NuclearBurrito
NuclearBurrito
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- NuclearBurrito
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@Tarvesh said:
Caretaker said:Ah yes. Don't go for the injured survivor cuz you're all entitled children who think you DESERVE to live. You mess up I'm going to kill you. That's my job. This is a huge buff. 4 people can now reliably run DS. They're now safe for 60s. Slugging got hard nerfed. You can no longer Dribble. God survivor mains are inept.
And let’s not forget that it now hard nerfs basically every single Obsession based killer perk by resetting them every time you get hit with DS.
They aren't reset besides dying light. Any tokens gained with the previous obsession stay when the obsession switches
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@Tarvesh said:
ThePeeje said:Counter: Unbreakable
If this happens enough, killers wont slug.
Plus slugging is detrimental to most killers at most levels when all 4 are alive.
Plus if this perk is so weak, then not many people will run it. Which means if a killer slugs you thinking you have DS, bit actually you have Unbreakable instead, then they kjust ruined their flow and momentum for no reason!
So let me explain whats gonna happen. Not many people will use DS. Itll probably be present once in every 2 games. Killers wont worry about it too much. Theyll just play as normal, get hit by it, and in some rare cases, the survior will escape at the end of a match. In most cases, DS will cause some momentum loss to the killer half way into the game, allowing survivors to save and heal someone else on a hook.
Its like NOED. Even though so many killers have NOED, still, so rarely do survivors cleanse all totems. Itll be the same for killers. They would be dumb to assume everyone has DS.
You forgot that killer’s can no longer run almost every obsession based perk except Remember Me because DS now resets the progress on all the others; it literally counts multiple perks with every single use.
DS not only wastes a killer’s time even more, rewards them for their bad play, but ALSO completely counters entire killer builds (and low ranked killers entirely with only those perks available) up to four times in a single game.
Fair and balanced.
It only resets dying light. Remember me, STBFL and PWYF all keep their stacks, Rancor doesn't have a problem with switching and other obsession addons don't really care either
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Just make it so that if the obsession is dead or doesn't exist then you won't become the obsession
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I added the addon names and values to the OP
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@L3gi0nMa1n lovem.
One I'd like to add
Very rare:
Cultist Robes - Gain an additional blood token each time you hit a survivor
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@The_Crusader said:
TatsuiChiyo said:I think it'll be a good change, though others have already voiced the concerns about slugging (I know that's what I'll do, though I tend to slug anyways)
My main concern is obsession changing. I run Dying Light, so I'd rather not have my bonus taken away because someone gets unhooked. It'll also be MUCH easier to tell if someone runs DS since from what I understand I'll see the obsession changing
They should just make Dying Light require 3 hooks on the obsession.
That way if you get 1 constant obsession nothing changes
Otherwise you could get 2 hooks on the obsession, obsession changes, 1 hook on the new obsession and therr you go, 3 hooks just as much effort as before and you get the speed penalty.
What if the obsession dies in the first hook?
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Any idea's what survivor perks would be good?
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@Peanits said:
NuclearBurrito said:@not_Queen off topic question. One of my posts got removed when I tried to edit it for grammar. Why does that happen and can you fix it?
The forum has a spam filter built in to cut down on the spam posts. While it does catch most of them, it'll unfortunately flag a legitimate post as spam as well from time to time. When this happens, the post gets sent to a queue and a mod has to come by and approve it (or delete it if it is spam). It'll also flag posts when they are edited so someone can't circumvent the filter by creating a legitimate post and then editing it.
Can I have my post back please? I promise I'm not spam
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Should probably point out that Object of Obsession still works when you aren't the Obsession. You just lose a few meters
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@not_Queen off topic question. One of my posts got removed when I tried to edit it for grammar. Why does that happen and can you fix it?
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@No1TheLarch said:
@Orion said:
Make it better for the killer to spread out damage than to kill a single survivor ASAP. I've made countless suggestions over the years on how this could be accomplished, but survivors seem less interested in making it worthwhile for the killer than just outright punishing killers for not playing how they want.
You take it wrong. I play both sides equally.
Okay then perhaps you can see why adding a mild BP and elbem penalty for going after the same survivor multiple times on a short Cool-down would help incentivize killers who want BP to spread out damage. rather than going after the same person right after an unhook. Could add a mild buff to chaser emblem to balance this. You see what Im getting at? It would actually help newer killers win more if they adopt this play-style while being more fun for survivors not to be tunneled to death in the first 3 minutes of game. Im not asking for anything major just sort of the thing they did for proximity to hooked survivor to decentralize camping.
