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HectorBrando

HectorBrando

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  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1864084#Comment_1864084

    So it's okay for survivors to stack 2nd chance perks but it's bad when killers use more than 1 gen slow down perk? So that's why ruin+undying are getting nerfed. The devs don't like killers. Thanks for confirming what this community has suspected for 5 years.

    No its not bad for Killers to stack 2 slown down gen perks or more, you can put Ruin, Dying Light and Thanatophobia for example or switch Ruin with PGTW etc, that kind of stuff rarely sees people complaining on the forum.

    What devs dont like is Survivors having to go through 4 Ruin cleanses while the Killer has high mobility with Tinkerer, while he can see you cleansing and Ruin keeps putting gens at 0% progress.

  • Id rather not know anyone else MMR and they not know mine, seeing other comunities were MMR is open for all to see creates a huge elitism around the players "how DARES that 10000 MMR deadbeat being paired with me, a 10100 GOD? Ah great, a 12000 joined the team, nice nice". Not knowing yours no idea, maybe they dont want people gathering data on how it works and slow them on learning how to trick the system, which will happen, its only a matter of when.

    While knowing everyones MMR has some advantages it has some drawbacks too and in this case the drawbacks are too high and toxic (as other games have shown us).

  • @Komodo16 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1863351#Comment_1863351

    I swear man swf are not invincible yeah they give some hard matches but so what man if you stop playing a game because it's hard you are a loser. You have to get better so all this complaining is funny. You think I WANT to go against pyramid head or spirit or even worse deathslinger? Come on deathslinger is the killer that is the least interactive and most bs yet I still trudge on. When I play killer and get swf I trudge on. Hell I play huntress for montages and to get better ON CONSOLE and no matter what I can't win against good teams. I haven't quit. I only quit when I feel like I was wronged by some lag or some crap if I'm having a bad day which is rare. I don't understand why people think its the end of the world. He'll smol pp build is more rare than ruin and undying but no one wants to admit it. OoO is more rare too.

    Completely agree, SWF has that aura of being unbeatable gods abusing everything at their hand and most SWFs are manegeable, I blame the fearmongering on those extremely good streamers that make SWFs with other extremely good friends and go around stomping and trolling people because viewers love that (talk about schadenfreude), but those cases are extremely extremely rare.

  • Urban Evasion is great for disengaging the Killer after a loop which in my opinion is always better than running to another loop since once you disengage he has to find someone again and start the chase from scratch against someone with Exhaustion perk ready, then get looped until pallet/tile is exhausted etc. Disengaging after a succesful loop wastes more time than running to another loop since you send him to square 1.

  • @Trashmaster said:

    Tombstone is just worse tombstone piece, so basically no one ever uses it. Surprised someone would actually complain about it

    Tombstone should be changed, when it doesnt work is a total disaster and makes the game unfun and superfast, when it works is a total disaster and makes the game unfun and superfast.

    The only difference is which side gets beaten by the stick but overall Tombstone+Tuft Myers always makes for very boring and fast games.

  • @Shirokinukatsukami said:

    Power Struggle works as long as you meet the requirements (25% struggle). Working as intended.

    https://forum.deadbydaylight.com/en/discussion/comment/1862793#Comment_1862793

    Unbreakable + Flipflop + Tenacity

    You can get it to work reliably this way as long as the killer is the type that likes to slug you then leave you on the ground for a bit while they clean up the surrounding area.

    But if the killer is the type who auto-pickups on down you just wasted 3 perk slots (Unbreakable may still come into play if you're third to die)

    Still, eating it twice from the same guy is absurd, Power Struggle needs the Killer going through a pallet, eating it once is ok (especially against a dedicated build) eating it twice from the same Survivor... I mean you know he has it and you know you cant get close a pallet. Its worse than falling twice for Deception.

  • The Key nerf will be probably non announced same as the Mori nerf or do you want 2 weeks of Survivors burning their keys?.

