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Laluzi

Laluzi

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Laluzi
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  • @MikaelaWantsYourBoon said:

    If they add flashlight validation, it will favor survivors. So probably we will hate it. I am not expecting from BHVR something fair for both sides.

    I am man of don't fix it if is not broken. And take back pallet and Dead Hard validations as well.

    Will it, though? Because I'm pretty sure the current flashlight mechanic works on the blinding survivor's perspective of where the killer is facing, not the server (see other survivors' PoV) or the killer. Once flashlights hit a certain... brightness, threshold, something, it doesn't matter if I turn away. I'm still going to get blinded while I'm facing the other direction. Can't even begin to count how many times this has happened.

    On the other hand, it makes me wonder if flashlight saves would even be possible against non-baby killers if this was fixed. Because unless it's timed absolutely flawlessly, I have that window to turn away - it's just that turning away usually doesn't work.

  • @fogdonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/2791398#Comment_2791398

    Survivors will have bad time even now if there is a weak link. The weak link gets tunneled out with 3 hooks and usually it is a very hard situation after that.

    With my proposal: If there is a very weak link, survivors can decide to not unhook the person. Or they could wait until it becomes really safe to unhook. The weak links need to learn to play extremely safely and stealthily.

    The thing is, even when there's a weak link who gets sacrificed early, if the other three survivors are very good loopers and are overall better players than the killer, they can still escape - probably not all of them, but one or two can make it out the gates. I've had it happen on both ends.

    I think this change would kill that. While you are correct that this can be bypassed by choosing not to unhook... is leaving people to die on hook because they're not good enough at running away from someone who's tunneling them really something that should be incentivized? Think of what that'll do to solo queue. MMR already incentivizes people to bail instead of saving each other at the end; now you'd make it where the correct decision is to leave players on hook early on if you didn't think they were good enough, or they don't have chase perks. If the killer tunnels, unhooking teammates that looked kind of dopey becomes a liability as well as a necessity. And that's another kind of awful, because you can't really tell if someone is bad at the game or if they got caught off-guard in a bad area based on one chase. Was someone a doofus who ran into the killer, or did they intentionally throw away a health state to distract the killer from something else? If I see someone who isn't the obsession get injured and then go down ten seconds later on my HUD - did they get spotted and immediately go down, or had the killer been chasing them for a whole minute and then everything fell apart really quickly for them? Or maybe you can see that David has been occupying the killer for two minutes, but then it turns out he did that because he predropped most the pallets on the map and he's a potato without them. You can't make the right judgement call on your teammates based on what little you observe. By the time you've seen enough, it's probably too late. But people are going to make judgements off the first things they see - I know I do. But I'll still go unhook the players I'm going full SMH at because no matter how questionable their decisionmaking is, I'm probably still worse off without them. If that changes...

    The whole thing is super cutthroat and I think a lot of people would make decisions other people disagreed with. Overall I definitely don't think this would disincentivize tunneling. Camping, yes - it would make facecamping unviable. But tunneling was always more powerful than facecamping anyway.

  • I feel like this would actually increase tunneling and milking the weak link? You can essentially pull hook stages off other survivors by going after the easiest one to catch, and then continuing to go after them when they're already injured and right in front of you. It takes longer to delete a survivor from the game, but then everyone else only has two lives instead of three. The thousand hour loop god Nea would have bought way more team time out of her eventual hook state than the Claudette who made it ten feet away from her hook before she got downed again.

    It's an interesting idea, but I don't think it would go over well in practice.

  • @jeremycarinio said:

    https://forum.deadbydaylight.com/en/discussion/comment/2789323#Comment_2789323

    "flight paths dont track from the center" ? have you tried playing her? her dire crows are literally faces forward at the center of killer POV. how hard that can be.

    and back at you, how does it reduce the QoL? her aim assist is not even necessary to begin with. you have your POV at center, just like how a skilled huntress does it, is it?

    https://forum.deadbydaylight.com/en/discussion/comment/2789375#Comment_2789375

    uhmmm no more? she is already a killer with a lot of power to give information, and power to injure at a long distance. why would you still want to buff her?

    https://forum.deadbydaylight.com/en/discussion/comment/2789478#Comment_2789478

    i dont see removing her aim assist as nerfing her? a lot of killers does not even have this aim assist to correctly aim at survivors, thats pure skill. besides, the idle crows' silhouette should be enough for you how did you place your crows, and that takes 100% skill. unlike relying on that aim assist, you can even place it without consequences, as her crows recover fast.

    https://forum.deadbydaylight.com/en/discussion/comment/2789856#Comment_2789856

    AURA READING ON BIRDS? really? you can only see the birds MID FLIGHT, based on how far a survivor is, no time enough to react. besides you cant even see her idle crows.

