NuclearBurrito
NuclearBurrito
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1112467#Comment_1112467
It is an intended feature. You lose any sort of tracking while in FF. Including Discordance, though I believe the notification bubbles still pop up.
Why is it there? Idk, cuz its legion
This isn't mentioned in his power and aura reading in general still works while using his power.
It is only supposed to remove Scratchmarks and Blood.
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Not that it matters since its probably a bug anyways. But a perk not synergising with the Killer's power isn't anything special.
Monitor and Abuse is anti-synergy with the doctor
Dying Light doesn't work that well with Myers due to him being better as a slugging Killer
Shred doesn't work with Demogorgon because he often downs Survivors with Shred
ect ect ect.
Point is there is no rule that perks need to synergise with the Killer they came from.
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Sounds like a bug to me.
Heck, one of his addons even relies on him seeing generator aura's.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1108781#Comment_1108781
This suggestion is mainly to the devs who try to claim 2k is a win so my suggestion if they'd want people to believe it they could make killers win add-ons to show it.
Devs claim that 2k is the average expected results.
The average result is slightly worse than a successful result in any game where the global winrate is equal to or less than 50%.
In fact I would expect the global winrate to be BELOW 50% in practice by a significant margin.
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I'll edit this with the toolbox rework in mind once it comes out.
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After 2 Survivors have been unhooked while 24 meters or more away from you, future hooks grant 5% haste for 10 seconds.
After 3 Survivors have been unhooked while 24 meters or more away from you, all Survivors are exposed and thus basic attacks will instant down them even if they are healthy.
After 5 Survivors have been unhooked while 24 meters or more away from you can directly Kill them. This works exactly like a Mori offering.
If the totem is cleansed all of these effects immediately go away.
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Literally just miss a skill check.
You don't need the clock. If you have other Survivors nearby they can wake you up too.
But seriously. If you need to wake up and don't have time to go get the clock then miss a skill check. Bam, you've just disabled half his power for the next 60 seconds unless he's able to hit you with pure M1.
@Cheeki_Beaky_Bird said:
Freddy is the ONLY killer in the game with a power that doesn't involve some sort of penalty to their movement.
There's no "should I place a snare here" thought process, or "ha I got rid of a bunch of snares! Now Freddy's going to miss out on value!" play to make. Freddy passively gets tremendous amounts of value all the time.
He gets 1/2 terror radius against awake survivors (this is HUGE, 16m closer before a survivor knows to book it is a lot of chase time even if you're going in a straight line). He forces survivors to either fail skill checks (terrible idea) or spend increasingly long times pseudo-healing each other (and only if one of you is awake...) or run across the map to pick up alarm clocks, or else suffer the penalties of falling asleep. What's worth noting, though, is that if survivors choose to play around these and stay awake all the time, Freddy *WINS BIG*, as these are such significant advantages as to completely eclipse other killers like Wraith.
If you do fall asleep, you're highlighted (not a huge deal, but can suck with trying to use bushes and whatnot), and just lose every chase.
Drop a pallet? Snare. Snare. Snare. Even as he's running after you he can set down snares (with NO movement penalty/cooldown!) that completely deny areas, or force you to eat a slow that lets him very quickly catch up (because, ya know, he gains on you twice as fast for a few seconds) to hit you. vault a window? Snare. Snare. Snare. You're immediately forced to leave it. LOOP ANYTHING? Snare. Snare. Snare. He now forces you to drop the pallet you're looping or take a hit because he immediately forces you to start eating Hindered status effects if you want to keep being near it. Even without the afterthought generator teleport BHVR added for no clearly apparent reason (IMO better to frequently fake the teleport to scare people off the gen for a couple seconds and only occasionally stick it after survivors are conditioned) Freddy is very strong.
"He gets 1/2 terror radius against awake survivors"
This is flat out false. Survivors can hear his full 32 meter terror radius while awake, and a 32 meter lullaby while asleep.
Either way it's 32 meters.
