RaSavage42
RaSavage42
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- RaSavage42
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By viable are we talking about a 10 minute 8 hook 4E
Or are we talking about a 30 minute 12 (total) hooks 4K
Or are we talking about a non 5 minute 2 hook 4E
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Increasing the base Gen regression will do that without having to resort to off the wall changes
And yes before anyone says it... changes to the regression perks should happen as well
But that being said it'll only be Overcharge and Call Of Brine... cause Ruin already does Base Gen regression and the rest of them are % based
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It's more of a problem of Gen progression VS. Gen regression
Gen progression is 1.0 for soloing a Gen and 2.2 for all 4 were on a Gen
And Gen regression is .25... and a 2.5% loss of progress
And %'s don't matter in the grand scheme of things
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@kingcarl2012 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333400#Comment_3333400
See I dont get this logic, it makes more sense to tell the people who experience the bug to not play them until it gets fixed, than to punish the players who play them with no issues.
Currently up to 75 Twins matches in the last week and a half with no sign of the getting stuck bug.
Cause it might happen.... one never knows
But yea I see your point
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Killswitching the Twins makes more sense then saying "Just don't play them"
But yea... but until then don't play them
It sucks to say... I'm sorry if that seems rude
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But like the people before me said... It's a QOL improvement
And there's more coming up... Hopefully
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None of them
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Yes... cause everyone runs it... then it's complained about cause it's "unfair"
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Yes lower tiered Killers do need buffs but it'll be after Survivors get their needed changes
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UMMMMMMM.... it's more dependent on my mode then what Killer I pick
But if I had to say then most likely would be Artist
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Hitting greats also lessen the completion time to 45 seconds
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329509#Comment_3329509
I already wrote it. Taking 3-4 regression perk should not be a (meta) thing. The game should be rebalanced so, that you are effectively buffed when taking 0-1 regression perk, don't see any change when taking 1-2 regressions and see quite a nerf (compared to current state) when taking 3-4 regression perks. To get this result all you need to do is buff base regression and nerf regression perks.
Being able to guard 3 gens the whole game should never (under no RNG or map) be a good possibility/choise. It should not be a choise even against 3 survivors (because if you leave it like this, then super-focused tunnel 1 out into guarding loose 3gen would be a thing)
But that's the thing... with base regression being so low that means that a lot of players feel the need to bring 3-4 Gen regression perks
But there's a way to work around it... but that would mean a re-coding the game
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329601#Comment_3329601
There is nothing wrong with WoO as an idea if you look at it in a vacuum. But consider what the perk allows you to do: it allows you to go from pallet to pallet to pallet to pallet and continue to throw them without any chance for the killer to hit you.
This is a completely different idea from : I want to be able to see pallets so I don't run into a dead zone.
I'm asking for one simple change: Remove the ability for people to continue to keep throwing pallets.
A very simple way to do this would be to give this perk 2 charges. Throwing a perk uses up a charge. If you are not being chased for 35 seconds you get one charge back. When you have 0 charges you lose aura vision of pallets and windows.
-"Iron Will was overnerfed"
For six years my build was : Sprint Burst, Self Care, Spine Chill, Iron Will. Note: this was of course after the sabotage nerf where breaking a hook lasted forever. I lament over the changes of Iron Will but it was 100% abused by the very best survivors who combined it with Resilience, Spine Chill and Dead Hard.
I used IW back in 2016 where we had maps like Shelter Woods which was the only map with no infinite loops) in a time where we had genuine infinite loops. The kill rate on that map was 76% according to one of the dev streams of that era. It was literally hide or die. So I got really good at using Iron Will to disappear mid chase. That playstyle died when aura vision was added along with the doctor. Any hope of it being useful was removed again when the ambient fog around the map was removed.
https://us.v-cdn.net/6030815/uploads/89XTO53U57HB/dbd-old-fog.jpg
This screenshot courtesy of a friend of mine shows what the old fog looked like. You probably don't see the Claudette in the picture do you? Not only do I love the old stealth play I massively preferred it to " chase me around a circle".
To make a long story short I understand sound matters. What you don't understand is that the ability to chain from pallet to pallet to pallet breaks the game. DBD is not designed for you to have 60 seconds in a chase between hits.
There is not much difference in the old SC, RES, IW, DH combo compared to the new WoO/DH combo. Both setups wasted a TON of time in chase by extending the chases past their natural duration.
Times change... as do playstyles
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Well... others aren't like you then
But then again... having a calm mind playing this game is a plus
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I tend to not care about 4K's but it also depends on my mood
Mood plays a bigger part of this game then people like to admit
Say that Bubba had 4-5 matches of all 4 Survivors escaping and T-Bagging (also end game messages) then got put into your match... How would you play it???