    Freddy snares, is technically 1m away from kliller to assist location, trapper traps are good MID gaming(based if youre really good at location spots), DEMO, oh gawd, demo is the worst as it only gives him mobility, it does not even help him with gen pressure.

    "SHE IS A TRAP KILLER THAT CHANGES HER TRAPS INTO FLYING PROJECTILES", and thats exactly why she is deadly when played correctly. she is a killer designed to create a map presure, gen pressure, power to injure, while camping, is at best, which other killers dont have.

    Yeah, I play Artist. And if you only fire birds right after you place them, you're not doing a great job of playing her. Not saying you'll never do that, it's fairly common, but that's only half her kit. The other times, you're setting up birds facing different ways at loops, or creating a spread that you'll chase a survivor into after you follow them around a structure. The visible flight path assists that because their trajectory no longer matches where your PoV is facing. You've shifted position. You can extrapolate from the exact direction the bird is facing, but depending on where you are, the bird may no longer even be on your screen. Hence, flight paths.

    In the cases where you're placing a bird straight ahead because you think the survivor's about to drop a pallet, and then you're firing as fast as you can click - yeah, you don't need the aim box. But I don't think that's what it's for.

    This is just a really weird point for you to harp on, especially when the Artist isn't an especially strong killer in the first place. She's good, but not "nerf this immediately!" good, and you're not even suggesting a practical nerf to her capabilities, just one that makes her harder for new players to pick up. Which I could understand if she was something like Nurse-tier, but she's not.

  • I'm personally really happy that they addressed Boil Over as quickly as they did. I was afraid we'd be stuck with the current abusive state of the perk for a long time.

    I'm also really enjoying the current event - both the interactive design and the fountain of bloodpoints on both sides. Plus it's really nice they made it so that all event items are now guaranteed to appear at least once in each level 50 bloodweb.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2790144#Comment_2790144

    If I see this happen, I go and pressure gens. That's literally 1 person doing absolutely nothing.

    But then I have to play the game with ungodly annoying audio-visual spam firing off once a second. It's loud noise notifications on steroids.

  • It can be unbelievably annoying. I've had people take the box to upper corner RPD library and spam notifications on me until I paid attention to them. Terrible place to move to and start a chase, but I don't have most of my power otherwise.

  • @BrotherLove said:

    https://forum.deadbydaylight.com/en/discussion/comment/2790042#Comment_2790042

    Survivors have a 4% chance to Kobe. Pig only gets a 6% chance of pulling this off. The other 94% most pigs won't be able to win. Doesn't seem sad to me. Seems totally fair.

    You're acting like if the Pig doesn't get a 4k on one box, she loses the game.

    If she gets one person, which she usually will, she's in a good spot unless survivors were very snappy about the timing of activating the gens and popped 3 gens in short order, or 99ed a bunch of them (which only happens in SWF.) If she gets two or more people, the survivors are straight-up boned.

    And either way, it's a ######### game for survivors where your ability to do anything or just get force depipped with <5k points depends on RNG and you'll only get a normal game if the Pig manages to get nobody with her trick. There's nothing desirable in this scenario except a sense of amusement or sadism.

  • It's pretty terrible. Whether it's RNG dependent or not, it's just denying survivors a game. There's no agency here, just a double coin toss on whether you even make it to the sad stage where the Pig mops up the stragglers. It shouldn't be a thing.

    It's like Basement Bubba, but with more RNG involved and less need to be able to successfully chase people, and even less skill-based determinism on the survivor side - you can delete players from the game with exceptionally little effort. There is counterplay, but it doesn't exist in solo queue, and nobody has fun either way. Not healthy for the game.

  • @RakimSockem said:

    https://forum.deadbydaylight.com/en/discussion/308636/how-are-you-supposed-to-counter-3-second-chance-perks-back-to-back

    you should have gone for the unhooker. seems like you went through more trouble than necessary to tunnel someone off hook instead of going after the i'm assuming 3 people going for the save.

