Orion
Orion
About
- Username
- Orion
- Joined
- Visits
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Comments
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@harry14141414 said:
to all the people saying Billy is Balanced enough
go watch Ryanpez69... he will play roughly around 40 games a stream.. if he loses 2 of them then Im a donkey.
So we're balancing around one single player?
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Survivors are just skins, and skins get advertised with pictures. Why waste money making a trailer to advertise a static image when you can just make a drawing?
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/622214#Comment_622214
C'mon Orion, do you have a shirtless request? Myers? Clown? Nurse? 😏
Everyone should be fully nude and anatomically correct.
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@DaS_only said:
https://forum.deadbydaylight.com/en/discussion/comment/627956#Comment_627956
Or they were lying and used other stuff.
This unfolded on another forum that was responsible for spreading the macro. Literally dozens of people complaining about having been banned, all having only the macro in common. I don't think they were lying.
Also, as Madjura pointed out, and as I mentioned earlier, the devs explicitly state that you're not allowed to use macros.
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@DaS_only said:
https://forum.deadbydaylight.com/en/discussion/comment/627897#Comment_627897
"EAC is only interested of the use of 3rd party programs which give you an unfair advantage"
Wiggle and struggle macros do not give you am advantage, there it's fine. It's 1+1 right here, no rocket science.
A while back some people were complaining that they'd been banned for having used a specific wiggle/struggle macro. So go ahead and keep using them, see what happens.
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@Groxiverde said:
https://forum.deadbydaylight.com/en/discussion/comment/627934#Comment_627934
Sure because EGC was introduced to balance the game and not to stop the frustration of killers about having to find immersed Claudettes who refused to leave LMAO
And Legion was reworked just because survivors complained about him "taking no skill to chase down survivors" when he was pretty mindgameable when in frenzy. It was the exact same situation as the nurse, survivors didn't want to learn how to counter him and instead they complained about him "being op".
Right, I forgot to emphasize something else. Specifically, the word "remove". Note that you're using the word "rework", which is not what I said. Go back and read what I actually wrote.
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@Niitosky said:
https://forum.deadbydaylight.com/en/discussion/comment/627911#Comment_627911
so do you think it's a balanced perk? to entrust the game of survivors on an RNG factor?
https://forum.deadbydaylight.com/en/discussion/comment/627912#Comment_627912
no, but whenever the killer has Ruin it is never a fun game, and if you find it right away, the killer quit
The very act of taking a perk is a statistical phenomenon. Therefore, let's get rid of all perks.
@Groxiverde said:
https://forum.deadbydaylight.com/en/discussion/comment/627911#Comment_627911
Well... Legion was reworked because of survivors frustration, and EGC was introduced because of killers frustration. I'm sure there are more cases. I don't agree with the OP but your argument is invalid.
"If we're gonna start removing things based on frustration, without any regard for balance, we'll be left with no game whatsoever."
In case it wasn't clear, emphasis on "WITHOUT ANY REGARD FOR BALANCE". Did you even finish reading my comment?
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If we're gonna start removing things based on frustration, without any regard for balance, we'll be left with no game whatsoever.
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That's not what they said. They said to contact the game developers directly (clearly they didn't understand you were asking about Dead by Daylight specifically), and the game developers have said not to use them, IIRC.
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@Tru3Lemon said:
Just make the traps the same way as the hook survivors they cannot place traps near the survivor this will think 2 and not secure a damm totem
Also make it so the Nurse can't blink near survivors, Spirit can't phase to survivors, Plague can't hit fully infected survivors, Shape can't hit survivors at EW3, and so on. Because god forbid killers' powers are actually useful at the one thing they're supposed to do.
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@Damarus said:
https://forum.deadbydaylight.com/en/discussion/comment/624867#Comment_624867
But that's not the way to go. If a dog bites you, you don't reward him. You punish him first, and you will reward him in the future IF he does not do that again. If you keep getting bad marks, I don't think your momma is gonna hug you. She will probably chase you around with her shoes as a "weapon". So yeah, camping MUST be punished, but punishment and reward could just be there at the same time. Punishment is the first step though. And about the so called "punishment" already in the game... Well, that's hardly a punishment, or something that doesn't make you laugh loudly.
