Deadeye
Deadeye
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@Fibijean And how do you calculate the 186% to 8.6 charges?
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@Fibijean said:
Okay, so, I think I've figured it out. This is all based on the assumption that reducing item consumption rate is the same thing as increasing the item efficiency.
In the first scenario, with Streetwise, Botany Knowledge and Self-Care, Streetwise reduces consumption rate by 25%, which is the same thing as increasing efficiency by 1/3, because 16 x 75% = 16/1.33333... In other words, Streetwise increases item efficiency by 33.3333...%, which we'll round off to 33% for simplicity's sake. So with the combined effects of Streetwise, Self-Care and Botany Knowledge, medkit efficiency is increased to ~186%, so each heal will consume 8.6 charges (or maybe even 9 - I don't know if the game calculates charges other than in whole numbers). Since there are 24 charges on the medkit, this will give you just under three heals.
Without Streetwise, each heal would consume roughly 10.5 charges, giving you a bit over 2 heals.
The Brown medkit with Abdominal Dressing basically just has added healing speed. Both charge add-ons cancel each other out. So the medkit the other player gave you has 16 charges, and at the above rate of 10.5 charges per heal, a single heal would use up around 60% of the medkit's charges.
All of the above concurs with your description of events and what is displayed in your screenshots. Did I finally get it? 🤞
Ok so you mean wording might actually have impact on the calculation, meaning
Reduced consumption rate: Put less charges per one second into one progress
Increased efficiency: Put one charges per one second into increased progress
If this is the case, efficiency would in addition have a higher speed XD but I don't wanna drive it too far o.o How do you get from 25% reduced consumption to 33% efficiency?
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@Luigifan64 said:
https://forum.deadbydaylight.com/en/discussion/comment/1063302#Comment_1063302
6 games? Lol I wish, it takes 10 games (without tome challenges) to get a single rift shard; but seeing as not every single game you play is a perfect one, you aren't guaranteed a full rift shard. With that in mind, it takes about 12-15 games (including the bonus you get from 1st survivor and 1st killer games) to get one level of the rift done. Granted I have not fully tested this yet seeings as my Rift 1 started off at level 6, but based off of that the challenges don't quite seem to be enough to bolster how long 1 rift tier takes.
XP is just granted by time in the trial. 600 is maximum and I can't remember when I lastly got less than 500. And as I said the 6 games per day is including the challenge bonus. It takes 15 games if you want the 10 fragments in one day. If you split it on 3 days, you need like 4 games per day including the triple bonus for first games. So one rift tier every three days. That means in the 2 weeks, that a level with its 21-22 challenges lasts, you get about 5 tiers by playing 4 games a day. As level 1, also level 2 gives you 10 full rift tiers as reward when completing all challenges. That makes 15 tiers within 14 days, while you only need 14 tiers in 14 days to stay on the average. You have 1 tier buffer for the next level with 4 games a day.
Assuming you can finish all challenges in 2 weeks with 4 games per day. You have to finish 1.5 challenges per day, having 4 games. There are 2 challenges that need 5 games to finish (the emblem ones) and some escape challenges which could take more games, but also a bunch of challenges that are hard to fail within one match like "Make 10 survivors scream" which apparently includes hitting survivors, "chase 4 different survivors with MnA", "Break Pallets", "Stun killer" or "mark 5 objects". So the bigger problem is actually to get the challenges done within 2 weeks than the XP you get during the time doing that.
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@NICK714 said:
The old Freddy was too weak and that "A killer should take time to learn" is not always the case, if you are a casual player?
if you are a casual player you probably wouldn't be playing against survivors that need a well trained killer (assuming matchmaking would be working properly, but that's a different thing). And casual players don't need to master 15 killers. At least they shouldnt expect to do so. I also don't expect to master all Overwatch heroes equally.
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But that's only to that thing. The calculation is still open and not fitting to what I expected regarding the screenshots 1 and 3 :P
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1064142#Comment_1064142
Those pictures actually help a lot. You didn't mention that the brown medkit you ran with all three perks had additional charges equipped, nor that an Abdominal Dressing was in play in the fourth scenario, which actually decreases the charges (you may have gotten it confused with the Gel Dressing). With that information, I'm going to redo the maths when I get home and see if I can figure out a solution for you.
DAMN! IT's THE WRONG ADDON XD -.-
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@AntiJelly If it helps, here are three screenshots. The first two regarding the bug, the third is a separate situation
@Deadeye said:
Platform: PC
Description: I tried to find out about details how consumption rates are working and how they stack. There was one situation where it completely didn't fit, as I got two items with contradiction results in one game. I used the below perk and item setup and started with a brown medkit and +8 charges addon. In the game someone gave me the same medkit but with an additional addon for +16 charges, and the healing item with more charges got consumed stronger than the item with less charges.