    Unhooking is an animation lock so you can easily hit whoever goes for the grab. And if the gate was as far away as you described, you could have easily gotten someone else. Tunnel vision lost you that situation

    The issue with this is that the survivor who has endurance and DS will typically get in your way so that you can't down the unhooker.

    When you have a pack of survivors fleeing to the gates and the one in the backmost position has protection perks - either you've got an instadown/an AOE attack, or you've lost.

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/308647/bring-back-past-lunar-skins

    https://forum.deadbydaylight.com/en/discussion/comment/2788534#Comment_2788534

    You should have that jacket and the Huntress's hound mask and Kate's free song bird slip dress and Hillbilly's Pro-Pain Hammer. If you don't have those, open up a support ticket: https://support.deadbydaylight.com/hc/en-us

    Huh. Nope on all counts. I guess I should check into this - thanks for the link.

  • I don't see why depipping should even exist at this point. Ranks just mark how much you played this month. I get not pipping if you have a bad game and don't do anything meaningful, but why is depipping even a thing anymore? What does it actually add to the current system, now that emblems don't contribute to your matchmaking in any way?

  • Loading into Gideon Pallet Factory hinges on whether you've got a killer or build that can quickly break pallets or attack through them. If yes, the survivors are extremely screwed by design. If not, you getting anything more than a hook-trade 1k hinges on the survivors being subpar or screwing up somewhere.

    The map needs more windows and less pallets. If it has to have as many pallets as it does for some incomprehensible reason, then reduce the safety and/or visibility on some of them. Every pallet upstairs has full vision on the killer and can't be mindgamed unless the survivor straight up doesn't know how to look around while chasing, so if the survivor is smart enough to take the killer around them for a couple of spins before dropping the pallet, their only option is to grin and bear it.

    Then the lower floor has less loop visibility, but a bunch of god pallets for some reason, so in half of those loops, the inability to see where the killer is doesn't even matter.

  • Huntress, Hag, Plague, Blight, and Pyramid Head are all still pretty great without addons. I haven't used a single addon on Plague since I P3ed her and she runs just fine.

    Though personally I thought Nurse was pretty reliant on having addons. Faster blink recharge feels pretty vital.

  • I feel you. Every single match I've played today, I've either been left to die on the hook, or I got farmed without BT right in front of the killer. Literally just had a healthy no-hook Nea use my injured death hooked ass as a human shield last game. Got to watch her tbag the killer out the gates from the spectator screen as if she'd done anything worthwhile that match.

    Sometimes it feels like SWF is the only way to have fun in this game, and even then, it requires you to get a killer that's playing chill and not trying hard for the win - and in that case, they're probably pissed that they're up against comms. So the cycle continues.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2789429#Comment_2789429

    Being popular and being effective aren’t necessarily the same thing, especially at the higher skill levels. Face camping is popular at lower levels but not optimal. Chasing a survivor for three minutes until the killer downs them is popular at low levels but a terrible strategy. Just because Flashlight see use doesn’t necessarily mean they’re actually good at what they do.

    Even if that is the case, because I'm skeptical that they're not balanced (being able to undo a chase is a very powerful thing, so of course it has to be difficult and-or avoidable, and unlike everything else you brought up, you see more flashlights in high level play than you do low), does rolling another underused item into their function actually address that? I don't really think it would.

    The reason I'd be down for meshing maps and keys together is because they serve similar purposes, now that opening the hatch is a footnote. If you do bring a key to a challenge nowadays, it's either because you have a challenge or for player aura reading purposes. Flashlights and maps don't have anything to do with each other.

  • Hmm... I don't agree. Flashlights and maps still have distinct uses. Flashlights are popular enough (and have enough evident usefulness) that they don't need any help, and maps got new life with boon totems - they're very handy to have on a booner and save time locating totems, as well as the old hex-finding usage and incidental-or-challenge-relevant stuff like hatch/gate tracking. This also feels like it'd be a downgrade to the map function you can currently have, which is rather nice; seeing in a cone is much worse than seeing mapwide.

    If any survivor item needs help right now, it's keys. I think the idea of having maps and keys having their functions rolled into one is much more suitable on both counts, because they're both already all about aura reading anyway.

  • I bring the pustula plant from tome 5 into all of my survivor matches just to confuse people.

  • I really want the Wraith doll from tome 4, as well as all the survivor vinyls I missed.

  • I'm pretty sure she gets aim assist because she fires her birds seconds after placing them, and their flight paths don't track from the center of your screen like every other ranged killer in the game.

