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NuclearBurrito

NuclearBurrito

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NuclearBurrito
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  • Also you can camp by just standing 6 ft away

  • What purpose is the Killerpossition variable serving here? You could just use the position function directly in the if statement.

    Also entityProgression() would be 0 not pause. I highly doubt you would feed a string value into that sort of function

  • You really need to work on your wording

  • Clowns slowdown is not nearly enough to negate his power. Even if he came to a dead stop for a full second he would still gain extra distance on a survivor running through the toxin.

  • Honestly sprint burst. You don't strictly need it if your running OoO but it's particularly effective against stealth Killers.

  • Yes because Freddy is being buffed.

    Ghostfaces nerf is not even close to being enough to make him drop from high tier to bottom tier


  • @KillermainBTWm8 said:

    The perk is useless at R1 on PC, so much so it isn't even worth running cause everyone can do greats

    @KillermainBTWm8 But when someone does a great skill check the slowdown from ruin is greater than with a good skill check

    With ruin 3 a good skill check is -5% and a great is 0%

    With no ruin a good skill check is 0% and a great skill check is 6%

    Thus ruin reduces a good skill check by 5% but a great skill check by 6% making it 1% more effective against people who hit great skill checks.

  • @ren_knock said:

    I mean Ruin, Gen Speeds, and BBQ are all unhealthy, if they want to tackle people using Ruin more than other perks, they'll want to reduce how fast gens are completed by a lot at the same time as making Ruin less effective by a lot as well.

    That'd be the only way it'd be fair for killers to have to stop using Ruin every game, games go by too fast, only killers with mobility across the map have the pressure to play without ruin effectively.

    BBQ isn't unhealthy. It has a lot of counters and encourages fun gameplay

  • The only time a perk can solve an issue is when it changes your behavior when you don't know it's in play. Under that definition NOED is a far more healthy solution to gen rush than Ruin

  • I've also found that I don't usually pip when playing survivor. But I'm almost 100% sure it's because I rarely play survivor in the first place so I'm not very good at the role, so it's not an issue that someone like me isn't pipping.

    What's worrying me, is that while I'm not the best at execution I at least know to be on gens as much as possible even with almost no experience. So what are all of those people who AREN'T on generators most of the game doing?

  • @RogueGamer said:

    And that is just insane @NuclearBurrito. I understand that there are only so many people on at any given time but geez.

    I 4ked anyway that game ;)

    The other 3 players were potatoes.

  • I've been sent against red rank survivors while at rank 12

  • Rip. That's really annoying. I second this.

  • Can I just snuggle up with her. She's so cute <3

  • Also she needs a hug

  • Also if that becomes meta then you can either

    A: Drop the survivor to deal with it

    or

    B: Run Mad Grit

  • Yeah it wouldn't be that bad to have it be 2 hits. Especially since instaheals need work anyways.

    Actually with an instant heal you can do this anyways. Because if you time an instant heal correctly you can tank a hit from injured and go to full health. Thus right now you can do:

    • Take a hit
    • Take a hit AND instant heal (has to be at the same time)
    • Take a hit
    • Take a hit. MoM activates.
  • @TheBean said:

    @NuclearBurrito 

    That is if everyone was playing solo and UE'ing around or a 4 man SWF seal team 6 squad.

    I'm not saying don't ever work on gens, or that I won't ever work on gens. I personally when playing solo, don't see that as my main objective anymore. Cause I still will have a chance to get out.

    There is almost always a SWF team in the match. They have more of an incentive to work on the gens to help each other get out. They are working on getting more than one out.

    As a solo player, I'm only concerned about the one that escapes, and hope it may be me. I don't need to work on any gens to get that chance of escape.

    I only need to work on gens when it is convenient for me. I can focus on everything else instead.

    @TheBean if you are trying to optimize your escape rate then you should be doing generators as much as possible.

    If you are not trying to optimize your escape rate then you aren't playing to win. If you haven't bought into the games win condition then of course the details aren't going to make sense.

