Nobsyde
Nobsyde
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those are the placeholder ones, I don't think they have already updated the site.
Go back on the hook.
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I'm going to face camp this thread until someone posts all the challenges.
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tome 2 was fun, I finished it just yesterday without trying too hard for it - from the previous leaks I don't like some of tome 3 challenges like Sacrifice/Unhook 2 survivors during EGC in one single trial, but we'll see...
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/866373#Comment_866373
I guess that you can prove that people can’t have valid opinions just because they play one/mostly play one side?
since we are in the realm of philosophy now, both the statement only who plays both sides can have valid opinions and everyone has a valid opinion are intrinsically wrong :P.
Peanits stated the obvious: yes, if you play only one side your opinion will probably be biased, but even your opinion may be relevant (which is different from saying it is valid, meaning true).
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/865905#Comment_865905
We could look into that in the future. In the meantime, we did release some stats this morning: https://forum.deadbydaylight.com/en/discussion/106566/
thanks for the update!
For the next one I would like to see something solely dedicated to 4 man swf groups (all ranks and red ranks):
- mean game duration against different maps
- survival rate against different killers
- 10 most used perks (in % to how many survivors run it)
- % of games with 0 kills against killers
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Example situation, I just downed a guy and his friend just popped the gen. He gets up but I still can smack him back down, with this idea he gets free full map run. .
He would get up only if you were slugging him for a while, since the perk would heal him for 50% of his health - if he didn't have time to recover you can pick him up no problem.
If you were slugging him instead... yeah, that's a new risk, but you can adapt very easily to this new scenario I think.
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@xCarrie said:
https://forum.deadbydaylight.com/en/discussion/comment/863998#Comment_863998
If endurance activates while in a chase and the killer doesn’t have noed it’s a slight nerf as now you have to mend. If the killer does have noed then it’s really handy but now every survivor knows and weakens the killer even more. When hooked I’d rather be healed instantly and have a speed boost then a borrowed time effect. Plus if the survivor already had BT then adrenaline won’t have a purpose besides the speed boost.
I see what you mean however not being healed when adrenaline activates and you’re by yourself is a nerf to solo survivors as they get a useless endurance effect and now have to look for someone else to be healed.
I see..
Then what about something like an instant 50% heal and another 50% heal over 30 seconds, if you don't take a hit?
30 seconds is still enough for a killer to find someone, but certainly not all of the survivors - a solo player could be extra careful and be fully healed then.
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@theArashi said:
https://forum.deadbydaylight.com/en/discussion/comment/864025#Comment_864025
I don't like that idea, it is basically designed for already powerful swf parties and they make full use of it.
how is that?
I mean, I sincerely think the change would nerf swf teams, why do you think the opposite? Maybe there's something I don't see.
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@theArashi said:
That would be actually more powerful then current adrenaline.
I never said I propose a nerf to adrenaline, I said I propose a change.
It's more powerful for the survivor being actively chased, less powerful for the others.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/863974#Comment_863974
I find the perk is very "End Game" dependent which I think that in itself is already high risk because sometimes you don't even make it to the end. So one health state is fair IMO.
I am not a big fan of the Endurance status, simply because it is a more situational trade off, and 15 seconds certainly wouldn't be enough. During EGC, you sometimes need to buy more time, that's why a lot of people 99% gates and heal before going for a save. An endurance status would probably wear off before you could even come up with a last minute strat.
that's absolutely true and as intended in my change - Adrenaline (IMHO) should give a big boost in survivability only immediately after doing the last generator, giving the chance to the survivors to flee the area of the last generator done and to gain distance from the killer to the chased survivor, but after that you are on your own.
The Endurance effect is introduced to avoid someone being hit by the killer a few seconds after activating adrenaline to no avail - and it would counter NOED as well. Have you ever seen a downed survivor having adrenaline proc only to be downed again immediately after? This wouldn't be possible anymore.
Then, you only need to heal another 50% to go back to full health, aiding in the situation you were considering (that's why a lot of people 99% gates and heal before going for a save)
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also guys, don't forget that this new adrenaline would still heal you 50% - you can go back to the healthy state, you just need to waste a few seconds healing yourself before finishing the last gen, if you really want to be ultra efficient.
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@xCarrie said:
Sadly no. When you use adrenaline you’re down one perk the entire game until the end. Even then adrenaline is only useful when being chased, being injured, or hooked.
