Predated
Predated
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I rarely check names at all, unless they are funny. If I do recognise a name mid-match, I'm not gonna make it any easier on them. Best case scenario, if they were a solo player with a terrible team last time I faced them, I will give them hatch if they make it till the end.
Best case scenario, the biggest reason of the killer playing less aggressive is because they know how you play. Having at least 1 survivor you can guarantee to not be sweaty is quite a large load off the killer's worries.
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/2196693#Comment_2196693
Did it take you two weeks to think of that comeback? Not that I mind bonus sluzzy content
Nah, busy schedule, didnt have time to really do anything DBD related. If the forums didnt want be to react to 2 week old posts, they should clear the notifications. Besides, this is the ######### internet. People are going to point out that you're wrong unless the post has been closed.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2196693#Comment_2196693
First of all, holy necro. Second of all, Blood Echo is a terrible perk that counters nothing most of the time, and those few times it actually works... it also does nothing because exhaustion perks aren't even remotely necessary and your average survivor just won't take so many risks and thus won't need an exhaustion perk anyway, though they can still use it at multiple other points of the trial because anti-Exhaustion perks are ######### terrible.
its only 10 days, not that big of a necro, let alone that I was gone for 2 weeks and had some notifications.
Blood Echo is an amazing perk tho, lots of high tier survivors do not heal up, Blood Echo punishes the lack of healing. If Blood Echo doesnt work, survivors are wasting time to heal up.
"It also does nothing because exhaustion perks aren't even remotely necessary and your average survivor just won't take so many risks and thus won't need an exhaustion perk anyway"
You're forgetting something though. It's not that survivors need an exhaustion perk, it's that YOU no longer have to keep exhaustion perks in mind. That one pallet that can be reached and stun you if a survivor uses Dead Hard? It's a free down now. That window that can be reached with DH and extend the loop for 30 seconds, 40 if you decide to swing? It's a free down now. BBQ showing you injured survivors near a dead zone working on a gen? They dont have any way of getting out before you reach it.
Blood Echo is far from terrible. As a standalone perk, sure, its not great, but any build or killer that is capable of keeping survivors injured, let alone facing a constant flow of high tier survivors that rarely heal who all run DH, you have 1 perk fully negating a chase extending perk. There is a reason why Blood Echo has a cooldown.
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@Zixology said:
https://forum.deadbydaylight.com/en/discussion/comment/2163779#Comment_2163779
SS doesn't show you any auras. It just prevents the killer from seeing yours.
But the new Object only shows you the killer when the killer can see you.
So when SS prevents the killer from seeing you, it also prevents you from seeing them.
I know SS doesnt show aura's I meant the OoO/SS combo. My confusion was more that I thought OoO would be triggered first, but it seems like SS has priority over OoO.
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@Zixology said:
https://forum.deadbydaylight.com/en/discussion/comment/2163894#Comment_2163894
Yes. I didn't have Adept Laurie on PC yet, so I figured now that the rework is here, it's as good a time as any. It was awful.
When I was the last survivor alive, Object would just not do anything. The 30s would count down and I'd never see the killer and they'd never see me.
Odd, I thought they would be at least smart enough to put a priority on OoO and have SS supplement it.
I mean, I guess it makes a bit sense, because SS already (nearly) fully counters close counter aura readings like Nurses Calling, All Seeing Blood, Amanda's Letter, T2 Myers, T1 Myers, Deerstalker, I'm All Ears, Hellshire Iron and Cigar Box with only 1 player dead. Making it quite powerful, the same perks that also make OoO a lot more powerful now.
But on the other hand, 1 person is already dead and generator progression has been cut from "1 generator constantly being worked on" to "if I can loop the killer for longer than 30 seconds, maybe my teammates will be able to finish a generator".
So I understand why it doesnt stack. As OoO would be the perk that saves you against those perks as long as all survivors are alive and SS is the back up against those perks as soon as people start dying. But on the other hand, with Lucky Break being nerfed, I dont see why OoO and SS being stacked would be too powerful.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2163886#Comment_2163886
You cannot hear footsteps in a chase any more. It's a change they made over a year ago and never even mentioned it except in one loading screen slide of the 4th year anniversary celebration. The only exception is in extreme circumstances such as the concrete floors of The Game, and even then the sound occlusion messes with everything and doesn't provide accurate info.
And please learn the difference between a soft counter and hard counter. It will make your life so much easier.
Except that Blood Echo IS a hard counter to exhaustion, especially in combination with Mindbreaker. Besides, you didnt say "hard counter perks", you said "counter perks".
Please use language properly, it will make your life so much easier.
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@Lord_Tony said:
https://forum.deadbydaylight.com/en/discussion/comment/2163537#Comment_2163537
There is only 2 killers viable against SWF at red ranks spirit and nurse.
Freddy was a close third.
Now he's dropped down to B+ tier.
"There is only 2 killers viable against SWF at red ranks spirit and nurse." Only if you're a boosted killer. I can consistently play against red rank survivors as Pig, Myers, Trapper, Clown, Doctor, Wraith, Ghostface, Legion and PH(I could also do it with Spirit and Freddy, but they are boring).
I think you mean "there is only 2 killers viable against tournament squads". In which case, so what? You rarely play in tournaments anyway, and being only able to play 5-6ish killers in a tournament(you can play Doc, Freddy and Blight with ease, on most maps even Huntress and Twins). So either way, you're wrong.
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@PixelBush said:
https://forum.deadbydaylight.com/en/discussion/comment/2163421#Comment_2163421
You already CAN access the basement if Charlotte's at the entrance because the basement is intentionally designed to be wide enough for a Killer to be unable to bodyblock it (except on new Abattoir with narrow basement stairs for some reason).
