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Mercês

Mercês

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  • I don't buy your argument that the current iteration is meme worthy.

    I was running that some time ago with a medkit and got it activated more than 3 times per match very often. Of course you need Iron Will but the impact of losing so much of the killers time should not be underestimated, because once you lose the killer and heal with your medkit you're throwing probably more than 1 minute of killer's time worth of health states (two).

  • @SonicOffline said:

    I'll just play the unranked mode as a sweaty killer and still get what I want.

    Free wins.

    My guy here has a point. Also, matchmaking time for survivor is already past 10 minutes for me, I don't think we can afford losing killers.

  • How is nobody talking about Midwich? I got 2 gens in the central area and 2 close to the central doors (different floors, but irrelevant for nurse player). When I realized I had a 3 gen in the first floor and a 4 gen considering the second floor, I started camping taking care of my dear gens. 😂

  • Yes, makes no sense. Either remove the cooldown and increase duration or remove hex and let it be like Bamboozle. I prefer the latter.

  • @Red_Beard said:

    https://forum.deadbydaylight.com/en/discussion/comment/2439826#Comment_2439826

    You don't have to explain how the emblem system works, I understand it and was here when it was put in place so I remember some of the discussions and reasoning BHVR had for it.

    Whether or not pipping is a win is a matter of opinion and not something defined by BHVR. Some people thinking gaining a rank pip is a win, some people think getting a certain amount of points is a win and some think a certain amount of kills or escapes is a win.

    The reason the emblem system rewards for game play how it does is because when BHVR designed it, that is how they felt the game should be played. They want killers to get as many hooks as they can. They want killers to get in lots of chases. They don't want you to spend time around a hooked survivor unless you are chasing someone else. They don't want survivors to just do gens. They want you to get chased. They want you to get saves. It is meant to reward players for going out there and doing lots of things because BHVR thinks that is what creates games that are the most fun.

    The problem with complaints like the OP's is that they have defined their win as killing all or most of the survivors. They think they did it really fast and should be rewarded with the most rank up. The emblem system says no because you didn't play the way we feel you should play to make the matches fun.

    I understand how there can be a large difference in skill in red ranks. I play there on both killer and survivor. But that said, someone who is consistently in red ranks is better than someone consistently in purple ranks assuming both are actively trying to earn pips. Some of this issue could be alleviated by resetting rank back further than just 5 rank spots on reset. Those survivors that are better are going to get there sooner. I also don't really see it as a huge problem though either. Yeah, you will get some games that are very lopsided, but in my experience, those extreme cases are not the majority of the matches. Most of my matches playing red ranks are the in between when queue times are good.

    As for rainbow ranks, the current match making system is designed to first start looking for players within 6 rank spots of difference. If there are too many players on one side causing a long queue time, the system looks out further in order to get people in matches faster. BHVR has played around with this in the past. They have been pretty strict on who they match people with rank wise. It has always ended with complaints about how long queue times are. You think 5 to 10 minutes now for a match is a long time. I remember before cross play when killer queues used to get up to 30 minutes in my region on PC. I remember other regions talking about hour long queue times. Me personally, I would much rather face an oppenent/s that are much better than me than wait 30 minutes to find an oppenent/s I'm more evenly matched to. And I guarantee this is going to happen with SBMM because BHVR knows it is worse to have people waiting long times in queue just to find the perfect people to match them with.

    You see the picture from the OP and say the rank system is terrible because it matched those survivors with that killer. I say well it was better than waiting 30 minutes to get in a game and wont be much better with SBMM if queues are long. You see the killer not getting a pip and say it doesn't define wins and losses well. I say it's not designed to define wins and losses by kills and escapes. It is designed to reward players for playing in a way the creates fun matches for both sides. I think the OP is the one who needs the explanation on how the pip system works. Maybe instead of trying to slug all 4 survivors as fast as they can, they pick up and hook the person they downed and let another survivor come and rescue. If you do this a lot throughout the match you will earn a pip. You will also earn more blood points. Another system designed to reward for playing in a way that creates fun matches.

    All this said, it really doesn't matter anymore anyway. SBMM is coming whether you want it or not. Hopefully it works. I'm expect though we will see pictures posted just like this with the new system. Again because they also need to think about queue times. They only difference is we won't see a colored emblem by their names showing how far off the match making had to go to get them a match.

