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DocOctober

DocOctober

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DocOctober
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  • @prayer_survivor said:

    Last game I disconnected to give last surv an opportunity

    And you actually dare call slugging abuse when you admit just 2 posts later to disconnecting in order to give the other Survivor the Hatch?

    @prayer_survivor said:

    Yes, unbreakable for slugging, kindred for campers, DS for tunneling and so on.

    So? Killers are supposed to run Ruin for Gen rushers, Enduring for DS, Insidious for Borrowed Time, NOED for Adrenaline, Coulrophobia and Thanatophobia for Self-Care, et cetera, et cetera.

    This argument goes both ways.

  • @SkeletalElite said:

    https://forum.deadbydaylight.com/en/discussion/comment/452012#Comment_452012

    Not if youre running D strike, which I usually do when I run deliverance.

    That is not the intended use of Decisive Strike. DS is intended to punish tunnellers, however, in such a situation, you cannot not "tunnel" as Killer, there is literally no other Survivor around to go for. With your proposal, that would be a completely risk-free hatch escape since you'd be practically untouchable for 60 seconds.

  • @prayer_survivor said:

    Abuse? Killers abuse of it when only 2 survivors are alive

    How or what does a Killer abuse exactly when they slug Survivors?

    And like Orion said: if you don't like to be slugged run Unbreakable or No Mither.

  • Aside from this being a bad idea due to inevitable abuse in Hatch situations, how would this prevent, as in stop from occurring in the first place, slugging?

  • @Peanits said:

    We'd like to keep it around for a while and see how it plays out first. It was originally removed because it had some unwanted functionality that would hide a post if it received too many down votes. In a normal forum, this might be nice since it essentially allows the forums to police itself, but with an asymmetrical game where everyone has a different opinion, that obviously doesn't work. We had to get rid of them originally.

    Why bring them back, then? Well for starters, that doesn't happen anymore. Your post doesn't get hidden if it receives enough down votes. On top of that, it also helps show people that they're not alone if they disagree. When you open a thread, see something you disagree with, then see a dozen people agreeing with the OP, chances are you're not going to say anything. You'd think that you're the minority there and posting is like painting a target on your back and running naked through a paintball match. It sorta' becomes a mob mentality.

    With down votes, though, you can anonymously show that you disagree, and others can do the same. When you see that half the people agree with the OP and the other half disagree, you'll be a little more comfortable explaining why. You'll know that if you say why you think something's a bad idea, there's going to be some people that have your back.

    All that in mind, down votes do not prevent you from posting. You can have a controversial opinion and get down voted and that's okay. We are not going to be banning anyone just because they get down voted, and ultimately the number is just for show. It does not do anything, it's just a way for people to show how they feel.

    Remember how you got rid of the LOL button because trolls would use new accounts and scripts to spam LOLs on posts they didn't like and sometimes even stalk specific users and LOLing each of their comment?

    I would like to point out that not only WILL this happen again with the Vote Down button, it is actually already happening. You can look at comments of users like Orion for example: all of his recent comments received a down vote.

  • @anarchy753 said:

    It's probably a lot easier to track people using add ons than it is to track people vaulting a window that's blocked but not registering as blocked. They probably only have reports to go on for it.

    I'm not saying they shouldn't get a short ban, but it must be a difficult thing to do and the effort is probably better spent just fixing the exploit.

    The Game can track exactly which window is vaulted how many times and by which Survivor.

    The Game can also track if that Window has the Entity-blocker applied from the Killer's POV or not.

    Ergo, the Game can track if a Survivor vaults a Window that should be blocked.

    The data to track abusers of this bug is there, and the devs could use that to enact bans.

  • I'm temporarily back, to the forums at least, but not the Wiki. There I'm still taking a sabbatical. The devs can get their lazy asses up and do some maintenance work on their website for a change. They have none of the 2019 content featured even though we're already in May.

    As for your theory @Hoodedfengm1n , the flaw I see in your theory is that you connect The Clown with Hallowed Blight for some reason. Since The Spirit (the first Killer post-Clown without Benedict's flavour texts) was released about a month prior to Hallowed Blight, I don't see why you connect The Clown with it.

