and get your first down before any gens are done (Corrupt helps with this), facecamp them to death, do the same to a second. If the last survivors manage to get all gens done, you use Bitter Murmur to find them and insta down them with NOED. You’ll 4K more often than not with this but it’s extremely boring and requires very little player ability at all.
There’s also Spirit with yakuyoke amulet, mother daughter ring, Devour Hope and Thrill of the Hunt. If they try to cleanse your totems they die, if they ignore your totems they die. A really bad killer could fail with this one I suppose, but if you can play Spirit to a basic level this will give you tons of easy 4Ks.
The totem thing is not a guaranteed 4k in my opinion. Once they touched a totem they will see the Thrill and know what will happen. Then they will start spamming notification sounds, fake the cleanse or just wait for the next wooshing to expire and then start the cleansing. If you waste all your time protecting the totems, you have no time protecting the gens. Needs a bit coordination and awareness from the surivors, but that can easily fail for the killer as well.
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"Any killer" meaning, a build that works on every killer or that it doesn't matter which killer you have to chose to make the build work?
Oni with Sloppy, Thana, Coulrophobia, Distressing, Bloody Glove and Splintered Hull. High TR and once you got some people hit, they will most likely never be able to heal up again, giving you a map full of aura reading blood orbs. Monto exchanges (I think) sloppy with Spies. If you are on the right map (best Hawkins for size and many crows) it can be the better choice.
Ruin+Surveillance on Spirit with Prayer Beads or Freddy with Class Photo. The mapwide irritation from the addons gives you a huge amount of information and gen regression. And once they "get used to it" and try to commit on gens, you might even get grabs or free hits. On Freddy I would combine it with BBQ so you know where to teleport after the hooks, with Spirit maybe Mother Daughter Ring and Thrill, to protect the totem. Or just run new maps which have decent totem spots (Badham, Saloon, Lery's). Dead Man's Switch can also be pretty strong for this build, although it blocks the Ruin regression. But it would be a good backup if Ruin gets cleansed, and it may force survivors to commit, to not take the 45sec block. For Spirit: Remember, that a yellow gen or a red gen that was yellow tells you, there is a grab possible, as long as it does not turn white. Sometimes you need to fake some wooshing or hit someone and then phase to the gen, so they feel a bit safer and try to commit.
I would also add Scratched Mirror Myers to the list. And my favourite map is The Game. For Lerys, since the rework, I think the gens have way better view, grabs and surprise attacks have become a bit harder imo. The game is a little labyrinth with finding the right stairs, but since the map is smaller and 2 levels, you get way more information. You just need to circle the center 4 rooms and have seen the whole map (in maybe 15-20 seconds). I think that is worth a lot. My fav build for that is (EDIT: forgot to add the build ^_^') Sloppy + Thana to keep them healing as long as possible, wasting time and slowing gens and giving you easier surprise downs, Ruin or Pop (I prefer Pop) for gen regression, and then either Devour, NOED, PWYF or Haunted Grounds for some extra spice.
@calem said:
Doc: Distressing, Monitor & Abuse, Unnerving Presence, plus some perk you are comfortable with, both add-ons that increase terror radius, The Game map offering
Huntress: Iri Head, don't think I need to say much else
90% of Killers: The Game/Hawkin's map offering
Adjust to the Doc build. I think MnA is counter productive. I would switch that and the 4th perk with Overcharge and Lullaby. Hawkins is also good for that build. Didn't test on The Game, but I guess it is the same (probably Saloon as well): when standing in the middle of the map, you have mapwide TR while static blast is up. At the beginning of the match, use it once from the middle so you know where everybody is. Then don't use it anymore to keep your TR and difficult skillchecks as big as possible. Once (or 'if') they get gens finished, you can use Blast again if needed, when the remaining gens are close together. Distressing keeps your TR big enough to cover at least 4 close gens, if you protected the right ones.
@Reborn2020 so what's your strong build then?
