Iron_Cutlass
Iron_Cutlass
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@TarunCosmo said:
I dunno what any of this means, but I totally love Taco Bell, man.
https://www.fastfoodmenuprices.com/wp-content/uploads/2020/08/Mountain-Dew-Baja-Blast.jpg
Im saying, in a hypothetical situation, what would happen if you gave the historically older characters of DbD a Baja Blast?
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@AshInTheTallGrass said:
https://forum.deadbydaylight.com/en/discussion/comment/3135769#Comment_3135769
Look a little more closely.
Im going to lose my mind I swear, the image is way too low res to see that.
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Leaves + Leaves + Leaves = 15
So 15 divided by 3 values is equal to 5. So Leaves = 5.
Caterpillar + Caterpillar + Caterpillar = 9
So 9 divided by 3 values is equal to 3. So Caterpillar = 3.
Apple + Apple with Caterpillar + Apple = 30
Now this is where things get tricky.
Within this, Apple with Caterpillar will always be an even value, since it cannot be a physical odd value, this is because there are two Apples which will always add up, rather even or odd, to an even value. The possible range for Apple with Caterpillar is 2, 4, 6, 8, 10, 12, 14, 16, 18, 20, 22, 24, 26, and 28. The possible range for Apple is 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, and 14.
So for Apple with Caterpillar + Leaves * Caterpillar to work, we would need to setup something a lot easier to manage, keep in mind, since there isnt really a direct answer to the question due to their being multiple ways of trying to solve, it can only be expressed without a real answer, using a variable in it's place.
X + (5 * 3) = Y or X + 15 = Y (Since the Order of Operations allows use to simplify it.)
{X = 2, 4, 6, 8, 10, 12, 16, 18, 20, 22, 24, 26, 28}
{Y = 17, 19, 21, 23, 25, 27, 29, 31, 33, 35, 37, 39, 41, 43}
The question is designed to look a lot easier than it really is, it still is really easy, just requires a tiny bit more effort put into it. It is basically a simple input/output function at it's core (but since I hate expressing things as f(x), I prefer to use X and Y since things are a lot easier for me to keep track of).
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@GentlemanFridge said:
https://forum.deadbydaylight.com/en/discussion/comment/3135446#Comment_3135446
Sorry for the spam, but I am genuinely willing to offer mine. I already got it, so it's a wasted code for me.
Sure, just I dont really know how to go about stuff like this lol. I rarely ask or beg for stuff, I normally work for stuff on my own since I feel bad asking others.
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@YOURFRIEND said:
Nope. It'll be dumb, immersion breaking and encouraging toxicity.
- You act like we dont have dumb things already in the game.
- Okay so Legion with a catgirl hoodie is suppose to be scary and fits DbD's horror theme, got it. (My point is that you act as if we dont have outfits that break the horror part of DbD, if you cared about immersion, youve come to the wrong game, since DbD changed A LONG time ago to remove a lot of immersion and horror from the game.)
- Emoting itself isnt toxic. The only thing that is toxic is harassing someone outside of the game for actions taken within a game, since ya know, it's just a game, and anything taking place within a game is also just apart of the game.
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/3135407#Comment_3135407
My guess is that it won't ever come back after this. Obviously this isn't confirmed but re-re-releasing (the Prime code being the re-release) it would sort of "devalue" this Prime release which seems like something that would be avoided.
🦆🦂
In that case, I just got to get lucky and hope I can find a code since every single Prime thing Ive seen released (including in other games) normally doesnt come back and is exclusive to Prime. I dont think I have a Prime outfit for DbD yet, which actually sucks since there are a few banger outfits in there (Jeff's and Blight's).
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This is the one Plague outfit I want but dont have. Dont have Prime so I cant really get it... but since a lot of people seem unhappy by it, getting a code might not be difficult.
Was hoping it would just end up in the shop so I can buy it with Iri-Shards though.
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@SpaghettiVase said:
wow this same exact thing happened to me as freddy. The thing is their error codes are so generic so there's no actual way to tell what happened and better yet they almost always blame your ISP despite every thing else running perfectly fine with 0 issues.
Ive had it happen on a few other killers, but it mostly happens to me when I play Billy.
