DocOctober
DocOctober
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/689449#Comment_689449
Cold dirt was once Tremendously, now is considerably
Just because they don't have to doesn't mean they don't.
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@Mochan said:
https://forum.deadbydaylight.com/en/discussion/comment/688782#Comment_688782
You doing something wrong dude, BT is 100% hard countered by Ghost Face (and Wraith for that matter).
As you may have read below, we've already established that, thanks.
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@anarchy753 said:
Yeah I really wish they'd just put values. It's a pain in the ass trying to work out the value of things when it varies each time it's used.
Or at least give us the option like DIablo does of allowing "complex" descriptions.
These stupid vague terms only detract from the game.
I prefer the wording of "Slightly decreases the Chainsaw's charge time" over "Decreases the Chainsaw's charge time by 12 %".
They'd also have to reword several hundred descriptions for Unlockables for this, simply because of how the English language structures its sentences and the same would probably be true for all other languages. That's just an amount of work that isn't worth it.
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@Ksoni said:
https://forum.deadbydaylight.com/en/discussion/comment/689425#Comment_689425
It is true on most killers add ons and survivors items and add ons. Btw ehat does pigs video tape do?
That also isn't true.
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@Rivyn said:
How long would it take to change values in a description? Once it's done for all, and a change needs to be made, a few minutes at most?
It's not that simple.
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@Gardenia said:
https://forum.deadbydaylight.com/en/discussion/comment/689449#Comment_689449
I agree with OP, and specifically telling us whether the values are additive or multiplicative when stacking would be greatly appreciated.
Well they have mentioned that numerous times, positive modifiers are additive and negative ones are multiplicative.
If several modifiers affect you, they are first added together, then applied as a multiplier.
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The current way allows the devs to change around values without having to change descriptions as well.
And while I do spend a considerable amount of time researching those values, I do prefer the adjectives over mere values, some values would also make little sense to people who don't understand how they are calculated in the code.
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@AetherBytes said:
https://forum.deadbydaylight.com/en/discussion/comment/688795#Comment_688795
Trigger it earlier, your TR doesn't just disappear, it reduces to nothing over the course of a second, meaning you can trigger it, but still have a (rapidly shrinking) TR for a second.
Ah, that might have been it. I haven't played against Ghost Face since June, so I wasn't sure if his was instantaneous or gradual. I assumed the former.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/688782#Comment_688782
This is definitely a bug, BT only activated inside the TR.
I know that, hence why I'm wondering. I was going into Night Shroud on purpose, but kept triggering the Deep Wound timer.
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I've played nothing but Ghost Face tonight and I got Borrowed Timed countless times even though I had Night Shroud active. I wonder why it works in your case, but often didn't in mine.
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How would you feel if you'd get stunned in place for that long if you'd tap a damaged Generator?
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@Steve0333 said:
https://forum.deadbydaylight.com/en/discussion/comment/687651#Comment_687651
This. She needs to give more feedback to the survivor. She is not balanced until she does. Spirit in her current state is the exact definition of imbalanced. She can track survivors but survivors can't track her. Imbalanced; lack of proportion or relation between corresponding things.
Her entire design is based on not telegraphing to Survivors when she uses her Power. Take that away and Spirit will become a harmless M1 Killer that on top walks at a slower pace, making her extremely loop-able.
I'm curious though, since you guys always fail to point that one out: what is this "exact definition of imbalance"? Can you word that definition it or is it yet another sweeping expression to cover a lack of arguments for such a case?
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/686586#Comment_686586
Maybe I misread it?
Whatever I removed the change.
Most likely and I don't like people just claiming the Wiki said something when it isn't the case and then claim the Wiki is probably just wrong. If I hadn't budded in, it would make people think the Wiki is unreliable, which it most definitely isn't.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/686578#Comment_686578
The Wiki says it's 2.5 seconds.
But whatever I guess the wiki is just wrong or something so I'll remove it.
Since I wrote the Wiki articles in question, I have to disagree again. Could you point out where you read that? The only 2.5 seconds I could find was the cool-down applied to Survivor interactions after they are hit by the attack.
