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DocOctober

DocOctober

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DocOctober
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  • @SadonicShadow said:
    If you like the bloody clothes sure but make sure your decision to prestige or not prestige is made quickly. You dont want to dump all your points into a level 50 character and then just prestige them on a whim. It will be a terrible waste of points. Also rumor has it that prestiged bloodwebs have a slightly higher chance to generate rare items. I am not sure if this is true or not i have just seen it mentioned a few times. @DocOctober do you know if prestiege bloodwebs increase the chance of rare items in the bloodweb or is that a myth?

    The message asking you if you're sure to prestige even states that. It's not a myth.

  • @OxyReap said:
    Thank you for your answer. You still can move in new area, I don't get your point here. Looping won't be a problem after this kind of change cause you will have trouble to see where the killer is exactly. You will have to go forward try to break line of sight, juke and when you think he don't know exactly where you are. If this kind of change occure, the trail when you run must be nerfed or deleted for make it easier. 

    A big part of juking is to see where the Killer's headed to and move into a different direction while breaking line of sight. That would be impossible if you can't turn your camera anymore.

    And no @Jack11803, I would like it to be clear that I am not and never was a Killer main. I've always played both sides 50/50 and still do.

  • @Soren said:

    @DocOctober said:
    Very unlikely considering that she came into the game very recently.

    Prequels are a thing in the movie industry. Why can't it be the same in a video game?

    This argumentation leads nowhere.

    It's obvious that you guys WANT her to be the one playing the DbD theme and apparently, nothing will change that opinion.

    I can accept that, but then I will stop wasting my time with a pointless discussion.

  • @Tombstone218 said:

    @DocOctober said:

    @scoobydoomh said:

    @DocOctober said:
    Very unlikely considering that she came into the game very recently.

    That doesn't mean she hasn't already been The Entity's Realm for a while.

    That's nevertheless stretching it. And with the Killer theme? Did she somehow get an electric guitar and an amplifier?

    Well they seem to have things somewhat planned out content wise, maybe she was planned?

    She's been in the files since Leatherface, but still not long enough for that.

  • What I would prefer first is a rework of the Hillbilly's Mori, having him put away his Hammer first, like the Doctor. Currently it's glued to his hand and looks like a cheap, weightless plastic prop.

  • It's not a question of what WE want, but rather what the devs will be able to negotiate with the licence holders.

  • Sorry, but the only fitting word for this idea in the entire dictionary of the English language is the following: stupid

    I say this as both a Killer and a Survivor player, this idea would do more damage to the game than it would help.

  • That same-day verification is only open to businesses Sony and Microsoft have known and worked together for some time already, BHVR doesn't yet belong to that category.

  • @scoobydoomh said:

    @DocOctober said:
    Very unlikely considering that she came into the game very recently.

    That doesn't mean she hasn't already been The Entity's Realm for a while.

    That's nevertheless stretching it. And with the Killer theme? Did she somehow get an electric guitar and an amplifier?

  • @ASpazNamedSteve said:
    Nah, he just needs changes to his chainsaw. It does one hit down, after all.

    I always thought Wraith would be cool to have slightly increased movement speed on... feels like it suits his character and might make up for his otherwise weak chasing.

    which it wouldn't be if all the gained distance from being faster while cloaked wasn't nullified with that stupid slowdown on uncloak.

  • @Doomsaki said:

    @DocOctober said:
    There's no reason to give him more than 115% base speed.

    Simply put, right now all non-top tier killers are suffering from being gen-rushed. This problem is especially acute on larger maps.

    That problem is mainly due to chases lasting too long, which should be fixed by increasing a Killer's base speed, but rather by getting rid of what allows Survivors to draw out chases for that long.

  • Why don't you just use one every game?

  • A default Knock Out doesn't sound too bad, but then I would like for Knock Out to remain a Perk and instead have the effect to greatly reduce the downed Survivor's sight so that they can't tell others where they are exactly.