Except killers aren't dogs, and decades of research have shown that, indeed, rewarding desired behavior works better than punishing undesired behavior.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/626462#Comment_626462
Which I normally agree. Except this is a case where it's definitely not "a little weak".
Which is fine by me. The Trapper should, in fact, not be a little weak. There's counterplay, it just involves doing something else. This isn't a sandbox game, sometimes you just have to bite the bullet and forgo of what you want to do.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/626458#Comment_626458
Or maybe a bunch of killers refusing to acknowledge when something is clearly broken, even though they already got what they asked for (better totem spots).
Given the track record of this place it's not surprising.
I'm a survivor main, and I think the Trapper being able to trap, and all that that implies, is fine. If anything, it's a little weak.
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Why do you do it, if not to annoy people? This is like asking why people are upset that you flipped them off.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/626036#Comment_626036
Setting 3 traps and walking away is not "actively" stopping me. It's passive. He doesn't have to do anything until he hears 3 traps pop. If he has Iri Stone he basically has to do nothing because the traps will reset before you could finish the totem.
Setting three traps and reacting to them being disarmed is actively defending a totem, whether you like it or not. Regardless, as I've already pointed out, the whole point of the Trapper is that he can defend areas. You're literally complaining that a killer's power is good at the thing for which it was made.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/626023#Comment_626023
Nothing should be impossible in a game. Unless another player is actively doing something to stop you doing the totem, it shouldn't be impossible.
And it doesn't matter how often you go against something if that something is clearly broken. Old Legion exploiting DW wasn't actually that common, it was the mere fact he could do it that made it the problem.
Again I'm not asking to make totems easy to find. They should be well hidden. But not hidden in such a small nook that Trapper can pull this BS.
Also 30-40 matches? Dude do you have any idea how long that would take. At an average of 10 minutes a game that's like 7 hours of straight gameplay, no lobby wait time included. This happened 3 times in less than that time across a few days.
The Trapper was actively stopping you by having set up a clever alarm system using his power just the way it was designed.
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AFK crows are a thing, and AFK players already get little to no BP. I think they're punished enough.
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@Karltastisk said:
https://forum.deadbydaylight.com/en/discussion/comment/624872#Comment_624872
This is how you completely miss the point and get caught up in technicality's. Facecamping is what i and many others call it because we dont want to say: The killer is standing still right infront of the survivor making it really difficult to save them without getting grabbed. So instead of a long as explanation for this specific act of camping i call it facecamping. This is starting to get as ridiculous as the gen tapping thread, completely missing my original post...
Or you could call it what it is: hard camping. Your usage of face camping for things that aren't face camping is why, when face camping came back, it took a long time for it to even get on the devs' radar, and longer still to get fixed.
You may think me pedantic, but your wrong usage of terms has demonstrably negative results.
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@Karltastisk said:
I see noone actually read my posts, im not talking about camping, camping is a legit strat and is smart AND good in somecases, but facecamping (Not the exploit, but standing infront just making sure they 100% die with no counter play) Is not something this game needs or should reward. Rewarding killers for not camping is also something i would love, maybe give them an accumulative bloodpoint gain for as long as the survivors is one the hook and you are 32 m away could be a cool boost. But this flat out unfun mechanic has no place and SHOULD be punished. This would have no effect on normal games since facecamping is not something you do in a normal trial. If you get triggered by a survivor sure, facecamp him to death, but then the others should be able to punish you for it and escape.
Face camping (the ability to prevent an unhook with 100% certainty by blocking the "unhook" prompt) no longer exists. It hasn't existed for quite a long time, in fact.
There's still a chance you can unhook, it's just small.
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Stop thinking of punishments for camping, start thinking of rewards for not camping. Punishments do not work, as evidenced by the already existing punishment, as well as literally decades of research into the subject.
PS: Face camping is an exploit that was removed.
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I would like to know this as well.
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Dude, the Trapper is supposed to be able to make tight corridors, vaults, and tall grass dangerous. That's literally his power. This is like complaining that the Plague makes you sick.
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Don't bother, OP. People will just claim that "not all survivors play like that". Of course, when it comes to killers (the Nurse, for example), that doesn't matter any more.