    I know how the current emblem system works, but it doesn't make sense when evalidation a player's skill.

    The MALICIOUS Emblem represents the Killer's ability to apply pressure on Survivors and prevent them from helping each other.

    Points are won by hurting, interrupting, and downing Survivors, and lost if the Survivors are healed.

    Points are also awarded each time a Survivor is hooked, which are NOT lost when the Survivor is unhooked.

    For example, suppose 1. (player 1 gets 30 hits and survivors manage heal 10 times) and 2. (player 2 gets 10 hits and survivors manage to heal 0 times). Even tho on case 1 we had survivors healing 33% of the time, we would still getting a better emblem than case 2. Case 2 certainly applied more pressure, because survivors got so much pressure they got no time to heal.

    The DEVOUT Emblem represents the Killer's ability to sacrifice and kill Survivors.

    Each Survivor eliminated from the Trial grants points.

    Sacrifices, Moris, and Reverse Bear Trap kills grant the same amount of points.

    No points are awarded for any Survivor that bleeds out.

    Hooking all Survivors at least once will guarantee at minimum a Bronze Emblem.

    An Iridescent Emblem requires performing nine or more Hook actions in the Trial.

    Performing 9 hooks often translates on letting survivors go (by not hooking everybody at the same time like I did). The only way I can do that is letting them win chases, healing, and complete generators, which conflics with the others emblem system.

    The CHASER Emblem represents the Killer's ability to find and chase Survivors.

    A few points are won each time a Survivor is found, and also by winning the Chase; the shorter the Chase, the higher the points.

    Staying within a close proximity to hooked Survivors will reduce points in this Emblem over time.

    Also doen't make sense. If survivors commit a bunch of mistakes and show off on your face and you end up downing them, you're forced to let them escape, either by letting them go of grasp, which decreases your points, or letting them heal others survivors, which decreases your points. If you have the opportunity of ending the match but chooses not to for the sake of this emblem, you will lose on gens, which decreases your points on gatekeeper. As I said, you're forced to let them go in order to find them again (this is a joke, right?). That's not right and I really hope they are not keeping this.

    I could point other problems, but just tired.

  • @Orion said:

    "Known issues" has always referred to issues caused by the patch. Why would they change it now?

    Is there a way to remind them that they still haven't fixed nurse's blink bug? :(

  • @Mercês said:

    "Stun validation has been added to the hit validator. If a Killer has a pending stun on the server, the server will reject the hit. This will be most noticeably in situations such as a Killer who is attacking at the same time a survivor is throwing a pallet, and it should reduce instances where survivors appear to take damage after stunning a Killer."

    I work in the field, so let me explain on a technical level why it looks so weird but why this change is necessary.

    The most awkward situations happen when:

    -----------------------

    FIRST SCENARIO. KILLER HAS A LOW PING, BUT ATTACKS ALMOST AT THE SAME TIME.

    (*) The server queue look like this.

    [Survivor A] [13:32:12:14] [Pallet drop] [Location X] (*1)
    (Outcome) [Killer] [Status update] [Stun]
    [Killer] [13:32:12:18] [Hit register] [Survivor A] (*2)
    

    I'm supposing that killer's ping is 20ms, while survivors' is 30ms.

    (*) The survivor perspective look like this.

    [Survivor] [13:32:11:44] [Pallet drop] [Location X] 
    

    Note that survivor (in real time) dropped the pallet at [13:32:11:44], with the 30ms delay, the server received that the Survivor dropped the pallet at [13:32:12:14] (*1).

    (*) The killer queue look like this.

    [Killer] [13:32:11:58] [Hit register] [Survivor A] 
    [Survivor] [13:32:12:48] [Pallet drop] [Location X] 
    

    Note that the killer hit the survivor at [13:32:11:28], with the 20ms delay, the server received that the killer hit the survivor at [13:32:12:18] (*2).

    In the other hand, notice that the killer received that the pallet was dropped at [13:32:12:48], 50ms after the actual drop, because the server has to receive this input from the survivor (+30ms), and send to the killer(+20ms).

