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ExcelSword

ExcelSword

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  • Damn, I didn't prestige all my survivors in time despite having 5k hours. I usually leave my survs at lvl 40 minimum and couldn't get enough BP before the update. Oh well, new patch is nice.

  • @drsoontm said:

    They always do an update at 17:00 CET (convert to your timezone)

    And the news update is a bit before.

    Today, tomorrow, next week ...

    So that means it is potentially 10 minutes from now?

  • @MrMori said:

    https://forum.deadbydaylight.com/en/discussion/comment/3066628#Comment_3066628

    Shouldn't it be 2.34 / 1.2= 1.95s?

    2.34s is also 11% faster, since 10% reduction is the same as 11% faster, just like 50% reduction would be 100% faster.

    Yes you are correct, it should be 1.95 seconds with Brutal Strength.

    Brutal Strength increases the action speed of kicking a pallet by 20%, which would be shown as:

    2.6 / (1 x 1.2) = 2.1666... seconds.

    The new patch buff decreases the total duration of kicking a pallet by 10% (duration is now 90% of its original value) which would be expressed as:

    2.1666... x 0.9 = 1.95 seconds (rounded up from 1.94994 to 3 sig figs).


  • @AMOGUS said:

    https://forum.deadbydaylight.com/en/discussion/comment/3066888#Comment_3066888

    Yeah, thing is, this is DBD, not the movies. Freddy needs to be adapted to DBD. You get stuff like RPD if you follow source material too closely.

    "Have freddy only be able to hit survivors while they are asleep like in the movies and how he originally was"

    Do you want me to present a video that shows off why old Freddy was actively unfun to play as, and a snoozefest for Survivors? Old Freddy was considered to be the worst killer in the game, for very good reason.

    Freddy was one of my most played killers long ago, I stilI remember playing him day 1 when they released him on Xbox. People say he was weak, or strong depending on who you ask. After all the hours put into him my opinion was he was not weak, and he was in fact the best hit and run killer in the game, even to this day. His game plan revolved on keeping everyone asleep as much as possible for the 50% gen slowdown.

    You couldn't hide from him because he was invisible with nearly no indicator of how close he is (You could still hear his footsteps but they were quiet), and even though he needed LOS on you to actually put someone to sleep, Dream Demon's projection would lock onto people through walls, so it was super easy to find even immersed prestige 3 Claudettes. With range addons you could put people to sleep from 32 metres away so even when someone woke up, you could just put them back to sleep from nearly anywhere since your aura reading gave you perfect tracking.

    Only once you had 2-3 survivors asleep would you then start going for hits, and even then if you heard someone wake up the best play was to disengage chase to put that person back to sleep, even if whoever you were chasing was injured. Doesn't matter, you know where they always are, you can get them later, probably cut off their pathing with your aura reading. Then you start snowballing slugs, and eventually you would win through attrition.

    I was happy playing Freddy this way since it was a strong and unique way to win, but my only issue with it was it was extremely boring for survivors because they would never get chased unless I felt I would win that chase, and they couldn't do gens because they had to keep waking up over and over.

  • @Haddix said:

    https://forum.deadbydaylight.com/en/discussion/comment/3056501#Comment_3056501

    I'd understand if overcharge's secondary effect, its skillcheck, was GOOD, or at least better than Call of Brine's informational benefit. But it's not lmfao. Both aspects of Overcharge are weaker than COB's, and I'm confused as to how this change was approved because these perks are literally directly comparable.

    At the very least, you will immediately know when a survivor does the guaranteed skill check when paired with Call of Brine.

    Yay.

  • @VikingDragonXii said:

    Still the argument of won't fool SWFs is still valid because you wouldn't be able to get near any member of a swf because of.....

    Billy- Hey Bob Did you get your Gen done....

    Bob- No I'm still working on it.

    Billy- Oh that's not you it's the Killer *Runs off before fake Bob gets close"

    Bob- Everyone we have a Thing call out your locations at regular intervals.

    In a short amount of time the killer would lose any sort of surprise attack.

    Also GF Shroud isn't that good either even without SpineChill any decent survivor will constantly be looking at their surroundings for the Killer but specifically for GF or Michel

    If Billy is waiting for Bob to reply before making a decision to run, that is already 2-3 seconds that Billy is not moving and the Killer can close distance. Plus, just because the killer looks like a survivor, doesn't mean they can't be smart about approaching gens.

    If Billy is working on a gen in a jungle gym (where he has no LOS outside of said jungle gym) and the disguised killer turns the corner, Billy will not have time to ask Bob what his status is. The killer is already in range for a free hit.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2726633#Comment_2726633

    If you would make it that Twins can swap even during fatigue, then it would be exactly same for survivors. Still lot of time to crush Victor, but it wouldn't feel as bad for Twins.

