Leonardo1ita
Leonardo1ita
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- Leonardo1ita
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Comments
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@AetherBytes said:
https://forum.deadbydaylight.com/en/discussion/comment/2916113#Comment_2916113
Maybe because the threads name was changed to it. Idk, might be why.
Exactly
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@Brokenbones said:
MIght be a better idea to rename the thread so it's not as confusing
My suggestion would be; "Tenacity let's male survivors start crawling earlier than female survivors" or something like that
Done
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I 100% completely agree, the game is finally going into a good balancing direction!
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@Sludge said:
https://forum.deadbydaylight.com/en/discussion/comment/2915575#Comment_2915575
Yeah but that takes effort
I disagree. For example, you see that Clown is weaker than Doctor and below the 50% kill rate against very strong players? You buff the speed that the yellow bottles give you, you buff the hindred effect of purple bottles by 5%, you give him an extra bottle. Sometimes just a direct buff makes a killer massively better and fun to play
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@dallasmedicbag said:
who gives a #########? not everyone is as sweaty as blight/nurse mains. i think some of you guys are trapped in the mindset of having to win every single match, uwu i have to slug for 4k :), that you'd ask this question.
I strongly believe, as a matter of a fact it is always possible to reduce the difference between killers with buffs and nerfs and changes to the game.
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@jesterkind said:
Because they don't play even slightly alike and never have? The only thing they have in common is a ranged component.
If it's about who's the strongest, then why play Huntress when you could play Nurse or Blight or Spirit? If it's about the strongest ranged killer, then sure, but there's no reason to highlight Deathslinger specifically when Huntress is and always has been the strongest ranged killer period.
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2915404#Comment_2915404
My point is, if we start analyzing every aspect of a Killer, we end up on: "Why not play Nurse?"
People should play the Killers they like, but also dont expect a 4K every time when they play a Killer who might be weaker than others.
Fair enough.
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@Steel_Eyed said:
He has a multitude of advantages over Huntress. I’ll try to explain:
- He deals with “Hold W” survivors better. Being able to M2 cancel quicker mid-chase is an underrated advantage. Plus many survivors will attempt to dodge M2 fakes. This was actually a buff within a nerf for him.
- He does not have to break chase to reload.
- He shoots way quicker than huntress. Huntress does throw beach balls, but she has to wind up, then charge if you want a hit. DS, once you get used to the ADS timing, can be quite rapid in his shots.
- He utilizes STBFL better than Huntress. His M1, M2, M1 can be as quick a double tap as Huntress can achieve.
- He does not have a lullaby. He can utilize terror radius perks that Huntress cannot. Tinkerer, Hysteria, M&A all work better on DS and make sense on him.
If it’s not obvious, I like playing DS way more than Huntress. She is a slow moving tank. He’s a killer that just runs down survivors. I find his chase a more aggressive playstyle which fits me better.
Interesting, might be true.
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@beatddb said:
Deathslinger is currently the weakest killer in the game so the only reason to play him over any other killer is only for fun
Are you sure he's the weakest? Remember that he can use Starstruck and other instadown perks very well
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You sure you didn't just miss the skillchecks?
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@Aven_Fallen said:
If you have more fun with Deathslinger, play Deathslinger.
Otherwise, we could ask the question "Is there any realistic reason to play any Killer over Nurse?".
Yes, if for example everyone is using flashbangs that burn you out of power, or they stealth your corrupt intervention, that's it, you're slower at hunting survivors out of stealth, and not that good at camping. You suffer Dead hard.
With Plague you can use Blood Echo with add-ons to make the infection last 40+20+30 seconds on the gens, and either force everyone to be injured or wait a massive amount of time, and if they all get injured you deny any Dead Hards, and at that point where everyone is injured you're a camping monster.
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https://youtu.be/5TrttypWNaw
Here we go, another video proof, please BHVR kill switch these add-ons, they're SO FRUSTRATING to play against!
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2912555#Comment_2912555
Chases from both sides are my favourite aspect of the game (well with the exception of my Head On/Deception plays when playing survivor). I don't really enjoy hide n seek and searching for players to chase, I like to get into chases quickly which is probably why I like information perks a lot.