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Can't decide between bad teammates and tunneling. But I go for the killer wanting me to get out of the game, because bad teammates would be the first choice when talking about why the game ended in a 4k
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I just smack tbaggers or tbag hard tunnelers before they down me. If someone does that before anything toxic happens, like the people do that I tbag/smack, then it is just because they have fun killing someone's gaming experience or expect waaaaaay too much from the other role. Like "you tunneled me - I did a full chase on the other side of the map in the meantime" or "he uses a flashlight, don't like, gotta die"
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I have no favourite because I dislike chat salt
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I just play whatever I want and then chose which of the available challenges for that role is my favourite or unlocks the most choices.
I didn't have any problems with the challenges, and didn't even have to farm. Most of them can be done in one match. Due to corona I had some more time and really played a lot, but also had some internet issues not being able to play some days in the first week. But combined, I played 3 days in the first week to finish the first level. Let it be maybe 8 hours a day, and I finished all challenges during last weekend.
What I can precisely say about level 1: I saved the challenges for the next chapter, which will be released during tome 3 I think, so I get more BP for levelling the new characters. But if I collected all rewards, I would have been tier 15 after the match that got me the last challenge done. So one tier ahead, regarding the "1 tier per day" average to get the rift done. So level 1 is perfectly balanced in that point, regarding required playtime and challenge progression. And I think the roughly (but guessed) 24 hours I played to get to that point would also perfectly fit into the "2 hours per day" requirement (I know, they said 1 hour per day, but that is pure playtime, make it 2 hours to account for queue times, equipping and BP spending)
Not sure about level 2 though. From what I saw (but that is leaked content so don't wanna discuss here) level 2 might be more grindy and more of a problem to finish in two weeks, when you play 2 hours per day, but let's see about that.
And if anyone has problems with any challenge, sure go ahead and ask.
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Because it is a perk from the beginning of the game's life, where we only had 4 killers, was never used that much either and never got an update so far.
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Alien or Resident Evil
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Same like every single time someone says "Buff, killer is crap". Like you just did without knowing about it. So what?
Go to a peak and go back? Did you even watch the dbd stats for this game?
@The_Bootie_Gorgon said:
The new killer is already camping me 😭😭😭
That's actually the only statement you can really make before he is released. At least correct in 70% of the cases
@ALostPuppy said:
The last 2 killers to come out have been good though? Deathslinger and Oni are 2 of the best killers in the game, Plague, Demo and Doctor 2.0 are also decent. The only bad killer we got in 2019 and 2020 so far is GhostFace
He is also not really bad. Stealth killers are always difficult to play against and since he doesn't need to "uncloak" or charge or something, he is always a decent threat. Just the stalking and reveal isn't always working as expected, but that also goes into both directions
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"As with every new Chapter, it will feature a new map, a terrifying new killer and a mysterious survivor"
Looking at ghostface, where everyone yelled "a chapter without map and survivor? That's a paragraph!" and BHVR responded "we never defined what chapter or paragraph means"
XD
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Here, I'm apparently first to tell you: I'm constantly reaching red ranks (also before the crappy rank reset) and I don't consider myself red rank because I can't 360, hug walls and optimize pathing, meaning I'm just average in looping. And "rank doesn't matter" can also be used as an argument when a full red rank group gets stomped by a rank 12 killer because people are over altruistic, gifting away triple downs and throwing the game for example. Maybe you are a bit unlucky or just remember the scenes you dislike, but for my part both scenarios are pretty common.
Beneath that, I heard that matchmaking is disabled and more or less first-come-first-served, but can't really confirm that.
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Just tested, 25% reduced consumption rate is weaker than 33% efficiency. Probably just wording, meaning the same and also calculating the same
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A yellow medkit with 24 charges does not heal you twice fully, so with Botany it would be the second formula.