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@Marcus said:
He has the same problems as Huntress. He is a 110% speed killer with no mobility in a game where map design is still atrocious. So untill some maps are made smaller and God loops are fixed, he will be on the weaker side.
Not God loops actually. He's one of the Killers that can counter long loops like those.
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but yeah I want a werewolf Killer.
I also want to see a 120% MS Killer for once.
Plz do both at once BHVR. Killer who's power isn't good for the chase (like a tracking ability or something) but moves at 4.8 M/S
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@[Deleted User] said:
Seems like it, they just keep adding killers who are "Just a guy". This one is just flat out roadhog/pudge/thresh/every other generic grapple character in every game.
HOWEVER that being said, the QUALITY of their work has gone up. The new map and killer look amazing and are a ton of fun to play as, regardless of cliche or not.
The thing is I think we need more monster killers or something, they have to get away from this human's only streak they have going. The only monster we have is Demogorgon.
A werewolf beast, the pale man from Pan's Labyrinth, a xenomorph or even better a predator but BHVR is kinda like "Wahhh sci fi horror isn't horror" despite adding Demogorgon for that $$$, etc...
Oni isn't Human. The oni is an oni.
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@JC316 said:
https://forum.deadbydaylight.com/en/discussion/comment/1109154#Comment_1109154
The entire pip system has changed since that was written. The whole lore of the game is being locked in perpetual torture for the amusement of the entity, and the entity grades your performance with the emblem system, which is the pip system.
You know what HASN'T been changed since it was written? The how to win text.
Also while the details have changed, the fundamental pip system itself was there at the time of the post.
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@JC316 said:
https://forum.deadbydaylight.com/en/discussion/comment/1108970#Comment_1108970
There's a big problem with this game in the fact that there's no win condition. You and I have different definitions, mine is the correct one, but that's beside the point. Total domination is a double pip, a win is a pip, a draw is a black pip, and a loss is a depip. Kills and escapes are not the win condition, because I've escaped and depipped, and I've 4K depipped.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1109000#Comment_1109000
Lol
One has a massive speed penalty and a huge tantrum if he hits something. The other doesn’t.
Billys always get more chainsaw hits than leatherfaces because its an easier power to use.
Agreed. Leatherface is super weak.
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@JC316 said:
https://forum.deadbydaylight.com/en/discussion/comment/1108666#Comment_1108666
But they didn't. 2 survivors won, and 2 survivors had a draw. How the ranking system should have worked for survivors is there are no depips or double pips, but only two pips are available for the collective. So the two survivors that performed the best will move up in rank, while the other two stay put.
This would put you in competition with not only the killer, but your fellow survivors as well. This would ensure that only the best players of your group will pip. If you all played well, then the best of the best would wind up in red ranks. Rank reset would send you back a few to start all over.
https://forum.deadbydaylight.com/en/discussion/comment/1108690#Comment_1108690
This is why my collective pip idea would work best. There would always be two survivors moving up, keeping red ranks stocked and strong, while also keeping the weaker purple and green ranks stocked.
no. 2 Survivors won. 2 Lost. And then the pip system assigned pips using a bunch of separate metrics.
Winning != pipping.
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Springtrap. But I don't really care for FNAF tbh.
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@JC316 said:
https://forum.deadbydaylight.com/en/discussion/comment/1108280#Comment_1108280
But here's your core problem, in a 2K, at least two of your survivors are going to pip, and the other two are likely going to black pip. In a true draw, no one should pip. So two survivors that probably didn't earn it rank up into red ranks, while killer stays where he is.
This gets you diluted red ranks for survivors, and barely any red rank killers. So all of your red rank killers get used up on a mixed bag of survivors, and matchmaking starts moving down the list until you get red rank survivors playing green rank killers.
Now again, it's a mixed bag, so those green rank killers might get potato red ranks, or they might get the TRUE red ranks and get absolutely walked on, which is as miserable an experience in gaming as I've ever seen.
So the killer PIP system is fine, but it needs to be significantly harder to rank up as survivor. Pretty sure I know the reason why you made it so easy to get to red ranks as survivor. That little badge is an ego boost, makes you feel like a real bad ass, gives you that gaming high that you're looking for, which in turn makes you more likely to buy new cosmetics to set yourself apart from the noobs.