  • I play Myers and Jigsaw and you can tell who plays them as Survivor and who doesnt, especially Jigsaw they are very hard to ambush.

  • If the main complain for Tbaging is it would drain your stamina in real life and we are going to go for a proper realistic experience then we should walk the whole road not a single step, no more Jigsaw, Hag and Freddy lifting David, Jeff or Adam, hell, no more weak Killers able to beat them in a fight, David also can punch people with full force, lets see how well fare most of the Killers against a champion underground boxer in his prime. Nurse cant teleport nor float so she has to go walking everywhere, Spirit starts the trial dead and remains dead the whole ordeal, Ash hand hast to be a regular prosthetic so he fixes gens 50% slower, Pyramid Head POV is black (bad luck, tell BHVR to put some holes in the damn thing) etc

    All of that sounds dumb? good, is as dumb as restricting tbaging on "realism" reasons, if Tbag really angres you that much either you have an anger problem, or take a party game too serious or you are playing with the wrong mindset.

  • While 128 meters isnt as much as infinite meters is almost the entire map except on the biggest maps like Mother's Dweeling or Shelter Woods if you are in a corner and the injured person or Exit Gates are on the exact opposite corner (Exit Gates wont spawn like that anyway), the reason for the change? no idea, maybe they feel 128m isntead of infinite looks/feels better, maybe for performance issues, maybe because is easier to code new maps with that distance instead of infinite, who knows?.

  • I think everyone is worried, first time was awful and I was one of the people who said "come on lets give it a try, it may work, lets not be too hasty on our judgement" now Im willing to give it a try again but im very sceptikal.

  • Yes you are right, with the change if you run Undying Survivors have to cleanse 2 Hexes while being affected by 1, if you pick a nother Hex Survivors have to cleanse 2 Hexes while being affected by 2, while I do believe Undying needed changes I believe this change they made is in the wrong direction.

    I believe the problem with Undying was not the perk itself but the combo Undying+Ruin+Tinkerer+high mobility Killer. Ive played against that combo on Myers, Ghostface, Huntress and Clown and while quite strong it wasnt THAT strong, but the same combo against Nurse, Demogorgon, Freddy, Hillbilly, Blight or Spirit and it was unbeatable, those had way too much pressure and when you finally got rid of it they were close to win and very few gens were done.

    Now that combo needed a nerf, Ruin has been nerfed already, Tinkerer has been buffed and its not that strong outside of that combo, high mobility Killers need to be nerfed separately and would create a huge backlash so the only variable left was Undying and they went for it.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1860811#Comment_1860811

    Another thing that the devs are likely considering is wanting to keep track of his performance after this invisibility change goes live. They might be hesitant to add anything more in case his performance sky rockets with this change.

    I believe this will also point them towards Freddy changes, since they gave Wraith the same invisibility Freddy has. Lets imagine with this change Wraith gets a huge boost in kill rates, like a 25% increase, you may draw a comparison to what may be making Freddy so strong and change it, its a buff to Wraith and also a way to isolate one of Freddy powers and get data on how it performs that skill without teleport, lullaby and traps polluting it.

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1860468#Comment_1860468

    The thing is that teabagging was invented as a way to insult defeated opponents, Thumbs up were not.

    Teabagging was invented to insult people because it was the only animation you could do in early FPS like Quake, Counter Strike and the likes and then again, it was made into an insult because people got angry over it, the reasoning was "you get angry over an animation? Ok, ill keep doing it to anger you".

    Pointing and nodding werent invented as insult and people in this game get mad at Survivors pointing at the gates and Killers nodding while going to hook you.

  • Me neither, even when I see it at least once every match I rarely get hit by it, I rarely tunnel or camp so its like having Survivors playing with one less perk.

  • @Antrapace said:

    Could have easily coded in an animation for a thumbs up, seems like the universal thanks for around the world.