Steps to reproduce: I took the perks Selfcare and Botany Knowledge and a brown medkit with +8 charges addon. The first screenshot shows the progress and consumption (<50% consumption after full heal). The second screenshot shows the brown medkit with +16 and +8 charges addons, which is consumed by more than 50% after the full heal.
How often does this occur: I'm not sure if I expect the wrong from item consumption perks, but this happens always. I added a third screenshot where I used Selfcare + Botany + Streetwise and the difference to the first screenshot is minimal. I know that the 33% Botany Knowledge alone is sufficient to get 2 heals from a yellow medkit, so it reduces the consumption from 16 charges per full heal to below 12. And with that, I would expect that 25% additional efficiency would take more effect than the difference between first and third screenshot.
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I just noticed I have a difference in my explanation, need to edit it in the second last post
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1064067#Comment_1064067
I wish there were more official information about it. I still don't think I really understand what the difference is, mathematically, between healing efficiency and reduced item consumption. I know there is a difference, but I don't know how each one is calculated beyond an educated guess.
Are you sure there is a difference? I know they had several strange wordings like on flashlight addons, which should mean the same. And then stuff like enduring, when they said "75% faster recovery" to change it to "50% less stun time" because the first is simply causing knots in the brain to understand
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So Botany Knowledge should do the following:
Only the efficiency: Put 0.67 charges per 1 seconds into healing progress
To remember: 100% speed means: Put 2 charges per second into 2 progress
So the speed does: 0.89 charges per second into 1.33 progress
That means, you need roughly 12 seconds to finish healing and spend roughly 10.7 charges
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@AntiJelly said:
https://forum.deadbydaylight.com/en/discussion/comment/1064020#Comment_1064020
It's really iffy and complicated and I've only recently been able to get a good grasp on the efficiency part of it.
Think of it as a bar that requires a certain amount of things to be filled.
Healing requires 16 charges. You have a yellow Med-Kit (which has 24 charges)
Self-Caring with a med-kit does not apply the speed boost, so you would be able to heal yourself 1.5 times over 24 seconds.
Take the same situation with Botany Knowledge.
You are now contributing 0.33 charges more (1.33c/s), but with item efficiency, you're not actually taking 1.33c/s from the Med-Kit, but 1.0 instead.
So what this really means is that you can heal 0.33 charges more per second, giving a total 1/3 bonus to your total charges, effectively giving your yellow Med-Kit 31.92 charges. However, you're still contributing more charges per second, so your heal takes 12.03 seconds instead of 16. This means you can heal yourself just barely under 2 times in about 23 seconds.
But that is not correct. Botany + yellow medkit can heal you more than twice. There is enough left to fire a steptic or syringe.
But the idea is good, had that in mind as well. The "basekit" is: Put one charge per one second into one progress. A gen needs 80 progress, a healing needs 16 progress. For healing others and repairing every survivor has "unlimited charges", when using items you use the item charges.
Speed increases the middle value: putting one charge per'modified'seconds into progress.Speed should lower the middle value, but that gets complicated and not linear. To remember: a 100% speed increase does not mean you need 0% of the time, you need half of it. So lets say:
Speed increases the outer values: Putting 'increased' charges per one second into 'same increased' progress
Efficiency reduces the first value: putting 'modified' charges per one second into progress.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1063927#Comment_1063927
I see. Because I worked out what I think is the correct maths for the first two scenarios you gave, but the last two have me beat. Because you're right, if both medkits were at full charges when you started using them, and you only used them on yourself, and there was nothing like Coulrophobia or Sloppy Butcher or any Mangled add-ons in play, then I can't see any reason why 24 charges should heal you more than 40 charges with the same perk loadout.
What is your calculation? On the second one, I reported that as bug with screenshots. There were no other influences
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@AntiJelly said:
Item efficiency and Action Speed actually work against each other. Botany knowledge is the perfect example of this.
If you're using a medkit, you'd think it would make you consume 0.33 charges less per second, but because you're contributing 0.33 charges more per second as well, it evens out back to 1 charge/second.
Thats not the problem. You spend the charges faster, but speed does not affect (or should not) how many charges you need to spend for a full heal
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@Fibijean Yes, only on me.
@DWolfAlpha What now, cumulative or not? :P Percentages on movement speed is a bit irritating I think. Adding 10% and another 10% woudlnt make you go to 121% ms because it is actually just a fix m/s value added. I also never understood how "running survivor" is set as 100%. They should just write 4m/s and add 0.2 m/s and so on. Btw your calculation isn't working as well, because I had the +8 charges. So it should be 3 full heals. But there is most likely a bug as well, when there is already the bug with the two items in the same game, where the more charges got consumed faster.
