Dehitay
Dehitay
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- Dehitay
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That situation does trigger EGC. Also, something interesting to note that I didn't expect to happen. If a survivor opens the hatch with a key and you close it with more than 1 survivor left in the game and manage to kill all but one, the hatch will open back up again. That happened to me once and I was caught off guard.
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@not_Queen said:
@Bbbrian2013 This chapter comes with a Killer only. Which means no new map and no new survivor. However, we will reveal more exciting stuff during the Year 3 anniversary livestream.
Are we still calling it a chapter and not a paragraph?
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I'll take all your ######### if you get rid of what was never intended in the first place for survivors. Let's make killers and survivors the same size and get rid of the looping that was never intended for the game upon creation.
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This is fun when it works, but as you climb up the ranks, you can rarely get 2 people in deep wounds from the same feral frenzy. The further away they are, the less likely you'll even get near them before frenzy times out.
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You know, the thread title kind of sounds ridiculous when you say in your original post that that Self Care is good
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@MonsterInMyMind said:
Yeah just remove the only reason the game is still alive thats a good way to show those dirty survivors while watching about 80% of the player base leave while you sit in a lobby for 8 hours looking for survivors but hey man yeah lets remove swfs xD
I love how people will simultaneously use "swf is the only reason the game is alive" and "only a small percentage of people play swf" for the same argument. We've got the former. I wonder how long till the latter shows up in this thread.
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Lol, yes, don't ever bring self care. Also, don't heal against Legion or use fountains against Plague. All excellent survivor advice.
Mwahahahahahaa
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This thread is more sad proof that too many people think casual gameplay should be the basis for balance rather than optimal gameplay. Which wouldn't be so problematic if Behavior themselves weren't on the same mindset.
Saying we should balance against people who aren't trying instead of people playing at optimal capacity follows a faulty line of logic.
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@ClogWench said:
You can force thrm out. You aren't forced to wait thr full 2 minutes.
The amount of people that haven't figured out this very obvious solution is just absolutely mind boggling. I mean I know I'm more intelligent than average, but is the average person honestly so stupid that they can't figure out how to get survivors hanging around at the gate to leave?
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@Bithard said:
How do people actually DC enough to get banned? Only times I've actually done it is if the connection is unbearable or once to give someone the hatch. And once when my electric cut out. Why do people actually do it?
Because they're fully aware that it ruins things for other people and they're intentional #########. Behavior could cull a crapload of disconnects by rewarding people who have to deal with disconnections. Let's say 2000 bloodpoints in each category for each disconnect you're not in swf with for both survivor and killer. Auto BBQ and WGLF stacks for each disconnect, and 33% faster gen repair speed for each disconnect. You'd simultaneously eliminate a major reason for disconnecting as well as make disconnecting less annoying for those that have to deal with it.
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The truth that the development team doesn't want to tell you is that without dedicated servers, they're actually heavily reliant on that disconnect button to track disconnects. The reason their coding keeps glitching out in so many disconnect situations is because disconnecting by the in game menu is the only way the game knows for sure somebody disconnected.
If you were to remove that button, it would be even easier for people to get away without punishment for intentionally disconnecting.
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@Blueberry said:
Well we know they are getting much stricter once dedicated servers come so it seems we're just kind of SoL until then unfortunately.
We don't know that. All we know is that they have no intention of doing anything about disconnects until dedicated servers come out. For all we know, the only thing they'll do is add to what counts as a disconnect and not make the punishing limit any tighter at all.
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@Tru3Lemon said:
when you realise that killers have alot of perks that can counter SWF xd
I love how you refuse to list any of them though.
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@prayer_survivor said:
https://forum.deadbydaylight.com/en/discussion/comment/487938#Comment_487938
Yes, it's an asymmetrical game, but in this game you have to kill 4 survivors, not 3 survivors and have 99% chance of killing the 4th in 1v1 EGC.
It was NEVER supposed to be a fair chance for the last remaining survivor to make it out through the hatch. If the killer killed 3 people, it was always supposed to be a killer favored scenario, there just wasn't the knowledge of what would happen when they added the hatch option from the beginning.
The original intention of the hatch was for it to be a last hope option that occassionally allowed you to get out. However, they didn't think hatch standoffs would be a thing. They accidently made it to where being the last survivor was in complete advantage of the survivor which is the exact opposite of what they were going for. And now survivors have gotten so spoiled and entitled that they can't accept it being in advantage of the killer which was the original intention.