    Then people would thumbs-up at the Killer and they would come to the forum to call people toxic and tell us how unsuferable Killer is because they got thumbs-upped at the Exit Gate by the Squadette™, odds are if you get riled up by a crouching Survivor you are going to get angry about a thumbs up Survivor too. I mean, people got worked up badly when the crouching pointing bug was around so Im sure any other gesture will rile up people the same way.

  • A new source of BPs is bad because its not a ton and requires time?. What kind of logic is this?.

  • @PyroGL said:

    https://forum.deadbydaylight.com/en/discussion/comment/1859201#Comment_1859201

    The wording used in the Dev update imply (to me) that after the Antidote hits the ground there is an activation time till it gives the benefit. This would likely make throwing speed bottles at your feet ineffective depending how long the gas țakes to give the buff.

    You are probably right, it could be easily abused if it was instant, IF it takes some time to activate my guess is they are still testing it and dont have a clear number yet.

  • @Dwight_Fairfield said:

    I guess I need to see it in action to get a proper grasp of it, because on paper I can't understand why giving survivors a sprint burst would be a plus to the Clown.

    You can give it to you aswell, the whole being able to give it to Survivors I guess its to not abuse "toss pink bottle, slow survivor, then toss yellow bottle near him, speedup yourself, get an undodgeable hit for free" at loops and jungle gyms, this way if you toss a pink one and then a yellow one either you are very careful or the Survivor will use it to negate your power.

  • @gibblywibblywoo said:

    "down to nothing". Lol it has more utility than it did originally now. If you're still an actually good killer getting hooks survivors will be wasting time trying to find it and not doing gens. And now Devour can be used in conjuction with it.

    God this forum us going to be a steaming pile for the next few weeks. I knew this would happen with Undying. Too many killers using it as training wheels and overrelying on it.

    On the bright side, Killer mains cant spam Ebonis to make every Survivor miserable for 2 weeks like they used to do when they nerfed something and they didnt like.

  • @TAG said:

    HOW DARE THEY.

    HOW.

    DARE.

    THEY.

    PEBBLE WAS NOT BUFFED ENOUGH.

    Rank3 pebble should toss a stone the size of a bowling ball towards Killer's head, getting rid of them (or sending them to fog hospital at least).

  • I think he means since getting Merciless at rank20 is easier because you require only 2 Iridiscent and 2 gold emblems it will be easier to get the Adepts too since you wont be needing 4 Iridiscent emblems like you do at red and purple, regardless of skill.

  • I believe its unbalanced but no to the degree the mains complain, its perfectly playable and usually what decides the outcome is either skill (or lack of) and RNG with maps.

  • @MrDardon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1858154#Comment_1858154

    Yeah but gens aren't located in corners, they are more in the middle or near a corner. And as a Killer, you don't stand in a corner, you roam the map and even on Mothers, when you are in the middle of the Map while Discordance triggers, you will see every gen because they can't be further than 128 metres if you stand in the middle.

    I know, I was being sarcastic, thats why I posted a picture of Mother's Dwelling where 2 of the gens are located one in another map and one in the void between maps (along 3 positions that cant spawn gens in Mother's Dwelling).

    The 128 radius covers pretty much every part of the map unless you are doing weird stuff like sitting on a corner on the biggest maps, it was just a joke on how people complain about anything like its the end of the world.

  • @Shirokinukatsukami said:

    Or I could be wrong and it really was % of players. I really don't know. It's old data as well so who knows what it looks like today.

    All we know is BHVR refuses to release stats more than they have to, and they also refuse to remove SWF from the game.

    @Shirokinukatsukami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1857225#Comment_1857225

    The graph showed the composition of games, not the number of SOLO Q.

    It was something like 55% Solo Q, 30% 2 Man, 10% 3-Man and 5% 4-Man.