    This isn't even a nerf to what she can do, this is just a QoL reduction. I can't understand why you'd want something like that to happen other than spite.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2788534#Comment_2788534

    Because, there was a time everyone just got it. Same with the hound mask.

    You both should have it I think?

    I thought that was the case - the wiki said so when I first looked into it - but I don't. Do you?

    I do see lots of Davids with the jacket, but I never, ever see Huntresses with the mask - and that doesn't track, because when new players have extra cosmetic options other than the default, they tend to use them.

  • Pig needs help, but making an iri addon basekit is not the way to go. 16m aura reading is powerful. Also, no thanks at the permanent -2 traps.

    Pig would be in a decent spot if they increased the speed and fluidity of her stealth so that traversing the map while stealthed wasn't a giant hindrance, and if they improved her ambush so that it wasn't worthless at everything but specific short loops while you're sitting under the pallet.

  • @rj3000860 said:

    https://us.v-cdn.net/6030815/uploads/UPVCVHPW533A/dk-torso02-cnevent01.png

    Not much else to add. This jacket goes great with the new pants, but it isn't available. Please bring it back!

    For some reason, I see tons of new Davids wearing this jacket, but I don't have it.

    It's the Huntress's hound mask that I most wish I had, though.

  • While I wouldn't hate this, I don't think it'd help Boil Over either.

    Whether it's 33% or 50%, Boil Over just isn't attractive. The important thing to keep in mind is that the current Boil Over with a flat 25% isn't attractive, either. You're seeing people run it because it's new, it's making a hubbub, and because it's abusable. But once the first two faded, you were only going to see it in occasional troll squads. It wasn't a good perk to use in ordinary play because it's too situational that the killer will drop off a ledge and have that four seconds make a difference, and the only way to change that is to stop playing normally, cheese, and hope the killer gives up on you instead of slugging you to death. That's still the case, but now running into corners doesn't work.

    People were running Boil Over because for once in the perk's lifespan, you could guarantee value out of it. You can't do that anymore, so it doesn't appeal. People don't like unreliable perks. Look at Devour Hope - it's the strongest perk in the game in terms of its effect, and yet it's not a common sight in loadouts. Well, you're likelier to get Devour Hope to 5 stacks than you are to wiggle off with Boil Over (without a friend group and offerings, and at that point, it's probably the friend group and offerings that got you off more than the perk itself.) And if you do wiggle off - okay, you accomplished what's essentially a Decisive Strike with different conditions. Does the killer go right back after you? Can you do it again? Is your team in a position where the extra chase time makes a difference to them? The risk/reward is just way out of whack when you can't reliably make the perk do anything and it starts to hinge on whether or not the killer gets knocked into a doorframe or off a platform by your swaying.

    Power Struggle is better at giving you surprise escapes than 33% or 50% Boil Over ever will, and you don't see people running that either.

  • I don't see the problem because it's easy to avoid when you see it coming. Once you know the killer has Pain Resonance and DMS, let go of the gen before the survivor gets hooked, and start repairing it again afterwards.

    It's kind of like how once you realize the killer has Tinkerer, you start looking around, piling on gens at the end, and expecting them to show up when you hit 70%. Or once you realize the killer has Discordance, you stop doubling on gens. Just something you have to observe and react to as the match goes on.

  • Boil Over is a hard perk to make both useful and fair, because its effect deals with letting you break free on your own. Either it can reliably do that (in which case it's too strong to be balanced) or it can't (in which case it's too weak to run.) A perk like that can only be strong if its usage is capped.

    There's always going to be forgettable perks, and if it's a choice between forgettable or abusive, I'll gladly consign Boil Over to the former pile.

    Meanwhile, Distortion, Buckle Up, and Wake Up were all buffed this patch in nearly meaningless (or outright meaningless, in the case of Buckle Up) ways, and all of those are perks where I can think of ways to make them actually good. But nobody's talking about them and we'll be lucky if they get addressed again.

  • Me and the boys found a bouncy envelope.

    boing.jpg

    While I'm here, may as well throw one in from a few days ago. Found a Felix that was just... not adhering to the same reality any of us did. When I tried to chase him, he played laser pointer tag on the walls. When Nea wanted to heal him, he kept walking away to do this. Man would stand next to gens and nod at them. I had to manually drop him out of the exit gate because he kept headbanging instead of leaving.