  • @Gorgonia said:

    https://forum.deadbydaylight.com/en/discussion/comment/538093#Comment_538093

    You have as many chances of knowing as the killer does unless you SWF

    @Gorgonia pregame chat says hi.

    I make sure to tell my team what load out I'm using before the game starts.

  • @Pike_Trickfoot said:

    https://forum.deadbydaylight.com/en/discussion/comment/538030#Comment_538030

    Don't forget those survivors who will sell-out a 'teammate' for a chance to escape or to just get everyone killed.

    @Pike_Trickfoot both of those situations aren't relevant.

    Either they aren't playing to win (getting everyone killed) and thus incentives don't matter.

    Or

    They are in one of a few exceptional situations where the alternative is death. In which case they should still have been doing gens up until that point.

  • Think about it this way. Let's say we all agree with you, so we all stop working on generators and just go immersed until we can get the hatch.

    Tell me, what is the winrate for survivor with this tactic assuming it works every time (not a good assumption).

    The answer is 25%. Since if everyone is using that strategy then 3 people die per game, which means you could be one of those 3 giving you poor odds of even being able to attempt a hatch escape.

    Instead compare that to the strategy of gen rush. When it's pulled off all 4 survivors escape for a winrate of 100%. Since no one has to die and thus you don't have to die.

    Of course both of these winrates are higher than they actually would be in the event that the strategy fails one game. However either way, gen rush simply ought to give you a higher success rate than stalling for the hatch would.

    In otherwords, there is a completely selfish reason to want to complete all 5 generators.

  • It depends on the tile. Some tiles can be mindgamed and when successful can take even less than 10 seconds.

    Others cannot be and depending on the initial distance can be looped a few times (which already takes about 10ish seconds) and then throw down the pallet.

    The issue with that isn't the time to break the pallet, since they would have just looped you for 10 seconds and then thrown the pallet, not an unreasonable amount of time by itself. However, the distance they gain from you breaking the pallet stalls for far longer than you would assume.

    More specifically, the amount of time it takes to catch up to a survivor that simply runs in a straight line after breaking a pallet is 17.3. This assumes they start at your exact location (which isn't true) and does not count the actual time to break the pallet.

    In fact. If you count the time it takes to break the pallet then the time it takes to catch a survivor while breaking the pallet is exactly 20 seconds. What that means is that before if a survivor is able to get to a safe pallet (any pallet that you can't mind game after it is dropped) before you can hit them then even if they find absolutely nothing else afterwards they will still be able to outlast the mark.

    The only reason why good Killers get any kills at all is because they avoid breaking the pallet at all costs. Instead they'd mindgame any pallets they can and only break a pallet when they can't afford not to. Or better yet use spirit furry+enduring (Under the same math takes 6 seconds to catch up which is far more reasonable)

    Keep in mind that the math being used is just: (head start time * 4)/0.6 in order to calculate the time to catch. The existence of some false assumptions (bloodlust, lunges, not starting at 0 meters ect) means that it would be reasonable to say my numbers are 5 seconds too high. But even then, that's 15 seconds from a single pallet if broken (but only 1 second with SF+Enduring). Longer if the Killer gets stunned, but that's potentially avoidable so I'm going to assume he's not stunned.

  • Stealth on it's own isn't that big of a deal, we've seen it before after all.

    However, what IS a big deal is being able to attack while in stealth. The only Killers who can do that right now are Myers who has a reduced lunge and MS during stealth and Spirit who can't see and doesn't have very long duration of stealth (and isn't even all that stealthy).

    Wraith, Pig and Freddy all need to preform a channel before hitting you (although the pig's is pretty short)

    Against someone who can hit you from stealth, being a one shot down is more dangerous than it normally is. This is because with any other Killer (such as the Plague) if they try to hit you to down you then you can just see them coming and run. With a Killer like T1 Myers he might sometimes get a free hit off you, however he's loopable so you can just run away and heal up before he can get the 2nd hit off.

    However, Ghostface can instadown you from stealth. Thus he doesn't need to be good at loops in order to succeed (in theory) since he can simply walk up and down you before you even have the chance to start running.