And what about changes for people who just care about actually winning rather than ranks and BP?
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@BrendanLeeT said:
DS and NOED are both perks that shouldn't be in the game because it rewards the person on their failure.Why should the killer who worked for that down be declined just to get looped again? Same goes with the survivors, why should survivors get killed because of a NOED when the killer failed to kill them before end game?
Not a counterargument. But TECHNICALLY if NOED is killing someone then the game hasn't ended yet.
Also it's not that you can't have something that gives you something when you are failing, rather it just can't completely outweigh the fact that you are in a state of fallible in the first place.
Or in otherwords something like DS or NOED can give you an advantage in a failure state compared to not having the perk, but it shouldn't give you an advantage compared to not having failed in the first place
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@HeroLives said:
NuclearBurrito said:@HeroLives said:
I
e8Lattice said: Let me guess, Decisive Strike nerf? once you successfully land a DC on Killer you end up in dying state crawling away from them? Wouldn't surprise me, Killers cry so much about this ability that can only be used once per match, it makes sense that it should be powerful. Bring it on, DC is a crutch anyway and I never use it. Far more important perks to use than a one off through away perk that just ends up taking space for better perks.
I very very rarely used DS. That’s not the point. Now killers will hook slug everyone. Bc it’s the logical thing to do.
If only we had a perk to hard counter slugging...
Like the killers like to say”I don’t have enough perk slots for all the counters” [BAD WORD] off captain obvious
The point is that since the perk exists that makes slugging risky. How many things are you trying to counter at once anyways?
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@HeroLives said:
I
e8Lattice said:Let me guess, Decisive Strike nerf? once you successfully land a DC on Killer you end up in dying state crawling away from them?
Wouldn't surprise me, Killers cry so much about this ability that can only be used once per match, it makes sense that it should be powerful.
Bring it on, DC is a crutch anyway and I never use it. Far more important perks to use than a one off through away perk that just ends up taking space for better perks.
I very very rarely used DS. That’s not the point. Now killers will hook slug everyone. Bc it’s the logical thing to do.
If only we had a perk to hard counter slugging...
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The 60 seconds is the only thing that stops the perk from resolving like old DS in all cases except super late game.
If you are good enough to loop the killer for that long then you don't need this perk and should use that slot on a different one. If you struggle to get away after getting unhooked then this is now the perk for you.
A tunneling killer does not deprive you of the second chance, that is what gives you the second chance in the first place
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@DarkGGhost said:
@NuclearBurrito so as a killer I have to give up on the weakest survivor for the time let he keep his DS and start a new chase hoping you can down him/her before the last 2 gens be done ? NiceI actually was refering to chasing the unhooker after hitting the unhooked person but before you actually pick them up.
So it would be:
Person unhooked
Down them
Chase unhooker
Hook both -
It is still one time use
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The counterplay is to spend that 60 seconds going after the unhooker instead and go for the DS user afterwards.
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The skill check is when the killer starts to pick you up and is thus before they can put you back down. So you can't dribble it anymore
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It's a bit like borrowed time now. Neet.
Also just realized you can down them and then just slug for 60 seconds
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And again. Many games use something besides winning as a metric for ranking. Overwatch is a very popular example at lower ranks. So demonstrating that something = ranking (which BP gain doesn't fyi) does not prove that it is winning and vice versa
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Also. That number at the end isn't even called score. It represents how much BP you gain and is directly effected by perks such as WGLF and BBQC
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"The game has defined score as winning"
Please post a screenshot showing where the game gives this definition
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@Tucking_Friggered said:
@NuclearBurrito said:
@Tucking_Friggered said:
@NuclearBurrito said:
@Tucking_Friggered said:
@NuclearBurrito said:
@Tucking_Friggered said:
@NuclearBurrito said:
@Tucking_Friggered said:
@NuclearBurrito said:
@Tucking_Friggered said:
The score at the end says everything that needs to be said.no it doesn't. That score is easily abused
Nope. You don't get score by doing nothing. It is a representation of everything you did in game which serves much more in demonstrating skill than anything else. Ranks mean even less than the score with the exception of a fresh level 20 that just bought the game.
You can score by doing arbitrary tasks an indeterminate amount of times which may or may not actually progress you towards victory.