    I don't know why, but something about this screencap just amuses me.

    felix.jpg


  • I don't check profiles and don't really care for hours or -reps (unless there's a bunch of complaints of sandbagging/griefing). Private profiles doesn't mean anything to me because so many people do it to avoid hate mail. That said, a VAC ban would be an instant dodge from me. I don't trust anyone who's cheated on multiplayer games not to do it again, especially not here where the anticheat is about as good a protective shield as Swiss cheese.

  • @dictep said:

    https://forum.deadbydaylight.com/en/discussion/comment/2787969#Comment_2787969

    But 99 % of times is much like this...

    |>>______________|

    and with boil over...

    |>>______________|

    the same, perhaps 0.33% to 1%

    I'm going to say it now - getting a huge chunk of wiggle progress just because you moved to a high area where the stairway down took even more than 25% progress to reach should have never been a thing. It's gone, and that's a good thing.

    What Boil Over can do now is punish the killer if they want to take you into the basement from a long distance away. They can't shortcut it and you may successfully knock them through the gap anyway. It also punishes trying to reach scourge hooks and makes team sabotage and bodyblock plays easier. There's also some small drops and areas where you might knock the killer off a platform/stairs for some bonus wiggle progress and a serious pathing screw-up (such as if you push the killer into one of the holes on the upper floor of The Game), but that won't be something you can generally control. Deliberate positioning was the heart of the abuse with this perk and it had to go.

  • @GillyBeannn said:

    I'm sorry but I'm confused, what does it mean to have 33% current wiggle progress gained when the killer drops from a height?

    Whatever your wiggle bar is at the time of the drop, you get a third of that added immediately. If you have 20% wiggle when you drop, you get 6.67% extra wiggle progress from Boil Over. If you have 60% wiggle when the drop happens, you get 20% bonus wiggle.

  • @ReverseVelocity said:

    https://forum.deadbydaylight.com/en/discussion/comment/2787630#Comment_2787630

    The other benefits of the perk not doing enough was what made it a bad perk in the first place. Now that the wiggle progress won't do much, I don't see a reason to run it.

    33% is too harsh, it should be 50% (at least), that way people won't be able to get a bunch of wiggle progress by running to a drop down to die, but it'll be significant if the killer decides to take a drop down after carrying someone for a while.

    That said, the perk didn't need a change after the RPD fix. That's the only map it was problematic on.

    Boil Over was not only a problem on RPD. Just solo queuing and observing my teammates (been playing more survivor than killer this event), I saw 'you can't hook me' situations unfold on Eyrie, Badham, and especially on Disturbed Ward. I saw it on Dead Dawg in the PTB as well.

    @gendoss said:

    It was used so little to begin with it's going back to being used by basically nobody. I love when the "meta" changes for survivor a tiny bit killers immediately want it gone. It happened with CoH too. Every time without fail.

    This is perhaps because the survivor meta is really damn powerful and any perk that successfully breaks into the meta has to be even more powerful to be able to get through that thick layer of cement gatekeeping the ultimate survivor perks? Ergo virtually everything that becomes meta at this point is powerful enough to be concerning?

    Boil Over was never going to be meta anyway. If you weren't using it to troll and become unhookable, it was a highly situational perk that wasn't going to make a difference in most of your games. It was 100% bully bait.

  • I'm very happy with the change. I think Boil Over is on the whole semi-weak now, but perks that let you wiggle out without teammate assistance are always going to be tricky balancing cases. This severely weakened the cheese strat of going into certain upper floor corners whenever the killer started chasing you; it's not worthless in those cases, but it won't get a free wiggle on its own, either.

    It's not going to be an effective troll perk anymore, and the buffed version was never anything more than a troll perk (even for people who used it to escape, the strategy itself was pure cheese), so nothing of value has been lost.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2787773#Comment_2787773

    I think because it's such a small regression that a lot of people didn't even know about it

    I knew about it because it actually affected me once - teammates were bodyblocking an Oni, who dropped me right before the threshold I would have wiggled off. I crawled away from the hook and stayed on the ground for about a minute, but I didn't go too far because I figured I was going to wiggle off as soon as he picked me up. By the time I did get picked up, enough regression had occurred that he made it to the hook.

    This is a killer nerf, albeit not one I think will affect me because I always treated survivors I had to drop as lost causes. I'm still much more concerned about the bonus wiggle from the new wiggle system than I am a loss of passive regression.

  • @sleepy_knight said:

    Everything goes back to before it got buffed. Besides adept Kates, noone will run it. Same as what happened to Lucky Break.