    All of this works because his stealth doesn't have a downside and is not mutually exclusive with his instadown. In fact what you can do is 99% the player you are stalking and then approach before you mark them so they don't get the last second warning before it's too late.

  • @CptPlanet said:

    Don't worry, BHVR said they now try their best to avoid making "Knee jerk reaction changes"....... seems to be going well.

    "Knee jerk reaction" means "Holy ######### people are complaining we need to do something!"

    So if no one is complaining then it's not a knee jerk reaction when they "fix the problem" obviously.

  • No because there are no survivors that are in the dying state or on the hook.

    That is the only objective answer to your question.

  • Actually. To use a real example. This is like I'm all ears countering Dance with me. Except it's a killer power instead of a perk so it matters more.

    You could (seriously I'm not being sarcastic) make the case that it would make sense the perks Dance with me and Poised to grant aura reading immunity for their duration. I personally wouldn't but the difference in reasoning comes down to details rather than anything fundamentally different from what is being stated here.

  • This is more equivalent of distortion/calm spirit not working under specific circumstances.

  • @Mochan Claudette wearing a brown shirt hasn't given anything up compared to any other survivor. A stealth killer gives up having literally any other power, since the Killer powers are mutually exclusive.

    A Claudette without her being super blended into the environment just resolves like any other survivor.

    A stealth killer without being able to stealth resolves like a Killer with NO power.

  • I stand by what I said when the perk was revealed. 45 seconds is where I draw the line for the perk being good. 60 is too long. 45 seconds is still a long time of course, but it's the longest I would accept and still say the perk is alright.

  • not as in: "The event has been ruined by the event"

    But rather: "The event is that you are given the chance to ruin the event"

  • The event is ruining the event

  • Oh yeah. Also he's invisible with no shimmer.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/533714#Comment_533714

    Why not? Asymmetrical just means the two sides are not of equal strength in essense which is true in this game but it's dependant on each players skill and knowledge as it's a game.

    The finer points are up to interpretation but not all asymmetrical games have to follow the 1 is so much stronger than those they verse so it's a massacre, it's just what some people think it should be.

    @twistedmonkey Asymmetry has nothing to do with strength.

    For example Spy Party is an Asymmetrical game that is a 1v1, so for the game to be balanced you would expect an average winrate of 50/50.

    Remember, a balanced game is just a game where all roles have equal odds of winning. Those odds are how you determine a roles strength, we call nurse strong because she is good at achieving her wincon and we call freddy weak because he is bad at achieving his wincon.

    This is why I don't get why the devs want a 2k average. Because if you compare the different sides wincons (escape vs kill everyone) it should be clear that a 2k average would mean that the game need to be incredibly swingy in order for it to be balanced.

    I've found that instead having a 30% escape rate produces the most interesting results in terms of a kill curve. Note that in order for this to be balanced the 4k rate would ALSO only be 30%, so not a free 4k or anything.

    Anyways the reason why I say 30% specifically is that you can take a 50/50 winrate at the endgame (or in other words the odds of a 3k are the same as the odds of a 4k) given a 3k and work backwards from there in order to get a 30% overall winrate. What that means is that the game can remain perfectly balanced even if someone dies, for example in the event that the Killer tunnels.

  • I like how your preemptive rebuttal is to just say their wrong with no actual argument backing it up.

  • @Entità said:

    @NuclearBurrito I want a name consistent with all other killers', like The Trapper, The Shape, The Pig... so The Ghost. :)

    I know what you meant. But that doesn't stop me from messing with what you actually said ;)

  • @Entità said:

    @NuclearBurrito You quoted the wrong message: it was @thatguyinktown to suggest the "a" article, not me. I suggest "The Ghost". XD

    @Entità you said it was article + noun.

    There are articles beside "the" and that was the joke.

  • @ZacKskills said:

    https://forum.deadbydaylight.com/en/discussion/comment/533605#Comment_533605

    NOED usually doesn’t go away in 15 seconds at all. NOED just supports trash killers who can’t get a kill so they need to one shot. Killers already have enough one shot abilities. And most of the time somebody is put on the hook right before it activates and they aren’t usually on their second hook. Which usually gives the killer a free kill because they just face camp or wait to NOED another guy unless the totem isn’t found which in most cases takes a decent amount of time factoring in if they have to heal themselves and what not. I think a fair compromise is that NOED should be shown to the survivors when the exit doors are powered. Not when you’ve expected to take a hit and then got one shotted instead.

