RainehDaze
RainehDaze
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@SmolBlob said:
(Base Terror Radius) + (Flat increases) + (Base Terror Radius X Multiplicative increases) = Resulting Terror Radius
Thus, 40m + 12m + (40m * 0.26) = 40m + 12m + 10.4m = 62.4m
You could've just said after (since they're in separate terms). xD
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I got a clicky-clicky bully squad the first time I ever played the game during one of the free weekends. That wasn't a great experience: no idea what I was doing, playing trapper of all things, and... that.
I can also add "someone DC'd on first hook and took out the only halfway-accessible hook on the entire bottom floor of the Game", I love losing three hooks because I didn't bring iron grasp and agitation. ._.
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@GenJockeyNance said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317027#Comment_3317027
You said "favor strong addons." I thought we were talking about iri addons or purples.
I mean, there are plenty of strong green ones, it's just that you'll have taken out most of the other green spawns this way.
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@GenJockeyNance said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317001#Comment_3317001
Nerf the addons if the maps are all a reasonable size? Besides that, I don't see where the bloodweb and its items would be an issue.
I do like the idea of offerings being realm bannings though with that, you'd never see a majority of maps again so wouldn't a rework of the maps to be better suited for killers and survivors just be a better idea?
"All green addons in particular need to be nerfed because we resized maps and removed addons that represented a large bulk of green bloodweb items" does not feel like a logical conclusion.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317018#Comment_3317018
Idk, I still don't get it.
For me, if I were to give someone Hatch, I'd want them to Escape. Idc if they wiggle off, open the doors or get dropped on Hatch
But, ya know, your choice
Lack of communication, mostly. The point is for it to clearly be doing something nice, and hopefully that makes things just that little bit more sociable overall.
That doesn't work if someone thinks "that Killer was an idiot that missed an obvious hook".
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317014#Comment_3317014
It automatically wiggles for the first second or so.
You can't stop it and even if you miss the skillchecks they continue to play, it's kinda annoying.
Eh, I think most of the time I'm more than a second away from a hook. And it's kind of noticeable if I deliberately walk past the hook and they keep struggling. Back we go.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317011#Comment_3317011
POV: I have the wiggle update on.
I mean, you can fail the skill checks. I'm going to notice when I'm being forced to move sideways (and if the meter's not filling up, doesn't the continuous animation stop?).
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Nobody's getting given hatch if they struggle on being picked up.
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The usual problem is removing them means a huge swathe of empty bloodweb, which would either super favour strong addons etc. or... what?
The obvious suggestion has been that offerings should ban certain realms.
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@MrPeanutbutter said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316827#Comment_3316827
100% this. They’re not going to respond to complaints on forums. They will respond if revenue goes away.
Also, for all you upset about this, why didn’t you just buy the skins you wanted when they were available? 🙄
"They're not going to change if you don't avoid spending"
"If you care, why didn't you buy them at the same time"
Hmm, I wonder if these two statements explain things.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316796#Comment_3316796
I don't really think Incapacitated has to be replaced by anything if it went away. Nobody is rolling with a single slowdown after 5 MMR, but a lot of slowdowns are balanced to be more or less sufficient on their own for most trials if the killer is any good. Having Eruption be a simple 10% for every kicked gen would be fine when you factor in the 9000 other slowdowns most killers are rolling with.
No it wouldn't?
Like, this is the most backwards, bone-headed attitude towards people running too many slowdown perks: make them all too crappy to use if you don't stack three of them. Gasp, people are going to keep stacking all the slowdown, and that's going to be complained about the exact same way as meta and boring regardless!
As for all 'minor regression and then [x reduction in repair speed]' effects, wonderful. Exactly what we need. Another slowdown perk that's going to run into the pain res comedy of 'by the time you walk from where the survivor was downed/hooked to the gen, they've repaired through it and completed it anyway because it did nothing to get people off the generator for more than a split second'.
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@Unimatrix00 said:
Why would you want to buy winter cosmetics now? Spring is around the corner...
very wintery, some of them /s
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316911#Comment_3316911
Saying that most people would not run "my" version is a little bit funny considering that almost nobody runs Iron Will anyway. At least my version (100% reduction, but perma-exhausted) would be a change which can be tried. Might still be unpopular, but maybe more popular than current Iron Will.
And no, the 25% reduction is not overblown. What is the point of a Perk which should help with stealth, when it does not help with stealth? 75% Reduction might help against some crappy 5 Dollar-Headsets or Killers playing on Speakers, but any Killer who is at least somewhat decent will have a Headset which is good enough to hear you with new Iron Will.
Because "Help" does not mean "Perfect information hiding".
