Orion
Orion
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- Orion
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@BACKSTABBER said:
https://forum.deadbydaylight.com/en/discussion/comment/362382#Comment_362382
kicking a gen for a 1% recession is worthless
kicking a gen for marking it with sparkles can be useful
kicking a gen when ur in a chase can make u lose the chase or not
I think, gen recession after kicking should have a fixed 5%
It's not 1%. A few people have told you the correct percentage.
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@ToxicAddiction If you don't want to get reported for doing ######### you know you shouldn't be doing, then there's a very simple solution: don't do those things. Personally, I think it's important to report toxicity because I'd like to lessen its grip on DbD. I'd go so far as to say it's the duty of every non-toxic player to report every toxic player on every game that has ever existed, so we can have nice things.
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Assuming I don't get Autohaven Wreckers, I can usually play her well enough to 3k. Autohaven Wreckers is a different story because of all the rubble and the weird hitboxes.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/361993#Comment_361993
Well the Spirit is really good and as well as the Huntress but Nurse, in my opinion, is starting to be accepted by community. That's why I didn't think nurse instantly.
The other day I had someone get pissy that I dared express the opinion that the Nurse is the most balanced killer in the game (IMO), so not really.
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@Kanter said:
https://forum.deadbydaylight.com/en/discussion/comment/361711#Comment_361711
"Everyone can get it", "loses a lot of its value", "not just people who have been playing for a while"...
No.. Anyone won't be able to get it. You have to play the game every day for a few hours for about 2-3 years to get a devotion level of 10 - most people will not spend anywhere near as much time on this one game. I'm closing in on 2000 hours myself, and I am only about to hit level 6.
Referring to my previous post, how many people do you think have reached level 10? Three, maybe four? Compare that with the amount of people who acquired it in the early days, which is in the hundreds, if not thousands. It would not lose any of it's 'value' as only the most dedicated and skilled players would be able to get it. If anything, it would only increase.
It's not coming back. Get over it.
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@JAWS_BDSM said:
https://forum.deadbydaylight.com/en/discussion/comment/361049#Comment_361049
kate was taken by the Entity after singing a specific song. Maybe some whispers helped to compose it? Kate could be the one, who actually saw entity tendrils or the entity itself, so she probably lost her mind and surrendered. as for other survivors, it was already mentioned that they all were gone missing/died/were on the edge of death. They are probably called "survivors" because they don`t give up and can resist the void.
Indeed, they were taken alive (but on the verge of death). And they're called survivors because they never give up, despite insurmountable odds and no hope of escape. That's why they were taken in the first place.
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@JAWS_BDSM said:
There is no way. They don`t even have material embodiments if you look closer to what happens to survivors or the killers in the trials.
They all are literally the ghosts, doomed to suffer, hoping to escape the horror`s grasp.
physical or biological laws don`t work in the Entity realm as survivors are able to walk and perform actions after all these terrible wounds they get during the trial. Same goes for their minds and sanity.
And what for killers` abnormal powers. They can`t exist in our normal realm. Entity fuels and controls its domain and there is nothing that cannot be changed by the Black God. So I tend to think, that survivors` souls are just being digested by the Entity all the time. Thus there is no way to escape or to defeat it. They can struggle, but eventually they all will disappear
Killers were taken whole, body and soul, while on the verge of death. Survivors were just caught unaware. That's why no remains were found for any of them.
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@Shad03 said:
https://forum.deadbydaylight.com/en/discussion/comment/361049#Comment_361049
@SmokePotion I'm actually pretty sure Bill, Tapp, and Adam (haven't read his story so I will take your word for it) are the only ones confirmed dead. The backstories just were probably a afterthought and weren't fully developed for the older characters or the newer original characters (in terms of how on Earth they ended up in the realm of the Entity).
@Apoch It was (sorta) confirmed by the Devs that Death was not an escape and they all just end up at the camp fire one way or another. I would have to assume that quantum immortality is in play when they are sacrificed however. You might have some ground with that theory.
The devs are not theoretical physicists. Baker experienced being on the hook and dying, and he just wound up back on the campfire, like all survivors. No QM to be found here.
PS: Also, that's not how quantum immortality works.