Sprint for 2 seconds in the killers terror radius? You get points
Heal someone right in front of the hook and then leave before finishing? You get points
Hook farm someone? You get pointsect ect ect. Points are meaningless because grinding them is too easy and too disconnected from the actual goals of the game
Those are all actions and show involvement in the match. Your personal opinion on what is or isn't important doesn't matter.
Yes but if they progress towards victory or not DOES matter. You can run in circles and partial heal someone all day and be no closer to escaping the trial. Which is the thing the game establishes as the survivors goal
They do progress towards victory. While those things are occurring work is being done towards the victory. Do you believe you sat on a gen unhindered because you are skilled or was it because everyone else was interacting with the killer?
Running in circles in the general area of the killer (you don't get points for doing it in a chase remember) is in no way actually interacting with the killer. It just means you aren't doing a gen AND you aren't in a chase AND you aren't even bothering to hide at the very least in order to survive.
You're repeating the same rhetoric and it is no more true than three responses ago. It's just you superimposing your actions and playstyle as meaningful while others being less so. Consider this. A person can reach rank 1 by doing nothing but hiding all match, without helping at all, and exiting out of the gate or hatch. They can equip perks to make doing this almost 99% successful.
They are not better, they are not rank 1 and they most certainly didn't win.
If you escape you win. Deserved or not. The game has defined winning as such. Also you contradicted yourself, if they reached rank 1 then they are rank 1
Stop acting like this is just my opinion, the game literally says that the survivors goal is to escape, that's not me stating my option but quoting where the game defines the objective of the game
Sorry no. You can think that but just escaping is as simple as equipping anti track perks and staying immersed while others secure your escape. You didn't win anything.
I'm not acting like its your opinion, I'm telling you directly and implicitly it is your opinion.
Got it. Winning is as simple as equipping anti track perks and staying immersed while others secure your escape.
Ok fine stop telling me that it is my opinion when it clearly isn't.
o·pin·ion
/əˈpinyən/Submit
noun
noun: opinion; plural noun: opinions
a view or judgment formed about something, not necessarily based on fact or knowledge.
"I'm writing to voice my opinion on an issue of great importance"
synonyms: belief, judgment, thought(s), school of thought, thinking, way of thinking, mind, point of view, view, viewpoint, outlook, angle, slant, side, attitude, stance, perspective, position, standpoint; MoreFact: Win conditions in a game are defined by the game
Fact: Dead by daylight defines a win for a survivor as escaping the trial. This definition is stated in the tutorial I posted screenshots up
Conclusion: If you escape the trial as a survivor you win that game of dead by daylightAt no point was a judgement that wasn't based on a fact used
Thus this is not an opinion but rather a fact and logic based proof.
If you want to show that it is wrong then you will need to show that either one of my premises are false or that I have committed a fallacy in which case you need to say where and which one
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@Tucking_Friggered said:
@NuclearBurrito said:
@Tucking_Friggered said:
@NuclearBurrito said:
@Tucking_Friggered said:
@NuclearBurrito said:
@Tucking_Friggered said:
@NuclearBurrito said:
@Tucking_Friggered said:
The score at the end says everything that needs to be said.no it doesn't. That score is easily abused
Nope. You don't get score by doing nothing. It is a representation of everything you did in game which serves much more in demonstrating skill than anything else. Ranks mean even less than the score with the exception of a fresh level 20 that just bought the game.
You can score by doing arbitrary tasks an indeterminate amount of times which may or may not actually progress you towards victory.
Sprint for 2 seconds in the killers terror radius? You get points
Heal someone right in front of the hook and then leave before finishing? You get points
Hook farm someone? You get pointsect ect ect. Points are meaningless because grinding them is too easy and too disconnected from the actual goals of the game
Those are all actions and show involvement in the match. Your personal opinion on what is or isn't important doesn't matter.
Yes but if they progress towards victory or not DOES matter. You can run in circles and partial heal someone all day and be no closer to escaping the trial. Which is the thing the game establishes as the survivors goal
They do progress towards victory. While those things are occurring work is being done towards the victory. Do you believe you sat on a gen unhindered because you are skilled or was it because everyone else was interacting with the killer?
Running in circles in the general area of the killer (you don't get points for doing it in a chase remember) is in no way actually interacting with the killer. It just means you aren't doing a gen AND you aren't in a chase AND you aren't even bothering to hide at the very least in order to survive.