    A default Deerstalker would be too strong unless in an end-game scenario when you have to find the last Survivor crawling around somewhere.

    Perks like Tenacity, Unbreakable and No Mither would be turned to near uselessness with a default Deerstalker.

  • @strelok said:
    I'm not saying to remove one of the parts of the perk. I am saying that no matter how far the survivor (b) may be from the hook I just put survivor (a) onto. if they are dying, maybe I shouldn't see their aura with bbq and chili. that's what deerstalker is for right?

    If they're dying, their game is pretty much lost anyways.

  • An increased movement speed and/or acceleration for his Chainsaw Sweep would be enough. There's no reason to give him more than 115% base speed.

  • Very unlikely considering that she came into the game very recently.

  • @Why_Are_You_Salty said:

    @DocOctober said:

    @Why_Are_You_Salty said:

    @thesuicidefox said:
    I think it was to distinguish the ultra rare add-ons better. Two perks are guaranteed to show up in each bloodweb, so after a point you get guaranteed higher and higher rarity because the low rarity ones are out of the pool. And if each bloodweb has a certain rarity distribution, that'd mean once you get to a point where you have ONLY ultra rare perks left to get you might not get any ultra rare add-ons, because the perks eat up that ultra rarity value. And considering this would be a point where the character should be getting better loot anyway, you are just trading better quality loot for the... appearance that a perk is ultra rare (when it's not, it's more a matter of time than anything).

    That sort of makes since.

    No, it doesn't and it is not the reason. I linked you the reason why ultra rare Perks are gone.

    Why is it that so many like you just outright ignore it and instead prefer some bogus made-up answer?

    Ok I didn't ignore you I saw it, but I was going to reply to first guy, but I decided not to and it wouldn't let me delete the quote and every time I come to this post it shows it and it got annoying so I had to put something, but yours does make more sense then his.

    Good. Thanks for clearing that up.

  • @ASpazNamedSteve said:

    @DocOctober said:

    @Shazzabam10 said:

    @DocOctober said:
    They seem to have found a sweet spot. Maybe a tad too sweet sometimes, but otherwise OK.

    I think for killers it’s decent but for survivor in my case all I do is safety pip when I do well.

    Then you're not doing well enough. I pip in the majority of my Survivor games.

    He's on console, if you didn't know.

    Well then he shouldn't be complaining on a system that's to change anyways.

  • @Shazzabam10 said:

    @DocOctober said:
    They seem to have found a sweet spot. Maybe a tad too sweet sometimes, but otherwise OK.

    I think for killers it’s decent but for survivor in my case all I do is safety pip when I do well.

    Then you're not doing well enough. I pip in the majority of my Survivor games.

  • @Why_Are_You_Salty said:

    @thesuicidefox said:
    I think it was to distinguish the ultra rare add-ons better. Two perks are guaranteed to show up in each bloodweb, so after a point you get guaranteed higher and higher rarity because the low rarity ones are out of the pool. And if each bloodweb has a certain rarity distribution, that'd mean once you get to a point where you have ONLY ultra rare perks left to get you might not get any ultra rare add-ons, because the perks eat up that ultra rarity value. And considering this would be a point where the character should be getting better loot anyway, you are just trading better quality loot for the... appearance that a perk is ultra rare (when it's not, it's more a matter of time than anything).

    That sort of makes since.

    No, it doesn't and it is not the reason. I linked you the reason why ultra rare Perks are gone.

    Why is it that so many like you just outright ignore it and instead prefer some bogus made-up answer?

  • Before anyone else starts coming up with wild theories like the guy above (sorry): https://deadbydaylight.gamepedia.com/Perks#Rarity_Change_of_1.5.0

  • They seem to have found a sweet spot. Maybe a tad too sweet sometimes, but otherwise OK.

  • Listen, the movement speeds can be empirically tested as there are some fixed and known distances in the game. All that is required then is the good old distance over time formula to calculate the speed.

    I've tested all Killer speeds in this game, even ones that we didn't have any information on from the devs until recently. Everything checked out.

