Leonardo1ita
Leonardo1ita
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/3198434#Comment_3198434
I'd actually not have luck as a mechanic at all :) but that's just my personal opinion, I'd rather things more tangible and not left to chance. Whilst I am a fan of map RNG, I'm not a massive fan of things being too random in a game such as DbD where repetitiveness is part of the game.
(going to just add in here, please remember these are my personal opinions - feel the need to add that given that people will jump on what I say).
Absolutely agree
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@Mandy said:
My personal thoughts are that I don't like "luck" in DbD, I'd rather something more solid and guaranteed - especially as Luck can only refer to self unhooking at the present time, with the recent bloodweb changes there's now more opportunity to get the good items from the bloodweb so I don't think it should affect items found in the trial (it currently doesn't, nor has it previously). Having luck to dodge a hit, without any skill involved just seems to be counter productive and would lead to more frustration than Dead Hard did prior to it's nerf.
This is what I've always thought about luck too, it is a completely outdated mechanic, it should be removed/reworked imo. Thank you for saying this Mandy :D
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@ByeByeQ said:
One major reason I can think of is that they have a higher chance only own the base game.
That's not the case for BBQ for example, who is locked behind a paywall. Fair enoug, before it gave bloodpoints, but still.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/3158768#Comment_3158768
To shed some light: Positive modifiers are additive (added together and then applied to your charges per second), while negative modifiers are multiplicative (multiplied together and then applied to your charges per second.
So to use the example where both Survivors immediately work on generator, for example, they would have a 15% penalty for working on the same generator and a 4% penalty from Thanatophobia. You multiple these together (0.85 * 0.96) to get the final charges per second (0.816). Multiple by 2 since there's 2 Survivors working on the generator, and you get 1.632. Divide the generator charges by the total charges per second you end up with 90 / 1.632 = 55.15 seconds.
The others can be calculated the same way, but obviously there's more steps involved since the charges per second change every time someone is healed or starts working on the generator. But once you add up the time spent healing and repairing separately & together, you get the final time.
Thank you for clarifying things Peanits, in fact for negative modifiers I had a doubt, because there was a case where the gen time alone was super high, and I was doubtful.
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@Mandy said:
hmmm interesting, I'll have a look into it. From my understanding the aura effect was only on the Flashlight part - will check with Design.
Thank you Mandy :D !
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Tested it, and it's still present.
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@ays12151 said:
https://forum.deadbydaylight.com/en/discussion/comment/3142059#Comment_3142059
Nerf? This addon isn't strong even in correct version. When you destroys a Pallet with this addon, Bubba lose all charges.
And when you down Survivor with Chainsaw you need wait a few seconds Chainsaw Sweeping, because you can not stop using your power.
And also this addon decreases your movement speed during a Chainsaw Sweep.
Award Winning Chili is 100x better than this.
Exactly, like those are just wrong complains for something that isn't even strong and won't be strong likely.
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@ays12151 said:
https://forum.deadbydaylight.com/en/discussion/comment/3137532#Comment_3137532
They acknowledged it on April 2022, but they didn't fix this bug...
Oh wait, they acknowledged it? Interesting, actually a vaguely remember it had been acknowledged.
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@Nemmy_Wemmy said:
https://forum.deadbydaylight.com/en/discussion/comment/3107041#Comment_3107041
Like the way you describe your wraith build. Seems well thought out! Has it changed since the thana nerf?
No, I have used the build without Thana many times, still I have to experiment better what happens if I use Shattered Hope alone but without Pentimento.
If they use Circle of Healing and you start getting 2/3 stacks of Pentimento with everyone injured it becomes super duper massive.
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@alunsa said:
I'm a survivor main first and foremost but I do dabble in killer. I've 4k'd every match within the past few days. From the survivor perspective, teammates have been horrible. From a killer perspective, im sitting here wondering what the hell are survivors doing? Im figuring its a matchmaking issue. No idea what else.
Exactly, like ######### are survivors doing, literally. It's just a massive slaughter during the entire afternoon.
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@Gary_Coleman said:
You don't have to play the game. It's supposed to be fun, but if it isn't fun then it isn't fun. Take a month off.