    The reason the Lore is missing since Clown is quite clear to me: just as with their website, the devs have been lazy in that regard and not updated it.

  • @Hoodied said:

    https://forum.deadbydaylight.com/en/discussion/comment/449115#Comment_449115

    @TheShape78 In wiki, there is a killer that is not released into the game (@DocOctober thanks for putting it into wiki) called "The Teacher" which had a survivor with a nuisance hat on and used a ruler blade as his/her power

    Files for a potential "The Teacher" Killer have been in the Game since before the release of The Nurse (which was in August 2016). The graduation cap was found in files for the 2.7.0 PTB.

  • @Slayer said:

    @DocOctober theres no any evidence you re delusional.

    Did you run out of arguments or why are you going ad hominem now?

    Watch the depip squad videos, they are all available to your critical eyes. There are also the excel documents Marth created with the material provided by their trials. You can read through those as well.

    And once the experiment goes into another round, ask to join as the Killer and show your supposed skills.

  • @powerbats said:

    https://forum.deadbydaylight.com/en/discussion/comment/439594#Comment_439594

    Wait what, I've seen survivors adapt and killer whine about survivors adapting by changing how they play. I've also seen killer refuse to adapt and whine about it and there's been plenty of nerfs to survivrors and buffs to killers.

    I'm getting really tired with your trolling.

    In terms of severity, Killers were nerfed stronger than Survivors ever were. There's a multitude of Killer Perks and mechanics that got gutted. Survivors on the other hand rarely had any of theirs gutted, just mildly toned down at best and also received a compensation for it in other ways. Most recent examples being DS and MoM.

    As for adaptation, Survivors have rarely if ever done that, they preferred to whine to the devs and eventually got their way.

    I suggest you mention concrete examples next time you reply. I'm really fed up with you.

  • @Slayer said:

    @DocOctober i suggest you to bring swf to play at least 30-50 games against me and see how killer can still do good against survivors cheating. What do you say? Prove how killer are up with your play not words. Perkless addonless play.

    Challenge Marth and the Depip Squad then. Last time they conducted the experiment, they invited community members to pose as the Killer, I'm sure they'll offer that again.

    I myself have nothing to prove to you, the evidence is out there and if you have a problem with it, you are surely welcome to participate in the experiment once it starts back up and go up against the depip squad.

  • @Trikset said:

    Nobody that ever possessed a position of power over another ever released it willingly.

    But as thermo dynamics and entropy are hard wired into the fundamental building blocks of the universe there is sadly no escape from the harsh inevitability that is change.

    The best way to combat this? The only thing that in a round about way is immune to this unbending law of physics? Change. Be malleable enough to go with the tides of destruction and re-creation and you'll pull through.

    https://us.v-cdn.net/6030815/uploads/574/GXCWXAONC2EQ.png

    Each time Killers changed and adapted, Survivors complained about it and got the workaround nerfed as well. It's been like that since 2016 and hasn't changed.

  • @powerbats said:

    https://forum.deadbydaylight.com/en/discussion/comment/439477#Comment_439477

    Spirits had this to deal with for quite some time, you get pallet stunned you lose your power bar. So either you run spirit Fury to eat that up or you play smarter and bait the slam or use Frenzy smarter beforehand.

    You can't compare Spirit and Legion. And in her case, it was a bug, not a feature.

  • @Slayer said:

    Where re those 300 games i see only 100 and in which of those they went perkless and what killers against?

    It's really not difficult to find them on YouTube, put in some effort.

    As for your "you just need to take OP builds against SWF" statement:

    1) We can't reliably tell if Survivors are in SWF or not.

    2) OP builds are not sustainable.

  • @EternalPhoenix said:

    https://forum.deadbydaylight.com/en/discussion/comment/436864#Comment_436864

    @DocOctober

    How? I was looking for some tips on how to hide so I watched some videos on youtube. Those who were playing got found every time. Is it based on luck ?

    Lots of experience, that's usually it.