    The default Killer speed is 4.6 metres per second (~15 feet per second).

    That speed is shared by most Killers:

    • Trapper
    • Wraith when uncloaked
    • Hillbilly
    • Shape on Evil Within II & III
    • Doctor in Punishment mode
    • Cannibal
    • Nightmare
    • Pig
    • Clown

    Then there are Killers that move a bit slower to compensate for their abilities either having great reach or having a teleport ability:

    • Hag, Huntress & Doctor in Treatment mode (4.4 m/s)
    • Shape on Evil Within I (4.14 m/s)
    • Nurse (3.85 m/s)

    The default Survivor running speed is 4.0 m/s (~13 ft/s)

    Now, there's a common misconception that the Trapper and the Clown move faster than 4.6 m/s, but that is not true and has a simple explanation for why people think that.

    Both Killers, unlike the rest, have a walking animation instead of a running animation. This creates an illusion, a kind of disconnect between the speed you expect from someone who's walking and then what they actually have.

  • @Angaar said:
    So i have yet to play on new map yet since DLC release.

    Each map has an equal chance of being chosen unless the decision is influenced with Offerings. Since the new Map is an addition to an existing Realm rather than a new Map AND a new Realm, there is no Offering to take you to that specific Map. However, you can increase it to a 50% chance by using the "Charred Wedding Photograph" Offering to go to the Crotus Prenn Asylum Realm.

  • @RSB said:
    The reworked Crotus Prenn is the "new map".

    It's not a rework, it's a new Map.

  • What a kindergarten this is, really guys.

    @Smiffy17_HD

    The 2.0.0 Update is still in the certification process of Sony and Microsoft. The devs can't give an exact date, but they estimate 1-2 weeks after PC release.

  • @det0xxp said:
    That last comment was just ridiculous. I'm just saying I'm sick of waiting to play a game have to go through 5-10 disconnects if not more. Then waste time doing so in the first place. It discourages all the survivors in even wanting to play. I can't wait for dedicated servers.

    It's not ridiculous, it's a caricature of your initial comment.

    What you propose wouldn't help solve the problem, but make it even bigger. You cannot force people to play a game, you'll only drive them away.

  • It used to be exactly like that since the old map chooser went with Realms instead of the Maps. The devs changed it to what it is nowadays, but I don't remember the reasoning behind it.

  • @weirdkid5 said:
    There was a large thread on steam that collected pretty much every sound effect in the game. I wanna say @DocOctober helped making it but I'm not too sure.

    I did help making it, but I really don't have the time at the moment to update it. Maybe the original poster will do it.

  • @Sarief said:

    @DocOctober said:

    @Sarief said:
    from experience: run whispers or just let them take the hatch. This struggle is NOT worth it

    And where are the 12 or so Perk slots that a Killer supposedly should have with all the "take this Perk for that, that Perk for this, take these two to counter this..." arguments?

    In his lightborn slot

    also, this is OPTION if you run the perk. If you don't then don't struggle near hatch, go to look for the surv near engines, he might have not found hatch yet. The struggle near hatch is not wortyh it.

    I'm just saying. It's a very popular answer, especially by Survivors, for any problem Killers have.

    Tired of looping? Take Enduring and Brutal Strength, throw in Fire Up for good measure and maybe also Bamboozle.
    Can't find Survivors? Use Bloodhound, Stridor, Whispers and Spies
    Trouble with Flashlights? Take Lightborn
    Trouble with Borrowed Time? Take Insidious
    Trouble with Sabo Jakes? Take Hangman's Trick

    In order to counter all that, one would already need 11 Perk slots.

  • @Sarief said:
    from experience: run whispers or just let them take the hatch. This struggle is NOT worth it

    And where are the 12 or so Perk slots that a Killer supposedly should have with all the "take this Perk for that, that Perk for this, take these two to counter this..." arguments?

  • @Paddy4583 said:
    Or you could just let them have the hatch.
    why should they DC for you?