    Notice that more extreme scenarios can happen if the killer has a higher ping than survivor but hits before the stun.

    As you can see, there's no doubt that the survivor dropped the pallet early. Mathematically, this awkward situation will always happen when action_registered(survivor's clock + survivor's latency) < action_registered(killer's clock + killer's latency). As there's no doubt that the survivor dropped the pallet early than it received the attack (in real life time), It's safe to say that (*2) can be safely removed from the server's queue, since it doesn't make sense in our real life time. Unfortunately, doesn't make sense on killer's perspective.

    -----------------------

    SECOND SCENARIO. KILLER HAS A HIGH PING, BUT HITS BEFORE THE PALLET DROP.

    (*) The server queue look like this.

    [Survivor A] [13:32:12:14] [Pallet drop] [Location X] (*1)
    (Outcome) [Killer] [Status update] [Stun]
    [Killer] [13:32:12:18] [Hit register] [Survivor A] (*2)
    

    I'm supposing that killer's ping is 60ms, while survivors' is 30ms.

    (*) The survivor perspective look like this.

    [Survivor] [13:32:11:44] [Pallet drop] [Location X] 
    

    Note that survivor (in real time) dropped the pallet at [13:32:11:44], with the 30ms delay, the server received that the Survivor dropped the pallet at [13:32:12:14] (*1).

    (*) The killer queue look like this.

    [Killer] [13:32:11:58] [Hit register] [Survivor A] 
    [Survivor] [13:32:12:34] [Pallet drop] [Location X] 
    

    Note that the killer hit the survivor at [13:32:11:58], with the 60ms delay, the server received that the killer hit the survivor at [13:32:12:18] (*2).

    In the other hand, notice that the killer received that the pallet was dropped at [13:32:12:34], 90ms after the actual drop, because the server has to receive this input from the survivor (+30ms), and send to the killer(+60ms).

    This second scenario is the unfortunate one. But as you can see, if the killer has such a high latency, the survivor didn't had time to react the attack, or the animation, because it didn't even appeared on their screen because wasn't processed in the server yet. It's the kind of situation that the pallet is fully dropped and you suddenly get down. Makes no sense from the survivor's perspective.

    -----------------------

    People comment and upvote so more people can understand a little more about this. If your hit gets negleted by the server (1) you got stunned before, in real life time (2) you need to call your provider to ask for a better connection, or blame DbD's team for a poor server location.

    Here we go again.

  • Similar to this. 1 hook and 3-4 gen completed.

    11.png

    Played many matches (so the MMR should have be calibrated for me already - maybe the killers didn't). Escaping 70% of my matches. The matches I don't escape I get tunneled or facecamped. Really rare to find a killer who doesn't camp or tunnel and doesn't lose. VERY RARE.

  • If you really are that good, soon you will be getting some quality nurse + ranged killers gameplay.

  • Your MMR is just too low ight now. Keep winning and you will reach your bracket.

  • You should be glad they used their BNP's in the first (and also a corner) gen. This could be way worse if they used to counter a 3-gen setup and rush through a final gen. Doesn't look like real high MMR to me, just friends having fun.

    Also, if you don't like this happening, swap your ruin + undying for pop + corrupt. That's way more consistent on high mmr.

  • @Nines said:

    https://us.v-cdn.net/6030815/uploads/PHL4OY95WI5L/lauria.gif

    I think Laura from Evil Within would fit the bill. Give her like a Oni dash, but instead be like a spider crawl sprint. Also some way to teleport through pools of blood like she does in the game.

    @Unicorn said:

    I want someone like Medusa or a serpent/grudge woman in the game so bad.

    Don’t know if anyone has ever played Nioh 2, but sort of like “Nure-Onna”

    She looks like this:

    https://us.v-cdn.net/6030815/uploads/V4AMHU9XWCIP/image.jpeg

    These are gooood! 😱

  • I think it's more of a combo for people who are carried by survivor's ignorance about totem locations, which won't happen against very competent survivors. If you want to win against the best teams, I highly suggest avoiding those together. Once you start getting good people to go against, it'll become very inconsistent and easily countered by players who run totem-finding perks.