    Right now, twins are basically punished for not slugging. If you make it better option to swap instead continue chaining hits, it will be better for both sides. But it would be bad to completely remove option to slug from Twins.

    Yes, this is what my first post suggested. If the devs are not gonna buff Victor's attack cooldown, then let us ignore it completely and swap to Charlotte to hook the survivor (which most of the time you were gonna do anyway but are forced to wait 5 seconds before you can lmao).

  • Also the max distance you can be from a survivor is 128 metres, and that is assuming you are hugging one border of a map wall and the survivor is at the opposite wall. Even then, a 4.6 movespeed killer can make that distance in 27.8 seconds. If Victor had a pinned survivor, no matter where you were on the map, you have 16 free seconds before they can start recovering.

    So yes this would keep survivors "down long enough" to pretty reliable hook them.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2726473#Comment_2726473

    This would nerf them so ######### hard.

    You basically would never be able to snowball, because you will be force to stop after each down instead of getting extra hit on nearby survivor.

    Down long enough? That means what? 20 seconds? good luck on Raccoon city or other huge / multilayer maps. More? I am going to leave you there and pressure other survivors instead. Survivors can remove Victor? Team-up and Twins are useless just M1 killer without power.

    You and I are share the same viewpoint, but I believe you think we are opposed. I don't WANT Victor nerfed. I want them to not feel clunky. Like I said, this idea is lame from a killer point of view because it makes Twins' slowball rubbish in return. But I don't see any other way of buffing Twins without people complaining. It was just an idea anyway, i think letting people switch in the cooldown rather than waiting 8 seconds as of the latest patch is a much more fluid idea.

    Also other survivors wouldn't be able to remove Victor, only the person on the ground (would probably take as much time as regularly crushing Victor. So technically this would be a buff if two survivors are next to each other, since instead of the second teammate kicking Victor they have to wait for the pinned survivor to fight him off.

    The main point is that no matter where Charlotte is, she would be able to reach and hook the survivor, especially with 8 seconds of cooldown removed, and 8 seconds before the survivor can start being healed off the floor, not to mention the survivor wouldn't even be able to crawl.


  • @Steel_Eyed said:

    I think this could be a QOL change for hooking downs, but would leave Victor completely defenseless. I would like to hook slugs faster but hasn’t been happening.

    I get what you mean but Victor is already defenceless after downing a survivor. Though a survivor kicking Victor means you switch back to Charlotte instantly already come to think of it.

  • @ThiccBudhha said:

    Nah, just make the bleed out timer twice as long when playing Twins so they have to sit there longer before they die. This would make Twins much more fun to play, in my humble opinion.

    I actually thought of another idea where if Victor pounces an injured survivor, instead of downing them, he pins them to the ground. While a survivor is pinned:

    1. the surv's bleed timer wouldn't go down, but the survivor has to throw him off before they can start recovering or be healed by a teammate.
    2. Charlotte would have no wake up cooldown when switching back from Victor's pin.

    These two changes would make it so Victor can't slug and snowball, but he would also be able to keep a survivor down long enough for Charlotte to hook them.

  • @PixelBush said:

    https://forum.deadbydaylight.com/en/discussion/comment/2626742#Comment_2626742

    They can recover from the dying state in 15 seconds.

    Because of your 8 second fatigue, you only actually have 7 seconds to get to them before they get up (since they can start recovering as soon as you down them).

    Charlotte can cover 32m in 7 seconds. If you're more than 32m away from Charlotte, that mean she can't pick you up before you pick yourself up.

    A Survivor gets 18m of distance for free when Charlotte hits them with an M1 and unbinds Victor, travelling 18m during the 3.5 seconds of animations (2.5 for wiping the weapon, 1 second for unbinding).

    This means when Victor is controlled, the Survivor has to cover 14m of distance to get to that 32m safe zone (Because they're 18m away from Charlotte and Victor already).

    A Survivor can travel 14m in 3.5 seconds, meaning that the Twins player has 3.5 seconds of Victor control to catch back up to the Survivor and down them before they get to that safe zone. If you wait any longer, they get 32m away from Charlotte and are therefore safe.

    Basic attack cooldown is actually 3 seconds, you should know. So an extra 2 metres of distance a survivor can gain.

  • Regardless of quality, there is no reason to be so rough with the analog stick in this game. You can rotate the left stick really slowly and it will still wiggle at 100% effectiveness. If you can hear your stick making noise while wiggling, you are being way too rough.