"(except on new Abattoir with narrow basement stairs for some reason)" This was what I was referring to. And Bloodlodge.
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@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/2163774#Comment_2163774
Doing all adepts is grindy, but why do you need the killer to never find you?
Because most people do adepts as a solo survivor, and due to a lack of perks like Kindred etc, you can almost guarantee to either being farmed off the hook or being left on the hook untill second stage. Let alone that facecampers exist and that certain survivors dont really have decent perks to aid them as a solo player.
So for consistent adepting, you never want to be found.
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Then you're simply entitled.
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@reeves7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2163543#Comment_2163543
And by the way people didn’t mention all his nerfs,his bumping collision time is 3 times longer,his breaking pallets time is way longer,he lose all his charge when stunned by a pallet and he has a cool down when missing a chainsaw like the twins now. The more i think how much they destroyed hillbilly the more i get angry,they punished all hillbilly players. Honestly the way they treat their playerbase by doing things like this is the worst thing you can do,i truly hope their pockets and the game go down
"his bumping collision time is 3 times longer" False, he no longer has access to addons that allow him to reduce his bumping collision significantly. Pallet breaking time is equal, it just no longer stacks with perks that break pallets.
And again, Billy has been a consistently strong killer since release. Ever since his nerf, a lot of killers that were mainly unplayed are being touched and explored right now. Before the Billy nerf, like 80% of my games were against Billy. Nowadays, not a single killer is even close to dominating 60% of the games. Billy's need for attention doesnt really have that much of a priority, he still performs well, he is just a lot more annoying to play.
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@PigMainBigBrain said:
https://forum.deadbydaylight.com/en/discussion/comment/2178837#Comment_2178837
Or you could just run thano and dying light and nullify it that way. The point is, there are tools and options for you to use when you find a hurdle. A survivors choice not to use those tools is 100% up to them. You choose to fail. And honestly....I'm gonna shut up and not bother teaching survivors anything else because honestly....the dumber survivors are the easier my games get. If you wanna fail....more bloodpoints for the killer.
I'm a high tier killer and survivor, I have experienced enough in this game to be able to recognise the skill levels of survivors(and thus their actions) as the skill level of the killer(and most of their decisions). If I see a Meg or Claudette urban evading, I can almost guarantee they wont use things like Self-Care in an effective way and just hide in corners instead. But I can also expect them to lay still on the ground and pick them up after 30 seconds as survivor, or leave them slugged for 20 seconds as a killer if there is someone else nearby.
If I see an Ace that's beckoning and pointing at things, I can almost guarantee he used Ace for his quiet sound que's and he will likely crawl away first before recovering.
However, as a long time player, I can also guarantee you that it takes time to learn these things effectively. And 98% of the players I encounter are not going to be close to 1000 hours, let alone 1000 hours on both killer and survivor. As for running Thana and Dying Light to nullify Prove Thyself? Again, perks countering perks, its boring and leaves little to no creativity in the game. Preferably, either killers shouldnt rely too much on Ruin or Pop, OR all gen regression(note, not generator slowdown, so things like Surge, Oppresion, Overcharge) perks should be buffed but be mutually exclusive(like exhaustion perks). Because I dont mind Surge having no cooldown. The reason the cooldown and limited radius exists is due to Ruin. The reason Overcharge is "only" an additional 5%(so totalling 15%) is due to Pop and Lullaby(which would be a total reduction of 46%. Meaning a generator that is at 50% would now be at 4%, if the survivors run Technician, it adds another 3%).
If all gen regression perks can no longer affect gens that are already regressing(meaning Overcharge needs a rework to not stack with Pop), then all gen regression perks can be equal in strength. Rather than only having 2 dominating Chads and 6 limited use virgins that cannot bloom due to making the Chads even stronger than they already are.
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"This whole game is literally about counters."
I was talking about perks countering perks. Not perks countering vanilla mechanics.
And yes, solo survivor IS harder than killer. As a killer, you dont have to rely on teammates to win games. As survivor, you NEED to rely on teammates. YOU as a survivor get punished for things that YOU did not do. As a killer, you get punished for things you do.
And no, they are not going to make bad teammates better, however, they are going to make MY gameplay better in general:
- Buckle Up gives people information that you have been recovering and if you've been recovered fully. On comms, this information is free. As solo survivor, you dont know if they have just been afk for 32 seconds or if they have been recovering and are ready to be picked up. Seeing their aura change confirms they are at least recovering.
- Bond gives people information if the jungle gym that has a gen has people working on it, or gives people working on a gen information that I am about to use that jungle gym because there are no other resources nearby, giving them time to either help me or get out of sight before I arrive. On comms, this information is free.
- Kindred gives information to what other people are doing, it GUARANTEES you to be rescued before you hit second stage unless gens really need to be done. In normal games, survivors dont know if you are being rescued or not. Again, on comms, this information is free.
- Unbreakable being basekit has a similar reason to why Buckle Up would be one. Right now slugging isnt as powerful anymore as it used to be, due to things being changed(killers dont feel the need to fear DS as much, let alone that slug campers mainly slug camped because they wanted to punish people running DS), but its almost guaranteed that slugging becomes meta one day again. The biggest power that Unbreakable has, is recovery speed. The 1 pick up can be prevented if the killer simply stops slugging for a second to hook. Because sometimes, if a killer slugs 3 people, they dont hook survivors, instead they spend the next 3 minutes chasing the only survivor left who has an entire map of resources left. At that point, the killer simply should not have that amount of pressure(the survivor equalivant of this kind of pressure was having DS and working on gens. Shitton of free pressure that the survivor didnt deserve). So either those 3 survivors need to be able to help each other up(crawling is slow AF anyway) or the survivors having a pick up available vanilla(or at least 1 pick up per entire team).
