Raccoon
Raccoon
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- Raccoon
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Comments
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@lemonsway said:
They CANNOT GO LIVE! You're INSANE if you put those changes in the live game.
Infinite 7% Haste for Endgame!? YOu're absolutly NUTS!
80 SECONDS of BODYBLOCKING? YOU'RE NUTS!
ScratchMarks dissapearing even faster!? We all know Scratchmarks have had shadow changes since November 2019 and now this....
Wonder if the 7% stacks with the innate BT/Actual BT and No One Left Behind.....
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Nice to see some polite gg's.
Kudos to you both (@Aven_Fallen) and I hope you both have many happy games ahead!
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3021356#Comment_3021356
NO, NO ONE TOUCHES MY LIGHTBORN, this is the hill I will die on, lol
I respect it - Play what makes you happy.
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I'm very amused at the delusions people have about Sprint Burst.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3021343#Comment_3021343
Yes it does, I learned it just a while back, half the reason why I run it, so far... hasn't really been helpful, but considering how blind I am in a chase, it's nice to find the survivor again with DD...even though they were probably hiding somewhere close anyways but... it's still funny, lol
You could probably flip your Lightborn for Whispers if there aren't any flashlights in the lobby - It would make for a fun/silly tracking oriented build >:3
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3021212#Comment_3021212
Yeah I could probably run that, I love running off meta stuff, my loadout is BBQ...(ok, not a good start, but I promise the rest is off meta) Dark devotion, lightborn, and thanato, with iri king and high stim, my favorite loadout, lol
Does DD make it so the Static Blast comes off the Survivor?
That would be neat-o burrito!
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@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/3020183#Comment_3020183
Well we suppose we have to combat tunneling not encourage it.
If I know someone is going to block for someone at every opportunity, they're gonezo.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3021179#Comment_3021179
I guess so, idk, everytime I've run it I've always had stealth survivors and I always mess up my static blast, so I'm blind for another...is it a minute for static blast cooldown? And then I normally find a survivor by then
I run Whispers on Doc - Usually find someone with SB/increase Madness level in the first 25-20s of gameplay.
Dunno if you've tried it, but it's pretty fun/useful even when SB on on c/d
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3019911#Comment_3019911
Except the killer now runs 3 perks the rest of the game, it's not like survivors exactly show themselves during those 2 minutes, they all go immerse
Corrupt usually gets me 1-2 hooks in its current state, which a pretty huge start for killer.
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I'm pretty sure survivors were never intended to be completely silent in chase.
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@Tatt3dWon said:
https://forum.deadbydaylight.com/en/discussion/comment/3020906#Comment_3020906
Overcome is a good one botany and self care have always been useless and otr is basically ds but without getting downed and wont do much you could just bring bottled time if you needed otr. Yea I mean your only using one useful perk. But the sad thing is you have to use a perk just to have the same distance as the game has now before the update.
I mean no disrespect, but your opinion of that build says a lot.
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@Tatt3dWon said:
https://forum.deadbydaylight.com/en/discussion/comment/3020847#Comment_3020847
corrupt was never a problem to begin with it works exactly the same ruin still regresses gens until someone dies when someone dies if its still 5 gens games usually over pop is still good if the gen has progress pain res is like the only true nerf now go on to the non meta perks that they buffed to the moon and tell me which ones didn't get better and like I said only perks that are good for survivors now are the gen rush ones. What survivor perk would you run that they "buffed"?
I can still get 2-3 hooks with minimal gen progression with Corrupt? Oh wait....
Ruin still regresses gens? Yeah, at 1/2 it's current speed and is now literally the only Hex perk that deactivates for progressing your objective....quite possibly when you need/want to defend a 3 gen.
To answer your question, I'll be running Self-Care/Botany/Overcome(more enticing than ever due to hit speed nerf)/Off The Record on the PTB, most likely.
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It's usually the same old users doomsaying, being negative, or playing the 'poor me/my side card.'
It's best to just ignore them/not engage unless it's the eve of the Blue Corn Moon and they actually make a relevant/interesting point.