    Speak for yourself on Lucky Break. I never dreamed of touching Lucky Break before it hid scratch marks, and now I run it on maybe a third of my survivor builds. It's super strong, especially with CoH to free up the medkit slot. The main reason I don't run it more is because it kind of needs Iron Will with it and that's one of the meta perks I tend not to use.

    Boil Over's going to be pretty dead, though. People used it either out of curiosity, which fades, or because the cheese strategy was so effective, which it won't be now.

    @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2787721#Comment_2787721

    It should not give you bonus wiggle, this was mistake. They buffed this perk with very wrong way. It was abusable, people told this already at PTB. And now they nerfed it.

    It should have been strengthened in another way. Not bonus wiggle. But they did not this, anyway.

    So what we had? Dead perk. What we have now? Dead perk. Why? Very situational. So BHVR did not anything good with this perk.

    This is why i am upset.

    https://forum.deadbydaylight.com/en/discussion/comment/2787735#Comment_2787735

    Yeah, sure.

    How would you suggest buffing it, then? Because it's in a pretty tricky class of perk. It's hard to buff in a way that's both meaningful and doesn't potentially make it uncounterable.

    Also, I did lose a couple of hooks to the stagger. It's extra potent with bodyblocking, but even without it, it makes getting through doorways very tricky. RPD was the map I was affected worst by it because you have to take very specific paths to reach hooks, but I got caught on shack or main building a few times. It's a very situational effect, so it's not good enough to run, but it isn't useless either. Compared to Buckle Up or Distortion, Boil Over got a decent buff here.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2787620#Comment_2787620

    And this makes perk garbage. This perk was dead already and seem like it will stay dead forever.

    A perk that lets you break free on your own without any teammates intervening for you has to be either weak or very conditional, because if it's both strong and unconditional, it normalizes undoing a killer's chase for just the investment of a perk. That's inherently unbalanced. DS is an example of it done right - part because it's not always available, part because you can't keep doing it when it is available. (I do think it would be fine if current DS could fire twice, once for each hook state, but the point is that it's not unlimited.)

    Boil Over was just way too easy to abuse and the emergent gameplay around it was completely miserable. It was conditional, but the conditions were too easy to trigger deliberately and there was no limit on how much you could do it. Meanwhile, if you didn't run to dead zones where it was impossible for the killer to hook you, it was still a really bad perk that was unlikely to give you any value in any given match. Especially without map offerings, because most maps have little or no verticality.

    That's the worst kind of perk you could have - powerful if you're trolling, worthless if you're playing normally. From where I'm standing, something like that is better off staying dead than existing in that state.

  • This sounds way better. I'm still a bit cautious, but in most abuse cases, the drop comes at the start of the journey to the hook. Stronger areas would be RPD library, Eyrie, and Thompson House, but even then, it's not nearly as strong as it was before.

    This sounds way more useful for killers trying to take you into the basement, and way less useful for going 'neener neener can't touch me' on top of a building like Asylum. I think the only other change I would like is so that it has a cooldown between fires, so you don't get hit twice in less than a second trying to go down folded stairs like there are on Eyrie, especially when the increased stagger bumps you around - but that might not be necessary.

    Overall - thank you. I'm very glad we've been listened to here.

  • @Star99er said:

    Billy went from being fun & challenging to play against to one of the biggest pushovers. At least Freddy’s rework made him viable.

    While there were lots of unpleasant changes wrapped up in his rework and they all contributed heavily to his fall from grace, I think Billy's loss of prominence is equally related to him getting powercrept. There's three other killers that do parts of his kit better than him and they all happened within a few months of his rework. Revamped Bubba has a way easier time landing instadowns, Oni is a smoother and more forgiving version of Billy when he has his power, and Blight corners the market on map mobility and is better at using his power in loops.

    Billy's kit used to offer a lot more novelty than it does now; losing instasaw/all of his good addons and getting a bunch of negative QoL changes on top of that was a nail in the coffin, but even if they hadn't touched those, I don't think Billy would be in the same spot he used to be. I think he'd be more like MDR Spirit where there's one super powerful addon combo and everything else is good but lukewarm. It'd be more than one combo, since crack Billy didn't have drawbacks back then IIRC, but Blight is still more appealing, especially with indoor maps becoming more common.

