DetailedDetriment
DetailedDetriment
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PC players just think they're better because they sunk more money into a gaming platform.
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Correct me if I'm wrong, but I don't think Clown received a single buff outside of his reload time.
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This kind of issue is why a decent portion of the player base wants an option to rejoin a match. That way, players who were removed from a match for a reason outside of their control can still get back in and avoid the penalty.
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I got chased for 3 gens, popped 1 gen, and got multiple saves. Left to die on first hook though. Guess I don't deserve a reward.
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@mouse0270 said:
https://forum.deadbydaylight.com/en/discussion/comment/1954996#Comment_1954996
TL'DR Yes under very specific conditions you are correct, however under normal circumstances you will be able to use your perk.
Alright what you said in your first statement:
You can't even cross Mother's Dwelling to use Pop anymore and you want it nerfed?
What you meant to say
Under very specific conditions such as 2 survivors working on a generator the furthest from where I hooked someone and one of them running Prove Thyself and/or using a toolbox and on the map Mothers Dwelling (Which is the largest map at 12k even though almost every other map is only 8-10k) you can't even cross it to use Pop and you want it nerfed?
Now that we cleared that up... Lets move onto this reply. I can't really argue with your timing because its not accurate but its also not inaccurate. For example, your talking about the time it takes to cross the map from one side to other. However, generators and hooks on Mothers Dwelling can't spawn against the walls like they do in the Backwater Swamp Realm. However I also can't tell you the what the distance between a hook and its furthest generator due to procedurally generated map tiles.
So realistically it should take you between 36-40 seconds to cross the map. Now unless they have changed Pop, the Pop didn't used to care if you had it once the animation was done, it counted if you had pop activated once you STARTED kicking the generator (I don't use pop, I think Pop is for try hard killers that need a 4k to feel better about themselves). So assuming that logic of Pop hasn't changed, you would still have time to kick the generator unless the survivors were using perks or items themselves. Which at that point your argument becomes, The big mean survivors used their perks/items to counter my perks/items, which makes it a little invalid.
In saying it takes you 40 seconds to cross the map, you still have to chase survivors off the gen. If you have to hit someone, that's a couple of seconds to recover from the animation. Also, Pop requires that you finish the animation before the timer ends. Beginning the animation will not count.
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@then4321 said:
https://forum.deadbydaylight.com/en/discussion/comment/1954996#Comment_1954996
First, I just want to say, I don't think pop needs a nerf, it's perfectly fine.
I just want to point out the math here. 4.4 m/s x 42.7 sec. = 187.88 m . . . There isn't a single map in dbd that has that length, not from wall to wall, let alone from a hook to a gen.
Azarov's resting place has the greatest length at 144 m, that divided by 4.4 m/s is only 32.72 sec. and that's from wall to wall. Realistically, from the furthest hook to the gen on the other side of the map is even shorter in length.
144 would be Wrecker's Yard.
Azarov's is 176.
Mother's Dwelling is 188.
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It happened because you swiped rather than lunged. It functions the same way as hitting survivors through pallets.
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Hatch primarily exists to give the last survivor (typically the one who performed above their team) a second chance. Removing that option makes carrying the team even less pointless.
If the hatch only spawns for the last survivor if they've pipped, then remove the ability for killers to block and close the hatch, and don't give back the ability for killers to grab.
If the killer gets a permanent Insidious, rework or completely remove NOED. It's not like NOED is a teachable, so altering it wouldn't be as much of a problem. Also, make No One Left Behind base-kit.
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This title can be said about a lot of perks that don't even cross your mind. Prove Thyself can make gens pop before you can cross the map, but no one really thinks about it.
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Dwight and Yui
Trapper and Huntress
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In this world, you don't scare survivors; survivors scare you.
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Grievous Mistake would need a hefty cooldown since Spirit Fury does the same thing but requires you to charge it.
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Killers who move at 4.4 m/s take 42.7 seconds to cross the map. Combine that with the animation of kicking a generator and you've hit about 46 seconds.
Two survivors on a gen is 47 seconds. Throw in great skill-checks, Prove Thyself, and toolboxes, and the gen will pop before you can even cross the map.
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You can't even cross Mother's Dwelling to use Pop anymore and you want it nerfed?
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Imagine all the hype to build up for an RE chapter just for us to get a zombie as the killer.
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A lot of players rely on the pause menu to not only check their ping but also what offerings are currently in play. Players also won't be able to adjust their controls and sensitivity to their liking mid-match which could be incredibly detrimental.
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It depends on the killler. Oni and Hillbilly have a much better time on open maps because of their traversal. Trapper and Hag have a better time on indoor and dark maps because hiding their traps is easier. Spirit doesn't have much difficulty on any map other than Haddonfield.
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No Mither
Sole Survivor
Monstrous Shrine
Buckle-Up
Predator
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Neither. Spectator main.
