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Dehitay

Dehitay

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Dehitay
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  • @Chewy102 said:

    https://forum.deadbydaylight.com/en/discussion/comment/475419#Comment_475419

    Is it even possible to force a DW or BT bleed out anymore thanks to it pausing inside a terror radius?

    Wraith and Pig can force it. I was playing Wraith during that game and actually went invisible which is why it was so annoying that nearly a minute without a terror radius DW was still on the person without them going down.

  • I guess it is entirely possible for the development team to miss the obvious fact that both being in the killer's terror radius and mending pause the deep wounds timer so there's 0 need to fear a Legion trying to force a deep wounds timeout. But that would be highly disappointing.

  • This is the killer equivalent of a survivor hiding in a corner who has been downed with all his teammates dead or on their last hook so they can't get off. Yeah, they're wasting the opponent's time, but it has a definite end. The biggest difference is that while the survivor denies the killer points by hiding so he can't get the hook, the killer doesn't deny the survivor points by waiting for EGC to time out but rather denies himself points.

  • They should at least change the rarity of certain addons to match their actual usefulness. The blade addons in particular are rather useless after the rework but still green and purple rarities.

  • @liquidlight said:

    I'm going to leave this here: https://youtu.be/JYW7xMyqHok

    Nice video of somebody who had the chance to escape but didn't.

  • @moonlunn said:

    That’s kinda hard to punish though because if they just start punishing people who do that they will also have to punish people who legitimately lose their internet connection

    An unfortunate, but small price to pay. While it sucks to punish the innocent, it shouldn't take too much time to regain lost progress due to disconnects out of your control.

    However, the far more intelligent solution would be to give compensation to those in the match who have to deal with disconnects and then put timed delays before you can play again that slowly ramp up in delay time based on frequency of disconnects. Every major game with similar matchmaking and disconnect problems does this with noticeable benefits, but I guess that's not obvious enough.

  • @Fab said:

    Yes, but they would need to rework so many add-ons. Broken status effect = no mend, forced down.

    Yeah, I hate the way you can't heal downed survivors that have the broken status.

  • It definitely wasn't being healed by a survivor or No Mither cause they didn't have the broken effects and I knew all the other 3 survivors were on the opposite side of the map. I can't remember for sure if they had Unbreakable in their loadout, but I don't think they did.

  • I actually really like the idea of making it to where Left Behind allows you to work on a generator to reopen the hatch after the killer closes it. It has some very interesting game changing potential. Though I would suggest there be a delay in notifying the killer that a generator got finished based on the distance between the generator and the hatch.

  • It would be reasonable if the requirement for proc'ing it wasn't get hit 3 times. Imagine if killers had some perk with a crazy effect like being able to run straight through pallets for 20 seconds and the requirement was get pallet looped 3 times.

    The perk needs a requirement that isn't just going to happen naturally over the course of a game.

  • Dang, if only there was something you could do as a killer to make them stop teabagging at the gate. Maybe something like violently assaulting them with a weapon until they die or leave. But alas, what can possibly be done?

  • I'd see this as an improvement, but I'm worried it wouldn't be enough of an improvement to validate all the work required to implement it. Especially since it only affects survivors and the killer page is far more bloodpoint spending intensive.

  • @Peanits said:

    Math time:

    A pallet takes a little under three seconds to break fully. Let's just round it to three just for simplicity's sake.

    A survivor moves at 4m/s.

    In the three seconds it would take to break the pallet, they could move a total of 12m.

    Naturally, if you're going to fake it, you wouldn't break it fully. Let's say you stop at 2 seconds (if you go any more, you might as well just break it).

    In 2 seconds, they can run 8m away. That's not very far, that's half a tile.

    It would be neat, but in practice it wouldn't have a huge effect. Even if the survivor starts running away the instant you start breaking the pallet, they'll still be close enough to turn around and run back to the pallet before you can go around it (assuming it's a safe pallet). You might be able to mindgame newer survivors, but anyone with a bit of experience is going to be able to take advantage of that and force you to break it. If you don't, they'd be able to run back and vault the pallet again.

    You're making the assumption that survivors have full view of every pallet. You only need to feign a break till they start running and at that point, you can collapse in on them from out of view.

    A lot of people are saying that they'll just adapt and stop leaving till the pallet fully breaks. Now let's fully follow through on that line of logic. Survivor, doesn't leave till pallet fully breaks > killer breaks pallet > survivor is screwed for not leaving till pallet fully breaks. Trust me, this adaption doesn't negate any mind game potential; it only drastically increases it.