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/362005#Comment_362005
Honestly, finding parts and taking them to cover 10% of a gen in a similar way that BNP does would suffice once you repair the gen for 10%, the parts appear in structure that you get the aura of and it takes 3 Overcharge III skillchecks to obtain a part. Once obtained, you see the aura of your gen and you can return to it to fill an extra 10%. The rest of the gen takes 90 (I know there's meant to be 128 seconds left but itll be more fair to have 90) seconds if you wish to M1 it out or you could grab more parts. Either way, it makes solo way more interactive and fun and you won't have to rely on chases to have fun. You could also repair a gen but at 160 seconds as 1 person, 80 as 2 and so on.
make a post about it if you want, I dont have the time to right now Goodnight.
@me if u respond.
@Poweas I already opened a thread about how to make survivors truly independent some time ago. I can't be bothered to find it again, but it's in Balance Feedback.
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@HeroLives said:
https://forum.deadbydaylight.com/en/discussion/comment/362012#Comment_362012
No? You’re sure?
Indeed. Mending is not considered healing.
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@Entità said:
@Orion I respect your point of view, but I do not agree with the flattening down, the exaltation of mediocrity as a reference standard: who has the desire to learn more, who wants to dig deep into the mechanics of a game they love, should have the means to do so. The developers already have these detailed tables: it's about making them available in the game, either in a separate section or as a substitute for the classic captions ... do you know, in Windows, the simple calculator / scientific calculator alternation? Simple, trivial text full of numbers and descriptions, that's what I ask: something easy to add and not harmful to anyone (but very useful for some).
You're seriously underestimating the amount of knowledge one would have to acquire to fully grasp every single piece of information. Hell, even just one piece of information. I see you neglected to answer my question about the Hillbilly's curvature radius, so I can only surmise the answer is that you wouldn't understand it. What's the point of information that nobody understands nor can use?
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/361113#Comment_361113
@Orion Honestly, they need to make solo survivor more fun and maybe add a totem counter or a totem counter to small game at least? I literally gave up on survivor because it's nowhere near as fun as killer is. 1 year ago it was the opposite scenario for me. They need to add a second objective to make it more interactive and slow down gens at the same time.
Please @ me if you respond.
@Poweas I support adding a totem counter to Small Game. Secondary objectives already exist, but what we need is additional requirements for escaping if we want to slow down the game.
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@Lanis_ said:
https://forum.deadbydaylight.com/en/discussion/comment/359115#Comment_359115
I play 50/50 (solo survivor) and I think that killer is too easy now, it's not complaining but my point of view.
That doesn't answer my question. You say that killers have a learning curve, so the OP's friend's complaints are irrelevant. Do survivors also have a learning curve, and therefore can we dismiss their complaints as well?
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/361873#Comment_361873
What's does the pronoun "her" mean? :)
The Nurse. I thought that was obvious.
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@Entità said:
@Orion The fact that some people are unable to use that information correctly is not a good reason to deny it to everyone. What I ask is to have, within the game, without having to switch on the PC and browse the Wiki, analytical tables on the various mechanics: those who do not understand them will continue to play as before, but who has the curiosity to investigate, for example, how and to what extent the Hillbilly's add-ons impact on the maneuverability of his racing chainsaw will be satisfied.
If I give you the base curvature radius of the Hillbilly's chainsaw, followed by the curvature radius with certain add-ons, would you be able to figure out how that will actually play in the game? I would, but that's me.
The majority of people have no use for most of the information you're talking about because the majority of people wouldn't understand it. This would be an unnecessary addition to the game that wouldn't benefit anyone.
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deadbydaylight.gamepedia.com is official.
The math on how to calculate interaction speeds or whatever is pointless when people can't do math themselves. In another thread earlier today, there was a guy who said 0.25 c/s is 0.25% of a generator, which is absurd. Even if they had the equations, most people clearly lack the knowledge to put them to use.
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I saw: a hit that relates to a problem with the animation, hits through giant holes in walls (AKA: windows), a hit I couldn't even understand because the survivor believes spinning the camera accomplishes something, laggy hits, and pretty much all-around justifiable hits.
The only exception was the Hillbilly's chainsaw through a pallet. I assume this has to do with the animations, like the Nightmare's hit, but I'm not 100% sure.
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@HavelmomDaS1 said:
https://forum.deadbydaylight.com/en/discussion/comment/361910#Comment_361910
Oh boy many did, there are some crazy hitbox montages on YouTube lol
Bullshit they did. That's roughly 1,5 meters. Show me a clip of that.
