Deadeye
Deadeye
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1242414#Comment_1242414
It also contains AFK wraiths and red rank survivors being put against green rank killers.
And that's why I said this is a mashup of a lot of data and in no way representative, or do you want to argue that in total the mass of unknown side effects are totally fine and kinda balance out the stats? Would be an interesting guess. You wouldn't need stats at all if you argue like this.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/1242414#Comment_1242414
Self Kills are still kills. If survivors DC or self-kill, they self-killed because they were losing. They definitely didn't self-kill or DC because they were winning the match. Self-kills and DC should definitely be including in the data because you want to look at the game as a whole. If we really want to be honest, self-kills and DCs might should be counted more than a regular kill because it shows the survivor felt the game was totally hopeless.
Are you serious? You never encountered someone that selfkills or DCs because "was found first" within the first 20 seconds, making the game a 3v1? You think that reflects in any way how the killer performs? You think that was a hopelessly lost situation? smh
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@AlexisFox said:
https://forum.deadbydaylight.com/en/discussion/comment/1242430#Comment_1242430
I can't address your inability to understand deductive reasoning. If it makes no sense to you why someone would deduce something with evidence that points to it I simply can't help you.
Same counts for you XD
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@AlexisFox said:
https://forum.deadbydaylight.com/en/discussion/comment/1238862#Comment_1238862
I have to disagree with you on your comment that "This topic was basically just about the first 30 seconds of the game, the rest of the game doesn't matter to that." The rest of the game does matter quite a bit. By the OP posting this thread in the first place they were insinuating that there was a problem. Clearly from the video of the full match that 1 gen that was completed was inconsequential since it made no difference what so ever in the outcome of the match. So there was no issue here, just a killer posting a gripe about something that prevented them from getting a complete shut out match.
To your comments directly to me specifically, you talk about if the survivors continued with the same efficiency. Honestly, the only reason they had the 'efficiency' as you put it was because the were yet unapposed. The only way for that efficiency to continue would be for the killer to have completely ignored the survivors and just let them go from gen to gen freely. Since that didn't happen and the fact that if a killer is actually trying to play the match they wouldn't let the survivors do that your point in this regard is irrelevant.
Well, then we disagree. If survivors throw the game is pretty much irrelevant to me, when the problem is basically to start the game with 4 gens. If decent survivors get to finish the first gen before the first chase starts, the killer pretty much relies on mistakes of the survivors and is himself not allowed to do some, to catch up with that in most games. And this is the issue. Not that potatoes don't manage to get anything done once they see a killer.
And to the second: you didn't even respond to what I directed at you. I was talking about your "expect 4k" insinuation and that the video does not imply that OP requests 4k...
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@Ascended4Head said:
https://forum.deadbydaylight.com/en/discussion/comment/1241571#Comment_1241571
No. Never had to deal with data before. I just have my Masters in SLP. How about you?
This was an overall snapshot of the kill ratio in red ranks for killers. Many killers in red ranks have over a 70 percent kill ratio. It doesn't matter if 2 survivors rush hook at endgame and the killer has NOED. It still is representative of the kill ratio at red ranks.
Dude, this also contains selfkills like "I hate freddy" or "Spirit=DC". This is just a mashup of a lot of data. If you were able to select representative games, these numbers would totally differ. And there is nothing representative on killer data, when the ranks don't reflect skills, because survivors get easier pips than killer. Would you gather "representative" soccer data from matches within the same division to make a conclusion about the strength of a team or include friendly games against regional division teams? As I said, it has a reason why BHVR decided to avoid releasing this data in the future...
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@Ascended4Head said:
https://forum.deadbydaylight.com/en/discussion/comment/1241513#Comment_1241513
Just make sure to leave out the quote where I state they released escape ratios 4-5 months ago that showed all killers had above a 50 percent kill rate at red ranks. 3-4 killers had around a 74 percent kill rate at red ranks. https://steamcommunity.com/app/381210/discussions/0/1658943116244837815/
How would you interpret that data? If you are going by kill rates, you have to come to conclusion that this game, regarding escape/kill rates, is killer favored. If you don't come to that conclusion, you can't interpret data.