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There's nothing wrong with WOO... it's a simple perk and doesn't have big downsides
Seeing where windows and Pallets are instead of relying on memory is one thing
But adding a downside would make it not worth running in many situations
But Iron Will was overnerfed (IMO)... either it could've been at 100% but 90-95% if Exhausted... or have it where it is now but remove the Exhausted effect
Sounds are just as important as Auras are
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I would like to say that Ruin was overnerfed... on 2 fronts
1) The regression rate being base... would've been ok if they left it at 200%
2) The deactivation... could've been added onto the 200% regression rate
So all in all... they overreacted on the nerf they gave Ruin... basically curb stomped it into the ground for it being used too much... without thinking of why it was used so much... and then the Totem spawns and Boons being a thing
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But then if Base Gen regression was increased... then the 4 Gen slowdown builds wouldn't be a thing
But then having one perk that does equal base progression would be a thing... Call Of Brine which only lasts for 60 seconds (but then again they could lower it to 30 seconds)
A 3 Gen doesn't happen in every match... you want to lower the Camping and Tunneling... then give us better base Gen regression
I brought it up in another thread that I made... People want to complain and suggest things that are the symptoms of the real issue
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Pig... cause she was my first Killer I played... The first Killer I prestiged
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@BlueHorkew said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327097#Comment_3327097
Ok, but also simple logic
If you buff the base numbers too much we have the 3 gen camping problem
Killers should get rewarded for hooks and ending chases quickly, giving killers rewards for progressing the game, like old POP.
Just buffing the base values makes for this boring scenarios we are facing with the COB+Overcharge+Eruption, also notice that this perks increase the base value of regression with no requirements.
The Killer shouldn't be able to match survivor progression, is simply bad for the game.
But buffing the base numbers will allow Killers to not run regression perks all the time
It will ease the pressure from having a long chase (or 2-3 Gens popping)
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@KblokoBR said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328059#Comment_3328059
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327195#Comment_3327195
Thats all the statistics of yours to the ground, not too much impactful? compare the total time of base progression of ONE survivor and a base regression, its 5x the time to regress, not entering in PTS case.
4X not 5X
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So...
10% of 89 = 8.9 (so 89-8=81)
10% of 50 = 5.0 (so 50-5=45)
20% of 89 = 17.8 (so 89- 17=72)
20% of 50 = 10 (so 50-10=40)
AKA... not as good on low amounts of progress... but pretty good on high amounts of Gen progress
VS....
100% of .25=.25
200% of .25=.50
400% of.25=1.0
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DBD- 1900+ hours
Overwatch- 2000+ hours
Division- 1000+ hours
Division 2- 500+ hours
I haven't looked at it in a while but that's what I remember
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The simpler math...
Base Gen progression is 1.0-2.2
Base Gen regression is .25- plus an additional 2.5% (which doesn't mean much)
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Bloodhound- nothing needs to be done to this perk
Predator- maybe adding in a direction of the Survivor
Beast Of Pray- IDK either
Furtive Chase- IDK either
Hangman's Trick- just needs to be reverted (there's enough aura reading perks that are better)
Huntress Lullaby- nothing can be done
Insidious- IDK either
Unrelenting- Doesn't need to be changed
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@Akumakaji said:
I think at this point the game really needs a dynamic game director like Left4Dead or something. When things are somewhat a fun and balanced game like "chase, down, hook, 1st gen done, chase, down, hook, 2nd gen done, ..." then it does nothing, but if the survivors split up and after your first down 3 gens pop, then The Entity does some stuff like blocking gens or destroying palettes or blocking vaults (maybe even semi permanent) or whatever.
Same thing if the killer gets 3 hooks before one gen is done and the survivors are just running around like headless chickens The Entity gives them a repair buff or repairs destroyed palettes or closes a breakable wall or spawns a health kit suspiciously in the corner some survivor wanted to hide in.
Stompy games are seldom fun, its the somewhat. This is at least something that could be done with the current engine. Many suggested something else to be done with the survivors objective, like gathering parts accross the map or sabotaging the killers items or whatever, but the game is probably too far out in its life cycle to tackle anything like this, so we need to work with what we got.
Some people seem to despise catch up mechanics ("why should I be punished for playing well" or even more often "why should THEY be rewarded for playing bad?"), but its really what this game needs, a dynamic way to hinder or ease one sides gameplay during the trial and back again.
Fair enough...
