KnotEnthusiast
KnotEnthusiast
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2748894#Comment_2748894
Because you can throw a pallet down while being carried and miss stunning the killer. So if that happens, you can use it again if the killer somehow didn't notice the pallet threw itself and walks through another pallet.
It also doesn't deactivate if you throw dream pallets either.
But that's proving the opposite point. The only reason you would include that it deactivates after successful use in that context, is if there was a way you could use it successfully and still be on the killers back, and have the perk no longer work. But as you mentioned, using the perk on a pallet that doesn't stun the killer doesn't deactivate it, so it doesn't make sense to include. In that context, it also implies that the perk doesn't deactivate if it isn't successfully used, so if I get to 25% wiggle on my first hook but the killer doesn't walk thru the pallet, the next time I'm picked up I should be able to use it regardless of my wiggle progress, as it wasn't used successfully.
Idk, I know I'm reading too much into this, but it is written in a way that is incredibly misleading.
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Something else other people haven't mentioned: it's kinda just...boring. All other exhaustion perks that aren't Head On can be used to dodge killer hits or timed strategically to get value that the survivor wants. Whereas Overcome is just get hit -> go super far -> chase ends if the killer doesn't chase, or you both hold W for 30 seconds if he does. It's an incredibly powerful effect, its just tremendously uninteresting. I see it similar to Lucky Break, where it is super strong, but good use of it means the chase ends, and I want to be chased.
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@Bwsted said:
It can be used multiple times, it's not a hack.
'Deactivate' simply means that you have to fulfill the activation condition again for another use.
Mettle of Man works on the same principle and uses the same wording, for example.
That's what I was thinking at first, but it specifically says "deactivates after successful use". Why would it specify successful use if it deactivates on any outcome that resets wiggle progress?
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@feng_min_main2003 said:
https://forum.deadbydaylight.com/en/discussion/comment/2748834#Comment_2748834
They're removing bloodlust
Not any time soon, the devs have indicated that they don't believe it should be removed in the past, and from some comments McLean made a month or so ago, that is still the general sentiment.
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Power Struggle can be used multiple times in a trial, in my own experience. I have 0 idea what BHVR mean by "deactivating" in this case, or if using it multiple times is a bug. But I know it can be used multiple times.
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@Dino7281 said:
Hmm, new category?
Well, I wonder how long it will take before someone will get lucky and get it under 4.
ZubatLEL just had a match a few days ago that would have been under 4 if he didn't stall at the gate for a teammate.
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IMO one of the best designed and most balanced maps. Small size so easy to patrol, main building that is strong but not unplayable, decent number of tiles for survivors to work with, but still visibility to gens for the killer to patrol. 10/10 map.
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@Tr1nity said:
Forced pennance is at least high b tier.
Everyone's entitled to their opinion, but I vehemently disagree. 80 seconds of broken time means that to get any value out of it, you have to continue chasing the original injured person, down them, hook them if you have time or slug them, find the other person, and down them, all before their 80 seconds is up and they heal. I guess it has a small amount of use against people body blocking hooks, but unless they're running a dedicated fast self heal build, they would have stayed injured anyway. The time limit is too short and the constraints too narrow for it to be worth anything, much less an entire perk slot.
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My cosmic brain prediction is that Scott did this as an experiment. Lots of people fell for it, and were overjoyed about the good changes BHVR were making, only to be bigtime let down when it was found out to be fake. But I think that was the point: Scott's making a 5head play to create an artificial pressure by viewers for BHVR to actually implement the changes listed. He's shown that the changes will be positively received by the community by all the people expressing their disappointment that they aren't legit, which incentivizes BHVR to actually commit and make them knowing they'll be well received.
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@bjorksnas said:
The lunge starts from the current look angle of the blight, what they are doing to whip around corners (even on console) is effectively a double flick, where you mid rush look to the side you want to flight using your look angle while rushing then attack to gain extra turning
Basically this. I can guarantee that 90% of the time players aren't doing some z or j or whatever flick tech, they're just utilizing sliding. Your angle of swing is capped at around 90 degrees from where you're looking, but you don't bounce off of a wall or object unless you're at around a 45+ degree angle. So if you're running along a wall and you know the player is going to be around the corner at the end of the wall, you can slide along the wall by facing it as close to 45 degrees as possible, then swing around the corner when you get to it.