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I do the gens myself, stealth the killer, and then let them die.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/621638#Comment_621638
If you got the average of rank 2 and rank 1 survival rates (PC):
https://us.v-cdn.net/6030815/uploads/526/2VANVTLF11AV.jpg
You get approximately 70% which is still very high. However, keep in mind that a lot of things changed from then so I suggest to not make conclusions on this number alone.
Is this what you're talking about Orion?
Yes, except it needs to be a weighted average, since there isn't an equal number of players at ranks 1 and 2.
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Nope.
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If it's like the other bloodweb change, it will only trigger once you level up, so you should leave everyone one item away from leveling up.
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/622377#Comment_622377
Highly doubt it's bannable when disconnecting to give the hatch isn't because there could have been a real life reason to disconnect
Maybe there was a reason to go afk in a corner
DCing is bannable past a certain percentage. I assume the same would apply to going AFK in a corner.
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When I see a maniac with a knife, chainsaw, or literal human cranium and spine, my first thought is always "That seems like a trustworthy fellow".
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@Groxiverde said:
https://forum.deadbydaylight.com/en/discussion/comment/622329#Comment_622329
That's why I said "on everything you post"? Btw he lied to the OP, so idk why you are defending him.
No lie, just a misunderstanding. I was only thinking of the "brute-force" method of DCing, which is bannable. However, refusing to engage in normal gameplay (like, say, taking the Wraith and sitting in a corner to avoid getting points and thereby deranking) is also a bannable offense.
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We will stop once our demands are met.
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Yes. I take a break from any game that I get bored with, and toxicity bores me.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/622003#Comment_622003
The perk is fine as it is but the fact there is no need to run it is what worries me. It was designed to counter flashlights which were nerfed so hard the perk is obsolete garbage now. Devs need to seriously rething their ideas sometimes - if something has a clear counter it should be tweaked not nerfed but I guess after M. Cote got bullied hard in Korea with flashights they decided they were too OP.
Creating demand never ends well. If you want the perk to see more play, then buff it, make it useful outside of a very specific thing which it doesn't even do very well.
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/comment/622017#Comment_622017
Prayer Beads to me are more miserable than playing against a 4 Man Sweat squad. That's my opinion though.
And, for the third time, there's a big difference between someone who's out to ruin your day and someone who unintentionally does something that ruins it.
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/comment/621991#Comment_621991
Prayer Beads are the most miserable thing in this game to face as survivor.
I disagree, but, again, there's a difference between someone who intentionally goes out of their way to troll you and someone who does something you happen to dislike.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/621993#Comment_621993
That is why flashlights need to be buffed in order for this perk to be used once more and change the stale meta for killers who use only couple of perks along BBQ all the time.
Or, hear me out, buff the perk so that it has some use outside that one thing (which it's not even great at).
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/comment/621979#Comment_621979
I guess it's okay for me to DC. I should not have to face a prayer Beads Spirit and have to face punishment for it.
That's nowhere near on the same level as survivors who are just there to make killers as miserable as possible.
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@[Deleted User] said:
Neither killers nor survivors should see who they are versing in the match. This game was founded on the idea of uncertainty - that would solve at least the dodging problem.
Nope. It'd just drive killers away as survivors forced them to play unbalanced matches.
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/comment/621963#Comment_621963
I know. I'm saying that there needs to be something done so I don't have to prevent it. I should be able to load into a lobby and get ready to play a game, not be dodged every time. Like I said, I shouldn't have to not bring in items just so I don't get dodged. This Is why I believe a small punishment for dodging is needed.
And I know punishments don't work. See, for example, the chaser emblem change.
Maybe if you'd give killers some bonus BP when survivors brought in items or were playing SWF you could curb dodging, but you'll never get rid of it unless you create bots.
Killers are players too - what's fun for you is not necessarily fun for them, and like any normal human being, they'll avoid things that aren't fun.
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/comment/621959#Comment_621959
I don't see why I should be forced to not bring in my items just to play the game. I should be able to use them all I want without having to worry about getting dodged every time I load into a lobby. It amazes me people are still scared of flashlights in 2019. I really think there should be a minor penalty for dodging. Not as severe as DC'ing, but still a small punishment.
Nobody's forcing you to do anything. It's just a piece of friendly advice based on my own experience with lobby dodging.