  • @EternalPhoenix said:

    https://forum.deadbydaylight.com/en/discussion/comment/436653#Comment_436653

    @EntityDispleased

    Isn't it possible to find survivors even if they don't work on generators? I played a few matches as killer and most of the time I see survivors in the distance. If I don't, then I check random areas and I bump into them. They don't have many places to hide; especially not on that green map. The killers also have tracking perks, don't they? Like Whispers and BBQ&Chilli.

    The only decent stealth perks are Urban Evasion which is mostly used for circling around small objects and Premonition which is good against stealth killers.

    That's mostly due to you being new and still in low ranks, also when you play Killer. Experienced Survivors can go an entire game without being noticed or found by the Killer. There's a plethora of stealth Perks already.

  • @artist said:

    https://forum.deadbydaylight.com/en/discussion/comment/434692#Comment_434692

    no, plenty of competent killers can win easily with those builds, blame the killers for losing those games with such powerful builds, not the survivors

    So in over 300 games, all but a handful of R1 Killers were bad? Yeah right.

  • @Slayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/434934#Comment_434934

    It did change. No pallet vaccuum no easy fast vaults exhaustion perks. Something else?

    Exhaustion Perks were in the game long before the experiment started, not sure what point you're trying to make, especially considering that they also did perkless trials.

  • @Iceman said:

    @DocOctober

    It sounds like you just had your expectation set to high and now you’re upset about it. You guys do this to yourself so often.

    I had no expectations. I simply don't accept cosmetics as a valid surprise if the premise is that it's something we haven't seen before. We maybe haven't seen these specific cosmetics, but we definitely have seen cosmetics. It's also just an attempt to jump the gun on data miners, not to do the community a favour.

  • @TheBean said:

    @DocOctober wozzers.. You missed the whole point of the surprise.. the surprise was the new mechanics of letting everyone know about new cosmetics... not the cosmetics themselves...

    Oh yea plus a Bloodhunt in early May.

    Doesn't change one bit that this "surprise" is bland, boring and hugely underwhelming.

  • @not_Queen said:

    Note to myself.

    • Next time do not put anything on the calendar that isn't clearly described or the expectations will be through the roof.
    • Don't forget to say we have a Bloodhunt coming up

    https://us.v-cdn.net/6030815/uploads/194/2D5J9B372D36.jpg

    I take the SURPRISE blame guys. Fire away.

    Showcasing something that would have been leaked by tomorrow anyways, that isn't anything new and must be unlocked with money or shards is NOT what people expect when you make a big announcement calling it a surprise.

    Once again, you (as in you BHVR, not just you not_Queen) have only yourselves to blame for the negative or underwhelmed reactions. This really isn't rocket-science.

  • I expected nothing and was still let down.

  • What good reason do you have for this change?

  • No, that was an old theory. Survivors that lost all hope get discarded into the Void as empty shells.

  • Burning a Nurse is still possible, but very difficult to pull off mid-chase. If anything, you'd need to have an SWF buddy do it for you.

  • Try to break line of sight as often as possible.

  • That sounds like BBQ & Chilli and you not hiding or faking it out.

  • @Detective_Jonathan said:

    I don't want to be that guy but The Entity is actually a woman.

    https://us.v-cdn.net/6030815/uploads/995/YIXYG1EZP4P3.png

    This was taken from the wiki article that was made by @DocOctober

    Who correct me if i am wrong, is also fluent in French. Just feeling the need to correct some of you for thinking that every Antagonist in a video game is automatically a man.

    That would be correct.

  • @Gummi_da_great_fella said:

    https://forum.deadbydaylight.com/en/discussion/comment/430775#Comment_430775

    If he truly is the 2nd best killer, then there's 2 options.

    He can either deal with pallets somewhat more effectively than other killers, or pallets really aren't that powerful.

    There's a third: he's good to catch Survivors in-between loops.

  • Source other than what you supposedly remember?

  • @TheBean said:

    They took that away cause it was a pain in the ass to find a dying survivor. I think the Devs would rather you take the last one to the hook and finish the match off rather then letting them bleed out in some corner somewhere.