  • What is kind of frustrating is that he has a ranged power that would absolutely make the most sense to be balanced for 4v1.

    He could have been similar to a ranged Legion, being able to throw knives at anyone in his line of sight with little risk and commitment and forcing survivors to remove the knives, or risk leaving them embedded and the trickster being able to down them with just a few more hits. It even seems that the developers considered this idea, With Main Event being a great way to hit multiple people and only being built up engaging more than 1 survivor.

    Imagine a sliding scale of ranged killers, with lethality (1v1) on one side and map pressure (4v1) on the other side. Deathslinger would sit at one end of the scale with good 1v1, but he can't threaten multiple people easily. Huntress would sit in the middle, being able to threaten a health state on multiple survivors, but still needing to decide on a target to down, and risking a lot if she misses.

    Trickster would sit at the opposite side of the scale, being able to lacerate multiple people easily and finish them off later, or force them to waste time removing the laceration. This would be a very unique design for the ranged killers so far. Instead, they doubled down on making him a 1v1 killer, and if you don't fill a survivors laceration, there is basically no difference between landing 7 knives and landing zero.

    Such a missed opportunity.

  • @Hannon said:

    Killer main complaining about survivor perks that are completely fine.

    nothing new here

    https://forum.deadbydaylight.com/en/discussion/comment/2573563#Comment_2573563

    Boon totems are literally a brand new mechanic to the game. It is way too hard to gauge their strength until the community gets used to them and figures out their counters. Hence why I am asking for discussion on dealing with them so we don't go demanding nerfs straight away.

    If you would rather contribute nothing to the discussion, go ahead. Another player who buys into the "us vs them" mentality, nothing new here indeed.

  • Possible hint at a twins rework to include AI into their kit. Honestly would fix so many problems with them that could allow them to be nerfed in a healthy way finally, while still being viable without being forced to slug.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2467400#Comment_2467400

    That's honestly the first time I've seen it suggested to have charolette just walk towards victor. Mostly anytime someone suggests it. It's victor just becomes his own AI, period. And that's dumb and boring. Since you would just be an m1 killer with a stupid AI victor running around.

    With that said. Do you feel as though that would be too oppressive to even have Charlotte walk towards victor ? That would both be oppressive and limit counter play a bit I feel.

    If you use victor wrong and go to far from Charlotte. The punishment is you can be kicked and your slug can be healed. If charolette is walking to the location on her own. You'll have no time to heal the slug and be rewarded for using victor poorly. On top of eliminating some counterplay to them. If people don't have enough time to pick up the slug after crushing victor. Or even if you miss a pounce with victor and get crushed. You'll be that much closer as charolette.

    My second thought is this. That's nurse/spirit levels of oppressive I feel like. Victor is complete bullshit and gets hits easily. If you limit the time you have to go pick up your slug. That makes them a killer who basically has little to no counter and can down you in seconds after the first hit. And with no draw back(walking to them to pick up)

    Granted a good killer like blight/nurse/spirit is the same. They have their own sets of counter play though. While victor really doesnt. You have to hope they miss with victor. That's about it. But I feel like that alone would push them close to s tier and be even more miserable to face

    I think the solution would be that Charlotte doesn't move towards Victor at 115% movespeed. She should be massively slowed, like survivor-walking-speed slow, or a little bit faster than that.

    The main point of it is that Killers wouldn't feel like they need to slug to win as the Twins, because Charlotte would be close enough that switching back and hooking the survivor wouldn't be as time consuming. Survivors hate being slugged, and this would make it so people would be less likely to be slugged.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2466233#Comment_2466233

    Victor being an AI wouldn't be too strong. Just very stupid. It would kill any uniqueness to them. And just turn you in to a boring m1 killer. And a stupid little AI running around

    His pounce is already pretty strong ? You can't do anything but loop with him if he's attached.

    You ever thought about the fact that it would be whomever isn't being controlled would have AI?

    Having Charlotte move closer to Victor on her own while he downs somebody would make it so when you switch back you can hook them faster, meaning you won't be forced to slug to win as the Twins.

  • I only wish they fixed how fast vaults worked then I would be happy with shack again.

    it's frustrating when you manage to bait somebody to hesitate but it doesn't matter bc they can fast vault standing still.

  • If they are just holding W as soon as their teammate tells them over comms that you have disengaged and are coming back to the gen, there really isn't much you can do.

    Play Blight I guess.

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/2463777#Comment_2463777

    i dont like having some of my power controlled by ai. thats why i dont like nemesis zombies that much.