Which is for some reason what everyone wants to demand, because of this weird insistence that headphones are a magic wand that super magnify survivor grunts of pain and survivor grunts of pain alone. And not also 'random background audio that sounds kind of like a survivor grunt' or 'sound of grass moving that's loud enough to be notable and oh that was your own footsteps'.
Does it now work in an area of the map with no other sounds at all, with nothing else to pay attention to, against a Killer specifically listening for your grunts of pain? No, but on the other hand, that was stupid perk design when you had an audio-focused Killer.
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@egg_ said:
Literally nothing, don't you have enough stacked slowdowns anyway? There needs to be no "compensation" to a much needed nerf
If with current meta perks you still can't win as killer that's on you
Uh, because "nerf the one remaining decent slowdown" isn't 'balancing'. Ruin's dead in the water; PGTW is only useful in niche situations, Jolt is as erratic as ever and still M1 dependent (at least it doesn't have a cooldown now); pain res was never run for its amazing regression and doesn't give info like it originally did; Overcharge is terrible without support; CoB doesn't even have a great effect and can still be stopped with a tap (it just combos with other genkick well)... you want to make another mediocre hit to gen progress also have no other good effect?
Also, nobody mentioned 'compensation', the question was 'what should the effect be instead'.
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@INoLuv said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316695#Comment_3316695
Survs will still whine about it
And? It removes all the "it's no use against SWF but OP against solos" problems, doesn't allow for regression stacking whilst it's going on, and negates the "I can't do anything or play the game" part. There, the major complaints fixed.
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I guess everyone in the Disgusting tier is Disgusting. Physically so, that is, that's kind of the point. Should really get Dredge up there too.
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Entity block.
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Has everyone saying 'just use a headset and turn up the volume' ever actually tried that? Yes, you can hear muffled grunts of pain if you're looking out for them. You also hear every bit of ambient noise, the crackling of this flaming barrels over literally anything, and every loud noise is really loud. Including pallet stuns.
This isn't even getting into how overbearing the chase music gets. Especially Wesker's (appropriate, but holy ######### that's close to maxed out).
(And no, these aren't cheap headphones, they were actually quite pricey and picked for audio quality. If I turned my PC output over 1/3 at best, it'd actually be dangerous)
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@Seanzu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316674#Comment_3316674
(hold W towards them, it fixes this issue!)
Or they could just leave. Sometimes I don't even know which gate they went to.
There's also the people that won't leave once everyone else has left through one exit gate and will stand around in the other until you come over.
Weird waste of all our time, that.
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@sonata93 said:
I think Garden of Joy, Decimated Borgo, Coldwind, and RPD (now to a lesser extent) maps will still remain the favorite offerings. Also, that horrid Macmillan map (forget the name of it) that's really long and has all those connected jungle gyms in the center.
Groaning Storehouse?
Or is it the mine one...
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@Seanzu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316628#Comment_3316628
Too many killers complain that standing in an exit gate is toxic.
it's the people standing in the exit gate when I'm on the other side of the map that are annoying.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316649#Comment_3316649
Pretty nasty stacking all the aura readings on Plague with Black Incense too lol
Whoops, not Discordance, it's Dissolution I've been running. BBQ and Discordance would be a weirdly redundant combo.
With Plague, any aura read on top of black incense seems overkill. You already have that + Lethal, why get more?
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316459#Comment_3316459
Yeah that is fun lol. I find lots of that fun with NWtH
Or both. Both is good.
I could probably swap out Shadowborn and do Lethal/BBQ/NWtH/Discordance (or STBFL), I've been having fun with that. OTOH, I like the FOV.
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@MrPeanutbutter said:
“Iron Will is not supposed to make survivors completely silent”.
So all the killer has to do is turn up the volume on their headphones to completely counter this perk. Iron Will is useless now and there’s a good reason that it is rarely used anymore.
If they want hearing damage from how loud everything else is in comparison.
For a game where you want players to use audio to find things, DbD has some aggressively loud music and SFX
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@jajay119 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316598#Comment_3316598
Apologies, but I don't know if there is a proper name for the 'magifying glass' effect and that's just what it looks like to me, so I went with that haha.
I don't even know why it's in the game - it's not as if you can't see someone being hooked and when the game first launched the aura of the body on the hook was just bigger. Imo it looked better. in fact being able to counter Pain. Res's scream effect counts on you being observant of the aura before it's hooked.
Auras are there to be visible, so they should be on both sides.
As effects go, it's plain ridiculous. I can't think of any other game where you can be within spitting distance of an objective, and then it'll light up and hide everything around it to give you a notification that it completed.
"Hi, we wanted you to know Survivors have completed this generator, so now you can't see the Survivors that were on the generator or anything around them, have fun working out which way they went". That it also hides auras, it seems (there aren't many Killer side perks that would trigger at the same time and... yeah, I'm not playing Survivor just to test how auras are hidden) is just silly.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316598#Comment_3316598
Because every mechanic has some kind of counter or workaround. Why else would hiding in lockers also hide auras?