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Tremors needs a cooldown as you could abuse it by juggling people. Although a 16-30 second cooldown wqould be totally dufficient then I think.
And yes, Billy wouldnt be too strong with a no-cooldown-surge as chainsaw downs dont trigger it.
I also would like Surge to have no cooldown or trigger on every down, either one of them
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@FireHazard said:
Sometimes the grab you initiate a grab on a Hook or Generator you'll instead do a basic attack because they stopped repairing the generator or let go of the Survivor at the exact time you tried to grab them.
In your case, it just sounds like you possible held down M1 too long instead of just tapping it to grab the Survivor. If you just tapped it, than the scenario above is probably what happened. The grab mechanic is kind of finicky at the moment, but you can still grab Survivors yes. You can grab Survivors that're Mid/Slow vaulting, about to vault at a pallet or window, at a Generator if they're repairing it, at a totem, if they're trying to rescue a Survivor, Sabotaging a hook, etc.
You can just grab mid/slow vaults? I thought the condition was just the survivor needs to be injured
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@Mringasa said:
https://forum.deadbydaylight.com/en/discussion/comment/1062304#Comment_1062304
For 10-60 seconds (RNG dependent), a single Survivor is not doing gens. Sometimes less, sometimes they die. This is not slowing down the game in a significant way.
You are going to lose 1-3 gens during your first chase. Hopefully, hopefully you can get the down + beartrap before they pop. Most of the time, this is not the case for your average Killer. So you now have anywhere from 2-4 gens worth of time you can utilize for the remaining traps you have left. Do you really think that small bit of time it takes to get a beartrap off affects the game in a meaningful way?
Amanda can camp the boxes. Now she's not pressuring gens so the game is lost.
She can patrol like a normal Killer, maybe using her Stealth to an advantage. She has nothing to utilize during a chase other than the basic Killer tactics. Her lunge... it's a slight buff if you can use it properly, but I've yet to face a Pig that can even though I've seen a few videos of people using it to their advantage. She's still weak against everything all the other Killers are weak against.
I've played against quite a few Pigs who didn't even get to use all their traps before the gens were powered. Some were potato, some were new to the Pig and were hurting from their previous Killer's rankups, but quite a few were pretty solid all around. Even some were great in chases and mindgames. The fact that half her power is gone as soon as the gens are powered significantly hurts her when the early/mid games go so quickly.
Her beartraps should activate even when all gens are powered. The timer for EGC should go to the slower timer that is standard when a Survivor is downed/hooked. Just having this alone will give her a little extra power in the endgame to make up for her lack of mobility and M1 Killerness in the early/mid games.
The devs have already stated that they expect early gens to be done quick, and Killers need to adjust to this. That's fine, but when a Killer's power is centered around slowing down gens and keeping as many unpowered as possible so they can maximize their ability, that's when it becomes an issue.
Btw, not topic of OP, but being a stealth killer is already not the weakest of powers. Easy first hits, run nurses and you get easy downs as well. Agreed that her dash is not the strongest power, but uncounterable stealth whenever you want is definitely pretty strong.
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@Mringasa said:
https://forum.deadbydaylight.com/en/discussion/comment/1062304#Comment_1062304
For 10-60 seconds (RNG dependent), a single Survivor is not doing gens. Sometimes less, sometimes they die. This is not slowing down the game in a significant way.
You are going to lose 1-3 gens during your first chase. Hopefully, hopefully you can get the down + beartrap before they pop. Most of the time, this is not the case for your average Killer. So you now have anywhere from 2-4 gens worth of time you can utilize for the remaining traps you have left. Do you really think that small bit of time it takes to get a beartrap off affects the game in a meaningful way?
Amanda can camp the boxes. Now she's not pressuring gens so the game is lost.
She can patrol like a normal Killer, maybe using her Stealth to an advantage. She has nothing to utilize during a chase other than the basic Killer tactics. Her lunge... it's a slight buff if you can use it properly, but I've yet to face a Pig that can even though I've seen a few videos of people using it to their advantage. She's still weak against everything all the other Killers are weak against.
I've played against quite a few Pigs who didn't even get to use all their traps before the gens were powered. Some were potato, some were new to the Pig and were hurting from their previous Killer's rankups, but quite a few were pretty solid all around. Even some were great in chases and mindgames. The fact that half her power is gone as soon as the gens are powered significantly hurts her when the early/mid games go so quickly.
Her beartraps should activate even when all gens are powered. The timer for EGC should go to the slower timer that is standard when a Survivor is downed/hooked. Just having this alone will give her a little extra power in the endgame to make up for her lack of mobility and M1 Killerness in the early/mid games.