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Last night MMR seemed to just be entirely busted. Had multiple games where 2-3 of the 5 players in the game were experienced with hundreds of hours, but without fail there was always at least 1 or 2 that were literally brand new. Like, no perks, no idea how the game worked, less than 5 hours in DBD new. And that happened like 5 or 6 games in a row.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/2648458#Comment_2648458
I'm probably not the best to ask as I'm not really a fan of Clown in general and haven't put much thought into how to fix him.
That said, I'll spit ball some thoughts, just keep it with a grain of salt.
Firstly, the bottle slow down should force medium vaults.
Secondly, he needs some form of map pressure. Maybe something like a jack n the box he can put around a gen that blocks the gen from being worked on for a set amount of time. This works as a "pseudo" map pressure by being able to have more control over which gens are being worked on.
I've also seen the idea tossed around of his second bottle instead of its current effect causing controls to be reversed.
Like I said, I'm not the best for Clown ideas, but he's definitely in a garbage state even after his rework. When's the last time you've even seen someone use the yellow bottles in a match? Exactly lol.
One of the ideas I liked a lot, despite how ridiculous it was, is to give him mobility in the form of a unicycle that "balances" like grinding a rail did in old Tony Hawk Pro Skater games: you have a half circle UI that randomly wobbles and becomes more unstable and jerkier as time goes on, and you have to keep the bar on the half circle or you dismount and it goes on cooldown. Gives map traverse, takes skill to use, would make Clown more dynamic, and would be ######### hilarious to see.
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/2648060#Comment_2648060
That's the other one that took forever. That bullshit Clown one was insane. I want challenges that I can do while playing, not throwing matches just because. Hitting 2 with both bottle types is bullshit.
The only ones I still haven't done are the 2x Plague corrupt purge one and the clown ones. Plague because its impossible, clown because it was bugged when I first tried it, and ######### playing clown for more than a game or two lmao
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2648004#Comment_2648004
Nah, not really. I can't speak to Blight's because I don't own him and haven't tried, but a lot of the killer challenges are, while difficult, doable in a shorter timeframe than the equivalent BS survivor challenges. There's only a couple that I rate as outright stupid (off the top of my head, '2x hit 2 survivors with the same string of Corrupt Purge', 'catch a survivor in a trap, reopen the trap, and catch another survivor in the same trap', 'hit survivors 5x with one Feral Frenzy', and 'kill everyone in the basement') and it's much easier to farm a challenge as a killer than it is as survivor (since it's the killer who decides whether or not you're farming.) Even if you don't want to farm, most of the pretty bad killer challenges can be handled by aggressive hook camping, and you'll get it when you face an altruistic team, which isn't rare to find.
Killers have more opportunity to progress and complete tome challenges than individual survivors do, and they can plan the entire match around trying to get them (unlike, say, 'open the hatch with a key 2x" or 'escape through the hatch while holding a map' or 'complete 4 gens in one trial.') Survivors are more at the mercy of how the match plays out unless they're in a SWF that's trying to help the player get a challenge done.
The thing about killer ones (outside of the practically impossible ones, IE the ######### corrupt purge one) is that they're almost entirely controlled by you. Like yes, a survivor has to run into your trap twice, but you can use iri stone and put it by shack window, and corral them into it.
The bloody survivor ones rely on other people doing things for you to do them, its infuriating.
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Its very similar to M1ing a survivor. If they're directly in front of you, you'll do a short lunge even if you hold down M1. But if they aren't, you'll lunge forward.
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If you start your M1 out of dash within the hitbox of the survivor, it will instantly hit and start the slam animation. If the hitbox of the survivor is not inside your hit cone when you M1, you will lunge.
