MrLimonka
MrLimonka
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- MrLimonka
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/1710620#Comment_1710620
We did get 3 gens done. But the 'counter' to his level 3 you described is a joke. In order to avoid getting insta-moried, you let him instadown you from a locker? Do you see the problem here?
Welp, if Myers gets to tier 3, regardless if he has the addon or not, he can insta-down you.
The difference is without the addon getting to tier 3 is easy. With the addon, he has to waste tons of time without any pressure whatsoever, and then you can nullify the addon's effects by just jumping in a locker.
And I agree that this is very unfun to go against, but it's not OP at all. Purple tombstone, on the other hand, is.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1709526#Comment_1709526
Not really. Anything that gives a completely free heal for doing your normal objective isn't exactly balanced.
By your logic Pop (along with tons of other killer perks) is unbalanced too.
Why should you get free gen regression for doing your normal objective?
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Complete overhaul of bloodwebs and the game economy. The bloodweb worked when there were 6-7 characters on each side and not that many perks.
Now? Not only it is RNG, it also all feels very grindy. Definietly needs a change
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It's so easy to counter, though. You can tell if Myers has an iri tombstone or not based on how much time he spent stalking. And when he gets to tier 3? By that time the survivors should have completed AT LEAST 3 gens. Just jump in a locker and he can't do anything. He either has to wait for you to leave or hook you instead.
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Yea, this is a big issue. Today I along with three other red rank survivors got matched up against a rank 17 hillbilly with only tinkerer at tier one.
Did BHVR silently activate MMR again?
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Devour Hope Ghostface does the same but better
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It's a perk that punishes you for bringing it. Something like Autodidact or No Mither. Its obvious that it should be changed.
I would focus more on the gen-silencing part, but if we went with skillchecks, I would make it so that it does the opposite of what it does now - it would prevent the explosion AND lower the penalty. Then the perk will be at least worth considering for newer players.
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Are you talking about the video with the Hillbilly?
The killer was clearly meme'ing, he could have easily downed all 4 of them if he wanted to. The "healing build" he presented obviously counters slugging if used correctly, but if you used it how it was used in the video, you'd probably be throwing the game.
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They could have literally just recycled the event currency from last year, and that would be fully enough. Even though this would be unoriginal, I don't think as many people would complain, because right now the "event" is nonexistent. They just gave us some free shards for compensation.
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If you're playing as Ace, then you have a 99% chance that I will let you go. Visconti lives matter.
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/1706065#Comment_1706065
has someone tested if the killer has any influence on it? It feels some maps come up for certain killers more often than others.
I don't know exactly, but I don't think so. It wouldn't make any sense, at least
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Firstly, a realm is chosen at random (like MacMillan or the Farm maps), and then a map is chosen from that realm. So even though there are 5 badham maps, the probability of going to badham is the same as the Saloon for example.
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@Dead_By_Devs said:
https://forum.deadbydaylight.com/en/discussion/comment/1704959#Comment_1704959
Oh sry but i was talking about the bulb.
The bulb is not a gamechanging addon, though. There is a green addon that does the same thing that the event addon does, but twice as better. The medkit addon and the killer addons are powerful, so they will both disappear over time. I don't see any bias here...
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@Dead_By_Devs said:
https://forum.deadbydaylight.com/en/discussion/comment/1704919#Comment_1704919
Survivor can use whiteward with the flashlight+ace in the hole. So im unsure on the "infinity" theory.
No, white ward or ace in the hole do nothing in this case. Once you use the addon, it disappears forever. Just like Brand New Parts, Styptic or the Syringe. Check it out for yourself if you don't believe me.
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Killers can use this addon infinitly with black wards. Survivors can't, because the addon disappears once you use it. That's the best explanation.
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Sprint burst is much better than Dead Hard if you know how to use it, it's the best exhaustion perk imo.
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This is a troll post, right?
The whole point of OoO is to always be able to give information to other SWF members, which simply is disasterous to the killer. It's just necessary to kill the OoO user ASAP if you want to have a chance.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1696028#Comment_1696028
I meant change as in physically transform. Not have another animation. Apologies for not being clear on that one.
Well, the legion mask wouldn't necessarily be physically transformed at all. Oni, as an example grows bigger horns during blood fury. That is a physical tranformation, and I agree that doing something similar would be a bit tricky to implement to legion. But the mask wouldn't get smaller or bigger or physically transformed, it would just display a different animation when something happens. Similarly to the drill
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1695937#Comment_1695937
Because the Legion's mask doesn't change at all in-game (because it was not coded to). The Pig's blade does animate in-game (because it was designed to have moving parts). Now, if the drill/electric blade thing was able to contextually change based on what was happening in-game, I'd be absolutely on your side.
Oh, but it does.
When you hit someone, the original blade pops in and out like you said. The drill does that too, however it stops its 'drilling' animation during the cooldown and starts drilling again afterwards. So it does change based on what is happening in game. Riiiight?
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1695655#Comment_1695655
https://forum.deadbydaylight.com/en/discussion/comment/1695655#Comment_1695655
Pig's original blade already has animations to it; it can pop in and out.