I play only in the times of the day where there are actually very strong survivors.
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@Deathlymusic_ said:
Played 20 games today and kept track of the games I won and lost. I escaped 17 times and died 3 times.
The 3 times I lost was due to a blight or nurse.
I've been playing since 2018 and have done so happily for 4 years.
Maybe your the problem.
In which time of the day you play? Also, which kind of escapes? Exit gates escapes or hatch escapes at 5/4/3/2 gens left?
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@GooseMan said:
From killer perspective, I don't know what you are talking about, I'm only getting very strong competent teams
From survivor perspective, yeah, it's pretty bad now
In which time of the day you play?
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@Sava18 said:
https://forum.deadbydaylight.com/en/discussion/comment/3114368#Comment_3114368
Except for today at 1am, the mmr after week 1 of this patch has been amazing for me as a killer. If my queue time is short enough I'll get really good swfs, which is all I have ever wanted on blight. High mmr survivors aren't just bots with E we won let's go.
Other than 1 salty comp team no one has been toxic in post game either.
Exactly what I've always said, if you play from 22 to 2 you'll find so many good survivors!
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I mean, fair, but this is about solo Q not balancement XD
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@RatbasterdJr said:
https://forum.deadbydaylight.com/en/discussion/comment/3114389#Comment_3114389
I play on East, and usually lunch time and 8pm-0200ish
Yeah, from 11 am to 1/2 pm I also get not too bad teammates, but after 3 pm it's just unplayable.
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@MaudetteClorel said:
MMR is nothing more than a lottery. One game you can get the most efficient survivors who split up on gens, take turns in chases, bodyblock etc. The next game you have someone running no mither and suiciding on first hook. It's all random and the way I see DBD being in the future is only SWF vs. Killer concept.
Voice Chat in game could potentially change something if you're lucky and don't get douchebags as teammates, but taken into account how toxic the dbd community is, it probably won't even make it past PTB.
Some people play to win and try to improve their skill in game aka macro plays, learning the tiles so they get better at looping... And some people play for fun while not even trying, this being the moment they're ruining the fun of those who play to win... vicious cycle.
And MMR was supposed to differentiate between these two types of people so you'd be getting like-minded teammates. But clearly this system failed and didn't live up to everyone's expectations and that's where we're at rn. People being burnt out from "potato" teammates (myself included), people DCing, rage quitting, BMing and/or trying to make the experience for everyone around them as miserable as possible.
It's up to the devs to change something about the matchmaking system.
Do you remember the II day of MMR test? That was the day where I had the most fun ever: so many strong teammates and survivors as killer.
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@RatbasterdJr said:
I’ve had a LOT of good survivor solo q games this week.
Where are you from and from when to when do you play?
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@humanbeing1704 said:
honestly I imagine those players either quit the game from burnout or quit because of current balance
It's not that balancement is bad, if we compare to even 2019/2020 now it's still at the best it has ever been, the problem is that if solo Q is very bad then other players get frustrated and it becomes even more bad, and it's a vicious cycle.
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Why do you say that?
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@Peanits said:
It's technically more likely, but it still will not be common. You should not expect to see ultra rare add-ons on your level 1 bloodweb simply due to the low number of nodes. This change makes the distribution a little more even, so you should see some higher rarity add-ons in addition to the lower rarity ones (similar to a higher level bloodweb).
If someone gets to prestige 100 do they get more ultra rare add-ons than the previous prestige 3 level 50?
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@Peanits said:
This is an interesting theory, but the MacMillan Estate realm has always been codenamed 'Industrial' internally. We try to catch things like that before they go out, but sometimes they slip by without us noticing. Everyone involved with writing patch notes has been around on the project for quite a while.
I'll go ahead and fix that.
I have another thing that was missed in the 6.1.0 patch notes:
It says that the speed of gens/pallet kicking has been increased by 10%:
When actually it's the time that is being reduced by 10%, and the speed actually has been increased by 11,111111 (periodic)%, so not the time. Could you also fix that @Peanits ?
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/3107095#Comment_3107095
No. If that's your take, then yes it's good that they included actual changes with their hotfix.