The devs have already stated that they expect early gens to be done quick, and Killers need to adjust to this. That's fine, but when a Killer's power is centered around slowing down gens and keeping as many unpowered as possible so they can maximize their ability, that's when it becomes an issue.
Yes I think it can affect the game. Not always flips the coin, but it helps a lot. I recently played a lot of Demogorgon and most of the matches start with 1 down vs 1 gen done, followed by the next down and another 1-2 gens. And then the game starts rolling. You have 2 people on hooks or one recently unhooked, they are healing, not working on gens, another one unhooking and hopefully another one in a chase already.
That's where you get the pressure and need to keep it up to win the game. And if in addition to all the unhooks, chases and heals there are also constantly 1-2 survivors taking care of their RBTs, there can be situations where noone is working on gens. RBTs give you the remote pressure, other killers need to build up by map presence.
If you are lucky and all 4 RBTs take 60 seconds to get rid off, you won 4 minutes of gen protection. That can throw the game. If you are unlucky and win 40 seconds in total, you almost waste more time putting the traps on than you get from it. But depending on the game flow, the bear traps can cause survivors get to second state on hook, or easily get you into another chase because survivors need to run once the trap is active, or they would probably not even finish 3 boxes
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Like in every discussion about that. It is about 2 hours or 6 games per day and it is just about cosmetics, if you can't finish it, you lose nothing. Their average gametime across all players is about 2 hours and therefore it is designed. Some play more, some play less. It would be boring af for a lot of players if everyone could achieve it. I got all the challenges done in the first week, while having to wait another week for the next challenges. I'm fine with it.
For me there were several challenges in last tome's level 3 and 4 that they reduced too much because they were not difficult, it just took 2 games longer to complete. There were just a few master challenges that were too hard to achieve. But I'm also fine with that.
@Luigifan64 12 games a day is just necessary to get a level if you don't count in the challenges. The level 1 archive gives you 10 rift tiers as reward, so you have 2 weeks to get 4 tiers to stay on track. Including the time to finish the challenges. And they are designed roughly that the time you need to get the 4 tiers is equal to the time you need to finish all challenges
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@Mringasa said:
RBTs don't slow down the game. Unless mine is ticking away, I go work on gens for a while. There's no real pressure from them until it actually starts ticking, and even then it is map dependent. Small maps, or easily navigable ones, I'll work through a whole gen if it hasn't started yet.
They feel like a gimmick and have no real power to alter a match unless the Survivors are legitimate potatoes. Not to mention they are completely negated when the final generator is popped. There is no other Killer that loses half their base Power when the generators are finished. Imagine making the Hillbilly unable to sprint with his chainsaw when the 5th gen is done. He can rev it, and OHKO, but no sprinting.
I enjoy playing as Amanada, but she has lost a lot of power with changes made to the game and needs to be buffed.
Yeah, and when it activates, you need to remove it. Then it slows down the game
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You guys are funny. Wanna see you find a locker within 2 seconds...
"You hear him charging" ... if you hear it and didn't camp a locker, it is too late
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@EvilJoshy said:
What I don't understand are the pig players that tunnel the person with the RBT to death. That person already has a trap on their head. It's more productive of your time to go after someone else. If the person with the trap is the only person you see, okay that makes sense. No reason to leave them alone. But if you see 2 people and 1 has a trap already on their head why not go after the other person to trap them?
I think htat was exaggerating. I don't tunnel or camp boxes as pig and I don't see that very often. What I experience is, it happens rarely when a chase comes close to me on a box, then I get probably just downed so I have to waste the time again searching the box, to probably die to the timer.
I also don't think that the RBTs are bad atm. Their main purpose is not to kill, and it is unlikely that all traps are removed at the first box. So just running and searching takes 30 seconds roughly (?) per box you ned to search. That's quite a bit.
I also don't see how they are not a threat. If they are not active, they can't kill you. But what do you expect from the game? No gens popping? There will be the time when they activate and then they are a threat. I do at least one box I'm close to, also when the trap isn't active yet. Just to have sufficient time to get it off. If it is the 4th box that you can pull it off, you nearly can't take any disturbance or you will die, just because you didn't treat it as threat while inactive. If you wanna gamble like "it won't be the 4th one" then it's your choice, but it is definitely a threat.
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@gantes said:
The static field was just a passive buff the killer needed to do nothing to achieve, and it had readability problems for survivors too. Static blast is simultaneously more powerful and easier to understand.
What do you mean with readability problems? And coming back to the core critics: do you think static blast is less frustrating and easier to counter than old static field?