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@Hoodied said:
@KillermainBTWm8 Or they think they have the ability after the Legion rework and Freddy nerf that they can control what gets nerfed or buffed so they DC against nurse so when they check disconnection rates against Nurse it will be high and they will believe that she needs to be changed to prevent this, allowing survivors to win a battle and make us have only 1 reliable killer
Yeah, pretty much this. Any psychologist will tell you that when you reward a certain type of behavior, you're more likely to see more of it. The development team did nothing to punish people for for intentionally disconnecting in mass against Legion. Instead, they gave them exactly what they wanted. It doesn't take a genius to figure out why those people would start disconnecting against the Nurse now.
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That first Wraith one is the only concerning looking one, and almost definitely an issue of latency. The rest all looked normal. That's just the obvious result of getting greedy and waiting for the pallet stun instead of ensuring your get away by dropping as soon as you need to.
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White ward only protects you in cases of death. If you didn't have the flashlight in your hand when you escaped, that's how it's supposed to work. If you did have it in hand, that's a glitch.
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I had the reverse happen to me as a killer. The survivors opened the gate and I had managed to trap an injured Ace in the corner. I had Blood Warden so I waited till the timer was at a third left before downing and hooking him. So I let them unhook him and ran off to look for pallets to break while the rest of the timer went down. Then one by one, I saw all 4 of the survivor icons on the HUB turn into escape icons. Apparently one of them had a key and they knew where the hatch was.
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While I think 2 protection hits might be better than 3 protection hits, 1 protection hit is too little. Also, a hit while injured is another naturally occuring requirement just like the current system so I don't even bother counting it.
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When the game first came out, it was pretty much only killers that would intentionally disconnect which ended the game immediately in favor of the survivors so it wasn't that annoying. But as more of the craziest crap got removed (like that triple window infinite on that one autohaven map), disconnects were actually rare at one point. But as the game became a bit more balanced, survivors started rage quitting, but on a rather small scale when it first began.
But then there arose the popularity of a few select streamers who played that way and actively encouraged intentionally disconnecting when things didn't go your way. That's when it first became a problem. Then some started intentionally disconnecting not out of rage but to purposely derank and it became a bigger problem.
However, if you're wondering why it is as bad as it is today. That would be a result of how the same type of streamers reacted to the Legion release. They told their followers to intentionally disconnect purely upon seeing Legion and their followered did as they were told. Disconnects ran rampant. And then the worst possible thing happened. Instead of cracking down on intentional disconnects, the developers went and nerfed Legion without doing anything about the spike in disconnects which just wildly encouraged that behavior. So now even after the Legion nerf, we're stuck with the mass disconnect problem of the pre-rework Legion era. More survivors feel vindicated to disconnect whenever something doesn't go their way.
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I'm so used to drinks being measured in milliliters that I honestly couldn't process what cl meant for a while. I was thinking cubic liters which was obviously wrong.
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The thing is all tier 3 perks are either green or purple, so you're rarely going to see yellow ones.
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It really depends on how you use Enduring. If you like to lunge through pallets hoping one of the times you'll get a hit, it's definitely beneficial. If you use Spirit Fury, that's where it will be at peak efficiency.
However, if you've played the game enough to know how the timing work so you can tell when is a good time to lunge and when is a good time to avoid the pallet drop, then it's really only useful if you'll also be running Spirit Fury.
I already stopped using Enduring when the DS rework came out as that was when Enduring was at its most important. Nowadays, I rarely get hit with DS and only get hit with pallets that I can't see around a corner or that I trade a hit for.
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@SlinkyJinky said:
https://forum.deadbydaylight.com/en/discussion/comment/485533#Comment_485533
Oh but it does. You get far more out of it if you earn your keep with MoM by escaping to mend three times
Once activated if you haven't been hooked you have the added bonus of having 2 hooks before sacrifice.
If your at full health and MoM is prepped to fire off you have two hit points before the next hit will down you.
Far better than if wounded and have already been hooked once then you only get 1 hit when MoM activates before the next hit downs you and your sacrificed on your 3rd hook.
If you managed to escape the killer 3 different times after getting hit without getting downed and managed to heal, then you don't even need MoM. That situation means one of two things. Either you're against a killer who doesn't have enough skill to be really competitive. Or you're playing a role that has way too much power. Or both.
But for all these people who keep saying that you need to heal in order for MoM to be effective, fine, I have the perfect solution. Let's have MoM activate on 3 heals instead of 3 hits if healing is that damn important to the perk. Every killer will be fine with this solution. And if it's so much a part of the perk, then I guess survivors wouldn't have a problem.