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Honestly I think a lot of Freddy's problems would have been solved if they had made dream pallets the default and snares the addon-based one. That way you could keep the snares strong because you had to use an addon to get them, and couldn't also stack the old double slowdown.
I like the 30 second immunity to sleep, but (and I never thought I'd say this), Freddy really needs some kind of buff. Currently he's both bad and boring to play against, because there's no strategy besides basically playing a mix of hag and clown. Snare one side of a loop, then loop the other side, rinse repeat. Dream pallets are the significantly more interesting version of his power, but its so underwhelming that they don't feel worth using. Make pallets default, buff them to be on the level of snares, and fix his worthless addons.
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I am consistently amazed that a non-insignificant chunk of this community genuinely thinks that people play SWF to demoralize other players and "abuse comms for an advantage", rather than to literally just play video games with friends.
News flash: for the most part, comms don't make bad players good. If you're going against a "god tier, depip squad SWF" every other game, you're probably just playing against better players. I've been accused numerous times while solo-queueing of being SWF by a killer that played poorly, simply because I body blocked or got a flashlight save.
Claiming "SWF" has become this weird boogyman than players can proclaim in order to absolve themselves from all responsibility from a loss, when in reality you probably just didn't play too great. Learning from mistakes in past games is how you improve at any game, but DBD especially so. Claiming every loss is because of unfair SWF advantage just makes you stagnate as a player, because in your eyes you never lose.
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@Blueberry said:
Just make snuffing a boon out breaks the totem, boom done.
Now they're still strong but on a limited resource. We don't need to make it complicated.
I don't think it should break it, as that could interact poorly with perks like NOED (which some people might think is good, but besides the point). Plus, while boons are absolutely stupid strong right now, limiting an entire team's worth of uses to 5 would nerf them into close worthlessness, especially since that one level 40 mikeala that just unlocked the perk would probably ruin it for everyone.
I just think that each person should only be able to bless a dull totem once. 5 uses per player that brings the perk is still very strong, but it also gives finality to killers that want to get rid of boon totems in strong spots. Part of the reason boons are so stupid right now is that, if survivors set up a totem in a part of the map that's difficult for the killer to get to, like upstairs in a house on Badham or Haddonfield, or the top level of Disturbed Ward, the time it takes for me to get there is significantly higher than the time it takes to rebless, so there's no point to doing it. But if I could take away that boon spot for the rest of the game, at least to that one player, then it'd be worth it.
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@GoshJosh said:
The perk names had zilch to do with the show, besides Babysitter. They weren't licensed material. So I really don't get why they had to be changed. I for one will still be calling them by their original names.
Oh, and his name is Jesse McCree!!!
@SudoK7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2645512#Comment_2645512
Don't really play overwatch anymore but I'm never calling McCree Cassidy
Still calling perks by their old names after they were changed due to licensing is whatever. But making a point to continue calling a character named after a sex offender, after his victims changed the character so they don't have to work on a game labeled with their abuser's name is a weird hill to die on.
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Just give the killer the same blue haze/spirals when they're in the boon zone as survivor gets. You know which players are in or out of a boon zone, and you can use it as a way to find the boon as well. Solves both problems while not being too revealing.
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@Leovigildo13 said:
What I'm about to say is something that a lot of people forget:
THIS IS A GAME
So I don't know why so much hate sometimes. I know that a lot of people don't do (thankfully) and I know that every online game will have this kind of people, but now I'm in this forum so I'll talk about this game.
Who Cares what perks you use?
Who Cares what killer you use?
Who cares what add-ons you use?
Who cares what offering you use?
You are playing for YOUR enjoyment.
Who cares If you are a Trickster with NOED , good add-ons and pink Mori?
Or if you are a Nea with DH, BT, DS and UB and BnPs and Haddonfield?
Hope you people understand me.
:D
But the flip side to this is also true: if you're a ruin undying tinkerer spirit and I'm on Midwich, then I'm sure as hell not going to stay in that game. I play DBD to have fun, and I only have a couple hours between work and sleep to play. If I know the game isn't going to be fun, then first hook death hook babyyy.
