Financial_Stability
Financial_Stability
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@JMFF_4TheGr8terGud said:
well i feel as if its fair, if killers can have bbQ hex ruin and noed all at once that OoO is not that bad, it helps both sides, learn to play against instead of getting rid of it
How do you outplay OoO when you're playing Wraith? How do you outplay OoO if you're playing trapper? I don't think you understand that there is NO counterplay unless you are an entirely different killer.
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@Atrushan88 said:
@Financial_Stability And what would your nerf suggest? Nerfing it to where it won't work on stealth killers would just make it so that it's a 100% negative effect to the user of the perk, and there's no such perk like that for anyone, nor should there be. Also even watching rank 1 youtubers, you don't see OoO that much so I don't think it's become some meta.
It in itself needs to be reworked entirely. 24/7 aura reading should not be a thing. It should have a use of course, but what it is now isn't something that should exist.
Simply watching youtubers does not give you an understanding of R1 meta. Typically, youtubers like to show off their good games, disregarding bad ones typically. This is especially True of Monto, who is known to MLGA dodge his blocked killers (happens to me, and a variety of other R1 killers I know.)
If you yourself haven't gone up against it, you're definitely in for a surprise.
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You found out a very strong meta that is starting to evolve at the high ranks. I'm glad you see the issue as well.
OoO is one of those perks that heavily hurts all but about 2-3 killers. Nerfing it would generally be a nerf to SWF, while solos really won't be injured by it being changed.
:D
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@Mc_Harty said:
https://forum.deadbydaylight.com/en/discussion/comment/584356#Comment_584356
Yep. Even though I didn't play much killer back then, I could tell she was going to be nerfed soon after playing her from her dlc release.
3 blinks, with a possible maximum of 7 with normal movement speed? It was a fat joke at the time.
You gotta remember her blinks were janky af. It had so many dead zones, as well as little ability to blink on the vertical. Also blinking a short distance by looking down wasn't a thing.
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Thank you!
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@KaoMinerva said:
https://forum.deadbydaylight.com/en/discussion/comment/576077#Comment_576077
It's still a nerf given it doesn't affect DS... Which is bullshit
I agree.
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@ASpazNamedSteve said:
This was all you man.
Thank you for honouring my all-time favourite killer perk <3
Gotchu homie. <3
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@ZacKdbd said:
https://forum.deadbydaylight.com/en/discussion/75336/enduring-is-fixed-in-the-ptb-frame-times
Great now even more OP with spirit fury
To be fair, they did nerf it in 3.0.0 by 150ms instead of making it 150ms faster. It's only righting the wrong.
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@Darkskies said:
https://forum.deadbydaylight.com/en/discussion/comment/568936#Comment_568936
Lol innit wondered why my piggy wasn't eating pallets like she normally did but saw your thread explains it feels different glad devs are aware hoping for a fix.
Props to you dude for saying something i upvoted so hopefully it beats tru3s views doubtful but you know
🐷❤️
<3
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/568878#Comment_568878
Sure, but there's little to back this one up.
Or at least, i'm not inclined to follow the Twitch herd and believe Tru3 blindly.
That feeling when tru3 posts your video without linking it in the bio and it getting 10x the views. ;-;
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@BottledWater said:
Tru3 has very recently uploaded a video about it where he shows a video that's proving that the stun time is actually 0.09 seconds longer than it should be making the stun duration 1.20 seconds instead of the promised 1 second
This is a bug and it should be fixed
I'll say again, the numbers on the very right are FRAMES, not milliseconds. That means that 1:20 = 1.33 seconds, since the video was done in 60fps and 20/60 = .33
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@[Deleted User] said:
Do you think you could check the numbers on Enduring 1 and 2?
I swear when I was learning GhostFace, enduring 1 legit felt just as fast as Enduring 3, maybe even faster, but it's been a month since then because of killer queues so I haven't had a chance to look again to verify myself (also because my frame rate sucks).
I've almost maxed all of my killers, so I don't have anyone with Enduring 1 unfortunately.
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@Frozenscum said:
Do you all remember that Enduring description was changed.
It was - 75% faster recovery from stun
It is now - 50% reduced duration of stun from pallets
And I recalling from devstream some of them said - don't worry numbers are different cause recovery and stun are different things. (meaningwise, in my words)
So to say - devs probably do not lie us on purpose, but as we all know from Legion rework, noone in 100 ppl team is familiar with math.