  • I think currently there is a problem with the killer seeing the blood from the hit and hearing the survivor scream, then the server registering that the hit missed based on the calculation, then the killer feeling ripped off when the hit is 'taken away'.

    I agree. I don't want to overthink a lot. But a temporary fix is to process survivor's scream and blood together with the pallet validation. If the hit is neglected, then survivor's sound and blood shouldn't be sent to the killer, also if the killer is in the middle of a hit animation, cancel it.

  • @bibibib8 said:

    I got robbed of 2 hit in the same game and i decide to quit after in my opinion the game was over in that scenario

    I understand your frustation. I've updated the post with more details. Please check out.

  • @Laluzi said:

    If you're going to ban killers for being really bad on certain maps for the sake of balance, you'd also need to ban those same killers on their very best maps. Hag and Nurse on The Game and Midwich, for example - those killers sure as hell aren't balanced on those maps.

    This wouldn't lead anywhere good. RNG's gonna RNG. I think they should work on making maps more compatible with all killers, but outright banning maps for certain killers would be foolish. (And if you let players do it, they're just going to ban The Game and Haddonfield every time, regardless of what killer they're playing.)

    How can they "make maps more compatible with all killers" given the actual state of the game (having licensed realms who are very different than most)? Is that an actual possibility?

  • @DwarvenTavern said:

    Map voting? Nooo.. that'd be way to sided unfortunately. It would be nice, but it would be way too strong.

    That's what I'm trying to discuss... For example, people say Nurse is strong. But Nurse is strong on every map equally? What about ghostface? Is ghostface as strong on Autohaven as he is on Lery's? How can we say killers are fair if we're aren't balancing them considering a huge variable?

  • I don't like these "basic attack requirements". Most of the good perks coming into the game recently have this requirement and me, having huntress between my main killers, didn't feel that any perk came into the game at all. Have you noticed 2 of 3 nemesis perks require downing with basic attacks? That's stupid.

  • @bjorksnas said:

    Kind of, I play a massive amount of addons on blight and put about 90% of the bp at least so far back into him

    and while the thought of ever being able to spend all of his addons at this point is basically impossible it is still nice to play 5-10 matches with the addons I want with no worry about running out of them because thats just a few off the pile of 400+ of them, on top of the 200 black wards stashed away

    I mean addons alone it would take 4123 matches (2 addons per match) to use all of them, which is both a cool but daunting feeling

    Do you think you'll be able to spend all of them? Because after playing all these matches, you'll have more of half of current stock to spend again. @.@

  • @DawnMad said:

    As a Devotion 3 player? That means you spent nearly all bloodpoints you ever owned at Nurse. I think it's normal for you to have that many addons after doing that.

    Some people just only want to main one killer 😁

    I play others without add-ons. Must confess it's very hard to not spend all I'm getting on nurse tho. :(

  • @thefallenloser said:

    How do you forget Jill, literally the first character you play as--

    *male*

    1. Nurse
    2. Started to playing her because I hate pallets stuns
    3. Yes, they firstly removed a blink and after gave her a blink cooldown along with the blink fatigue cooldown
    4. Nurse still the same on most maps, but I think the blink cooldown wasn't necessary when thinking about indoor maps
    5. I didn't, but I started to play more Spirit and Huntress when I get tired of going to indoor maps
    6. If they give her more cooldown, which is a Band-Aid fix, I'm pretty sure I'll stop playing


  • We've transcended and stopped playing public matches.

    Only KWF náu.

  • @Jane_Is_Mega_Thicc said:

    Bring Franklins if your worried about keys, if they can’t find it then there key goes bye bye.

    Good survivors will search a chest and then swap chest's content with the key. What can you do about it now?

  • @DoritoHead said:

    but did you win?

    1 teammate killed themselves on hook after first down. The other bodyblocked me and I followed. Have no time for bullshit while doing adepts. I can't say that's I win neither for the killer nor survivors.