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101 is a referrence to a class or a lesson. This is just a buff idea.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/484183#Comment_484183
The problem is that you'd need to increase the values so much for it to be worth it, you'd probably need to make it a hex perk, which would send it right back into "useless perk" territory. Monstrous Shrine is just a poorly designed perk. It needs to be smashed with a hammer and rebuilt.
In my opinion, Monsterous Shrine would immediately become a useful but niche perk if they just added + 50/75/100% Sacrifice bloodpoint progress. Sacrifice bloodpoints are the hardest ones to get to max out at 32,000
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@[Deleted User] said:
Out of curiosity and if you'd feel like doing the math, how much would it be to buy all killer characters, but none of the survivor ones -- but still buying their perks from the shrine (since Survivors are just skins and all anyway)?
The amount of time you would spend waiting for their perks to appear on the shrine would vastly exceed the amount of time you need to spend getting the shards to unlock the survivor and level them in most cases.
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Increasing the rate at which bloodpoints are gained is only a temporary solution. As some have mentioned before, it would be better to modify the bloodwebs in some fashion.
The primary problem is it can take 10 million bloodpoints before you getting the perks you want in some situations. I've always wanted some form of perk preference that garuntees a perk you've selected will show up on within X amount of bloodwebs. Preferably X gets lower with prestige level.
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My DC meter would also hit 2 digits if I used one while playing.
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I doubt this is going to be testing for a new gameplay mode. To me, it seems too much like balance testing. However, I am concerned cause there's only so many statistics they're setup to measure. To my knowledge, they're incapable of timing anything so gen completion time and survivor chase time likely won't be taken into account even though I consider those 2 factors to be extrememly important. The most likely thing to be looked at is kill rates and I'm not sure how helpful that statistic will be.
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It's not intended, but it is a known bug. However, this is one of a number of things that won't be worked on until dedicated servers arrive so unfortunately, we're stuck with it for now.
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@ShyN3ko said:
https://forum.deadbydaylight.com/en/discussion/comment/484133#Comment_484133
1 Gen = 80 seconds with 1 survivor
*game start*
Killer need 10-30 second to find the first survivor
Survivor find Gens after 5-10 seconds
Killer hit the first survivor after 15-30 seconds
*hit slow/survivor little sprintboost*
Killer down the first survivor after 15-30 seconds
*hook animation,etc....*
Killer hook 1 survivor after 55-95 seconds
The 3 other survivors repaired 3 gens.
Killer 1/12 hook / Survivors 3/5 gens
But you know, just adept and git gut.
Never combine DbD with math.
Its pure horror.
While I agree the math works out in the survivor's favor either way, it's going to hurt your point when you don't do the math right while making a big deal out of it.
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If survivor has a key, this is just in their advantage. Kind of like how a mori puts the game in the killer's advantage. Some items and offerings are just powerful enough to change how the game works. This is one of them.
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@CallMeSpidey said:
I'd Love some mechanic that you escape at 99% because screw hook vacuum.
I like the idea, maybe a 99/97/95 perk or something.
Or something.
Flip Flop would probly accomplish that.
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I think the simplest solution would be a use the bloodpoints you gain immediately consensus. There's very little chance of transferring items from one account to another.
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Myers obviously benefits from it the most.
Any killer with a 24 meter terror radius is going to benefit from it more than a 32 meter terror radius killer.
There's a special way of playing the doctor to use M&A with treatment till you find a survivor screaming. The smaller terror radius means they'll be rather close to you when they pop up. Then you immediately switch to punishment and chase them down. It allows you to find and chase each survivor once rather quickly as long as your willing to sacrifice any other use of your power till you've used it on all 4.
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@PuppetLivesMatter said:
https://forum.deadbydaylight.com/en/discussion/63643/mom-nerf-is-necessary-and-fair
Yep, to make the game easier for bad killers like BHVR always do when they try to "balance" the game just nerfing survivor perks and pleasing killer community or you guys start crying in Reddit or here... Cool
I like the way your name is PuppetLivesMatter and you think just like a puppet
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I love the way the title of this thread tricked me into thinking somebody was going to point out that the entitled survivor definition of camping as "not immediately disappearing from the map after hooking" wasn't camping. But ironically, it ended up being the exact opposite. Since camping just destroys your bloodpoints gain and any chance of victory against remotely intelligent survivors, any situation where the killer would need a significant decrease to bloodpoints or where it's a valid strategy isn't camping.
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@twistedmonkey said:
They have aknowledged that they are gathering stats as they no longer make knee jerk reactions.
If anything us overpowered they will look at making changes, how long that will take is the question we will never know.