Because hiding in lockers is meant to hide auras, which is why auras don't display at all.
Hiding behind gens is just the game layering auras by z-depth normally after making sure they're on top of anything else (however it's doing that), which is why you get things like a tiny fringe of red as someone's head bobs along in the gen repair anim or something.
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@Seraphor said:
It's intended that way, so that survivors can hide their aura behind generators.
And? I'm saying that doesn't seem like a good idea to have other things obscure auras, which is barely ever intentional on the other player's part and just tends to be "I'm staying on this gen like my life depends upon it".
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@Clockwork_Enigma said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316482#Comment_3316482
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316488#Comment_3316488
What my point is, is that Iron Maiden is pointless because they added a new mechanic to remove something the perk was more or less made to counter. Its only use now is to be a reload speed perk, which should not be in the game by any logic.
Which is why my train of thought is that both the perk and the reload speed need to both be changed to make them both better in the long term rather than just the usual band-aid fix.
My logic is as sound as their decision to buff Buckle Up because of the upcoming changes to the Survivor objective icons. You already know how much progression a Survivor has when they are dying, so they buffed Buckle Up to have a 10% haste effect to the Survivor that was picked up.
Same logic with Iron Maiden; it's currently pointless because of a baseline mechanic change, and thus needs to be altered and possibly with another baseline change to make it more appealing for all Killers.
This all runs on the idea that the main draw of Iron Maiden was to avoid flashlight blinds (and that anyone anticipating such a thing wouldn't pick Lightborn instead). And not either the aforementioned reload speed, or to tell you when people get out of a damn locker. And then make them exposed for daring to try it. Y'know, a whole bundle of 'hiding in a locker is not the best idea' effects.
Lockers do not need a complete rework because an entirely coincidental timing effect has been eliminated from a perk because it's no longer needed.
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@AetherBytes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316482#Comment_3316482
Flashlight locker blinds. Iron Maiden would throw off timing. At least I'm assuming thats what he's on about.
"Locker grabs must be removed and lockers entirely changed to buff one perk because locker blinds were removed" is the most bizarre train of thought.
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... there was ever a penalty to grabbing people out of lockers?
Are you seriously implying that the perk is more pointless because infinite head on stuns are removed? I'm completely lost.
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I like Borgo's visuals, but either they need to remove all the red, or they need to consider making scratch marks high-contrast to the texture they're up against rather than universally red.
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@Blueberry said:
Way overrated perk in my opinion. The initial aura reading to me is barely above worthless. With enough game knowledge you already know survivor spawns so the information is basically redundant. The only use I see in it is the extended aura reading which is also only really worth the slot with multiple aura perks/addons. Also, Distortion is ran quite often these days countering all its use entirely.
But how else can I amuse myself by heading in the survivors' direction and pretending I don't know exactly where they're hiding only to spin around and say hi?
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@TheWheelOfCheese said:
killers can hit over the windows a little bit and they are not allowed to do that
Your friend is wrong. Killers are very much allowed to hit you through a window.
You can get hit through windows and over other low non-vaultable obstacles even without vaulting. This is common to see when playing Deathslinger, where you will get speared through a window, reeled to it, then hit over the window.
Some of the short loops in the game such as on Garden of Joy have short fences that you can also hit over, which it seems very few survivors know about because they'll run loops by fences super tight and give me a free hit very regularly.
Windows aren't walls.
Oh, Garden of Joy got the old Haddonfield fences? I haven't been paying attention to it much, too busy cursing the ambient noise. xD
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@Krazzik said:
They've made some good changes that makes the grind a -lot- better than it was. That's not to say it's not still bad for a new player, but I can't see them ever making it any shorter than it is now.
BP accumulation is... decent now, and at least a new player can prestige some key characters early and not get stuck with barely any perk variety for quite so long. Between the 100% BP incentive bonus, BPS, flans, cakes, puddings, bloodhunts/bloodfests/bloodparties/bloodsleepovers and the occasional BP code (some of which actually give meaningful amounts of BP 😲) it's pretty good.
I just wish the ratio of "actually good BP offerings" to "here's something that might barely pay for itself if the game goes well in this category" was a bit more reasonable.
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A couple of times. It usually ends up with them being killed by EGC in the exit gate. xD
I'd give hatch more often but... well, not being able to play for over a week messed up getting grade and I want BP, so that's out. That, and an overwhelming majority of Survivors I've run into automatically try to wriggle free even if we're near a hook and everyone else is dead. Can't give mercy if you won't give me chance to show it IS mercy.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316382#Comment_3316382
At the end tally screen its labeled as Upgrade yes, and in that case it might be bugged by not automatically opening up the Bloodweb (I wouldnt know, I always press Continue or whatever the button is to go back to the lobby)
I mean that still shouldnt stop you from opening up the bloodweb on the side of the screen
I, uh, forgot that button existed. Somehow.