So if overall stun lockout consists of 2 parts - stun itself and recovery from stun. We end up in situation when 75% of prepatch recovery is bigger than 50% of postpatch stun.
Let's try to do quick math based on known numbers:
1) Pre-patch
Overall length - 2 seconds
Enduring was cutting it down to 1.1 seconds, so 0.9 seconds were 75% of recovery, means recovery part was 1.2 seconds, stun was 0.8 seconds
2) Post-patch
Overall length - 2 seconds
Enduring is cutting it down to 1.2 seconds, so 0.8 seconds is 50% of stun, means stun part now 1.6 seconds, while recovery 0.4 seconds
Thus, either they changed both parts from 1.2 sec recovery and 0.8 sec stun into 1.6 sec stun and 0.4 sec recovery, and obviously couldn't calculate it properly. Or, they just made ninja-nerf to Enduring alongside with taking off its ability to counter 2 survivors perks.
I see both variants viable with these devs :D.
Just to clear some stuff up, it's actually 1.33 seconds right now, not 1.2. In the video, the very right numbers were frames, and it was made 60fps. So 20/60 is .33
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@Frozenscum said:
https://forum.deadbydaylight.com/en/discussion/comment/568294#Comment_568294
As former fighting games player I can say that 9 frames is a huge windows. I was maining GGXX:R Testament and was champion of MFA'2005, FRC windows (tech cancel of moves) could be 3 frames at certain characters.
To be honest, were actually more in the ball park of 20 frames since that's the distance it is from what was promised.
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@TheGorgon said:
I mean I guess? You'll still catch up to the guy either way in the chase, it doesn't look too bad for enduring. You'll still be able to be present in the chase and not lose the person. It doesn't look that affecting.
It may be functional, but as it stands the devs did the exact opposite of what they promised and goofed up the timing. It should be a 1/3rd of a second faster than what it is.
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@Jdsgames said:
The timing of the animation might be off. Since you don't know when the stun actually 'starts' You seemed to be counting from the time the survivor goes to grab the pallet down. Which may not be considered 'stun'
I timed as soon as any interaction on the bottom UI disappeared. This is when you will be locked into the stun. The end is when you have the ability to interact, so you will get UI elements. These are done at the frame they disappear/reappear, so at worst a margin of error of 1~2/60th of a second.
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@Redd said:
It's supposed to reduce pallet stuns from 2 seconds to 1 second. It effectively does this. I don't agree with your methodology for testing/recording this; but the amount of time is small enough that human reaction time after the stun makes significantly more of a difference.
What about the test is inaccurate if you don't agree with it if you don't mind me asking? 1/3 of a second is plenty noticeable. Heck 15% of a second is noticeable.
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@ASpazNamedSteve said:
Okay... is this accurate? Because if so, I thought I was going ######### insane lol. I thought it felt slower since the change but I just kept thinking 'I guess it's just visual?'.
I've been taking Enduring off of more and more killers, please god revert this if it's true devs :'(
I explained my testing in the description of the video. I believe 100% that this is as accurate as you can get.
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@Redd said:
I wish we still had the downvote button just for threads like this.
For anyone who doesn't want to watch the video, the supposed complaint is that in this person's testing they believe post-change Enduring recovers from pallets 9 frames slower than pre-change Enduring, an amount of time extremely hard for humans to even recognize the difference between.
The thing is, we are 1/3 of a second away from what the devs promised. That, you can tell the difference between. 150ms is something you can experience as well.
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I'm for keeping the camera tilt. It allows for smart trapping, such as veering survivors away from a pallet, and allows hag to catch up to survivors when teleporting. If you were to take that away, I'd say give hag no slowdown upon teleporting. Then we can talk.
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Kills trapping killers as well as huntress too at red ranks.
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Devs: It's not a problem until it's a problem!
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Enduring is 140ms faster, or 14% of a second. Overall unnoticeable and is a nerf.
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@Catbucket said:
Yes, because its largely bug fixes, not sure why some people are so furious about it.
It's the fact that they nerfed him. It's not exactly the nerf themselves that's the issue. The man is already no more powerful than Myers, and I'd go as far to say worse than trapper. Why does he need nerfs?
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@Entità said:
Your fears will last less than a week, then people will find Billy and regret their choice to use Object of Immediate Hook... I seldom see it in red/purple ranks, especially after DS ceased to be usable before the first hook. Many people remember it just because Ghost Face is arriving, but it's not a common perk, it's not META.