Some people could literally get whatever they want and they'd still be here making the same old threads.
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@HectorBrando said:
https://us.v-cdn.net/6030815/uploads/0J8KOWNOLWP0/template-steve-buscemi-879-0c6db91aec9c.jpeg
Howdy fellow Survivor mains, Im a Survivor main myself and I believe if we all spawmed already on hooks it would finally bring the game to the sweet balancing spot that its in so dire need, Im sure we can all make compromises here.
I don't really like this rhetoric...but damn....I had to upvote as a fellow Music/Band fan!
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@Tatt3dWon said:
They literally buffed every killer perk they reworked all the perks for survivor are pointless reworks and nerfs except the gen rushing ones. OTR is pointless because when you get hit the killer will be right on you again. BT is pointless for the same reason.
Yeah. The Ruin/Corrupt/PGTW/PaineRes buffs are really going to tear up the PTB.
You are better than this, Sir/Madam!
You're just losing hope, but I guarantee it will not be as bad as you think.
I believe in you!
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/330406/iron-will-finally-has-a-counterplay
It's always had counter play. The issue with it. Is it is bugged. The bug is what makes it unbearable
Yeah - someone being completely silent in a corner/crevice off the killer's patrol is unbearable, I agree - it's not a skillful/fun evasion/interaction as you're effectively non existent without LoS.
I'm wondering why these sound issues still persist - it would be nice to see how the perk should be working prior to changing it.
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@GiveMeTheBox said:
https://forum.deadbydaylight.com/en/discussion/comment/3020315#Comment_3020315
I just started running self-care regularly, too... Good news is that he buff to Botany seems to make up for it.
I'm probably going to use SC/BK/Overcome/rotate through changed perks in 4th slot as my ptb build.
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Stealing this with my grubby little paws!
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@socalfusions said:
https://forum.deadbydaylight.com/en/discussion/comment/3020183#Comment_3020183
Perfect, I'll make sure to also bring DS and whatever the other best performing anti tunnel meta perks as well to pre medatatively get the killer to get emotional and waste the game getting me out of the match while my team secures and easy 3k.
I have no issues believing that you, in particular, will help contribute to a 3k.
Keep it up.
*salute*
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3020278#Comment_3020278
I mean think about self-care: People who spend the whole match self-caring are more likely to escape than their teammates who are actually doing gens because they'll see the killer less, and they'll be healthy when they do. Especially in endgame scenarios where the killer is only looking out for the hatch/exit gates, not at random Z walls at the edge of the map.
Other than that self-care is only good in combination with medkits (which was nerfed) and edging out unfinished heals. At 35% with no medkit efficiency there is 0 reason to bring it for anything other than being an intentionally bad teammate.
I use Self-Care/Botany in the live game, now.
I average two gens per game and win a fair deal of my chases (~1 in 3) due to my other perks.
Seems you are falling into the misconception trap I mentioned earlier or we could just be in different mmr/servers.
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@GiveMeTheBox said:
All I play is solo q, and I can say wholeheartedly that you're all overreacting. God forbid you rely on your own skill instead of your meta perks.
I'm mostly solo (killer as side) and I'm looking forward to the changes as well.
The Corrupt Intervention change alone is going to do a lot for my matches, I'm imagining.
A lot of the niche perks also look pretty fun and will fit into my 'Totem' and 'Rescue' builds.
I am a bit upset that they MASSACRED MY BOY, SELF-CARE, THOUGH!!!
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There's probably no feasible way for them to nerf/remove camping without gutting killer agency.
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@[Deleted User] said:
People have been playing this game for 6 years. It doesn't take a rocket scientist to see how some of the changes are going to turn out.
The only thing that's really hard to gauge are the basekit changes.
Sometimes things play out way differently than people assume/perceive....ie Self-Care's previous usage/power in correlation to escapes compared to community perception.
Your icon is poignant for the PTB, though :P
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@Aven_Fallen said:
Honestly, with some of those things you dont need to play a single game to see that they are bad.