I think I heard that Streetwise and Botany Knowledge work the same, meaning with your formula
24/0,75 = 24 + (24*0,333333333....) (rounding)
So efficency and consumption do the same but have different values, depending on the formula you use. But I never checked if you also get 1,99 heals from a yellow medkit when you just run Streetwise. Have to check. But I definitely would say, Botany is better, either it has the same or a better efficiency and you get the speed on top
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@pizzamess11 said:
https://forum.deadbydaylight.com/en/discussion/comment/1266453#Comment_1266453
Most loops are similar heights there are extremely few loops where stretched res will give you anything.
there are a lot loops, where you cant see the killer
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@pizzamess11 said:
https://forum.deadbydaylight.com/en/discussion/comment/1266304#Comment_1266304
Stretched re really doesnt do as much as you think it does,
sure, if you take a loop where you can look over the top anyway. How about thise where you can't? And where killers expect that you can't?
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@pizzamess11 said:
https://forum.deadbydaylight.com/en/discussion/comment/1265908#Comment_1265908
That's when you stretch your res not what I'm talking about an fov slider only increases your horizontal resolution not vertical and I'll be honest idc.
you dont care that mindgames are simply wiped out?
And just because you don't play this game competitively doesn't mean that everyone plays it casually. The game isn't perfectly balanced, but if every survivor is able to look over every loop, this game would again shift heavily towards survivors, causing a lot of yelling for fairness, causing either a bunch of band aid fixes or heavy map reworks
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1265237#Comment_1265237
PT charges per person with 4 people = .55*1.45 = .7975(Over .2 less charges due to how PT works)
Times 4 people = 4*.7975 = 3.19
Time until generator completion = 80/3.19 = 25.08 seconds
If PT was always 15% bonus
PT charges per person with 4 people = .55*1.15 = .6325
Times 4 people = 4*.6325 = 2.53
Time until generator completion = 80/2.53 = 31.62 seconds
Either way, Peanits did his math wrong and you can't draw conclusions from his comments. I'm pretty sure PT works just like it says, and the red bar is just to indicate inefficiency. This is fine because PT doesn't fully compensate for inefficiency.
I know how it is calculated and I already said what Peanits calculation mistake was. But it is not about this mistake, it is about what he says and confirms with his calculation. I'll just test it and count the seconds, "pretty sure" is not what I would put over "one survivor" from a dev
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Wow, was interested in the opinions and turns out to be just a battle thread between 2 people...
well, my main opinon is that the game is bugged AF :P
I didn't notice much difference in gen speed
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1265210#Comment_1265210
I think you misread Peanits' comment
Prove Thyself can negate the inefficiency
of one survivorworking on the generator with you......Beyond that, however,
you still get the penalty"four survivors on a gen with Prove Thyself active, you'd be looking at: 80 / (1 - 0.3) / 4 = 28.57 seconds"
-0,3 is 2 slowdowns instead of 3. What is to misread on that?
Peanits made a mistake in calculating the PT bonus based on 100% and not on the reduced speed. But that you only get 15% maximum bonus is pretty clear and misunderstandable.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1265190#Comment_1265190
It's not taking 20 seconds because the inefficiency is getting bigger and the gap between PT and 100% efficiency is becoming more accentuated. It still gives 15% per survivor.
Did you read the thread and Peanits comment? I even quoted the relevant part
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@DetailedDetriment said:
https://forum.deadbydaylight.com/en/discussion/comment/1265161#Comment_1265161
The boost should be 15% for every other survivor on a gen.
See my above comment, I just posted
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@TimeMonster said:
https://forum.deadbydaylight.com/en/discussion/comment/1264602#Comment_1264602
I just gotta to say... you are wrong obout 3 survivors with new PT
it's sounds not like (1-30%)+15% (in this case you get 80.5% of repair speed), but it is actualy (1-30%)+30% (since there are 2 people and PT gives 15% for every other survivor, to all other survivors)
so all i'm saying - it woud be not 80.5%.... it would be 91%... just saying
Found it. 6th comment, from Peanits:
Prove Thyself can negate the inefficiency of one survivor working on the generator with you...
...Beyond that, however, you still get the penalty
And then he does comparing calculation of old and new PT, which is not boosting the gen time to 20 seconds for 4 survivors.