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@ByeByeQ said:
I wish stuff like this was done a lot more in DbD. At its core DbD is a really stale 4v1 game.
The Scorchin' Summer BBQ (2018), Hallowed Blight (2018) and Moonrise (2019) events were excellent examples of seasonal event that were truly awesome. They each added unique elements to DbD that changed up the gameplay and were the last time that we ever got to see animated hooks. If you haven't seen getting to "grill" survivors or watch the Hallowed flowered hooks with when hooking a survivor, you should look that up on Youtube, it's is incredible.
For more than 2 years after that we never saw cool events. Events used to have offerings that increased event hooks/generator counts but during this period we saw all hooks/generators turn into their event counterparts, which made most events boring. We got the Archives and the Rift, like that was supposed to make up for everything.
Over the last year getting to stomp pumpkins and the snowmen were amazing but still pale in comparison to those past events. We still suffer the gap between lunar new year and the anniversary every year.
By the Entity I miss DbD 2018. I love the game back then.
I was around for the Scorchin' Summer BBQ, in fact, it was roughly the time that I started to play the game. It was really fun, I wish I played more of the event back then.
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If survivors werent forced to mend, what would stop them from healing just after being hit? Keep in mind Circle of Healing is still used, and would literally make Legion's power pointless.
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@Kikki said:
Why want's everyone the chat? I don't want to read toxic stuff.Even if I can turn it off I have to hit this speech bubble,I don't want to read "GG EZ".
So I hope it will never come.
Just because there are toxic interactions, doesnt mean there wont be wholesome ones. Plus I would like to message everyone saying "GGWP" without having to open 4 different PSN Message DMs for everyone.
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@SaltyNooty said:
https://forum.deadbydaylight.com/en/discussion/comment/3132800#Comment_3132800
Do you....expect me to be proud of 3 seconds less on a timer that can be extended by iron grasp, or easily be cheesed out of a grasp escape by the amount of hooks in a general area? It's an undeniable fact that there are GENUINELY too many hooks in a match, and it gets worse if a killer brings the offer to decrease the amount of space between hooks. They need more distance or the killer needs to face alot more recoil when bringing a survivor to another hook to make it fair, which would probably mean using Boil Over even that doesn't help. (And Flipflop actually needs to convert to 50% of a wiggle state when the recovery meter is being built up, I run the perk and 9 times out of ten, unless someone body blocks or the killer get's stuck on something for even half a second longer, it's a rare chance i escape grasp at all.)
The better solution would just be increasing the space between hooks and extend so that the killers actually have to work for their hooks and mind-game better in to where they want to Herd the survivor, and where the survivor wants to loop. It would shift the game play a little more and be a healthier option then increasing the recoil and having that stack with boil over, lord knows how that'll go and before anything else; most killers have the ability to down, outplay or herd survivors into a general area due to their power (Blight, Nurse, Nemesis, Trickster, Pryamid head, deadslinger if aimmed correctly, doctor....Etc...etc). You see what I mean?
Or maybe the issue is that you shouldnt be wiggling out for free or because of pure luck. Wiggling off the killer's back is suppose to happen because either the killer makes mistakes or your team takes hits, it was designed that way for a reason. Do you know how dumb it would be if the killer had half of the survivors wiggle off of their back just because of RNG? We dont want another Boil Over incident.
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@LittleBigSunset said:
https://forum.deadbydaylight.com/en/discussion/341162/ngl-prove-thyself-is-annoying-asf
There's a certain killer of the avian variety that could prevent survivors from completing gens if they're highlighted with Discordance by firing something feathery at them. And it can go through walls!
I forget their name, though.
...
To be serious for a second I can think of a few ways you could encourage survivors to stay apart from each other. Playing Plague so survivors don't want to spread sickness and get on the same gen. Legion because of their frenzy. Instadown killers with a lot of snowball potential like Oni would also encourage survivors to spread out. Discordance I feel is only really good on killers with high mobility so you can like you say get to the gen before it's fully repaired.
