Deadeye
Deadeye
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Might be hard for some killers. If survivors know their selection and see an indoor map offering and respective vote for example, I would hardly guess for a stealth killer. Especially Scratched Mirror might become unplayable with this approach
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1202585#Comment_1202585
Run around the entire map trying to find a needle in a haystack before touching a gen while Hillbilly is already steamrolling with instadowns? so basically it's no different to old ruin despite how much people cry it's weaker?
Like I said on someone like Myers it's not so bad, the issue comes from top tier killers like spirit or hillbilly who with their mobility and chase potential will likely be starting to snowball very early.
Yeah and that makes totally sense to nerf a perk because 3 out of 19 killers make a bit more value of it. Needle in a haystack? I'd say run Detective's hunch, Small game or some maps for two weeks. Totem spots are not that hard to learn. I currently just struggle with Saloon, Lery's and Hawkins because they are new and I don't get many offerings to explicitly run the build on them to learn. You still have the chance that any survivor stumbles early across them by accident, you can tap a gen at the beginning of the match to check for ruin and go search and you have ears
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wait, that doesn't work on noed either
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do.... bones?
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@Cheers said:
This isn't a bug, nor is it a problem but rather a choice.
Green Mori works like pink Mori. That is a bug, already reported and acknowledged
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@Alphaphalt said:
https://forum.deadbydaylight.com/en/discussion/comment/1201635#Comment_1201635
You cannot come from the left, there are objects funnelling you into/from the door side. And yes, his statement was dumb, and if it wasn't then neither was mine, of course you'd have to adapt to map design.
I explained the difference between your and his statement, but let's just leave it to that
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@Alphaphalt said:
https://forum.deadbydaylight.com/en/discussion/comment/1201567#Comment_1201567
I don't actually believe that, I was just pointing out how dumb it sounded when the other guy said it.
The thing is, it doesn't really make any more distance than running in a straight line, maybe even less considering you have to medium vault it in one direction and the killer doesn't have to take any sort of detour.
Still your "fake dumb" reaction doesn't make sense because his sentence wasn't dumb. Of course you have to adapt to balance changes. And this does not look like a useless loop.
Unfortunately I haven't had the map yet, but this looks like you can fast vault and when you approach from left, fast vault and turn left again heading the stairs inside, then the killer indeed has to take the longer route through the door. If you come from the right, of course not. Because then you won't have a fast vault and it is probably better to turn right. But I don't see how this is a trap. Maybe like half of the Hawkins pallets are traps, but you just can put yourself into these traps. These pallets are meant to be thrown to gain a bit of distance, not to stun the killer mindgame them.
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As balance seems to get going somehow, I would go for the bugfixes.
Going through the list I thought I would stick to new base content, but bugfixes instantly changed my mind like "obviously"
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This is just their third attempt, and on last survey they asked about cutomizable Mori animations. How long does Modern Warfare have their battle pass running? I think we can prepare for some new stuff in the future, there were also suggestions for killers to customize the basement. Your disappointment on the cosmetics are purely subjective. And even Puppers said that he is excited about the Kate cosmetic. And still, you get a lot for free and if you bought the first or second premium path, you still get all of the third tome for free if you finish the rift. If you don't finish, keep your cells for the 4th rift. And so on. Still free.
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@Alphaphalt said:
https://forum.deadbydaylight.com/en/discussion/comment/1201529#Comment_1201529
When the silo got the "variation" for the strong window, you should just ignore people running there. I don't see the problem. Adapt.
https://forum.deadbydaylight.com/en/discussion/comment/1201538#Comment_1201538
This variation shouldn't spawn really, all it does is make the window a death trap with easily blood lusted pallets around it.
I think you can still fast vault this window, so it gives you a bit of distance. This is no loop then of course, you need distance to use it and shouldn't stay there. And your first sentence is **** this has nothing to do wioth adapt, this has to do with forfeit and watch every survivor run there as soon as the chase starts. There is no "ignore", that simply was a "don't chase anyone".
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1201411#Comment_1201411
To be fair, it would be good to test all the killers on the PTB.
For example, Doc didn't get any changes on the PTB, but if people didn't play Doc, we wouldn't have known that there is a critical issue with him right now that causes lots of flashing lights which is harmful to people with epilepsy. If that made it into the live game without any knowledge, do you know how much of a ######### storm that would be?