This doesnt make awful survivors better, but it does make teammates better.
"but that's too strong" This is essentially the basekit for SWF on comms. So why not buff solo survivor to that level? You cannot nerf comms due to the simple fact that the vast majority of 4 man SWF's are just people having fun together. Their altruism is often their downfall. However, if you buff solo survivor to the level of SWF, you can buff killers much more easily.
Because guess why a lot of killer things have been nerfed over the course of time? It's because it would make solo survivor experience unplayable.
Does that mean they should make the perks themselves basekit? No, but a similar exchange of information should be. A ping system like HSH:S has is amazing for solo survivors. Just a quick ping that you're crawling to a safe place to recover/be picked up. Or a quick ping that you're fully recovered(buckle up). Or a quick ping that the killer is facecamping so survivors shouldnt even try(kindred), or a quick ping that you're working on a gen when you hear a sudden terror radius to give info that they should preferably avoid that location(which, obviously makes it a lot easier for solo survivors to split gens if they are that sweaty, but they already would be running perks to split gens if that were the case).
It's not neccesarily the perks that should be basekit, it's the information the perks give that would be free on comms that should be basekit.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2162657#Comment_2162657
Doesn't Judith's make Myers a 106%, not a 109%?
correct, I was thinking about the slowdown on T2 Myers(which, honestly, shouldnt slow him down anymore, you can hear him just as clearly as Ghostface and can still read his aura.)
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2178697#Comment_2178697
But but but. Survivors want it all. It's not fair that DS, Unbreakable, BT, Self Care with speed arnt base kit. They should be able to run all the perks they want. While keeping all the advantages of meta perks.
It's more the fact of running perks to counter perks. I mean, imagine being forced to run Discordance every game because Prove Thyself. The devs nerfed Prove Thyself and toolboxes so that killers do not need to rely so much on Discordance any longer.
So your logic "survivors want it all" can be applied to killers too in this scenario.
The fact that the amount of perks that should be basekit for solo survivors is 10 times larger than the perks that should be killer basekit, shows that killers dont really have anything to complain about. The only killer complaint is a 4 man swf. Any solo survivor in a team puts survivors at a disadvantage that killers rarely use. Solo survivors dont know if their teammates healed up at all. They dont know if they are doing anything useful. If you see any post about Buckle Up, Unbreakable, Bond and Kindred being basekit, its because of people who play solo survivor. Playing killer is a cakewalk compared to solo survivor.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2178305#Comment_2178305
sounds like you need to play against a tryhard swf team
wait for sbm to be implemented, increase your mmr with spirit, and see if you still feel the same way after playing against a few good squads
Except that tryhard SWF teams occur very rarely. Tryhard Spirits occur about 70% of Spirits you encounter, who are already the most common killer you encounter.
It's extremely common to face an SWF and have a chill game. It's extremely uncommon to face a Spirit and have a chill game.
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Legion's P3 is pretty nice and fitting. I think all of the newer P3 models really fit the game better than the old P3 models. I'm glad they are revisiting the older models. P3 claudette is simply disgusting unless you alter the gamma settings.
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@MochixNancy said:
For a long time I've been thinking that AMN (Any Means Neccessary) needs a buff, one that makes killer prevent from breaking the pallet while you're doing the animation? And add something that lets you break those doors.
For example on Grave of Glenvale, that room when you get into it you can't escape, only from the window.
But anyways, there's way more ways that you can fix that perk, It's fine but sometimes it's a wasted spot...
The only buff I would add is to decrease the time of resetting a pallet or having perks be able to affect the reset time, while also not putting AMN in cooldown untill a pallet is fully reset.
That still allows killers to break pallets, but it decreases the time window of them being able to break it, while also not making AMN essentially useless.
As for survivors being able to break breakable walls? No, there are a lot of doors that can open up extremely powerful loops. It's meant to discourage killers from breaking every single breakable wall and punish killers for breaking doors. Which is why there are even guides on which doors are always worth breaking, which doors are only worth breaking in certain scenario's and RNG and which doors you should never break.
Sure, you could argue that survivors could have that same punishment, but at high ranks, survivors will only break doors that benefit survivors without killers being able to do anything about that. Dead Dawg Saloon is a great example. Opening the bedroom wall allows for arguably the strongest loop in the game as every 3 windows you vault, you lose chase, therefor resetting window timers unless you have an insane gap closer like Spirit or Nurse. A survivor being able to break that wall is gamebreakingly strong.
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@EntitySpawn said:
Seriously what is with every game someone giving up... I'd actually like to play a match without someone quitting or full on giving up. it's bad enough you get players that wont touch gens, able to lead on a chase, hook farming and just lack of knowledge all round but even putting those issues aside I have players not even attempting to play. I fully get not everyone is going to be amazing but it's meant to be red rank and players are actually meant to play the game... its ruining any kinda of fun having multiple people give up because it's a certain killer or they get out played... seriously you balance for these players??? No wonder I dont see half the killers and the games such a mess starting to think normal/average games dont exist anymore
Thing is, sometimes you just have those kind of games where you have endured potato teammates for hours and then encounter the biggest potato of the night.
People giving up often have a lot of recent matches that were awful experiences. You need a pre-existing low morale for people to be that eager to give up.
So how about instead of complaining here about them ruining your specific game, how about trying something that could actually boost morale? I've had teammates in the corner about to give up with Sloppy, old Thana and 8 stacks of Dying Light, untill they found out I had 5 stacks of autodidact that fully changed the game. If you only run selfish perks and do selfish plays, the only morale you can improve is yourself. Go for selfless plays, selfless perks that can really help your teammates out. The higher team morale is, the stronger survivors as a whole can be because they can rely on each other.