    Excuse me, not 15 seconds. -4 minutes because you can just cleanse the dull totems in advance

  • @Entità said:

    "The Ghost" clearly expresses his fearsome ability to disappear and reappear without any warning, just like a ghost that suddenly appears on the wall. Furthermore, it would be much more consistent with the name of all other killers, consisting of an article + a noun. No one would be prevented from calling him "Ghost Face", but his official name should be changed, and properly translated.

    Now I'm just imagining a killer being something like "An spirit" or "A doctor"

  • His crouch speed is exactly 3.6 M/S. I have no idea why you would think it's 4.4 M/S let alone 4.6.

  • @Infectious1X said:

    https://forum.deadbydaylight.com/en/discussion/comment/533202#Comment_533202

    “Nerf” he says. Wow, so a few minor and necessary changes constitutes as a serious nerf now? Grow up.

    Most of you mf’s are overreacting so hard. I’ve come to the conclusion that most of you jokers don’t even want a balanced game like you claim. If something is unintended, such as GF’s ability to stalk already marked targets, you change it. There’s no requirement for compensation since it was never meant to be a thing in the first place.

    Whining and incessant complaining happens on both sides, but an incredibly small, yet necessary, change such as this one throws you obvious killers into the most pathetic temper tantrums.

    @Infectious1X I don't recall him saying the word "serious". And yes a few minor and necessary changes would constitute a nerf so long as the thing being changes is now worse (in terms of strength) than before.

  • When a Killer who is balanced or weak has an issue the solution is a sidegrade. Not a nerf.

    Or in otherwords, having these changes is fine, but NOT having buffs to compensate (cooldown reduction for example) is the issue.

  • The nerf everyone is complaining about is the one where he can't refresh someone's exposed meter once they are already marked.

    Also his power takes 30 seconds to regenerate. Not even close to "almost instant".

    TBH if it were up to me I would have it be:

    • The initial spot radius on the screen is like it is on live. However once you start spotting him the radius grows slowly. The closer he is to you the faster it grows so it's easier to do in a chase.
    • All of the other changes happen as is
    • His cooldown is reduced by 10 seconds.

    That way it's not hard to knock him out if you see him, but it isn't any easier to start spotting him in the first place. The other changes make sense. HOWEVER if you are going to nerf a Killer that isn't OP you need to counter balance it. Right now his cooldown feels very sluggish, so buffing it back to what it was at first seems fair if we are making it easier to take him out of it in a chase.

  • @OMagic_ManO said:

    "We have looked into Ghostface putting Survivors into exposed, it was not balanced, so instead now, keep the same stalk conditions but the Exposed status effect is replaced with Deep Wounds".

    @ShrekIsHot Wait that's a buff. Deep Wounds injures you and so they would have to mend AND heal. With exposed they aren't making any sound and just have to avoid you for 45 seconds.

    AND since you have no TR it would actually tick down immediately.

    AND they would still be a 1 hit down because DW implies injured.

    DW is a step between injuring a Survivor and an instadown.

    Exposed is a step below injuring a survivor.

    Or in otherwords Expose < Injured/broken < DW < Instadown

  • @Fictionalname said:

    This sounds like a fanboy TS.

    So you're gonna ignore the fact that this has happened before with pig, freddy, puky killer and legion, i.e getting a decent buff to lure people to buy that product, then turning it around taking a huge dump on said killers until it's to the bottom tier?

    It's false advertisement. Plain and simple.

    @Fictionalname nope. False advartising isn't buffing something and then nerfing him later.

    False advartising is just when you lie during an advertisement.

    For example when they said that I'm All Ears reveals players outside of their terror radius in the showcase despite having already changed it to being within 48 meters. But even then you could debate if that actually counts as advertisement.

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