PT has been a strong perk since forever. It certainly hasn't gotten any stronger since the update. So whatever killer strategies you've used pre-update probably still apply. Get hooks or slug and force them off gens to save their team. The more pressure you apply the less chance two survivors can crank out the same gen. I realise that just sounds like 'just pressure gens lol' but that's really the main counter to it. Give them a reason to get off the gen.
If you were gonna run any gen-kick perk Eruption would be a good choice as it punishes doubling up on gens harder (because Survivor 2 could've been doing another gen instead of helping Survivor 1 on their gen and now instead they're both unable to do anything meaningful as they're 'incapacitated' aka allergic to gens for 30 seconds).
I know this is completely unrelated, and I hope you dont mind me asking, but is your name based off of Little Big Planet? Just wondering.
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@SaltyNooty said:
https://forum.deadbydaylight.com/en/discussion/340824/the-game-is-too-easy-for-killers
I partially agree with this post, ONLY in the sense that the hooks need more distance. Especially with the patch, there's always a hook within 24 meters of each other as far as I've seen and that's too close, there needs to be at least 40 or 50 meters of distance between each hook so survivors have a decent chance of wiggling off.
Everything else here comes down to skill, ping and server latency. Even against a Wall hack Myers, which is the best example for seeing survivor auras and even then, decent survivors can loop him with the right tiles or even in general.
I've seen and played killer( but I'm more of a survivor main.) it's not a walk in the park but it's generally easier then before to get hooks and kills.
You do realize that the old wiggle system use to take 16 seconds to wiggle off, but since they changed the wiggle system, if you hit all great skill checks (which isnt hard at all), you wiggle of in 13 seconds (15 seconds without hitting a single great skill check). They've made it easier than before to wiggle off in all fairness.
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A killer that can swing at survivors and break pallets? Ive never heard of such.
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Dark Devotion
Also similar reason as to why I like the "Heart In A Cage" charm.
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@Sluzzy said:
I feel like BHVR is putting quantity before quality in the past few years, especially considering how DLCs are very killer centric. This makes me sincerely believe there is a lack of empathy for survivors and have completely given up and focused on making money strictly on killer DLCs. Using Resident Evil again to bring and attract more players to buy the overpowered killer is an attempt to repeat the success of Nemesis, a popular killer that was overpowered. His tentacle is tedious and has no counterplay in a majority of situations. The new killer also has no counterplay leaving survivors hopeless.
When survivors finally had some content to refresh the game with Mikaela Reid, the devs were very quick to listen to unsubstantiated complaints and nerf Circle of Healing numerous times. Survivors have little hope and having a lack of good perks has made the role very unattractive and depressing to play.
The issue now is that the last patch completely broke and ruined the game, survivors have clearly made their voices heard and BHVR has been radio silent and still focused on working and releasing a licensed killer that will be overpowered. Killers couldn't play the PTB because no survivors played, proving once again there is nothing for survivors. Solos knew they were dead when they spawned on the map.
I think this is dangerous for BHVR to be so stubborn and completely ignore an overwhelming majority of their playerbase. From what I can see, most survivors are playing and not having any fun knowing they have hardly any chance to win, with most being forced to due to increasingly long killer queues.
BHVR is making a very bad judgement decision to not revert some of the killer buffs and survivor nerfs in the new update. It makes little sense to me to leave a majority of those playing the game unsatisfied with the balance of the game. It seems like a great way to kill off the game, maybe this is their intention due to their lack of attentiveness to the matter.
Using Resident Evil again to bring and attract more players to buy the overpowered killer is an attempt to repeat the success of Nemesis, a popular killer that was overpowered. His tentacle is tedious and has no counterplay in a majority of situations.
Nemesis is a weak killer, the hit detection for his whips is weird but you can ultimately avoid his whip by crouching at most windows. His whip itself is not too hard dodge and often works against the player who keeps trying to use it over and over. The only time you get hit is when you are out-positioned, which is either your fault directly or because the Nemesis forced you into that position which is fair play.
When survivors finally had some content to refresh the game with Mikaela Reid, the devs were very quick to listen to unsubstantiated complaints and nerf Circle of Healing numerous times. Survivors have little hope and having a lack of good perks has made the role very unattractive and depressing to play.