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When I bring BNP on a brown toolbox, then I keep it. If I have it on a commodius or engineers toolbox, I try to find central gens or others that are close together (like the group that would be highlighted by Deja Vu), wait for the right moment and try to get that out of the way fast, so we don't 3gen ourselves in the first place. And after that I can go on making usage of the toolbox because the good toolboxes are kinda wasted if you just use them for the last gen
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I thinkthe power can make up with 110% ms, if it really creates new playstyle. I actually like the current slow killers, although I don't play Huntress because I simply can't aim well enough and mess up the hatchet pulling on loops everytime.
@[Deleted User] said:
Maybe the next Killer is going to be 4.4 m/s. I only assume so, because everyone seems to believe that our next Killer can break through walls.
110% wall breaker sound like Jason °o°
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@ABannedCat said:
I personally sympathise with slugging killers (I am one myself) here, but I am afraid its a losing battle for them. History has shown that when survivors disconnect enough versus something, the developers will eventually cater to them, and remove or nerf said thing.
Its just a matter of time, so enjoy it for as long as it lasts.
If they "nerf slugging", I probably quit the game. Because that would actually obviously underline that they give survivors all the crutches they yell for.
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@Mikeasaurus said:
You can't really blame the killers who do just give up. Hell, I've done it a few times because it just gets so frustrating that no matter what, you've got the most altruistic survivors going. Not to mention the fact they know it and will stand taunting you at every moment they get. Some matches I just try to farm as much points as I can, but when you know that the games gone south, why even try to beat them?
I had several games recently where it typically began with 1 gen done after the first down, and 1-2 more gens done after the second down. But that's normally the turning point, because 2 people are on hooks and at least one needs to unhook. Now either find that guy still doing gens, or the other one to force the 4th off the gens. And then you got a game.
But the problem then is, once you do any mistake and lose your pressure, the game is over. If you constantly stay in chases and push people off gens, they are all busy and the lat 2 gens are harder to finish. Of course depending on which gens are left and map size. But I also had enough matches where survivors get super altruistic, thinking "we got the 5 gens so quick, all 4 of us need to escape or it would be a loss" and swarming around you, resulting in a 3k.
So if the game itself isn't frustrating by itself, I rarely let gen pops ruin my fun
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Depends. Long chases can be fun, wall hugging run-it-5-times is super unfun. That's why I love nurse on both sides. Can be finished super quick if the nurse does some good moves, but can also take too long so you need to give up. Typical M1 killers normally need to catch someone offguard for an easy first hit or need some mindgameable loops.
Regarding perks, I normally run gen slowdown. But depending on killer, I also love STBFL, especially at the moment on Demogorgon. It's not about slugging the team to death. I just love the chaos starting when they try to be altruistic and bodyblock and stuff, just to get smashed one by one. Normally, when I feel in a good spot, I just pick someone up and see if they get the team up again. Either they mess up by wasting too much time and the chaos continues, or they disappear for a moment to heal up, giving me some time to kick gens and place portals.
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I would be more like 2.3 - 2.5 in general, but at the moment, since Ruin was changed, there seem to be potatoe holes where several survivors come out from
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1059249#Comment_1059249
The difference between mindgaming a normal Killer and "mindgaming" a Spirit is that other Killers take more time and have more visible indications. You have to use your knowledge of how Killers gain the upper hand and what the indications may or may not be telling you to estimate what the Killer is doing and what they're going to do. It's less of a guess and more of a prediction. Meanwhile, Spirit gives no reliable indication that she is phasing or not, leaving you unable to tell whether or not she's actually using her power or just standing still, and even when she is phasing, she's completely invisible to Survivors. The only reliable thing to tell you what Spirit is doing is Spine Chill, and even then, Spirit can counter it with looking away and funky pathing to make the Perk's signals unreliable and unindicative of her current position. Countering Spirit is definitely a lot more guesswork, but people with absolute galaxy brains can learn how to predict.
Only problem is, if she has headphones, it doesn't matter how good you are since she can just insta-dash over to where she hears you—which is why the one good thing to come out of all these audio bugs is hindering Spirit's ability to go, "Nice try #########, but I have ears. ggez"
Well, when looking away while phasing, you steal yourself the only clue that you get from a survivor, which is moving grass and scratch marks. So not sure if this is really a thing just to counter a possible spinechill. And there are "unmindgameable" loops, which is when you can see the killer. Mindgames are when you can't see the killer, or it wouldnt be a mindgame. One thing I can think of is, when the killer doesn't break the pallet but tries to bait you to the other side and/or the survivor fakes a vault. There you have visible clues, yet you have to guess if the opponent fakes or not. If you fake a vault and the killer commits, he gets the hit.