    Made for a boring end most of the times.

    Not sure what you're talking about since Iron Will never worked in the Dying State.

  • @Kagrenac said:

    https://forum.deadbydaylight.com/en/discussion/comment/430578#Comment_430578

    I saw that the time was different for both so I went with the 120 because it seemed familiar. I think that was indeed changed in a patch a while back but it was increased to 180 some time ago.

    Also prove thyself provides a 10% bonus to repair. With 3 people on a gen there is no penalty; hence why the progress bar won't be red.

    I'll correct my error, thanks for pointing that out

    There was never such a change, I checked the Patch Notes.

    And no, that's not how Prove Thyself works. The maths are a bit different as I had a QA dev confirm to me.

    The way the bonus is applied does not cancel the penalty completely and the bar remains red when 3 or 4 Survivors repair. The only reason why it isn't red when 2 Survivors repair, is because of the game's tendency to round up. An individual repair speed of 0.99 c/s in that situation gets rounded up to 1.0, leaving the bar unaffected.

  • @Gummi_da_great_fella said:

    https://forum.deadbydaylight.com/en/discussion/comment/430760#Comment_430760

    That's exactly not the point I was trying to make. The Billy mains that truly learned the character are those that don't M1 during a chase, instead using the chainsaw to get cheeky downs because they know how it works.

    Billies that only use it for mobility are the problem here, because using his chainsaw for only mobility is really good and requires little skill, compared to being good enough to use it in a chase.

    I personally don't see those as a problem. He's loopable af, tuning him to 110 would only make this more severe.

  • @powerbats said:

    https://forum.deadbydaylight.com/en/discussion/comment/430696#Comment_430696

    I thought they'd reduced it in one of the more recent patches to be 2 minutes across the board. I'll have to go back and reread the hook stuff later and as far as the change is there a way to highlight who the citation is by?

    That way you don't get called out on someone else's mistake since I know there was an issue with jerks and editing stuff.

    I literally tested it out this morning: 3 minutes for both.

  • @Gummi_da_great_fella said:

    https://forum.deadbydaylight.com/en/discussion/comment/430759#Comment_430759

    Well, with his mobility, breaking chase is really easy and really not that bad. He just chainsaws around until he finds a survivor in a bad spot, which he can then insta down and start snowballing from there.

    There's a solution to that: not getting caught in open field and using your eyes.

  • Absolutely no thanks.

    Kills all immersion.

  • Ever heard of Billy mains that do not use the Chainsaw to down, but rather as a tool of high mobility? Not all non-Chainsaw downers are "babies", but rather prefer a different playstyle.

    I see no reason to nerf Billy at this point.

  • @HavelmomDaS1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/430650#Comment_430650

    U can find the old icon backgrounds on the DbD wiki of @DocOctober maybe he will update them with the thin bars.

    No, I don't have that Template and even if I had, there's no way in hell I'm updating several hundred icons.

  • @GrootDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/430678#Comment_430678

    I am saying both perks have a risk. I mean I put it in my comment I don’t know why you can’t read it.

    They do, but what does this contribute to the discussion at hand?

    And since we're at it: Adrenaline, as I said before, in comparison to NOED, is quite risk free.

  • @Milo said:

    "Sabotaged Hooks will take 130/140/150 seconds to auto-repair instead of the default 120 seconds."

    "The Entity auto-repairs sabotaged Hooks after 180 seconds."

    @DocOctober From your wikia. (1st is sabotour, 2nd one is Meathooks).

    Which is it then?

    The text on the Saboteur Article detailing that information wasn't written by me, but by @TimeMonster, if anything, complain to him. It's 3 minutes for both Hooks and Traps.

  • @VESSEL said:

    Person: *Has an error*

    @DocOctober: "Good Work ######### Idiot"

    Did I curse? No.

    Did I insult OP as an idiot? No.

    I merely requested that OP conducts proper research.

    Stop putting words into other people's mouths.