Circle of Healing was insanely busted in the PTB and on launch, it made Oni's kit somewhat useless since you couldnt keep people injured, and Legion was borderline unplayable since his power was hard countered by Circle of Healing (trust me, I played a lot of Legion during that time, and I can say that it was single handedly the worst experience I have ever had in the game).
Circle of Healing, while not as strong, is still a really good perk and is arguably still one of the best healing perks in the game just from it's ability to reliably provide people the ability to self-heal (and self-heal faster than Self-Care as well, keep that in mind).
Why do people always come back to this relic of the past as if it some amazing perk design despite it being horrible for the game and cut a huge portion of the killer playercount?
The issue now is that the last patch completely broke and ruined the game, survivors have clearly made their voices heard and BHVR has been radio silent and still focused on working and releasing a licensed killer that will be overpowered.
I mean, the last patch heavily swayed the balance, but the issue isnt what they changed, the issue was the stuff that they didnt change with the update.
Nurse, Blight, and Spirit remained untouched. SoloQ got no quality of life. Tunneling and camping were never really dealt with. Again, all stuff they didnt make changes with.
But hey, at least camping is going to be a more distasteful strategy since Reassurance comes with the chapter.
Killers couldn't play the PTB because no survivors played, proving once again there is nothing for survivors. Solos knew they were dead when they spawned on the map.
PTB queue times are always super long. Also Wesker isnt that hard to face, the issue is that people are still learning to play against the killer, it takes awhile to develop the skills needed just like anything else.
But surely if Wesker was so OP and "survivors knew they were dead when they spawned on the map" that the killer would need to be nerfed, you too would be fine with Nurse being on the chopping block? Oh wait, there has been nothing but radio silence from you complaining about Nurse... I wonder why...
I think this is dangerous for BHVR to be so stubborn and completely ignore an overwhelming majority of their playerbase. From what I can see, most survivors are playing and not having any fun knowing they have hardly any chance to win, with most being forced to due to increasingly long killer queues.
But they are listening? Thanatophobia got nerfed. Reassurance is releasing to hard counter camping. And we still do have perks to counter tunneling, since DS and Off The Record do very much exist still. While I was hoping for more basekit stuff, Im not going to pretend like BHVR isnt listening, they clearly are, you are just being negligent.
Also the "hardly any chance of winning" thing can be tied back to what I said earlier, "SoloQ got no quality of life", so people are giving up early in the matches since their teams are basically being useless. SoloQ has always been painful, people are just tired of the lack of SoloQ changes.
BHVR is making a very bad judgement decision to not revert some of the killer buffs and survivor nerfs in the new update. It makes little sense to me to leave a majority of those playing the game unsatisfied with the balance of the game. It seems like a great way to kill off the game, maybe this is their intention due to their lack of attentiveness to the matter.
Again, the issue isnt the changes BHVR made, it's the lack of changes BHVR made. Please refer again to what I put previously.
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People struggle against Plague? I mean, if they are using the 2 different apple addons, I would agree, those things are way too strong and make Plague super easy imo, but Plague is fine outside of that. Maybe fix Vile Purge validation on Console while they are at it.
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I really feel like the community bends the definition of "toxic" to mean stuff it isnt at times.
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@Pulsar said:
It's more that if you aren't running top tier stuff, you are less likely to have a good time.
For example, had a challenge to open 3 chests. I take off OTR, BT, DS and SB to put on Plunderer's, Ace in the Hole, Appraisal and Residual Manifest. What happens? The Killer tunnels me off the hook, figures out I don't have DS and does the same thing again all the while I don't get to open any chests.
That's an issue with game design, not the perks, to be perfectly honest.
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@SuzuKR said:
But there is also no reason to not buff something if it's weak in its current role and could do better. And if anything, as long as it won't make it overpowered, it should be buffed. By having everything be good in one niche or another, it gives more incentive to use a wide range of options.
