Raccoon
Raccoon
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- Raccoon
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@Aldofer said:
https://forum.deadbydaylight.com/en/discussion/comment/1128563#Comment_1128563
beceause they increase the speed to balanced the loss of charge so now a gen at 65-70%, if the killer coming your way and you are in his radius you can finish it before he stop you
You can now get A LOT of mileage out of the charge add-ons (post rework versions) and PT.
The add-on loss for survivors was most likely implemented as a result of this, as the boxes themselves are not too egregious.
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Imagine if there was something that let survivors get a free escape after being downed in the endgame with the doors open...
I'd imagine killers would riot!
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@neekocheeko said:
Nobody on the ptb complained about sabo ever. In practice it really wasn't that big of a deal. Now it seems the killers are coming out of the woodwork in protest without even having tested the feature.
You can ignore the topics complaining about sabo that are sprinkled throughout the first two pages of the PTB feedback forum, but that doesn't mean they're not there :3
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@Tactless_Ninja said:
They should nerf sabotage and buff flashlights more. I want three flashlight tapes together that blind the killer instantly for 5 minutes straight.
But seriously how is going from 180 charges to 30 a disguised buff to toolboxes?
Some guy on the PTB forum ran the numbers.
It probably won't be too bad, as the add-ons are lost, but they seem really strong when stacked with PT.
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@Andy111777 said:
The only thing this Sabo change will do imo is restrict builds even more. Now I'll probably have to use iron grasp/agitation/Mad Grit or hang man's trick.
I'm interested to see if there will be an alternate rework of Hangman's Trick, as the original PTB version is apparently not going live.
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@Todgeweiht said:
Jesus christ, the new patch hasnt even released yet
WE ARE STILL ON PTB PEOPLE, CHANGES STILL CAN BE MADE
Stop exaggerating, your "play victim for upvotes" posts are starting to get really annoying.
If you are capable of creating a topic that engages the community and promotes discussion through multiple users of varying backgrounds and opinions, you, too, can get some of those delicious upvotes.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/133855/the-dark-times-return
I love the upcoming changes! 😍
Sure, there are things wrong, but you can't expect everything to be perfect and mostly what you said is based on your opinion.
The dark times, in my opinion, is an exaggeration because the game has changed a lot from launch (and for the better)!
What parts in particular would you state are based solely on ITALICS FOR EMPHASIS "my" opinion?
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What does BBC mean?
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@Peanits said:
"The minimal amount of time that it would take to frequently do so would allow for consistent feedback, design ideas for underutilized perks, and promote actual discussion (backed by data) regarding problem areas that people are using perks to 'band-aid.'"
This is the idea behind releasing stats, and I absolutely agree with you, and this is why we've tried releasing stats in the past. However, each time it just ends up in a mess. Rather than sparking interesting discussions, they more often or not end up being scrutinized with questions about their validity when the numbers don't match someone's personal experiences. It's an onslaught of, "Does this count? Are you excluding that?", or conclusions being drawn based off of very broad numbers (averages), and it frankly just causes more confusion than it helps.
In a perfect world, I would love to release stats on a regular basis, but it's hard to justify when releasing them only causes more harm than good.
You're literally moving away from ranked gameplay and putting yourselves in a position where you can say with certainty that Perk X is used by Y% of people - There's no reason to not start doing so.
Bear in mind, I'm solely talking about perk loadouts.
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@Mushwin said:
https://forum.deadbydaylight.com/en/discussion/comment/1126933#Comment_1126933
You just remind me how cute racoons are ^^
I see you have found me begging for updates to useless/unused perks T_T
Not my best moment.
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I don't see why the devs don't just release current perk use statistics across all ranks - it's not a complicated process and would allow the community to provide input on multiple things such as balance and buffing unused perks.
I can't understand the unwillingness to do so when the end result can only benefit the community as a whole.
It's mind boggling.
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Sabo Buff will be a sight to behold >:3
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@Frankie said:
https://forum.deadbydaylight.com/en/discussion/comment/1112243#Comment_1112243
If you can't see Deadhard coming from a mile away as a killer...I mean, it's an easy read 90% of the time. It's like when a killer plays NOED. You can tell they're a NOED gamer long before it procs, if it procs, just by how they play. I really don't think this is an issue with deadhard. Just work on your reads and predictions.
https://forum.deadbydaylight.com/en/discussion/comment/1112242#Comment_1112242
If they do it once, you know they have it. If you let them get away with it again, that's really on you.
There is no counter to Dead Hard "for distance" (that is, using it to reach a window/pallet that you then use to extend the loop/chase), barring Exhaustion Add-ons / Blood Echo.