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Soul Guard and Monstrous Shrine would probably look pretty good as accessories.
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Your point on not being able to get to a gen before it pops is literally Mother's Dwelling in a nutshell lol. The "power role" is at a huge disadvantage like 85% of the time.
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Nope nope nope no no no. Many players, myself included, have mentioned how many people would abuse the feature to verbally attack other players. It is one of the reasons so many people disliked F13th.
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Activating Deliverance is as easy as farming your teammate off hook with BT. Besides, 1500 survival points is incredibly generous already considering it goes toward the survival category.
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The developers aren't human, they don't deserve a break.
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Seems the only way to get distraction points anymore is by getting the killer off one teammate with another teammate.
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The perk can't really be changed without affecting solo Q. Sorry, but it's a no.
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Buffalo and BBQ together for Buckeye BBQ is Godsend.
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The amount of hooks you get doesn't determine if you pip. It only determines your sacrifice emblem. Besides, the emblem system is bugged right now.
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@NeonFlowerPower said:
https://forum.deadbydaylight.com/en/discussion/comment/1951409#Comment_1951409
The hits I'm talking about have been happening long before 4.5.0. Some of yall really need to stop assuming things.
https://forum.deadbydaylight.com/en/discussion/comment/1951069#Comment_1951069
The killer's ping has far more of an effect than a survivor's ping. If a survivor's ping is bad, they will get hit regardless. If a Killer's ping is bad, EVERYONE gets hit regardless. It has always been this way and always will be this way.
Why is it always the killer mains trying to defend their side so damn hard? Like bruh, we just want fun matches where we don't get ######### over.
https://forum.deadbydaylight.com/en/discussion/comment/1951530#Comment_1951530
Then you are on the wrong server or something, because my internet is around 20 Mbps download speed and I am always below 100 ping with the rare occasion of being put on a bad server.
I have about 50% more time on survivor than I do on killer. It's annoying for people who play both sides to see accounts with under 100 posts come on and essentially repost a topic for the 100th time. Bad killer ping is going to take away your hit because of the hit detection software being implemented; bad survivor ping will get you hit because the game detects your character much farther back than you actually are. Bad hits right now are a result of server desync, as I already said. There is no avoiding terrible hit detection until 4.5.2, coming most likely next week or the following week.
SERVER DESYNC.
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@Toblerone007 said:
https://forum.deadbydaylight.com/en/discussion/comment/1951424#Comment_1951424
Yep and he has a stronger kit than deathslinger. I think with deathslinger they need to punish cancel ads and give him some way to map transverse. My suggestion is he can shoot terrain and reel himself to it. Cooldown up to balance but he can no longer cancel ads free. If he does he is losing distance.
And there ya go. Deathslinger is fixed.
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@Toblerone007 said:
https://forum.deadbydaylight.com/en/discussion/comment/1951054#Comment_1951054
Deathslinger is only like this because he can cancel ads with zero consequence which is what makes him easy. His shooting part used effectively is actually quite hard and skilled.
Pyramid Head had the exact same issue.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1951054#Comment_1951054
How can you compare Deathslinger with Freddy?
Deathslinger has to actually aim well and predict movement
I wasn't comparing them to each other, I said neither of them requires heavy knowledge of the game's mechanics. The only skill that I can see Slinger having is following your target if you aim for prolonged periods of time since there is no aim assist on The Redeemer.
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/1951054#Comment_1951054
Yea because actually predicting where people will go and actual aim clearly take no skill. /s
I had no idea holding M2 to look down the barrel of your weapon took skill. The prediction is 50/50. The spear travels at such a high velocity that survivors don't have time to dodge it. They either preemptively move out of the way or the killer simply misses. I mean, that or your projectile phases through your target.
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@Frontdoor6 said:
https://forum.deadbydaylight.com/en/discussion/comment/1951073#Comment_1951073
Isn't the Blight from Vic-London?
Maybe? I thought he was Irish or Scottish.
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I'd love to see a killer from old England or the Victorian Era.
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/comment/1951063#Comment_1951063
DayZ updated for me today. Nothing broken as far as I can tell
It's just that DayZ was in early access for almost 6 years.
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Sooooo, soft ban half the player base?
Ping as the killer doesn't have near as much of an effect as ping as a survivor. Bad hits are mainly because of desync and server latency.
Also, people are being randomly disconnected is because of an issue that has actually persisted on console for quite some time now.
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Ranks have never meant anything unless you're going for the achievement.
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Beta is reserved for DayZ and DayZ alone.
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Bronze Chaser is earned by either abandoning a chase or taking a long time to down someone. Even with that, pipping is currently bugged. A safety is a depip, and a single is a safety. Not sure if a double is affected though.
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You can look up the actual percentages for slightly/moderately/considerably/tremendously, but for luck, it goes 2%/3%/4%/NA.