Same with endgame chat. Acknowledge your opponent making good plays, even if matchmaking scewed the numbers. I faced rank 15 killers as a rank 1 survivor, and some make incredibly good decisions by leaving the chase as soon as they recognise they cannot catch me right now. Those killers still get a 4k simply because I end up having a lack of usable resources that weaker survivors already used up, let alone a lack of teammates being able to patch me up and unhook me. While I give constructive feedback to killers who dedicate 5 full gens of chasing me and end up with a 1k at best, to learn to let go of a chase if its going to take too long.
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@Profezia said:
https://forum.deadbydaylight.com/en/discussion/comment/2130820#Comment_2130820
Idk, maybe actually start putting any mind into reading spirit's moves instead of turning off your brain to make it a coin toss.
Based on what information? The way she looks at?
The only way to read a spirit's move, is to notice her movement post-phase. Which is literally a coinflip the first time, practically a coinflip the second time too(especially if she runs Stridor), which equals a down, which equals a hook. You can apply that to every survivor. So it's essentially 8 coinflip scenario's for first hooks, assuming Haunted Grounds isnt triggered, which makes Spirit even worse, because you do not know if she knows where you are, and besides Nurse and Wraith, she is one of the only 2 killers who's M2 ability closes a gap and counts as a basic attack, both Wraith and Nurse have an actual hefty downside to using their power, Spirit has none if you have working ears. Piggy doesnt count, even though landing a dash is much, much harder than landing a phase attack. Legion doesnt count, even though his power is literally just his normal knife, Blight doesnt count, even though he is more difficult to land hits with. Having things like Devour, Make Your Choice and Haunted Grounds work with Spirit gives survivors even less time to read her.
By that time, the spirit player has already seen how you loop, what decisions you make, what movement you make when she phases and how quick you are to adapt. If you adapt quick, it's essentially a coinflip again, if you dont, its a free hit. Which, assuming she played quite optimal and already hooked another person AND the person who unhooked you, means you didnt have enough time to heal up and another hook. That's another 4 essential coinflips.
That only leaves 1-2 remaining plays per person you can make to avoid hits without them being coinflips and assuming you get healed.
The only way to get around this is to get off generators to observe Spirit. Which is even worse, because Spirit is powerful enough to get hits even if you can read her and the time you need to seek out where she is and observe her enough for counterplay is a lot longer than Spirit needs to down you.
The only way that Spirit is not a coin toss, is if you face the same Spirit more than once. Which is ridiculous.
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@Hex_Llama said:
So... I'm trying to get self-care on Yun-Jin (don't judge). I've spent millions of bloodpoints with no luck. What I'm noticing is that the bloodweb seems to prioritize giving me tier 2 and tier 3 of perks I already have instead of introducing tier 1 of perks I don't have. Is that a real thing or am I just super unlucky?
It kinda depends on your prestige aswell. The higher your prestige, the more likely you are to get higher tier perks over lower tier ones. So if you prestiged, totally normal.
As a side note: I'll suggest prestiging your characters before dumping in bloodpoints to unlock all perks. It's generally cheaper that way and you get significantly better bloodwebs.
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@Zixology said:
https://forum.deadbydaylight.com/en/discussion/comment/2163779#Comment_2163779
SS doesn't show you any auras. It just prevents the killer from seeing yours.
But the new Object only shows you the killer when the killer can see you.
So when SS prevents the killer from seeing you, it also prevents you from seeing them.
Again, have you tested it out? Because so far, the order of operations have seemed to be:
-Killer activates an aura reading perk that is supposed to reveal your aura->activates OoO
-SS blocks the killer from seeing your aura.
I havent tested it out myself, but I am fairly certain this is the intended order of operations. I'll test it with perks like Distortion if no one else does.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2163670#Comment_2163670
Firstly, you can't hear footsteps or breathing in a chase. Secondly, Iron Will is on nearly every survivor, and so far every survivor with Lucky Break. Thirdly, perks to counter perks are terrible game design and isn't even applicable in this case. Fourthly, Lucky Break, Iron Will and OoO are now my go-to meta perks.
You can hear footsteps, but besides that, as long as you're in a chase, you know the survivor is there.
"Thirdly, perks to counter perks are terrible game design and isn't even applicable in this case."
So, Remove Sloppy Butcher? It counters Botany Knowledge and Self-Care. Or remove Coup? It counters Dead Hard. Remove Blood Echo and Mindbreaker, as they counter exhaustion perks? Remove Thanatophobia and Discordance? As both clearly counter Prove Thyself. Remove any totem related perk as they counter hexes? Remove BT as it counters insidious? There are always perks to counter perks. If a certain perk becomes meta, you either get addons or perks to deal with that meta, or learn the vanilla way to deal with it. So in both cases, you're simply wrong.
Current Lucky Break is weak AF. You get 1 use out of it, 2 if you happen to bring a green medkit and the killer not having any vision on you. If the killer has any vision on you, Lucky Break is useless.
Sure, 90 seconds on 4 survivors might have been a bit much, but normally, the next step from 90 is going down to 80 or 70, not 45.
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@ill_Boston_lli said:
https://forum.deadbydaylight.com/en/discussion/comment/2163804#Comment_2163804
Fair enough. I just hate being stuck somewhere (not a corner) because of them. and for long periods of time not briefly before getting hit.
You can report any player doing that for keeping the player hostage. Bodyblocking a survivor in a corner is fine assuming you are there to get a hit. Bodyblocking a survivor to remove them from playing the game is not.
