Gamedozer7
Gamedozer7
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@Friendly_Blendette said:
https://forum.deadbydaylight.com/en/discussion/comment/3180605#Comment_3180605
Well I mean I would definitely play some killers more if they had BP bonuses and I really doubt everyone is that dedicated to hard maining 1 killer they refuse to play others for BP. As for the not everyone having every killer well like it is a bonus just because having the weakest killers in the game unlocked grants you a bit of BP isnt a huge issue imo anyway one of the least played killers is free and unless billy gets major changes he will probably remain there .
I actually play the majority of the killer roster except artist I hate her gameplay but if there was bonus BP on a killer I don't want to play I'm not going to play them. Loom at dailies how often do you thing people just don't do ones on characters they don't feel like playing.
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@Friendly_Blendette said:
Pretty much like the current incentives work only say Twins would have it or Hag or whatever killers are least played at the time in order to try and promote killer diversity in matches.
I don't think It wouldn't help if someone doesn't enjoy that killer there not going to pick them for bonus BP. Idc if there's a 500% BP bonus for playing artists I still wouldn't play her. Not to mention not everyone has every killer and some cost money.
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@MommyHunktress said:
https://forum.deadbydaylight.com/en/discussion/comment/3179376#Comment_3179376
welp i dont see how anyones eyesight can be that good
As someone who plays alot of huntress on console your best bet is to forget about scratch marks and just watch the corn and try to make a prediction shot. I'm not saying it's easy it makes a difficult skill shot even harder but it is doable
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@gapaho3930 said:
Some of us come from other games where teabagging is absolutely not an insult, and is often hullo or something friendly. Personally, anyways. Flashlight clickeys are clearly hostile, but maybe instead of "teabagging", which could either be interpreted as unsportsmanshiplike or horny, maybe we could look at it as the glorious results of daily leg days?
And also, don't you think it's really cute?
Like if an old grandpa like Bill did squats at 20 reps per minute, that'd be downright amazing/hilarious,
and if a pretty lady did that in front of you, wouldn't it actually be a pleasant sight?
I'd be worried for their knees, but it'd be nice to see, and that feeling kinda translates into games too.
Teabagging as always been a way to troll your opponents since the original halo. We just didn't take it as serious as everyone does now. You would get bagged and be like alright you killed me and then move on.
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@Seanzu said:
Terrible perk, wouldn't matter if she's running it or not.
But for most matches with boons (and that is not many) are devoid of Mikaelas.
The fact the you called the best healing perk plus a top 5 perk terrible show your lack of game knowledge.
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@EvilSerje said:
Because majority of players are CASUAL players, and it's fine, not some Dark Souls insult. But current state of the game requires from survivors to be a pro, know map, all tricks and work in team without words (SoloQ). Bad thing that it doesn't apply to killers, devs trying to balance casual killers with very experienced teams (because they gain MMR super fast) instead of fix MMR so casual killers matched with casual survivors and pros with pros, like in any other goddamn game.
NB: I know that it's not an easy task, but it has to be done and time put into in, not bandaiding game with perks (and then nerfing them, because some baby-killer losing against SWF-sweat-team). So many perks and killers, this is super great, but chaos and entropy is insane. So many variables, I'm surprised it holds at least in that state.
I think the best idea would be completely remove camping and tunneling and finetune MMR (to take account of hooks, chases, emblems, etc). It would be harder for killer to play properly, but it would force them to learn more (just like survivors have to now) and with finetuned MMR that killer will drop to more easy and casual survivors and have more easy matches.
But what about the causal killer player base? I see the word CASUAL throw around alot but it's always referring to survivors. What about the killers that don't know every map or understand how to run every tile or full understand the aspect of every killer? What should we do about these players?
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@Etherelda said:
imagine if classic pvp games like Halo or Doom LAN play balanced around using the same, 1 boring gun to kill everyone, every single timeIs my memory bad or it was exactly few superior guns overshadowing everything else in every classic comp FPS title like Q3, CS and UT?