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Let each totem be booned once. Each survivor gets 5 uses of their boon perks, but have to be smart about using boons in strong locations lest killers snuff the totem and deny that location for the rest of the game. Survivors get plenty of use from their perk, but killer actually has meaningful counterplay besides "just ignore it", or "walk to the other end of the map 1000x"
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@jesterkind said:
I dunno, that might be kind of busted. This seems like it's probably a pretty decent addon to combine with others, like the Exhausted addon for survivors wearing traps, or the addon for revealing auras when survivors work on generators.
It's not the best iridescent addon in the game, but it fulfils the requirement of changing the playstyle and let's all remember that the floor is rock bottom for bad iri design. This one's passable.
I would argue it's definitely bottom 5, as IMO it's worse in all cases than no addons at all. Pig players utilising traps will have a decent idea as to how far gens are progressed, and will put hats on people when they know a gen will pop soon, putting an actual ticking clock on the survivor, forcing bad decisions. This addon not only removes the discretion as to when to put them on, but also puts them all on at the *worst possible time*, when every gen is at 0%. Even the early-game delay is marginal, as you can choose to either get the hat off or start pressuring gens, knowing that the threat level is nonexistent until a gen is actually completed, and that the pig used an addon slot already and therefore can't have any head-pop addon combos.
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God if they had all Hawkins offerings replaced with BPS I would be so damn happy. I'd actually have a use for the BP I spent on them.
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@rlondon1 said:
The RNG on maps is something I feel needs balancing more than anything with MMR/SBMM now in the game and many killers being completely helpless against a good, well-coordinated and efficient survivor team who know how to use certain tiles and pallets so well that they get more value from it than weaker/newer survivors.
Why not tweak the RNG for these tiles spawning based on a number of factors e.g. the skill level of individual survivors, number of players in a SWF and map size itself with a bit of randomness still built in of course.
For example at the lower end of the MMR spectrum, there could be a good quantity and number of god pallets and jungle gyms/other strong tiles but as you edge further up the spectrum to a 4 man SWF of very high level survivors there should be a slight reduction in tiles spawning in general but mostly less god pallets and jungle gyms etc. but instead more mindgame-able loops.
This does partly depend on killers being at a similar level so some aren't deemed overbearing but I think this would give "weaker" killers more of a chance to get quicker downs to at least stand a chance of winning without being dependent on survivors making rare mistakes.
I'd even be happy with just tweaks to the current "point" system that BHVR uses to populate maps. From what I understand, a longwall jungle gym is seen as equal in value to a long-short wall, despite a good survivor being able to use the former for significantly longer. Also there's no safeguards in place to prevent high value tiles from being right on top of one another, which leads to situations where open shack window faces a strong loop, which then connects to a jungle gym on Cowshed, that basically can be run for the entire game if the survivor knows how to make it last.
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@Fenril said:
https://forum.deadbydaylight.com/en/discussion/comment/2561956#Comment_2561956
What about your passive-aggressive attitude? The fact that you're still being passive-aggressive can only mean that you've never looked into this issue and yet, you're here, sharing some light on what kind of psychological issues we may have and how serious they are. Sounds like we have an hypocrite here. 😉
And I'm standing on the hatch waiting for it to open so I can escape the match while my friend sacrifices himself on his second hook as he and I are well aware that we've already lost the match and are trying to do what we can to prevent the killer from having 4 sacrifices, a.k.a playing the game as it's supposed to be played, as the company who developed the game intended us to play. 😀
So you're camping hatch while someone dies, and the killer gets to both you and the hatch before it opens, and you still think you deserve the escape?
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@Dino7281 said:
It was said that Legion should be next for changes, so let's start spamming.
I would like his 1v1 stay as weakness, but make his power more reliable and just better to use overall.
QoL changes:
- The Legion may see the blood pools of injured Survivors during Feral Frenzy.
- Feral Frenzy begins to replenish at the start of the fatigue state.