Same reason why matchmaking wont change even with mmr, and you add stuff like this new sabo. Survivors don't want a challenge, they want a bully simulator, so all the better for them to play killers that they shouldn't. Also makes them feel like a big shot, and gives them the gaming high they're looking for.
in a 2k 2 Survivors won and 2 lost.
Survivors do not win and lose together.
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Someone who isn't going to DC because of the penalty isn't going to afk.
Afking takes time, since the round doesn't immediately end. They can't start another game until their current game ends.
And again, we can continue solving problems instead of just giving up. Have an AFK penalty too for if you are afk for too large a portion of the game that locks you out of the next game wish a shared que with the DC penalty.
So long as the AFK detection is good enough that you'd need to not be tabbed out to avoid it it's function would be achieved.
If someone continues to try to not play at that point, that means they are straight up griefing. So all we'd need to do is make sure that manual reports work so they could cover that scenario.
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If the problem is that there are people suiciding on hook since the can't DC.
Why are you saying the solution is to let them DC instead of trying to remove hook suiciding too? And then add in a clause for when everyone is on the guaranteed to die that speeds everything up much like in the case of the last Survivor being on the hook.
So basically if everyone is either in the dying state or on the hook. With players that have no mither or unbreakable not counting for dying state. Then the game enters an accelerated state that will just kill everyone.
And otherwise make it impossible for Survivors to willingly progress hook states. Yes this would require a rework to kobies, but such a swingy mechanic being reworked a bit isn't a big problem.
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I'm not going to evaluate the other 2 RN. But MoM was not buffed by the changes.
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@underlord99 said:
https://forum.deadbydaylight.com/en/discussion/comment/1105053#Comment_1105053
interesting amount. what killers do you think need some help?
I draw the line at Ghostface.
Ghostface himself needs a very small buff. Anyone stronger than him is fine. Anyone weaker than him needs buffs.
Currently the Deathslinger and the new Doctor I haven't finished evaluating.
Of those I have:
Myers, Clown, bubba, pig, legion, trapper, wraith and Oni (not in that order) need buffs.
Plague would be on that list but the buff I wanted is being implemented so she might be fine now.
That means:
Nurse
Spirit
Hag
Demogorgon
Freddy
Huntress
Billy
Are fine.
That's 6 fine Killers, 8 Killers that need buffs and 3 pending evaluation.
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I say not quite most of them. But it's very close. More like 40% of Killers are in a good place.
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@DwarvenTavern said:
https://forum.deadbydaylight.com/en/discussion/comment/1104383#Comment_1104383
Is... is that a gun...?
Yup. Deathslinger == Deathgarden.
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The Gunslinger.
There definitely wasn't a leak.
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Oh, and this mechanic CANNOT be a buff (or a nerf) until after it has been added to existing maps.
The new map was designed originally having the breakable walls. So it having them is just the baseline.
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@Splinterverse said:
I love the responses that say "Wait until PTB". As if BHVR ever implements any changes based on feedback from the PTB. The PTB actually only exists to make sure the code isn't massively game-breaking. The only changes I've ever seen implemented post-PTB are minor at best.
This argument only applies to people saying to wait until AFTER the PTB.
Waiting until the PTB is still important to give feedback on things like these regardless of how that feedback gets handled after the fact. Because we need information that we just don't have in order to evaluate the mechanic.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1103875#Comment_1103875
I never abused the system. Ever. The only times I have ever DC'd are when a gamebreaking bug prevented me from playing/finishing the game, when the power went out from my house, when I was randomly pulled away to collect stuff from a laundromat, and when my laptop randomly auto-shut down on me in the middle of a game to update. The current system is exactly what the game needs. Not your system that comes with six "Get Out of Jail Free" cards daily.
And I didn't even DC when a gamebreaking bug got me stuck in a gen as Killer.
It was a good thing too because I figured out how to free myself for a better bug report.