And you said "You have to use your knowledge of how Killers gain the upper hand". Same on spirit. One simple thing for example on that standing-still issue is, get out of sight. She can't watch you checking if you run left/right or just stand waiting, if she can't see you. And then she has to guess the same, if you crouch back, walk further out of sight or what ever. Sure it is harder to learn, same on nurse. But that's why these are viable killers. And I'm not sure if you need galaxy brains to learn that. Just playing a bit Spirit should give some ideas, to see when you get problems with the default tactics.
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Just a question. Isn't mindgaming always a guess? Like moonwalking as killer, predicting a moonwalking killer etc...
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Why tunnel monster? His old basekit was quite bad for tunneling o.O
Otz did a great video on him on how to use his information with the aura reading, short before the rework went live
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In what way leaked? A bug again? :P
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1058551#Comment_1058551
You know approximately when he will blast you, and your madness is more under your control.
What? You say you predict when thew doc is going to blast? I'd say lol, never. And if you predict 1 second too late, then you get shocked. Or you camp lockers. Sorry, but I think without super defensive play you cannot counter the blast
EDIT: and I still don't wanna talk about if there is counterplay or not!!! I wanna compare to the previous version and say the previous doc was better regartding frustration and counterplay!
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1058526#Comment_1058526
Hopping in lockers isn't the only way to avoid the blast, you can also try getting out of Doc's TR.
Not within 2 seconds. Also getting into lockers is not possible within 2 seconds unless you stay always within 2 seconds range of a locker once you are in TR. And what I say is, that old Doc was easier to counter and less frustrating, so the argument doesn't count regarding the rework. In what way is the new doc better than old regarding Static Blast / field?
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1058511#Comment_1058511
Yes survivors and killers should have equal responsibility for keeping a 60 second timer in their heads, Meyers already has a 60 second timer for tier 3, did you never learn to time that?
So what about the second part I said?
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@Waffleyumboy said:
Doc counterplay is: keep in mind 60 sec cooldown. When cooldown wears off escape the TR or get into a locker.
Maybe the hag thing is a bug or you just weren't paying attention.
I paid attention the whole game after I noticed it on the first trap. The flickering is gone. And to the doctor: unlike Plague or Oni you have no idea when the cooldown is ready (unless you use your DS hourglasses...). And if the blast is ready? So you run Premonition to jump to the next locker to make sure you can hop in the second you hear the charging? And you just stay inside a locker the whole time until you hear the charge going off? That's what I mean, it was way easier before to counter it, it became worse with the change. You can do it, but you throw the game or just have minor chances to be actually able to counter it.
@Mikeasaurus said:
So, what I'm taking from this, is that you're complaining that killers are actually gaining some power over survivors? Isn't that kind of the point of a killer? To be able to outplay survivors?
Don't get me wrong, I'm fine with the doctor, I'm fine with the hag. I just totally dislike the way BHVR argues their changes with counterplay and frustration and then deliver this. Like they have no idea what they are doing. I love the feedback they give and the activity in forums, and the dev streams and all of that. But the result is somehow questionable and therefore lowers the value of all the feedback
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I'd dislike Predator somehow. He is too powerful and you couldn't put any of his weapons into the game. And seeing a Predator running in loops to slash at a survivor... narp
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Das sollte eigentlich ein Bug und seit zwei oder drei Patches behoben sein. Ist natürlich nicht auszuschliessen, dass die das wieder aus Versehen reingepatcht haben
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@SunaIIanu said:
https://forum.deadbydaylight.com/en/discussion/comment/1055340#Comment_1055340
It was introduced with Patch 1.6.2 in August 2017.
Was looking for something else and stumbled over it.^^
Thanks :P
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@Bunnie said:
https://forum.deadbydaylight.com/en/discussion/comment/1055313#Comment_1055313
No actually not one person explained the slugging in the way that I presented it. One person said it's to apply pressure and I asked apply pressure to what? In what way? No answer. The rest of you came along and saw that one answer and suddenly you all do it to apply pressure which i know is BS. And again as ive said numerous times slugging to take over a game is not okay. Not slugging in general. But because so many of you rely on slugging as a means to be what you think is a good killer you all jump to the defense like children. Only a few here read what i was saying about taking over a game. At no time in any game should one person killer or survivor be able to say i dont like how this game is going im going to change it and actually have the ability to do so. Lets say slugging was a perk. Why would that be an issue if you all claim you only use it to apply pressure? It wouldnt be an issue. But you use it consistently in a game not just to apply pressure. Also I dont need a dev to take anything I say into consideration. I can and will still state how I feel about it. Regardless or people whining about me being a troll when I have less than 5 posts lol. Sheesh. I hope you take that as a lesson learned. Doesn't matter who agrees or disagrees or whos listening that you would state your opinion regardless.