  • @Triforcer said:

    You see this over and over and over here, on the killer side (and I am very much a killer main) it is practically an indisputable article of faith. But here are the facts:

    1. If you get really, really good with ANY killer (even garbage tier ones), that killer can easily handle (or least have a relatively even game with) (i) all non-red ranks, and (ii) 98% of red ranks, including rank 1s, SWFs, and rank 1 SWFs.
    2. If you are a rank 1 killer up against literally the .1% of the survivor population that is a rank 1, tournament-skill level, all optimized meta perk 5000 hour 4 man SWF Korean sweat squad, you'll struggle with anyone except spirit.
    3. 98% or 99% of the killer population will never reach the rank where they actually have a chance of playing that sweat squad.
    4. Ergo, "Spirit" is only mandatory for a non-stomping by 1-2% of the population, in maybe 1 out of every 20 or 30 games that 1-2% plays.

    Is any of this wrong?

    Being that right, do you want to suggest anything constructive here?

  • Very good post. Being more one of the many posts about DH abusing that surely will still continue to be ignored by devs. Nice try still.

  • @Predated said:

    I see too many people making the case that it is, but it simply is not. It is a party game. For those disagreeing:

    1. post-game doesnt reward you for whatever you decide a win is, nor does it punish you for whatever you decide a loss is.
    2. skill rarely dictates who wins, RNG has a bigger impact on the end result of a game.
    3. There is a way to play around the RNG by playing as if you were about to lose the entire game, sure, but you can do that in party games too.
    4. Both sides can "win" if their personal win condition is met. You can double pip as a survivor and consider that a win even though the killer gets a 4k and decides that to be their win. Not a single competitive game has both sides winning, if both sides perform equally good, it tends to be a tie.
    5. You could have a 50 game "losing" streak, while still gaining ranks. While also having a 50 "win" streak while losing ranks.
    6. You cannot choose to play casual games or competitive games, therefor the default goes to casual.
    7. Any tournament won is essentially meaningless.

    For people saying you're competing with the opponent. No, you're really not. You dont share the same objectives. You are in opposition of someone. Opposition doesnt mean competition. In war, you dont compete with the enemy who kills the most soldiers, but enemy soldiers are your opposition. Just because you think you're competing, doesnt mean you're actually competing.

    The competitive scene of dead by daylight is more comparable to the competitive scene in speedrunning. You are competing with other players in the competitive scene.

    But all the facts point to Dead By Daylight being a casual party asymmetric horror game.

    It could be a competitive game at one point, sure, but the only competitive scene is third party organized tournaments. But what does winning a title in those tournaments mean outside the third party competitive scene? Nothing, because the game is not competitive.

    I don't care if the game isn't competitive. I'll be still playing it competitively, BHVR balancing around that or not. 😀

  • @immoraldemise said:

    https://forum.deadbydaylight.com/en/discussion/comment/2083073#Comment_2083073

    No. This is absolutely ABSURD and you know it. Because taking a hit typically does nothing in my experience. They continue to tunnel regardless.

    There is no LOGICAL reason to interact with the killer. This is forced. If i can do 5 gens, break all the totems, even heal and break hooks, i'm still down ranking. Why? That's stupid. If i didn't do anything but hide in the corner all game, thats the only way your argument holds merit.

    Especially if the killer is camping or tunneling. Which is the majority of my games. Its an M1 simulator or go rush and die. Yall are high on wack stuff man.

    Why am i not getting BP because of the killers action and not my own? This is a forced interaction considering more than 3/4 of the games I play the killer does toxic crap like this and i'm not playing with anyone. I'm solo. So, Why should i be forced to run BT because the killer is playing a garbage playstyle? No thanks. I'd rather first hook suicide or DC. Don't even get me started on killers who AFK or Bot. Waste of Addons and offerings. No punishments are handed out for this type of behavior(despite it being against the rules). If so, you'd rarely see these types of games.

    Have you actually played the damn game? Forcing the player to interact with the killer is trash. 8k, 4 categories, but theres NO Stealth category? lol in a cat and mouse game that the dev calls a "party game" that isn't competitive but has rank and mmr?

    Killers struggle to comprehend that a 4k isn't a win, and survivors struggle to comprehend surviving isnt either. That being said, No one but the killer should be punished for camping or tunneling somebody(outside of farming off the hook). When the killer behaves in this type of way, they do not give 2 damns about rank or MMR, they're typically doing it to be toxic on purpose.

    Looks like taking a protection hit for someone who is on death hook is a huge deal for you, lol.