I do agree that some perks can definitely be buffed (I never said things shouldnt be reworked or buffed)
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@Laluzi said:
There's memey and there's straight garbage, though. Like, I respect the pebble. I'm a dedicated Autodidact user and I've been having tons of fun with a Brutal Strength/Fire Up kick build lately, and I've been meaning to try out the new Dark Devotion (that plus Nemesis is a great idea, by the way.) Today I ran into a killer who was running Coulrophobia and Huntress Lullaby together and that made for some insane skill checks. But that doesn't excuse things like Predator, Furtive Chase, Buckle Up, Up the Ante, or Beast of Prey that have no good uses whatsoever. Or Calm Spirit and Technician that actively nerf the player using it for a fairly weak buff. Some stuff really does need to be buffed or reworked. And the 'abandon team, wait for hatch' perks like Left Behind, Sole Survivor, and the upcoming Low Profile can go die in a fire, because while they do have a use, that use encourages players to be horrible teammates. Kind of same with Knockout and Third Seal; they encourage killers to play in a way that's an all-around miserable experience, and that's not healthy.
I would also say that a perk that does a job worse than another perk is still bad and needs buffs just because there's just no reason to run it over its better cousin. See Remember Me and No Way Out, or Solidarity/Reactive Healing/Self-Care/Pharmacy versus We'll Make It/Botany Knowledge/Inner Healing/Circle of Healing.
While I do agree that some perks can definitely be buffed (I never said things shouldnt be reworked or buffed), I still feel like even niche perks can fit into weird builds if you make them. Predator, one you mentioned, is actually a prime example. It's really good on Spirit, and I normally use it over Stridor just to have more accurate tracking (and since Iron will is basically dead you dont need Stridor anyways).
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Literally the match I just played.
The Meg led the killer to me while I was in a deadzone, was close to basement so I got camped in basement. Post-game, I asked the killer why they camped me (was a genuine question) at 5 generators remaining, and they proceeded to make fun of me and mock me for "complaining" when I never complained.
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A lot of people I know stopped playing the Dredge since his power is similar to Artist, is kind of just gets countered by holding W to another loop.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/3128847#Comment_3128847
No whilst I understand your reasoning - that killer shown in the video is holding those two survivors hostage, those survivors cannot do anything to progress the game, the killer is holding their game hostage. It is clearly a hostage situation, and a bannable offence in game.
I personally thought that taking the game hostage involved making sure the game couldnt physically progress at all. Like if the killer trapped all survivors in a corner, then it would count imo, but if it's only a few survivors, all generators can still be completed and they will still die to EGC, the match will eventually end as a result. My interpretation was way different tbh.
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@[Deleted User] said:
Especially when it gets down a 3v1. 99% of players have no idea how to play in a 3v1. You don't have time to sit there and heal each other. Survivors try to heal each other for the duration of their teammate's chase, and then they'll finally start working on a gen as that player is put on a hook and the killer starts to patrol. You've accomplished absolutely nothing in that timespan as survivors. Get as far away from each other as possible and do gens. But you don't have time to reset each other in a 3v1. Stop it.
And you can't double up on a gen unless it's the last one in a 3v1. What are you going to do if the killer patrols after hooking someone and finds literally everyone left in the game at the same gen? You're throwing.
I mean healing isnt always a bad thing depending on what is brought into the match. I normally bring in a lot of healing perks, normally takes a few seconds to heal someone and stuff. Strong medkits also can put in a lot of work.
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@[Deleted User] said:
Must have been some really new to killer.
It was just a really stacked Coldwind, RNG really did the killer dirty.
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My teammates love to get in the way when it's the worst possible time. Ive had people bodyblock my Dead Hard, which not only caused me to go down, but them to go down, basically throwing the match. Ive had people run the killer to people on generators purposely so that way they dont get chased (I asked them post-game to verify this).
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I still use BBQ for the aura reading, it makes the game a lot more chill since I play Billy mostly, and his mobility fits really well with the perk.
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The only time Im fine with it, is when a survivor is clearly still putting effort towards the objective but all the other survivors are hiding instead of doing anything (mainly when 2-3 people are left). If someone is hiding and the person doing the objective shows where they are it, Ill ignore them for a moment to go for the person hiding.
There has been so many times where people could be doing their objective and people can escape from it but people choose to hide instead and I just really dislike it. Some can understand where Im coming from with this.