  • If this is honestly and truly annoying all the survivors, I can garuntee you that the killers would have absolutely 0 problem with significantly shortening the timer for end game collapse so you don't have to wait so long. If that concept isn't appealling to you, then it's really not that annoying.

  • @[Deleted User] said:

    i have a better build for you. already did it myself. and it will grant a lot of DCs.

    note: requires at least 2 items in your lobby

    perks:

    1. Franklin's Demise
    2. Hex: Ruin
    3. Hex: Haunted Ground
    4. Thanatophobia

    add-ons:

    1. Stolen Sketch Book
    2. Iridescent Button OR Susie's Mix Tape

    how to use: keep spamming your ability and hitting survivors as much as you can. deleting their items in like the first 2 minutes and keeping everyone away from gens. and if you found a survivor mending or in a dead zone or healing. you can take a nice down and leave them (slug) you can replace ruin with sloppy butcher if you want to. but for me. they won't even have that enough time to heal. i'll probably have already gave them another hit returning them to deep wound state.

    note: if combined with camping the 3 closest gens. it's basically a GG for survivors

    For some reason, I had completely forgotten about Franklin's until now.

  • @GenSim12345 said:

    https://forum.deadbydaylight.com/en/discussion/comment/462975#Comment_462975

    Probably because most people can only see it as greed on the devs part. We have how many dlcs? How many licensed killers? How many cosmetics you have to buy?

    That and this newest patch isn't going to be welcomed with open arms. Really this licensed killer being made available was news brought in at the worst possiible time with probably one of the most controversial updated to DBD in a while.

    If that's the case, it's more depressing than what I would have guessed. It takes a special kind of stupid to blame the license owner of a slasher franchise killer for the game development of DbD.

  • They made Iri chaser and devout a bit too hard to get. Requirements could be lowered a bit.

  • What are they even angry about? I didn't hear about this till now. But why would anybody be mad about a licensed killer being made available?

  • I didn't think about that. Does Iridescent Pin trigger Spirit Fury?

  • @Visionmaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/460864#Comment_460864

    It was like that in the PTB. It was ridiculously strong when the killer just didn't pick up the pools.

    Oh, was it? I thought it was set up to where if the last pool got used, there was no more left to use; and it was powerful cause everybody was permanently broken and Thanatophobia was a fixed at full stacks. I never play the ptb for more than a few games so I must have gotten my information wrong.

  • Considering the most perks are teachables nowadays, that would indeed speed things up rapidly.

  • Having all the pools cleanse when they all get used is annoying as hell. Why don't they just do what they did with Hag's traps. Like the hag trap that's been around the longest disappears when another is placed over the limit, why don't they make it to where the pool that's been corrupted the longest gets cleansed when the only clean pool left gets corrupted? That way you don't completely wipe out all the Plague's options and completely open all the survivors' options simultaneously.

  • lol, if you don't like killers having larger hitboxes, I'm pretty sure every killer main in the game is more than willing to have their hitboxes reduced.

  • How do you keep the killer from initiating a chase? Are they following you directly and constantly going through the window instead of just going around when they see you're going to vault?

  • @GrootDude said:

    @Dehitay care to explain why it would be too powerful? I can have my team escape even when ruin is up all game. Great skill checks aren’t too hard to hit.

    Admittedly, it would help balance the game since genrushing is so easy to do and it would delay generator progress by a significant percentage, but as a perk, it would then become so much incredibly better than any other perk available. It would practically become mandatory at that point like Self Care was practically mandatory for so long. And during that phase, the devs kept balance the game around self care which made for a bunch of annoyances. If Ruin falls into the same situation, the game would have to be balanced around it, which would result in the same kind of annoyances. Not to mention the problem for people who don't have Ruin yet.

    It's horrible game design to try to obtain balance based on perks rather than just balance the game itself.

  • I wish there was a way to turn off the chase music. You can barely hear anything over it which is wildly inconvenient.

  • Just changing Ruin to a permanent feature would be too powerful a buff. There would have to be some kind of limit. Maybe they could make it to where it disappears after a set time like Corrupt Intervention. Or maybe it's gone after the first hook.

  • @Dreamnomad said:

    I was kind of disappointed in the survey in general. I felt like they failed to ask the right questions. Though when they were asking about which future projects you would be interested in I felt a ray of hope. Nothing about alternate game modes though.

    Yeah, the massive intentional disconnect issue is without a doubt my greatest problem with the game and they barely covered it.

  • @GrootDude said:

    We are achieving nothing by arguing over MoM. This is an argument that goes nowhere.