The way I see it, adrenaline rewards completion. It doesn’t need changing currently. Pain in the ass sure, but the survivors need to do their job in order to get it.
but you see, if as you say Adrenaline is only really useful for the chased survivor, then my change is good enough, or even better if you consider NOED: you still have the sprint + you have 15 seconds of invulnerability. That's also a free Borrowed Time if you were hooked while adrenaline proc'd.
If Adrenaline is not useful while not being chased, then the free health state is overkill. Again, try to be as unbiased as possible - going from 4 survivors injured to 4 healthy (and sprinting) ones is a game breaker for basically every killer.
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@aregularplayer said:
https://forum.deadbydaylight.com/en/discussion/comment/863963#Comment_863963
the reward for completing the objective should be being able to open the gate and escape, not skipping the heal. the perk encourages survivors not to heal and rush gens as fast as possible without fearing any punishment for this behaviour. also, being completely healed after being unhooked is the most absurd thing about this perk, IMO.
solo survivor main, btw.
I agree with one point: adrenaline incentivises survivors to rush gens while being injured.
That's a big problem especially in one case: high rank swf teams. With this little change there could be a little slow down of the late game in those situations.
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@Sign_Spinner said:
No
@Johnny_XMan said:
Personally I think Adrenaline is fine as it is.
care to elaborate ^^? Especially you, @Johnny_XMan, you think even the worst case scenario which I described is fine as it is? If so, why?
@others: please let's try to not switch the topic to "we should remove/nerf/change NOED as well", one topic at a time :).
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@Almo said:
What usually happens with SWF is that they get super-altruistic and refuse to leave the match unless they can get everyone out. Only at very high ranks and with SWFs that play together a lot is there much of a benefit in terms of escape rate.
That does not mean we don't want to do some things to make the solo experience better. As someone else pointed out, that's the reason for the Kindred buff.
Perhaps escape rate isn't the right metric, as SWFs can be more annoying to play against even if they don't necessarily escape.
exactly.
You probably should somehow rethink your metric "balance the game for 2 kills", and I'm not talking about increasing/decreasing the kill count.
I don't know what would be the right way to approach the subject of balance, but in my opinion the two most important metrics are time to complete 4 generators (not 5, since when just one is left a lot of swf start to mess around to proc adrenaline only when everyone is injured), total amount of hooks and 2 kills.
This would mean that a killer that is consistently able to get 2 kills, but has very quick games (...or, to be more precise, very quick 4 gens done) and very few hooks, is still somehow underwhelming - on the contrary a killer with very slow games could still be in some way overwhelming even if he barely reaches the 2 kills per game (Doctor, anyone?).
To be honest though I don't think that changing a killer alone could influence that much the two new parameters - they are most a consequence of map pressure, meaning both killer mobility and map conformation, coupled of course with raw gen speed (which I assume you don't want to touch, so there's that).
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@Supernaut said:
Hello,
thought about this before, but with the server downtime today and news of Deathgarden's demise, it's got me wondering. If the worst SHOULD happen to DBD and there was a decision made to pull the plug on dedicated servers, would it be as simple to switch back to the old manner of playing with killer hosting, or would the game end?
Thanks in advance!
Game right now is broken even on console, and we don’t have dedicated servers, so I doubt it would matter.
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I collect fingers.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/860082#Comment_860082
I think what they're trying to say is that Oni's tracking ability directly synergises with him activiating his secondary power (in the sense that his tracking is essentially what charges his power) in a way that Plague's doesn't, which makes him a more formidable opponent.
But blood orbs are hidden when he activates the power, meaning that their tracking capabilities are not effective anymore once you’re strongest.
I think it’s a good enough balance for now
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@Peanits said:
How do you suggest we detect who's in voice chat and who's not? Scanning through someone's PC to see what programs they're using or monitoring their microphone is usually frowned upon, and it wouldn't stop you from whipping out your phone to voice chat or sitting in the same room as someone.
You don’t have to implement voice comm detection to introduce some forms of debuffs for swf.
you could do something very gradual, like basically non existent in brown ranks, very minor in green, moderate in purple, high in red - debuff applied personally and not to the whole group.
Also it’s not true that it is wrong per se to debuff (which is a different concept from punishment) friends playing together - just watch dark souls and how the mechanics change when you summon a player.
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@Mrwood204 said:
https://forum.deadbydaylight.com/en/discussion/comment/859902#Comment_859902
Ya they weren't saves. But my aim with flashlights is horrible. From what I read on here playing on ps4 is probably adding to that.