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I think Hag is in a good spot, I just dont think people enjoy playing as/against them since they have huge camping potential, which is a given when you see the community's stance on camping and such.
Plus just because a killer hasnt been updated or messed with in a long while, doesnt necessarily make them bad or outdated. Hag is still a really good killer (A Tier imo) when played right and can be really strong. Ive seen people say "this killer sucks when facing a SWF" but a lot of killer struggle against SWF anyways, I think it's just more of how poorly balanced the game is than it is with the killer being bad.
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/340578/will-dbd-get-hooked-on-you-cosmetics
We don't need to tone nothing down. We need Spirits Oppai's and Trappers Muscles on full display or I will riot.
I was talking about, other things, that are a lot more present in their design... I dont think I need to explain further.
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@IlliterateGenocide said:
There honestly have not been much that they have changed to warrant any current use
"Im hoping we see some more stuff done with it, since it was a really good idea"
Im sure there might be at least something they might want to test, but even if, Im hopeful we'll see more done with it in the future.
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Public Test Builds require an update, or a lot of files, to be added to the current version to run properly. If they were to put things in the game earlier, there is a high chance stuff can get decrypted earlier than intended. Stuff still gets leaked regardless, but this prevents people from playing content that otherwise isnt out yet. This is as far as Im aware as to the reasoning behind it.
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Would be a good way for BHVR to introduce additional styles for cosmetics like other games do tbh.
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@Khar said:
It'd be a wasted opportunity if they didn't.
Very much wasted, the designs are really good in general.
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Im sorry, but the post-rework NOED is like some revelation which causes people to camp more, people still camp with it regardless during end-game just as they did before, just now it's easier to counter than before because it's revealed.
However, people camping the NOED totem and a hooked survivor has always been a thing. It's a matter of just getting unlucky/lucky (depending on the role), and while I think it shouldnt be possible, it's not that huge of deal to me, it rarely happens based on my experience.
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@akanadi said:
https://forum.deadbydaylight.com/en/discussion/comment/3126564#Comment_3126564
thatd be really cool but its bhvr they hate bloodpoints
I mean it's kind of frustrating as well, since it will help reduce the grind even more AND it encourages more people to get their friends to play (boosting the player count and potential profits). I feel like it would make the game healthier (suggesting that SWF and SoloQ are on the same level of course), maybe even make the community a bit better since people who play alone might even be encouraged to go and meet people to play with.
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I think people should be encouraged to play with friends to be honest. A lot of the games I play have benefits for playing with others, like bonus XP and stuff. I feel like DbD should boost the BP gains of survivors for playing with friends (and boost the BP gains of the killer for facing a SWF).
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"The blood is not hers, it's mine"
EXCUSE ME? HWAT?
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@Haku said:
https://forum.deadbydaylight.com/en/discussion/comment/3122875#Comment_3122875
Your comment made me smile. The way you said the killers should be allowed fun for enduring a match until the end sounded like the killer is about to die or something by the end of the match ? If there another option where the killer is not strong enough and he just doesnt make it to the end ? Oh wait thats when the killer actually win the game before the end game. You talk about logic and yours is strange as well
Anyway my problem with this new Teminus perk is that there is no requirement for the killer - something to do for it. You just apply it to everyone if they manage to get to the end game which means they are kinda winning. Adrenaline is a perk that was made to reward exactly this. You do 5 gens for it and make it to the end. With the current state of the game this is a rare thing esp for solo queue. So adrenaline fits even better when it works. And suddenly the killer gets this without doing anything ? The survivors do they objectives and suddenly the killer is getting the upper hand because of that ? It is kinda weird. THe perk needs something more to be done by the killer so HE gets rewarded by it for doing SOMETHING worth the effect.
My entire point was that nothing is owed to a player for playing the game, regardless of role. Killers arent owed a 4K. Survivors arent owed an escape. Nobody is owed for things to go the way they want. Stuff happens sometimes, and we might not like the result of it, but we shouldnt expect handouts based on such. That was my point. Though I will admit, I did word it in weird way, and it could be interpreted differently based on that.
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I only dislike people letting themselves go on hook when it's for selfish reasons. Like the type of "I dont like this killer, so Ill DC or let myself go on hook" or "I got hooked first, so now I dont want to play the game" players, the type that throw themselves and the entire team under the bus as soon as one negative interaction happens.