A lot of players love the hide n seek aspect as well though - I think that's what's been so popular about DbD, there is such a variety of playstyles.
I really started liking stealth more again as survivor, and it's so fun because killers are so used to everyone looping immediately that every time you have time to stealth away they literally never expect it! Especially when you disappear from a chase walking it's godlike!
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/2912411#Comment_2912411
They're considered a null. For the Killer, each match is treated as four separate 1v1 matches. If someone disconnects, that 1v1 is treated as if it does not exist: You will not gain nor lose rating based on it.
Wouldn't that be abusable?
For example, as killer you have a higher MMR than all 4 survivors, and after you killed one survivor, right in the endgame when you're to get 2 kills they one who's to die DCes and the other 2 escape, so overall you killed 1 and 2 escaped, out of 3 because who DCed doesn't count.
Or, if as killer you're to lose a match because you're trying to raise your MMR as much as possible, you can just eat a 5 minute penalty every once in a while DCing, or have no penalty at all crashing the game intentionally, same for the survivors.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/2912411#Comment_2912411
They're considered a null. For the Killer, each match is treated as four separate 1v1 matches. If someone disconnects, that 1v1 is treated as if it does not exist: You will not gain nor lose rating based on it.
I followed every thing you said every time, and I haven't understood for the hatch: as survivor do you gain or lose MMR? And as killer?
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/2912344#Comment_2912344
I'll try my best to make it short:
- To make sure that the best players out there get matches. Originally we didn't have one, but the absolute highest rated people could end up waiting literal hours for a match.
- This one, I'd have to ask someone who's more familiar with the system, but the odds of this happening are so low that even if this did happen, it would really only make a difference in such a miniscule number of cases. I can't stress enough how rare that would be.
- A hard cap would be setting an absolute limit on your own rating. While it sounds similar on paper, it ends up being very different in practice since the rating difference determines how much your rating changes. Say you're 500 points above the cap and beat someone: Their rating wouldn't go down by much since the game expects them to lose. But if you hard capped, you'd have the same rating as them, so their rating would drop way more. (TL;DR: Hard cap would assume they are the same skill, soft cap lets them continue to climb but still find matches)
Thank you for the answer Peanits 😃❤
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/2912251#Comment_2912251
The matchmaker would treat all of them as if they were at the soft cap. Though for what it's worth, climbing that far above the cap is next to impossible for one person to do, let alone four, and the odds off all of those people running into each other are astronomically small. Realistically most people who manage to get above the cap stay relatively close to it.
Stupid question from someone who hasn't studied how a MMR system works:
1 What's the point of a soft cap?
2 Why not making it so that if right at your time, when you're above the soft cap by X and queue, if you find also 4 other players above the soft cap by X you will almost surely face them?
3 Why isn't it called a hard cap then since it's almost like it?
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Wait, do you mean the grades being hidden or all the ones listed in "learnings" ?
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@Peanits said:
To clarify, when we use variety in this sense, we're talking about variety in opponents. I.e. Some tougher matches, some more laid back matches. Variety in perks & Killers is a different beast and not something that can, or should, be addressed with matchmaking changes. We're looking into those separately.
Oh ok, that's interesting!
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/2912251#Comment_2912251
The matchmaker would treat all of them as if they were at the soft cap. Though for what it's worth, climbing that far above the cap is next to impossible for one person to do, let alone four, and the odds off all of those people running into each other are astronomically small. Realistically most people who manage to get above the cap stay relatively close to it.
Thanks for the answer Peanits ❤❤❤ 😃😃🤩, I've been wondering this question for a long time!
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/2912231#Comment_2912231
Bingo. The cap is only used for matchmaking, everything else uses your actual rating.
Question: if you are, for example, 1000 points above the soft cap, and right at the same time you find 4 players that are also 1000 points above the soft cap, does that mean that you're much likely to match with them?