@Th3Nightmare said:
1 Survivor 80 seconds
2 Survivors 44.44 secondsx 15% = 51,11s
3 Survivors 33.33 seconds x 30%= 43,33s
4 Survivors 28.57 seconds x 45%= 41,43s
And Prove thyself cancels out the 15% so I think it'd be just the same repair times
So ... I don't understand, will it continue the same repair speed?
You must raise some changes in the generators, they cannot remain the SAME.
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@TimeMonster said:
https://forum.deadbydaylight.com/en/discussion/comment/1264602#Comment_1264602
I just gotta to say... you are wrong obout 3 survivors with new PT
it's sounds not like (1-30%)+15% (in this case you get 80.5% of repair speed), but it is actualy (1-30%)+30% (since there are 2 people and PT gives 15% for every other survivor, to all other survivors)
so all i'm saying - it woud be not 80.5%.... it would be 91%... just saying
Nope, that's the point. That's why @Waffleyumboy confirmed that 3+ survivors turn the progressbar red, also on old PT
I also think that the description clearly states that you should get 15/30/45 percent depending on survivor count, but it was confirmed confirmed in another thread that you only get 15%
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Two things: I think I heard it is bugged and currently does completely nothing. Like almost all Huntress addons do nothing and Entity Blockers dont show on Bamboozle and what else is broken with the current patch.
Second: I also thought the perk just puts you back to 100%, and does this for every survivor on the gen. Apparently from a discussion in another thread, where Peanits also participated to confirm, the 10% (15%) is based on the reduced repair speed. In addition to that, you only get one stack, not one per other survivor. Meaning the following:
- Old PT gave you 10% on top of your 90% current speed, giving +9% to a total of 99% (but "rounding" showed that as a grey progress, being nearly at 100%)
- New PT gives you, assuming 2 survivors sitting on one gen, 15% bonus, based on 85% current speed, giving 12,75% to a total of 97,75% (which is enough for the rounding to mark the progress as red)
- New PT gives you, assuming 3 survivors sitting on one gen, 15% bonus, based on 70% current speed, giving 10,5% to a total of 80,5% (so increasing every survivors speed from 0,7 c/s to 0,8 c/s)
I really have problems to believe that old PT did the same like mentioned in point 3, because the perk description totally reads differently in my opinion and I think I would have noticed earlier, that I have a red progress bar when using old PT with 3+ survivors. But I couldn't find any video proof that this is the case. Anyone else has some evidence?
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Best and Good is what I get regular good games and most probable 4k with, best is simply my personal feeling which I'm at least a bit better than with other killers in these categories, but they are all close together. Decent is what I have fun with and games are like commonly everything from 0k-4k and with underwhelming killers I have to struggle to get some kills. And with "Just Bad"s I'm simply just bad
Best: Freddy Spirit Demogorgon
Good: Wraith Myers Legion Doctor
Decent: Hag Pig Plague Ghostface Oni Deathslinger
Underwhelming: Billy Leatherface Clown
Just Bad: Huntress Nurse Trapper
And this is my list regarding the killers when I would play them without addons
Best: Spirit
Good: Demogorgon Freddy
Decent: Pig Plague Ghostface Deathslinger Doctor Legion Myers
Underwhelming: Leatherface Clown Trapper Oni Wraith
Just Bad: Huntress Nurse Billy Hag
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Looking at some lists here, I would definitely say that I need two lists. One for basekit and one considering addon usage. And should our lists be based on how we perform with them or based on what we think of the killer in general, expecting to somehow master the killer power?
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@Kabu said:
https://forum.deadbydaylight.com/en/discussion/comment/1264284#Comment_1264284
I get where you are coming from and I agree with you. My intent was to explain how your point could be argued against.
Original intent is irrelevant as it can change.
I still dont get how this justifies to say "anti tunnel perk is not a valid argument" as long as they didnt clearly comment on that. The only comment on that is from Peanits and this one is simply incorrect. This post is based on Peanit's comment that they never said it is an anti tunnel perk which is not true, also untrue that this is a community raised idea.