I'm not only concerned for ghostface, but for the rest of the roster. There are only two killers that truely benefit from OoO, that being spirit and Nurse. Billy isn't demolished by it, but he is still easily loopable. What's the issue is making Wraith, Trapper, Pig, Ghostface, leatherface, and even to some extent huntress absolutely abysmal to play with. OoO in itself is a design flaw that's never been touched since it's intoduction in 2016. It has not aged well with the meta. The only thing that will make OoO weak is a survivor's skill.
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@prayer_survivor said:
If you use OoO you don't know which killer you'll find, and it can be nurse. So, if someone use it, there's a risk
Risk really isn't big. It destroys the ability of over half the roster to such a degree that it makes them either very hard to use or completely unusable. One perk shouldn't have that much power.
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I think that making the puke a percent-chance per second (Say, 5%) and have puking interrupt actions (Like stop healing, stop generator repair, and automatically miss skillchecks) for 3-5 seconds would be the best way of forcing survivors to go and cleanse.
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Hag, if played right, will tend to gain max deviousness throughout many games. I don't have much experience with the others, but I won't complain about more bp.
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Oh my. You have not been to R1 as killer based on your post. As little as rank matters, there is a difference between 20 and 1, and you need to experience it to understand it. Killers are not more powerful than survivors except for maybe 3 of the killers.
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@Weederick said:
Tunneling is just an overpowered strat imo
Someone saves a hooked survivor within my terror radius. I could be kicking a generator, and I decide to go back. I have a choice, go for the injured survivor or go for the healthy one. I go for what's best, since it isn't reasonably likely that going for both will get me anywhere. So I go and down the injured one. Boom, DS. No counter, just you get a free escape. We went from a bad unhook punishing the unhooked survivor to punishing the killer. This is not right. As a killer, you do what you can in order to kill everyone. Some abide by unspoken guidelines while others simply do not care. You can do whatever you want when it comes to your play style, it isn't invalid. But neither is anyone else's.
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If you keep tunneling, since its the easiest, most efficient way to end games, then you have to deal with DS. Rightfully so, there should be perks to help counter ez wins strats. New DS will be similar to Ruin. A way to slow down rushing the main objective.
>
You don't have time to "not tunnel." Slugging most of the time will be your next best bet but since it may not be worth it to go after the rescuer due to the amount of time it could take to down a survivor. And by then your generators are going to be done before you can sacrifice a good amount of them.
I don't know how long you've been playing, or if you've played enough killer to get my point. But if you go for it yourself you will see that you don't have time to do that. You're always on a time crunch as killer.
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Note how you only covered 2 of my proposed counters and ignored the 3rd.
You can just go after the other guy
You really think that's a viable option? I intentionally left that out due to how ridiculous it is. If you go by that method, you'll end up hooking everyone equally or losing before you can get anyone sacrificed. I thought that was a given.
Going after the savior rarely is the best option after an unhook in your face.
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Second of all the 35% is applicable in a lot of situations, so unless you were downed right next to the hook (which is like a 50/50 occurrence) you can get it off anyways and end up wasting more of the killers time compared to just being the obsession in the first place
With the 35% at least you would have an opportunity to make a hook. With most killers, a DS will lengthen a chase significantly as long as the survivor knows what they are doing. Now, you have no choice but to slug unless you want a DS in the back.
Slug
A guaranteed unbreakable will make this choice almost worthless. If they don't have it, unless you're planning on wasting a full minute on watching the body, someone will come and heal.
Prevent them from being unhooked
Not going to be possible with the speed generators can be done. You need to exert pressure on the survivors or you will end up losing.
Overall only a consumable can truly counter DS, those being the Ebony and Ivory moris. This still doesn't bring DS down enough (imo of course).
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@Raptorrotas said:
Tooltip says it will deactivate once you actually get the skillcheck.So after getting off a hook you have 60 seconds to use it.
If you dont use it in that situation, you can use it again after your second hookI'm sorry, but it really is unclear if the perk is usable twice, since you can get unhooked twice before death.
@not_Queen Please help. ;[
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@Zetara said:
There is a exploit on console where if you SWF after a match if you stay in the endgame lobby and one friend sends an invite you join from that screen you’ll “reset” to 20 and at the end scoreboard you’ll see the actual rank. But this is how my rank 2 friends reset to 20 for eazier matches.Well damn.
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@Kevvie said:
I don't think so, there isn't a way you would be able to prove beyond a doubt that they are SWF and doing it intentionally.You could in theory, by recording the incident and snapping a photo of one of the offender's friends list as well as a link to one of their profiles.