  • @TripleSteal said:

    https://forum.deadbydaylight.com/en/discussion/comment/2089576#Comment_2089576

    I have been tracking my killer matches for a long while, and I play most of the M1 killers. Lowest lethality is Pig at 87 or 88%, the rest are in between 90 and 94 percent. I'm by no means a top level player, currently a whole tier behind competitive killers skill-wise.

    "Death squads" do not show that all the killers are powerless, these 1% of matches are the only interesting games we get as of now.

    Blaming your lack of success on external factors rather than learning from it is a counter-productive, albeit emotionally comforting approach.

    Lack of success? Do you think you're the only sitting with 90% win rate with killer also? I'm a competitive DbD player and my Nurse sits around 90% perfect games. Being a good killer player and getting very high win rates doesn't negate my experience as a survivor. It just means that you're both a top tier killer and a survivor. What's the point here?

  • @lugZas_exe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2089587#Comment_2089587

    I think you got me wrong, or maybe I explained it to bad. But I meant that she dislocates a little in her normal running animation, twists and turns and sometimes just disappears for a short time. So briefly becomes invisible. It has nothing to do with her ability, it's just built into her animations I think

    That shouldn't be a problem still. Are you running the T-L like that? https://www.youtube.com/watch?v=JtUa0F6FUss&ab_channel=Cru5h

  • I don't have a problem with spirit. She's very slow so you can easily loop her around any structure without problems like you do with every other killer. She can't disappear instantly so I don't see why you have problem on T-L with her. If you see that she's standing still for 1s you just abandon the T-L/start to walk for other place. Spirit can't fake if you break LoS with her and after that start walking. She will need to use her power in that scenario and that's how you know she's phasing, so you need to keep breaking LoS and forcing her to waste her power. That doesn't work if you're injured and don't have Iron Will tho, in that scenario you're pretty f* and you should've countered her by spending the most time without getting hit as possible.

  • @TripleSteal said:

    I disagree. In my opinion, you are blaming your lack of competence on game mechanics.

    The share of matches that actually show you why M1 killers are bad against competent 5k+ hrs/each SWFs/comp teams is less than 1 in 100 trials you enter (due to current MM state). That's not often enough to make up for such an elaborated complaint.

    You're plain wrong. It's not even close to 1/10 trails you enter that shows that most of killer's roster have no competence about experiment survivors, let's even say 1/100. These are my last 5 matches, for example:

    Screenshot (574).png Screenshot (575).png Screenshot (576).png Screenshot (577).png Screenshot (578).png

    I've played one after another (you can check with the BP difference, one of them I got rift points), and you can also see that I've got no SWF.

    And I still escape at least 7/10 of my matches, and it's very very very very very rare to get a killer 4k, it's something like 1/50 matches (assuming 4x rank 1s vs rank 1 killer). I think most of the solid rank 1 player base can confirm my stats.

    You can say that 1/100 matches you'll go against a death squad, that I can probably agree. But a death squad doesn't show only that M1 killers are powerless, they show that every killer is powerless.

  • @Mileena_Kahn said:

    This is one of the reasons why I love Scott’s content and videos. He’s brutally honest, I’ve seen him say the hurtful truth about stuff on the survivor side and killer side but man, he nailed this one. I feel like a lot of threads that are posted on here are laughable. Entitled killer mains that make threads like “Delete SWF”, “NERF (enter survivor perk here),” etc. same goes for survivors as well but I notice this more on the killer side.

    https://youtu.be/rkgivrJlvao

    Why are you saying that? DbD is on the best place it has been in since launch.

  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/2085758#Comment_2085758

    Nice to see my babe in A Tier. You are a player that deserves respect, my friend :)

    I love the way survivors feel oblivious when against Freddy. Me every time: "Where are you going? Hello? I'm right behind you... Not anymore, now I'm in front of you just teleported..."😂

  • I don't know if you're rank 1, but I escape every other match. So I just read the first paragraph of what you said and considered every thing after bullshit. I'm sorry. The biggest problem that may look killer's job easier now is having absolute boosted survivors on rank 1, but that's because the MMR doesn't work. If it worked, I'm sure some competitive teams would be testing your patience and you would be here complaining about survivors instead.