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@Dehitay said:
It takes a considerable amount of bias to look at the update notes and actually think it's survivor sided. You seem to completely be ignoring anything other than what favors survivors.
Breakable walls will definitely be killer sided since if it's an advantage, they can break them whenever; and if it's not an advantage, they don't have to be broken at all.
Item retention was always ridiculously easy on escape. If you think this will increase item retention by any significant margin, you have no clue what survivors have been doing all this time. However, the garunteed addon loss on the other hand will be where the true difference comes from and that is huge unless survivors start running Ace in the Hole to counter it.
Sabotaging will now require a deal more of a head start than previously. If a survivor is downed too close to a hook, it's impossible to do anything about it with this change. And the faster hook spawns are definitely in the killer's favor.
Toolbox changes were clearly a nerf. If you bothered reading the details, that much was definitely made clear. You're just desperate to see everything as a survivor buff if you're honestly questioning this.
And all 3 killers that got changes were definitely buffed. This is one of the most killer sided patches in a long while.
Breakable walls are only a buff if they are added to maps without being counterbalanced. Otherwise it's a sidegrade.
And the new map having breakable walls isn't a buff at all. Because the new map never didn't have breakable walls. So there is no other baseline that this is buffed relative towards.
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What does any of this have to do with the title?
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@Todgeweiht said:
https://forum.deadbydaylight.com/en/discussion/comment/1102862#Comment_1102862
Complete mechanics change, yes, but pales in comparison with sabo before, a sabo SWF was lethal. At least now it will be interesting and you wont have to play with your friends to get value out of it
- Nerf to toolboxes
- Breakable walls (albeit only on 1 map, soon more will be added)
- 3 killers getting buffed
When was the last time killers in general got buffed like this?
The new map having breakable walls cannot be a buff.
The new map never didn't have breakable walls. So whatever effect those walls have will just be the baseline. Buff implies that it's better than some prior version, but this is going to be the first version of the map for us.
As for other maps, we don't have enough information to evaluate.
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The key thing you need to realize is that there is no 1 thing you can do.
The Spirit's power lets her cover most options Survivors can have in any given moment. However she can't cover all of them at once, and unlike with most Killers she denies information from herself giving you room to do the unexpected.
Of course Spirit's are playing these mindgames constantly and thus will have gotten really good at predicting people. So you need to take that into account when trying to juke them.
@NuclearBurrito said:
Any time you mindgame someone there are always a few prerequisites:
1 - There is no dominant option for either side. That is to say, the Killer can't guarantee a hit and the Survivor can't guarantee a long loop. In this case they will take the dominant option regardless of what the other side does.
2 - At least 1 side has unreliable information on the other - Basically LoS is broken. Alternatively there could be multiple options that can be taken fast enough that the other side can't react. Basically a prediction is required
3 - The other side (relative to the one with unreliable information) is aware of the first 2 things - You cannot do a mindgame on accident. Suspecting a mindgame when the other person does not and messing up because of it is referred to as "outplaying yourself".
That being said. Lets look at one of the most common mindgames, the red glow mindgame at a loop:
Level 0 - The Killer has a red stain. If he rounds a corner the Survivor will know in advance. This gives the Survivor a better idea of where the Killer is going to be.
Level 1 - The Killer is able to walk backwards in order to hide his/her red stain. This can make the other survivor think they are going in the opposite direction.
Level 2 - A Survivor who sees the red glow disappear can note that there is a red glow mindgame and go towards the glow.
Level 3 - A Killer going against a good survivor can turn around and change direction to catch a Survivor that suspects a mindgame off guard.
Level 4 - A Survivor that suspects a level 3 Killer can go where there is no glow in order to avoid a hit
Level 5 - A Killer that suspects a level 4 Survivor can instead moonwalk anyways in order to mix it up.
And so on. This goes on forever.
Effectively this makes any and all red glow mindgames a guessing game. The only difference between this and a non-mindgame guessing game is that this has unequal odds. The Killer is more likely to get a hit by moonwalking compared to turning around or walking forward normally, and a Survivor is more likely to avoid a hit by avoiding the red glow. This is because there are more people who don't think about the mindgame than people that do.