It doesn't matter if you know they have it or not.
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ZA WARUDO!!!
-Bill
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Obsession can be mori'ed after the second hook would be a nice change, imo.
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Almost as broken as your link ;3
Really, though, the video is not loading for me in the forum embed.
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The original post in this topic is beyond cringeworthy and filled with baseless allegations and histrionics.
Imagine if they simply asked a yes/no question regarding the issue and tagged a dev.
Imagine!
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This post, along with your post complaining about "slugging for the 4k," really highlights your lack of knowledge surrounding the game's core concepts and balance.
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@M4dBoOmr said:
https://forum.deadbydaylight.com/en/discussion/comment/1108099#Comment_1108099
I also kinda don't see the logic behind that ..
Especially given that the ratio of sabo time:hook downtime is still 1:12.
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The "behind the hook" sabotage save is just as easy to do solo on the ptb as a flashlight save, and will become a highlighted problem once more people start doing it/it becomes common knowledge - Hangman's Trick will do nothing to alleviate this.
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30s is a huge payoff for 2.5s of time invested.
It's approximately 5-10% of a match against good survivors.
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@thenegativone said:
But now the hooks arent sabo'd for very long..just use new hangmans if you're worried about getting sabo'd
"Only" 30s
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@ClickyClicky said:
It's not as powerful as I expected after seeing the initial sabo speed for solo or 2 man swf. You'll want breakout and sabo to make the most of it, then a toolbox so you can sabo more than 1 hook. Hooks are still really close together
A 4 man swf could do it but at least they're off gens and hooks respawn much faster now.
On a side note does anyone know where to report bugs for this ptb?
Come sit with us by the Campfire! We saved you a spot. -
@Dreamnomad said:
https://forum.deadbydaylight.com/en/discussion/131092/sabotaging
And you know this because you have played a dozen or so games against SWF teams using that strategy? No? Because I think you are probably jumping to conclusions here.
Well, he is arguing that someone is getting outplayed by losing access to the objective because someone held M1 for 2.5s. @_@
I imagine them hunched over their keyboard, holding M1 for 2.5s - "Outplayed, #########."
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@Mr_K said:
You forgot this tibit
Killers may not hook a Survivor on a hook that is currently being sabotaged.
You don't even have to break the hook.
It's pretty ridiculous, if you've seen it in action - If you see multiple people doing rotating sabo'ing hooks, you may as well go AFK @_@
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@Callmehandsome said:
https://forum.deadbydaylight.com/en/discussion/comment/1103605#Comment_1103605
You are right. Rank doesn't mean anything, but it does indicate which side you favor clearly.
This conversation, in its current state, indicates that you had no rebuttal or viable argument, so you tried to throw shade on the dude/ette by bringing rank up.
I don't agree with @SenzuDuck's assessment, but I wouldn't engage them in such a petty way :-/
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@Callmehandsome said:
https://forum.deadbydaylight.com/en/discussion/comment/1103566#Comment_1103566
This could be old screenshots taken ages ago. I reached rank 1 survivor back in 2017. Then i stopped playing survivor for 1 year. and now i've been mostly survivor main for 1 year again.
Posting old pics doesn't prove anything, just that you ONCE reached certain rank. I want your CURRENT killer rank
Equip trapper with diamond stone and stitched bag addons. If you take screenshot of that i will believe you. You can name then character and addons you want me to take screenshot of
No one cares about rank.
I can only imagine that you brush using a REACH toothbrush.
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@ZtarShot said:
https://forum.deadbydaylight.com/en/discussion/comment/1103515#Comment_1103515
Hit 'em twice, drop the other guy wait for it to return.
"Ah, I see you have Mad Grit and possibly Agitation...allow me to stay close by for a second hit."
If you're able to down someone while carrying a survivor, you're not in a game where sabotage will effect the outcome, either way.
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I'm also not a fan of this particular challenge :(
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@ZtarShot said:
https://forum.deadbydaylight.com/en/discussion/comment/1101956#Comment_1101956
You run mad grit, their timer gets paused, the hook returns shortly after.
30s is more than enough time to wiggle out, even after hitting someone with Mad Grit.
The hook is literally gone for the equivalent of half a hook state.
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@ProfessorDunwich said:
https://forum.deadbydaylight.com/en/discussion/comment/1102945#Comment_1102945
Hook respawn speed is completely irrelevant when a hook can be taken down in 2.5 seconds. We do not know how many charges a toolbox will use. Even if it eats them up, the Sabo perk no longer has a speed penalty. It has a cooldown, which again is irrelevant.