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There is no problem, so nothing needs fixing here. There have been so many counters implemented against BBQ's aura-reading that if you're still revealed and get downed as a result of it, then frankly you didn't play well enough.
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@NuclearBurrito I have to disagree, it's a big nerf.
Current Shock Therapy Attack takes just 1 second to charge, you'd nerf it to double that.
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Unlike the Hunting Hatchets, the Afterpiece Tonic does not injure you. That's why he's faster than the Huntress.
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Let's be realistic here: with how toxic our community is, it will most likely end up like in that previously posted parody video and I for one am good without that.
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@LintyScorpion said:
https://forum.deadbydaylight.com/en/discussion/comment/684754#Comment_684754
Then you can crawl for exit gate instead
And do what unless it was already opened by someone else? You can't open it in the Dying State.
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@LintyScorpion said:
https://forum.deadbydaylight.com/en/discussion/comment/681488#Comment_681488
That's if they think you have DS and you can still crawl to hatch
That the Killer can close.
It's a lost battle.
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There is no PTB at the moment, it's literally that simple.
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Another reason, aside from the fear of having their game banned in several countries, it would also require them to change the Survivors' character models to allow decapitation, they can't just remove the head.
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Those values weren't updated for a long time, simply because none of us had a way to verify the numbers. I was only recently able to do so.
I updated all Flashlight Add-ons now, they are accurate as of now.
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@Saitamfed said:
https://forum.deadbydaylight.com/en/discussion/comment/682051#Comment_682051
Are you back? I missed your comments buddy.
I am, yes.
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@Leonardo1ita Are we talking about the English Dead by Daylight Wiki or the Italian one? Because I think the Italian one hasn't updated that information in a very long time.
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@My_Farewell said:
https://forum.deadbydaylight.com/en/discussion/comment/624314#Comment_624314
I like your comment because @DocOctober thinks that there would be less camping if we went back to those 30 seconds 😂:
https://forum.deadbydaylight.com/en/discussion/41126/reset-hook-stage-timer-back-to-30-seconds-each
Many Killers camp because of time pressure, there is simply not enough time to afford all 3 Hook stages for all Survivors. The longer you make the hook timer, the worse the problem will get as it gives them an incentive to camp even more to ensure the Survivor will be down a Hook stage or killed and not rescued last second.
Camping ramped up for that very reason when the hook timer was increased. Twixt may gave a bit of history, but he left out some crucial bits.
You can find my idea funny all you like, I couldn't care less about that. Experience has shown that camping gets more severe the less time a Killer has. The game's average trial length decreased from ~12-15 minutes in 2016 to about half of that nowadays. The further you decrease this, the more prevalent camping will become (a phenomenon that can also be observed with ranking up, as games tend to go faster and faster), especially since many Survivors can't be bothered to leave one man behind and just gtfo.
Don't get me wrong, I know that initially, camping would ramp up if you'd revert to 30 second hook timers, but that trend would level out and eventually reverse itself as soon as Killers notice that they have more time on their hand and less to worry about optimal time management.
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This thread should be ignored at this point. OP never even stated which Perks they consider OP.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/599327#Comment_599327
I know what the wiki uses. But in game (Unless I'm derping which I very well could be) it was yellow, green, purple, red with no brown.
Sorry for the necro, but I can't let this go unanswered.
You are derping (no offence). There were Common Perks in the game:
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/612951#Comment_612951
Yes because the wiki developer finally stopped calling then paragraphs.
The only time behaviour have called something a paragraph was bill, all the other one character dlcs have been called chapters, ONLY the wiki developer kept calling them paragraphs up until ghostface
Bill was officially a Paragraph, which the devs defined as a single-Character DLC without an accompanying Map.
Leatherface was supposed to be a Chapter at first, but then got downgraded to single-Character DLC or what had been established as a Paragraph.
Even though the devs talked of an Ash vs Evil Dead Chapter, it had no place in the numbering scheme of actual Chapters and was again a single-character DLC or a Paragraph.
Since the devs clearly labelled Ghost Face as Chapter XII, there was no choice to not name it that, even though to veterans of the game, that learnt to call single-character DLCs a Paragraph, that was a farce.
Don't blame the Wiki editors for the confusing, but rather the devs for not sticking to their own definitions.