Hell, it's already bad now as it is being on the PTB.
yes, and we noticed this issue without Doc being a free character, because there are enough people having Doc unlocked. I asked someone why he is using a Mori while testing gen speed changes, which totally blurries the result. Turned out that green Moris are working like Ebony Moris now. People just do it enough, playing and testing everything.
If all characters were unlocked, I'm pretty sure there would be a flood of people going for PTB just for playing locked characters. And that would then probably be the bigger part of people than people testing recent changes.
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@Almo Can you pls check the Alex toolbox? With hooks needing 6 charges, the Alex toolbox should be able to sabo 4 hooks exactly. But the 4th hook is only finished to about 90%. Is that expected?
From all tests, I would say hooks need more like 6.3 charges. Which seems a bit strange, because you cannot really calculate what you need for how many hooks unless you tested it properly and note down everything
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Insta heals are broken and might help against tunneling. Against normal killers they are OP. And you can't determine in game which is the case. Maybe make it work only on survivors that have DS active or what?
They are not drastically decreasing pallets. If at all, just slightly and from Peanits' post it was just one map where that happened. And map size has seriously nothing to do with tunneling or slugging.
You list camp/tunnel but prohibit bringing BT/DS to discussion? Well, guess I'm out then. Have a nice one
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1) He is powerless until you hit them or wait a decent time and they have several tools to avoid that again. I think there are several killers that have chasing abilities that are constantly available (Shred, hatchets, speargun, shocks, traps, chainsaws), so...
2) Yes, having the same counterplay as doctor: dropping pallets early or leave the loop in another direction. Freddy is still mindgameable and not every loop is countered by a single snare. Sometimes you can even eat the snare and still get the pallet or window, if not placed well or if the loop is bad sized. Agreed that this is hard to learn, but Freddys snares are easier to deal with as for example spirit.
3) Which killers need to be viable in the first place. And as it is strong, it has a pretty decent cooldown. Fair in my opinion. And you get audio cues to know when he is using it, allowing you to estimate when it will be back up.
4) If you don't run the specific addons, you are not even badly affected by the dreamworld. Often you don't have that urge to be awake.
Summary: Sure he is strong. But he is playableand needs a bit more attention and adaption in looping. I don't see any of his features OP and as said above, all of the abilities alone would be pretty weak. Just removing one of them could make him weak. The only thing I could see is a slight slowdown on placing snares
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@Snowstruck said:
The problem with DS is that it only works against tunnelers. It's barely a good perk anymore. They broke it because killers were whining. If they took away it's cool down at least, that would be fine by me. Just something so it's not practically useless, and predictable. I'm OK with it's one time use, but rn it's a big yikes.
omg... don't even wanna start a discussion on this...
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@Snowstruck said:
https://forum.deadbydaylight.com/en/discussion/comment/1201082#Comment_1201082
Killer or survivor main?
Nice read... not. And nice "us vs them" mentality
Used to be 50:50, currently more like 70% survivor, but that will switch back in some weeks too I guess. Not because of the current changes, but because of just switching to keep the fun up
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Don't know if Deliverance would work this way. The killer would notice instantly. And a definite No to the other two. As much as I hated the Ruin nerf, with the current changes I see the game proceeding pretty well. So keep old Ruin faaaaar away
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@ClickyClicky said:
I dont think anybody is saying killing god loops is an issue.
What people are saying is that killers have got a lot of what they wanted the past year. Toolboxes nerfed, god loops fixed, maps shrunk, instaheals nerfed.
Thats all great. It makes killer more enjoyable.
However now maybe something has to be done for survivor. Camp/tunnel:noed strategy needs to go. Its used in the vast majority of games and ruins the experience for many people. Likewise some killer add ons could be nerfed just like instaheals were (looking at you iri head + infantry belt)
The problem with camping/tunneling/slugging is, that you really need this from time to time as killer in certain situations and it is near to impossible to determine automatically when it is needed and viable and when it is just lazy/toxic. I read many suggestions promoting "it's ez to fix" while they are tunnel visioned on their own frustration and not seeing what the suggestion would cause.
And to the changes: Sabo change, Kindred and Hunch buff, several (not to say A LOT) of changes to Freddy/Spirit/GF/Legion addons. As well as slight Spirit nerfs and a major Nurse nerf. There is still stuff going on for survivors, just at the moment less than for killers, which is needed since the Ruin change took too much effect on the game.