Right get the BFG of the game and piss all your friends off as you repeatedly kill all of them over and over. Good times.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/3176916#Comment_3176916
Yeah, and this needs to be replaced by a punishment, the more gens that are remaining when the first kill happens, the stronger remaining survivors are in pushing gens and lasting longer in chase untill all gens are finished.
That way, killing 1 survivor ASAP is no longer the best strategy and could even turn the game around if the killer is too greedy for a kill.
I personally believe the healthiest balance for the game is if, on average, the first survivor dies with 1 gen remaining, then the second dies, on average, when all gens are done, then, again on average, the 4th survivor will escape and the 3rd survivor has about a 50% survival rate.
That would give 2.5 kills for killers on average, keep the gameflow fun throughout the match in general and punishes greed.
The slowdown patch literally made survivor greed much harder by slowing down gens, making chase overall shorter and granting a basekit mini-Pop on kicking a generator. So why not a patch that punishes killer greed by granting a mini-DS on being tunneled? And if they still push on to kill due to whatever benefit they gained through soloQ by increasing all survivor action speeds by 10% for each generator remaining when the first survivor dies, untill all gens are done?
Thats like Saying gens should be done slower or take longer for every gen done.
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@Nos37 said:
Imagine if survivors could all spawn in separated, next to a gen, and given a repair speed boost for 10 seconds, and it only cost 1 perk slot...
Survivor can already do that but they don't have to give up a perk slot they bring a toolbox.
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@Zen_but_not_Zen said:
Do you have to actually use self care to heal yourself, or can you just use a medkit while having the perk in your loadout?
In any challenge that has a perk in it it just has to be equipped
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@Babz said:
I dont think toolboxes need a nerf - survivor feels extremely punishing (at least solo q) already. Maybe perks that affect gen speeds could be changed, but if killers have access to addons that can really buff their kit (mdr, alc ring, iri tape etc) why shouldn't survivors be able to bring something that helps them out?
The point he's making is its like a basekit spirit vs a MDR spirit. One you have plenty of time to hear he make the corner and move but if she has MDR boom she's there already.
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@Jeromy137 said:
Tired of this broken mmr that doesn't work properly giving me bully squads when my MMR should be medium to low on my worst killer.
Just had a squad that had 3 flashlights and they abused an exploit in dead dawg saloon
If your really want to mess with bully squads but don't feel like actually dealing with them go to a corner and go afk and listen to them lose there stuff because there not getting the attention they want.
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@MrDardon said:
Personally, I'd increase the stun to 4 seconds and make Smash Hit compatible with all stuns and not just pallet stuns.
It seems like BHVR doesn't want to revert it so I was just thinking of a different buff
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@Lyonic said:
.... all you have to do is run the perk.
ReassuranceYour presence helps allies focus, assuaging the panic associated with extreme conditions.
- When within 6 metres of a hooked Survivor
- , press the Active Ability button to halt their Sacrifice Process for the next 30 seconds.
- If the hooked Survivor has already entered the Struggle Phase, its Skill Checks
- are paused for that duration.
Reassurance can only be used once per Hook instance
(( The problem is, this requires survivors to actually give up a perk slot.. something survivors don't want to do apparently))
Ultimate troll from BHVR:
Surivor - "Facecamping is out of control"
BHVR - "Use Reassurance"
LOVE IT
I've ran the perk a bit and it is good for stopping camping 6m is really close. I think 10 would be a bit better. I said in another post think about having to get within 6m of a facecamping bubba.
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/3169854#Comment_3169854
That's just a buff. Quality of life is a different thing entirely.
6m is ridiculously close when the killer is facecamping which is what it should be used to counter. While it is a buff I believe it's a need buff. Think about getting within 6m of a facecamping bubba. It's probably not going to end well.
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@MeltingPenguins said:
Reassurance looks like a great perk, but as long as it doesn't get the BT treatment and becomes basekit with the perk resetting the timer/adding time to it for when it restarts, it's not going to do anything about camping.