You're repeating the same rhetoric and it is no more true than three responses ago. It's just you superimposing your actions and playstyle as meaningful while others being less so. Consider this. A person can reach rank 1 by doing nothing but hiding all match, without helping at all, and exiting out of the gate or hatch. They can equip perks to make doing this almost 99% successful.
They are not better, they are not rank 1 and they most certainly didn't win.
If you escape you win. Deserved or not. The game has defined winning as such. Also you contradicted yourself, if they reached rank 1 then they are rank 1
Stop acting like this is just my opinion, the game literally says that the survivors goal is to escape, that's not me stating my option but quoting where the game defines the objective of the game
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@Tucking_Friggered said:
@NuclearBurrito said:
@Tucking_Friggered said:
@NuclearBurrito said:
@Tucking_Friggered said:
@NuclearBurrito said:
@Tucking_Friggered said:
The score at the end says everything that needs to be said.no it doesn't. That score is easily abused
Nope. You don't get score by doing nothing. It is a representation of everything you did in game which serves much more in demonstrating skill than anything else. Ranks mean even less than the score with the exception of a fresh level 20 that just bought the game.
You can score by doing arbitrary tasks an indeterminate amount of times which may or may not actually progress you towards victory.
Sprint for 2 seconds in the killers terror radius? You get points
Heal someone right in front of the hook and then leave before finishing? You get points
Hook farm someone? You get pointsect ect ect. Points are meaningless because grinding them is too easy and too disconnected from the actual goals of the game
Those are all actions and show involvement in the match. Your personal opinion on what is or isn't important doesn't matter.
Yes but if they progress towards victory or not DOES matter. You can run in circles and partial heal someone all day and be no closer to escaping the trial. Which is the thing the game establishes as the survivors goal
They do progress towards victory. While those things are occurring work is being done towards the victory. Do you believe you sat on a gen unhindered because you are skilled or was it because everyone else was interacting with the killer?
Running in circles in the general area of the killer (you don't get points for doing it in a chase remember) is in no way actually interacting with the killer. It just means you aren't doing a gen AND you aren't in a chase AND you aren't even bothering to hide at the very least in order to survive.
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@Tucking_Friggered said:
@NuclearBurrito said:
@Tucking_Friggered said:
@NuclearBurrito said:
@Tucking_Friggered said:
The score at the end says everything that needs to be said.no it doesn't. That score is easily abused
Nope. You don't get score by doing nothing. It is a representation of everything you did in game which serves much more in demonstrating skill than anything else. Ranks mean even less than the score with the exception of a fresh level 20 that just bought the game.
You can score by doing arbitrary tasks an indeterminate amount of times which may or may not actually progress you towards victory.
Sprint for 2 seconds in the killers terror radius? You get points
Heal someone right in front of the hook and then leave before finishing? You get points
Hook farm someone? You get pointsect ect ect. Points are meaningless because grinding them is too easy and too disconnected from the actual goals of the game
Those are all actions and show involvement in the match. Your personal opinion on what is or isn't important doesn't matter.
Yes but if they progress towards victory or not DOES matter. You can run in circles and partial heal someone all day and be no closer to escaping the trial. Which is the thing the game establishes as the survivors goal
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@Tucking_Friggered said:
@NuclearBurrito said:
@Tucking_Friggered said:
The score at the end says everything that needs to be said.no it doesn't. That score is easily abused
Nope. You don't get score by doing nothing. It is a representation of everything you did in game which serves much more in demonstrating skill than anything else. Ranks mean even less than the score with the exception of a fresh level 20 that just bought the game.
You can score by doing arbitrary tasks an indeterminate amount of times which may or may not actually progress you towards victory.
Sprint for 2 seconds in the killers terror radius? You get points
Heal someone right in front of the hook and then leave before finishing? You get points
Hook farm someone? You get pointsect ect ect. Points are meaningless because grinding them is too easy and too disconnected from the actual goals of the game
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@Tucking_Friggered said:
The score at the end says everything that needs to be said.no it doesn't. That score is easily abused
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@Carpemortum said:
AntiJelly said:Hmmm...
My idea for Slippery Meat would instead be:
Whenever you lose a killer in a chase, see his aura for 3/4/5 seconds, and make no scratch marks for 3 seconds.
So breakdown 2.0?
That has literally nothing to do with breakdown
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Also while it is unreasonable for it to actually happen. It is technically possible to escape but also not get an unbroken emblem.
This is because you get a point when downed. So if you get downed 900 times then you are not meeting the requirements for bronze even if you escape.