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@Ryan489x said:
https://forum.deadbydaylight.com/en/discussion/comment/2163629#Comment_2163629
it doesn't get much smaller and yes, you just don't get skill checks for as long as it's active
Nice, so I can use camaraderie and go pee. That's really nice change. Old camaraderie forcing you to spam space even though the timer was paused was so weird.
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@Ferrari334 said:
https://forum.deadbydaylight.com/en/discussion/comment/2162303#Comment_2162303
I understand completely how things are not as simple and are more nuanced than they appear, and I don't blame you guys for taking a long time or stalling on certain changes.
But ever since the fateful moment of meeting the main balance developer of DBD in a match, where my team was subsequently face-camped and tunneled to death, I have doubts about the deep understanding of all the BHVR team.
You say adjusted quickly with the Demo addons, but the same problem remains in that a grey/yellow addon now trumps every rare/ultra rare that Demogorgon has in value combined. I do doubt that the person(s) designing the addons have an intricate understanding of these things.
So much so that I'd say the Demogorgon addon rework was a missed opportunity IMO. If you guys could come back to it that would be great I think but I imagine your hands will be full with the R.E chapter, which I hope succeeds.
As for the Twins change I won't comment any more on it except to say that it just made them frustrating to play and didn't fix the real issue with them.
Anyways GL with the RE chapter and thanks for the response.
I personally see no issue with that tho. To me:
Iri addons either need to be very strong with a strong negative, or a niche use. You're not going to be able to run pink addons every single games, so why do you want the best addons to be pink(the best addons are not always the strongest addons, Myers' hairbow is arguably his best addon to use, but Tombstone Piece is by far his strongest addon, for example).
So I would WANT my pink addons to only be a niche use.
The grey and yellow addons are the addons that I would WANT to use most. They are the most common addons in the web, they are by far the most addons I will have in my arsenal, why should I not want the best addons to be yellow and brown?
Then we have the greens, which should be in the range of addons that either are an upgrade on the yellow and brown addons, or start to be addons that work well with the pink niche ones(I rather have Myers' Boyfriends Memo to be a green or purple addon, right now I have 250 Boyfriends Memo's and only 35 scratched mirrors, I rather have 250 Dead Rabbits or 250 Memorial Flowers).
Then the purple ones, which, imo, should either hold an upgraded green addon or be addons with niche uses in the first place. The Brown and Yellow addons SHOULD be the addons you want to get the most use out of. They are by far the addons you will own the most off.
Piggy, in that sense, is one of the few killers that actually has an accurate depiction of what addons should be like. Her most used addons are her most common ones, but she can still use addons that have much more niche use than her browns or yellows.
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@CornMoss said:
Just had this game as trapper, I had a meg on hook and the other three survivors chose to do gens over getting Meg (was not camping at all btw). She then went onto second state on hook and they saved her last second. They had no toolboxes or perks to speed up generators and the gens were done in less than 4 minutes. In my opinion that is what gen rush is.
Does this seem fair to you? What do you believe gen rush means?
In my opinion, a genrush is 3 survivors spreading out over 3 gens on purpose and avoiding doing gens together. Even if you are quick enough to find a survivor, down them and hook them, by the time you downed the second survivor, 2 gens are gone and 1 is nearly finished.
To me that's like killers deciding to tunnel a survivor out of the game with 5 gens left.
As for the survivors working on gens while Meg was on the hook, I mean, that's mainly information to me that you were not patrolling gens to find a new survivor. As long as a survivor has no clue what their teammates are doing(aka, no kindred and no survivors getting injured) and they are themselves relatively far away from the hook, they have to assume someone else is going for the save and just keep working on the gen while assuming you're camping.
A game finishing in 4 minutes is not always a genrush. A genrush to me is 3 gens disappearing in 90-ish seconds before I had time to down a second survivor, forcing me to start slugging, camping and tunneling.
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@ill_Boston_lli said:
https://forum.deadbydaylight.com/en/discussion/comment/2163738#Comment_2163738
There are certain maps where she can legit block you and trap you with control of victor. It happened to me and it wasn't fun. Was blocked in the school basement in Springwood for 15 minutes because my team didn't want to open the gates until I was out. Sure the survivors could have opened the gate but didnt seem fair that i was stuck there because of the poor map design.
And they simply need to adress those kind of situations. Bodyblocking a survivor in a corner is fine, but using that to remove them from play is not.
A better solution that has more interesting play overall? If 50% or more of the survivors are touching Charlotte's hitbox, make her lose collision instantly. This makes it so that if you make the mistake of hiding in a corner against the Twins, your teammates can always set you free. But it also means that if a Charlotte has poorly positioned herself in a pallet, survivors can team up and still get use out of that pallet.
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@dspaceman20 said:
I wanted to do this to try it out and honestly it was fun. I didn't find it frustrating as actual solo. The way how I did it was that I muted myself and my friends so I couldn't hear them and they couldn't hear me. Just the sound of the game. I didn't even plan things out before the match either I just muted myself without them knowing.
It was really intense but not frustrating. Maybe because it's nice to relay on your friends rather then complete stranger and I will definitely be doing it more often.
Does anyone else do this and do you enjoy it?
I mean, I play SWF mainly with a friend to talk about things and we do share relevant info. But the main thing is, even if we play with our rank 20 friends, we tend to have better games simply because we can rely on our teammates. The real strength in SWF is that you can truly rely on your teammates actually saving you without going second state, is that you truly can rely on your teammates to not open the gate and run out while you have just been put on the hook for the first time in the game.
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@Zixology said:
Sole Survivor now directly counters the new Object of Obsession...
Have fun getting adept Laurie if you don't yet have it...
Does it tho? I'm fairly certain it still shows you the killer aura but the killer cant see your aura. I havent tested it yet tho.