The game already has several mechanics that show us the game knows exactly WHAT a player is doing WHERE, so having it that the hook timer just stops when a killer is moping around a hook. (likewise insidious could just stop working near an occupied hook).
I agree it should of been basekit at like 20 seconds but also usable on both hook states or something like that. It should have really at least been a general perk not a licensed one.
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@IlliterateGenocide said:
i thought the nerf was harsh but its still decent, not as great as it could of been but it does its job fairly well
It was needed but I think a 10m buff would be a nice QoL change.
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@JnnsMu said:
First of all, here is my definition: Tunneling is the practice of repeatedly targetting one specific survivor in order to fully sacrifice them as quickly as possible, even whenever ignoring that survivor would be more beneficial for overall game pressure.
I've noticed that in my recent killer games, I've gotten more and more after game messages from survivors that complain about me having tunneled. What's interesting about this is that when I point out that I had multiple survivors dead on hook by the time I killed the first one, they often still say that I tunneled.
It would be easy to just disregard this comments as sore losers being salty but I want to explore the possibility that these people might have a different definition of tunneling than I do.
With all that being said, what is your definition of tunneling? Is it possible to tunnel multiple people at the same time?
Thanks in advance for any responses.
It's when you purposely target one survivor. I've had killers leave a chase where they had them injured and pretty close to a hit to come after me even know I already have some distance and am fully healed.
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This. If they just played the game and wasn't trying to be toxic I'll let them go.
I had a match were me and Steve made it to the hatch around the same time and I closed it. He stood on it and looked down. So I was like alright Steve you can go.
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@Bot_Salvo88 said:
Never thought I would see that, here it is. Wesker hype is over, now back to normal😂
https://us.v-cdn.net/6030815/uploads/94LEY4P4ISK3/immagine-2022-09-03-232720751.png
You'll probably see it happen more because I think people are getting there fix of wesker.
When the first him though it might go away again.
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@camman0000 said:
Endgame Pretty much guarantees a kill with camping, tunneling, hatch changes and endgame builds it basically gives killers free kills they never should have earned.
End game is almost completely in the survivors favor except for certain perks then your running less to no regression.
There's no gens to protect and if the killer leave the hook its a guarantee safe unhook so what's the killer supposed to do.
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@EQWashu said:
I like her a lot, honestly. Everyone will have different play styles and preferences when it comes to killers, especially stealth Killers, so they definitely may view a killer more of less favorably through that (which is absolutely ok; even if I disagree, I like seeing why people feel a certain way on things).
I adore Myers and Ghost Face to the Entity's Realm and back, but honestly, I really like Sadako over them. Don't get me wrong, I have definitely had more matches than I care to admit where I struggled with her... like, a LOT lol but I've had many matches where I did well with her too.
Heck, I decided to try for some adepts last Sunday (I don't normally play for achievements very often), and Sadako was one of the ones I got on Eyrie of Crows:
https://us.v-cdn.net/6030815/uploads/CMOGE70PH54S/steam-x24l96b0xr.jpg
She's not the strongest but she is super fun to play as and against. I'm definitely a Mikey main so I get the love for stealth killers.
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@Chocolate_Cosmos said:
I quess it's slowly coming back to normal games. I wonder what will be his avarage pickrate after he gets fixed, probably still decent.
Maybe players play him less and less because how buggy he is and also maybe getting bored of him.
It's because he's a buggy mess. Hes really fun to play but when the bugs kick in it just gets old after a bit.
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@get_barted said:
it didnt disappear. now if they have yellow or red it will appear next to the player with the ping. It will also appear in the match next to the player with the high ping and above the survivors with a knife if its the kiiler
I love been able to know that the killer has wonky ping and I'm pre dropping pallets.
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@Gary_Coleman said:
https://forum.deadbydaylight.com/en/discussion/comment/3167129#Comment_3167129
Just bate it out? What?
DH just get close and move your camera they will DH and then go down.