75% Noise Reduction with Iron Will? I have played against pre-Nerf Stridor Spirit, I know that it is pointless to use Iron Will now.
3 second DS-Stun? This was also the case back then, and it was bad, even without Enduring.
Increasing Gentimes without increasing Hook Times at the same time? We already know that camping one Survivor from the start will most likely get a 2K at least (with NOED), now this got even stronger.
It is sad that you can see this as player, but the Devs dont see that.
I'm personally ok with the IW nerf - I was never a fan of removing a way to notice/track a survivor.
The other things may definitely be dubious, but I'll test them out and draw my own conclusions.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/330361/crazy-maybe-even-insane-suggestion
I'm excited for the PTB. I think this update has huge potential to massively improve game health, just gotta look past the extremely negative people doomsaying in the first day and a half.
I'm happy with any sort of shake up at this point in the game's life cycle.
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@Chomperka said:
I'm pretty sure BHVR expected insta-feedback from community.
It will be interesting to see if OTR hits PTB as is....same with Ruin, tbh.
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@OnryosTapeRentals said:
I understand what you mean but some of these changes are so blatantly not good. Like I don't need to test on the PTB to see that the new Off The Record is wayyy overtuned.
I'll 100% agree that it is looking pretty nutty. The current counterplay is to tunnel the person out of the game before endgame, as any hook rescue will guarantee an escape at that point in most cases.
@Souplet said:
That's too much to ask of certain people here i'm afraid
Yeah - Most people won't even install the PTB.
@Mewishis said:
That is insane you are truly a visionary!
They call me the DaVinci of the forums.
At least that's what my Alpha-Bits cereal told me!
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It's literally an invitation to chase/tunnel that person out of the game.
I don't think there's any problem with the behavior or mechanic.
If people removed their imaginary rulesets, it's a fair/risky play with the downside of potentially losing a hook state/dying.
OTR may seem more egregious, but if someone that was previously unhooked 30s ago tanks a hit or blocks an opening with Endurance, just tunnel them out before endgame. They've also not progressed the game any before punching their ticket to Tunnel Town.
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I love this video.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3020025#Comment_3020025
It just changes the killers tactic. Instead of tunneling a survivor out at endgame, you'll have to go for hook trades instead.
This actually works put better for both survivors and killer. Survivors feel validated in successful rescuing their team mates, and the killer scores another hook. The killer is then back where they started defending a hooked survivor, so no worse off, and with more BP.
Chances are the hook trades continue and snowball until you eventually hooktrade a survivor on death hook.
If I know someone has OTR, they're not making it to end game.
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I used Corrupt on most of my killers, but I'm 100% willing to admit that it was the most boring perk to face in my survivor games.
It required no input and had no downsides.
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If I see the killer facecamping by the NOED totem, which boils down to totem placement RNG if they're not cleansed, I'll open the gates and leave.
Personal choice, but I don't care about leaving people behind, especially if there's a visual indicator that it's my best option.
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I'm a bit confused about the Stun change, as well.
I'd imagine, though, that much like Self-Care, the reality of the perk's effective usage/stats is probably different than community perception.
It could also have been nerfed due to the addition of innate anti-tunnel mechanics.
With Dev clarification....we'll never know T_T
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Previous Gen Speed = 80s
Hook Timer = 60s
Ratio - 75%
At the VERY least, they should make it ~68 seconds as 90 * 0.75 = 67.5
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God, no!
If anything, I am glad I've never prestiged anyone!
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@Danielgdp3 said:
https://forum.deadbydaylight.com/en/discussion/comment/3016535#Comment_3016535
I'm most dissapointed in Spine Chills nerf, theres literally no point running it anymore
I'd probably have kept it as it was, but make it not work when the killer is undetectable AND also not work when the survivor is oblivious.
I think it would be way more thematic (ie those effects remove your 'situational awareness' / you have no inkling of danger) and introduce a couple of negative caveats to prevent the perk from being 'free'.
