Mr_K
Mr_K
About
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- Mr_K
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Comments
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Did 150 levels in one shot and only got 1. So I've been doing 50 at a time and getting 1 each.
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They will ruin stalky boy.
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The mistake people keep making with this topic is there are people who will always take the path of least resistance. It is the reason why the words cheater and smurf exists in our lexicon.
The other mistake is thinking players that know how to play will actively ignore the best course of action. For example, you down a survivor and before you pick them up you notice another repairing a gen not to far from you. The casules will want you not to slug so you should ignore this survivor and continue with the hook
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@Brokenbones said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979754#Comment_3979754
A lot of clowns are running both invigoration addons to make the 12% haste into 17% haste, paired with certain other perks like Rapid Brutality or Coup and it's not that much of a stretch to say it's incredibly easy. Clown's always been strong in the 1v1 but It is a little unbearable to be hasted to death.
At least with purple bottles, there was a chance for Clown to mess it up and use them incorrectly. You literally cannot mess up using a yellow, it is Impossible I'd go as far as to say.
So is your problem with the yellow bottles or the addons for them?
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@AGM said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979754#Comment_3979754
I mean, at least with 2 seconds of activation time you actually had to throw the bottle further in front of you to actually get the haste, which survivors could sometimes capitalize on by changing directions in a way that would make it slightly more inconvenient for you to step in the cloud.
BHVR's stated that their design goal was to get people to use both bottle types. But these changes just made people stop using purple bottles because throwing yellow bottles at your feet is just that much more consistent, and denies survivors the ability to capitalize on misplaced yellow bottles.
Part of Clown's skill ceiling was having to aim purple bottles at survivors or the environment in order to take advantage of the gas spread mechanics to cover larger areas while using yellow bottles as an anti-loop tool by increasing the speed differential between the killer and survivor.
But why deal with any aiming or knowledge checks when throwing yellow bottles at your feet gives you all the speed you need to act as anti-loop and provide a high enough speed differential on their own?
This might sound counterintuitive, because Clown wasn't really good enough to need nerfs to begin with, but if they really wanted to force Clowns to use both bottle types, then they needed to nerf the speed changing aspects of both bottles so that one bottle type doesn't provide enough of a speed differential to make the other unnecessary/irrelevant. After they do that, they could buff the bottles in other ways to make them synergize with each other.
An example something they could do to achieve this:
1) Purple bottles hinder survivors by 10%, but now make survivors oblivious for the duration of its effect
2) Yellow bottles provide haste to anyone by 10%, but remove the Clown's red stain for the duration of the haste
3) Rework any add-ons that change the haste/hinder values and duration in exchange for addons that affect both bottles at the same time.
(For example: "New" Flask of Bleach - Hitting a survivor with a basic attack while under the effects of the Afterpiece Tonic inflicts mangled for 60 seconds. Hitting a survivor with a basic attack while the Clown is under the effects of the Afterpiece Antidote inflicts hemorrhage for 60 seconds. Both of these status conditions can be inflicted with the same basic attack if both conditions are met.)
Something like this incentives Clown to have a survivor affected by purple bottles at the same time as the Clown is affected by yellow bottles in order to maximize the usefulness and effectiveness of both, without a singular bottle type drastically outshining the other.
throwing yellow bottles at your feet
You could an did do this before in loops if players used yellows. In straightline chasing you still need to throw ahead of you just not as far. In fact, throwing too far ahead gives the survivor the boost too. It's just clowns didn't use yellows at all to figure this out and just wanted to hinder survivors to a crawl.
1) Purple bottles hinder survivors by 10%, but now make survivors oblivious for the duration of its effect
Previous hinder was 15% and it is now 14%. 12% was in the PTB and is what started all this outrage. Reducing it to 10% might result in some missing fingers by some clown mains.
Oblivious is not strong while in chase. One because the terror radius is over powered by chase music and the killer retains the red stain.
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Yellow activates 1s faster and increase haste 2% more and that's enough to become brain dead. Either nobody used yellow bottles till now or everyone is just upset about the purple.
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Moving at normal speed is a reward.
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@flatlandgorilla said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3978239#Comment_3978239
You literally just posted the same figures as me except you only listed that milestone up to step 7 instead of 10.
Each increment is a multiple of 25 and whether intentional or not, corresponds to the step.
At this point, I'll assume you are just trying to be a contrarian with the salty judgment, especially since i said (twice now) that it was an educated guess and I'm not going to be dogmatic about it since it's a reveal-in-progress.