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/2912059#Comment_2912059
Due to the way an MMR system calculates the rating change, that's actually not too much of a concern. The amount your rating goes up when you win is dependent on your opponents' rating. To give a massively exaggerated example, if you're at 3,000 and you beat someone who's at 1,500, the system goes, "Well yeah, of course you beat them." and barely changes your score- if it moves at all. Meanwhile, losing to someone who's way below you is going to lower your score way more than someone who's relatively close to you or better than you.
In theory, you can endlessly climb by consistently beating people of a similar skill level. But when you get so ridiculously high that there's nobody on your level to match with, losses mean more than wins, so there's only so far you can break away from everyone else. The range of ratings can grow, but only if there are enough people to support it. (Nerdy aside: The way the system balances things like this all on its own is very interesting to me, and I have spent a lot of time staring at charts and bugging the people who work on it with all my questions.)
Could you share more stats on the kill rates and the variety of perks, killers, items, etc?
That would be interesting to see, please 🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏
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The counter is that if you ever recognise who put that boon you tunnel the ######### out of them, because they won't have DS.
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@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/2911684#Comment_2911684
I litearlly mentioned numerous reasons besides comms why 4 manning is better. comms was literally a single reason
Right, I'm sorry.
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@SkeletalElite said:
Because if you take 4 decent players and give them comms which boosts their effeciency incredibly they are at a significant advantage against even decent killer players, but if you take 4 solo queue team mates, you make even 1 or 2 them average or bad players, you make literally none of them or only 2 of them have comms and suddenly even a mediocre killer player can smash because how much less effecient the survivor team becomes and how easy it is for even a mediocre player to exploit a single bad or average player to their advantage, and they dont have the incredible time effeciency that basic comms grants you to carry them on top of that.
And as a solo player, almost all of these ineffencines are invisible to you because you literally have no idea what your team mates are doing, where as in a 4 man you know exactly what your team mates are doing and if they are being ineffecient you have a method to rememdy that (just tell them what to do)
Not to mention in a 4 man you are likely playing with people that you know and are comfortable with and as a result have expectations of their habits and performance and can play around that expectation, and everyone in the group can do that for everyone else, which is an invisible increase to effeciency that you really dont even notice in a 4 man. You can notice this if you ever decide to play in a 4 man with people you know well, but play without comms.
Meanwhile you have literally 0 expectations or knowledge of habits and playstyles of your random team mates so sometimes you make a play that may be smart with your 4 man, but that just might not work at all for your random team
No, I have played many times in a 4 man group with no comms at all, with just Kindred myself as i always do in solo Q, and they're massively different
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@Vlarian said:
Okay so with dying light, I think you can totally buff the percentage but the problem is that you can stack it with other slowdown perks. So 5% or 6% would make it worthwhile, but it'll totally be slapped on thana leigon with pentimento all all that bullshit.
Yep, that's the huge problem!
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@MonsterInMyMind said:
Imma keep it a stack.
There are cool thing that mobile has examples being.
1.) Better skins and Exclusives.
2.) A communication System for Survivors.
3.) Daily Rewards.
However, there's some shady practice going on there that if ever came into Dead by Daylight I'm sure a lot of people would be really pissed off over, and that's the loot box system, by far the scummiest and biggest turn off about mobile.
Yeah, the loot box system is really bad imo, it shouldn't exist, and on that aspect the global version is much better imo.
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@Seanzu said:
Ehh, they both look incredibly bad either way.
Thr Netease version looks like a low quality graphics version, when the global version is just "ugly to see graphics". The former is minimalistic due to the limits of the platform, the other is 2d grass!
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As I sad, you don't consider the short and long term advantages of having it but only its worst part. It's like saying that selling oil is bad because at some point someone could craft a molotov and do a massacre. The advantage of having it is considerably greater than its possible disadvantages.
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@TheRealOne said:
What do you think of Corrupt Intervention blocking hex totems for the first 60 seconds of the game in addition to blocking generators.
I had many games where my Hex totems gets found and destroyed so quickly. Forcing me to play with 3 perks for the rest of the game.
No, Corrupt intervention is already enough strong, but a default protection to totems for the first 60 seconds by default, or a rework to some horrible totems spots would be great.