I now realise, after hating the Ruin nerf pretty much, that this perk rework was a kickoff to a major rework of the game. And the last months the devs pretty much showed that they are not x-sided in any way. So I guess this is again a step we need to wait and see how strongly the changes effect the game and make/propose changes afterwards.
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@Zaitsev said:
https://forum.deadbydaylight.com/en/discussion/comment/1198764#Comment_1198764
As a killer main, I never really had a problem with insta heals.
You never had a survivor downed through a window, looking at the insta heal while wiping off your weapon from the wrong side of the window?
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@Ivaldi said:
https://forum.deadbydaylight.com/en/discussion/comment/1199545#Comment_1199545
OP is crying because survivors have literally no way to defend themselves anymore... At the rate this game is going, every single killer chase will result in a down, when Survivors are SUPPOSED to be able to escape from killers.
Survivors are supposed to eventually go down, unless they are WAY better than the killer (where ranking should separate them, but that's another topic). Survivors are just not supposed to go down 3 times every game.
@SurviveByDaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/1200184#Comment_1200184
3.4.2/3.5.0 oni turn buff for demon strike and dash ability.
3.6.0 doctor buff
previous update : survivor toolboxes nerf
next update : coop repair speed reduced
killer killer killer killer killer 😡
How about sabo change, several nerfs to spirit/legion/freddy/GF addons, Kindred Buff, Detectives Hunch buff? Easy to blend out the half to call anything x-sided. It is really funny to see how tunnel visioned most people here are just to give their riot more impact
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@Cheeki_Beaky_Bird said:
I agree with this. Legion is the only killer who gets a penalty for landing a basic attack without touching their power.
Ghostface loses his stealth, but this is understandable - he only gets this penalty for attacking while his power was active.
Freddy and Oni actively BENEFIT from landing hits without touching their powers.
Legion losing power gauge upon landing an M1 hit is no different than the idea of Nurse losing a blink charge when she hits a survivor without blinking, or the Deathslinger's gun needing to be reloaded whenever he stabs someone. It's a pointless jab at the killer for doing their job right.
The only reason I can imagine this being in the game for would be to prevent a killer from downing a survivor, then immediately entering frenzy to wound one or two other survivors before hooking the first survivor, but I don't understand why this would be discouraged? Is this not a skillful (hell, one of the only good) use of The Legion's power, to punish survivors from hanging out right next to a chase? Is that OP in some way I can't understand?
They actually can get also a penalty when they hit people with their power. With the second hit.
I would also say, it would make more sense that a hit that doesn't down someone actually increases your power gauge.
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@28_stabs said:
https://forum.deadbydaylight.com/en/discussion/comment/1198852#Comment_1198852
because survivors cant learn social distancing. 😁
If they can't learn that these days, they probably shouldn't be called survivors (evil joke)
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@FichteHiro said:
https://forum.deadbydaylight.com/en/discussion/comment/1199769#Comment_1199769
The reason why that is has not been mentioned in this thread yet, all explanations mentioned hitherto are false, so please disregard them.
The correct answer can be found on the Wiki.
To everyone else: the wiki has been updated again and lists Prove Thyself's numbers in a nice table with additional explanations below that table on how the Perk actually works. Please read them carefully as that should answer all questions here and clear up this complete mess of a confusion due to many here apparently not understanding how the perk actually works.
Here's a link to the article: https://deadbydaylight.gamepedia.com/Prove_Thyself#Trivia.
This still doesn't explain my question about the wording, which in my opinion clearly states that it should grant multiple stacks. I think the wording is misleading, if not wrong
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@ClickyClicky said:
Off topic a bit but why is the prove thyself bar red now with 2 survivors on a gen?
This is apparently intended and not PTB only (tested that with the 10% version on live) as Prove Thyself seems to just negate the negative effect of one survivor only. Which I also don't understand, how I could read that "max 1" from the perk description. It applies to multiple survivors, but it only gives 10%, not 10% per survivor
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@Steel_Eyed said:
https://forum.deadbydaylight.com/en/discussion/comment/1199138#Comment_1199138
If there is a two man generator with two survivors on it, a third survivor with Prove Thyself can stand within four meters and the two repairing survivors can benefit from the third’s Prove Thyself. Since it’s a two man generator, a third cannot repair it.