Those types of players I talk about. Those are the ones I dont like.
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@Oscarnator said:
The last is extremely powerful no?
The rest seem like pretty good ideas but the mist part would be visually annoying. Imagine seeing 3 musky mist trails on your screen. Feel like it would be more of a detriment dwindling on how it looks visually.
I tried to keep some balancing points in mind for Unrelenting:
- It only works in chase, so it doesnt hinder stealthy abilities at all. My main focus with it was for it to feel more along the lines of "Unrelenting" (as a name). As if it's this growing power that goes out of it's way to use it's might to it's best advantage.
- The effect is only really majorly beneficial when a lot of survivors are close by, or in other words, it's only really strong when survivors are playing super aggressive towards the killer.
- The aura reading range is kept to 8 meters to keep it more in line with other aura reading addons that are similar, but they still compete with them. Wraith's All Seeing and Bubba's Light Chassis addons will still show the auras of survivors not in chase, for example. Plus, you still have to make the decision on rather it's worth sacrificing a perk slot for the effect over using an addon and vice versa.
Also the mist trails from Predator glow by default, but the main point was to make tracking while in chase, tracking while not in chase, and tracking hiding survivors, to be made way easier. The mist is suppose to be easy to see, and to be a replacement of scratchmarks, and even easier to see from a distance. And since the mist floats a tiny bit by default, it should display over grass which might otherwise interfere or cover scratchmarks. Of course, this is just a concept, and there are no visuals, so there isnt really any easy way I can explain it without having my perk descriptions being an entire essay.
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@MommyHunktress said:
https://forum.deadbydaylight.com/en/discussion/comment/3123275#Comment_3123275
i meant we used sbmm and then they said mmr when they brought it back so i just assumed it was all the same thing
It's an understandable mistake, back when it showed people Grades/Ranks, people thought it had to do with matchmaking when it didnt, so people were complaining a lot until eventually BHVR removed post-game Grades/Ranks showing.
The issue is that BHVR didnt really do much to explain the change in-game, they explained it like once or twice and people who started playing after the changes never really saw it.
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@MommyHunktress said:
https://forum.deadbydaylight.com/en/discussion/comment/3123250#Comment_3123250
i thought our matchmaking system is the same as old tbh with a different name
The old matchmaking system is Grade/Rank-Based Matchmaking, it was a completely different system.
Grades/Ranks still exist, but they have no influence over gameplay or matchmaking, they only contribute to Grade/Rank Reset Bloodpoints.
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@MommyHunktress said:
https://forum.deadbydaylight.com/en/discussion/comment/3123203#Comment_3123203
yeah i get that but like why is it so mixed
Because MMR isnt Skill-Based Matchmaking. MMR is Match-Make Rating, or basically a number which dictates who you get paired with/against. MMR doesnt cover the nuances which happen within a match, it only covers limited factors, because of this, you can get paired with anyone from any skill level because MMR doesnt track anything in regards to skill.
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@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/3123206#Comment_3123206
It basically reminds me of old haddonfield the most powerful thing survivors had going for them were the houses and oh wait that's basically the same thing lol
Mhm
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@GeneralV said:
I have not seen post-rework Haddonfield, and really do not want to, but I never deemed impossible to win on pre-rework Haddonfield.
It wasn't easy, but not impossible either. I've no doubt they made the map worse.
They always do.
I never said it was impossible, catching survivors in the outside area isnt too hard, some generators spawn in very awful spots for survivor, but there are also some really safe generator spawns indoors. Half of the indoor generator spawns are right by god windows, or windows with no stagger.
The game just feels incredibly painful to play when all the survivors do is go immediately to a non-stagger window or god window as soon as they get injured; it happens every game, it's why I hate the map so much, it's boring and repetitive, and just overall a poorly designed map.
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@humanbeing1704 said:
it's a bad map still honestly
I mean the outside area got better for killer, but the buildings, as a result, got better for survivor.
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MMR is calculated by kills/escapes, time within a match, and a blindfolded person throwing a dart at a board.