Will that ever happen to anyone? Probably not. But the fact that it CAN happen is still important
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@thesuicidefox said:
@NuclearBurrito said:
What about a killer 4king but still depiping? Did they lose?It's not physically possible to get a 4k and depip with emblems under normal game condition. Safety pip is possible, because you WILL get at least 6 points.
The only possible way you could DEPIP if you got a 4k would be if you pick tombstone Myers and never even hit anyone, then they gen rush you, then you tombstone them all. You might not get any Malicious/Chaser, and as long as they rushed you fast enough you won't get Gatekeeper. But literally every other case as killer you WILL at worst get a safety pip.
And even in this EXTREME example, survivors basically have to give it to you, because if they gen rush you before you get tier 3 then you can bet some will get out. So in a way, yes you deserve to lose because the enemy pitied you and let you kill them.
Also if you just hit them every once in a while and pressure them off gens even a little bit, you'll be guaranteed a safety pip if you tombstone them all. So even while this one case may be possible, it's so highly unlikely in a real situation that the only way it can happen is if the other team gives up their safety pip (win) to let you kill them for you to also depip (Iri Unbroken + Bronze Benevolence = 5 points, they need iri Lightbringer to pip which means 3 gens solo, more than likely they get silver or gold so best they can do is a safety except in extreme conditions, and b/c of this if you kill them they lose Unbroken and depip themselves).
PS. And even if we go by the term "Entity's Favor" you should depip because you killed all the survivors yourself without ever hooking them for the Entity. She would be mad at you for this. Even in the lore this is a depip.
If you are playing as any character with an instant down then you can get only 1 point is malicious which isn't enough for bronze but also get 6 Malicious points by downing them and then having them be healed to full, possibly because you are using a slugging build. That way you can hook everyone on the last stage and all but 2 points for Malicious from hits and 4 from hooks can be removed. You can get even less points if they have unbreakable.
Basically an endgame leatherface slugging build against an altruistic team can lead to this happening relatively naturally.
And also definitions do need to hold up under extreme circumstances, because they must hold up under ALL circumstances.
Pipping doesn't even hold up against the stated wincon in all plausible circumstances, let alone all possible circumstances
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@Delfador said:
@NuclearBurrito said:
Cool. So with a 25% 4k rate that would mean that over 100 games 25 of them have all survivors die.
In the remaining 75 games at least 1 survivor lives and 50 of them would be 3k's. The remaining 25 games would average out to 2k but could include 1 and 0k's if they also include 3k's to average it out.
Thus both sides win 25% of the time making it all perfectly even. The median game would be a 3k while the average would be a 3.2k
That is actually great. I agree with this.
The problem starts when we consider 4k as the only win condition and try to balance the game around 50% killer win, 50% survivor win. That is why I am against it. Your formula seems perfect to me.
I think we agree with each other from different perspectives.
Yeah... If you plug in 50 then it means you have 50% 4k's, 50% 0k's and nothing else.
So unless the snowball is insane that is never going to happen
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Oh. Nvm then it's #########Shad03 said:@NuclearBurrito said:
TAG said:
tehshadowman33 said:@TAG said:
NuclearBurrito said:
TAG said: HatCreature said: @TAG said: I see your bet and I raise. https://deadbydaylight.gamepedia.com/Amanda's_Secret And it's ''Very Rare'' SO COVETED! It's at that rarity because it's "Very Rare" that you'll ever want to use it. :P Doesn't seem that bad. You'd never have to patrol the boxes with it since it effectively patrols for you
It is that bad. It makes it impossible to defend the boxes in any way until the Survivors have already gotten the trap off (which obviously is self-defeating), and unless you're actually near them when it happens, the 6 seconds of aura don't actually matter. The upsides are so unreliable that one could make the argument that the perk may as well be all downside.
I mean, rummaging through the boxes makes so much noise, I don't even need to know where the boxes are though.
If you combine it with Last Will (so you have 5 reverse bear traps) you get stall game + map awareness. If someone removes a bear trap nearby, they are gonna get tunneled. Most people with reverse bear traps on their heads don't bother to heal, so it's an easy down.
Legion Pin literally doesn't have any usage whatsoever, even in any hypothetical situations.
I think you're underestimating how critical those boxes auras are for actually finding them.