There are two parts using apparently misleading language which I pointed out before. And I highlighted them. The first highlight is the part we are talking about since 2 days
"For every other survivor working on a gen within a 4 meter range, gain 10% repair speed bonus. This same bonus is also applied to all other survivors within range"
I copy my understanding in again as well: "For every other survivor" to me is the same like "10% per survivor"
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@Steel_Eyed said:
https://forum.deadbydaylight.com/en/discussion/comment/1199138#Comment_1199138
If there is a two man generator with two survivors on it, a third survivor with Prove Thyself can stand within four meters and the two repairing survivors can benefit from the third’s Prove Thyself. Since it’s a two man generator, a third cannot repair it.
And what about the "each other" part?
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@Steel_Eyed said:
https://forum.deadbydaylight.com/en/discussion/comment/1198845#Comment_1198845
What are you studying to be a lawyer? It removes one stack of inefficiency for each survivor on the generator. Not some of the survivors on one generator.
The range language is to give the perk to survivors who are working on a generator that doesn’t have any more spots.
There is nothing in there that suggests the bonus is additive or multiplicative despite any attempts to read that into it.
I seriously don't understand I guess. Don't get what you mean with "any more spots" and my point is not the range language. My point is the usage of the "each".
And I don't get how it is so difficult to understand my POV. If it says "for every other survivor ... gain 10%" that should be additive. Why use the words "for every"? Is this a type of specification that only german language has? If I want to say that there is only one stack possible, I would write something like "If not working alone" or "at least one other survivor". I don't get where the 'one stack only' is clearly stated in the perk description. "For every other survivor" to me is the same like "10% per survivor"
Btw you don't need to be a lawyer or study something special to understand that language is something very vague and highly susceptible to misinterpretation. As we both currently demonstrate.
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@Calisto_667 said:
I 100% agree with you. All this changes cause killer mains lose one game cause they are bad and they start crying on the forum
Your flame thread got closed, now you try to carry on here with pointless comments? This is not about a single game
@Sonzaishinai said:
No offence but complaining on changes before anyone had a chance to play with them is way more jumping the shark then the devs ever did
I also think a screenshot is not enough to evaluate a new loop. You can say definitely they are not god loops anymore (which is totally what should be the result) but you can also say that they are not useless. How strong they are, can just be said after running them for a handful of games. And they are surely also differently strong against different killers.
@xEa The Ruin change was a huge thing which was needed, as they stated, to get clean data and justify changes correctly. Instaheals and MoM needed to be treated with an axe (and MoM is just bad because the protection hit rewarding is not working properly). Spirit was not treated with an axe and I still don't get why Legion is regarded as that bad. There are enough decent builds and I don't see them on such a bad spot.
And in my opinion, I don't think that killers are that strong. They are surely not in a bad spot, but I notice more seriously bad play from survivors causing most of the 4k. I just yesterday had 5 games in a row where I tried to test something about sabo and charge consumption. I wasn't even able to consume the toolbox before the game was lost sometimes. Like 3 gens done in total in these 5 games, and I started thinking if people intentionally throw games to have the next patch survivor sided again. People sitting next to hooks for the insta unhook, getting found 50% of the time, behaviour like people don't now scratch marks exist and so on.
Regarding the amount of changes: I'm pretty sure they have their stats and know how to read it. I was also confused about the list of changes, containing size reduction and containing Mothers Dwelling but not being Mothers Dwelling one of the maps being reduced in size. But I just guess
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@Lily0 said:
Yeah it really needs to go lol, kinda seems like they almost forgot its still a thing
Well, they also forgot about old Legion when they introduced Nemesis, needing to rework the mending :P
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@Zoldyar said:
It’s because he would be able to constantly injure survivors. Thus making the gameplay for survivors boring and annoying because they would constantly have to mend. By the devs adding this feature it makes it less frequent of a survivor having to mend all the time.
But that is actually his power. Spread damage. It is non lethal. So why the need to nerf this power by basekit?
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@Steel_Eyed said:
It removes one repair inefficiency, not all repair inefficiencies.
It wouldn't say "each", it would say "one other". The perk actually states this twice, to show that multiple survivors get multiple boni
"For every other survivor working on a gen within a 4 meter range, gain 10% repair speed bonus. This same bonus is also applied to all other survivors within range". That's what the perk says
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1198510#Comment_1198510
It's still a buff.