- The depletion of Feral Frenzy pauses while performing the break, damage and search interactions.
Buffs:
- Feral Frenzy’s movement speed is increased to 6 m/s after applying Deep Wound.
- Feral Frenzy’s fatigue state is 3 seconds and a missed Feral Frenzy attack prompts a 4 second fatigue state.
- The Legion doesn't lose his power charges, when he m1.
- The Legion regains his collision sooner after hitting survivor.
His add-ons are not bad overall imo, but there are some that need to get full rework:
The Legion Pin - doesn't support play-style
Stab Wounds Study, Frank's Mix Tape - useless
Joey's Mix Tape, Cold Dirt - don't wanna get fatigue out of hand and they would be useless with just nerf.
So add-on changes:
The Legion Pin - change it for Incapacitated status effect.
It would be good to stop surivors doing gen in your face.
Julie's Mix Tape - Reduce fatigue time by 0,2 second.
There can be one add-on for that, but still nerfed.
Joey's Mix Tape - increases movement speed during Feral Frenzy by 0,1 m/s.
Frank's Mix Tape - increases movement speed during Feral Frenzy by 0,2 m/s.
Cold Dirt - Feral Fenzy attacks cause Survivors to drop items.
Kinda like Twins add-on Spinning Top.
Stab Wounds Study - The Deep Wound timer is visible to the Legion and reduced by 5 seconds.
I am not sure, if it would get any use, but might be interesting to hunt survivors that you know just can't stop running.
I really like all these changes! Legion feels so clunky to play right now, every single one of these would make him feel so much better.
A possible fun Fuming Mixtape change: make it a bit like Blighted Crow, but where every successful stab increases your movement speed by some amount, perhaps .33 m/s. I'd run it just for the potential of being a teenager with a knife running at Hillbilly speed
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@Rhoska said:
https://forum.deadbydaylight.com/en/discussion/comment/2557360#Comment_2557360
Premise there, is that 2K is above average.
Do you understand the implications of that?
The implications being that the average killer has a 50% chance of killing the average survivor? Yes I do. I know there are plenty of other parts at play, and that these stats don't tell the whole story. And I know a lot of killers (myself included) don't count anything less than a 3/4k as a win, so these stats mean on average, the killer loses more than they win. But for the health and longevity of the game, as close to 50% is a good thing.
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@Orion said:
"Power role" in an asymmetrical game just refers to the side that is more powerful than each member of the other side on their own. In DbD's case, that would (or should) be the killer, since there's only 1 killer and 4 survivors. It does not mean that one side can utterly stomp the other with little to no effort.
But people parrot it thinking it means they should be more powerful inherently, which is foolish. Its a common refrain by low skill players to whinge that the game is unbalanced because the side that is the "power role" has the ability to lose or get outplayed.
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@FreshCoal said:
https://forum.deadbydaylight.com/en/discussion/comment/2557360#Comment_2557360
You think the game is killer sided? Also 2 kills isn't a win...
No, "not super survivor sided" and killer sided are very different things.
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@Purgatorian said:
The sacrificial ward should not be consumed if no map offerings are played imo.
I would like to see map offerings taken out of the game though, I prefer it random and have only ever used one. That was to finishing my 'fall from a great height' challenge when I kept getting nothing but flat maps with no heights.
Funny enough, just made a feedback post on this. Don't consume the offering if no map is played, forbid going to the realm of the offering burned, and perhaps lower to yellow.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2558144#Comment_2558144
Comms are a fact of life, whether the game was designed with them in mind or not. They are the de facto baseline. However, you cannot nerf SWF. Every attempt or proposed attempt has the inadvertent effect punishing people who are simply playing with friends. Not every SWF group gains an advantage, some play worse.
If you buff solo by way of QoL changes that improve their ability to coordinate with other survivors, that brings them up closer to SWF level without also buffing SWF.
Once solo have been buffed to to SWF level, you can then buff killers to compensate.
Buff to solos + buff to killers = net nerf to SWF.
This is the only way to fairly nerf SWF.