Amanda's Secret TAKES AWAY map awareness because you no longer have the auras of the boxes to rely on, but the Survivors still do (unless you are also running Rules Set No. 2). The notification + aura for someone taking off a box is nigh useless because you have zero control over when and where it goes off. If someone is searching a box nearby without Amanda's Secret, you would probably be able to start harassing them already before they even got the trap off because you knew where the box was to begin with anyways. The only thing the Survivor aura does in that case is help you make up for the ground you lost because you couldn't find them in the first place due to not having a box aura to rely on. With someone at a far away box, unless you already know the exact location of that box, you basically can't start going after them until they've already gotten the trap off. If you didn't have Amanda's Secret, you could at least start going towards that box on a hunch, and if the trap came off at that box before you have arrived, you've already closed some of the distance needed to catch up to them. If you want to catch someone at a close box, you are better off using anything other than Amanda's Secret so you can see the box aura and know to check there at some point, and if you want to catch someone at a far away box, you are better off using Barbecue and Chilli since Survivors with RBTs can't afford to play around it as efficiently. Why would you use Last Will with an add-on that makes your RBTs actively less useful when you could use it with any other Pig add-on (even Amanda's Secret) and be better off? You'd even be better off with using only Last Will and no other add-on.
I legitimately think Amanda Secret is 100% useless and at no point should you ever consider using it unless you are actively trying to make the Pig worse because you want to play Pig on Hard mode.
Wait. Don't it show the aura when they are REMOVING the RBT? So like, when they interact with the box
Nope. That's what I thought.
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Wait. Don't it show the aura when they are REMOVING the RBT? So like, when they interact with the boxTAG said:
I think you're underestimating how critical those boxes auras are for actually finding them.tehshadowman33 said:@TAG said:
NuclearBurrito said:
TAG said:
HatCreature said:@TAG said:
I see your bet and I raise.
https://deadbydaylight.gamepedia.com/Amanda's_Secret
And it's ''Very Rare'' SO COVETED!
It's at that rarity because it's "Very Rare" that you'll ever want to use it. :P
Doesn't seem that bad. You'd never have to patrol the boxes with it since it effectively patrols for you
It is that bad. It makes it impossible to defend the boxes in any way until the Survivors have already gotten the trap off (which obviously is self-defeating), and unless you're actually near them when it happens, the 6 seconds of aura don't actually matter. The upsides are so unreliable that one could make the argument that the perk may as well be all downside.
I mean, rummaging through the boxes makes so much noise, I don't even need to know where the boxes are though.
If you combine it with Last Will (so you have 5 reverse bear traps) you get stall game + map awareness. If someone removes a bear trap nearby, they are gonna get tunneled. Most people with reverse bear traps on their heads don't bother to heal, so it's an easy down.
Legion Pin literally doesn't have any usage whatsoever, even in any hypothetical situations.
Amanda's Secret TAKES AWAY map awareness because you no longer have the auras of the boxes to rely on, but the Survivors still do (unless you are also running Rules Set No. 2). The notification + aura for someone taking off a box is nigh useless because you have zero control over when and where it goes off. If someone is searching a box nearby without Amanda's Secret, you would probably be able to start harassing them already before they even got the trap off because you knew where the box was to begin with anyways. The only thing the Survivor aura does in that case is help you make up for the ground you lost because you couldn't find them in the first place due to not having a box aura to rely on. With someone at a far away box, unless you already know the exact location of that box, you basically can't start going after them until they've already gotten the trap off. If you didn't have Amanda's Secret, you could at least start going towards that box on a hunch, and if the trap came off at that box before you have arrived, you've already closed some of the distance needed to catch up to them. If you want to catch someone at a close box, you are better off using anything other than Amanda's Secret so you can see the box aura and know to check there at some point, and if you want to catch someone at a far away box, you are better off using Barbecue and Chilli since Survivors with RBTs can't afford to play around it as efficiently. Why would you use Last Will with an add-on that makes your RBTs actively less useful when you could use it with any other Pig add-on (even Amanda's Secret) and be better off? You'd even be better off with using only Last Will and no other add-on.
I legitimately think Amanda Secret is 100% useless and at no point should you ever consider using it unless you are actively trying to make the Pig worse because you want to play Pig on Hard mode. -
Am I the only one that thinks wake up should you know, wake you up?
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Doesn't seem that bad. You'd never have to patrol the boxes with it since it effectively patrols for youTAG said:
It's at that rarity because it's "Very Rare" that you'll ever want to use it. :PHatCreature said:@TAG said:
I see your bet and I raise.And it's ''Very Rare'' SO COVETED!
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To answer your questions:Raptorrotas said:Haha i like the killer ability, its somewhat simple but might become dangerous, especially to loopers.