I think you never had to deal with data really. BHVR mentioned often enough that there is a lot of data influencing these stats and that they stopped posting stats because "people" tend to do the mastermind interpretations without knowing anything about the background. This data may include selfkills for example, and we all know that this is a common thing. When you would observe your own games, trying to find out if a killer overperforms, would you treat a first minute selfkill resulting in a 4k as a valid input? Probably not. At least you shouldn't or I would need to start to insinuate as well.
And there is way more input we don't know about or just forget to take into account, which should be sorted out. Btw there was a single killer over 70%, not several. Unless you talk about the pure red ranks screenshot. And talking about red ranks, which are quite boosted at the moment. So is the killer side overperforming or is this still a ranking issue? Because mixed teams, which shouldn't be red ranks, are put against a red rank killer, while survivor pipping is fairly easy even with dumb moves, while killers need to maximise chases and hooks as they lose in all emblems, when they make use of insta downs or not getting everyone 3-hooked. Just another side note to why a single number just doesn't explain the world. "Interpreting data" is more than just reading, it is understanding the environment that produced the numbers.
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@Kind_Lemon said:
https://forum.deadbydaylight.com/en/discussion/comment/1240539#Comment_1240539
wut? Efficiency doesn't equal chance. Obsession perks shouldn't have anything to do with charge efficiency. Chance and efficiency are completely different stats...
What I'm assuming the wedding ring actually does is increase every other survivor's chance to be an Obsession rather than decreasing the survivor's own chances (leaving the survivor using the ring at 0% chance).
P.S. Regarding your comment about maps, the map modifier for green offerings is 9999. (yellow is 2, and brown is 1).
I didn't say efficiency = chance. That was a sample calculation to show that 100% doesn't necessarily mean what you might expect.
And your assumption might be correct, but mine as well. We need an official statement on that. I can just say, I saw it happen that green map offerings didn't work. And that, because of that, the statement "this should not be possible" is most likely not correct.
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@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/1239638#Comment_1239638
https://forum.deadbydaylight.com/en/discussion/comment/1238959#Comment_1238959
That is not how it works. Run object for a few games and you will see that you are going to be the obsession every single time unless someone else uses an obsession perk.
Map offerings also just increase the chance. I actually saw it once happen that two different map offerings were burnt, and none of that was chosen.
@Kind_Lemon said:
https://forum.deadbydaylight.com/en/discussion/comment/1239638#Comment_1239638
The increased chance to be an obsession is 100%. It's in the code (according to the wiki).
You don't know how this is calculated. 100% increased efficiency means half of the charge consumption, 200% would mean 1/3.
So if you have a base percentage of 25% per survivor, that one survivor would be increased to 125%. That would mean 3 survivors each have 1/8 chance to be the obsession (12,5%) and the object is at 5/8 (62,5%).
I agree that, with your setup, it is definitely less than every third game being not the obsession. This is just as an example how 100% could be calculated and that 100% does not simply mean "always", as the above efficiency example also shows. No idea how obsession RNG is calculated, but when it says "increases the chances", then we simply talk about chances, and not determined outcome. Unless an official BHVR statement says something different and confirms bad wording of the perks. Which is possible, as the DS rework changed to not automatically make you the obsession, but it still has the same wording as before.
But I'm upvoting on this one, just to get clarification :) Also when you say scenario 2 seems completely random, then there might definitely be something wrong. At least in the majority of games, survivor A should be the obsession.
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I think the Trapper lore also was changed regarding who killed who and stuff. I think it is ok to change this for cooler stories, but then they should change the background text as well
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They said in the patch notes that the perk did not change, they just updated the wording
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@Raulillo said:
I would prefer that survivors goal would be only 4 gens but the killer would start the game with a survivor in front of him to start with a chase. It would be the same but less time walking around without interacting with the other team.
It would be broken because that first chase is instant with some killers... but think about it.
Well, survivors have 5 gens, killers up to 12 hooks. How about starting the game with a survivor on the hook?
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I tried the ranged down achievement with an aura builld. Bitter Murmur and the purple aura reading addon after hatchet hits helped on that one. If you have somne cornfield offerings or other relatively open maps, you can practice a bit ranged sniping with that
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1238931#Comment_1238931
The less you know the better.