You could also nerf survivors in a way that evenly nerfs SWF and solo players, after giving survivor solo buffs that don't aid SWF, for a similar effect.
QoL changes that aid solo but are superfluous to SWF:
1. The ability to view other survivors loadout in the lobby.
2. A limited basekit ability that allows you to track other survivors. (Ideally using the 'killer instinct' heartbeat graphic to give direction but not an aura)
3. Preset chat messages that appear next to your portrait, such as; "Killer is here!" "Coast is clear" "Help me!" "Leave me"
4. Some choice perk changes that give limited information, such as this Head On suggestion. Additionally: When in the dying state with Unbreakable ready, your aura changes to white instead of red. When hooked with active Deliverance, white aura instead of red. Etc.
None of these things aid SWF because SWF would already be aware of them.
With this in place, with all survivors on a much closer level, you could buff killer / nerf survivor in away that balances it out. Such as:
1. Slower gen speeds or more effective basekit slowdown, like a % of base regression on kicking, or a delay to halting regression.
2. Exhaustion or Bloodlust changes to slightly favour killer more, such as having the Exhausted status prevent fast vaults.
3. Survivor item/add-on rebalancing.
+1, this guy gets it.
Every change that gives information to solo queue that SWF already has narrows the gap between the two, allowing for buffs to be made to killer or nerfs to survivor that can bring down the strength of SWF without leaving solo queue in the dust. Changes to give information for solo queue players should be encouraged, as it means that the lack of strength of solo queue is no longer a limiting factor when buffing killers.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2557360#Comment_2557360
What do you think about Blood Lodge with 3 jungle gyms spawned, 2 of which are long-wall jungle gyms, plus the survivors have Dead Hard, and you're not playing Blight or Nurse? Do we just "git gud" and overcome all that, plain and simple? What tile-running improvements are there to make? I don't care about overall kill rates, because that is not reflective of what most of us are experiencing.
I agree that there are map problems in the game (although Blood Lodge is such a weird example to choose. Also 3 jungle gyms on Blood Lodge would be 2 long walls, one long-short loop, and 3 TL walls, an incredibly killer sided map, idk why you'd ever complain), but they have nothing to do with tile strength. A long wall can be incredibly strong, but can be run in a way to mitigate it to a degree. The maps that are the worst are the ones that lie outside of the generic tile pattern, like The Game or Haddonfield, where there are insanely safe rooms/buildings that can't be overcome by anything but holding W.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2557360#Comment_2557360
It's already been discussed why those Kill Rate stats are meaningless.
I don't think they're meaningless, I just think that extreme caution needs to be taken to avoid making conclusions based on stats (Nurse is weak, for example). But if all but 1 killer is above the 2 kills per game balance threshold, and the one killer that isn't is the "hardest" but best killer in the game, then it does disprove the notion that killer is always weaker than survivors. I know there are depip comp squads out there that will make even the a R/U/T Alchemist Ring Blight lose, but balancing around them is just as foolish as balancing around new players.
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Kill rates for most killers are well above the 50% threshold, so clearly the game isn't super survivor sided in all games. Learn to run tiles correctly and you can get all non-long walls out of the way in 20 seconds or less. DH for distance is annoying, but it's an exhaustion perk, it's supposed to be strong, just like sprint burst.
In short, git gud.
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Honestly just fixing IW would be fine. Half the time injured survivors just make 0 noise altogether: no footsteps, no breathing, nothing. Fix that and I'm happy.
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@[Deleted User] said:
My guess as to what happened: When they set out to make MMR, they fully intended on factoring in a number of different things pertaining to skill. I imagine they realized at some point that survivor especially is extremely nuanced, and to accurately reflect a survivor's performance is to delve into Sabermetrics while at the same time confront the map RNG elephant in the room.
Not only that, but your success as a survivor is very dependent on your teammates, and to accurately grade one survivor's performance, you need to take all survivors from that match into account. That creates an issue where your MMR from the last match is still being calculated while you're already dead and queued up for another match.
