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pretty sure all of oni's attacks during blood fury are considered special attacks, even the one that replaces the standard m1
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when i play survivor i usually have a good time. have you considered being bad? (like me)
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i would reduce his charge up from 2 seconds to 1.5 and most of his cooldowns by 1 second
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wesker is basically demo with more bugs
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except it effectively doesn't work until you've gotten 8 seperate infection hits
there are 6 crates so it's actually 12 hits to deplete all sprays
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i would put twins next to hag but other than that pretty accurate
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wesker isnt much better than demo atm
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would love to see something while lunging
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you cant use your power when too close, but unlike blight they dont hide the text
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also his cooldowns are very inconsistent. missing your power has like a 3 sec cooldown but vaulting with your power has a 1 sec cooldown
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if you vault over a pallet while a downed survivor is next to it he slaps the survivor
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if he grabs a survivor with his power and then moves over uneven terrain (like around shack on dead dawg saloon) he just lets go of the survivor
also he gets way less bp/chaser than blight for example
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i use distressing, coulrophobia, unnerving presence, starstruck
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made about 25k the previous game but also got no bonus (this time)
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i think his grab hitbox could be slightly increased again
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its not supposed to
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@TheArbiter said:
As someone above said you need to m1 just like how Bubba scores low because he instadowns with chainsaw
ok but why not just make him work like blight. 4ks with wesker give maybe 25k bp while the ones with blight are usually around 30-35k
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3099504#Comment_3099504
I know 0.12 seconds is a small number, but keep in mind it takes 1.5 seconds to do an unhook. So prepatch the hit recovery with full 8 token STBFL as 1.2 seconds, which meant there is a 0.3 second window to do a second hit in a row on someone trying an unhook next to you. While post-patch the recover is 1.08 seconds (that 0.12 seconds faster you mentioned) which means that window is now 0.42 seconds, a 40% increase. That means it’s relatively speaking a lot easier to get that second hit in because your margin of error is 40% larger.
So that 0.12 second change actually does make a noticeable difference in hook trades. In chases it’s not quite as noticeable, basically it’s a 0.5 meter less distance gained by the survivor, which can change the outcome in close chases but you wouldn’t necessarily realize it as it happened. It would be a statistically significant slight boost over the course of a lot of chases but small enough you’re not going to really see it and go WOW.
Personally I think mainly because of the hook trade difference they might end up tweaking STBFL so its total net recovery speed after a hit is the pre-patch 1.2 seconds. That speed was plenty fast to make STBFL be a good perk that got used a reasonable amount. This new version is just very slightly overtuned.
current attack cooldown is 2.7 seconds.
with 8 stacks of stbfl thats 2.7 * 0.6 = 1.62
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/3099356#Comment_3099356
They would still have to balance around the idea that you could run 4 slowdown so they have to be balanced as if there is going to be 4 of them or they will be oppressive.
i mean... i guess.
but its something they could implement right away to heavily nerf forever legion/plague.
changing something in the perk system takes at least 2-3 years
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just make slowdown perks stack multiplicatively instead of additively
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if we ignore addons, all that needs to be done is make nurse's blink attacks special attacks. blight's basekit is fine
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getting 2 hooks within 60 seconds of each other seems very difficult. how about you change the duration to 90 seconds, but it no longer refreshes when hooking another survivor, so when i hook dwight and 60 seconds later hook meg, thats 8% until meg was hooked, then 16% for 30 seconds and 8% for 60 seconds after that
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2 things:
- make it affect healing too. the only reason current thana doesnt is because it requires survivors to be injured.
- you cant just say that it doesnt stack. how would you even do that?
other than that its actually not a bad idea (if not a bit difficult to understand)
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8 stacks before the patch = 1.8 seconds cooldown
8 stacks now = 1.62 seconds cooldown
6 stacks now = 1.89 seconds cooldown
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did people forget how to split up?
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3088094#Comment_3088094
I suppose you might have been confused by my wording but I meant it triggers once per generator per game. That one small change makes a huge difference on the easiest gen defender killer : Freddy.