Nope. The intention of the perk is to negate the penalty, and it is still doing that. Same discussion as "buff/nerf" or "rework", which probably never leads to an end
@OP so far I just could read something like "I don't play regularly" "I leave the game for decent amount of time" "I don't get the history" "after x changes I don't instantly have fun and rock the game" and "I don't play killer at all". So with an admitted huge lack of information you expect to be able to evaluate the state of the game? Like the mass of people yelling out death sentences before the PTB even started, basing their opinion on screenshots? Pretty good job so far...
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@Steel_Eyed said:
https://forum.deadbydaylight.com/en/discussion/comment/1198012#Comment_1198012
“Each other”
It removes one stack of repair inefficiency.
Yes. If you work with 2 survivors in total, there is one other survivor, so all (2) working survivors get +10%.
If you work with 3 survivors in total, there are two other survivors, so all (3) working survivors get +20%. (10% x 2 other survivors)
That's exactly the same condition as the negative value. Alone you repair with 1 charge per second, two repair with 0.9c/s each, making 1.8c/s in total, three at 0.8c/s ... Provy Thyself increases that for all survivors working on the same gen back to 1.0c/s
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@Steel_Eyed said:
https://forum.deadbydaylight.com/en/discussion/comment/1197706#Comment_1197706
It is applied to all survivors by removing one stack of repair inefficiency.
"by 10 % for each other Survivor within a range"
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@Demian said:
https://deadbydaylight.gamepedia.com/Prove_Thyself
>REPAIR SPEEDS
"It should be duly noted that the effect of Prove Thyself is applied as a multiplier to the Efficiency Penalty and not to the default Repair speed of a Survivor solo-repairing a Generator (1 Charge per second)."
Is this wrong?
That just means that you cannot stand next to a repairing survivor, that is working alone on a gen, boosting him to 110% repair speed. Prove Thyself will not increase repair speed above 100%
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@Peanits said:
I'm not sure how you calculated those numbers, but they're not right. It looks a little like this:
80 / (base CPS - sum of repair inefficiency + prove thyself if applicable) / number of survivors repairing = time to complete the generator
So two survivors with no Prove Thyself would be ~47.05 seconds, not 51.11 seconds. The math looks like this:
80 / (1 - 0.15) / 2 = 47.05 seconds
Prove Thyself can negate the inefficiency of one survivor working on the generator with you, but you cannot be under the affects of more than one Prove Thyself at a time. Functionally it's exactly the same as it is now. Two survivors will make a generator take 40 seconds (1 - 0.15 + 0.15 is still 1). Beyond that, however, you still get the penalty. So if you were to have four survivors on a gen with Prove Thyself active, you'd be looking at:
80 / (1 - 0.3) / 4 = 28.57 seconds
Compared to the current:
80 / (1 - 0.2) / 4 = 25 seconds
TL;DR: The numbers there were wrong, it's longer no matter what. Prove Thyself isn't do any more than it is right now.
The perk description says that this bonus is applied to all survivors in range. So 4 people on one gen should all work with 1 CPS finishing the gen in 20 seconds. It just doesn't stack if you have a second survivor running Prove Thyself
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@Almo The charge addons definitely changed after the PTB, that seems to be the same now. But an Alex toolbox can't sabo 4 hooks. Regarding your 6 charge assumption, it should be able to do that with 24 charges. It finishes the 4th hook just to 90-95%
Do you want to test yourself or have a video uploaded here? How big may the video be? I have one of 300MB ^_^'
(EDIT: Although the toolbox with wire spool and the commodius (32 charges) just had very few left, making it more like 6,3 charges needed for a sabo, which would fit better to the missing 4th hook for the Alex toolbox)
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@Calisto_667 said:
https://forum.deadbydaylight.com/en/discussion/comment/1196592#Comment_1196592
Well it would be boring if all maps now are similar in size dont you think?
Nope. Different layout is fine like we see on Autohaven maps for example. But size isnt really thrilling me, it's just imbalancing the game. I don't need to see the chase coming in for 20 seconds, before the music starts.
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@ClickyClicky said:
Killers - “Glad survivors need to have skill to win now”
Also killers - “camp and NOED is a legit strategy 😎”
The hypocrisy is staggering.
Survivors - "They removed my brainless loop and keep the brainless camping"
Shame that it takes brainless survivors to reward camping
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@Nameless said:
Actually... Only 5 maps are reworked size-wise and those are like the biggest ones in the game... Plus, we don’t even know how big those changes are or how it will affect the game.