This applies to literally every mindgame. It is inherent to mindgames in general. You can't guarantee a result so you have to guess what the other person guessed, who is guessing what you guess and so on. This isn't random per say, there are often inherent costs to making a given guess compared to another guess (for example if the Survivor can either go to a window or a pallet, and the Killer can cut off one of them in time but needs to predict it, the Survivor would rather go to the window in order to save the pallet for later), however ultimately both sides are always making a guess.
^ Read that thread in it's entirety. Not just the OP.
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@Pizzaman said:
B-but what happens to the loop money, once such a wall is broken?
This will kill the loop money economy.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1101538#Comment_1101538
This is devolving into arguing about semantics on your end.
This devolved into semantics the second you declared a set of changes that reduced the power of a role an invalid example of a change that reduced the power of a role.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1101472#Comment_1101472
If it the devs intended for holding a fully charged vile to not reduce your moment speed:
Then changed it to reduce your moment speed while holding it then that's a nerf as its power was reduced due to being too strong at what it was intended to do(Let you hold charge while moving around/not in chase).
"If it the devs intended for holding a fully charged vile to not reduce your moment speed"
How do you evaluate this conditional?
We haven't gotten the devs word on every mechanic, and we can't just assume they aren't crazy considering their track record.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1101285#Comment_1101285
If your talking about:
https://www.youtube.com/watch?v=ib0Ev8L-6Rs
Then its very clearly a bug sense the plague seem to be incapable of interacting or attacking anymore along with the none charged vile purge doing literally nothing(Couldn't infect survivors nor objects).
I cannot find anything else on the plague that you were talking about.
In the PTB vile purge didn't reduce your movement speed while it was fully charged. Players would immediately charge vile and just hold it while patrolling gens.
This was immediately patched out, reducing the plagues MS while holding vile purge to 110% from 115%.
now again. Is this an exploit fix? Or a nerf? And why?
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1101151#Comment_1101151
An exploit is using something in an unintended way to your advantage(Taking full advantage of something even if its not intended aka "make full use of and derive benefit from (a resource)."):
Nerfing instant heals because they were too strong for their intended effect is a nerf.
Nerfing nurse for using her power being too strong in the intended way is a nerf.
Removing infinite mending legion because it was caused by a bugged interaction between 2 addons isn't a nerf its literally a bugfix.
This also goes for deep wounds where the mechanic if used intentionally is fine and was changed so if used intentionally it wouldn't result in any noticeable reduction in power(At first anyways they gave up on it once oni came out).
If its being nerfed because of it being used in its intended way is too strong its a nerf.
Answer the question in the 2nd comment.
In the specific case of the Plague holding vile purge forever, is that an exploit fix or a nerf and how can you tell?
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https://www.youtube.com/watch?v=Jhs_5tM6l6A@YaiPa said:
with the upcoming change a coordinated SWF should always find the corrupt fountain. Then trying to complete all the gens nearby it, so that the killer doesn't get too much late game pressure with it. Unless the killer is stupid and takes at the start the corrupt vomit, then plague is slightly better.
Yes, swarm around the corrupted fountain. There is no way that could possibly backfire.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1100939#Comment_1100939
BBQ
Infectious Fright
Iron Maiden
Whispers
You ain't hidin' nowhere. ;)
You don't need iron maiden. Just vomit on the lockers until someone gets sick.
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Also, until stated otherwise you don't actually know what the devs intended. How do you know the devs didn't intend for unbeatable strategies to exist?
Sure you'd expect them to not intend for it. But short of them outright telling you it's impossible to be sure.
Like take a strategy such as:
Plague holding Vile Purge for the entire game to abuse the fact that she moves at 115% while it's fully charged.
This was possible in the PTB but was quickly patched out.
Is this an exploit fix or a nerf? And how do you tell the difference objectively?
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1101058#Comment_1101058
You also have to consider that with sabotages the game wasn't designed around a coordinated play as the mechanic was design with realistically only 1 person doing it a game not all 4 players.