We can quantify some things to a degree. Efficiency can be loosely quantified in chase, generators, etc. But then you have things that are harder to assign a numeric value. A player lurked near a hook, didn't save, got found, and also got downed near the hook. The game is completely lost. How do we quantify that numerically in regards to the other players? The other players are dying because one player threw, but that's an obvious one.
So here's a harder one: a 3v1 with one gen left, and two survivors choose to double up on a gen but the chase doesn't last long enough to finish it. Match ends in a 4k. Was the chase an issue, or was the problem the decision to double up on the gen instead of splitting two separate gens and guaranteeing one pops? How do we quantify decision-making in that scenario?
It would be awesome if MMR could grade survivor efficiency vs region average. But I think a lot of people don't realize what they're asking. That's an absurd statistical formula to develop. Don't get me wrong, I think just doing escapes and kills is too simple, but a perfect system would be a wild ask.
While this is probably the case, the frustrating thing is that people were saying this from literally day 1. You can't have a functioning MMR system in this game without taking into a billion different variables: killer, killer perks, survivor perks, survivor items, survivor addons, killer addons, map, map RNG, map strength for killer, pallet usage, etc. Its not that we're disappointed they couldn't do it. It's that we told them they couldn't, then laboured away for almost 2 years to then tell us they couldn't.
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@Bran said:
If there was a range for it, it'd be useless.
No, if there's a range for it, it becomes skill based. Currently no one ever tries skill shots with Iri Head because you only have one, so you save it when you can't miss. Removes the best part of Huntress, and is completely unfun for survivors. This fixes both problems.
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@justbecause said:
Why would I bother wasting time to find totem than wasting another 24 seconds to bless it and another 15 secs to heal? Just use medkit waste of perk slot if u ask me
Because it gives everyone on your team a medkit and infinite We'll Make It, and you literally make up every second blessing it by healing yourself instead of having another survivor do it.
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@Miles said:
https://forum.deadbydaylight.com/en/discussion/comment/2546943#Comment_2546943
Prayer beads makes the phasing sound global for anyone outside of their terror radius, as a matter of fact that is not something cc can do, that is something Bone Clapper literally does.
and 2 things, again, Wraiths most effective playstyle does not get complimented by coxcombed clapper, because he literally can just uncloak on your ass and get you before you get to a pallet if you react slow enough. Coxcombed aims at you going for strange angles to try and surprise survivors.
And second of all what you suggested would make coxcombed clapper yet another meme iri add on, are you not aware of how horrible old Wraith's movement speed is?
I'm guessing you're a new player, or you missed the word "old" in front of Prayer Beads. Back in the day, Prayer Beads just removed all of Spirit's phasing noise, no matter if in TR or not. So you would be sitting on a gen or doing a totem, and you'd just suddenly be grabbed off of it when Spirit appeared on top of you with literally 0 sound. It was incredibly stupid, just like current CC.
It depends on the style. I prefer windstorm lunging, in which you are correct, it doesn't matter. But the other super popular style is hit and run wraith, in which case it ensures survivors have no time to react by removing the audio cue, so if they're out of LOS its a free hit. Run sloppy and do that 5x times, and its gg.
And yes, I've been playing Wraith since before the original Windstorm buff. And shockingly, even before this most recent buff, CC was still incredibly strong. Full stealth isn't a "meme" addon, its other killers entire power. And having full silent bell with 126% movement speed while cloaked, the ability to combo it with allseeing, and a lunge greater than T3 Myers that the survivor has next to no time to react to isn't a meme, it's incredibly strong.
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@Miles said:
https://forum.deadbydaylight.com/en/discussion/comment/2542318#Comment_2542318
that would make sense if Wraith´s most effective tactic wasnt just uncloaking on your back. i think Wraith actually going for strange angles to try and get grabs or jumpscares might actually be more healthy for the game and fun for survivors than him just uncloaking behind you 0 ######### given and smack you.