    That is a redundant argument as it'll just lead to "why should I let them go?".

  • Sure, let's kill the game altogether.

    Why not also ban Killers if they don't host a minimum amount of games each day?

  • @det0xxp said:
    I was a rank 1 survivor getting all kinds of killers from rank 1-10. All killers unless they really don't care, which is about 90% of them complian and do the drop to the hook #########.

    The devs seriously need to fix that.

    That is absolutely not what this thread is about, please create your own if you have an issue with DS-dribbling.

  • There are no servers other than for the matchmaking and savegames, the rest is P2P
  • The Huntress isn't married, humans are just as much prey to her as animals.

    Wearing a ring is no marriage indication, many people wear them for looks. The Huntress is known to like shiny things.
  • @MinusTheBillie said:
    Thanks, but it just lists the same details as in game. Example below. Adds 15 charges. Hoping to find out what a charge equates to in seconds of usage. 

    You might want to dig a bit deeper if you look for specific information on the Wiki. The overview pages listing all Add-ons, Perks, Offerings, etc. Only contain the same information as can be found in-game, otherwise the page would be too cluttered with information.

    Every Unlockable has its own article (you can see that the name is a link as it's light blue) that usually contains additional and more detailed information. And if you're looking up information on an Add-on, it's also a good idea to look up the page about the Item it's associated with, that will usually provide additional information as well.

    In this case, the article featuring all Toolboxes contains the information you were looking for: https://deadbydaylight.gamepedia.com/Toolboxes

  • det0xxp said:
    People complain so much about DS, and killers do that stupid tippy toe/drop to the hook and the survivor doesn't even get wiggle points because of it. I think that needs to be fixed to counter killers from doing that.

    On another note. DS is only one get out of grasp free card and it's gone and that's only if your even using the perk. I've seen so many people complain about DS and it doesn't even bother me when playing killer. If they hit it they hit it I can down them again no more than 30 seconds later usually. Most killers just suck at hunting so they complaining about the one perk that can help out the survivor one singular time. Its alot easier to make mistakes as a survivor than it is a killer.
    Only ever a low rank Killer would say something like that, unless the Survivors they face are utterly incompetent.

    This thread is not about how to counter DS or NOED or how to play around/with them.

    It's a thread about a removal/replace request of the two Perks as I consider their mechanics flawed in light of the game's premise.

    Please refrain from further such posts, this goes to everyone.
  • @only1biggs said:

    @DocOctober said:

    Counters or no counters. Both Perks have a flawed design premise and should be removed from the game.

    Uhh, while I agree that DS needs to be reworked, it can be countered and so it won't be removed. No perk will be removed no matter how much you hate it. Just learn to play around it as I suggested.

    I know they likely won't be actually removed so I see "removed" in the sense as replaced. The Perks should be replaced with new Perks that have a different functionality.

    And I couldn't care less about any actual or pseudo-counterplay these Perks have, they shouldn't exist in the first place as they go against the game's premise.

    Please stop trying to provide counterplays, that's not what this thread is about at all.

  • Fine, we'll agree to disagree then, because I will stay true to my point: there should be no Perk in this game that rewards bad play in any way, no matter what else it does.

  • @only1biggs said:
    If I play against DS, I slug or dribble the obsession, or use basement stairs or another drop to slow them down. If there are more DS users who aren't obsessions, I'll pay attention to where hooks are and act accordingly. If I know a certain player has used DS in the past and they aren't the obsession, I'll dribble once after counting to 4 or 5 and get to a hook if possible or a drop, unless there isn't a hook/drop nearby. While DS is broken and can be a pain, I don't have a problem with it. Most DS users are brain dead any way.

    NOED is a bummer if you have outplayed a killer all game and they down and camp you at the end, but, it can be countered by just removing totems and knowing the killers that use it most are Freddy, Pig, Wraith, Hag..then maybe Doc, Trapper.
    I never use either perk, but I don't care if others do.