Funny on that one: The biggest map is not part of the resize :P
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Who says that all maps are getting super small? Some are getting "adjusted" and surely not to indoor map size.
Bloodlust is a point if it actually gets balanced that well. The thing is, if you reach bloodlust, you already have lost too much time to be efficient. If you bloodlust in every chase and get a 4k, the survivors simply weren't very efficient.
Your conclusions from this regarding all the OP perks are a bit of a quick shot. I mean, Ruin change was a big one, that allowed some huge speculations. What you are predicting with having seen like 4 screenshots I think noone can really take serious. We should at least, once again, delay all the flaming until PTB is on.
@Crazewtboy said:
I think some larger maps need a downgrade. Although what you mentioned is ultimately my fear: that they will make the maps too small and it will make some killers way too annoying to play against
Regarding map size, I can just say that swamp maps were way too big and got addressed a long time ago. They are still both in the upper half regarding map sizes, so I guess they know what they are doing.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1196137#Comment_1196137
I'll take your word for it, I can somewhat see what you mean if you apply the 50% to the charges per second and not the base sabo speed, but it's hard to really know the actual estimate without the right numbers.
There was enough testing on other aspects of the game to confirm this approach. Especially when you can get near the 100% you will notice that the values with your approach get more unprecise and that the other approach fits. With sabo you will notice with both speed addons and Leader active, makes a total of 110% :) Other example was with efficiency, that was stackable with old green medkits, Streetwise, Botany Knowledge and Selfcare (>90% but definitely not giving 10 healings from the green medkit)
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@Aven_Fallen said:
Prove Thyself is not really a Speedboost. And honestly, using it with 3 or 4 people on a Gen still provides some Data.
How is 15% for each survivor not a speedboost? And the only data it provides is basically the same as it is now: multiple survivors not being slowed down for teamworking gens. The speed is the same like now, PT just negates the slowdown.
@SoylentPixie said:
https://forum.deadbydaylight.com/en/discussion/comment/1195759#Comment_1195759
So why would using it in PTB be an issue?
I'm not spoiling for an argument here but I don't get the logic. Either Prove thyself makes 0 difference therefore it won't impact your testing, or it does make a difference, hence your request, which means survivors are going to want to test how it affects the new changes.
Isn't that what PTB is for?
His point is, that using the perk will show no difference to the live games with this perk. But there will be a difference in gen speed without the perk.
But I still think both should be tested, because you need to verify that the perk is working as intended. Don't use it and find out that suddenly in live it speeds up gate opening or whatever we already saw in PTBs. So pls test both.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1195741#Comment_1195741
How do you know if the c/s is 1 charge per second? The repair speed graph disproves that each toolbox has it's own for of c/s, at least for the repair speeds anyways. Why wouldn't the hypothetical sabo speed graph also do the same? I'll ignore that though since we have no idea if it takes 1 charge per speed or more, so we'll just pretend it does for now.
Also, I don't understand what you're referring to either, the post above was an answer for sabotage time-frames, it doesn't really correspond to charge's per second at all, it was just going off of base sabo speed (which is the default sabo time) and any increase/decreases that the other toolboxes add or take away. Due to the issue above with what the charge consumption speed is, the answer I gave was just to answer time-frames and that's all.
One more thing, I still don't understand how -50% to the base 2.5 seconds is not 1.25 seconds, I do understand the 100% comparison, but I don't understand why the 50% wouldn't equate to 1.25 seconds, what else would it equate to unless the math here is off.
I don't know about sabo charges, that was just a sample. You simply said, when it takes 2.5 seconds, a 50% speed bonus makes it to 1.25 seconds. And that is wrong, it makes it 1.666 seconds. The above is a sample to show how speed bonus is caclulated.
Your approach said, when base is 1c/1s, then a 50% boost makes it 1c/0.5s but it is 1.5c/1s, meaning a 100% speed bonus makes it take half the time, not zero time
EDIT the one thing you might miss is that without any modifications you operate at 100%, meaning a 50% bonus makes it 150%
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1195336#Comment_1195336
I don't understand what you mean, either because i'm bad at math or what you said doesn't make sense to me. I had to get that answer without prior knowledge to the c/s for saboing, which still isn't available as of my comment being posted.