It doesn't however mean I'm happy with those changes and would even say we could've waited for next chapter update.
Why are you not happy with the changes?
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@Mandy said:
The only change is a numbers change, it still applies to everything it previously applied to.
Understood, thank you for the answer Mandy :D ❤️😃!
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3107164#Comment_3107164
that doesnt change the fact that they nerfed it on every killer except for legion and plague, who were by far the 2 best users of the perk.
Right, right. Yeah, it's very very hard with most killers to injure all survivors, so now the perk becomes situational and killer specific.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3107119#Comment_3107119
we love them nerfing it on everyone except the 2 killers it was actually becoming problematic on
If everyone is injured it's 100% the survivors' fault, even against Plague you can play smart and keep one survivor not infected, and if you really need to, cleanse far away.
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@Coffeecrashing said:
I’m more concerned about the perk being a 60% nerf, because the big bonus that requires it to be active on all 4 survivors at the same time, will be a very short and rare occurrence for anyone besides plague.
Why is the perk balanced around this unrealistic big bonus?
Legion can do that with Legion pin, also other killers like Dredge and Wraith or Pinhead with Engineer's Fang can get that.
But yeah, I wish it was something with increasing returns, so like 2%, then 6%, then 10% and then 20%, so it's viable on more killers than just on some.
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@Mister_xD said:
In case you (somehow) haven't heard about it yet, this is how Thanatophobia will be changed with the upcomming hotfix patch:
"Each injured, dying, or hooked Survivor will now provide a 1/1.5/2% action speed penalty. If all four Survivors are either injured, dying, or hooked, Thanatophobia grants an additional 12% penalty to Survivors’ action speeds."
https://forum.deadbydaylight.com/en/kb/articles/344
With that out of the way, there is one thing that I noticed that I hope we could get some clarification on: the Perk now actively states an action speed debuff is applied per non healthy Survivor.
But what exactly does this mean?
Right now Thanatophobia only provides a speed penalty to repairing, cleansing and sabotaging actions - this however is specifically stated in the Perks description. The new Thanatophobia doesn't say anything about specific actions anymore though - so in theory, Survivors should receive the new Thanatophobia slowdown for every (progress bar) action they take, which would include actions such as healing, exit gate opening, chest searching, mending or blessing as well.
If true, I think that's an interesting compensation for the otherwise pretty heavy nerf the Perk got. It might however keep Plague and Legion pretty oppressive.
Exactly, like this is very important! I really really wish it was for all actions.
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I mean, in the past 5 years of DBD have you ever seen a normal hotfix patch that changes so much, for a total of 5 perks, instead of only bug fixes?
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@Milo said:
I don't see how this patch in particular is that good? (You're talking about 6.1.2 right?)
Yes, and keep in mind that this is supposed to be a hotfix patch!
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@theTARNavsky said:
https://forum.deadbydaylight.com/en/discussion/comment/3106917#Comment_3106917
So basically just praying you can catch up in the end game... Yeah, that doesn't really appeal to me.
With Wraith, for example, survivors are forced to heal, otherwise the first injured survivor I find on a gen gets ambushed and downed very fast, especially if I have Coxcombed/Bone Clapper or Fearmonger. Then I can also get huge Thana value.
With Wraith my build now is always Shattered Hope, Pentimento, Sloppy or instead Blind Warrior-White; and then another perk like Call of Brine, Thana, or even Nurse's, and Franklin's if there are a lot of Medkits.
With this build I've come back from situations where I lost 2 gens and had no down, and completely broke their bones, especially now since medkits are nerfed indirectly with Botany nerfed.
Yes, survivors can heal themselves, but they still have to meet each other, and if I get them with Sloppy/Nurse's the progress is completely lost.
And the more the map is big, the more running to teammates takes time.
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@theTARNavsky said:
Yes, let all killers just keep all survivors injured at all times so it's easier to down them. Lol.
The hit and run strategy never made sense to me, it's just boring and not really good since you should always assume the survivor would be able to heal - either with a help of another survivor, perk or a medkit. Just because it might somewhat more effective on Wraith, doesn't mean it suggests a consideration for any nerfs.