Counter example: the killer shack. There is arguing that the killer shack should be a strong loop because it is the "killer" shack and then people said "it is nowhere written that this is the killer shack". I tried to find references and also found nothing anywhere, it is only just referred to as "shack". THIS is a community raised definition and not a valid argument to discuss about the strength of this loop. DS being an anti tunnel perk is still a valid argument, unless someone says explicitly "we decided to go that way"
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@Kabu said:
https://forum.deadbydaylight.com/en/discussion/comment/1264194#Comment_1264194
Unfortunately, your arguement about intent is akin to killers exclaiming that looping wasn't intended. Killers stating that it's exploiting the survivor's smaller hitbox that allows looping to happen as it does currently.
Looping may not have been foreseen by the devs but they decided to roll with it.
What I'm trying to get at is just because something was done or made with a specific intent in mind doesn't mean that intent can't be changed or expanded.
I didn't say that either. This post is about "it is not a valid argument". But it is as the screenshot from the post clearly states that this was the purpose.
And the only official statement to that was by Peanits saying "we never said that, this is a community idea" while referring the thread that clearly said that. And arguing that people "think what someone said" is not a base for an argument, but this post is pretty much the base for their arguing.
If they say, it was intended as anti tunnel but we changed our mind and we are happy with the offensive DS playstyle, that would be fine. Saying people arguing with "anti tunnel perk" have no point is not fine. Denying that the anti tunnel perk idea was raised by BHVR is also not fine. Before the rework it was clearly never called an anti tunnel perk because you could use it before your first hook, it was the survivors decision how to use it.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/1264139#Comment_1264139
Farming does not include tunneling. If a survivor farms another off the hook right in the killer's face then it's not tunneling unless they were camping with intent to tunnel.. and it would be a smart move to hit the unhooked. If they have BT then it's triggered and now healing will take an extra 8 seconds for them. If they don't then they immediately go down and you now chase the farmer, creating a large amount of pressure on the survivors.
But anyway, you point out in your own comment that DS has at least two purposes. So right off the bat the idea that DS is strictly an anti tunneling perk is proven false.
It is still the same outcome, no matter how you describe it: the perk protects you from quick downs off the hook. The reason behind it is irrelevant. I could also say there is no tunnel without the killer being around. Doesn't really matter if the survivor pulls the killer to the hook or if the killer decides to stay at the hook. It also doesn't matter if it is a smart or a d**k move at that moment. The perk should protect you from that situation.
And once again: this post is about denying that "anti tunnel perk" is a valid argument to complain. The post from Horvath gives the purpose of being an anti tunnel perk. This "idea" is not coming from the community. The complaints are about the invincibility that allows you to do stupid stuff that would normally without that perk be punished. And with that initial description of being "protective" is reason enough to take it as argument when people use it offensively.
Or let me try it from the opposite side: No one ever mentioned the perk to have the purpose to give you one minute invincibility
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/1263951#Comment_1263951
Why didn't you highlight the very next word.. farmed? Because that right there shows at least two different intentions for the perk.
But regardless, nowhere does Horvath say that is its only purpose. He is saying a 2 minute timer gives it too broad of a scope.
Because farming is the SECOND purpose, but this thread is about the FIRST purpose.
And as I understand farming, that would also include tunneling. Survivors farm the hooked person to get the 1k BP, not caring about the person being downed again. Same outcome to the hooked survivor, therefore the same purpose: not being hooked twice within a short amount of time without a chance to escape.
And the argument with the two minutes underlines it. This even supports the view of several mentionings when killers were able to down several people or hook at least another person within that time and suddenly get d-striked without having intentionally tunneled. This is pretty much the situation I read from Horvath they wanted to avoid. Not arguing that one minute is too long, but when he says "2 minutes is too long and out of purpose to protect" reads pretty much as they wanted to address "I did not tunnel but got d-striked"
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/1264054#Comment_1264054
I think the skill difference between 5 and 1 is much higher than 13-8.
Might be, would it still be an unplayable game for the rank 5 killer? Where he could learn nothing but frustration, taking into account that he could possibly take out the rank 12 pretty easy and therefore play a decent amount of time vs 3 survivors?