  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/2787332#Comment_2787332

    Unless you really, really need to use an unsigned integer for some reason (e.g. in old 8-bit games for space saving! 7 bits can only got to 128, so if you wanted a higher max than that), a signed integer means that if something slips through and it goes below 0, it just goes below 0.

    As opposed to rolling over to the highest applicable value, which would in this case mean some 4 billion BP.

    Ah, right. I spent a comparatively large amount of time working with assembly, so I got in the habit of using all space available unless there was a pressing need for it to be otherwise.

    Bit of a derp moment on my part. I'm enough of a Civ fan to know what happens when you let the underflow roll over. :P

  • Gotta be Freddy. He went from being 'unique but flawed' to 'boring but effortlessly strong' to just 'boring.' Easily the worst addons of any killer in the game.

    I often forget he exists. How in the world we got to a point where Freddy Krueger is forgettable, I don't know.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2787286#Comment_2787286

    I couldn't even understand the maths behind that :(

    The idea is that when you look at a number, like 25, it's on a base 10 system. Each 'space' has 10 digits that can go in it (0 through 9). The 5 is 5x1 (or more accurately, 5*(10^0), so the 5 is just a 5. The 2 is 2*(10^1), so it means 20, not just 2. If the number were 625, the 6 goes in the space that marks 100, and 6*(10^2) records the value of 600.

    Binary works on base 2. Each digit is either a 0 or a 1. Say I have the binary string 01011001. Ignoring signed bits for a second (though it's the same either way in this case), this displays the number 89. The math behind it looks like this; it's (2^7)*0 + (2^6)*1 + (2^5)*0 + (2^4)*1 + (2^3)*1 + (2^2)*0 + (2^1)*0 + (2^0)*1. Or more simply, 128*0 + 64*1 + 32*0 + 16*1 +8*1 + 4*0 + 2*0 + 1*1.

    It's way easier to do this kind of calculation on a base 10 system because you don't have to mentally 'add' anything, but it is technically the same way you add up normal integers and it can work for any base. Hexadecimal, for instance, works on base 16, with digits 0 through F.

    Binary's prominent in programming because computers all boil down to a bunch of circuits that can hold an 'on' or an 'off' value; there isn't room for 10 distinct states down at the very building blocks of the system, just 2, so it's most efficient to build your 'this means this' cases around that.

  • @Azshhh said:

    Guess we're all going to the eyrie now ._.

    Disturbed Ward is the one I've seen the most value out of since the midchapter update. Eyrie sometimes spawns second story hooks, Asylum never does.

    Overall - glad for the hook, afraid that this means they'll think Boil Over is fine now.

  • Could you theoretically use Overcome if you got a Borrowed Time hit, or is it only healthy to injured?

    Renewal is another guaranteed useless perk for No Mithering. I also once brought We'll Make It/CoH/Solidarity in a full No Mither squad, if that counts.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/2787278#Comment_2787278

    Just computer stuff.

    The simple version of the really nerdy stuff: It's a signed 32 bit integer, meaning you've got 32 bits of 1's or 0's. Switching these bits between 1 and 0 changes the overall value (if you're not sure how to calculate binary, it's pretty easy, just give it a quick Google).

    The very first bit in a signed integer determines if a number is positive (0) or negative (1). So, all in all, the absolute higher number you can store in a signed 32 bit integer is: 01111111 11111111 11111111 11111111

    Or, converted to decimal: 2,147,483,647

    EDIT: Laluzi beat me to it.

    ...Wait, bloodpoints can go negative?

    Is this some kind of error safety net? Or is this a clever scheme to put me in DBD debt after I fail to pay my bloodpoint loans?

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2771305#Comment_2771305

    But it really wasn't unanimously. There were enough people that defended the new dead Man's Switch and Boil Over. It's not always that simple and one sided.

    Wide majority, then. Virtually nothing is going to be genuinely unanimous. There was a lot of noise being made and they blew it off because they wanted to see what would happen on a larger scale, whereupon we got live-game confirmation that yes, Boil Over was heavily abusable in all of those cases that were brought up during the PTB. (Though I haven't heard or seen half as much of the abuse case for Dead Man's Switch. That's probably a good thing, but it's also a little worrisome because it could easily slip under the radar if not enough people are doing it.)

    At this point, my main concern is that them sticking a guaranteed hook in RCPD is going to be grounds for them saying "okay, Boil Over is fine now." The map I've actually seen the most Boil Over abuse on in these past few days has been Disturbed Ward.