Dude you are difficult. JUST in case this is only a communication problem I try to wrap it all up.
1) Your perk and how it works. You explained nowhere how your perk should work and how it works if you don't run it. Show me page and post where you do it. Stand now, it would mean that, without running the slug perk, every survivor is invincible as long as anyone is down, because you cannot down a second person. And that would mean, a killer will never pick up a downed survivor, as a second survivor may just sit on that downed survivor and heal him up, taking infinite hits. And second, if you COULD manage to pick someone up, the others could take infinite protection hits to prevent you from hooking the survivor. And that is even more BS than your 4-slug antipathy.
2) To the "apply pressure", in more detail: Several people explained it, but you seem to not understand. When someone is slugged, others need to heal him up or he bleeds out. When the next one gets into chase, there are already two people not working on gens. When the second goes down, guess what is next. Somewhere you said "killers can't apply pressure, you're not their teacher or coach". Well, you can. Pressure means, the survivors need to do anything. They need to heal slugged people, they need to unhook other people, they need to escape from you when you are chasing them. Otherwise they are running low on survivors very soon.
2b) Snitz said "Apply pressure=making survivors get off gens", your comment to that was just "^^^" no idea what you mean by that. You also said "You need the survivors off the gens cause youre losing". OF COURSE YOU DO! If you just let survivors do the gens, then you are doing nothing! But you can't prevent 4 people from doing gens at the same time. You can "apply pressure" in several situations. The basic thing is chasing. Then you apply pressure just to that one survivor you are chasing.
2c) An example To apply pressure to multiple survivors, you can use slugging. Like when you downed someone near an almost finished gen and have seen someone else around. You don't hook that guy, you go for the second one to prevent him finishing the gen. You put pressure on the second one, you put no pressure on him when you go hook the slugged one. The second one will finish the gen while you are carrying the first survivor. By letting him on the ground, you also might pull someone else away from a gen that tries to get him up. 3 people not working on gens by letting the one guy down. Or 3 people working on gens by picking him up to get the hook. Get it? That's the pressure you can set up by slugging. Same on situations where someone attempts the unsafe unhook. Best thing you can do is to down both of them. Again 3 people not working on gens as one should be leaving the gen to get the downed person up, otherwise there will be soon noone working on gens as soon as the third chase begins.
3) "Taking over the game" Another thing, just to make sure. You said: "Slugging 4 people doesn't apply pressure. It ends the game". If you mean by sluggin only the situation where 4 people are slugged, then you did not really point that out through the whole thread. Slugging basically just means downing ANY survivor without picking him up to hook him, not ALL. If you have a problem with 4 man slugging, that's a different thing. Taking away the possibility to slug is a whole different thing and cuts killers' possibilities by half. You also don't explain what you mean with "take over the game". I read it as "the killer tries to switch an almost secure loss into a win". If you just mean that the killer wants to end the match by downing all 4 survivors, then it's the survivors fault, as it shouldnt be too easy to get 4 people down by just slugging. There should always be enough room to get them up again with 4 survivors up, unless the killer is running an explicit slugging build, running KO, deerhunter and so on. That's the same like when the super altruistic survivor teams already opened the gate and then try to save that one hooked survivor, ramming themselves up on the hooks like crazy because they want that 4 escape so damn hard, resulting in a 3k after all. 4 man slugging without a build should not occur that often. You also brought up the Myers example with the triple down in a single Tier 3 phase. I rarely see so many downs in a single Tier 3 phase. That is definitely a survivors fault. Especially the one where the unhooked person runs towards the next hooked person. This just creates domino downs. He should have run away from the slugged and hooked one, so that the last survivor has no threat taking care of both survivors. That sould also end the Tier 3 in time, while all others can heal up and take care about unhooking the last one or simply escape and leave the killer with a 1k. By making slugging a perk, you just allow survivors like that to do stupid moves and get away with it. They could have done better but did the worst attempt to achieve it. That should not be the situation to balance around.
If you respond to this post, please respond with "to 1)" "to 2)" etc because sometimes I get the impression that you only respond to stuff you can answer in your favor and ignore the rest. Just to make sure that you read everything and understood it.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1053867#Comment_1053867
Shock Therapy has prevented people from performing actions since I've been playing, and that was Darkness Among Us.
I just hate to hear people say that Doctor and Freddy are OP because they can shut down looping. That is their job. It is their entire kit.
Darkness among us is not the first DLC :P Then I guess the doc buff was before this chapter.