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@TAG said:
Like I said in another thread, DH for distance let you both get closer to the pallet and get further from the Killer simultaneously. Now it does neither (unless you get the Endurance hit). I imagine you can still use it to cover yourself at the pallet, but the window will be tighter.
Agree.
Assuming the Endurance hit applies DW as per usual, dropping chase after a new DH to Pallet/Run Away still burns a little bit more time off the survivor clock which is leagues better (for the killer) than the impact of current DH, imo.
If it does not, I can see some potential issues with it being used to soak up window vault/pallet vault hits pretty easily....probably making it a better 'window' perk than Lithe.
I could be wrong, though - WHO KNOWS!?
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@Tatt3dWon said:
https://forum.deadbydaylight.com/en/discussion/comment/3016520#Comment_3016520
Same hope the best for the community.
I'd recommend giving it a whirl on the PTB - I'm pretty happy with a lot of the changes....ASIDE FROM THE FACT THAT THEY MASSACRED MY BOY (Self-Care) T_T
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Shame you're quitting.
I'll miss you.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3015333#Comment_3015333
Its actually interesting. How SC users were called bad from the bigger part of the community and yet, they were so effective on high mmr, that the devs felt the need to purge the perk.
I ran SC and Botany.
Helped me from going down/provided hundreds of health states T_T
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3014966#Comment_3014966
Yea I have noticed that. I always just preferred to be injured instead of healing so iron will was my go to perk, but now it's... well.
It seems I may be joining you on the sad bus ;(
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@[Deleted User] said:
16 / 0.35 = 45.7 seconds
0.35 x 1.5 = 0.525
16 / 0.525 = 30.4 seconds
Self Care = 45.7 seconds
Self Care with Botany Knowledge = 30.4 seconds.
If this is accurate....
I AM IN HELL
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@Carth said:
base heal takes 16 charges.
Normal heal rate is 1 C/S
New self care is 35% or .35 C/S
Assuming nothing else except self care 16/.35 = ~45 seconds
Botany is 50% bonus or .5 C/S
.35 + .5 = .85 C/S or 16/.85 = ~18 seconds
If this is accurate....I AM IN HEAVEN
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3014934#Comment_3014934
I'm not sure about numbers since I rarely used it specially with botany but I think it will probably be similar with solo self care now with botany added
I hope it's a bit better :(
I'm sure you've seen me love on Self-Care, before :P
Unrelated, but I like a lot of the Killer Meta Perk changes and most of the other random ones on both sides.
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@Marigoria said:
I still can't believe they actually nerfed it
I'm assuming it will have similar speeds stacked with BK as it does now stacked with BK, but I don't know how these voodoo calculations work.
It certainly entices more group healing, though.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3014885#Comment_3014885
No way
Sometimes it's better to be injured and quiet than healthy and fully loud, specially when survivors like Jane and Jeff exist.
That doesn't impact what I said.
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One of the perks provides you with the opportunity to not play the entire trial injured.
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@fixdeadhard said:
Damn, what a coincidence.
Everyone commenting +50% solo escape rate seems to have a strong favoured killer post history.
thats so weird!🙃
Made it to page two before Us vs Them.
Not bad.
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Anyone know the latest solo v swf escape rates?
Genuinely curious.
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@moonwinx said:
I keep stats, so I know exactly what my escape rates are for solo and the different group sizes for swf
Solo: 46.3% escape rate, Duo: 48.4%, 3 Man: 51.7%, 4 Man: 55.7%
Most of my survivor games are played in a duo (over half) with Solo being second most. I will say that my escape rates took a pretty big hit since the anniversary chapter came out (I was running over 50% in duo, learning to play around Dredge + anniversary event has put my survival rate in the tank).
I also have kill rates for each
Solo: 55.7%, Duo: 54.1%, 3 Man: 52.3%, 4 Man: 46.8%
Technically the solo kill rate might be off because I have no idea if the other 3 might be in a swf together.
Apparently no one escapes ~50% percent of the time /s
Good job / nice stats
Unrelated - I'm really beginning to think that a certain portion of the player base has a severely skewed view of Solo.