    It goes somewhere if a dev actually makes a statement about whether or not the team is going to look at reworking MoM or not. And if they haven't said something yet, they're probly trying to see if this is some kind of wave that will just wash away after the perk isn't new. Constantly arguing is probly the best way to actually make them issue a statement about it. And if they have made a statement on whether or not they're looking at a possible rework, somebody please link me to it.

  • @pungent_stench said:

    how to counter mettle of man. watch their aura and then go amd hit them again. pretty simple and if such can not be overcome, this probably isn't your gams.

    If you can actually see their aura, that means you've hit them 3 times to activate it. Possibly hit them one more time which got negated. Then they got away and healed. And now you have to go and hit them 2 more times (3 if you didn't already do the MoM hit) cause they got the chance to heal in order to down them.

    If you can actually see their aura, that means they most likely got an extra health state along the way that you have to deal with in addition to the extra hit from MoM. Yeah, you can see their aura from a distance, but if you can, that means something happened to make things even harder for you.

  • I think a better solution that could be more quickly implemented is that for every person in your swf group, you have to choose one of these perks for up to 3 slots if you have that many open slots.

  • @SmokePotion said:

    https://forum.deadbydaylight.com/en/discussion/comment/446514#Comment_446514

    if you watched the dev stream, they called it tunneling, to stab the same guy and stay on him till you hook him.

    https://forum.deadbydaylight.com/en/discussion/comment/446512#Comment_446512

    I also had a neat idea for Legions power.

    Feral Frenzy scales as you strike more targets in the same frenzy.

    Frenzy will start with its current (ptb) speeds/duration and deep wounds timer.

    Each time you hit a different survivor the deep wounds timer get's reduced by 10%, your frenzy is reset, and given an additional 3 seconds (this is to help you get to the next victim)

    After stabbing a second victim stabbing the same victim will no longer end feral frenzy,

    After 4 stabs total, your stab now has the ability to put down a bleeding target.

    By any chance, do you have a time stamp of when they said tunneling is to stab the same guy and stay on him till you hook him? I missed it.

  • I can only imagine how much fun it must be to track scratch marks on EGC Ormond.

  • Where was the announcement that said dedicated servers were live on the ptb? I somehow missed that.

    But more concerningly, why is noob3's killer game so much significantly brighter than my own. He's clearly using some mods to change perk colors, but are there mods to change brightness out too? And if so, are they allowed?

  • As it is now, it's kind of weak. I think it would be a cool perk if they made it to where if you pressed some button while on the hook it reduced the hook progression bar, but also destroyed some of the hook's health. That way if you sabotage stuff to 99%, you could get yourself off of hooks when the killer makes enough distance.

  • Balanced around 4 man swf? What delusional realm do you live in?

  • When you say something so obviously wrong as "MoM is more powerful than old DS", you immediately invalidate your credibility making your valid arguments pointless coming from yourself. Old DS had a freaking stun tied to it. It was clearly more powerful. Stop saying MoM is worse than old DS if you want anybody to take you seriously. It's seriously screwing up the argument for those of us who are trying to point out the reasonable problems with DS only to have somebody rush into the conversation saying that and giving MoM lovers the perfect validation to call the argument biased killer whining.

  • It would be good if they either removed the screeching sound warning or the delay before attacking. As of right now, it's use is so incredibly limited which would make sense if reverse bear traps were more than a game length extender (and as weak as that was, the new patch is going to bring a hard nerf to them). But since that's all they really accomplish, her ambush being weak just makes her a low tier killer.

  • @[Deleted User] said:

    yep. it will be a great perk

    imagine a clown with both increased slow add-ons and tinkrer. basically cannot move

    imagine a plague with double effectiveness add-ons and tinkrer. basically 1 vomit 1 hit

    imagine a wraith with double windstorm add-ons and tinkrer. Am Fast ASF BOI

    imagine a trapper with double insta set add-ons and tinkrer. faster than survivor's teabags

    there would be some deadly combos with it.

    I'm starting to think you don't actually remember old Tinkerer. Sure, it was strong with certain addons, but it wouldn't come anywhere close to any of your examples. Tinkerer was a niche perk that really wasn't much stronger than other perks even in its strongest combinations. However, survivors couldn't handle those situations being more difficult than normal and complained. And killers hated that it was only useful on about 3 killers and complained. So it went bye bye.

  • @ClogWench said:

    https://forum.deadbydaylight.com/en/discussion/comment/443583#Comment_443583

    Basic chase strategies apply in the same way my dude. Take advantage of healing times to draw out the game. A good killer can route a survivor in a chase, and if they're in a position where they can't, they leave to patrol gens and slow progress. And hey if you really suck at killer and can't end chases without being run around for 5 minutes, try just insidious camping around a corner from where they're hooked. I'm so sick of killer mains that just don't know how to do their job and complain about stuff like this which only takes focus away from actual problems killers face.