And while 10% regression sounds nice that is 9 only seconds of repair work. This is fine if you are 5m from the generator but you're not going to save that gen if it's even as far away as the edge of your terror radius because it takes about 10-15 seconds to pick up and hook a survivor.
Your build has nothing to deal with what happens if two people are on a generator.
if 2 people are on a gen CoB is probably going crazy.
also you could run discordance instead of tinkerer or chadowborn if thats such a big issue
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/336868/this-blight-build-seems-fair-for-everyone
Tinkerer is once per game and that's kind of a waste to be honest as even Blight can have trouble reaching far gens completed by two people. Eruption can be good vs solos but SWF teams will call out their demise and waste it. Also there is the problem that as players take longer to down as a result of higher skill - they have more time to finish a generator before you get the down.
I understand why you use shadowborn but to me it is not necessary.
tinkerer isnt once per game, its once per gen
eruption even without the decapacitated is 10% regression
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what
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@Regulus47 said:
You don't need slowdown perks on blight dude. Try running something fun or creative.
trust me i already tried but against a decent team on even a mediocre map i cant down them fast enough
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@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/3087657#Comment_3087657
Why not?I think survivors should know if the killer is camping,and a survivors to let their teammates of that as well.
basekit killer reveal shouldn’t be a thing
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@Ayamir said:
Yeah sounds strong new Eruption is really oppressive 25 seconds of being able to do nothing hurts SoloQ players alot you don't even know when your teammates are going to go down unlike SWF.
I don't like using gen kicking perks on my Blight I prefer to be in constant movement and never stop moving to kick generators.
there's only one build I use on my Blight it's really a chill one.
Discordance/BBQ but with the BP bonus removed from BBQ I might use Discordance more since it is better in this current Prove thyself meta.
Agitation I like moving fast while carrying a survivor I can catch cocky survivors off guard that don't expect the 107% movement speed.
Pain resonance even after the nerf I still use it as it doesn't give you info anymore but I don't need it since I have Discordance.
and finally Shadowborn if you don't run Shadowborn how can you consider yourself a God tier Blight ?
i might have to stop and kick gens but the information from cob means I’m basically always rushing somewhere
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Please define what you mean with basekit kindred, because the aura reveal of the killer shouldn’t be basekit
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and somehow "nazi" ISN'T censored
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Call of Brine is underrated, especially on killers like blight
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myers for stbfl
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@SekiSeki said:
https://forum.deadbydaylight.com/en/discussion/comment/3078336#Comment_3078336
No no no no, haha. Think 0.30 + (0.30 * 0.16) = 0.348. Same as how SC and BK stack 0.35 + (0.35 * 0.5) = 0.525
think i got it now: 0.35 (the charges per second) * 1.5 (1 + the increase or 1 - the reduction) = 0.525
this means that with 16% thana and 16% gop thats 1 * 0.84 = 0.84 * 0.84 = 0.7056 (like i had before)
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@SekiSeki said:
https://forum.deadbydaylight.com/en/discussion/comment/3078336#Comment_3078336
No no no no, haha. Think 0.30 + (0.30 * 0.16) = 0.348. Same as how SC and BK stack 0.35 + (0.35 * 0.5) = 0.525
doesnt make any sense to me. if i have 2 * 16% slowdown that would be 0.16+(0.16 * 0.16) = 0.185
why should 16% and 16% = 18.5%?
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lets do some math:
gen has 90 charges and survivors repair at 1 ch/s
if we add 16% slowdown from thana, that goes down to 0.84 ch/s (107.14 seconds for a gen)
if we also add 16% slowdown from gop, thats 0.68 ch/s (132.35 seconds for a gen)
if we also add 30% from pentimento its 0.38 ch/s (236.84 seconds for a gen)
if regression would be multiplied instead of added, it would be
0.84 ch/s (107.14)
0.71 ch/s (127.55)
0.494 ch/s (182,21)
thats certainly a difference
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this could also be fun
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doc with caulrophobia, distressing, unnerving presence, thana, double tr addons, midwich
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perservance: actually not a horrible idea. could get a bit annoying in the endgame though.