  • @Nos37 said:

    Add a stamina bar (blue for example). Have it drain while survivors run. Have it restore when they do not run.

    When the stamina bar empties (turns yellow for example), the survivor becomes winded and the exhausted status effect is applied to them. The exhaustion effect lasts until no longer winded.

    While winded, the (yellow) stamina bar no longer drains when running and fills when the survivor stops running. Once the stamina bar is full (turns blue), the survivor is no longer winded and exhaustion is removed.

    ----

    Why?

    Because a survivor running the killer for an entire marathon and then using Dead Hard or Lithe to extend the chase for another marathon afterward is too stong.

    ----

    What is the purpose of the stamina bar?

    Survivors should use their exhaustion perks earlier in the chase while they still have the energy to do so.

    ----

    Is this too crippling for survivors?

    It can be, but it depends on the variables:

    • How long does it take the stamina bar to drain?
    • Does it refill faster than it drains?
    • Does the bar refill at a faster rate while winded?
    • Will stamina recovery be affected by Resilience or Vigil?

    The devs can code this to make it very crippling or feel nonexistent.

    This is no good. Decreasing the skill ceiling of the game directly only hurts the game, because it'll make god survivors (survivors which most of matches play perfectly) undistinguishable from very good survivors (survivors who occasionally make a mistake in a match). What you need to do is increase the skill ceiling of all killers instead.

  • Runner 1 (close runner) - Dead Hard, Unbreakable, Decisive Strike, Hope - Toolbox

    Runner 2 (distance runner) - Lithe, Quick & Quiet, Dance with me, Object - Flashlight

    Anti-snowballing 1 (healing) - Borrowed Time, Desperate Measures, Botany Knowledge, We'll make it - Med kit

    Anti-snowballing 2 (toolkit) - Smash Hit, Plunderer's Instinct, Pharmacy, Small game - Map

  • You should think that as a reminder that you have to split killer's hooks around your teammates. If there's someone on death hook and you've not been hooked yet, you should at least take a protection hit or do something to gain tempo for your team. If everybody dies and you've stealthy'd all game without being hooked or chased, it's pretty much your fault everybody is dead, because you could have bought a lot of time for your team being chased, and if you're good enough, you could've carried (almost) alone. That's why you depip.

  • @Shymare_11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2082654#Comment_2082654

    The problem is that difference between the coldwind, Macmillan, and similar maps to badham is that the variation is much greater and each map has their own unique feel. The badham maps are just the same buildings and structures in different setups (locations). I would say that there is actually no variety with badham. Even their names are the same Badham Preschool I-V, when there’s Suffocation Pit, Coal Tower, Ironworks of Misery, Groaning Storehouse, and Shelter Woods. All of which sound and feel different.

    Ok. So if we are feeling that every Badham is the same (5 maps looks more like 1 randomized map), should have more versions of every map that don't have more than 1 or 2 versions too? Or should we change all names to just Badham preschool?

  • Nurse or Hillbilly with this build.

    You won't need to pick up survivors if you will slug them to death / only pick when everybody is on the ground.

    Worse than flashlights, are keys.

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  • I don't get you. Springwood (Badham), Coldwind Farm, Autohaven and The MacMillian State realms have 5 maps each. And Haddonfield realm, for example, has only 1 map. The chance of getting each realm is equal so I don't understand why you're bothering with that, since reducing or increasing the number of maps within a realm won't change the rates that you're getting of each realm. Why would it make a better experience for you? You think it's better to have less map diversity? I think the opposite.

  • It's possible killer's spawn to be very close to the survivors' spawn area. Unfortunately, if you don't record he chasing you and clearly hacking, nothing can be said about if he's hacking. I've played with low ranked survivors (rank 3 to 20) against a hacker and most of them can't properly distinguish a honest player from a hacker, and when I say properly I'm meaning from very subtle hacking (like circumstantial speed hacking) to flying and machine gunning (speeding actions).

    But you're right. There's are hackers in this game (more than I used to see). I just posted a video about one.

  • Just for the 18% speed increase I would say that even if my aura is permanently shown to the killer (after activation) and I can be mori'd after that I would be using it and abusing it.

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