    Oh, this is going to be rich. Please tell me, what are "the actual problems that killers face"?

    Also, you keep saying that you need to heal in order to use MoM. Where are you getting that 100% innaccurate information? Sure, healing one single time allows you to use MoM at its most effective. But you absolutely do not need to heal in order to use MoM.

  • Not a bad idea. How long ago was it that the Huntress dlc came out?

  • @not_Queen said:

    I understand that you can be frustrated by changes brought to the game. Like in many live games, we have clauses in our EULA that is covering game updates.

    Note that this is part of the END USER LICENCE AGREEMENT you agreed upon:

    IMPORTANT: BHVR may find it necessary to make updates, or reset certain parameters to balance gameplay and usage of the game and BHVR services. These updates or ''resets'' may cause you setbacks within the game and may affect characters, games, groups or other entitlements under your control. BHVR reserves the right to make these updates and is not liable to you for these changes.

    For the full EULA: https://store.steampowered.com/eula/381210_eula_0

    If you wish to receive a refund, you can file a request to Valve / Microsoft / Sony (depending on your platform) and they will follow their own guidelines to determine if you will be compensated.

    I don't think anybody is questioning the legality. Anybody who's intelligent knows Behavior is in their full right to do nothing to compensate players who feel ripped off by the content they paid for being massively changed.

    The issue here is about the morality. It's completely legal for me to go around time screaming racial insults at random strangers of different ethnicities. But just because it's legal doesn't mean I'm not a massive jerk for doing it. I don't do that because I want to be a decent person. We just wish Behavior wanted to be a decent company rather than put the almighty dollar in front of product protection.

  • @Dwight_Confusion said:

    Mettle of Man is fine. It's a strong perk, and has counterplay. I don't see a problem with it actually.

    What counterplay? Magically know who has it and only bring specific killers into the match that can instadown full health survivors instead of injuring them first?

  • @Akuma said:

    The devs said they never wanted him to tunnel anyone and those addons were not helpful by adressing this issue. Personally im mroe a fan of duration time addons. 16 seconds x 5.0 ms = 80 meters are pretty long. And fits with his intended playstyle.I mean higher skill people will just ignore the fact that theyre injured and that's fine because I am a 4.6ms killer that's a big deal. The only thing Im thinkin about is a perk or a strategy who adresses those playstyles. Do you have a idea? I mean Thanatophobia will add me mostly 9-12 seconds for each gen. Im a Legion I can easily injure people. But I miss sth.

    Maybe Spirit Fury for my Enduring or Pop Goes the Weasel to adress those gen junkies. But yea I couldnt give up my sloppy, bbq or enduring it's too helpful. What was this thread about?

    Ah yea "legion is dead" yea...not really but nice try! you should play nurse.

    When the hell did they say they didn't want him to tunnel anyone? Especially since I've seen devs use the standard definition of tunneling as being specifically targetting the same survivor that has been hooked already to kill them as fast as possible, rather than the whiney survivor definition of focusing a survivor till they're downed (which is the stupidest definition of tunneling). The changes to Legion actually design him to specifically chase them same survivor they throw into deep wounds till their downed far moreso than his original kit.

  • This is actually an excellent point. Too bad Behavior will likely do nothing to compensate those they lied to about the content they paid for.

  • This makes no sense grammatically or semantically.

  • The concerns about MoM causing the same problems as pre-rework DS existed as soon as the perk description came out. The intelligent portion of the playerbase knew before it even got added to the game what would happen. I'm just glad it's still new so I don't see as many 4 man MoM loadouts as I used to see 4 man DS loadouts before the rework. But I'm sure it's just a matter of time before the majority of people start buying the dlc, levelling up Ash, and unlocking the perk on their main. I'm only 1,450,000 bloodpoints away from the point where levelling Ash will be the next thing on my list so I can get the perk and unlock it on Bill.

  • End game collapse wasn't actually designed to speed up games. It was designed to solve problem games with the most common being the hatch standoff. It also solves the problems with player holding the game hostage end game. It should accomplish these goals just fine.

  • I assume this is in response to the difficulty last alive survivors will have when a killer closes the hatch on them. That I can understand, but I can't understand why the hell they nerfed the crap out of Remember Me in conjunction with this. A 5 second difference will only affect a limited number of cases. But a 19 second difference is HUGE. Especially if it was obtained by specifically bringing a perk to get it in exchange for not being able to bring other useful perks.

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