It works because at some point survivors run out of resources, create deadzones, etc.
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@ByeByeQ said:
I think they just over-nerfed it. Self Care at 50% efficiency is fine.
They should have just removed the med-kit efficiency or made it a penalty because it would make sense. Imagine having a wound on your back and trying to treat it yourself with a first aid kit.
The changes to Botany Knowledge are stupid too. A survivor should be able to go pick flowers or something to recharge med-kits with Botany Knowledge.
I think self care should have no medkits penalty, but still be slower than 50%
I think the speed at 35% is not the good value, it should have been 40% or 42,5% imo.
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@Rokku_Rorru said:
https://forum.deadbydaylight.com/en/discussion/comment/3103796#Comment_3103796
So long as circle of healing is in the game, the self care nerf will never make sense to tbh.
Absolutely, at least for most killers, because for those who have to hit and run Shattered Hope counters circle of healing, but you cannot counter self care.
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@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/3101846#Comment_3101846
So then what would possess anyone to equip self care when med kits and literally any of the other healing perks exist. It's consistent? Consistently bad, maybe.
Self care is a horrible perk now.
There is very few scenarios where spending 45 seconds healing yourself is a good way to spend your time.
Supposing that Circle of Healing was already nerfed (otherwise it's clearly the superior choice), the fact that you can equip a strong toolbox with loads of charges/BNP and still have a perk that lets you heal so consistently compared to Inner Healing or Pharmacy is strong. Better a "nerfed" medkit with still a very strong toolbox/aura reading wallhack key than a medkit but nothing else, in my opinion.
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@SkeletalElite said:
Self care wasn't even a fantastic perk. It was alright at best. Even if it was unchanged in the patch, it wouldn't be meta. 32 seconds healing is just too long, too easy to interrupt when you can bring a yellow medkit with a yellow addon and heal yourself twice in a match.
You can bring a green addon and heal yourself 3 times, which is more than you need in most matches. You can even get up to 4 heals with a purple medkit with a pink and green addon. There is just no scenario where self care is better than bringing a strong medkit.
CoH is only different because it enables your whole team to heal at a slightly slower speed, rather than just yourself. It is the only thing good about the perk, if you wanted selfish healing, you'd just bring a medkit.
Hell if you really want to use a perk for selfish healing, bring pharmacy and a coin. Now there are 5 chests on the map and every one of them is a green medkit. With a lucky map you can even have 6 chests, since some maps have a bonus chest locked behind a gen like the temple of purgation.
Of course Self Care is weaker than a Medkit, imagine if a perk was actually stronger than an item!
Btw with Pharmacy the most crucial aspect is that sometimes you don't find a chest, and the basement is very far away. If you do, you still have to open it (and the killer might have Hoarder), pick the item and then leave the one you had, and then heal in a safe spot if the killer comes. Smart killers might even guess you're nearby because they saw the chest opened recently.
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@BubbleBuster said:
https://forum.deadbydaylight.com/en/discussion/comment/3101092#Comment_3101092
"Self care wasn't and still is not a killer perk, the strongest aspect of it is that you can always heal wherever you want, and don't waste time looking for totems, for example compared to Inner Healing. Totems that, as someone who knows all the spots by memory, can take 10/15 seconds of travel time just to get to the totem and 5 to get to the locker."
the killer needs to use perks to make you work slower on gens, self-care does the job for him as you just added 56 seconds onto the next gen you do. Also inner healing has its own issues, i m not comparing it to inner healing because inner healing is extremely inconsistent and usually wastes more time than it saves.
If you need to heal more than twice in a game solo, you are already losing.
Using self-care more than once a game wasted 2 minutes; 2 minutes being 1 gen with thanatophobia and some other stuff on top of it.
It is still useful like before but if you use this perk to regularly heal yourself, you are literally the reason a game is being lost. Also not once did i have a wraith game where self-care did anything because if you take 5 hours to heal and i just instantly injure you because first hits are free then you wasted 40+ seconds of your time just to be injured again.
people that run self-care often overuse it and actively help the killer by doing nothing to heal themselves, they are not gigachads. Just use a medkit and use the perk slot for CoH
Before it was never overused, the efficiency was always mathematically equal to a teammate healing you in every case with or without mangled, if not even faster if hitting great skillckecks.