Interesting you chose to make it channeled.
Still got some questions:
Is the killer able to instantly attack from the time loop?
Is there some fatigue/slowdown after timeloop,
Is there casting time? (Compare billys m2 to shape)
Identity V has a killer who has a spirit world mechanic plus your timeloop idea as secondary ability.
Balance-wise you might be able to add some indirect ability (nondamaging or tracking) to your killer without turning him OP.
Yes
No
No
M2 instantly makes you start moving back and when you let go you can immediately start acting -
The algorithm is
Winrate = 1-(average kills per game/4)
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@Delfador said:
@NuclearBurrito said:
Ok lets assume 4k is the only thing that ever counts as a win. You don't have to believe it, I do, whatever.
Pick a number between 20 and 50. Do not pick 20 or 50 or a decimal number (I mean it COULD be a decimal but it would make this really annoying)
25
Things are getting interesting lol
Cool. So with a 25% 4k rate that would mean that over 100 games 25 of them have all survivors die.
In the remaining 75 games at least 1 survivor lives and 50 of them would be 3k's. The remaining 25 games would average out to 2k but could include 1 and 0k's if they also include 3k's to average it out.
Thus both sides win 25% of the time making it all perfectly even. The median game would be a 3k while the average would be a 3.2k
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@Delfador said:
@NuclearBurrito said:
And the winrate thing?
You were saying something about how you MUST have 50% winrates and bla bla bla you know what you said
I still say it.
3k for 50 matches. I have 50% win rate. 50 survivors escaped 150 of them got killed.
In my win conditions I don't have anything beside 4k-3k so other games mean I lost. It means that they resulted in 2k 1k 0k etc. In the best case scenario all of them resulted in 2k and 100 of them got killed and 100 of them escaped.
150 vs 250 right now.
Of course, I have 4ks but they also have 1k and 0ks. It balances things out.
Survivors have close to 50% win rate.
I have close to 50% win rate.
Does this have to be in this way always? Not really. I can have 40% or 60% depending on my skill. Same goes for the survivors
3k is really important for this game and as a win condition. This is why we kinda need a free escape mechanism for survivors. Expecting 4k to be the reliable and only win condition is not healthy. It fcks up the stats too badly.
Ok lets assume 4k is the only thing that ever counts as a win. You don't have to believe it, I do, whatever.
Pick a number between 20 and 50. Do not pick 20 or 50 or a decimal number (I mean it COULD be a decimal but it would make this really annoying)
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@TrAiNwReCk said:
@NuclearBurrito said:
@Delfador said:
@TrAiNwReCk said:
You don't have to respond, but was curious if anything in my reply makes any difference? We can agree to disagree. Hoping for further feedback.
_Again, my only stance is on the OP "FOR THOSE WHO CLAIM THAT WINNING IS DEFINED AS PIPPING". Anything involving win rate% or beyond relating to the simple correlation between winning and pipping isn't what I am addressing. _
Oh I definitely agree with you on that pipping is not a win.
For me, as a killer, these are the wins. From best to worst.
4k, preventing survivors powering the exit gates.
3k, 1 escape with hatch, preventing survivors powering the exit gates.
4k, when survivors power the exit gate but they were too alturistic, and got themselves killed.As a killer, these are the only conditions I consider myself as winner.
That's where we branch. You think that I lost when somebody escapes via hatch but I don't think in that way. Hatch is a pity escape for the sake of the game balance, giving survivors a not so free but close to a free escape.
You can also see that I value 3k more than 4k that happened after exit gates got powered. The most difficult job in this game is to prevent gen rush as a killer. 3k before letting them power exit gates are far more difficult and valuable than getting 4k because of the mistakes survivor did at the end of the match.
Pipping is not really a win imo though. It doesn't mean anything.
And the winrate thing?
You were saying something about how you MUST have 50% winrates and bla bla bla you know what you said
If you can find where I said anything about win rates I would like you to point it out. I never brought up win rates or numbers of any kind.
Unless, you are responding too Delfador?
I was responding to Delfador. You're fine
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@Delfador said:
@TrAiNwReCk said:
You don't have to respond, but was curious if anything in my reply makes any difference? We can agree to disagree. Hoping for further feedback.
_Again, my only stance is on the OP "FOR THOSE WHO CLAIM THAT WINNING IS DEFINED AS PIPPING". Anything involving win rate% or beyond relating to the simple correlation between winning and pipping isn't what I am addressing. _
Oh I definitely agree with you on that pipping is not a win.
