NuclearBurrito
NuclearBurrito
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- NuclearBurrito
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@Hoodedfengm1n yes but it has to be something we have never seen before. So it's either the Wraith, Freddy or Spirit since they are invisible.
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I think it's just the wraith.
It's not something we are expecting, and the wraith is literally invisible.
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@snowflake102 said:
https://forum.deadbydaylight.com/en/discussion/comment/434836#Comment_434836
Hmm mm what can it be?
MoM buffs obviously
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Why are you hyping up a made up countdown?
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I'm just going to start punching people without saying anything.
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You don't know the Killers skill level until after you've made the decision not to heal, and your own skill level is consistent and would be factored in to get a definitive answer
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@Milo nowhere since they are mutually exclusive options.
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#marthwasrobbed
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try it again?
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@Hoodied said:
Permission
@Hoodedfengm1n you should just have access
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@tehshadowman33 nope. They just get powered, but the Survivor still needs the 20 second channel to open them.
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@OrionsFury4789 said:
Correct me if I'm wrong but I don't think there is a single map you could run in a straight line for that long, you would eventually have to turn because of the map size you would get cornered and taken out faster than that , even on coldwind I don't think you have a solid minute to get from one side to the other it would be faster than that forcing you to find safety and that's where the killer can easily cut you off with that strategy and mindgame you, the edges of the map are the most dangerous when in a chase especially if the killer knows to run the loops forcing the survivor towards the wall with nothing instead of back into the map for safety.
@OrionsFury4789 I know. That's why survivors use loops, which I should remind you buys even MORE time than what my math covers.
Remember you can turn instantly in this game, so if you have a long enough wall to run around and vision of the Killer then you effectively have an infinite distance you could run and then some due to the Killers larger hitbox.
Not to mention windows, pallets ect.
Either way, an important question is: How long SHOULD the average chase last?
I don't mean a tryhard survivor with a million second chance perks against a low tier Killer, or a Nurse against some random noob, those are extremes and would both be outliers for sure. But just a simple chase between roughly equal skilled players, say for example against a doctor. Remember this is the simplest possible chase, the fact that it won't actually happen misses the point since what actually does happen is even longer.
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Definitely my ability to totally mess with peoples heads.
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@Walker_of_the_fog_96 said:
interesting but what would happen if in that precise game you have lag?
(and consequently you will teleport yourself?)
@Walker_of_the_fog_96 Probably nothing since the input delay is irrelevant if you are using a single consistent input. The lag would come into play when you go to turn and when you START moving,
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down B as marth
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Can't help you with the accidental vaults, but for the scrachmarks if you have a little bit of distance you can run a bit PAST the locker and then double back to hop in
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@MJ_Out said:
I don't see the problem with swf. Teams in multiplayer games are always more efficient than solo player. And since DBD is an asymmetrical game, ok, that's unfortunate for the killer, who has to be solo.
If Im playing solo, Im keep focus to do the gens and don't run to every hooked surv to rescue him, because there are nearly always someone, who runs instantly to the hooked surv. And that is the problem, because if there always two survs whose runs to the hooked surv, than the gens takes to long which is the only main goal in the match.
And there is already one mechanic to cleans this problem and that is the perk "Kindred"
If the solution is a perk then it will be a bad solution every time. Since a SWF group can get the information from the perk AND have another perk.
Each slot used for an ally tracking perk is a slot that could be used for a chasing perk or other non-information perk.
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Pretty sure this is a solo survivor
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only if it's 25% speed without the perk for balance reasons.
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This is an edited post. The OP posted the link to a video where the guy was using stake out to bypass ruin, but the OP didn't notice stake out and assumed the perk was bugged, the title was thus sarcasm.
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I've said this before and so I will say it again.
Someone who want's to play in SWF will also know this exists, since this game isn't huge it is fairly simple to simply join and leave lobby's simultaneously until all 4 people in the SWF group are "Solos" especially if they are a similar rank.
Thus directly punishing people for playing SWF is not viable. Not to mention it throws off the gameplay loop as a whole.
This is why they NEED to go about this by buffing solo's instead. Since unlike nerfing SWF, buffing solo's is actually possible since some forms of information are useless to SWF due to VC making it redundant but critical to solo's who don't HAVE VC.
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/433663#Comment_433663
That's correct, but now its sort of weird cause the cooldown is probably longer than it should be. It gives information in a way that if you don't act on it within the second then its not really reliable anymore. Maybe if the cooldown were like 10 or 8 seconds then it would be more useful info. Then again I still think its a lackluster perk to begin with. Birbs work well except to point out afk people.
@ReikoMori the cooldown is 5 seconds, making it 10 or 8 seconds would be another huge nerf to the perk.
If it was just to prevent notification spam then it would be more like a 1 second cooldown. Or even just a survivor specific cooldown that prevents the SAME survivor from triggering the perk in quick succession.
Since that isn't what they did it clearly isn't just about notification spam
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@fluffybunny First of all. Reguardless of the reasoning it is a nerf. Second of all that has nothing to do with the RANGE nerf. Third of all I've never seen anyone complaining about the noise notifications and as someone who used the perk most of the value I got out of it was when I got 2 notifications in quick succession and was able to predict where the survivor was headed based off that
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@Trikset I mean they did ACTUALLY nerf Spies from the shadows more recently
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It's totally overpowered and I'm an idiot :D
lol
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@ReikoMori I mean it's still more efficient than hooking each survivor 3 times.