There is not a single argument that can be made for current CC that can't also be made for old Prayer Beads on Spirit. They're the exact same effect, just with the charge time on the other end. Keep the effect, but lower the movement speed down to pre-buff cloaked speed when using it so that you trade pure stealth for map pressure.
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The only time I don't enjoy Pinhead is when they're running the "meta" hoarder, Franklins, double solve time build. It removes all the "skill" part of his kit, and just makes it so that you're constantly under his passive while he just holds W. It's the Ruin Undying Tinkerer syndrome, where rather than commit to interesting chases he just waits until someone triggers his perks, then he gets a free hit and starts the hunt. His passive is the stronger, but far less engaging part of his kit, and its immensely frustrating that its the part that people focus on.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2523412#Comment_2523412
Turns out they are stronger than Hex perks. What a surprise!
not stronger individually, but because there's 4 of them and they can be infinitely relit, they're hilariously busted. Knew BHVR couldn't create such a good patch without ######### it up in some way.
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This bug has been in the game as long as Overcharge has. I figure it's because treating it like a normal skillcheck would allow survivors to tap the gen, cause the skillcheck to "spawn" but not appear, which happens with normal skillchecks if you let go right as they spawn, and bypass the perk completely.
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At this point, I hope the Devs implement a system to show who's in SWF or not at the score screen, so all the killers that cry "SWF OP" after literally every game will see that they're actually just bad at the game. I've been accused of being in a sweaty 4 man for body blocking, "coordinated unhooks" (I was running Kindred), flashlight saves, gen rushing, and plenty of others. Just because you're bad enough to require discord to play competently doesn't mean the rest of the game's population does.
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@ouroboros_world said:
addons are ok, wraith can’t hit while cloaked and have multiple sound and visual cues to know when he’s nearby, survivors got 3rd person pov with a 360• movable camera, but if you think wallhacks op we should just remove all wallhacks because it’s just not fair for anyone
True, and we all know there's no way to silence that audio cue, nor are there any other sounds or music in the game that can mask them, right?
Just put a cloak time requirement before the aura reading kicks in. It should be used to find hiding survivors, but getting free info on a survivor you're currently chasing is silly. 5 seconds of cloak before it kicks in, and its good to go.
Silent bell, on the other hand, needs a big ol' nerf. Its just slightly weaker Prayer Bead Spirit.
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@Maperson said:
I think that he definitely needs a buff, he is the only killer that needs to work for his power, has no sort of mobility or chase mechanic. Everything he do other killers do better, he is outdated an in my opinion next to trapper in terms of strength.
While I deff agree that Mikey needs a buff, Oni and to a lesser degree Plague and Pig also need to work for theirs.
Mikey has just been left in the past. I don't think the buffs of his need to be drastic, because he's not far off being midtable, but some simple quality of life changes are in order. Remove the distance scaling for stalking, it makes no sense that the most optimal way to stalk someone is to be right on top of them. Buff T1 to 110% speed, but keep the small lunge, and change Scratched Mirror to reduce it back down to 105%. Rather than have survivors "run out" of stalk juice, just have them give stalk at half or quarter speed. Mikey is the only killer in the game that can "run out" of his power, which is silly. It'd be like if Huntress could only reload at each locker once, or Oni could only get 5 litres of blood from each survivor.
Small things like this should at least make him more enjoyable to play. Though in the other direction, Tombstone Chunk definitely needs to be changed. The fact that you can just kill any survivor on your first T3 with little drawback is stupid strong for a purple, and is ridiculous balance-wise.
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Honestly I don't really care much about just ruin/undying, its just when Tinkerer is added that it becomes a bit annoying. Scott put it best in his video about it as to why its annoying, where killers stop playing to chase and just constantly go return to gens as soon as tinkerer procs. Games last like 4x longer than they need to, and it just can be such a grind to get thru.
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Also, new ruin is far far better than old ruin, as long as a perk like Undying exists. Old Ruin was good at slowing down gens early, but wasn't that strong at high levels or as the game progressed. New Ruin, as long as it stays up, is insanely strong late game, and is good at every level.