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Not hard, but grindy AF. You need the killer to never find you.
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@MissKitty95 said:
https://forum.deadbydaylight.com/en/discussion/247441/so-tinfoil-hat-time-about-the-year-5-banner
Im not sure what it could be but looks like a skull,
The skull on the left side of the banner is simply meant to be the left skull in the DBD logo:
It's the same skull as last year:
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I mean, if they used Resident Evil as a diversion for Candyman, I am honestly going to praise their PR team. But so far it seems to be Resident Evil. I still hope they add in Candyman one way or another tho, especially since they had so much contact last year. Perhaps he will be the Halloween release instead(I hope).
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@ill_Boston_lli said:
Was the collision on charlotte a shadow nerf or is it a bug? I agree she shouldn't have collision in her dormant state and that is why I am asking.
Its not a bug, its due to Bloodlodge and Coldwind Farm maps having doorways to the basement that can be fully blocked. Meaning Charlotte can stand there theoretically blocking 3 survivors with you not being able to do anything about it.
As for you agreeing on the lack of collision, I'd say you'd be wrong there. Placing her body strategically to prevent access to something is very legitimate. Victor cant injure healthy survivors, Victor cant pop gens, you have 0 access to perk effects other than passive perks(Stridor and Sloppy) as Victor. So using Charlotte to bodyblock 1 single spot on the map is fine.
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@Altarf said:
Despite not being mentioned in the patch notes, Charlotte now no longer has collision when controlling Victor. This means all bodyblocking plays with Charlotte are kaput - no bodyblocking tight corridors to slow survivor movement, no bodyblocking pallets and windows to punish survivors who try to loop the same tile, no protecting gens in rooms and 1-man gens from being worked on while controlling Victor... this removes a good deal of strategy behind Twins, and is arguably even more significant than the cooldown nerf. It's like if they removed Wraith's collision when cloaked, or removed Deathslinger's spear being able to go through small gaps.
I can live with the cooldown nerf. It's unnecessary and makes Victor sluggish and even less efficient to use, exacerbating their efficiency problem, but it's not the absolute end of the world. This, however, is ridiculous.
I don't know how inflated the Twins' kill rates are from their abysmally poor pickrate and Dowsey's 4K streaks, but artificially lowering their skill ceiling is just insulting. Now that slugging is nerfed with Victor, and bodyblocking is nerfed with Charlotte, the only untouched thing the Twins have is camping, the worst part of their entire kit and yet the one thing BHVR leaves as is. It's like they want you to camp, instead of trying anything creative - or, dare I say it, fun.
The only logical explanation I can think of as to why this was done, is that in some of the Coldwind map reworks (and Blood Lodge) they've decided to do the genius move of making the basement entrances as wide as the killer, and body-blockable. I don't need to explain why this was a poor decision - it's artificially creating a reason to nerf the Twins even more. I get they're not popular - that's why literally nobody noticed when the "buff" allowing Charlotte to turn when waking up had already been in the game for months - but frankly, Twins got nerfed worse than Freddy. At least Freddy still has his teleport and his snares still work basically as well as before.
In conclusion, please consider reverting this change. A killer who wants to bodyblock the basement is going to do so regardless of who they're playing - it's not a good excuse to cut off an entire aspect of the Twins' power.
The easier solution would be to make any killer lose collission if they stand in a bodyblockable position for longer than 3 seconds. That way Charlotte bodyblocking the basement would be a non-issue.
But I guess since Charlotte is the only killer that can truly do this(other than maybe Spirit with her Husk or Scarred Hand Hag, but both of those are temporary), they just applied it to her.
I hope they'll change it back, having Charlotte block things like the killershack window while controlling Victor should perfectly fit her character. Just as Charlotte being able to bodyblock one of the exitgate levers.
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@ProfoundEnding said:
https://forum.deadbydaylight.com/en/discussion/comment/2163548#Comment_2163548
From what I've seen most of the community hates them anyway.
I like a lot of them, it's just that most of them are very useless and the only times you would want them gone is if all other exits are blocked.
People complain about godloops being fixed by adding a doorway, utterly destroying the use of certain windows, which the devs addressed by instead of just adding a doorway, give killers the option to turn a survivor sided loop into a killer sided one.
I mean, if you were to remove all the breakable doors right now, do you realize how killer sided a lot of the maps become?
the only wish I have is that they added a breakable door to all the killershacks, instead of only Dead Dawg Saloon. And that they add some breakable doors in Lery's(like the library, as that's essentially a killershack on steroids even if the pallet is gone). A killer breaking a breakable wall should have a net gain later in the game, right now, the vast majority of doors give killers a net loss if not grant survivors a god loop(coughcoughbadhamschooldoorscoughcough).
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@Sup3rCatTree said:
I have been wondering are maps like Midwitch, Dead Dawg, and fairly recent maps ever going to get a rework, or are they going to stay the same?
Honestly, if anything, Lery's needs breakable walls.
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@GodLikeTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/2163615#Comment_2163615
2.2k hours and I still get lost in that building...
The main reason to you getting lost, is because there are seperate tiles inside that building, proof of that is that the corner pallet is sometimes aligned with the long wall pallet, and other times the corner pallet is on the opposite side.
I think the Grim Pantry main building is the only building that has random tiles within the building itself. Even Mothers Dwelling has more predictable windows.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2163603#Comment_2163603
Oooooooooh right......So survivors just holding W and dropping a pallet and not even trying to loop once is "smart and just finding resources" You kill me 🤣🤣🤣. It takes a lot to defend mindlessly holding W
You didnt read, I literally added that scenario later on. And guess what? Most maps no longer allow that kind of gameplay without a severe lack of resources for later survivors.