    Bloodlust rewards bad play and should be removed, except for Tier 1 bloodlust on Tier 1 EW Myers and Tier 1 bloodlust on Hag as she's trash.

    Counters or no counters. Both Perks have a flawed design premise and should be removed from the game.

  • @Sarief said:

    @DocOctober said:
    That's not the question.

    The question is how to punish bad play without also rewarding bad play.

    Well, ok, that's what I asked. Omitting the rhetoric.

    I can't see how you can affect one side without affecting the other. In versus game like this it's a question of balance. Since it always affects both sides.
    You can't affect one side without the other.

    Ruin (and any other perks) would be same, it affects survivors hence it's a bonus for killer.

    It is indeed possible to punish bad play on side A without also rewarding bad play on side B.

    But you keep insisting on situations in which one side gets rewarded, that's not the point of my discussion. I'm starting to wonder if you even understand the subject.

  • That's not the question.

    The question is how to punish bad play without also rewarding bad play.

  • The repair speeds are not the issue, chases being too long are.

    Back in the early days of the game, prior to looping, games regularly lasted at least 10-12 minutes on average, much longer than today's 5-8 minutes games, EVEN THOUGH back then Generators only took 70 seconds to be repaired solo and there was no way to regress them as the Killer.

    Chases were much shorter back then, looping has created the heaps of trouble gen rush poses these days.

  • @appelpeer said:
    MineAntoiya said:

    Sometimes a forum post is so faceplam worthy...

    Fact: Killers are the same speed as they always were

    (Bonus fact: Hag needs a speed buff)

    Fact: If you're getting downed 5 seconds into a chase, you need to get BETTER. It isn't hard finding the optimal locations to run around in for over a minute, and if you really want to add insult to injury run Vigil and SB (33 second cool down, once your loop is over, save a loop by going to the other side of the map with the boost etc)

    I agree but I think it's a 32 second cooldown with Vigil tier 3. 

    *Up to 64 seconds since Exhaustion slows the timer to 50% when running.

  • @powerbats said:
    Better yet play Nurse and roll face across keyboard, profit.

    Well, well, well. Seems someone got their backside whooped by Sally one too many times.

  • @Jack11803 said:

    @Broccoli_Jaeger said:
    BBQ doesn't need a nerf. It's easy to tell when a killer has it. Just go in one direction for 4 seconds and then turn around or try to get close to the killer. It's not that difficult

    That never works on my billy, they try but I’m already on them. BBQ is a really strong perk for the AURA ALONE. The fact that it’s BP too is ridiculous.

    Which still doesn't make it an overpowered Perk. Overpowered Perks have no counters at all, BBQ does.

  • I don't think that either Perk is broken, I just think that neither Perk has their place in the game.

    Even though one could indeed argue that NOED punishes bad Survivor play, it STILL rewards bad Killer play alongside it and that's what I have my gripe with NOED.

    As I said before, I advocate for both DS and NOED to be removed and replaced with a different Perk each that does not reward bad play.

  • @Sarief said:
    I'm going to agree but only partially
    Perks that decide that can do turnaround on game are OK if they have counter play:
    NOED can activate only after gates are powered.
    Remove the totems OR totem after powering gates = perk is out of game

    I use NOED on Wraith, since I simply don't have better perks yet and I can say it only faces play 1 out 5 games. Even then it rarely bring me a kill.

    DS has no counter play and is used 4 times in a game. It is broken.

    Pretty sure you have counterarguments so let's hear it. I'm up for discussion if you show me how exactly it's broken when it does have a counterplay

    I have not said anything about either Perk being broken, so do not try to lay words into my mouth that I didn't say. I'm not going to engage in a discussion with you if that's how it'll play out.

    I don't care whether or not either Perk can be countered. Counter play or not, I dislike the very idea behind them: rewarding bad play. In my opinion, such Perks have no place in a game like Dead by Daylight, since, as I stated in my original post, the very premise of Dead by Daylight is for onself to rely on their skill in order to succeed which is not the case with either Perk.

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