Hopefully I run into a friendly myers again when it comes up again.
I'm actually starting to wonder about the next tome, and if it will be Jake or dwight.
Remember this: if when you aim your flashlight the cone of light is shrinking, it means you are aiming correctly for the blind.
This helps greatly to understand if the aim and distance are enough on point.
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@HarryToeknuckles said:
https://us.v-cdn.net/6030815/uploads/695/FL7DWTKVXCS5.jpg
This was taken awhile back, Head By Daylight.
fxd
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/858668#Comment_858668
It's 6 forum pages, currently 1am where I am and everyone's already made it clear that I'm just a salty survivor that needs to "git gud" rather than giving me actual points to consider.
Unbreakable and Adrenaline CAN'T help since I'm not the downed one, and the hatch never comes into play
Healing my teammate is impossible since the killer patrols the downed person like we've 3-Gen'd ourselves or somehow knows where I am within 20 seconds of the initial hit.
I don't bring items generally, let alone keys, so I can't just open the hatch. Especially not in a 5-Gen slaughtering. Not that anyone's tried that one, but still.
you don’t have to read it right now, but, if this topic interests you, just know that there are arguments for both sides in that thread, this is a duplicate.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/858661#Comment_858661
I tried. It was unhelpful. I only needed to see half the first page to know that 90% of it is obviously not a serious discussion.
You’re wrong, keep reading ^^
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This discussion was already done a few hours ago:
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Listen, I really can't explain any better the situation, I see where you stop understanding what is wrong with your reasoning, what I don't see is why.
Maybe it's a problem of communication, maybe it's a lack of experience in the game, I don't know. You'll eventually get it, take care ^^
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@Thrrun said:
https://forum.deadbydaylight.com/en/discussion/comment/857537#Comment_857537
Umm, I never said the killer looking for the hatch was spiteful.
I answered this already. You asked me about this and also killer camping said hatch. I answered what you asked.
I also have said on here if the killer finds it and closes it, that's fair game. You saying if they close it, because they find it before number 4, it's 100% the killers game but we are not talking about after it's closed, we are on about it being there and open. As I said if a killer finds it and closes it that's fair. Likewise if a survivor finds it and gets out, that's fair. The game gives that chance but yet some killers disagree with it so much they have to play in a spiteful way to make sure number 4 never gets that chance.
Why are you ignoring what I have already answered? :/
The hatch is in the game to give 50/50 it only opens when there is only 1 survivor left. If it was not meant to be a chance for that last survivor it would not open. EGC would just start as soon as number 3 was dead, like it does now when the killer closes the hatch. Again I have already said this. :)
Opening it with a key is a totally different subject. Because this post was about slugging number 3 to make sure number 4 did not get the hatch. If they have a key this is all totally moot, for that survivor with the key. If you want to talk about keys, I'm happy todo so but not here as it will derail.
:)
I'm not ignoring what you say - it's that what you say is simply not the subject, it's a straw man argument as I already stated.
You think that the hatch mechanics is to give the survivor the chance to escape, and that's it. But that's not the case anymore - the hatch mechanic (not the hatch itself) is there to avoid a stale mate, meaning that yes, both killer and survivor can still win, but it's not "50/50".
If the killer search for the hatch to close it before it opens, by camping it, you are not bypassing any game mechanic, exactly as survivors using a key. And no, a survivor cannot take the hatch if a competent killer finds it before it opens.
As for the "if it was just to avoid a stale mate then just activate EGC altogether", again, this doesn't prove anything - Devs decided that you could still escape through the hatch, giving the survivor one more opportunity other than the doors and add pressure for the killer (hence the slugging to find the hatch ;) ), it doesn't deduct from it being an anti-stale mate mechanic.
By using your logic I could say that if Devs wanted a 50/50 chance for the last survivor to escape they could have the killer and survivor being teleported to a table where they have to play a game of rock-paper-scissor ;)
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@Thrrun said:
https://forum.deadbydaylight.com/en/discussion/comment/857479#Comment_857479
No Edys, I said, I agreed the hatch stops the game being taken hostage.
However I do believe the hatch is meant to be a 50/50 chance. So I think you have misread or got my posts mixed up. :)
When I said I agree it was quoting your post about a survivor being spiteful.