Yes I know. Especially doc has no map pressure and is like clown somehow depending on ending chases quickly. Other than Freddy, he has a pretty strong map control power as well. Which is most likely the reason why Freddy was the deadliest killer in the latest stats release short after the nurse tweak
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@Unicorn said:
https://forum.deadbydaylight.com/en/discussion/comment/1055302#Comment_1055302
https://forum.deadbydaylight.com/en/discussion/comment/1055299#Comment_1055299
So it is RNG. Got it... God that sucks.
This should be just this edge of the map where just one area contains 2-3 really close hooks. That shouldn't be in several parts of the map. This is, as explained, just a fix to situations where the minimum hooks are not placed yet.
When you notice that, make sure you get away from it as mutliple downs in this area will be easy to protect / camp. That's it. What is the problem with multiple hooks on one spot? It is the same like dead areas because all the pallets have been dropped. Recognize and make sure you don't get caught offguard in that area.
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@Bunnie said:
https://forum.deadbydaylight.com/en/discussion/comment/1048979#Comment_1048979
then you need to reread cause i did answer the question. And you thinking im a troll doesnt bother me. Look at how many posts i have up. Champion of trolls over here. You could just not read the thread. Seems easy enough. Theres no reason more than 2 people need to be slugged on the ground. Whether its a time limit or a slug for this amount of time during the game then you cant anymore idc. I actually dont care if people slug but slugging to take over a game cause you cant get survivors dead fast enough is garbage. Most of you have an issue with this cause you slug the entire game. You need to you have to. But you say its to apply pressure. Right.
Well, pretty much everyone explained about slugging and you either ignore or don't understand. Doesn't really make sense to repeat what pressure means then. There are 3 pages of discussion now that didn't help apparently. And I can tell you, no dev ever would take into acocunt making slugging a perk
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If you like Bloodhound, the Hemorrhage addon might be good, because you can track them very good then, even if not injured, and snares are not the best detection tool overall but could be with this combo. But I think almost everyone says, that the block addons are all pretty crappy
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THere is a minimum distance between hooks, but also a minimum number of hooks per map. That means, if after the random placement there are not enough hooks on the map, there will be randokmly spawned more hooks until the minimum hook count is reached. That will especially with oak offerings happen more commonly. You need to get "map awareness" the same like with "where are the closest gens which we need to do at least one of". Although I think for hooks it is not really relevant, unless you play a sabotage or breakout build
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And another death profecy by a frustrated player. After the thousands death sentence I slowly start to believe it... not
Btw @PigMainClaudette the action stun to survivors was a buff the doc received. Not sure when, some time ago, he couldn't ALWAYS do that, but he could already before the rework *shoot-mouth-off*
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@Weck @kate_best_girl Also, I would add to "almost handy" if the increased recovery made the difference to get you up to 95 fast enough so someone was able to raise you in time, that would not have been possible without Unbreakable when the killer is already approaching. Maybe a rare situation, but killers tend to stay close to slugged people.
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@AvisDeene said:
https://forum.deadbydaylight.com/en/discussion/comment/1053394#Comment_1053394
I get on a gen, teammate goes to nearest hook, Sabotages said hook, alerting the killer to our presence.
One survivor is looping the killer, one is on hook, I’m working on a gen, we still need 4 gens, teammate comes by and loots a chest, forcing me to get off gen to unhook, because apparently looting a chest is more important than unhooking or doing a gen.
It happens more often than you think. I love it when they try to loot the basement chest and get caught down there.
I see this all the time, and as I said, during last week not increasingly bad. Regarding chests, I remember 3 people running items builds and asking for coin offerings. Gifting others all the nice items.
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@AvisDeene said:
I’m not even trying. I’m annoyed by how many people no longer do the objective and make it harder on everyone else.
Nothing in the rift other than the Elephant costume interest me. Since I don’t own the Clown, no reason to pursue it.
I only noticed a raise in people sabotaging hooks, that's all. And that wasn't excessively because the progress design this time allows enough alternatives so not everyone gets bottled to the same challenge. And there is not really any other challenge that influences gameplay negatively.
For me the grind is totally ok. I create some builds to better get the challenges done but mostly this is just about one or two perks changing. So normal playstyle is still possible. Inner Strength + Detectives Hunch for example to cleanse totems. Cleansed what I found acidentially, otherwise one totem per gen. Took 3 games to finish and you get your speed heals up during the whole match, you find the hexes early and counter NOED. Actually a build I now like to play a lot more than what I did before by default.
It took me 1 week to get all challenges done, with XP fragments reaching tier 14. Tier 14 is what you shold have when level 2 is released, so the current week until Tuesday is bonus progress to have some buffer when the level 4 challenges are too hard. But I'm pretty sure with my average gametime, I will finish the rift again somewhere during level 3