Now it's always better to have a teammate heal you when close together, even if with the risk of the killer interrupting both.
It's beautiful imo that now all perks have their strengths and risks kinda, Circle of Healing apart.
It's not as rare as you think for killers to hit and run: Trapper with Bloody Coil, Wraith, Sadako with Iridescent Videotape/Rickety Pinwheel, Legion, Dredge, Demogorgon with Red Moss, Twins, Pinhead with Engineer's Fang and even Ghostface (if they don't want to go for a "canon" strat) can do hit and run or have situations where you have to heal a lot.
With those killers you cannot just stay on a gen and chill, you have to heal otherwise Wraith will get you with a stealth attack, for example.
Also, another important thing I didn't mention: the fact that you can heal wherever you want is super important for those cases where you're dead on hook. I don't know what it is, but I swear every time I do a totem 30/40% of the times the killer always comes closer and finds me.
With Self Care you don't risk the killer searching for the boon to then find and kill you, you don't risk them seeing you with Pentimento/Thrill of the hunt/Undying, or close to the map centre so they see you with Nurse's calling, you can stay very far away always. Less efficient, but much safer.
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@BubbleBuster said:
problems with your argument:
- you dont need to heal 20 times in a game so limited healing sources are literally the same or better than self-care
- medkits were always way better than self-care, since they were way faster
- CoH is better than self-care because literally nobody runs shattered hope + self-care for the entire team but only takes 1/16 survivor perk slots + it gives a healing speed bonus
- if you waste this much time healing, the killer has to be bad or else you just lose the game
- just because in one scenario you're right, doesnt mean you're right in general
- if you had 40 seconds to heal yourself, you had 40 seconds to do a gen
- you can just heal faster and afterwards split up in certain scnearios (getting unhooked, doing a gen together while injured)
"That was not the case: what happened, and Kate told me at the end of the match, is that Kate self cared in a map corner for 40 seconds 3 times, and I was surprised even if I knew it had to be self care.
In the end I lost that match because you simply cannot chase in Eyrie of Crows with Wraith, and you HAVE to hit and run, but that Kate basically destroyed all my pressure every time."... so you are admitting that it is a map issue, with the perk synergizing with it
no this argument does not make sense to me at all. Self-care before the nerf was a good perk if you did not overuse it. Healing yourself very slowly is only ever useful in certain scenarios such as being dead on hook or you desperately need to be healthy to open a gate or take a hit. The perk wasnt bad, but it was certainly not as good as you make it out to be. Also medkits and CoH do its job 5 billion times better because you dont need to heal yourself more than twice usually.
- The only nerf this perk needed was to remove the item efficiency because medkits are really good and they dont need to be better than they are. The nerf to the healing speed makes this perk into a killer perk as it just add slowdown.
In Eyrie of Crows in general you can not chase with Wraith at all, but even in other maps it's always bad to chase with Wraith unless you absolutely need to, for example if you need to tunnel someone out because they played greedy and did a gen in front of you while dead on hook.
Medkits don't count because they're items and not perks.
Yeah, Circle of healing clearly was always the best option, and now it's ALWAYS the best option sadly. Let's suppose that Circle of healing is already nerfed XD.
Self care wasn't and still is not a killer perk, the strongest aspect of it is that you can always heal wherever you want, and don't waste time looking for totems, for example compared to Inner Healing. Totems that, as someone who knows all the spots by memory, can take 10/15 seconds of travel time just to get to the totem and 5 to get to the locker.
If you hit all the 3/4 great skillckecks of self care, the time gets reduced from 45 to 36/38 seconds. It's not bad! With mangled, if you get 4/5 great skillckecks, from 56 to 42/44 seconds, almost as before.
Also, last secret: who runs self care is a gigachad.
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@Brokenbones said:
You make some solid arguments and I do agree an infinite source of self healing is super strong in the right hands and with healing speed perks you could make regular self-care only slightly slower than a teammate healing you. I never bought that the perk was F tier garbage.