The only new map that does is The Game, and the more pallets gone in The Game, the easier it is to get downs.
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@MadLordJack said:
I'm so glad the whiny, "I'm-so-weak" survivor mains don't realise how ######### strong lucky break is. As it stands, I'm not playing any killers except Plague, and if it enters the rotation as a meta perk I might actually drop killer altogether.
I mean, I've played against the original. It's not that strong. Survivors need to rush a heal to get more use out of it. If you end up hooking that survivor, they would need to be unhooked ASAP AND healed up ASAP if they wanted value out of Lucky Break, because being hooked affects the timer.
You can still hear footsteps, you can still hear breathing, if they dont run iron will, you can still hear grunts of pain. If they run Iron Will with it, you can still see their aura's if they decide to heal up, which they need to, because otherwise Lucky Break loses value.
The main counter to Lucky Break+Iron Will was Nurses Calling. Yet the whiny "im-so-weak" killers dont realize they have already existing counter perks.
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@dtavares7 said:
.. Is the fact that it's way too easy to rank up as a killer and be placed against toxic red rank survivors with 3000+ hours
I'm at that point now
about 200 hours in, purple rank killer, and every que is a match against a group of red rank survivors who honestly make the game hell.
I get it, GIT GUD, etc. but I play the game to have fun, this is not fun. I don't want to have to sweat my ass off every single game. I want to go against people with the same amount of experience as me.
"Oh ok, how about you wait some time to derank and play against players of your own caliber?"
That really doesn't work, I didn't play for an entire month (even though I wanted to, I enjoy the gameplay concept), and I went up a whole 2 ranks... Wanna know how long it took me to get back to the same position? like 4 games or something
So I don't get it, am I just supposed to stop playing or something? Because it's really not fun being stomped every match
I mean, calling survivors who have a lot of game knowledge toxic is kinda the issue here. The majority of survivors who have 3k hours dont even care much about escaping anyway and they are used to face killers that play very optimal.
So the survivors start out playing optimal just in case they face another optimal killer and then try to slow down the game, but once they get bored they will sit on a gen untill you go to them.
The same happens the other way around. Killers with 3k hours will start playing optimal, getting a lot of hooks before the first gen even pops, then slow down accordingly to try and have fun. If they get bored, they will start killing survivors.
It's not a matter of sweating, its a matter of managing your time accordingly.
As for toxicity, there is no real agreed upon communication between players. I tend to click my flashlight if I notice the killer had a hard time and grant them a hook so they at least get some BP and increase the difficulty for my fellow survivor. I also tend to swing towards a generator if I have all survivors dead on hook and I find them cowering in a corner, just to increase my difficulty a bit while keeping the game fun for them(DBD is a party game, I do enjoy some competitive games from time to time, sure, but there is no need in destroying survivors in a game that I already heavily dominate in, I dont like taking candy from babies). Some killers will see my flashlight clicking as toxic and decide to facecamp. Some survivors will see my swing as being toxic and decide to be toxic themselves. Other killers enjoy that I gave them some room to breathe in an already super intense game for them so they can improve. Other survivors will be glad that I gave them a chance to improve their gameplay.
Dont ever see an oppenent being stronger than you and instantly claim toxic. Just tell them what seemed toxic from your POV and ask what their intention was instead. More likely than not, it's survivors being bored, having already cleansed all the totems, checked all the chests and due to a lack of chase, they decided to do gens. Just as a lot of killers who chase the same survivor end up doing so, because you had teammates that refused to show themselves and since there was no target visible, they had no choice other than to go for you.
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@Verconissp said:
https://forum.deadbydaylight.com/en/discussion/comment/2163537#Comment_2163537
Cause you mentioned freddy with double teleport addons,
Like. he has more than JUST that my guy...
Freddy is just one of those pub stomp killers, nothing more..
I didnt mention double teleport addons, I mentioned double gen slowdonw addons. And yes, he has more than just that, but it was never used, because of the vast majority of Freddy players just going for the cheese route.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2163537#Comment_2163537
Ah yes...But it's ok for survivors to mindlessly hold W. LULZ DROP PALLET. Hold W some more
Survivors are not mindlessly holding W tho, they are pathfinding to resources and then have to decide if they should use it now or save it for later.
Placing traps down without any negative consequences while never breaking any pallets is literally bruteforcing.
Sure, there is an issue on some maps where survivors can constantly drop pallets the moment they arrive to permanently gain distance, but on the majority of maps, the sooner a pallet is dropped, the more value the killer gains later in the game. Freddy being able to never break pallets because of his traps never slowing him down in any way, shape or form, while also having a small hitbox but still being a 115% killer gave him easy mindless hits while building up Bloodlust inbetween.
It was possible for Freddy to get a down on a killer shack with a dropped pallet. How is that not brainless? Any other killer is meant to play to drop that pallet as soon as possible or otherwise get a hit out of it, then break that pallet to forever remove it. Killers being able to ignore dropped pallets are an issue.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/1387437#Comment_1387437
I also wouldn't call perks rewarding unsafe unhooks or hitting a skillcheck after getting caught skillful but everyone has different opinion on what is skillful. In my opinion, quite a few of these perks could use some additional changes on both sides.
BT is not really rewarding unsafe unhooks tho, it's punishing killers who decide to go for the unhooked person who already spend time on the hook not being able to do #########. The only case where it's a bit too punishing is in the case where everyone is injured and they use BT to bodyblock their way out. But that scenario is quite niche and more likely than not you've been outplayed. Essentially, in most cases you were simply punished for having tunnel vision on 1 survivor. It requires teamwork and proper pathing(aka skill) for a BT play to work.