The bottom line is the topic of this thread…milestones getting nerfed and I shared some of my experience for those to embrace or disregard as they choose.As absurd as it is, what you have is tracking. This is some bs.
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@[Deleted User] said:
There are, unfortunately, many people who not only see this as a precedent, but feel entitled to making changes they don't like whenever new content is released. This cycle started with things like Ruin, Tinkerer, Dead Hard, and DS before 6.1 (and, truly, some things did need to be adjusted there), but it's now become the norm for people to scream early, loudly, and often with the intention that BHVR will change their minds.
I agree here.
As problematic as the perk(s) were, I certainly do not condone the way parts of the community acted and probably will act in the future.
Overdramatic, exaggerated, partly vile, like their life was depending on a f-word game.
Criticizing game developers when something goes wrong is completely fine, but it is not a free ticket to act that bad mannered and emotional and creating some catastrophe that just is not there.
And tbf, I got the idea from BHVR that these perks weren't a killswitch topic at first. Killswitch should be the last option to turn off stuff that breaks the game with crashes, corrupting files or even damages hardware or is an epilepsy issue or stuff like that. The stuff that really is BAD and not necessarily gameplay related.
And as unfortunate items with unlimited charges or some weird haste bug on a new vault perk might be, to me this also doesn't necessarily meet the requirement for "it makes the game unplayable".
I hope BHVR will rework their killswitch process but won't get deeper into this "we listen to the ones crying and screaming the loudest to not hurt their feelings" way of dealing with things.
Because that will kill their game in the long run. There are many people who play the game and aren't remotely interested in drama within the community and I even would say these people are the bigger part of this community.
Killswitch should be the last option to turn off stuff that breaks the game with crashes, corrupting files or even damages hardware or is an epilepsy issue or stuff like that.
That's fine as long as that was the way it was used. Which it's not. Example I saw during the riot was the Nemesis killswitch over not losing PWYF tokens while M2 attacking. That doesn't fit within your scope of killswitch but was what BHVR used it for. It's about equal treatment and killer's were told their pain was not at the same level.
Another thought, why killswitch a whole killer when the perk would be less impactful? Nothing else was wrong with him so why remove a playable character?
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@sinkra said:
It's amazing how fast devs act when killer mains start complaining.
blazen fast. Like a turtle in a snail race.
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@flatlandgorilla said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3978239#Comment_3978239
You literally just posted the same figures as me except you only listed that milestone up to step 7 instead of 10.
Each increment is a multiple of 25 and whether intentional or not, corresponds to the step.
At this point, I'll assume you are just trying to be a contrarian with the salty judgment, especially since i said (twice now) that it was an educated guess and I'm not going to be dogmatic about it since it's a reveal-in-progress.
The bottom line is the topic of this thread…milestones getting nerfed and I shared some of my experience for those to embrace or disregard as they choose.The point was to show your data and give the difference between each level.
Damage 150 Generator(s). +75
Going by your graph at level 10 a killer would have to kick an additional 250 gens on top what they already done. This is so out of pocket. Do you really believe this would be the actual requirement?
Repair a total of 550 Generator(s).
This alone should of said the formula was incorrect.
For reference, last quest lvl 10:
275 breaking gens
100 trials
55 escape
110 heals
275 hooks
165 surv kills
165 gen repairs
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@flatlandgorilla said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3977653#Comment_3977653
Are they subject to change? Of course they are, hence my use of the phrase "educated guess". They are certainly not "wild assumptions," even if they are not fully discovered yet. The formulas are based on and very similar to the previous Rift. If anyone wants to share the "Hook" and "Sacrifice" level 3 or any higher levels to confirm formulas, that would be great. As far as the other five I have at level 3, the new formulas still hold accurate.
The previous rift went increased using fixed numbers. Yes, it is wild assumptions look at your numbers.
Damage 25 Generator(s).
Damage 75 Generator(s). +50
Damage 150 Generator(s). +75
Damage 250 Generator(s). +100
Damage 375 Generator(s). +125
Damage 525 Generator(s). +150
Damage 700 Generator(s). +175
This is outrageously wrong.
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They need to get the other versions working first.
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Playing with bots still means you're playing.
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They are just speaking truth. The hate for the ghoul is more than wanting reasonable well thought out nerfs. They want him unplayable and never picked.
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It exists in custom games and it's basically a copy paste of another map with a "Dead Inside" reference. I think BHVR is too embarrassed to put it in rotation.
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Are you talking about the end game where the other survivors escaped and the game kills the remaining hooked survivor?
One, unhooking yourself is no longer an option without an offerring or perk.