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@SMitchell8 said:
They should also cause the broken status to already injured survivors and dead hard shouldn't work against traps.
Super agree
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Ok, last edit, I promise. It's not 360 + 90, but it's +180°! Because once you 360 in any direction, THEN you do the trick to do the 180° flick! Insane, I have no words!
@Leonardo1ita said:
I had to edit the post again, because actually the flick can be of 360° with high sensitivity + 90° in any direction, for a total of 450° MASSIVE flick spin. I hope researching more I won't find that you can actually do something even more crazy XD
I had to correct myself again XD
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It happened to be too in the basement against a Clown that went afk to play Elden Ring and said that he had all day to wait XD. This is game breaking, should be fixed ASAP.
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I had to edit the post again, because actually the flick can be of 360° with high sensitivity + 90° in any direction, for a total of 450° MASSIVE flick spin. I hope researching more I won't find that you can actually do something even more crazy XD
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Ok, the last video I added is just insane, I'd pay real money to have a killer in Dbd that is able to do that, 1€ for each flick XD
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@Bwsted said:
It's a known bug/exploit on MnK. The flick has been adjusted over multiple patches to get it where the devs wanted. Because of that, we know very well the intended max is 90°.
Ok, but did they know that you could flick more than 180° up to 540° (360+180°)? That's even more insane!
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I edited the post, they can apparently do more than 270°, and do 360°s! This is literally insane, the flicks of the flicks, devs pls show us you care about the fine details of this game fixing this!
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@Bwsted said:
It's a known bug/exploit on MnK. The flick has been adjusted over multiple patches to get it where the devs wanted. Because of that, we know very well the intended max is 90°.
I think it should be buffed, and reverted back to how it was in the PTB. As the old bugged J flick, you could totally avoid it, and considering Oni has an ability that is not as strong as people believe it to be compared to how hard it is to actually get your power, especially on maps like The Game or Cowshed, an 180° flick would be completely fair.
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On the last video, look at the minute 1:45. That's INSANE, how is a console player ever gonna do that? Never! They are straight up in disadvantage!
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LOL, this must be fixed ASAP
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I provided video evidence of the problem , PLEASE FIX IT, IT'S SO FRUSTRATING TO GO AGAINST SUPER FAST BLINKS!
@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2898789#Comment_2898789
You are supposed to attach a video so people can see the issue immediately.
Done.
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@GoodBoyKaru said:
No, I really genuinely despise him, both in franchise and the most recent crossover
Oh no, this is gonna be very obvious, modify the message @GoodBoyKaru 🙏😂
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Wow, this is actually frustrating when it happens, it's already tricky to press ctrl fast to switch bottles.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2898789#Comment_2898789
You are supposed to attach a video so people can see the issue immediately.
I'll try to provide some. Has anyone reported the same issue?
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@SuzuKR said:
Can you attach a video example?
The maximum blink duration is 1.5 seconds and the minimum is 0.25 seconds (based off distance). I'm not exactly sure what you are talking about.
No need to attach a video, you just need to test in game to clearly see it.
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@chrisafl said:
Backwater Swamp - The Pale Rose CcX_MD_03
Generator is up against the back outer corner wall near the killer shack / exit door. Video attached.
What is CcX_MD_03?
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/2893637#Comment_2893637
Yes, we will be sharing details on the tests afterwards. We've added two more tests, however, so we'll still need to go through those.
As a heads up, we won't have all the details ready right away. We'll need some time to reflect on everything and write up a post about them, but we definitely plan to share!
I very appreciate the transparacy, keep going this way!
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@jakubr21 said:
https://forum.deadbydaylight.com/en/discussion/318131/are-nurse-range-add-ons-still-bugged
The speed has not been fixed and anyone who is using them now has tiny pp, cuz It’s nearly impossible to react to it.
yep, exactly.
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Anyone knows?
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@Peanits said:
Yes, we're planning to share what was testing afterwards. If we find anything interesting, we're hoping to share some stats on the tests as well.
Nice, please do that! It's gonna be interesting!
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Lery's already got reworked.