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@Breadn said:
A map isn't OP just because the RNG can be insanely strong. Most maps have the possibility of chaining a ######### ton of loops into one another, with a good example being Cowshed or Suffocation Pit. Groaning Storehouse in general is pretty neutral.
I'm not sure why this can still happen. I had a match on cowshed that there was a loop on either side of shack that were completely safe that chained into other loops. The whole map was one giant chain loop.
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@nigylotwitch said:
EVERY ######### GAME I PLAY 2 PEOPLE STILL RUN DH THE REWORK HAS NOT CHANGED THE PERK IN ANY WAY AND HAS TBH MADE IT BETTER IT IS ALMOST ALWAYS A FREE HEALTH STATE THAT CAN TURN A 1 MIN CHASE IN A 5 MIN CHASE ITS OBSERD THAT THIS IS ACCEPTED. PLEASE GIVE DH A REQUIREMENT TO TRIGGER LIKE MAKING IT BASED OFF GETTING A SAFE UNHOOK OR TAKING PROTECTION HITS.
Just bait it out. Is not old DH it can't be used for distance anymore.
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@Kirahie said:
https://forum.deadbydaylight.com/en/discussion/comment/3163191#Comment_3163191
This, I don't understand why they get road runner speed and endurance AND collision.
The blight and wesker are perfect reasons for them to not mess with collision.
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@Crowman said:
It seems like you have to hit the vault or pallet very precisely for it to register because if the survivor is mid vault you should just hit them with your bound instead
I've noticed that with windows you have to be almost dead on but pallets you have a bit of wiggle room with the angles. I swear it think the servers just give up when trying to figure out which action should happen and says you hit a wall.
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@Aven_Fallen said:
Did the Survivor have Bamboozle?
I thought I read something in the patch notes about survivors get basekit bamboozle.
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@Bot_Salvo88 said:
That's latency. Survivor is vaulting on your screen but the server sees that he's still in vaulting animation.
But on my screen they have already finished vaulting. It almost like the game has to figure if the survivor has vaulted and wesker should vault or is the survivor halfway and takes a hit or to early and cancles the bound and then the game Just says f it it's a wall. It's only a small window when it happens like 1-2 seconds.
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@ThatOneDemoPlayer said:
You have to wait for your Power to charge up, then you have to wait for the Survivor to vault, then you have to wait for your cooldown to end and then you have to wait for your Power to recharge.
Skill issue /s
My boundaries is happening luckily but he hit the pallet or window like it's a wall but the survivor has already vaunted.
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@OrangeBear said:
Im sick of people saying it's a skill issue when wesker players are literally dashing through survivors and sometimes survivors get immediately released for no reason with no damage.
If demogorgon can shred survivors through windows and wesker can touch survivors during his bound but not grab them, it's a game issue, not a skill issue.
Oh what's that? You got insta killed by myers because he stalked 2 of your team mates and then he approached you with tinkerer?
Skill issue.
There is absolutely some hitbox issues I've had survivors in hallways were there's no were to go and bound right through them. Hopefully it doesn't end up like plague vomit.
I've also notice if a survivor is to close to a window or pallet after they vault and you try to value right after them he will just run into the window sometimes
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@Hoodied said:
One of the issues I had prior to the update is if I needed to wait before unhooking or if I had to do something before unhooking, which is what this perk has gifted me with as instead of hoping the survivor I am gonna unhook happens to have Kinship/camaraderie, my only issue is that I have to be in stick poking distance of a survivor to use the perk, my only hope is that it gets a distance increase or something
I've found some pretty good use out of it as well. I do think the perk needs a little distance upgrade and maybe 40 seconds instead of 30. I think it's a decent perk just could use a few tweaks.
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/3163699#Comment_3163699
M1 killer who ignores the concept of distance with his long dashes, which don't require as much skill to use as Nurse's teleports.
Demogorgon can't dash as far and quick as Wesker.
There's a little secret to beating weskers power. Just make a turn any corner.