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@HavelmomDaS1 said:
https://forum.deadbydaylight.com/en/discussion/comment/361889#Comment_361889
But they invest money to the cosmetic team instead into the bug fixing team. Its about WHERE to put your resources (money) and for many (including me) other feels like they put way to much recourses for cosmetics instead for actual coding and bug fixing.
Last I checked, they've been hiring programmers and testing people. You can check the open positions yourself.
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@Killmaster said:
Anything less then physical contact between the killers weapon and the survivor in unacceptable, people wouldn't have a problem with hitboxes if they weren't getting hit from 5 feet away, it creates a false sense of safety and makes you getting hit feel cheap irregardless to how far the killer actually was from you because of latency, it's all or nothing really. Fix it or the complaints will never end.
Nobody has ever been hit from 5 feet away. Why are you pretending the problem is worse than it is?
And physical contact? Latency is built-in to the way information travels between your computer and the killer's. It's an unavoidable fact of life that information cannot travel faster than the speed of light; along with the time it takes to process things, that creates latency. It's physically impossible to guarantee both players see the exact same thing at the exact same time.
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@PhantomMask20763 said:
https://us.v-cdn.net/6030815/uploads/222/J4W6M4EV9RA9.jpg
I'm still in shock that people think that the devs who actually make the game are the same people as the art team
Five bucks says these people also think art degrees are useless, despite paradoxically believing the art team fixes bugs.
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@fluffybunny said:
https://forum.deadbydaylight.com/en/discussion/comment/361500#Comment_361500
@Shad03 It's a logical fallacy, Ad Hominem I believe. You basically address a person rather than what they're saying or try to discount a person's argument or what they said with personal attacks. It's one of the most common ones. Could also be considered a Red Herring, I think. Pretty sure they're not even bothering to understand what Eveline is saying, they're just having a knee-jerk reaction.
It is indeed ad hominem, though it could be argued that it's a specific variety of red herring. In the end, though, all fallacies are just varieties of non-sequitur.
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@HavelmomDaS1 said:
As far as I know you can basically stream snipe the living ######### out of every streamer and the devs won't do anything about that.
No clue why, and I'm not sure how other games handle stream sniping but I'm pretty sure if a player admits he stream sniped he will get banned in other big games.
The issue, in theory, is that streamsniping is impossible to prove outside of a literal confession. In practice, streamers have tools they can use to avoid snipers, starting by not turning their names into billboards.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/51407/survivors-will-have-fun-against-legion
I feel like you made this thread with the intentions of causing drama because YOU KNOW everyone hates him due to his cheap playstyle and you named the thread into something that survivors know isn't true. It's amazing how you listed things to get even more salt, it's kinda sad that you're trying to get a reaction. Legion is a mistake, the developers should have made a killer that has a learning curve and rewards you for being good. End of discussion.
The developers did that, but survivors complained about her.
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It's not reportable because there's no way to prove it. It's right there on the rules.
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@ABannedCat said:
https://forum.deadbydaylight.com/en/discussion/comment/361848#Comment_361848
I dont think so. According to the Dbd wiki, the Pig has a face rendered under her mask, for whatever reason. Its just there to further drain our performance.
Or to make the model easier to work with, but yeah, actively making something detrimental makes more sense.
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@Gorgonia Here's an example of what I was talking about. In my last trial as killer, I found and hooked one survivor early on. A last-second-switch Claudette with a flashlight was in the area, trying to blind me, and then chased me when she failed. She unhooked in my face, so I grabbed her and then put her down. Naturally, I stayed around the hook, not wanting to lose the advantage of having two disabled survivors with only one generator repaired.
A Meg approached, so I gave chase and ended up putting her down as well, without losing the hook. That's three survivors I managed to disable after only two generators had been repaired because rather than fix the gens, they decided it'd be better to hook rush. And the only reason two generators were even repaired in the first place is because the fourth survivor, a Kate, brought along a green toolbox with add-ons to gen rush, as well as Streetwise. Eventually, I killed all three of them.
I let Kate repair the rest of the generators and leave because of how stupid her teammates were (though she proved this mercy was undeserved, since she hung around the exit for some five minutes before finally going on her way).
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@fcc2014 said:
@DocOctober how you feel about survivors avoiding a mori is how i feel about being dodged. Grow a pair and just play the game. Mori's are one of the coolest aspects to this game. Just play the game who cares win or lose.