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When it comes to characters like Freddy and Deathslinger, the only amount of skill required to perform well is learning tiles. That is what players find annoying. The worst is how players know the ins-and-outs of Slinger by just playing Battlefield.
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BHVR and Nintendo are different companies, so it's fine.
I'm sorry Nintendo, I still love you, but it is true.
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I regret to inform you that I cannot provide any evidence of Freddy being a character who requires skill to play.
I have evidence of the opposite though. Way back when splinters were still active, I used the Smoking Splinter (Freddy obviously) and 4K 5-genned. With splinters, you have no perks or addons. I was also playing on Coldwind. Whichever one has the blimp thing.
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Event items seem to have a low spawn rate as of recent. There were people who would spend millions of points to only get a few items during the 4th anniversary, Halloween, and Christmas periods.
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Yui is better to play in terms of stealth. She's the same height, but has better stealth cosmetics and is slightly quieter.
If you're looking for perks, I'd say you can go either way depending on your play-style, but Yui certainly has the edge.
Kate has:
Windows of Opportunity - 3 points: Windows is an incredible perk, especially for new players trying to learn tiles. Even if you are a vet, it can tell you what areas are safe and what areas are dead zones. Pair it with Open Handed (Ace) and you'll be set for chases.
Dance With Me - 1 point: Isn't good unless paired with Quick & Quiet. You can also pair it with Lithe and Iron Will, No Mither, or Deception to completely disappear, but its heavy reliance on other perks pulls it down.
Boil Over - 1 point: Trash. Just run Flip-Flop or have someone else run Saboteur or Breakout.
Yui has:
Any Means Necessary - 2 points: It isn't the most practical of perks, but if the killer decides to leave a pallet alone either because it isn't the safest or they have bloodlust, then you can lift it back up. It's also good because the killer will think the pallet is either destroyed or down, so they'll most likely swing, allowing you to run through it and get some distance or get a stun and run.
Lucky Break - 2 points: A lot of people would give Lucky Break 1 point because it is essentially a less effective Iron Will on a time limit. However, many killers will look for bloodstains if they can't track you through your injured sounds or scratch marks. Take that away and they have nothing to track you by. Throw this on someone like Ace or Dwight and you can vanish pretty easily. Use a quiet character with Lucky Break and Lightweight and you'll be a ghost. Now that Fixated (Nancy) works when injured, you also have that as an option.
Breakout - 2 points: Any perk having to do with wiggling out of the killer's grasp is usually quite bad. Boil Over, Saboteur, and Power Struggle are all ineffective perks. Even Flip-Flop, the best of the wiggle perks is held back by hook spawns and slow recovery speeds. Breakout, however, is incredibly effective, especially if you play in SWF.
The time to wiggle free drops from 16 seconds to 13 and the person with the perk gets Hope as long as they are close enough. This doesn't sound great, but if one or two people block, then you're pretty much off. Breakout also makes Boil Over much more viable since you're wiggling faster and with more force. If the killer can't control you well, then you might not need people to block.
If you happen to just be looking for a skin then go with Kate, but if you're looking at a character for what they offer gameplay-wise, then Yui is 20 times better.
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@simbanono said:
https://forum.deadbydaylight.com/en/discussion/comment/1950452#Comment_1950452
Maybe you should leave this discussion if you are a behaviour white-knight. Its feedback, everyones "complaining" because they intentionally split the playerbase, so everyone becomes toxic at eachother, the reason people complain is because priorities.
I would say I'm more the blacksmith rather than the night. I know when people are complaining and being babies, but I also don't agree with what happens on the opposite end.
The update is bad, yes, but the teams didn't intentionally mess it up (except for maybe The Gideon Meat-Packing Plant). I know from first-hand experience that all it takes is one wrong character in a line of code to completely screw something up. Rolling out new content isn't easy, especially in incredibly large quantities like we've been receiving. It's quite possibly one of the reasons we haven't been getting new maps. The design team doesn't want to roll out a new map with a ton of issues.
About your comment on intentionally splitting the player base: the best way for BHVR to do that would be to release a new game mode. The #1 thing everyone is asking for is the biggest factor that would play into splitting the player base.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/1950422#Comment_1950422
This. So much.
can’t believe how many people don’t have a clue on how those patches get released but still act like they know everything better..
I'd like to see them try to code a game that's more than a cheap Pac-Man ripoff. They like to come in and say what they've got to say, but if they were to be put in the shoes of an employee, they'd be completely lost.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1950426#Comment_1950426
The undying nerf was pretty justified.
A nerf was needed, but not a complete got of the perk. This has left killers with one gen defense perk: Corrupt. Every other perk has been nerfed (depending on how you view Ruin).
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For actual Twitch streaming and not just YT videos, I'd have to go with Zet0r. He's like the only streamer that plays for fun and doesn't complain.