Yes it's entitlement to feel you have a right to take a chance away just because you think it's bad game design. The fact a killer has to slug number 3 just to stop number 4 right there is spiteful gameplay. We have already established from some but not all posters on this thread that they do so to stop number 4 getting the hatch, because they don't think they deserve a fair chance at getting the hatch, for reasons they have stated.
No one is going to stop doing it, I'm not on a mission to try and make anyone stop. I just stated it is in fact spiteful gameplay. Because I thought that's what this thread was about. Slugging number 3 to stop number 4 and opinions surrounding that subject.
:)
hatch:
ok let's try again then - the hatch is meant to avoid a stale mate, from a design point of view. If it was meant to be a 50/50 escape for the last survivor then the only way to ensure that is to let the hatch spawn only when there's only one survivor left.
If it spawns before, as it is, it's not a 50/50 game by definition, because:
- if survivors have a key, it's 100% a survivor game
- if no key and killers find the hatch, they can close it and it's a 100% killer game
That's not something up to debate Thrrun, that's really all that there's to say.
In fact, you think about the hatch being a 50/50 because you are considering scenarios where neither the killer nor the survivor know where the hatch is - evidence being that you find spiteful if the killer search for the hatch before it opens.
But this thinking is like playing Monopoly and telling your friends "if you don't leave at least one Train Station for me you are being spiteful". ######### :P
slug n°3 to stop n° 4 is spiteful:
that's a straw man argument - you are not slugging n° 3 to stop n° 4, you are slugging n° 3 to kill everyone.
I don't eat hamburgers because I despise cows and want them to be killed, I get cows killed because I like to eat hamburgers.
...but maybe you are a vegan, and this example will prove I'm being spiteful :P
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Oh, and what about killers that have 3 generators one near the other with 2 survivors left and refuse to chase them on the opposite side of the map - are killers being spiteful as well?
Because that's basically the same thing, you're not being slugged but there's still nothing you can do, especially against certain killers.
..plus by playing this way the time it will take for the game to end is virtually infinite, if survivors don't try to do generators and the killer refuses to leave the area.
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The fact is, it does not matter if you think that survivor deserves a chance at the hatch, the game gives them that chance. You have to play in a spiteful way to stop it. Because that's your entitlement, you feel you know better then how the game has been designed.
We have already agreed that the hatch is not designed for a 50/50, it's designed to avoid a stale mate.
There's no entitlement to try to kill everyone - you are not robbing anyone, you play for your win, not for their loss.
There are spiteful ways to play, of course, but trying hard for the 4k is not one of those - essentially because being spiteful (camping the slugged / hooked survivor, for example) will 100% net you the loss of the 4th survivor, if the hatch is not already beside you - meaning you are not trying hard for the 4k.
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At this point I think they should introduce a sibling perk a-la Quick and Quiet (let's call it... Needle Drop :P), which has the effect to remove drop grunts every 20 seconds - and remove it from BL.
Lithe + Quick & Quiet ≈ Balanced Landing + Needle Drop
Then make Dance With Me don't leave scratch marks after drops and BOOM!
..actually don't do the DWM part, I play as killer as well :(.
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By the way, here's what I usually do as a killer in those 2v1 situations and there's more than one generator left.
I search around for survivors, if I find one I go for the chase, and slug him if it's not his first hook (if it's his first, I hook him and go as far away as possible).
At this point I go around and see if other generators were worked on while I was chasing the third survivor. If they weren't I, once again, go as far away as possible from the slugged survivor.
When the slugged survivor is finally healed, I go in search of the survivors again - if I find the same survivor, I'll just follow him without downing him.
If the survivor gives up the chase, I'll just let him understand it's not him that I want.
Eventually I will find the stealthy survivor, hook him, and let the first one live.
So yeah, I deliberately didn't want a survivor to escape, because he wasn't a team player.
Fortunately that's not usually what happens because I always go against Team 6 SWF groups and they just escape through a key.
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How would the killer know it spawned, yet the survivor not? If the killer happened to find it, that's fair. However if it's not open, what can be done.
The hatch spawns when the number of generators done are equal to the survivors alive plus one.
When two survivors are still alive, if 3 generators are done the hatch spawns, it's just closed.
Likewise if a survivor finds it first, but it's not open yet. What matters is when it opens who finds/gets to it first.
Until it opens it doesn't matter if the survivor knows where it is - if the killer finds it he can just hook the third survivor and camp the hatch to close it.
I agree.
If you agree on this, then you should also agree that a killer that tries to prevent this situation is not being spiteful.