He's speaking from a survivor PoV, but sure, bring dodging into this.
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@HeroLives said:
2 things that can easily be done to legion to offset the dc rate against legion
- remove deep wounds
- remove the ability to slide pallets while in frenzy.
They can start with removing atleast one of either of these
Then what would be the point of the Legion?
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@altruistic said:
So I am just curious.
If they sacrifice themselves on hook, is there any difference?
IMO there isn't, since they're just denying themselves the pleasure of the awesome Mori animation.
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@Kagrenac said:
https://forum.deadbydaylight.com/en/discussion/comment/361542#Comment_361542
I agree with the NOED and DS but you can't argue Mori's aren't broken.
I see them as a way to bring the horror element back into this asymmetrical horror game. They create tense trials for the survivors, just as it should be. And they have kickass animations.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/361626#Comment_361626
I rarely get survivors DCing when I play killer, but they DC a lot when I play survivor. I also get 4 DS a lot as killer (obviously not as survivor because I don't use DS).
I played two killer games in the last 10 minutes. In the first, two survivors didn't make it in, and I'm pretty sure the other two either couldn't move or gave up. One DC'd.
Another, had four survivors, and these were their perks:
DS x4, SC x4, DH x3, Adrenaline x2. Then some odd ones (Iron Will, Urban Evasion, Streetwise, and some other I can't be bothered to remember).
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@brokedownpalace said:
That's funny because without fail any time I've played a Mori I haven't gotten a single DC. In fact, as killer I get a DC probably 1 out of every 20 matches. Even when I play Legion it's not a problem. When I play survivor DCs have been a lot less common lately too.
I also rarely go up against 4 DS, another popular complaint around here.
I rarely get survivors DCing when I play killer, but they DC a lot when I play survivor. I also get 4 DS a lot as killer (obviously not as survivor because I don't use DS).
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@Atsuka_Anarchy said:
I wish cheap crap like DS, NOED, and MORI were never created. They really are a joykill.
Break the totems and NOED is gone. DS is getting changed in the next patch. Mori animations kick ass.
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@Nickeh said:
https://forum.deadbydaylight.com/en/discussion/comment/361472#Comment_361472
How is the hatch punishing the killer? And how can someone possibly think that gens are the same as kills? Escapes are the survivor equivalent of kills, which is why 2 escape and 2 dead is the point of balance... because that's literally balanced.
As for the hatch stand-off: healthy survivors can't be grabbed from the hatch but injured/downed survivors slowly enter the hatch (5-10 seconds?).
Escaping isn't a single action, the survivors have to repair generators and open the exits in order to escape (not to mention not die during the trial, obviously).
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@projecteulogy said:
https://forum.deadbydaylight.com/en/discussion/comment/361297#Comment_361297
I just don't want it to get abused because someone was intentionally tunneled off the hook. We already have that with the green/ebony mori offerings.
Or.. Or.. Maybe a meter? that builds up. Eat a pallet, get a %. Kick a pallet/gen, get a %. I'm a survivor main, and i feel like Survivors and Killers both don't have "enuff to do".
I'm not the guy gen rushing at the start, i'm the jerk breaking all your totems :D I dislike gen-simming games.
I also wouldn't mind seeing new Mori's in the store for all the killers. These days the size of a game isn't too crucial for a majority of players @ 20 gigs.
There's so much murder potential in DBD with objects on every single map. Don't even get me started on the Hatch.
I misunderstood, I thought this was just about adding new, contextual animations to the Memento Mori offerings.
In that case, this is a hard no from me. Removing a survivor from the trial outright is extremely powerful, even if the killer has to jump through many hoops to accomplish it.
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The story "starts" with Benedict Baker going to an American town called Weeks (if I'm not mistaken), to investigate the unusually high rate of disappearances there. He was then taken by the Entity, to the Fog.
He documented many things about the Fog: some of its rules (escape or survive and you go to the campfire, for example), its ruler (the Entity), the killers, the survivors, the hooks, and even the Bloodweb.
It's not really possible to summarize the lore in its totality in a format that is readable because it's very extensive. I recommend you go to the official wiki (deadbydaylight.gamepedia.com) and just start reading flavor text on all the perks, items, add-ons, killers, etc..