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@DBD78 said:
https://forum.deadbydaylight.com/en/discussion/comment/3160811#Comment_3160811
If you have Xbox you can turn messages off so you don't have to deal with any messages at all. Don't know about PS.
You can turn it off as well on ps but I don't have it off anymore. When I first started in 2018 if it wasn't off I got some kind of message no matter what.
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@Thusly_Boned said:
I don't think they'll ever institute a "buy all" button (though it would be nice), but a good compromise might be if you pick a node you want at the edge of the web, it will automatically but all the nodes in between, along the clearest path. So at least let you buy chunks at a time and still leave some of the current you vs. the entity chess game.
I don't know why this isn't a thing a long time ago especially since you have to hold the button for a second it makes accidentally buying a bunch of stuff you didn't want a bit harder to do.
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@WingManning said:
https://forum.deadbydaylight.com/en/discussion/comment/3160945#Comment_3160945
I literally have no way of proving to you that this isn't the case, I have a lot of hours in the game and have been around since trapper was the only killer, I'm not a newbie by any stretch of the imagination. I'm familiar with killers and how they play, and I have a decent feel for their overall power level.
Wesker isn't made or broken on just his bound hitting a survivor, in fact most of my games that's not how i've been getting the majority of my downs. Two bounds can get you halfway across even large maps, the mobility is extremely useful especially if you run an info perk or two (I've been using discordance)
Combine this with the knowledge you get from the first aid sprays and you can be where you need to be at all times to apply pressure, which is what Wesker is ALL about. Likewise the first aid sprays are a vital part of your kit, survivors must swap out their usually strong medkits and toolboxes in order to grab one, and they still have to use it. In my experience the green add-on that adds 2 second to the spray time is a hidden gem, the amount of survivor time you're able to waste just from having them cleanse frequently is insane.
Likewise, you'll likely never get max level infection and that's completely fine, it's more there to punish survivors for not spraying than it is to reward you for getting hits. Play to your strengths, own the macro game not the micro game. Apply pressure and be everywhere on the map at once with the amazing mobility his power offers.
Also don't forget, "god" pallets mean little to wesker. Yes a survivor can keep running while you vault, but many windows and pallets in the game are only strong because you're forced to go around them, even if they get a small head start using your power just to vault a normally unbeatable defense is great.
Wesker doesn't suck, people are being reactive to a new character that takes some learning that the average player doesn't have. Just wait until [famous streamer] says he's good and showcases him with a couple strong games and suddenly everyone will change their tune.
Yes, he definitely has bugs but those will obviously get worked out, and I'm sure one will eventually cost me a game in my streak, but they're not the reason to get in a tizzy.
I agree it's kind of hard to really determine his strength when he keeps bugging out like how would the game have changed if I got the down instead of going through them
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@DBDVulture said:
Survivors camp gens so killers have to respond by camping if the gen pressure is high. The game needs a full redesign. Let's take a quick peek at gen regression. There are 4 survivors and the killer's default regression speed is 1/4th of one survivor. No offense but giving the killer 1/16th the gen speed of the survivors by default is a complete joke. There is no wonder that killers have been forced to stack multiple gen slowdown perks for years.
Killer regression should be 1:1 if all 4 survivors are alive. That still gives survivors an approximate 3x advantage most of the time assuming someone is either on the hook or being chased. Whenever you kill someone you lose half your regression speed. In other words with two people dead you would have the base kit 25% regression speed. For anyone who is not good at math this is the current regression speed with no perks.
https://forum.deadbydaylight.com/en/discussion/comment/3159805#Comment_3159805
Welcome to DBD killer balance for the last 6 years. Maps RNG is broken and sometimes generates infinite or near infinite loops. Instead of weighting tiles they made the Bamboozle perk. The only problem is that you have four perks as killer and you already have the problem of 1/16th regression to repair speed. We can down the list and shrug off a huge number of perks that are bandaids that "fix" a problem most of the time if you use that perk. The only problem is you can't bring all the perks necessary to fix the problems.