That's not what I was talking about. The original blade does not move at all nor has any special animations when you are running. The drill, though, is constantly animated and has cosmetic-specific animations, even though it was not, like you said, "part of her power". Why can't legion have the same thing?
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@TAG said:
The Legion wasn't coded to have that feature basekit. The Oni was.
There was already a discussion about this. It's very easy to implement something like this.
This time I even have an example - what would you say about the Pig's drill blade? Pig's original blade is not dynamic, while the drill has an actual animation, which changes depending on a situation - it stops for a while when you hit a survivor. Why not do the same to the mask? It's all very simple programming..
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It's a free skin, and if BHVR doesn't make money off of a skin, then they might as well not put any effort into it. Pure greed.
Notice how there is no special currency for this "event" too - no way to get the actually good skins without either buying overpriced auric cells or grinding the game for hundreds of hours just to get one cosmetic piece with shards. No good free skins for us.
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Jake is the last original survivor that hasnt been featured, I'd bet that the next tome will do that. If not, don't worry - all characters will be featured eventually
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It's difficult to even call this an event. DBD is really going downhill lately.
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I always bought the premium pass from the get go. Now I won't, the skins are very bad, except for Ace's, but it's on the standard pass anyway.
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..do you want a cookie?
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I agree, we definietly need new ideas for exhaustion perks. They should also update their animations imo
I'm not sure about the not-leaving scratchmarks exhaustion perk, though. It would just be a much better version of Dance with Me or Poised
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What about Plague? Or legion? Playing against them wouldn't be possible at all if this was in the game.
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For the same reason keys and moris have not been changed yet.
And the reason is - no one god darn knows. BHVR is a relatively big company and has been developing the game for 4 years now, they should be able to change these sorts of balancing problems quickly
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DS/Unbreakable/BT can be countered too, just don't interact with the unhooked survivor! 4head
Your account is either a troll/bait account, or else you are the most entitled, delusional person I have ever seen. Cheers.
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The character gets sent to the Netherrealm.
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@Steel_Eyed said:
The only BS loop that comes to mind is Crotus Penn Asylum has a god loop window. Other than that I think loops are fine.
It sounds like OP is talking about tile spacing and probably the middle of Suffocation Pit. I do not think there’s anything wrong with this map considering how much weaker the rest of the map is.
On the Crotus Prenn god window, you can try going upstairs, because there is a hole in the wall on the second floor. The survivor usually gets confused, and then you can just jump straight on them and get a hit, works almost every time
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I don't think there are golden toolboxes on the old maps, so I think they will add them in after the graphical update. So at least there's that..
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It's a joke, just like every single other luck offering or luck perk.
Luck ONLY affects self unhooking. Not even chests. Just use deliverance if you want to unhook yourself
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So that good rank 1 survivors and killers can bully new players easily?
No, thanks.
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@PigMainClaudette said:
It's an Ultra-Rare Add-On for the Mediterranean. It heals you one state if you aren't hit for, I believe, 16 seconds.
Or the end of the game happened and the perk Adrenaline kicked in.
Dang, I wish they added addons for the Atlantic and the Pacific too
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He's too addon and perk dependant. Myers has to use up 2 perk slots for Infectious and M&A to be at least somewhat good. If you don't use these two perks or the right addons, good luck at red ranks..
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He is bad and outdated, but he definietly is not the worst.
He has some stealth capabilities, because his terror radius is very low (especially with M&A) and can be somewhat powerful if you use the right perks and addons. He definietly needs a buff though.
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When the killer and the survivor just stop whatever they were doing and look at each other from a distance and start nodding, best thing in dbd
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You can use whatever perks you like, you don't need justification to use them.
Most very good killer perks are also second chance perks, and nearly no one complains. Don't let it get to you.
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@Falkner09 said:
"walking to a gen is not skill"
Lol but it's skillful for a survivor to spawn within view of a gen and walk 10 feet to it, ok survivor main. No self awareness at all.
You are not very bright, are you?
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Gj, I did it during the MMR madness when I matched up with newer players. I felt bad about it, but experienced people just jumped in lockers or DC'd to prevent me from getting the achievement. They should really change the achievement to killing 3 survivors, not 4
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How often do you really face OoO?
I agree that OoO has to be reworked, and is way too OP for SWFs, but come on. OoOs are so rare that you really don't have anything to worry about. Go play Myers whenever you like.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1675142#Comment_1675142
Sounds good. Doesn´t work.
Survivors that play like this usually are SWF and have the Adrenaline backup. So there isn´t much of a surprise here.
Well... Adrenaline only comes to play when there is only 1 gen left. Not to mention the survivors have to have it in the first place.
And the fact that someone plays in a SWF doesn't change the fact that an injured survivor working on a gen will be vulnerable. Maybe if there are two survivors, then one can try to bodyblock, but then again solo players in red ranks probably would do the same
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1675035#Comment_1675035
Survivors don´t heal if a gen reached a certain point of progress. They just push the gen out and worry about the heal afterwards (Adrenaline is a thing),
At least the survivors in red ranks behave like this. Don´t know about brown ranks.