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@Thrrun said:
https://forum.deadbydaylight.com/en/discussion/comment/857194#Comment_857194
Umm, I think you need to go back to Google and put in spiteful not just spite.
Slugging someone to stop someone else getting a fair chance is spiteful. It's not just trying to win. You are denying someone a fair chance for your own personal gain. You are also stopping another from moving on to another match, the guy on the floor.
The fact remains the same, it's spiteful gameplay.
Let's try this version:
Letting your team mate die on hook or on the ground while you hide waiting for the hatch is spiteful. It's not just trying to win. You are denying someone a fair chance for your own personal gain. You are also stopping another from moving on to another match, the killer.
The fact remains the same, it's spiteful gameplay.
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@Thrrun said:
https://forum.deadbydaylight.com/en/discussion/comment/857232#Comment_857232
Yes the hatch stops the game being taken hostage. However it is meant to be a 50/50 chance for both killer and survivor. If it was not the case once number 3 died the game would start EGC without hatch at all.
:)
50/50 means that you have equal probability to get the hatch.
In fact, if hatch already spawned and the killer go and search around the map, the survivor has 0% probability to get it.
Even if it doesn't spawn before the last survivor dies, the killer has still higher probability to find it just because of speed.
In other words: no, it's not a 50/50 mechanic, not from a deliberate stand point, not from a side effect either ^^
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@Thrrun said:
I have said before that if you slug just to stop the last guy getting the hatch, it's spiteful.
The hatch is in fact meant to be a 50/50 shot for both. If the survivor finds it, they get out. If the killer finds it, they close it.
End of the day it's not wrong of a killer to slug the all but one last guy but it's spiteful gameplay.
Some will own that and that's fine. But when you then have spiteful gameplay happen to you, don't moan.
Both killers and survivors can be spiteful and there is no need for it. If you feel you need to play like that then so be it but don't try and deny it's anything but spiteful.
The hatch is not meant to be a 50/50.
The hatch is meant to avoid a stale mate, where the last survivor keeps on hiding instead of trying to do generators, and the killer can't find him.
It is very much so that Devs even changed the mechanic so that the last survivor always gets the hatch to spawn - you don't need any generators done anymore.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/856710#Comment_856710
No, it isn’t.
https://forum.deadbydaylight.com/en/discussion/comment/856663#Comment_856663
3 kills is a win though.
yes it (most likely) is.
3 kills is just 3 kills, not a win - a win is a Pip 😎.
Even a 4k could not be enough to win.
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@[Deleted User] said:
Imagine if survivors were expected to just give up the last gen...
Jokes aside, you are absolutely right:
I'm the killer and I'm slugging because I want to search for the hatch / the last survivor. The last survivor is hiding instead of going to heal the slugged - well, you can say Killer, just take the 3K!, but why not Survivor, just take the loss and show yourself! - especially if there are still a few generators to go?
Because one survivor can still survive? Yeah, and the killer can still 4K.
It's not the killers fault if your team mates are cowards :P.
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oh and by the way that's how I think people will be punished, more or less.
Every time a players DC his DC counter increases. A DC is removed from his counter every 24 hours + if after 72 hours the players never DCd his counter gets reset.
- 1 DC: nothing
- 2 DC: 1 minute ban - basically just a heads up "Hey, we know what you are up to!"
- 3 DC: 5 minutes ban
- 4 DC: 15 minutes ban
- 5 DC: 1 hour
- 6 DC+: 12 hours + explicit warning message "You'll get permanently banned, be careful"
- 19283 DC: permanent ban
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@shmoul said:
https://forum.deadbydaylight.com/en/discussion/comment/855827#Comment_855827
But you don't even get a timeout if you leave at the end of the match.
you will with the next patch, that's the point.
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@shmoul said:
https://forum.deadbydaylight.com/en/discussion/comment/854367#Comment_854367
How so? If the killer has already closed the hatch and is just standing on top of you for no reason IMO it would be a completely valid time to dc.
in this scenario even if he wants to slug you to death you just have to wait for EGC to kill you.
If you don't want to wait a couple of minutes for that, you can just wait the ban time ^^.
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Again, you don't have to agree with me, everyone can read and form their own opinion.
Thanks for the productive exchange and have a wonderful day as well ^^
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But the game works exactly like that :).
Of course you can disagree with me, that's totally fine - still I gave you a very coherent explanation on why and how you are wrong, if you don't want to reply further I'll just rest my case :P.