Why don't they just add a MiB neuralizer to doctor shock visuals? Would be less expensive
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Well, in first place, it is a "chance". You posted yourself in the title that it is RNG. If you tested that like a 100 times and see each survivor is the obsession around 25 times, then you might report this as a bug
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@JediWithASniper said:
https://forum.deadbydaylight.com/en/discussion/comment/1238927#Comment_1238927
I like all of these ideas. But don’t you feel like after enough repeated crouching stacks have been achieved, that crouch mode will be locked in the crouched position for the rest of the game with urban evasion turned on?
I really prefer the explosion. But if we go for your solution, I would add random farts at least each 1-5 seconds. And being broken
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I have another one.
Each time a survivor crouches within 1 second after he stopped crouching, he gets a hidden stack. At 5 stacks, each additional crouch releases a fart that can be heard within 16m. At 15 stacks he starts to drop brown coloured blood stains on the ground. At 30 stacks the survivor explodes.
When a survivor is within 8m of a hook while a survivor is hooked on that one, or when a survivor lets go of a gen within 2 seconds after a down within 32m, the survivor starts yelling "Camper" repeatedly for the next 30 seconds. (make it either combined with a pointing gesture towards the killer, or hitting himself on the head each time he yells)
When hitting survivors with endurance active, the killers weapon will break, reducing the hit cone by 80% and disabling exposed effects for the rest of the game. And DS should simply grant I-frames for 60 seconds.
Killers standing on the opened hatch for 10 seconds trigger a grinder that shredders the killer.
Staring at a hooked survivor for 10 seconds starts a reverted Ruin effect, progressing all gens on the map for 200% of the normal speed.
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"Fire with fire" yeah. This is already in place for such a long time. By game, regarding BP and emblem progression (unless overly altruistic survivors reward that playstyle) and regarding the hate chat after the game. Doesn't work so far.
Psychology normally says that negative amplifiers work way better than positive. Somehow this doesn't apply to camping. Internet people is some strange folks...
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Yeah, Freddy the dream demon... And I'm pretty sure there was a Freddy movie where the survivors were trapped in a video game and Freddy played that game. Bad omens my dude...
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@ALostPuppy @AlexisFox @Brendan_12 not really a need to bring this us vs them up again. You can also say that survivors quite much expect easy counterplay against killers for 1v1, making the 4v1 totally unbalanced. This argumentation will never stop and we all know about that. This topic was basically just about the first 30 seconds of the game, the rest of the game doesn't matter to that.
@AlexisFox If you say "expect 4k every game" I think you refer to the video and that it turned out to be a 4k. But that was just because of potato survivors, if they continued with the same efficiency instead of crouching behind a rock to hide against Feral Frenzy and without the DC, the game would have turned out differently. Again, we are just talking about the first gen. No need to assume stuff and presume any statements
Same to @Brendan_12 , noone expects super easy play. Just less randomness that impacts the game with 20% loss of progress as kickoff. Better spawning points would not smash survivors in front of the killer, it would need the killer to pay attention to find survivors and survivors to make a decision to jump on a gen or play stealthy for at least 30 seconds to be not in chase instantly. That would be a more skillbased start of the game, rather than "I do gens, 50% of my matches it finishes because I got lucky" or "50% of my games I find the correct gen because I got lucky"
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@TheRockstarKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1238243#Comment_1238243
I'm curious; why did you post the original clip if the full game ended so far in your favor?
Heck, that 30 second gen was the ONLY gen that got done and you could have easily won the game at the 4 minute mark if you'd really wanted to sweat.
@evil_one_74 said:
https://forum.deadbydaylight.com/en/discussion/comment/1238243#Comment_1238243
Well played. At least you get survivors comparable to you in rank. I'm rank 13, and get red, and purple ranks ( all 4 survivors ) at least 6 out of 10 matches. I do have matches that are relatively even in rank and skill, but not as often as I would like. It's frustrating for me personally to have to try so hard to salvage a decent match as killer, when I can effortlessly have good matches as survivor..
@TheRockstarKnight The rest of the video is not related to the problem mentioned in OP. And also for @evil_one_74 , the rest just shows that these were boosted survivors, meaning ranks mean nothing atm. The amount of trying to crouch/hide against Feral Frenzy, the early dropped pallets, the early left pallets allowing to not break them...