But that can work both ways... either strengthening the losing side perks or weakening the winning side (or maybe both)
Anyway I agree
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@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3325397#Comment_3325397
I know and im agreeing with you
Oh.... ok thanks
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It's more like the gains and losses are minimal for those Killers that you like to play as
Just play normally
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I mean that's nothing compared to the Regression perks that don't get activated by the Guards... cause they are his power
So 5% for having a Guard kick the Gen or have the Knight come up and put the Gen kick "meta" on that Gen
Eruption- Trap perk... doesn't activate until A) Gen is kicked and B) Survivor is downed... Then 2 things happen 1) the Gen losses 10% of progression and if there were any Survivors on that Gen they'll be Incapacitated for the next 25 seconds
Overcharge- Half a Trap but half action... The regression starts at 75% but if left for 30 seconds it gets raised to 200%, but the if a Survivor taps the Gen they will face a difficult skillcheck that if hit stops the regression but if missed then that Gen losses another 5-8%
And Finally Call Of Brine- Gen that is kicked will regress at 200% normal for 60 seconds... plus if a Survivor hits a skillcheck the Gen will give off a loud noise notification for the Killer
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I mean... just look at the perk update time to now and how many people have a problem with one of the changes... that's what they want to avoid
Plus it might have something to do with making sure that the code can handle all of the changes
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So... What if the shoe is on the other foot....
And once you get 1000 hours in the game then switch over to Survivor and have the same thing happen to you
There's no way to gauge ones "skill" level based on hours played... cause the system one plays on doesn't separate Killer time and Survivor time... and also how much time they spend in the queue and other menus (cause that time does count to hours played)
I have 1900 hours most of it on Killer... so you wouldn't play the match if I was one of the Survivors
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Because it's new... seen as less skillful then running around in circles (or figure 8's... or ovals... or rounded off squares)
It's the same as Camping and tunneling is seen... Something that newer players do "cause they don't know the game"
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@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3325200#Comment_3325200
yep not even a healthy baseline to work with
But that's my point... something needs to change
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@kingcarl2012 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3325231#Comment_3325231
What is the point then?
Base regression cant really change too much because of the perks that exist even raising it to 1/3 of a charge could become really oppressive with slowdown builds.
You could get rid of everything that affects gen speed and blocks gens and that change could still be oppressive once the game gets to a 3v1
You get rid of eliminating players and you have to completely rebalance every aspect of the game as the killer has no chance to catch up when they start losing the match.
I mean they are already tweaking things but it sounds like you want a completely different game.
Then change the Perks that are effected by it...
Ruin- already does base Gen regression so changing it wouldn't be that bad
Call Of Brine- only increases the Gen regression for 60 seconds (or until it is tapped)
Overcharge- only increases the Gen regression if the Gen is left alone (so it can be dealt with by tapping and hitting the skillcheck (or missing it)
And yes I wouldn't mind if they took the game offline for however long to re-code the game... AKA DBD2
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@kingcarl2012 said:
I think you may need to review how the gatekeeper emblem works, you need 35 points out of 55 total available points to get Iridescent.
You get 10 points for the gates not being opened which means you need 25 out of 45 points from uncompleted gens.
So 25 points and you get 5 points per generator per minute in the first 9 minutes of the match.
Minute 1, unless you are going against a crazily built genrush squad you should get out of this minute with 4 or 5 gens easy.
Minute 2, unless you are dealing with complete potatoes you will have lost anywhere from 1-3 gens. You should only lose 3 if you lost 0 in the first minute.
So assuming you lose 3 total by the end of minute 2 you should have between 6 and 10 points, so lets say losing 2 gens is the average and that should amount to 8 points. That leaves 17 points left to get iridescent.
Minutes 3-9,
With 3 gens left you get 3 points per minute lets say you lose your 3rd gen after minute 4, you get another 5-6 points meaning you need 11-12 points left with 2 gens remaining and 5 minutes which if you hold both is only 10 and leaves you stuck at gold even if the gates dont open which can still lead to a double pip at any rank if your other categories are good enough
Whike the first gen is important, it certainly isnt everything, if pipping is your main concern you can rig the early game pretty easily with corrupt intervention to pretty much guarantee keeping 4-5 gens for 3-4 minutes giving you 17-20 out of 25 points right off the bat.
It sounds like the problem in your test had to do with killing everyone too quickly and therefore not allowing the match to progress to gain the points per minute needed to elevate your emblem.
Fair enough...
But then again I haven't played the game in so long... that I haven't got any experience
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Also that's not the point of this discussion... But I do appreciate the explanation
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3325179#Comment_3325179
You know the playbook. Say something that someone else doesn't agree with you must be low MMR, a main (killer or survivor), never play solo Q, and the list goes on.