Also I was adding and subtracting time for 1 hook being sabo'ed each, unless that's what you're referring to.
You said to Alex' toolbox for example "Base-kit time (2.5 seconds) minus the +50% that the speed increase gives (50% of 2.5 seconds is 1.25 seconds) will give you a time-frame of 1.25 seconds for one hook ea)"
50% speed increase doesn't give you 1.25 less time needed. With that calculation a 100% speed boost would reduce the time needed to 0 seconds. But it is calculated as follow: base speed is for example 1 charge per second (1c/s). With 50% speed bonus, it is 1.5c/s or with 100% speed would be 2c/s.
Whatever charges are consumed (if Almo is correct with 2c/s base, but that doesnt matter). Lets say it is 2 charges per second and you need 5 charges to finish a sabo action, to fit the 2.5 sec sabo basetime. Then a 50% speed bonus would make it 3c/sec, meaning you need 1,66 sec to consume the 5 charges.
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@theArashi said:
https://forum.deadbydaylight.com/en/discussion/comment/1195569#Comment_1195569
I didn't generalise or call out who's complaining about what.
Queue times at brown ranks always were terrible but that's simply because it's so easy to get out and thanks to new way of resetting rank you basically never going to fall back to it.
On the other hand survivor queues are terrible for pretty much everything green up. I won't say anything about yellow as I haven't falled that low in a while.
Sorry, that was MPUK generalising and polarising. But as I read this, you are still just talking about survivor queue times. I'm not purely talking about brown rank in killer queues. The lower killers are ranked, the worse queue times get. But let's just leave it at that, I don't get the intention of this thread anyway
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@theArashi said:
https://forum.deadbydaylight.com/en/discussion/comment/1195377#Comment_1195377
Well, queue times are terrible for one side and instant for the other without any new content in close proximity. So way more people is willing to play survivor then killer and that is why queues are getting longer and longer.
You didn't read my post. Low rank killer queues seem to be worse. It is not one side and the other, it is depending on ranks and both sides are affected.
And pls don't generalise on who's complaining. Not every killer is complaining about everything and survivors can yell at the same volume. And just a total minority of potatos expects regular 4k, same as a total minority of potatos expects to escape every game and every killer.
@Ivaldi said:
If survivors get another nerf before anything of theirs gets buffed.. be prepared to see a lot more people quitting DBD. Every update for the last 6+ months has been a survivor nerf in some way shape or form.
Within the 6 months there has also been the Ruin rework, Nurse rework and Spirit nerfs. The whole x-sided discussion should really end now, I think they have proven enough times that they change both sides. Let's not talk about the quality of the changes, but it is not "every update", by far not.
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@Almo said:
I just did Toolbox with Scraps, and saboed 4 hooks. I'm not sure what's going on at your end.
I will upload videos later today, let's see if something changed since PTB, I just noticed some cases are still the same after PTB in live.
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As far as I know, low rank killer queues are even worse. Would be good if affected players would say so, as I cannot confirm that (I'm between red/prurple ranks).
Btw why you ask for survivor nerfs when talking about queue times? You want survivors to quit so you have less competitors in the queue?
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I did a post and a bug report on this one with no reaction.
@Deadeye said:
Somehow the charges are inconsistent. I had the following scenarios:
yellow toolbox (20 charges) with wirespool (+12 charges) and Hacksaw -> 6 hooks sabotaged with a bit left in the toolbox
Alex toolbox (24 charges) with Hacksaw and Cutting Wire -> 3 hooks sabotaged, the fourth just reaches about 90%
Commodius (32 charges) with Hacksaw and Cutting Wire -> 5 hooks sabotaged, perfect fit (item deactivated on finished 5th hook)
So from the commodius, it looks like a hook sabo depletes 6,4 charges, but that doesn't fit with the rest. Especially the same amount of charges but different result on case 1 and case 3 is strange
@Almo regarding my test cases, your calculation does not work. Why is there a difference between a yellow toolbox with wire spool and a commodius, when they have the same amount of charges? (And isn't the base time 2.5 seconds like on the perk?)
@FireHazard This is not how speed bonus works. You say 50% speed bonus results in half the time. Actually a 100% speed bonus would result in half the time. It is like base would be 1 charge per second for progress, and a 50% speed bonus makes 1.5 charges per second. So 15 charges are consumed in 10 seconds.