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@SurviveByDaylight said:
Welcome to DBD home of the infamous tunneling and camping strategies where killers complain about gen speed but don’t want to leave hooks 😂
Which is probably one of the reasons. Tunneling and camping was always a thing, but never as bad as after the Ruin rework. Also, that was 32 seconds. The camera panning does not really count. And "I have no sympathy for killers" is some kind of argument, that would totally legitimate to tunnel and camp you. You can't expect someone to care about your experience if you don't about others, so your comparison to gen rush complaining is somewhat hypocritical.
@shalo 3 people on a gen need 38 seconds. No Proove Thyself but 2 toolboxes, that might have made the speedup to 32 seconds. I would suggest running Discordance for a bunch of games. I noticed it is pretty much standard that at least two survivors spawn together and mostly directly to a gen. I also posted about that in the last PTB, I think the problem is not 2% great skillcheck progression or another 5% team penalty on gens, but survivor spawning logic. You might be wondering how often Discordance triggers within the first 5 seconds of a game. You can use this at least several games to get a feeling for survivor spawning regions, and then check if you do better after you feel confident of where you expect survivors on several maps.
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@LALYTHIA said:
I have never heard of a survivor arm flick. That seems complicated. Is it a 'flick' or a 'wave'...as I'm starring at an aura 40m away?
I've always heard it as:
No arm movement = you're all clear
Waves = you're being camped
This seems much more definitive. LOL
AAAAAAND another day to fresh up the non-comm communication, very welcome.
I also use no movement to say "all save" and flapping to say "being camped". And when noone is coming, I do 95% of the animation to say "I need to kobe cuz noone helps me, pls someone"
I hope the flapping should be clear to understand, would be great if all three methods get common
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1) Breaking pallets is normally wasted during midchase unless it is a super safe pallet. When you get better with her, mindgaming is the way to go
2) Stridor can help, but also makes you lazy. In the beginning it even just sounds like they are closer than they are, because ... well the game engine does the same when using the perk or when getting closer to the survivor: tune up the volume. But I would suggest, for training you should not run it and maybe expect some losses or lost chases and try to focus on footsteps, moving grass etc. You can also track survivors using Iron Will as well as uninjured survivors pretty good while phasing.
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Leaving no scratch marks with No Mither would definitely be OP.
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@FFabeq said:
https://forum.deadbydaylight.com/en/discussion/comment/1237386#Comment_1237386
Thats why i chose only 2 killers perk
But that would then more lead to killers playing other roles when their main required perk is blocked, rather than killers running different builds. Like STBFL blocked? Ok, no Demo this week, time for GF or Billy. At least my guess
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@caz_ said:
well hot....
i wouldnt mind to take kate to a date tbh but i also love nea #NeaMainBigBrain she has very nice eyes and also a very nice voice!
for killers its hard to say most of them have a mask but from my imagination i would say Anna (huntress) could be a very hot Women :p
Anna is too big for me XD
I go for Kate / Rin (although Suzie is close behind)
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@csandman1977 said:
https://forum.deadbydaylight.com/en/discussion/comment/1237038#Comment_1237038
He went over face camping. There are plenty of videos of people rescuing people being camped. Even face camped. Its called skill. The skill of your team. Like it or not, this is a team oriented experience. No survivor should be able to 1v1 the killer the entire game.
Complain all you want about bugs and glitches. He never said not to. Bugs and glitches were left out for a reason. There are fundamental areas that people need to learn. Bugs and glitches make it harder yes, but barring any of them, there are no situations, except maybe Mori, that skill can't overcome.
I guess what he means is "1v1 is killer sided" and doesn't even know this himself
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1237080#Comment_1237080
Like I said.
I'm done replying, but you can't just ignore these key factors that go into each match.
In a day or two, this topic will be lost in the sands of time.
well, if you don't focus on the topic, your arguments are not adding value, so fine with that. The forum is filled with threads about NOED, SWF, camping, tunneling and what the heck else. Compared to complaints about bugs, this is by far the majority.
Sure are bugs a thing, but you said that the entire OP is invalid. The OP is 'complaints about things working as expected are mostly lack of skill'
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1236996#Comment_1236996
Kid, lol
Yeah, you're the adult here with your title all in caps. I'm done replying.
Well, you keep arguing with bugs while he is saying that's not the topic.