But eh, it's not my idea so I don't have to defend it.
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@ReikoMori nonono. As in you have to hook all 4 survivors before your first Mori
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@Hag_Main_Big_Brain to be clear that would still mean I would expect to see less GLOBAL Killer nerfs and Killer perk nerfs (compared to Killer buffs) right?
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I'd try replacing Diversion with quick and quiet. If you can break LoS with the Killer probably using a pallet then you can hop into a locker to end the chase.
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@Tzeentchling9 said:
"Do KiLlErS jUsT wAnT sUrViVoRs To RuN iN sTrAiGhT lInEs?"
Lol. That moment when running in a straight line is unironically effective.
@ColgateAdvancedWhite said:
The heartbeat sound attenuates with distance. At max range the volume is 0%. Realistically you can only hear it at 20+ meters.
Also I have not seen a single map where anyone can run in a straight line for so long.
It would be small but it isn't literally 0% at 32 meters. Or at the very least you would be able to hear it close enough to 32 meters to make the math very similar.
Also in practice this math would be more accurately applied to a simple loop that has no pallets or windows, while a typical loop isn't big enough for that there are structures that are. Either way the reason I didn't use those in my math is because then I would have to take into account hitboxes, alternative pathing methods (which would include vaulting and pallets), mindgames ect. Most of which would be in the survivors favor mind you with the exception of mindgames which can go either way and really starts to miss the point.
Also also a survivor might be able to see a Killer coming at greater than 32 meters giving them an even BIGGER head start, probably not in practice but still, this is a mathematical exercise and not a strategy guide.
I do need to work bloodlust into that math though. I did forget about that
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@Mat_Sella said:
Bloodlust is missing in the equation.
also, you're not gonna hear the terror radius until closer than 32 meters, i would know, since i used to play with Stake Out.
You should hear it at exactly 32 meters. That's the whole point. Although at that point it would still just be a very faint heartbeat.
You're right about missing bloodlust though.
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@ColgateAdvancedWhite said:
Such biased and unrealistic assumptions.
@ColgateAdvancedWhite elaborate please? The speed up on being hit is exact btw.
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@DarkGGhost said:
https://forum.deadbydaylight.com/en/discussion/comment/433490#Comment_433490
But she give you one
@DarkGGhost the plague givith and the plague takith away
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@tatterz While you are right about Spirit violating this list I would like remind you that Spirit can't see you either. Meaning that if you can predict her then you can avoid getting hit by her power every time.
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@schemenryyy_ you're late. It's already bannable
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TLDR: Running in a straight line OP
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@Chaotic_Riddle She's really good. You should try her out.
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Btw:
Downing a survivor takes an absolute minimum of 22.4 seconds before he can down someone. This by itself is fine however between each hit the survivor gains about 18 meters of distance if just running in a straight line. This would take 9 seconds of feral frenzy to make up and since you need to do that 4 times that means it takes a practical minimum of 58.4 seconds to down a survivor, during that time 3 generators are almost finished and if it took you more than 20 seconds to find the survivor after they started working on generators then they already finished mid chase
Time spend stunned or being juked extends this timer but that is unlikely to happen. Either way it takes you almost 3 gens to down 1 survivor. That survivor will be downed for sure in that time, but it is still far too long.
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That's actually why Franks is so broken.
Legion can consistently down you in a set amount of time with very little you can do about it and with no skill required.
However that set time is too long to avoid getting genrushed with more than 1 Kill making him weak.
His best addons are so good because they speed up his downing to the point where he can actually down people with frenzy fast enough to snowball and win. Since using frenzy doesn't take much skill you can get these results basically every time so long as you are using Frenzy.
Otherwise you will always 1-2k against decent survivors.
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He's consistently mediocre unless you moonwalk or use franks
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@giulianodannyfan said:
either hes great and he really has no counter or hes very bad and has a counter
Neither. He's really bad and has no counter
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Most legions used DW to down you. Frenzy is not vulnerable to looping so a different strategy would be required to avoid it.
Juking somewhat works but you need to break LoS somehow which most legions won't let you do.
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i is small enough thank you very much
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also it still isn't an actual counter to old legion
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well that starts with an L
You said it started with an I
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Also that starts with an F not an I
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@giulianodannyfan said:
freaking looping
@giulianodannyfan yeah that didn't work against the old legion.
Gen rush does though
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It's either that or an iguana grog
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@giulianodannyfan said:
Yea but ist just so awkward that People give a good Killer Concept hate and if you wanna know the counter what starts with l and Ends with g? Right (youre turn)
Oh I know this one!
I run in circles yelling "DAMN YOU GREG!"
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Anyways. Please don't just be like:
"Legion totally has counter play!"
"Oh yeah? So what is it?"
"...umm.... secret?"
I mean he's being reworked, there is no point in hiding the counterplay to him and figuring it out wont even be possible soon due to lack of the ability to experiment.