Two, the game is over and instead of waiting out the struggle its best to just move on to the end screen.
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@flatlandgorilla said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974705#Comment_3974705
An educated guess would be 2,750. I need to unlock to step 3 on milestones to verify all the formulas, but here is what I have so far:
Step
Description
Formula
1
Damage 25 Generator(s).
running total + (step * 25)?
2
Damage 75 Generator(s).
3
Damage 150 Generator(s).
4
Damage 250 Generator(s).
5
Damage 375 Generator(s).
6
Damage 525 Generator(s).
7
Damage 700 Generator(s).
8
Damage 900 Generator(s).
9
Damage 1125 Generator(s).
10
Damage 1375 Generator(s).
1
Complete 10 Trial(s).
running total + (step * 10)?
2
Complete 30 Trial(s).
3
Complete 60 Trial(s).
4
Complete 100 Trial(s).
5
Complete 150 Trial(s).
6
Complete 210 Trial(s).
7
Complete 280 Trial(s).
8
Complete 360 Trial(s).
9
Complete 450 Trial(s).
10
Complete 550 Trial(s).
1
Escape 2 Trial(s).
running total + (step * 2)?
2
Escape 6 Trial(s).
3
Escape 12 Trial(s).
4
Escape 20 Trial(s).
5
Escape 30 Trial(s).
6
Escape 42 Trial(s).
7
Escape 56 Trial(s).
8
Escape 72 Trial(s).
9
Escape 90 Trial(s).
10
Escape 110 Trial(s).
1
Heal a total of 10 Health State(s).
running total + (step * 10)?
2
Heal a total of 30 Health State(s).
3
Heal a total of 60 Health State(s).
4
Heal a total of 100 Health State(s).
5
Heal a total of 150 Health State(s).
6
Heal a total of 210 Health State(s).
7
Heal a total of 280 Health State(s).
8
Heal a total of 360 Health State(s).
9
Heal a total of 450 Health State(s).
10
Heal a total of 550 Health State(s).
1
Hook 50 Survivor(s).
running total + (step * 50)?
2
Hook 150 Survivor(s).
3
Hook 300 Survivor(s).
4
Hook 500 Survivor(s).
5
Hook 750 Survivor(s).
6
Hook 1050 Survivor(s).
7
Hook 1400 Survivor(s).
8
Hook 1800 Survivor(s).
9
Hook 2250 Survivor(s).
10
Hook 2750 Survivor(s).
1
Sacrifice or kill 10 Survivor(s).
running total + (step * 10)?
2
Sacrifice or kill 30 Survivor(s).
3
Sacrifice or kill 60 Survivor(s).
4
Sacrifice or kill 100 Survivor(s).
5
Sacrifice or kill 150 Survivor(s).
6
Sacrifice or kill 210 Survivor(s).
7
Sacrifice or kill 280 Survivor(s).
8
Sacrifice or kill 360 Survivor(s).
9
Sacrifice or kill 450 Survivor(s).
10
Sacrifice or kill 550 Survivor(s).
1
Repair a total of 10 Generator(s).
running total + (step * 10)?
2
Repair a total of 30 Generator(s).
3
Repair a total of 60 Generator(s).
4
Repair a total of 100 Generator(s).
5
Repair a total of 150 Generator(s).
6
Repair a total of 210 Generator(s).
7
Repair a total of 280 Generator(s).
8
Repair a total of 360 Generator(s).
9
Repair a total of 450 Generator(s).
10
Repair a total of 550 Generator(s).
You are making some wild assumptions about the formula. Maybe should of waited for the 3rd tier to grasp the pattern before posting. A more reasonable reading would be a fixed incremental increase.
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DBD uses Easy Anti-Cheat. As with all anti-cheats, they get circumvented.
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@HaliAndEx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976215#Comment_3976215
Please tell me what's intriguing about throwing a yellow bottle to get free hits? Even the Clown main who made a 200 page guide disagrees with his changes and made a 2 hour video on why the buffs shouldn't go live. And now here we are…
Read back what I've said already.
Even then, I bet most of the complaints wouldn't exist if they just buffed the speed bottle to 12% and left everything else the same. The criticism of the yellow bottles is just an outburst to the changes to the purple. Why is there a difference between speeding up the chaser over slowing down chased anyways? Both result in the distance being closed. Is it intriguing slowing a survivor to a crawl for a hit?
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975643#Comment_3975643
I don't care. It's boring.
boring seems to be the criticism when killers get buffed.