Using a mechanic in an unintended way(All survivors doing it as opposed to one) to gain an advantage is an exploit.
Also no one will argue that moonwalking legion wasn't an exploit as it was using an intended mechanic in unintended way to gain an advantage.
Why I make the difference is that its possible for exploits to be fixed without nerfing a mechanic specifically and if a mechanic is changed solely due to an exploit then its an exploit fix not a nerf.
Also unbeatable strategies aren't meant to exist in the game so their removal can't be considered a nerf due to unbeatable strategies aren't intended.
No. Moonwalking Legion was not an exploit. Again there is no bug, thus no exploit.
An exploit is just utilizing a bug to your advantage. Anything that is not that is not an exploit no matter how bullshit. You definitionally cannot have an exploit without first having a bug to exploit. Utilizing intended mechanics is just strategy.
Your definition of nerf is exclusive to the point of uselessness, because ultimately when we play a game we don't play the game the devs intended to make, we play the game the devs actually made.
This is why we don't call SWF in general an exploit. Because regardless of how the mechanic ends up being used, the mechanic itself is intended.
And again it still doesn't matter if saboing the entire map was an exploit or not, because the nerf was to ALL sabotogue methods. There is no "check if the entire map is being sabo'ed" line in the code. It's not the intent that makes something a nerf, but the result.
For example. If the devs said that they were buffing Killers by doubling their hitbox size, would this be a buff or a nerf?
Obviously it would be a nerf, because it would make it far harder for them to loop and would provide negligible benefits by comparison. The devs saying it's a buff is irrelevant because that's not the metric used.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1100986#Comment_1100986
I don't consider removal of permanent hooks sabotages to be a nerf as permanent hook sabotages could result in the game becoming unwinnable for a killer and thus become an exploit.
Removal of exploits are not nerfs.
Not how that works. If you start picking and choosing which changes count as nerfs by any method other than strength evaluation then you run into the No True Scotsman Fallacy.
The sabotage mechanic was intentionally added. There was no bug there. So the outcome of utilizing the mechanic to reach an unwinnable state for the Killer is not an exploit. And even if it was, the change used to fix it is still a nerf.
Just like how making deep wounds use the TR instead of the chase mechanic is a nerf.
Or how making the Killers hitbox randomly shrink in the basement is a nerf.
All of these things are nerfs because they make the effected element weaker. The existence of unbeatable strategies surrounding them makes them MORE of a nerf, not less of one.
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Update: Plague change has been implemented as of the next PTB. Plague should thus be fully viable starting next patch!
Hooray!
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90% of this comes down to the specific execution.
Breakable walls for example is amazing depending on where the walls are and how long it takes to break them. But if those factors are wrong it will do more harm than good.
Same goes for the toolbox and sabo changes. The changes are such that we need the numbers in order to properly evaluate them. While I do agree with the general direction (and ESPECIALLY agree with the addon change), we shouldn't try and say if this is a buff or nerf especially to something like Sabo until we've seen how drastic the changes are.
That being said the Plague change and Doctor changes are great. Those ones don't need numbers to evaluate.
Trapper QoL is nice too.
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@Oicimau said:
Imo, bbq is fine.
The problem is the extra BP perk for survivors, WGLF, wich has no advantage in-game. Its not a perk. Its an extra BP slot occupied. And, in the other hand, we have No Mither, wich is an "un-perk" that handcaps the player and gives no extra BP for stimulaing its use.
Of course BBQ is fine. This isn't a nerf to BBQ.
This is just making it so that when you run BBQ it's for the perks mechanical effect, and the BP effect will be in every game regardless of perk loadout.
In other words, BBQ is SO fine that I want it to be in game always sort of.
So that just leaves the Survivor BP problem. And WGLF isn't nearly as straightforward as BBQ and thus the same solution wouldn't be as good. So I used totem cleansing instead. It also gives an excuse for a totem counter which I'm sure not many people would complain about.
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@TheUnendingNightmare said:
So evil within and stalk are two different things.