Bottom line is, the devs probably aren't going to punish anyone for dodging, so you can either try to prevent it by yourself, or you can play lobby simulator.
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/comment/619011#Comment_619011
I wait 10 minutes as a survivor with my friends to play a game just to be dodged and forced to wait another 10 minutes because the killer was too much of a pussy to face me and my friends. I don't play this game to play lobby simulator.
My SWF mate and I almost never get dodged. Try not bringing in items, that usually does the trick.
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No.
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@Bravo0413 said:
https://forum.deadbydaylight.com/en/discussion/comment/621609#Comment_621609
Surviving was still a big importance towards pipping back then..... I'm not going to disagree with you... these percentages are only rough... ROUGH estimates.... but I think that 81% is the most accurate since it was a smaller portion of players..
You're wrong, though. It's precisely because the data was gathered in such a way that both the 60% and 80% are unreliable. You'd need a weighted average, which would tell you the (average) survival rate at ranks 1 and 2. That number is between 60% and 80%.
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@Jdsgames said:
https://forum.deadbydaylight.com/en/discussion/comment/621602#Comment_621602
I still don't see where 43% keeps coming up because the graph clearly shows like 60% for PC unless you are talking about average between console and PC.
It came after they relaxed the pipping requirements and flooded high ranks with survivors who shouldn't be there.
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@Bravo0413 said:
https://forum.deadbydaylight.com/en/discussion/comment/621475#Comment_621475
Those who maintained rank 1 when they first did the stats survived 81% of the time... I dont think bhvr would have gotten that number out of thin air...
Other way around. Those who survived were more easily able to maintain rank 1. Pipping without surviving at high ranks is nigh-impossible, and since the stats were taken at the end of trials, the survival rate was naturally skewed toward a very high number.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/621547#Comment_621547
Do you know what a safety pip is?
Yes. Are you going to answer my question?
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/621535#Comment_621535
yes yes, all the noob players who managed to rank up in one day just bested all the rank 1-4 killers bc pippin was changed by a margin of 1.
Just how many points do you think they were missing a pip by? Do you think they were all constantly deranking?
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@Jdsgames said:
https://forum.deadbydaylight.com/en/discussion/comment/621523#Comment_621523
I generally see dc's at early match when I play survivor/killer or dc for hatch which I guess you are right with it. It is more of the minor change that seems deceiving. Although, you do see high tier nurse/spirit/billy etc at high tier play so it is possible that is what brings it down. I am also curious about how many average hook actions happened as I mentioned earlier slugging vs 9 hooks is a vastly different game. Gives more reliability in judging where most games are situated.
Well, the devs have all that data. It'd be a pain in the ass to create charts with every single possible variable, not to mention confusing as hell, and they have more important things to do.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/621513#Comment_621513
Except you just assume that the survival rate goes up despite not even know, when on XBOX the survival rate drops between rank 1 - 2 on those old graphs.
We know that the 80% number is wrong
we also know that the 80% was taken between 1st of April & 7th of April
while the 43% was taken on the 11th
the patch to relax pipping was released on the 10th
So, within one day, and a singe pip going from 11 to 10 SUDDENLY filled the rank 1 with noobs? I highly doubt this.
I was only speaking of PC, yes, which is where the majority of the playerbase is. Furthermore, it doesn't matter if it goes up or down, the average can never be higher than the highest number nor lower than the lowest number. Again, it's math.
You do realize there are people who play this game for literally dozens of hours each day, right? Is it really that surprising they'd flood high ranks, given that reaching rank 1 is now just a matter of playing a lot?
Why do you think the devs lowered the requirement by exactly one point and not two or three? They have all the stats at hand, they knew it was the push most players needed.
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@Jdsgames said:
https://forum.deadbydaylight.com/en/discussion/comment/621505#Comment_621505
Honestly, he is right with the inflated R1's that are so garbage with like 200 hours it isn't even funny. Plus I don't see how removing all the games with Disconnects would only leave marginal changes.
@Peanits what is the timespan that you guys do these stats. Last month, Last week, Last Year? Like how long of a span of games do you include?
Peanits makes a good argument that people only DC when games aren't going their way, so you'd mostly be left with only the trials where survivors were stomping. Furthermore, given the seemingly high percentage of trials where one or more players disconnect, you'd be left with a statistically insignificant sample.