ties of light: seems weird and uneccessary. especially since the devs wanted to add something that shows survivor actions in the hud.
relic: seems too complicated
eruption: maybe reduce the incapacitated time to 16 sec. any weaker and its not worth the effort
pentimento: 20% is enough since it should be easy to get rid of
gop: it just got buffed. its fine imo
pr: only if it gets the explosion back
thana: would make it dead for anyone but legion. how about buffing it to 7%, but capping it at 14%
ds: dont like a 8 sec stun, but its easy to avoid since a stun would be basekit anyways so actually not bad
nurse: special attacks are needed. power nerfs not. range addons itself arent op, if thats all they would do
blight: he has to be able to break pallets with his rush. if not it would take 5-6 seconds to beak a god pallet because cooldowns. also alch ring is weird since 5/2 would be 2.5
spirit: dont care
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play blight
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call of brine + eruption seems pretty good. also stbfl on killers that can use it
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i literally answered that earlier
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played blight (my main i guess) with some of the buffed perks. the survs sent me to gideon and brought 3 bt, otr and dh. ate 4 dh that game since blight cant really wait it out, and since the map has 20 god pallets i didnt have enough time to do anything really.
btw i have 2100 hours in case that matters
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got destroyed in my first game of the patch so idk about that
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8 stacks before the update was 1.8 seconds cooldown.
8 stacks now is 1.62 seconds cooldown.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3063029#Comment_3063029
Where are you getting the 70% from? A survivor's ability to get to the exit gates is reliant on more factors than you're counting in. First off, it matters what killer is being played. Blight or Artist - there's basically no chance for the survivor to escape regardless of gate distance. Same if Demo, Twins, or Trapper set up earlier in the match, or reached the gates before the survivor could. Nurse, Wraith, Sadako, Dredge, Doctor, Oni, and Spirit all have a strong albeit less perfect advantage in gate patrolling - Billy and Huntress as well as long as it's an outdoor map. Then it comes down to map RNG, which... yeah, there are definitely gate configurations your bog-standard M1 killer has no way of patrolling. Most common offenders are RPD (guaranteed), Swamp, Yamaoka, and Coldwind, in my experience. But you're just as likely to get gates where the killer can easily patrol or has LOS on both gates from a midway point, and in those cases you're guaranteed dead again, even with the 20% trick.
And even in the situations where the gates can't possibly be patrolled or are fairly balanced, it's still a coin flip on whether the killer checks your gate first. Higher if your last known location to them was recent. I definitely don't have an 80-85% escape rate as the last survivor, or a 15-20% kill rate on the last one left.
As for the OP, eh, I don't think survivors need to have their odds improved when they already lost the game. It's the same idea as when killers complain about 99ed gates or bodyblock conga lines. The hatch is a Hail Mary, not a solid plan of escape.
im just guessing so the numbers are probably wrong.
i play a lot of blight and when the survivor is smart and the gates somewhat far away there is a pretty high chance that the survivor can open the gate in time.
but yeah, against killers like twins opening the gate is basically impossible
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i would say the hatch stuff is actually in favor of the survivor.
finding the hatch is around 60/40 since the killer is slightly faster, has a power (probably) and he could also find and kill the survivor. if the survivor found the hatch first its a free escape. if the killer found it first he can either camp it (forcing the survivor to do gens) or close it, in which case the survivor has to go for the exit (or get a free escape with a key). the chance that the survivor can open an exit gate in time is about 70%, since, unless the exit gates are next to each other or the killer can see both of them, there is no way he can patrol both of them in time. i would say the total chance for the survivor to escape is around 80-85%
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trickster has 44 knifes. it takes 6 knifes (13.6% of his total knifes) to injure someone. huntress needs 1 hatchet (20% of total hatchets) to injure someone. considering that hitting 6 knifes with trickster is way harder than 1 hatchet with huntress, i think its pretty balanced