    Well then I would add a command to have them simply stand still if you really want. The Ai I propose is simply that she will be closer to you when you switch back to her, so that you can actually hook people without throwing the game.

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/2463731#Comment_2463731

    i honestly wouldnt like that as a person who play twins more than the majority of the killer roster. i dont want victor or charollete controlled by ai like the zombies.

    Could you say why you wouldn't?

    Unless they give Victor the ability to hook people, this is the only other option to make it so mass slugging doesn't feel like a requirement to win in red ranks as the Twins.

  • There are rumours of them getting updated with AI soon for whoever isn't being controlled.

    I slug when I play Twins because if I don't, I have to wait for Victor's pounce cooldown, switch to Charlotte, waddle over to where Victor has downed the survivor, and then pick them up, then FINALLY put them on a hook. As far as gen defence is concerned you might as well be afk for half the match.

    If they made it so that Charlotte just slowly moves towards the player's current location while playing as Victor, then Twins players would not have to worry about so much downtime when they down someone as Victor. This would also lead to some interesting scenarios where it is possible to actually go for tag team downs while Victor is latched onto someone.

    Please give the Twins AI, it would fix so many of their issues and promote more fun gameplay from both sides.

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/2460935#Comment_2460935

    It is not, people who run it are very active with all their testing of DBD's old or new stuff. Chapters usually and all info about them (even the deep technical one) gets posted there in matter of a few days with each launch

    Ofc always take everything with grain of salt but I'm very confident that info you find on the wiki is accurate.

    So basic attack cooldown is 3 seconds? That would explain why I have been feeling like tentacle into M1 is faster than only using tentacle when you are at a loop, even if it is only 0.5 seconds.

  • @Kebek said:

    It's 2,5s exactly like normal basic M1. But you can move slightly while in that cooldown is it's kind of better then average M1 but not by much.

    STBFL work on only basic M1 attacks, no powers, meaning you recover 40% faster.

    Thanks for the correction on the tentacle, 2.5 seconds then. And so the wiki is wrong then? I assume it doesn't get updated much.

    Also I know STBFL doesn't work on powers.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2450459#Comment_2450459

    Locking it behind all 4 survivors must be hooked once is terrible because swf will just hide the last survivor using coms and lockers.

    I never said anything about requiring 4 survivors being hooked once, did you reply to the wrong comment?

    I think just immediately revealing NOED is active when the last gen pops would be a good small nerf.

  • While Almo does get some flack for his opinions on game balance, I do understand his reasoning. Playing with 3 perks and choosing to plan for the endgame is a strategy, and some defensive killers like Trapper never play for early wins most of the time.

    NOED though probably does give too much reward though, since camping a survivor too death doesn't really feel like working for it. Most new endgame perks require you to be active in the trial, which seems to be how the devs are hoping to design such perks going forward.


  • @Emeal said:

    I think the reason NOED has not been changed for so long is the fact it can be countered, and the fact its earned, which one of the devs pointed out.

    https://us.v-cdn.net/6030815/uploads/81WV0ML2YYPX/2021-08-24-090714.jpg

    This fascinates me. Do you know what dev this quote is from?

  • I find it odd when people call Hag a tunneler.

    Camper, sure that's fair to call her that maybe. But Hag doesn't decide who triggers her traps, and if she really tries to tunnel someone then simply running as far away from her web will make a decent hag give up on you, or they will lose the game as a 110% killer.


  • @Ssajbambusa said:

    It takes couple of seconds to get out of T1. If not, you're playing him wrong.

    Tip: Don't try to stalk from a distance, grab or hit, walk over to them to a lungde distance and stalk for literally couple of seconds, cause the closer you are the shorter it takes... Fixed...

    Good survivors won't let a 105% killer get within lunging distance.

    I can usually make Myers waste half a minute of his time getting out of T1 if I notice him quick, which isn't difficult since he is huge and breathes like he just finished his daily 5k jog.

  • @Seraphor said:

    Nah, he doesn't need any more help getting out of T1, and this would only make Scratched Mirror OP.

    What he needs is a way to recover Evil when all living survivors have been stalked to full. Perhaps survivors regain stalk meter at 1/10th the rate you gain it or something.

    This wouldn't be in a vaccum, and you can always nerf mirror to reduce speed by 5% at the same time.

    Also I've played scratched mirror with PWYF, and 1 stack makes you 110%. He still doesn't feel OP with it to me, since he doesn't get bloodlust anyway and has a crap lunge.

  • If the survivor wasn't camped on hook and managed to be healed, if I find them again I don't consider it tunneling. You have 3 chances to not get caught, and if I let them heal up after being unhooked then they are getting a fair chance to play the next chase. If they fail those chases then they need to be more cautious on their last chance.