  • @GrootDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/430574#Comment_430574

    @DocOctober I had no idea it activated if you, oh I don’t know kill them before the gens are done. Both perks run the risk of not activating and you could’ve used another perk that would’ve helped you actually survive/kill.

    I'm sorry, but I really don't see what point you are trying to get across?

    Are you arguing for the sake it of it or something?

  • @Trikset said:

    It's just a free Noed for Killers, Survivors get nothing out of it, totally one sided Killer buff. Just more boringly predictable Killer hand-holding only on an epic scale so no real change there.

    You have 3 minutes to leave after you've repaired the last gen. That's not difficult.

    Survivors also are NOT supposed to get anything out of it, that's the entire point of the Endgame Collapse. Maybe you should remember the Game's Lore premise.

  • Prove Thyself doesn't negate the penalty, it just diminishes it.

    Hook sabotage lasts for 180 seconds.


    Seriously, do your research properly.

  • @GrootDude said:

    @DocOctober they are both end-game perks that come with a risk. The only difference is that one is a survivor perk and one is a killer perk.

    If you describe them rather vaguely, that might be true, but I beg to differ.

    NOED has the risk of never activating should all Totems be destroyed and even if it should activate, there is still the potential of it being destroyed before the Killer got any use out of it. Survivors Totem-cleansing is a reliable method to stop NOED from activating.

    Adrenaline can't be reliably prevented from activation, the only time it does not is when you are hoisted onto the Killer's shoulder during the Gate power-up, something the other Survivors can time perfectly thanks to the Aura-reading of a downed Survivor being picked up, thus reliably preventing a non-activation post-unhook to occur.

    All in all, Adrenaline is a pretty risk-free Perk in comparison to NOED.

  • @GrootDude said:

    @DocOctober you said their was no risk to adrenaline despite only running three perks until (If) you make it to the end-game. I put noed in place of adrenaline and said said “I guess noed has no risk”

    And what are you trying to achieve with this?

    NOED and Adrenaline are two different pairs of shoes.

  • @GrootDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/430545#Comment_430545

    You run three perks till the end-game. I guess noed has no risk.

    What is the point of this question in regards to this thread? What does NOED being risky or not have to do with what Killers think about Adrenaline?

    This is an honest question, because I honestly don't get what you're trying to say.

  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/430084#Comment_430084

    @Tzeentchling9

    They didn't give context? You mean they didn't break down every single game as who dc who kills who escapes? Of course not, that's THOUSANDS of games a day..

    They tell you with each chart what they are for. Mori rates, escape rates based on map, based on rank, etc. They give you full context, just not the random fringe examples that shouldn't be concerned with as much.

    I'm saying they cancel each other out in terms of mattering for the escape rate, as they are not normal situations. They don't happen every game making the numbers THAT flawed.

    As in, yeah one game someone may DC and the rest escape, but the next the killer may go afk, thats a total of 1 "kill" and 7 "escapes" in two games. That doesn't mean that the escape rate is almost 80%, because those are not normal endgame circumstances.

    I said they cancel each other out, because as being fringe examples, one grants more kills in the statistics, and the other gives less, both skewing the actual numbers. Since they are on opposite sides of the spectrum, I just use simple logic to say, "hey, these situations CAN and DO occur, but since they're both non normal endgame situations, and one says kills should be higher, and the other says they should be lower, they may as well not exist in terms of this statistic".

    There's no statistical evidence for your claims and unless you are the devs' stats guy, you are literally making these up.

    The matter of fact is that with the numbers the devs give us, we lack ALL context of how they came to be. We have no idea how many games had their result skewed.

    Your "fringe" examples, taking into consideration the flood of complaint threads about 3v1 games and Survivors disconnecting from trials, it would be just as fair, if not more so, to assume that those happen quite more often than you claim they do.

  • @Arroz said:

    https://forum.deadbydaylight.com/en/discussion/comment/430247#Comment_430247

    Play the ENTIRE match with 3 perks.

    That slot could be used by borrowed time..

    Since the core mechanics that allow gen rush do not require any Perks whatsoever, that is not a risk.

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