But the elephant in the room is obviously COH - in your example, you were prepared for it but shattered hope is a niche perk that needs a place in a build/playstyle. Shattered hope isn't a catch-all solution for dealing with it.
The reason why the self-care nerf seems so odd is the reasoning BHVR gave while not acknowledging the fact that COH is the same, but better in every way. If you run COH and Botany in this patch, you heal at the same speed a teammate does which is ridiculously time efficient.
Coordinated teams will also call out franklins and drop their medkits in safe spots until they are urgently needed and even then Built to Last is still a thing to contend with.
Personally I believe self care's best application was during the endgame where everyone's split up, a survivor might be dead and you need to get to a gate while the killer's patrolling. It was a really nice safety net to have.
Yeah, Shattered Hope is bad, for example, on Hag, because you cannot go across the map to snuff the totem, it is almost impossible, you just lose all your traps and pressure.
Circle of Healing and Botany is just ridiculous, literally what's the point of Sloppy if it does nothing XD.
It's so insane, literally just one person brings it, all the others only go with botany, and then everyone can keep bodyblocking each other like a madlat that it's super ridiculous XD.
Yeah, Franklin's has always that damn problem, that you can just hide your items and even drop them mid chase. At least it makes it so they have to get to the same place, and once you know they always go there, maybe get them while outpositioned.
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@Fantasy said:
Killswitch?
No, because it's no game breaking.
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Also for spinechill there is an error of text: "get notified when the killer within".
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Also the Dark Devotion says "when a Survivor loses a health state" without mentioning the obsession.
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@Malkhrim said:
I agree completely. This patch is bringing many things BOTH SIDES have been asking for YEARS! Grind reduction, better rewards and no downsides for prestiging, shifting the meta, nerfs for insanely strong perks on both sides, small nerf to the hold W meta that works better for M1 killers, nerf to generator speeds, and the first base-kit change against camping and tunneling off the hook in years (sure, 5 secons isn't much, but it's better than having nothing like it is today. It also comes with a buff to BT, mind you).
Sure, some things will need a few changes, but most changes are good regardless. I usually don't like saying people on this forums "only know to complain", because people have good reasons to complain, but in this case I feel everyone is focusing way too much on the downsides and ignoring the many good sides of this change. The devs are actually listening to the community now and this is great.
Exactly
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@Tiufal said:
Nice sarcasm.
This is not sarcasm, I'm saying for real.
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@Triplehoo said:
"Especially in the late afternoon/early evening..." People coming home from a grinding day of hard work, trying to get some R&R, only to find out tryhards ruining their gameplay?
@HommeBizarre said:
Why not ?
Why would they stay if they know they aren't going to have fun?
They just want to move on to the next game
Because this game is a 1v4, not a 1v1, and if you DC/surrender, and if you don't accept losing and decide to quit early you're ruining other 3 people's fun.
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@drsoontm said:
- Devoid of self-confidence.
- Have no sense of competitiveness.
- Only play when everything is stacked in their favour.
- Too fragile to accept to lose (not understanding that giving up is worse)
Pick one.
Exactly
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@GlamourousLeviathan said:
https://forum.deadbydaylight.com/en/discussion/comment/3035674#Comment_3035674
No, they are. The most common counterplay to Hag is activate her traps on the edge of their range so she can't insta teleport and hit you. These add-ons make it easier to do that.
The only usage there is to this is to get on chases faster, but Hag doesn't go for normal chases since she is 110% so the trade is not worth it.
They help a lot in those maps where you NEED to trap in the open and in map borders to prevent shift W, and those add-ons will help. We'll see after they are finally fixed.
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Ooof, here we go again, survivor mains vs killer main.
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@GlamourousLeviathan said:
Did they change those Hag add-ons? Was it just bug fixes or did they finally realize that those were useless and actually detrimental to her and reworked them?
They're not useless, that's false.
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@Vampwire said:
https://forum.deadbydaylight.com/en/discussion/328062/was-blight-shadow-nerfed
The only thing that changed was hug tech. Which was essentially an exploit that allowed you to not bump onto objects you were touching and get hits you normally wouldn't be able to.
They did not remove hug tech, hug tech is still in game.