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They were popular before being bugged so I don't know why that would change any.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975523#Comment_3975523
I don't care if it's a buff or a nerf, I preferred the way he was before. I liked my pink bottles, now they're useless, so the only way to play Clown is mindlessly tossing yellow bottles in front of myself with no thought required. This is lame.
But isn't he objectively stronger now? Many here are saying he's brain dead mode which would indicate he is overall stronger. They say he was more skillful before but doesn't being stronger negate the need to be that skilled? If they made him more complex, wouldn't that be seen as a nerf? Skill comes from overcoming weakness. Removing weakness removes the need for skill.
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Why killers can't be buffed. While his slowdown of survivors was nerfed the speedup of himself was buffed. Apparently this was an mortal sin.
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975090#Comment_3975090
Maybe the last one, but not anymore, at least I think.
If I counted it correctly, you either have to play and complete all daily quests for 30+ days on top of milestones and rift pass quests, or complete the event stuff.
They said that about the last one too. But there were event tomes and alt mode tomes to boost you along without the dailies.
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@SpringMyTrap said:
yes, they nerfed them roughly by 55%
people complained really hard about the new system being predatory and BHVR didnt fail to prove them wrong by making it twice as bad
They shouldn't of complained. The new system benefits the procrastinator far more than the last system. My friend completed the entire event tome in 12 matches in one sitting 2 days before it closed.
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Bots gen rushing? Stop giving them toolboxes.
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What do you mean? Tunneling is a staple thread around here. It didn't just become an issue or gotten worse.
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Odd, this is the second post I've seen on killers DCing and the other was yesterday. Before that nothing. What changed, why now? Is it real or just a campaign to get killer bots?
It's just very odd this topic is just popping up now.
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PEMDAS
@OriginalBlendett said:
I think it's typically based on which add-on comes first. Don't quote me on that.
addon order doesn't matter.
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@UnicornMedal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974357#Comment_3974357
Apples and oranges. You don't have to punish anyone for DCs to still count toward Adepts.
Sure, sure. Killer thinking it was ok to quit once they felt the game was unwinnable has nothing to do with this.
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Yet, people want DCs to go unpunished.
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Yet another call to nerf Pig.
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Nearly all PTB issues make it to live. Even if they pushed it back two weeks nothing would be different because the internal QA never seems to find these bugs.
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Same on Steam. Happens when selecting custom match too.
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In chase means you have chase music playing.
Also, in the patch notes it changed to when you vault towards the killer.
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Sounds like something that should of been fixed.
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Flavour text is a reflection of the survivor that the perk is attribute to. It seems strange to me to base a perk effect over a footnote.
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DBD match making is based on your MMR score. It starts by looking for players within your MMR range but will expand that range the longer you wait in queue.
So, if both sided have fast queues the matches will comprise of players within the same MMR. Long queue times will produce imbalance for one side.
The exception is High MMR. There's no limit to how high your personal MMR can go but there's a threshold to which matchmaking stops making distinctions. This means a killer at 1700 could be equally matched with survivors at 2000.
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Be happy they didn't make it 100 like other impossible achievements.
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There's no legal consequence for them bring those cosmetics back. Also BHVR has stated the opposite, they don't want exclusivity to cosmetic. Anything after the store was introduced consider to not be exclusive forever.
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If they ban certain addons or how many of what item can be taken. Then its reasonable to ban finding items with ban addons in chest.
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M1 killers are those that depend on M1 attacks to down survivors or have near useless M2 power that can damage survivors.
Trapper is a M1 killer because his traps are passive hazards. The dominant method of damage is M1.
M1 killers are not by nature weak. It's just M2 killers damage potential is greater when it can down a survivor. Top M1 killers have powers that help get that M1 but don't directly damage the survivor.
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The perk change has nothing to do with what survivors run it for.
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There is one.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970525#Comment_3970525
I feel like THATS just a weird player mentality issue. Ppl can have 6000 cakes, but feel like they need to start saving them and not using them.
https://us.v-cdn.net/6030815/uploads/CNSF5TCNH5UF/1000001824.jpg
lol, even if I use one the other four won't be so it's still not the same amount.
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They feel dreadful to me because I'm not making as much BP as the event.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970465#Comment_3970465
Dude... you may have a problem, lol
Maybe for the paid ones, but you grab whats free when its free.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970442#Comment_3970442
Do any of those games have 0 playtime though? Im not talking about ppl who've taken a break, but rather ppl who've never booted the game up after "purchasing" it several years ago. I dont think this would hit any actual person, just bots.
It could but at the same time I have games in my library that were free for a limited time that I haven't booted once. Even games that I paid for on sale that I've never installed.