Actually, cause of its significant similarity to pre-rework Decisive Strike, we do have a horrifying benchmark.
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If the killer stands on the hatch and waits for the survivor to come, it doesn't really matter if they have NOED or not. The same thing is going to happen.
The hilarious part is how often it happens. Survivors are so used to having a massive advantage in hatch standoffs that even now they still refuse to accept otherwise and will still try to come take a hit for a free hatch if you're guarding it.
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@Blueberry said:
Idk if I'd call that a strategy lol. The mend effect is pretty pointless. By the time Legion tags the second survivor I've usually already finished mending myself.
It's not so much that they mended. I expect all survivors I tag to finish mending while I'm in a chase with a different one. It's the fact that they all 3 mended, all 3 healed to full health through Sloppy Butcher, and then got so much work done on a gen during the chase to get a down that after I spotted them with BBQ after hooking Claudette, they finished it by the time I was half way over to them.
I'm so used to having other survivors I tagged to still be injured by the time I get a down. The fact that it never happened once that game was just so unlike every single game I've played as Legion since the rework that I had to say something about it.
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Apparently, if you get fog whisperers to encourage the masses to disconnect every time they run into something that you don't like, the devs will rework it.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/476420#Comment_476420
People are suggesting ideas because it is virtually impossible to open an exit gate while in some kind of chase. Which is what the prompt will be once the EGC is active, that or immerse which will have the same outcome as surrender and die.
I'm done trying to make sense with you. I can see how biased you are towards one side. Have a nice day.
Wow, the pot really showed the kettle this time.
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Killer has Franklin's Demise = DC
Survivors cleansed Ruin in first minute = DC
Flashlight blinded = DC
Grabbed out of locker = DC
Pallet stun forces a survivor drop = DC
Against a nurse = DC
I wonder how long we can make this list.
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Technically, they do give both temporary and permanent bans for disconnects. The problem is it's based on the percentage of games you play that you disconnect from so it is ridiculously easy to abuse. Especially with certain devs warning their friends that they're getting close to the punishment limit so they have to go a few extra games without disconnecting to avoid that percentage.
There's been plenty of valid solutions given to the massive disconnect problem, but the development team doesn't consider it a priority. As of right now, their official stance is that they're going to wait till dedicated servers are out until they work on the disconnect issue.
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@Mat_Sella said:
When killer's can see timer progress they tend to abuse timer progress, thus why multiple killer's cannot see the progress of various timers on survivor's
Which killers used the actual visible timer progress to abuse them? The only situations I can think of are Pig's RBT and Legion's DW back when it wasn't terror radius protected. And neither of those required a visible timer for abuse. Matter of fact, Pig can still do it just as well as ever.
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If all the other survivors die, it's SUPPOSED to be in the killer's favor. The hatch was added as a last hope option for the entity's amusement. Not a second chance for survivors that just wait for their teammates to die.
The hatch standoffs were a completely survivor sided mistake the devs didn't compensate for when adding that option to the game. Their original intention was for it to be a race between the killer finding the survivor and the survivor finding the hatch. However, the amount of ground a survivor can cover before getting hit twice was so ridiculously large, half the time it didn't even matter if the killer found the survivor first. So the game adapted to both sides trying to find the hatch first. But that was also completely in the survivor's favor as all they had to do was wait for a hit to get a free hatch, and the less entitled and more intelligent survivors had the cunning to do generators which made the killer standing on the hatch pointless.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/475957#Comment_475957
But... why?
I mean WGLF was even nerfed because it was to good. Why make it better?
That's not why WGLF was nerfed. It was nerfed because the prior numbers caused a lot of hook farming teammates. And even then, it didn't help that much. The new safe hook rescue is the proper solution to reduce hook farming.
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@Peanits said:
Since deep wounds now pause inside of the terror radius, the killer would be able to tell if they were near the survivor by watching the deep wounds timer. This is basically like a built in whispers and wasn't something we wanted at this time.
That doesn't compensate for the fact that the timer also pauses while mending. And if the survivor actually managed to lose track of you with deep wounds on, I'm willing to stake a large bet that they'll be mending.
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Being able to see all the other survivors and the killer would be about 4 times as powerful as BBQ since it doesn't have a range limit and can't be blocked by other auras. And having all the survivors get the vision would be 4 times that so a total of 16 times as powerful. Meanwhile, killer perks are supposed to be around 4 times as powerful as survivor perks to compensate for the number difference (even though this is rarely the case).
A more balanced benefit to WGLF would be if it made the aura of the person running it visible to all the other survivors when proc'ed.