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@Omans said:
https://forum.deadbydaylight.com/en/discussion/comment/623052#Comment_623052
I don't DC myself, but I do not blame people who DC in the slightest when a mori is used.
To you it is a part of the game. That's fine. To others it is a badly designed mechanic which ruins any semblance of a fair game.
Yellow mori? Cool. Make it base kit.
Green mori? Super powerful.
Ebony mori? Free win if you know how to play.
I only use moris myself when I see a player I know is toxic in my game and I want to return their toxicity. I feel bad, though, because it ruins the game for the other survivors.
But I wouldn't expect people who defend nurse to understand what fair play is.
I only defend base-kit Nurse, I agree that her Add-ons make her too strong, but base Nurse is balanced as far as I'm concerned. Maybe it has to do with me actually learning how to git gud against her.
I know, a foreign concept to many here.
Back to topic, disconnects are NOT fine ever. It's a bannable offence. Period.
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Do bones.
It's literally that simple.
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@darkcobra said:
https://forum.deadbydaylight.com/en/discussion/comment/621326#Comment_621326
As it is i DC off a 100% of the game killer has a mori. I main killer and i dont use them for a reason and when i do use them, i use them on third hook so that the survivor would have been dead on hook anyways. This is honestly the way it always should have been. Having a mori work after first hook is just plain stupid
What is plain stupid is committing a bannable offfence (disconnecting) because you don't like a specific Offering.
People who DC have no right to play the moral compass.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/622250#Comment_622250
One has to ask the most important question - why moris belong in the game? For me only Ivory and Cypres should be in the game, because to be honest there is no reason for moris to be in DBD. As I said before they are not rewarding, they cause people do DC or just mori dodge during loading screen by shutting the game down hence the match is cancelled. I do not see ANY benefit of having a mori and to be fair I only use them once in a blue moon when I have a daily for a specific killer. Ebony should be given Devour Hope treatment without the risk of totem being destroyed and I'm good with Ebony being in the game.
I disagree. I think Ebonies have their place in this game.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/622052#Comment_622052
Not only mine. Having matches with Nurse, Spirit who has ebony mori and noed makes for a borin, pointless game. Nobody gets rewarded by having ebony in the game, neither survivors nor the killer.
I disagree and so do others. We're at an opinion impasse.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/621326#Comment_621326
Moris along instaheals should not even be in the game or at least they should only leave Ivory and Cypres mori in if they want their game to be balanced.
That is your opinion.
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@Theluckyboi said:
https://forum.deadbydaylight.com/en/discussion/comment/621859#Comment_621859
Well, i dont agree with OPs idea, but i think ebony mori needs a nerf, i dont know, make it so that it activates after you have hooked all 4 survivors or something like that.
Too much cost, too little gain. It's the same problem as with OP's idea.
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@xChrisx said:
They should reverse with that patch where u can Blind when u want, the timing now Is stupid because the pick up animation Is 1.5 instead of the old long animation 3.0
I'm sorry, but it's not difficult at all to find the correct stats, so how about you spend some time actually researching your stuff before you post a load of made-up stuff?
The current animation is 3 seconds. The old one took 4.4 seconds.
1.9.2 was a horrible Patch in Dead by Daylight's history and deserves to be rotting in rejected designs for all eternity, for the reasons we've already thoroughly detailed, but which you obviously didn't bother to read.
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No.
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@Theluckyboi said:
https://forum.deadbydaylight.com/en/discussion/comment/621846#Comment_621846
What was your point then? The only time in the game when moris have been nerfed was in patch 1.5.3 when the requirements to hook a survivor to perform a mori were introduced
My point was that nerfing them to the point that you are left with the choice of putting a Survivor on their death hook or to Mori them (which OP suggests doing with nerfing them to require two hooks), would make them not worth the cost and cost doesn't just mean the Bloodpoints you spend on them, but everything else you need to do to get any use out of them.
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@Theluckyboi said:
https://forum.deadbydaylight.com/en/discussion/comment/621326#Comment_621326
Wow, 7000 bloodpoints is such a massive amount to pay for the ability to kill every survivor after they get hooked, it really makes the grind worse.
You missed the point entirely. Good job.