I mean, like I said, if the survivor decides to not heal, they will be vulnerable if they decide to work on a gen. If you catch them off guard, or the gen is in a dead zone, then it's an easy down for you. It's up to you as a killer to take advantage of it. Isn't it?
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1674983#Comment_1674983
So you protect the gens by chasing survivors away from a gen (and not commiting to the down, yes?).
What´s stopping survivors from just going back to the gen, once you leave?
The kick animation point, was regarding the original statement, that the devs prefer survivors over killers.
Well, if you're chasing someone off of a gen, then you usually can get an injure on a survivor. And then you just make a simple choice - is it worth to commit to a down? If there are good tiles nearby and the survivor is good, then no, go patrol gens - if the survivor is injured they will either have to heal or they will be more vulnerable if you catch them off guard. Otherwise go for the down.
And I agree that gen tapping is bad, but if that bothers you, you can use Dragon's grip or Overcharge, for example. It's not like there is no counter.
Well, you just proved my point? The post you sent talks about the Enduring "nerf" - but like Peanits said, it was done for, what I said tons of times already, consistency AND balancing. If the balance team decided that a 5 seconds stun is appropriate, (because, like Peanits said, they considered changing it back), then it is.
I'm going to stop responding to this thread, because it's just like talking to a wall at this point.
Game balancing is not bias. Consistency is not bias. Have a nice day.
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@Endstille said:
https://forum.deadbydaylight.com/en/discussion/comment/1674974#Comment_1674974
You do not find explanations in the patch notes. That is not where they are.
Then we're back to the drawing board.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1674943#Comment_1674943
Could you define "applying pressure", please?
The gen regression speed of Ruin is half of what a single survivor takes to repair. That´s not really much.
Oh and thank you for pointing out, that killers have to kick a gen (with a 2 second animation) while survivors can just tap it mid chase. Great example!
You can apply pressure properly by knowing that your priority is to protect gens, and not chasing survivors for 4 gens around good tiles and then complaining about gen rushing.
Compared to regular regression speed, it's much faster. It's the only perk that regresses gens quicker. Is there more to say?
And your last point just proves that ruin is good? Gen tapping mid chase will literally do nothing against ruin.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1674957#Comment_1674957
My guess is that they reverted the change, like I said for the milionth time, for balance reasons.
No change was reverted, that's the problem. DS stayed at 5 seconds even though it was explicitly buffed because of how Enduring affected it. Why don't you take the devs at their word? Just admit you were wrong and move on, it's not a big deal.
Killers have been buffed tons of times in the previous years. Is that bias? No - it's balancing. Same goes for survivors.
I didn't bring up the number of nerfs, so I'm not sure why you are.
Haha, alright. I was talking about Enduring, not DS. And I am taking the devs by their word - can you point me out where in the patch notes does it exactly say that the DS "buff" was explicitly caused by Enduring? Because I can't see it :)
That's only your presumption, at most.
And alright, killers were nerfed too. Same as survivors. Again, because of balance. Not bias. Hard to understand?
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@Endstille said:
https://forum.deadbydaylight.com/en/discussion/comment/1674898#Comment_1674898
https://forum.deadbydaylight.com/en/discussion/55352/patch-notes-2-6-3-ash-vs-evil-dead
deal with it
BALANCE:
Changed the Decisive Strike stun time to 5 seconds, with the Survivor being free to move after 1 second.
The Enduring perk now affects Decisive Strike's stun.
With feedback from the PTB and Live, we have changed the Decisive Strike stun time to 5 seconds, with the Survivor being free to move after 1 second. This should allow for the survivor to have ~ 4 seconds at a base to try and escape the killer after the stun is successful. When Enduring is used, the stun will be reduced to ~2.8 seconds. Of those 2.8 seconds the survivor will get a head start of ~ 2.28 seconds which makes escaping possible but much harder.
Thank you for providing a source.
My guess is that they reverted the change, like I said for the milionth time, for balance reasons. Even the patch notes state that "Of those 2.8 seconds the survivor will get a head start of ~ 2.28 seconds which makes escaping possible but much harder.". Much harder, or in other words, nearly impossible. 5 seconds is ideal, and Enduring would just be a perk that enabled tunneling even more. Look at what happened during the recent DS bug.
@Awakey said:
https://forum.deadbydaylight.com/en/discussion/comment/1674584#Comment_1674584
Dude, your point is falling apart. @Orion doesn't have to spend hours looking through dev streams to find the EXACT place the Devs said the reason for the DS 3-5s buff. Drop it.
I know he doesn't, and I'm not forcing anyone to find anything. I was just saying I don't need to believe him if he doesn't have a source.
@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1674943#Comment_1674943
I don't think it's a conspiracy, I just know that the devs have, in many instances, shown bias toward survivors.
Killers have been buffed tons of times in the previous years. Is that bias? No - it's balancing. Same goes for survivors.