Yea... I must be part of the problem
But I would want some sort of discussion about this topic... cause it needs to be discussed
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Again I will bring up a KYF "game"
Bring 5 players into a KYF lobby... set the maps to random or if everyone can agree on a map then go ahead
Nothing is to be brought into the match... No perks, Items, addons or offerings
Play the match... then at the end (Oh and no Camping and no Killer Tunneling... But if a Survivor wants to bodyblock then that's fine)
Killer:
0K- gets to pick a perk to help with the next match (or 2 addons)
1K- gets to pick an addon
2K- gets to pick an offering
3K- gets nothing (cause that's considered a win)
4K- again gets nothing
Survivor:
Dead- gets to pick a perk or an Item
Escaped- gets nothing
If you want I can add hooks to what the Survivors get but if asked
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@bjorksnas said:
That is true some of the games problems that are trying to be solved are on dynamic problems that the game itself has created. Gen speeds can be affected too much by both sides perks leading to it heavily swinging towards whichever side has more so rather than remove most interactions if not all to keep a healthy medium they move the baseline a bit more towards one side neuters their side a bit and calls it a day.
The problem is people don't want their swing heavy perks to be changed or removed to be more balanced and more middling because they like their fun perks and would rather the symptoms be treated rather than the problems be solved because they like how much their perks swing things in their favor when the other side doesn't bring the same amount
And thats just on perks having maps all generate mostly random no matter what killer you pick is just bad design and a bad way to use it
Base game:
Gen speeds are more dependent on hitting greats and working together
Gen regression is only .25 charges per second and Gen progression is 1.0 to 2.2
So 276 seconds to fully regress a Gen and between 45 to 90 seconds to fully repair a Gen... Gen regression starting at 89 charges
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@legacycolt said:
Please play solo Q for a day, then you’ll understand.
I have.... why do I need to say that
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DH: making healing times worse doesn't solve the issue with DH
Eruption: yes making a applying cooldown seems to be the best way (like Oppression)
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Combat Straps- my favorite addon in this game
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@solarjin1 said:
No where to hide is extremely strong against stealth! but that just the route perks are heading these days. COH completely destroy hit and run builds, no where to hide make stealth builds useless, it plenty of survivor perks that really hurt hex builds (nobody run hexs but still).
It max efficiency in this meta
Need to know where your target is? NO WHERE TO HIDE
you need info on a gen? COB
need info on your resources and your next route? WOO
Even the new solo q buffs are design to make $hit more efficient.
Surveillance as well... don't forget that
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Some of those make some sense
Except for lessening the numbers of Gens (from the Killers perspective... that would mean even more Camping and Tunneling)
Lessening the time it takes to finish a Gen should be 80 seconds (charges)... it certainly isn't ideal but it's something
Plus I did make a status effected skillchecks... it won't do much to help
I mean allowing more buttons to be used for different things does make sense but you have to remember that the game is on consoles (limited amount of buttons)
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Yes... first chase is pretty important
If the Killer wins the chase... then one Survivor is on a hook and then one Survivor needs to save... then another Survivor (possibly) is in chase which leaves one Survivor on Gens
If the Killer loses the chase then 2-3 Gens are getting done... Killer is now looking for the next Survivor to chase
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No it's not casual...
1) To many things that are needed to learn...
1A) Maps... Loops, Totems and Gens
1B) Perks (both Survivor and Killer)
1C) Killer's powers and addons
1D) Items and addons
1E) Situational awareness
2) Toxicity... someone's always got something to say or do
3) Less rewards... less BP and spending a lot of time spending them
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My only thing is that the base game even changed after the 40 perk update.... That's it I swear
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So after I ran some numbers making all of her brown addons basekit would help her out a lot... either that or messing with the numbers with those addons
A lot of the number don't seem like much... but you feel the change
Also adjusting the fade of TR would also help
And yes making her TR 28M sounds even better
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It's easier to hit a button rather then running loops (Lithe and BL)
SB doesn't have a button (other then the running button) then once used the Killer might give up chasing that Survivor
Eruption doesn't have a cooldown after the kick... and 25 seconds of Incapacitated status effect (changing those 2 things should be at the top of the list... seems so many people have complained about it)
Call Of Brine... I still don't know why people are complaining about it other then synergy with Eruption
Overcharge still has the overbearing skillcheck (and more and more people are asking for that to become basekit)
Maybe they are thinking that the players will find a way to break the "meta" on our own
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Didn't they make the Boxes a fixed number... 1-4 (a total of 12 boxes need to be searched divided between 4 Survivors which means... 4-4-3-1 is the bench mark)