That last part has become a huge problem on both sides over the years. Now there's a dozen different bandaid perks for each side but still only 4 slots. It's like which problem is the biggest with x killer or on the survivor side and equip that bandaid perk. We will never have true build variations untell bandaid perks aren't a thing otherwise build will consist of 2-4 bandaid perks just to have a good game.
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/3160800#Comment_3160800
https://forum.deadbydaylight.com/en/discussion/comment/3160944#Comment_3160944
https://forum.deadbydaylight.com/en/discussion/comment/3160922#Comment_3160922
So just to shed some light on how the stakeout + hyperfocus combo currently works, here's an example from one of my custom games earlier:
I completed a total of 8 skillchecks while doing a gen from 0 to 100. It took just short of 58 seconds to finish that gen by myself and with no toolbox or any other perk that affects repair speed. Meaning, I got a bit more than 32 seconds of bonus progress from great skill checks (specifically, 32.22).
Normal great skill check bonus is 1% or 0.9 seconds, so with no perks, 8 great skillchecks is 7.2 seconds saved. However, we can't really use this as a perfect benchmark because hyperfocus increases the skillcheck trigger odds, so it's unlikely I would've actually gotten 8 skillchecks without the perk.
If hyperfocus bases its bonus progression off 30% of 2% with stakeout (which it does, and shouldn't do imo), then the total great skill check bonuses are 2.6% at 1 token (30% of 2% is 0.6%), 3.2% at 2 tokens, 3.8%, 4.4%, 5%, and 5.6% at 6 tokens (and then 5.6% for each successive great skillcheck after that). So adding up those first 6, and then 5.6% 2 more times for the 7th and 8th skillchecks, gives us 35.8%. 35.8% of a gen normally takes 32.22 seconds, which exactly matches the time I saved from earlier.
If it was calculated based off 1% and then adding stakeout as a 1% bonus at the end, then each hyperfocus token would only be worth 0.3%. So then it would be 2.3%, 2.6%, 2.9%, 3.2%, 3.5%, and 3.8%. Had this been the case, it would've been a total of 25.9% bonus progress after 8 skillchecks. 25.9% of a gen is 23.31 seconds, around 9 seconds short of what I actually got, but would still be incredibly strong.
Now, had I done the same gen with JUST hyperfocus alone (and actually hit all 8 great skillchecks unassisted), then it's 1.3%, 1.6%, 1.9%, 2.2%, 2.5%, and then 2.8% for 6 and above. Then it would've gotten me only 17.9%, saving me 16.11 seconds. So, you can see how much of a difference stakeout makes right now.
That seem a bit broken.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3160949#Comment_3160949
Go into a practice game with some friends.
Survivor 1: Prove Thyself, Streetwise, Built to last, Hyperfocus
Survivor 2: Hyperfocus, Fast Strack, Stakeout, ___________
Survivor 3: We'll make it, BT, Exhaustion perk, ___________
Survivor 4: Boon CoH, Exhaustion perk, 2x __________
If you have survivor #1 and #2 on gens the game is just stupid. You can tun a gen into something like a 30 second project which is 1/3 the listed time.
Before the 40 perk rework we had Dead Hard break the game because you could make sure every chase lasted a minute. Hyperfocus allows for nonsense with Prove Thyself where you can turn every gen into a 40 second event.
https://forum.deadbydaylight.com/en/discussion/comment/3160985#Comment_3160985
Before they changed it in 2021 Great checks were 2.4 seconds per event (and they applied to heals as well). Great checks were halved in power to 1.2 seconds. Did they lower them again?
When were they changed to 0.9 seconds per event?
Thays how one game kind of was there was 2 with hyperfocus and nasty toolboxes and 2 with prove and I think it was only a 2 man at best but when the last gen popped I was like how did I lose I was destroying them.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3160784#Comment_3160784
-"Yeah I changed my mind, it's completely busted. I was testing it out with stakeout in customs and was consistently finishing gens in 55-60 seconds WITHOUT a toolbox. With a toolbox it would've been even faster."