    Let's do some quick math. If there are 400 Survivor Players, that means that:

    • 55 x 4 = 220 are Solo Q under the first bracket
    • 30 x 2 are 2-man SWF under the 2nd, 60 are Solo Q
    • 10 x 3 are 3-man SWF, 10 are Solo Q
    • 5 x 4 = 20 are 4-Man Squads

    So that's:

    • Solo Q: 220 + 60 + 10
    • 2-Man: 60
    • 3-Man: 30
    • 4-Man: 20

    Meaning 290 / 400 are Solo Q, or 72.5%.

    No, the graph showed the raw % of groups playing trials, Solo being around 55%, they even say it. "This is the overall average, between all ranks and platforms, of how many other Survivors players are queuing up with. More than half of the total Survivors are playing solo" thats the 50-55% I talked about, so it means the ~45% are SWFs either pairs, trios or full SWF. There is no weird math to it, of every 100 players 55 were Solo so the rest have to be SWFs.

    https://forum.deadbydaylight.com/en/discussion/61114/community-community-data-requests

  • I cleanse because there is already a corrupted pool (2 if she used the addon) she already has the massive advantage and she will capitalize on that when 4 Survivors are broken.

    The problem with cleansing is when people are not smart, last game I played against Plague we were cleansing and me and another guy got infected, I checked the map and there were only 2 pools left and very close to us both so I went straight to cleanse but him in his foolishnes did not, he didnt know if you corrupt all pools they reset and Plague gets force fed Corrupted Plague so you deny her of 5 charges.

  • In my opinion Green Keys should be either removed or at least have a model change because right now their use is extremely limited and being the same model as the purple and pink ones paint you a target the size of a stadium.

  • You played against a bad Killer and lashed onto you, it sucks but it happens, the only counterplay to facecampers is rushing gens, even the Devs say so, its sad but its the only thing Survivors can effectively do, unless in SWF with Borrowed Time when you can organize a conga line to protect the unhooked. The thing about exiting I can underestand because if they rushed the gens Spirit may have NOED and use you as bait for extra downs.

    I wouldnt mind go for a save in that case but I also dont want to gift a bad and childish player more kills. Really, its not about me surviving, its about denying scummy players any extra satisfaction, if I get facecamped I just wait the 2 minutes to give them extra gen time and if the 5º one is fixed I suicide to stop them from risking their lifes and giving away extra hooks/kills.

  • @MrDardon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1853916#Comment_1853916

    And Discordance is better than before. Not sure how the final Discordance change was bad.

    Because now has a 128 yard radius so if you are kissing the corner of Mother's Dwelling or Shelter Woods you may not get a warning in the gen that sits kissing the exact opposite corner of the map, I mean, that happens like pretty much every trial, same as generators being in corners, in the 4 of them same as Killer going to a corner where there is nothing at all.

    Ive lost count of how many times I get this gen configuration every day, how Im supposed to detect them?! come on!.

    FixDiscordanceNERFNAO.jpg


  • @redsopine00 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1857396#Comment_1857396

    rea a rip off when they use a actual real life medical condition then went into historical lore and belief during the era they lived in and quato was a mutant not a conjoined twin

    Quato was a cojoined twin and a mutant alongside his brother George (the non deformed guy had a name and a will of his own) they are cojoined twin brothers but only Quato has powers.

    In any case the ripoff comes from both entities being a set of cojoined and parasitic twins with both parasitic twins being in the same position on the body, both being extremely malformed and the twin in control forcing the other to go dormant (if Charlotte is active Victor is dormant and viceversa, same as Quato, if Quato wakes up George goes dormant and viceversa). They may have different powers but they share way too much similarities for me to not feel like a ripoff.

  • For me they hold the rank of most disliked design, reiterative for being more "deformity/disgusting horror" which is already plentiful, uninspired for being a Quato from Total Recall ripoff and gameplay wise is awful to face a Killer that relies so much in slugging.