Here is what it comes down to. A killer picks up a survivor and heads to a hook. Another survivor can see what hook the killer is headed to and the killer has 2.5 seconds to either get to that hook or completely change course. If the killer does not make it to the hook before it is sabotaged, which it probably will be, the survivor will likely wriggle free. If the killer changes course to a new hook, the survivor also has a decent chance of getting free.
To your last point, no. You can look at my post earlier in the thread. People expressed concerns about the Ruin nerf prior to PTB. They proved to be accurate. Devs did not care and went ahead with the changes anyway.
The ratio of time spent sabo'ing to hook speed regen is the EXACT SAME as with old sabotage - 1:12 or 2.5s:30s
The difference is that instead of a survivor being locked in place for a significant amount if time to get this 12 fold payoff, they can now get it after 2.5s.
It'll be interesting to see how being able to easily lock out the killer objective for 30s for 2.5s of effort will effect the game, although I'm doubting it will be positive.
Even if every brown toolbox only has 1-2 sabotages in it, it's still a huge ability.
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@ZoneDymo said:
https://forum.deadbydaylight.com/en/discussion/comment/1102533#Comment_1102533
yeah to the point that it seems pretty glaringly pointless to even do. thats a lot of devtime and coding wasted on a mechanic nobody will use....
Oh well, we will see.
It's the exact same payoff as current sabotage - You gain 12s of hook downtime (30s total) for each second it takes to Sabotage (2.5s).
It will be hilarious to see in action.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/1102590#Comment_1102590
It's still the same ratio of Time Spent Sabotaging - Hook Lockout Time (1:12) as with the current sabotage, only it's wayyyyy more accessible now and will be more frequent.
This is a terribad change.
I really hope people know what this means.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1102552#Comment_1102552
I will. I will wait and see in game what it is like, but I am very skeptical. Those highly coordinated SWFs can use something like this to bully like never before.
You guys really should fix your matchmaking before doing any of this stuff; because with so many matches not being fair before they even start, it seems rather foolish to start making major game changes that would require fine tuned balancing.
That order of action just makes zero sense.
It's still the same ratio of Time Spent Sabotaging - Hook Lockout Time (1:12) as with the current sabotage, only it's wayyyyy more accessible now and will be more frequent.
This is a terribad change.
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Thanks for the info!
This is going to be a bad time, but we'll see tomorrow ;3
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Can you let us know how long the hook will be gone for?
2.5s to lock out the killer objective for any real period of time will be "pretty good."
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Maybe they can, I dunno, confirm how long the hooks will remain broken for so people can assess whether 2.5s / sabotage is a sensible change.
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@InnCognito said:
So with this new issue here with the game. There is the killers that are now slugging people and just standing there watching them. Normally players DC. when this happens.
After what I read on external forums (about this game)of people talking about and I quote from someone "Maybe someone just start swatting these killers or dox them to teach them a lesson". is what was on a forum. I found a few others. I am not going to link them here.
This is what Behavior has caused now. Where someone will have a survivor that cannot leave the match and they are perhaps very unstable and this WILL happen. Someone WILL cause someone to get swatted. I don't know about any of you, but I have 4 close people in my life that had worked directly in law enforcement.
. One of which, my spouse's father was on a SWAT team for a major U.S. city and the other neighbor of mine also was on our state's police SWAT team. When they go in. They go in with heavy law enforcement response and any tip received is considered a "deadly threat". So they will respond with "deadly force".
2 years ago this happened in Kansas, I use to work in the area where this happened. Where people had an argument online and a gamer did NOT make it out of the situation ALIVE. Police tactics will NEVER change, especially with the bureaucracy we have. So this is a tip to Any person that is working in the gaming industry. We know bans and penalties help mitigate stuff. But this game's community becomes unhinged very easily. Especially just reading what is said in chat at the end of every match.
If those of you think that they are not obligated for the outcome of someone else's response, you are wrong. It does effect sales. Especially when parents take their kids to purchase these games at a gamestore. My bud use to manage a gamestop and that was one of the things asked was about safety and what swattings were. Maybe 1 title not sold isn't a big deal. But many titles not being sold, happen. Especially during a swatting that makes the news. He said the sales on "that game" went clear down in his store after that. For MONTHS.
This more or less isn't about people being law abiding citizens. Video games are sold to all age groups and just because one person may be a mature adult, doesn't mean that the next person is or will be. I really , firmly stand by this. That this IS going to happen and that publishers NEED to adjust a few things, to take some of the stress down a slight-bit of a notch.
I'd say 5 minutes is good enough and leave it at that.
Stay safe.