    Now being camped and then tunnelled off the hook is a problem that needs solving, DS and BT help with being targeted right after you are unhooked, but camping is something that makes you completely helpless and dependent on your teammates and their perks to get you back in the game.

  • That'll because all animations and effects like screams and blood would be client side, so you would hear the scream even if the server decides otherwise.

  • Just change the action key in the controls. I changed mine to Square on the controller.

  • Do you mean when you are injured by the killer or the zombie?

  • Those Add-ons do make the camera pull tactics much more effective however, so some hags adjust their trap placements on purpose to force survivors away into a path they don't wanna go.

  • I'm starting to dislike this map since I cannot see anything clearly on it. Scratch marks blend in the ground too easy and auras are too hard to see most of the time.

  • Which side are you playing? For me in OCE at least, Survivor queues tend to be faster before and during the afternoon, and vice versa Killers get matches faster from evening to night.

    I assume this is because people are getting home at the end of the day and so there ends up being too many survivors compared to killers.

  • @danielmaster87 said:

    I don't know. There's a lot of things in the game like this that don't make any sense, to which the devs answer "we can't do it because (blank)". I try to give them the benefit of the doubt, but sometimes you wonder.

    I'm hoping this is just something that they have forgotten about, and if I bring it up they may do something about in the future. Even if I'm old and wrinkly in that future.

  • oh that is actually really cool and I actually think they might be worth paying my auric cells for then.

  • I'm confused, does Claire have unique sounds from Jill as a legendary skin?

    I thought they didn't give unique voice acting to the skins.

  • First thought that comes to my mind is Kenshi.

    A free-roaming squad based RPG. Focusing on open-ended sandbox gameplay features rather than a linear story. Be a trader, a thief, a rebel, a warlord, an adventurer, a farmer, a slave, or just food for the cannibals. Train your men up from puny victims to master warriors.


  • Cheers for that, that is less than I thought. I guess I only owned and played DBD on my PS4 for less than a year though.

    So across all platforms I have around 4000 hours logged. Man all that time in quarantine really added up.

  • Oh thank god, I panicked thinking that it means I would lose and have to repurchase my cosmetics.

    If it just unequips them I don't mind, bloodpoints are bloodpoints.

  • @ThePolice said:

    The only one that I’d say would be too strong is on Freddy but other than that it would be fine

    Survivors do still have a warning when he is nearby due to the Lullaby. And it is too hard to beat a mindgaming killer when you can just throw the pallet early. This neuters any mindgame attempts. This is the counterplay that should be used against Freddy with snares anyway. It would also give a more important reason to not

  • @NoOneKnowsNova said:

    It's ok I guess. Problem is survivors tend to hide up until the doors are unblocked and if the doors are spaced out too far then usually they'll get a door open before you can make use of it.

    I much prefer Agitation, Iron Grasp, Mad Grit and Starstruck with Bubba if we are looking at perks from Trickster that work well in meme builds.

    Thats why you use Bitter Murmer if you are going all in for an endgame build. 10 seconds of map wide aura reading can be pretty nutty and counters waiting the timer out completely.

  • Even if I agree that Freddy is overall stronger than Clown, how do you believe that his snares are better than the bottles? They are completely useless against Shift-W players who run as soon as they so you, and if you lead him to an area he hasn't set up snares in, you can abandon the pallet loop while Freddy is trying to make that loop unwinnable.

    There are tiles that Freddy can't beat without breaking the pallet, that the Clown can when paired with his speed bottles, like the long short wall tile and the the long pathway loops on Coldwind and McMillan maps. Clown's slowdown is more potent than Freddy's slowdown,as it can be applied instantly to survivors and for far longer than the base 3 seconds of a snare, if you throw the bottle ahead of the survivor. The slowdown itself can be stronger with addons, with a maximum 20% slowdown compared to the snare's 15%.

    The bottles are limited and do need to reload, meaning there will be times where Clown can't use them without giving the survivor distance. But Freddy's snares won't work at ALL if somebody is awake, which is bound to occur at some point in the game. Heck at the very start, Freddy effectively has no power at all to down survivors other than being invisible at 32 metres (which is pointless as its the same distance as the TR).

    Again, I agree that Freddy is better than Clown, because his kit is more jack of all trades with passive slowdown and map traversal. But Clown goes all in on the chase alone, and it is a bit rediculous people saying Clown is so easy to counter, than saying Freddy is impossible to loop, in the same breath. You can counter Freddy much more effectively in chase than you can a clown, and there will be times where you won't even need to while you are awake.

    That is the end of my rant.

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