While NOED in concept is meant to punish survivors who never do totems and just rush gens, it's not really working as intended. In fact, it's more likely to be triggered to survivors who have already been quite generous and get punished. Even if they cleansed 4 totems, NOED still has a 100% chance to spawn. You can be a rank 20 killer and make NOED work.
Old DS fell into the scenario of NOED as you could be a rank 20 survivor and do anything to get value, current DS needs some clever play to get value(or being tunneled).
If I were to compare NOED to a comparable scenario, survivors would need BT, Adrenaline, DS and Styptic Agent used in quick succession to be as punishing to killers as NOED can be to survivors. That's 5 slots vs 1 slot.
BT is fine, DS is fine. It punishes behaviour that can ruin the fun in games, because believe it or not, a killer on equal skill can easily tunnel a survivor out otherwise even if the survivor made 0 mistakes all game. NOED rarely punishes that kind of behaviour and is often used because the killer is terrible at recognising his own mistakes.
Sure, there are survivor perks that can reduce mistakes, but there are plenty of scenarios where a survivor cannot do anything about a hit(which is also why there is a lot of dislike towards True, as he talks about unsafe pallet as "fair pallets" and safe pallets as "god pallets", even though survivors cannot dodge a hit around unsafe pallets without perks like Dead Hard, survivors NEED counterplay somewhere, otherwise its not a fair pallet).
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@reeves7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2163275#Comment_2163275
Litsen,we all agree here that billy was nerfed to the ground. If they reverse the nerf to the first one after the ptb,rework(buff) his addons and FIX his animations he will be perfect.
I mean, the changes after the PTB allowed people to infinitely rev as the heat(with addons) dissipated faster than revving went down. No infinite revving unless you want Billy to move as fast as Stalking Myers while he revs.
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@Lord_Tony said:
4 of his best add-ons became 100% useless overnight.
enjoy those 1 hour queue times survivors.
Ah yes, because 90% of killers played Freddy and there are absolutely no other killers to play.
I'm actually going to enjoy encountering Freddy players now, at least they dont rely on their addons to slow down the game while they do jack ######### and just tunnelvision on survivors with no real punishment while spamming m2 all game. At least Freddies have to use their brain now to use his power properly.
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@Hex_Llama said:
I hope someday they give "being the obsession" some kind of effect by default, so that it's not possible to have a match where it's 100% meaningless and no one has any special buffs or debuffs related to obsessions -- but I understand making this change.
Being the obsession has always been meaningless. The reason why having an obsession in the game matters is because it discourages tunneling even if there was no DS at play. In fact, I've been bringing green keys with wedding band to enforce obsessions to be in the game. Fun fact, the games there was an obsession were 10 times less likely to tunnel for no reason. If there was no obsession, killers were likely to tunnel just for the sake of tunneling.
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@Moxie said:
Hey! I am currently still in mourning and am in the "grr im so angrey" stage:
ADDITIONAL STEALTH NERFS TO TWINS NOT MENTIONED IN ANY PATCH NOTES:
-No longer have collision. Remember how you could block door ways with Charlotte? No longer! This was deemed too "creative" by the Devs, so that has been taken away. You can now glide through Charlotte like a specter or something
-Back to Back view. Remember a couple patches ago, when you latched on to a Survivor you switched back to Charlotte right away. That's gone. Now we are back to Victor View after he latches on, adding another 1.5 secs to Charlottes "awaken" time.
Still testing all Add-ons and bugs. I will update this when I discover more.
The no collision is mainly due to being able to fully block access to a hook while you play as Victor. As a survivor, you need to be able to access hooks. Blame people abusing that, not the devs. If 3 survivors are inside the basement and the killer just body blocks as Charlotte while searching you as Victor, there is nothing you can do.
The change is that you can adjust your camera while being Charlotte, allowing you to track before controlling rather than only having very limited vision. Add on to that fact that it's likely a bug that came with altering her values.
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2162855#Comment_2162855
Black Box is useless add-on. 15 seconds is nothing, it have to be 30 seconds. Then it can worth to use bp.
Voice add-ons ridicilous because they are not supporting Freddy's gameplay. I am playing as Freddy for 4 years. I never needed Stridor. So why i have loud voice add-ons. Why i have to use BP for them? That is funny lol, Freddy lost all good add-ons. Devs have to change this add-ons again because they will not help Freddy with him power.
you know why its 15 seconds? Bloodwarden and No Way Out in combination with the EGC. It's the same reason why Pig's traps no longer activate after the final gen has already been finished, making them literally useless.
That's the thing, you cannot simply look at an addon and say "this is pretty useless" when there are situations where they can make or break a game. There are, ofcourse, some exceptions to that, like Myer's stalk movementspeed addons that have 0 actual perks that improve it in any situation, or Pig's Jigsaw Skillcheck addons as Lullaby and Unnerving Presence do not affect it at all.
Besides, 7k BP is nothing. Pink addons are not meant to be used every single match. Nor are they meant to be the most powerful. They are meant to not be used every single match. If we're looking long term, yellow and brown should be the most usefull addons to use to be viable, with green and purple addons essentially being the more powerful versions with pink addons being either extremely powerful or a niche use that you do not want to see every match.
Black Box fits the niche use. As it has a powerful niche that can make or break a game. It's not meant to be a meta addon.
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/2162768#Comment_2162768
I have access to the code of the game, cannot share screenshots here for obvious reasons, and it still states that the value is 30%.
Everyone can have access to it tho. Besides, client side code doesnt always represent server side code. Server side code is what matters here. Heck, there is client side code that refers to some Oni skins as "The Executioner". Which is also obviously wrong, as Oni is normally referred to as Kazan, Oni or Warrior.