  • I agree with Echorion, from my experience most 4SWF (the supposedly dangerous ones) are not THAT good or unbeatable, they usually make for closer and faster games and a a lot of those have that 100-200 hour Survivor who reached high rank because he plays 4SWF with his friends, he is decent at pushing gens and maybe at hiding but not that good at looping or disengaging so they tend to have one weak link you can capitalize to put a lot of pressure on them with early hooks, if you find the weak link of course, as I said they tend to be decent at hiding and the best player will almost always try to get aggro from Killers to avoid exposing easy prey.

    That being said, there are 4 people SWAT teams composed only of very hardened Survivors with thousands of hours and extremely good at looping, hiding, disengaging and pushing gens but they are very very rare, Im consistently Rank1 each month and I can say I face maybe 1 of those every 30 games maybe, and yes I obviusly get demolished unless someone makes a critical mistake and allows me to snowball, which in turn gets me 1 or 2 kills in any case when I got crushed I usually can tell all the mistakes Ive made that lead to my defeat or I can blame the map (playing Myers on Mother's Dwelling or Corn or getting an absurd amount of pallets on Blood Lodge etc).

    Im going to say something a lot of people wont like, if pretty much every 4/3 people SWFs beats you harshly it may be for 3 reasons, either you believe the game is balanced around 4K and that should be the norm (its not, they aim at balancing around 2K) or you are only noticing when you get beaten by a good SWF but not noticing when you beat a bad one or you are not as good as you think and reached rank by smashing boosted potatoes so now you are out of your league facing the hardened guys.

  • You can always paint a dot with erasable ink on your monitor, like some people did in the good ol' days of the internet.

  • Im more concerned about gamebreaking bugs than anything else to be honest.

  • @ChurchofPig said:

    https://forum.deadbydaylight.com/en/discussion/comment/1857191#Comment_1857191

    You can actually still be mori'd off of first hook. It's more related to hook state. If a survivor gets you off hook even a second to late you can be mori'd. Me and a friend tested this.

    I know, but the Hook value I meant was the way I believe Moris work internally, Survivors start with Hook=0 which means you havent been hooked, you get hooked once, it increases by 1, you get hooked twice it increases by 1 again (reaching 2 and letting you get Moried) then the second case (what you tested) if you get hooked once it increases by 1 and if you are left to reach second stage it increases by 1 again, getting you to value 2 when Mori can be activated.

    I dont know the code so this is pure speculation but it cant be much different from something like "If hook value=2 then you can Mori the poor chump", how you reach that value either by being hooked twice or being hooked once and left to reach second stage shouldnt matter codewise, hence my "changing how the Moris worked couldnt be THAT hard yet it took them ages" statement.

  • @Bullettimegod said:

    https://forum.deadbydaylight.com/en/discussion/comment/1857189#Comment_1857189

    Do you have statistics from the devs that says 15% of survs is swf?

    Thats actually a lie, I remember the stats they gave, Solos made around 50-55% of the players in all 3 platforms and SWF with 2 were around 30% or so, 3 and 4 people SWF would be the remaining %, while the stats are rather old, they were from May 2019 its the only accurate data we have.

    So SWFs players are roughly ~45% of the player base, if you get rid of it you may be slashing half your players because some Killer mains get smashed by the SWATs from time to time.

  • Kill rates would sky rocket to such a high number they would be releasing a massive nerf to everyone in the span of a week (with Killers like Leatherface, Clown and Doctor getting rollbacked on their reworks, followed by more nerfs).

  • @ChurchofPig said:

    https://forum.deadbydaylight.com/en/discussion/comment/1856739#Comment_1856739

    All they have to do for that is make it so it deactivates as soon as you enter a locker, plain and simple. Idk how much of the actual coding would need to be redone so Idk as far as coding goes how "plain and simple" it is, but that is something that needs to be done.