I'm ready to bet money I'm right. Undetectable and Oblivious are the two types of stalking.
A bit late. But I'd like to collect my rewards for winning the bet now
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I want to see a stackable Survivor perk. That is a Survivor perk that gets progressively stronger throughout the trial. Autodidact is a perfect example of this.
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@PigNRun said:
https://forum.deadbydaylight.com/en/discussion/comment/1094596#Comment_1094596
I dont see the logic behind that at all. Its way more simple to my eyes.
If Item 1 (perk) is present and Item 2 (counter add-on) is absent, or vice versa, then is whatever.
If Item 1 and 2 are present, the side that "invested more" should take priority. Its only fair. The "cost" of a perk is a one-time purchase and the slot, the "cost" of an add-on is both of those as well as acquiring said add-on again afterwards (or using one from your inventory, which is the same situation).
That's not how that works.
The whole point of a power budget is to ensure that the strength of both sides are the same regardless of your load out choice.
The investment of blood points doesn't matter for the purposes of power budgeting, because blood points don't exist within the match, only between matches.
The real cost is the slot used to equip it. In other words the cost of equipping a perk isn't the one time cost, but rather the cost is not equipping any other perk in the game in that slot and nothing else (unless the perk/addon has a downside like OoO does)
Since the entire goal of a power budget is to ensure a consistent level of strength, that means the power budget of an item that sometimes will be unused with no replacement by design is ideally 0.
Basically, every game you win because of an addon is a game you won because you simply were given a temporary handicap for that game. It's just an unfair advantage, because the other side doesn't have it.
When they DO have the same advantage, aka: both Survivors and Killers are bringing addons and tools of the same rarity. Then it evens out and it's fine. This is why perks are fine, since everyone on both sides is running them. But when only one side has them it means they game is unbalanced in their favor before the game has even begun.
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It's a pretty good self healing perk.
An equivalent to Second Wind.
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@PigNRun said:
https://forum.deadbydaylight.com/en/discussion/comment/1094042#Comment_1094042
Why perks, things that you can use every single match, should take priority over add-ons, one-time use consumables?
You answered the question yourself. Perks take priority because they can appear in every match.
Basically you can balance around the assumption that each player will have 4 perks equipped. But you can't balance around the assumption that everyone will have an item or 2 addons equipped ect. Especially when it comes to higher tier addons.
This means that for perks, they can be strong since they only need to be equally strong relative to each other in order to be balanced.
However since addons don't appear in every game, that means they need to balance addons relative to not having addons. Thus if an addon is strong then either the Killer will be too strong with the addon or too weak if they take out the addon.
Perks don't have this issue since the only reason to unequip a perk is either to equip a different perk or to give yourself a challenge. Thus the overall power budget remains consistent.
But addons are often unequipped simply to avoid using them.
Moris have the same problem but much worse due to being an offering slot, which is why nerfing them to the point of being borderline useless is the best fix rather than smaller nerfs.
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@C3Tooth said:
Letting him start with all his traps
No, its a massive buff. Why?
- Equal to 2 Purple bag addon.
- Save 1min or 2 going around the map to pickup.
- To plan 3 Gen strat traps, you must go across the map to get traps, which Survivors aware what you're doing. Having all traps in hand by default, Trapper will able to do 3 Gen strat right at the start.
Im Trapper main, I know.
Im rather to have Traps have more utility and QoL, not straight up buff like your idea.
- Traps spawn faraway from the edge of the map.
- Disarm traps cause a Skill check, Coil add-on make the skill check harder. Sync well with his Unnerving Present. Fail Skill check as Healthy will cause Injured, fail as Injured cause Deep Wound.
- Injured Survivor when trapped must requires another Survivor to make them escape, or they will go to Dying state. However, Suvivor able to escape traps when injured once per game.
With the change above ^. No mither will likely to disarm trap more often, because they dont lose a health state if fail a skill check. However if No mither trapped, they will always need a Survivor to help them.
OP is explicitly wanting a massive buff.
Pointing out that it's a big buff isn't much of a counter argument when a big buff was the goal in the first place.