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@Kaelum said:
https://forum.deadbydaylight.com/en/discussion/comment/854146#Comment_854146
Dude! How difficult is it to understand this?
- Stun Legion.
- Legion enters Frenzy,
- Legion hits survivor that stunned him. (Timer begins to count down)
- Legion follows survivor until he/she catches up.
- Legion drops Frenzy,
- Legion follows survivor until he drops.
- Legion wins
But you, as a survivor, are doing the wrong thing, that's simple.
If you know that Nemesis is a thing, what you should do, by following your scheme, is:
- Legion spots you and chases you
- Don't throw pallets but use windows
- Legion could eventually hit you, assuming you are not able to juke him before he does
- Use the sprint to run away
- Legion needs to catch up with you again
- Drop pallets before he reaches you to waste his time
- If you absolutely have to, yes, stun him
- Now he can finally use DW and...
- ...he still needs to hit you, you can still stun him / juke him, but whatever.
- Run him for ≈30 more seconds
- If by any chance you gain enough distance, mend.
- Win the game because 3 gens are done
This assuming you are not injured in the first place - if you are injured whatever, you were already 1 hit away from being dead, how much time do you assume is fair for a survivor to be able to avoid being hit by a killer? Reaching survivor + being stun + DW + mend timer going down ≈ 45 seconds for one hit? Seems really inefficient to me.
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You can eat the stun then activate the power also. You don't lose the power bar unless you get stunned during it.
Yes, that's exactly my point: you don't want to throw a pallet to a Legion that can still use its power, unless you're already injured. If you do it, you'll be punished for it - and that's entirely not considering Nemesis.
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@Kaelum said:
@Edys sorry, but your thought that the video is not a normal scenario, is wrong. Almost all of the Legions that I run into, will only use Feral Frenzy a couple times, or so, until everyone is injured. Then they switch to basic attacks to down everyone. Therefore, they always have Feral Frenzy on demand for this, or to just get around the map.
I play a lot of Legion and that's not how I play to be honest, basically because once everyone is injured, I'll maybe down one and everyone will heal each other in the meanwhile :P.
This being said, @Weck is right - if you're already injured DW is a total waste of time (if you are the first survivor found, of course).
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what happens in the video is not a normal scenario.
Even now you don't want to throw pallets to a Legion which is not using his power (if you're not already injured, at least) - if you do that of course I can then use my power and vault it, and depending on my add-on I could even break it. Double the waste.
Very different is Legion coming at you using its power.. if you get the stun, you deplete its gauge. But if you also get hit then you will be in trouble, differently from now.
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@Kaelum said:
https://forum.deadbydaylight.com/en/discussion/comment/853833#Comment_853833
ROFL...Yeah! Stun Legion, and let the fun begin. That’s the very specific order of things that needs to happen.
that's not the only condition. You also need to not be the obsession and, most of all, have already been hit by deep wound.
If you weren't already hit, once you stun Legion they lose their power gauge, and depending in how much time they need to hit you with DW, Nemesis effect could already be over.
...and gens are being done in the meanwhile ;).
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@Dreamnomad said:
https://forum.deadbydaylight.com/en/discussion/comment/853802#Comment_853802
It's not as simple as that and you know it.
actually it is simple as that, maybe you mean that the counter is still making the game more difficult for survivors? Yeah well, that's exactly how a perk should work.
Let's reverse the example:
The counter to Decisive Strike is to slug for 1 minute
No, it's not as simple as that and you know it. If I slug for 1 minute I either lose one gen, if I wait around the slugged survivor, or he will be eventually picked up. Also they can even jump in lockers and I can't hit them (reverse: also sometimes if I drop the pallet I will stun the killer no matter what)
Yeah well, that's exactly how a perk should work.
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@NuclearBurrito said:
On further examination the perk DOES work on DS.
It's just Furtive that doesn't work.
DS Legions at your own risk.
Have you tried it yourself?
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@Shura37 said:
https://forum.deadbydaylight.com/en/discussion/comment/852873#Comment_852873
https://forum.deadbydaylight.com/en/discussion/comment/852744#Comment_852744
I wasn't saying change the perk to allow this combo, I was suggesting that they should change the wording just because it is confusing. That being said, if this does get looked at and taken into consideration, I also believe Surge's wording should be changed (remove the word additional) to help players understand how these perks work and how they can synergize with other perks.
oh yes, wording is wrong and should change, I agree with you.