    It shouldnt be hard to make the perk not working while inside a Locker, I know the spaguetti-code meme but still unless is a real mess it shouldnt be THAT hard but if we look back at other supposedly easy changes like Moris were they only needed to change hook value and instead of a =1 put a =2 and it took them who knows how many months?. So its either they have their pipelane full with more important stuff to do, its not as easy as we think, they may be thinking of something else that requires aditional coding or they may have made the change internally and they are testing it before releasing or who knows.

    I think they said they were going to check on some "creative" ways of using certain perks and Im sure DS+Locker is one of them.

  • @Killing_Time said:

    https://forum.deadbydaylight.com/en/discussion/217459/mid-chapter

    DS nerf? In your dreams man lol. I'd wager DS never gets changed again.

    I believe they will change the Locker+DS interaction but I doubt it will be this midchapter.

  • Those The Game concept arts look way to clean and tidy for a Saw setting, where are all the garbage, dirt, trash and overall grittiness the movies have?.

  • With the current ranking system Id rather master 1 or 2 Killers since being rank1 and playing a Killer you are not very proficient can lead to disaster, especially the hard to play ones (Nurse, Huntress etc), IF the MMR system was implemented in the right way (not the way we had) id would try to be decent with all since I would be paired against Survivors close to my skill with wathever I picked, right now I dont even dare to try Nurse since I would be paired against rank1 Survivors (which arent that good true, but I have like 10 games on Nurse).

  • Jeff, Michael Myers and Jigsaw (used to play Ghostface a lot too but the reveal bugs made me drop him until he gets some consistency update).

  • I dont think Sony or Microsoft will allow that, especially not for free, I hope Im wrong and in a relatively short time someone comes and say "hey, you guys were wrong" but Im inclined to believe you are out of luck.

    @Shirokinukatsukami said:

    I thought we already had crossplay progression. I must have been thinking of a different game.

    There isnt crossplay with PS4.

  • @shalo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1856174#Comment_1856174

    2 is not a favour, in that extra 30 seconds the KiIler could be in their next game making many more bloodpoints than a single hit gives.

    Or it is, one hit is 300 points, if Killer has 4 stacks of BBQ is 1200 points, if you get 4 hits it 4800, if you get 8 hits its 9600.

    Also those 30 seconds you mention the Killer is "wasting" is relative, if he leaves early the next match available could be against the evil "Neas with ugly cosmetics SWF™" or against The Squadette™, those 30 seconds could be saving you that fate and the doomed spot taken by someone whose Survivors chose to leave early instead of trading some BPs.

  • They also work against unexperienced Killers because they are worse at snowballing.

    Survivors chasing you with flashlights, baiting for Headons, attempting hook blocks or being overly aggresive etc are Survivors not working on gens and against veterans once they notice they are not falling for it they are close to death hook with a lot of pallets already broken and 4 gens to be done so it doesnt end well.

  • @Chilli_man2400 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1853854#Comment_1853854

    Then why are they buffing clown and demogorgon? If they don’t care about us why are they doing that though? Tell me

    And most of the reworks and tweaks they have done for both sides have been actually good on game health in the long run even if received with a flood of hate and "Im done with this game" posts, IE Ruin, Toolboxes, self-care, Doctor, Spirit, Leatherface, most map reworks, Moris etc.

    I believe two of the biggest problems is some reworks come too late, for example Moris took them way too long to curb when it was an obvious and easy change and some reworks should have come at the same time (Toolboxes and Ruin should have been in the same patch, Moris and Keys same) and that makes people feel left behind, especially the main players when they see their side taking a beating and the other going unscathed it feels like an insult (which is dumb but I do believe some people feel that way).

    I do believe Clown/Demogorgon and Freddy should be tweaked in the same patch so people dont go bonkers over a nerf or a buff.

  • Doctor, used to play him a lot but the rework came and made him generic, its stronger true, but it feels more generic and boring.

  • Nah its just luck, I cant remember the last time I saw the Hatch spawming right next to me.

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