    @dugman said:

    @Laluzi Yep, 100% agree on stealth mainly being useful between chases, not during them. Both Furtive Chase and Beast of Prey could use a revamp because of that.

    I think if I had a pick, for Beast of Prey I’d go with having it either reduce the timer for Bloodlust ticks by 2/3/4 seconds or increase the movement bonus you get from Bloodlust increments by 1/2/3%. So it still thematically improves your Bloodlust but more directly.

    Furtive Chase, why not give a passive +1% per token to movement speed in chase? No other perk does anything similar other than maybe Play With Your Food.

    That Furtive Chase would be extremely interesting, but I think I'm hesitant on anything that gives permanent movement speed bonuses. Something like that would need a lot of testing and probably a pretty cautious token cap, because most loops just aren't made for killers moving faster than 115 and bloodlust is a temporary mechanic for a reason. Color me interested but also cautious.

    I like the Beast of Prey idea, though - make it focus more on improving bloodlust than getting a questionably useful effect during it. Creates some interesting strategies for dealing with certain loops, but has a big opportunity cost attached to the movement speed buff (whether that's faster than normal bloodlust or quicker than normal bloodlust.)

  • You'll find most allowance numbers in coding come down to binary - in this case, there's a string of 31 bits that can contain either a 1 or a 0, and that base-2 system determines an integer value. If I have 001000 in binary, that means 8; 010110 would be 22.

    2^31 is 2,147,483,648. You can have n-1 bloodpoints in this system because the counter starts at 0, so it can record a value of 0 to 2,147,483,647.

  • @Peanits said:

    In case you're wondering, the actual theoretical max is 2,147,483,647. Will you ever have that much saved at once? Almost definitely not.

    31 bits for it? That's considerably more than I would have expected for something that's capped at 1m.

    According to a stats tracker I use, the highest cumulative bloodpoints earned (on unprivated Steam profiles) is 1,823,646,661. So if that player earns 300m more bloodpoints over their DBD life and then has a bug that wipes their save file - that'd make for an interesting conundrum.

  • I ran into a really funny clip of a dev Q&A about a year ago when they were still ironing out MMR, and Patrick outright said that having it only look at kills and escapes was horrible and they knew it was bad. Oh, the irony.

    I want it to focus more on chases both on the survivor and killer side. Kills and escapes are useful data to factor in, but look at chase times for both survivor and killer, and number of chases completed on the killer side. For survivors, perhaps even look at plays like flashlight/pallet saves. Detract points from every survivor who wasn't being chased/hooked/downed if someone progresses a hook stage and the killer wasn't close enough to trigger the proximity emblem event. The old emblem system's failure was that it put too much stock in gens and heals and not enough for actual skilled gameplay on the survivor side, which in turn told the game that survivors were more skilled than they were - but it was better than our current SBMM. And it rewarded killers more for 8+ hook games and less for camp-outs and 'everyone dies on their first hook' type scenarios, so players who did stuff like basement Bubba or couldn't get kills without NOED didn't shoot up way past their skill level.

  • While this is great, and I'm glad they addressed this so quickly, there's two things I'm afraid of here.

    -The library is still going to be a problem spot due to the balcony's distance from every other part of the map; having a guaranteed hook there still makes it super susceptible to, say, sabotage or Breakdown, and once that hook is destroyed via a sacrifice, it's back to the old problem. People can still do the thing where they force the killer to take 15 minutes bleeding them all out; one person can be hooked, but the rest can't.

    -"Hey guys, we patched the worst spot, New Boil Over is fine now"

  • It really wouldn't. You'd just change how the early game is played. In the meanwhile, we'd still have super unbalanced loops, too many map resources for high efficiency teams, a solo queue that gets an even shorter end of the stick than usual and now gets megaboned instead of just boned, a meta that completely dominates the other 90% of the game, too much reward for playing ruthless/too little reward for playing fun, and an MMR that prioritizes kills over chases and also pairs players with whoever it can find if they get lobby dodged.

  • Have you even played Blight?

    I just got him a week ago, and a quarter of the time I rush, I miss the survivor, shoot far into the distance, and completely lose them between the "aaaah what the hell" and the distance/stun animation. Using his power for anything more than map mobility requires a lot of calculation, map and vector knowledge, and has tons of room for error.

    You can dislike him or think he's too powerful, but saying he takes no skill is like saying Nurse takes no skill. His power is one of the most skill-gated powers in the game.

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