Your argument to continue talking about bugs is "60%"
Having a game with that pallet hit or being downed exhausted by deadhard doesn't render the whole match malfunctioning. There are 100+ actions during the match that are working as intended.
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I think that would be hard to fit stylewise. Good customizable character I know only from the Elder Scrolls series and that can already create strange stuff. Other than that, I know just about Nintendo Miis and that... well, you know :)
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/1234824#Comment_1234824
Going down and getting bloodlust are different things tho. I have matches where I never get any bloodlust at all, bloodlust isnt needed to down survivors. The only reason bloodlust still has a place, is because of godloops, because godloops dont require skill or mindgames, just mindlessly going from A to B untill the killer gets bloodlust 2, and bloodlust 2 alone is enough to utterly destroy a godloop.
With all the godloops being taken away, bloodlust lost its place.
Why is it so bad that killers get tools that down you after a decent time? Do you really think "Damn, I could have looped another 5 minutes without that goddarn bloodlust" or rather "Wow, I forced him into bloodlust 2 to get me, yay. That was a 2 genny run"? This is the kind of entitlement that controls the whole community. What is the problem to know "He found me, I'm going down"?
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Then, you get camped and the killer gets heavily penalized. Are you happy then to tell the killer how bad he was penalized and flaming him in chat with that? Or happy just knowing about it, grinning on the hook while the killer stares at you?
Btw the killer only gets 25k out of that and more than 1 kill if survivors throw themselves into his weapon, trying to get the sweet 1k unhook points
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@badaB00M3R said:
https://forum.deadbydaylight.com/en/discussion/comment/1235736#Comment_1235736
I'll have to research this. I must rely on line of sight too much as a killer. Or, maybe I don't play stealth killers enough.
Thanks for the insight.
Discordance, Surveillance, BBQ. Will help a lot on indoor stealth killers. Or of course a favoured combo is Sloppy and Nurses
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@angematias said:
https://forum.deadbydaylight.com/en/discussion/comment/1235636#Comment_1235636
Then it wouldn't even be a game most survivors could win if the map size on the first part would only be a 3rd of the sizes we have as of now. it'd be death simulator.
Well, that's what you would need to balance of course. And that's why I also think I wouldn't want old maps to be reworked for that approach, because it simply wouldn't work with the concept they were designed for.
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@badaB00M3R said:
I main killer and I groan on every inside map.
The irony of calling them killer-sided... or maybe I just don't know any better. With all the tight turns and tons of nooks and crannies to hide in or crouch behind... they're a pain in the butt to hunt in.
The pro-killer on indoor maps is minimal LOS and easy blood tracking. Iron Will is almost with zero efefct on these maps. And stealth killer have a great advantage
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@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/1234810#Comment_1234810
Don’t agree, survivors mainly suffer here due to the several drops in the maps - where whilst killers don’t get a stun, survivors do.
Those pallets aren’t really safe, you’re mostly stuck in a corridor with little indication of which way the killer went - whilst the killer can track you.
mobility killers thrive on this map, stealth killers thrive on this map, second-objective killers thrive on this map. The only killer that is severely disadvantaged on this map is Myers.
I can't even imagine how someone can post so many false assumptions. Pallets are 100% breakable, like lol? You know what a safe pallet is? Also "safe vaults"? I mean, if you argue with servers, there is pretty much no map with a safe vault when you talk about killers swinging at a survivor that tries to vault XD "safe vaults" are about the size of the loop, left and right of the window!
@Nurgling7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1235646#Comment_1235646
Breaking pallets to close distance...
Yeah, this thread is a lost cause.
Yeah, I think I will agree to that one, before I comment on 15 nonsense responses o.O
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Also maps if I have rainbow or the killer belonging addons, so I can heal with totems. If I prefer other builds, normally Medkits, because I tend to get caught offguard. The choice is medkits because I normally get way more medkits than maps
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Someone mentioned once a "stacked" map design. Like in the first part, you need to finish 2 of 3 gens, to unlock another part of the map. Then again 2 of 3 and in the last part 1 of 3 gens.