When we look at killer perks you notice most of them have the synergy purposefully disabled. Pop doesn't work with Oppression. I hate to be that person but allowing Stake out to turn Great checks from Good checks is just too good.
Take that away and the perk will require absolute perfection to be almost balanced. The last thing that needs to change is that you should not get "more checks" from using a toolbox while using Hyperfocus.
Honestly I don't know if stakeout would be a problem if hyperfocus didn't work with toolboxes because of how random skill checks are you could get 2 a whole gen.
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@WingManning said:
I disagree with the notion that wesker is bad. After my first game was kind of rocky, I have yet to lose with him. There are some troubling bugs like dropping survivors when you collide with short objects like chests, or instances where you go through them because of hitbox problems.
But outside that I have no doubt in my mind wesker is a strong killer, as my 10 or so game win streak can testify.
My biggest problem is when these bug shoe up. Like there's time where I go through a survivor and I'm able to still down them 5 seconds later then there's times when I co through a survivor and they make it to a loop adding 30 seconds to a chase and losing me huge pressure.
I've also been getting a bug where if I use my first dash but decide not to use the second he won't put the tentacle away causing me to walk slowed down for the remainder of the bound window.
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@Hannacia said:
https://forum.deadbydaylight.com/en/discussion/comment/3160917#Comment_3160917
I was using the combo yesterday myself and my god the gens went fast. Toolboxes + prove thyself added yeah killers are going to be struggling again with good and decent survivors. GGS behaviour!
Out of all things I thought 100% it would be addressed. I think the whole survivors greifing other survivors with reassurance would have been way less prevalent then those could be.
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@Pulsar said:
I am not good enough to use it, so I'll take your word for it.
One of the problems imo is that with stakeout you don't have to be.
I haven't tested it myself yet but I'm planning on it probably right now.
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@Hannacia said:
With stakeout this perk is little too powerful. I think they should fix this because the 10 seconds they added into the gens will mean nothing soon.
Honestly the 10 seconds already didn't mean anything because survivors started running gen speed builds and bringing toolboxes. But with the way hyperfocus works now a couple decent survivors running it with stakeout and a beefy toolbox is just going to make it impossible for killers to do anything.
I've had 2 games I noticed it and one was really bad. I was destroying them in chase like out of the 4 chases I had 1 was 20 seconds or so and that was the longest. I lost 1 gen before I could even see it 2 in the next chase and then 2 more the next chase before I even got the hook.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3160744#Comment_3160744
I mean I understand the how and where to use the power. It's just...actually landing the power, or having to put up with landing the power and not getting rewarded for it due to the buggy slam hitboxes and elevation issues. Or dealing with not being able to even press the button when you want to (which is annoying as hell...let me at least screw up and hit a wall instead of my button literally doing nothing).
I agree is like plague vomit. So after playing even more of him I have determined his collision box is way to big is almost impossible to play tight around loops because I run into thin are all the time. I have ever started looking down and just missing out on chase to notice I ran into nothing.
I've had quite a few spots where he just won't use his power as well like I'm smashing the attack button and he just stands there. I've notice it happens at vault locations alot after a survivor vaults a window or pallet if I'm right behind them I can't vault after them. I've also notice that he will not vault windows sometimes but instead acting like I ran into something.
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@ThiccBudhha said:
No. Us console players are not allowed to speak after a match, we should just be grateful we get an end game lobby at all.
Wait you get an end game lobby?
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It actually helped me against a wesker that decided to really tunnel me like he would break chase with an injured survivor to run 6 miles across the map when he spotted me. I was like that from the start he ran past 2 teammates and went straight for me. I would lose him in chase and he would find me later and stop what he was doing to chase me. BT saved me on both hook states.
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@SassySnorlax said:
Will end game chat ever be implemented for consoles? Just seems kinda odd to have cross-platform play but no way to talk to one another.
No we are the lucky ones who don't have to deal with that. I still get messages from time to time because I tunneled someone out at1-2 or called a camper because the whole team showed up to the hook and looped around it and refused to leave.