I've had someone threaten to do something similar to swatting to me (contact my local authorities [name dropping where I live] and tell them I am going to commit 'sudoku'), reported it, and the person was not permanently banned. I did, however, have a message come in on Xmas Eve stating that they'd disregard my report because it didn't have all the evidence (video was included, showing the profile URL, wrong report type was apparently selected). I re-submitted it and BHVR said they'd look into it. Dude is still playing = Thumbs Up
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There are times when tunneling/camping absolutely is the optimal play, but it obviously varies from game to game.
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I'd love for the Docs I face to run mediocre builds, not gonna lie.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1083792#Comment_1083792
I can afk until I'm back in the lobby and still 3-4k.
Post a video.
I'd like to see ;3
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I can afk until the gates are powered and still 3-4k.
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@Carlosylu said:
Rank 1 killer, Trapper, NO PERKS, NO ADDONS VS 4 men SWF red ranks in Rottenfields
The match starts, I place a trap on each exit gate lever, basement is in shack so I proceed to place one trap in one of the shack's exits, one outside of window, grab a trap, go for a chase.
Surprise! 3 gens pop at the same time next to each other, don't get me wrong, I don't believe in "Gen Rush", this is something I expected as I was placing traps doing nothing else.
I go for a chase, the survivor runs towards shack, I down him, hook him in basement, place the trap I'm carriying on my way upstairs, go for another trap, place it in the only exit left without traps in shack, I start going away and... POP! 2nd survivor, I carry him, POP! another trapped surv, I hit this survivor on my way downstairs, I hook the carried guy, go for the downed one carry him, hook him in basement too. Place all my traps again, go away.
The fourth guy unhooks 2, I go back (I wasn't proxy camping, I literally went away), POP! trap, POP! Trap, hook 2 guys and injure the "hero", again, 3 hooked survs in basement, they let go... (Die)
I find hatch and close it
POP! The last survivor gets trapped in an exit door lever, I hit him, let him Wiggle off whyle hitting the lever as a way of saying "I'm letting you leave, go on, open the exit doors". Guess what... He runs to the other exit door, I don't follow him...
POP! REAAAAAALLLYYYYYY?! TWO TIMES IN A ROW?! He died in the EGC...
Post game messages:
Me: GG
Surv: You're the most toxic Trapper I've ever played against in DBD
Me: No perks, no addons, rank 1 trapper in Rottenfields... You got outplayed guys, it had nothing to do with toxicity, I didn't even camp and my traps were practically yellow cause of no addons, if you were a SWF I don't know how you're all in red ranks...
Surv: We were a 4 men SWF but we didn't lose cause of you outsmarting us, we played really dumb, but you keeping us in basement was a toxic move my man
Me: "We didn't lose cause of you outsmarting us, we played really dumb" Ain't that the same as me outsmarting you guys? Just learn to take an L
Surv: Sure man, keep up the toxic playstyle and make this game even worse
Me: I'm saving this conversation, welcome to the forums guys. I even tried to let the last one leave...
Surv: By placing a trap on each exit door, yeah, I believe you
Me: What? You got trapped and I even let you wiggle off! And those traps were set from the beggining as a strategy, not at the end
Surv: No gg to you, reported, enjoy the ban, and BTW, we're all blocking your GT
Me: Have fun man, I hope you get a killer who satisfies your needs... again: gg...
Most groups like that are fed win after win due to being a 4 stack.
Since they were outplayed, and heavily so, they're making excuses and throwing shade.
Typical post game chat, really :(
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Got a video?
I'd like to see it in action.
I've literally waited for people to be unhooked with LF, knowing they'll have BT, and downed them and the rescuer immediately after thanks to the way his saw operates.
I'm assuming the same can happen if you pop Agent or MoM, but I could be wrong.
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It's in my "Freddy's Failure" build, along with Bamboozle and Fire Up ;3
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@McLightning said:
https://forum.deadbydaylight.com/en/discussion/comment/1049157#Comment_1049157
What are you talking about? There is absolutely counterplay. Mettle of Man/Styptic, and Borrowed time. I've gotten many people off the hook from a facecamping Leatherface with a full revved chainsaw.
https://forum.deadbydaylight.com/en/discussion/comment/1072702#Comment_1072702
Freddy wasn't really "rushed". It was moreso, they had this great idea, that on paper sounded awesome. They released it, and didn't give it a chance. Survivors said "OMG OP", even though it was weaker than Wraith...and they nerfed him without even giving him a fair shake. People found him annoying to go against, even after the nerf...so they reworked him, to get rid of the key annoyances...and people now find him annoying because he actually has killing potential. Go figure.
Pretty sure LF Chainsaw beats out Borrowed Time, MOM, etc due to its 2x successive hits.
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I hope someone else tries it, at least :(
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