Would allow to better control map size and keep more action in chases and gen protection. Of course I would not want all maps to be redesigned like this. Not getting 3gen'd by default and protecting a 3gen area are two key things killers and survivors can take care of and would be a bit baby mode if controlled like that, but at least an interesting idea to test on a single new map maybe
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Visually, it is round about when the killer has pulled the survivor to hip height, where he takes another grab to lift the survivor to the shoulder. Somewhere in that pause on hip height you need to start the blinding. With a default flashlight
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@MPUK said:
https://forum.deadbydaylight.com/en/discussion/comment/1234601#Comment_1234601
What benefit is there to bringing you out of your cloak? I stop to burn you with my torch, you catch up with me and rather than ring your bell with slow down etc you just walk right up to me and hit me???? What use would that be to the survivor????
"Please hit me Wraith, I'll even uncloak you for it."
Are you serious?
3 second stun? Missing boost from uncloak? Notifying everyone by releasing his TR?
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Making the "passive" phasing completely active wouldn't be that good because I think then it shows the survivor "spirit is doin something". If you want to improve that feature, I would simply give the killer a hint that it is currently happening.
I already heard the suggestion that Spirit should, in order to provide counterplay, phase in regularly during the phasing, like old Freddy did while he put someone into sleep. I would say, buff the passive phasing, if the active phasing is nerfed in a way like that. I would even be fine, if the increased passive phasing addons then would reduce the active phasing instead.
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Just as @DawnMad said, survivors are meant to go down. If you expect something different, then all of your games must suck unless you go against incredibly bad killers. And I expect that most survivors currently expect to easily escape regarding all the complaints about how killer sided the recent patches have been (and what you get called a tunneler for)
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/1233856#Comment_1233856
Again, people focus too much on 1 aspect of the game that actually happens very rarely in the first place. Besides, it actually gives the killer a reason to open the exit gates, as starting the EGC has no meaning for the killer other than to show one of the gates is open.
As for counters:
- there are 2 doors, 4 survivors. A killer camping 1 door just makes the survivors prep the other door and escape. You can gain enough distance from a killer between gates, with ease. Especially since one person can body block.
- With less survivors, its a bit more of a risk, sure, but still, 2 doors.
Basically, the amount of survivors that is guaranteed to escape, is the amount of survivors minus one. You have no idea how good of a deal that is. Have 3 friends playing with you that are generally bad at the game and never escape? Risk your own life. Borrowed Time would actually recieve a buff and Syptic Agent actually has a use again. Mettle of Man would be a bit more reliable to use, you could even buff Mettle of Man to be easier to gain stacks while in the EGC.
Then you have the fact that most skilled survivors already play around being injured, as there isnt much to gain from being healthy at all. A lot of survivors remain injured and still are able to protect other teammates by some cheekyness, like either saving up a dead hard, pulling a 360 or leading the killer away by "accidentally" making a mistake, drawing the attention away from someone else, especially if you know you're a higher valued target for the killer(I rather kill someone who has tried flashlighting me all game while tbaggin than someone who fixed 5 gens).
Yeah, there is a TINY aspect of the game that will truly get affected, especially at the beginning. But players adapt, games are getting balanced. Sometimes you need to overpower something to start nerfing it again. You could make the wall hitboxes larger inside the gate so the killer is more likely to hit the walls. You could give survivors a tiny bit of haste while inside to make it easier to dodge attacks. But all in all, exit gates and instadowns are pretty much the only way to weaken exit gates. Adding more time isnt gonna weaken exit gates, adding a slow inside exitgates, will practically have a worse effect. Adding a cooldown on entering an exit gate again after leaving it, also worse effect. Adding the instadown allows for more room to balance the exit gate.
If the killer is too dumb to find 1 of 4 survivors on gates that start flashing lights, it is simply the killers fault and there is no reason for your change at all, because it does not take effect. The exit gates are not a threat when the killer is not around. But with your change, when the killer is around, there is no escape.