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I agree. Adiris has no reason to kill, but she was a priestess, devoted to her gods. She literally sacrificed her own flesh to those gods. I think we all know what'd happen if someone like that heard a god-like voice telling them to kill.
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@Shad03 said:
https://forum.deadbydaylight.com/en/discussion/comment/361012#Comment_361012
@DocOctober Wait, you're one of the ones that update the wiki? If so, I salute you.
He's the head of the wiki. Most of the information on the wiki (90%, if not more) was written by him.
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@Gorgonia said:
https://forum.deadbydaylight.com/en/discussion/comment/361162#Comment_361162
Would they always? I would say over 60% of survivors are bad or not good enough at escaping from the killer once they are found.
But due to the way the game works, they wouldn't necessarily have to be great at the game, they'd just have to not be found first and then rush gens.
As a survivor, I'm mediocre at best, and I still escape more often than not, because I play stealthily and am usually not the first to be found.
As a killer, I've gotten kills that I definitely shouldn't have because survivors were cocky and tried to pull stupid stunts like unhooking in my face or looting a chest right next to me while I was AFK waiting for them to leave.
Look at all the threads complaining about killers camping and still getting a 4k. The only reason why a killer doing nothing for two full minutes (three if you include the chase) results in anything more than a single kill is because survivors were cocky and stopped working on generators to try to save someone who cannot be saved.
EDIT: While we're at it, let's not forget that the majority of trials end up as 3v1 (or even 2v1) very early on due to DCers, which heavily tilts the game in the killer's favor.
But anyway, this is off-topic. If you wish to discuss this subject, please open a new thread.
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I disagree with the conditions being anything other than proximity to a certain object or part of the map. Other than that, though, I like the idea.
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Lag could just be that he's playing with an unstable connection, and the bug is just that - a bug. He could have interpreted your DCing as ragequitting, hence the taunting.
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@Mandy said:
This is something I would love to see in the game as well, I think it would be great to be able to see exactly how you succeeded or failed in your match. It would also negate the need for video evidence for reports.
@MandyTalk How about handing over that profile pic to us commoners?
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I'll try to keep your name in mind and let you go in that scenario, if I'm the killer.
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@The_Crusader said:
https://forum.deadbydaylight.com/en/discussion/comment/361170#Comment_361170
It's to keep survivors focused and offers no progression.
Do you think all skillchecks should be DS sized?
Funny you should mention that, because the DS skill check is absurdly easy as well. I used it in KYF and was surprised by how big it is. I used to think it was half the size of what it is now. I guess that explains why survivors almost always hit DS's skill check.
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@Master said:
@Boss already posted the answer, but apparently it got overlooked.
If you damage a gen at 99,99999%, then it will take 320 seconds until it has lost all progress.
Or in other words, the gen loses 0.3125% progress every second which is quite slowly =)
For comparison, a survivor needs 80 seconds to repair a gen fully (witout toolbox, no great skillchecks), which means that at base repair base, a survivor repairs 1.25% per second.
So, a single survivor can repair the gen 4 times faster at base speed than the regression takes off the gens progress.
Finally, someone who can do kindergarten math.
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@ChesterTheMolester said:
https://forum.deadbydaylight.com/en/discussion/comment/361173#Comment_361173
That means 0,25% per second. It takes 4 seconds to regress a gen by 1%
In other words, a really long time.
No, it doesn't. 80 charges. Not 100. Regression is 0.25 charges per second. Do the math.
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@BACKSTABBER said:
https://forum.deadbydaylight.com/en/discussion/comment/361171#Comment_361171
sure, but this does not reply to the answer of %?
It takes 80 charges to finish a generator. Regression is 0.25 charges per second. Do the math.
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@The_Crusader said:
If all survivors at red ranks suddenly "got gud" and managed to hit every single great skill check all the time you know damn well the killer mains would come here crying for skillchecks to be made harder.
Last I heard, 90% of all skill checks are successfully hit. Do you think that's acceptable for something that's supposed to be a skill check?
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@Gorgonia said:
If killers are not “strong”, shouldn’t the survival rate be much much higher than it is now? And does it always really depend on survivor mistakes? Last time I heard it was lower than 50%. Maybe one of the mods can confirm the survival rate figures for each rank range? @not_Queen
How many times do you see survivors ######### around because they know they're safe? Overconfidence leads to mistakes. If survivors were to play seriously and actually try to escape, the survival rate would spike.