For me, as a killer, these are the wins. From best to worst.
4k, preventing survivors powering the exit gates.
3k, 1 escape with hatch, preventing survivors powering the exit gates.
4k, when survivors power the exit gate but they were too alturistic, and got themselves killed.As a killer, these are the only conditions I consider myself as winner.
That's where we branch. You think that I lost when somebody escapes via hatch but I don't think in that way. Hatch is a pity escape for the sake of the game balance, giving survivors a not so free but close to a free escape.
You can also see that I value 3k more than 4k that happened after exit gates got powered. The most difficult job in this game is to prevent gen rush as a killer. 3k before letting them power exit gates are far more difficult and valuable than getting 4k because of the mistakes survivor did at the end of the match.
Pipping is not really a win imo though. It doesn't mean anything.
And the winrate thing?
You were saying something about how you MUST have 50% winrates and bla bla bla you know what you said
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@Spork said:
@NuclearBurrito said:
@Spork said:
If I happen to do a very small amount in a game, and end up getting camped or tunneled, OR camped AND tunneled but still manage to pip or safety pip, I'm going to count it as a win.But if you were to make a win loss ratio for survivors instead of just checking if you personally enjoyed the match would you STILL count it as a win?
And if you escape but also depip would you count it as a loss?
If someone managed to escape and depip, I would personally count that as a loss, yes. But that's just my opinion.
Some Killers play rather harshly SO, gaining a pip when someone has been sweating on you would seem like an achievement to me.
What about a killer 4king but still depiping? Did they lose?
And in both cases why does the tutorial say otherwise? (both cases assuming that you consider the killer example a loss)
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@TrAiNwReCk said:
@NuclearBurrito said:
@Delfador said:
@TrAiNwReCkAny sane person would say that the balance will be achieved when each side has 50% win rate.
nonononononononono
Balance is when there is an EQUAL winrate. That does NOT mean that it is a 50/50 winrate.
Remember a balanced battle royal with 100 players and no teams has a winrate of 1% per players. (so solo que in fortnite)
In any game where you have more than 2 sides you will not be expecting a 50/50 winrate and since each survivor wins and loses separately from each other that means they are not a team and need to be counted separately.
In throne of lies for example the average winrate is 33%, this is recognized by the community and encouraged because people understand that the lower winrate makes the game more fair and interesting.
There is no particular reason why you can't have winrates below 50% when you have more than 2 win combinations (not counting draws which don't exist in this game anyways) If all survivors won and lost together then yes you would want a 50/50 winrate. However since that isn't the case you would expect a winrate of more like 30-40%ish instead with 20% being the lowest
That's interesting. I never thought of it like that. I didn't know you were involving win rates in your OP. I'm out of the loop when it comes to win rates. I remember the devs mentioning win/escape % on certain maps which I thought was interesting. Anything other than that I haven't heard about.
Technically the exact winrates aren't part of the OP. However they are very important and a big part of why this matters in the first place.
Also I'm just into the math behind this, it's very interesting.
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wait a second. Use mad grit, Spam attack while you walk. Free anti-DS LETS DO IT!
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Possible addons:
Increasing the length of the timestream
Increasing the speed you go along the timestream
having the timestream show aura's of survivors who enter/exit it
hiding the timestream from survivors -
What about Bitter Murmur vs Rancor?
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@Paddy4583 said:
@NuclearBurrito but if you see it as 4 separate 1v1, then I have no idea why you would then say a win is only a 4K? Or have I misunderstood somewhere along the way?Ah. It's different depending on perspective. For each survivor it is them vs the killer or a 1v1. However for the killer he is VSing all 4 survivors as a whole so for him it is a 4v1. So any survivor win effects the killer but not other survivor's. Or in otherwords the killer cares about every survivor while the survivors only care about themselves
Deceit uses the same system
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@Countfunkular said:
I'm so serious because apparently there was some Unwritten rules way back when there were Unwritten rules.For instance apparently there was a rule for Killers to let the survivors go if they 4% and a rule for survivors let the other one get the hatch if they found it first which is usually just them sitting on top of it.
I'm just wondering because I'm getting some hate mail because somebody's mad because I didn't let them live for 4% percenting
Rule #1: Facecamp anyone that says you need to let them live for 4%ing
Rule #2: Do your absolute best to 4k/escape depending on your sideOtherwise do whatever