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@Azurlynx said:
https://forum.deadbydaylight.com/en/discussion/comment/621832#Comment_621832
Potential you say but did that even ever happen?
Absolutely, just have a look at the Depip Squad experiments. An Ebony Mori never meant an easy 4k.
All Survivors could play like them and the game would become a nightmare for Killers. It requires neither Perks nor Items or Add-ons to just focus all you got on repairing gens and getting out as quickly as possible.
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@Azurlynx said:
https://forum.deadbydaylight.com/en/discussion/comment/621825#Comment_621825
Maybe if they are being super optimal, but really how many times it happens nobody is hooked?
It's not about how much it actually happens, it has the potential to happen nearly every single trial if all Survivors would unanimously decide to only focus on Generators and gtfo as quickly as possible.
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@Azurlynx said:
https://forum.deadbydaylight.com/en/discussion/comment/621389#Comment_621389
Why?
If you are bringing red mori you dont even need perks or addons.
Because when killer brings red mori it means gg.
Unless they suck horendously.
More like the Survivors in that trial sucked, you need a good old git gud. The big bad Killer guy still has to catch and hook you first. With the current game mechanics, Survivors have all the tools to prevent that long enough to get out before the Killer gets to use their Mori.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/620966#Comment_620966
Getting tunnelled? DS.
People not saving you solo? Delivarence.
The crouching is too slow for you? Urban Evasion.
^This
It really goes both ways. Survivors too have hand-holding Perks for everything.
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@Milordo said:
https://forum.deadbydaylight.com/en/discussion/comment/621319#Comment_621319
I repeat, as i said you are talking about 1.9.2
Did you know how long ago was? We are in 3.1.2. It's much different than long ago and killers have so much items and choices right now to surpass the flashlight beam's easily. Don't you see how survivors use right now flashlight? Only on pallets. Trying to save someone it's merely impossible and a waste of time.
Flashlights haven't changed since then and pick-up only got a reduction from 4.4 to 3 seconds. That's literally all that has changed since then. There are no new Perks, Add-ons, Offerings or whatever that affect the flashlight beam or stun in any way.
As I said before, you are making stuff up. You keep talking about "counter-plays" that either do not exist or have been proven multiple times to not work in our discussed scenario.
Survivors using flashlights only at pallets is simply a sign of them not attempting to git gud and learn how to time them properly for grab rescues.
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@Raptorrotas said:
Oh i misunderstood then.
(Pickup animation start-blinded-remaining pickup animation-survivor is free) i remember that crap. Especially since the flashlight user got such a long headstart too.
I thought OP wanted the "remaining pickup animation after the blind" skipped.
That too, but in combination with the "no timing skills required, just shine the flashlight in their face, you WILL stun them and free the Survivor".
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No. Moris have been nerfed enough and your idea would make them pointless/not worth the cost.
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@Milordo said:
https://forum.deadbydaylight.com/en/discussion/comment/621301#Comment_621301
You don't need to have the doubt, and veteran or not, who is talking about trick or avoid flashlight during the pickup animation? I was talking about tricks and avoid before the pickup and i'm sure,if you a veteran, that you experienced these thinghs.
Since you can get blinded from the sides unless you press your Killer model up to a wall, your pre-pick-up tricks are good for nothing.
Do you really think people didn't try that stuff during 1.9.2? If it worked, we would probably have retained that garbage stun mechanic.
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That data is no good as it disregards any context of how it was obtained.
Other than in low ranks, I'd wager that many kills are obtained by the Survivor(s) screwing up and not because the Killer played better.
In terms of balancing, context is vastly more important than the plain percentage, and it seems the devs do not realise that too often.
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@Milordo said:
https://forum.deadbydaylight.com/en/discussion/comment/621292#Comment_621292
You can discuss an argument without being a jerk, you know?
As i said, it's not that difficult to avoid a flashlight, if you saying it's not possible ot you don't play killers or you still not have much experience in the game. You can look other directions to avoid the flashlight beam's or tricks players to thinking that you pick up the downed survivor. Stop exaggerating.
How about you stop making stuff up? Your "counter-play" does not work in an animation lock. That's empirically proven and really should be the end of this discussion.