If you don't get that by the mass of posts that already came up here, I don't know how to explain that to you. And for what reason do you want to "balance" exit gates? With open gates the game is theoretically over, unless the survivor decides to go in again. A survivor at an open gate has escaped. Period. If you don't push him out you just allow him to get healed or pull off a save. But survivor in an open gate has excaped. What needs balancing on that case? You got 5-15 minutes as killer to prevent that from happening
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/1233813#Comment_1233813
Thats the entire thing tho. If the killer is in a chase of an injured person, he has no interest in going towards an exit gate, as he can get that injured person, then proxy-camp that person to guarantee a kill. If the killer is chasing a healthy person and refrains from attacking untill he reaches the exit gates, then you can still have 3 people body block and in case you have a flashlight, blind the killer and escape all 4. But the EGC is supposed to be dangerous for survivors. It only makes sense for the exit gates to remain more dangerous. And perhaps it should require 2-3 seconds before the exposed status kicks in the first time you enter, the whole reason is to get an idea to make exit gate camping for survivors not a free escape. The killer is supposed to increase in pressure and power when the EGC started.
No you don't get it. There is no body block. Then you have 4 survivors running towards the exit gate, noone will be hit and then being scared to cross the line, because the killer refuses to hit someone, until they do. So anyone will have to take the first step and die in the exit gate, or the others try to block before the gate and one will be last to die as soon he crosses the line.
And this is not a free 1k, this is how many kills ever you made so far, the last one will not get out, as he cannot cross the line without being downed. And that will be an x+1k as soon as EGC starts. EGC saves are simply not possible anymore unless the killer for some reason leaves the hook to an area where no survivors are. When the killer is close enough to a survivor to hit him before he reaches the gate, this survivor will not be able to escape.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/1233801#Comment_1233801
Yeah, just like some killers prevent hitting with M1 when they have NOED unless someone is close to the gate. That's simply a strategy. There are 2 doors and 1 hatch. It only really ######### over a survivor when the hatch is closed. But guess what? When the EGC was implemented, it ######### over survivors a lot because before the EGC, they could fix up all 7 generators for extra points. NOED used to only last for 2 minutes and there was nothing at risk if they decided to remain inside after the doors were opened. Now the EGC made outside the exitgate a bit more unsafe, NOED got buffed and 2 generators get blocked once the 5th is fixed. Games change and players adapt to it. If there are killers camping the gates, I'm certain within 4 days someone found a way to get around that while playing solo.
Why are you explaining so much with NOED and how it was earlier? This is not really related to exit gate death traps. Or is your suggestion a NOED rework and you forgot to mention that?
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/1233790#Comment_1233790
I disagree, most survivor games, both exit doors are either open or 99'd. They are often far apart enough to make it impossible to patrol both gates unless you have NOED, in which case, it doesnt matter. Besides, there are plenty of reasons to hit someone outside of the gate other than this. The only type of scenario this would suck, if is 3 survivors died and the killer closes the hatch. But in those scenario's, odds are extremely likely that you're injured already, making no difference in the vast majority of cases. There would only be 1 specific case where the last survivor is fully healthy and the killer, not using NOED, is fast enough to catch up. But in most of the cases(from my own experience, about 99% of them), either the killer uses NOED or has an injured survivor, making no practical difference.
It simply wouldn't make sense to hit someone near the gate. That's not hard to outplay. Wait in front of the gate until the EGC runs out or hit them as soon as they cross the line. You cannot get all survivors, which is most likely the case when survivors head for an open gate. But with your change the killer will definitely kill one of them, as soon as the killer is close to the gate and the survivors not already escaping. Body blocks wouldn't work anymore, going in for the save during EGC or with 99ed gates will definitely kill one of the squad.
And killers would open way more gates, when they hook someone near it, to secure a kill
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The killer could simply camp the exit gate, no reason to hit someone outside of the gate. Then chase if the survivor leaves the gate until he is far enough away or just chase around until the EGC is over. That would cause ridiculous scenes, worse than old hatch standoffs
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Well, most likely you are able to get it when you are down to one gen and the killer is camping the hatch until you show up. I would most likely try to do the last gen when going against a Wraith then, as they like to body block the hatch while invisible and then kick it when you run into them.
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@Aven_Fallen said:
There will be people saying that the game becomes unfair when a Survivor teabags. It will happen.
So somewhere a Red Rank Killer who is actually Rank 15 will rejoice and click that it affects his games a lot, expecting that teabagging will be removed.
There are always questions with bad wording. Like "what does negatively affect your experience: gate distance". Yeah, distance overall. Too close is unfair, spread far is nice. So what shall I choose? When I say unfair, do you push them even closer?
I think this should just be read as "bad gaming experience" and not as "I get less kills when survivors tbag"