I think what's going on, then, is that for some reason the upgrade button after a game doesn't appear if you're going to prestige. So, because I was playing the character I wanted to prestige, no button every time I finished a game. And because I'm used to going into it between games to pick up offerings or something, I forgot the normal button. <_>
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@Shroompy said:
What do you mean no upgrade option?
I can't access the bloodweb. At all. The button that goes there is normally labelled upgrade, no?
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Uh, yeah, still no upgrade; this has to be a bug, right? I've restarted the game a couple of times, played a few more games, done some rift and tome stuff... <_>
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... what do you mean "they are not allowed to do that"? I'm not sure how a Survivor would be hitting over a window.
As for the Killer, there's two factors at play: one, their hitbox is a cone in front of them, this cone can reach over low obstacles. Two, latency: on the Killer's screen, they're just in reach.
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The depressing thing is that this is after they reworked it to knock out like 70% of the grind. Used to be that prestige reset everything, unlocking perks only meant they COULD show up in bloodwebs, everything was more expensive, and the BP cap was 8k lower. And no incentives ever.
Unless you're doing Killer, though (where the need to unlock things on every Killer you want to play means P3 really matters), or really want to swap Survivor on the regular, just get people to P1 if you want their perks, then go level them up manually on the one you actually want to play. You'll have way less grind to deal with in that case.
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@TheWheelOfCheese said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316362#Comment_3316362
It's not ideal, but it's usually far from an unmanageable situation. The early game is in the survivors' favor, and that's something a lot of killers don't seem to realize, even though it should be obvious (nobody is hooked or injured, they have nothing to do but gens, weird tome challenges aside).
Yeah, but it often sets the tone to "Oh, it's one of those games". Where the early advantage is really magnified (and if it's a bad chase, unless it's terrible map spawn turning pallet into pallet) it doesn't help.
Even if you can turn it around later, not being able to get any breathing room sucks.
Sort of related to this is why getting e.g. Corrupt Intervention, either from buying Plague and getting her to prestige 1 or when it comes into the Shrine, is just all around good; it forces some early slowdown to buy you time to get into chase and do something. Alternatives on licensed killers (Lethal Pursuer to immediately get into chase from Nemesis; Deadlock from the Cenobite to stop a bunch going all at once) also exist. Which is probably the best way to make early game less stressful before getting really comfortable with playing with few gens left.
And having a little bit of breathing room at the beginning helps to enjoy the chases more, I find.
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@TheWheelOfCheese said:
Or maybe it's just that I'm newer to the game, I've only got about 30 hours and I got the game 2 days before Christmas.
100% this is it. DBD is not like a lot of other games where there's a ramp for new players. You are tossed directly into the fray and, while the game gives you quite a bit of information about what is going on, it gives you surprisingly little guidance about what you should do with it. That's something you learn from experience.
Ultimately, there's two kinds of knowledge in this game, and you'll see them referred by these terms on the forums a lot:
- Micro play - this is your mechanical, short-term play. Mind gaming at loops, knowing how to get hits/downs with your killer power, even just knowing the basic controls, etc.
- Macro play - this is managing the overall state of the match. For example, knowing when you should abandon a chase to go pressure generators, knowing where survivors are (or are likely to be), knowing what perks and/or items are in play and how they are likely to affect the outcome of the match, etc.
Typically you will get better at micro play first, which will result in you ending chases sooner. Macro play takes a bit longer to develop because a lot of it is based on intuition that is "programmed" from seeing how prior matches have played out.
For example, it's common for a lot of killers to feel super stressed or discouraged when 2 or 3 gens are completed around the time they get their first hook. However, they don't understand that this is because 3 survivors have been free to work on generators. Once the hook happens, someone needs to come save, and you should also be trying to engage in another chase. This means you have one hooked survivor, one rescuing survivor, one chased survivor, and one survivor who can work on gens, so just by hooking and finding someone new you have cut the survivors' gen pressure down to one third of what it was.
And this assumes the survivors coordinate. The two survivors who aren't being chased and aren't hooked might not know what the other is doing. If both go for the save, now nobody is on gens. If neither do, you get a second hook state for free by the time they realize nobody is trying to unhook.
So yes, I would say at your level being stressed all the time is normal. There's a few reasons this shouldn't be the case long-term. First, as you get better game sense you will feel more in control of the match. Second, you should eventually come to the realization that bad matches happen, especially if you are given a team on comms. While it is easier said than done, you should be using these matches to practice your micro play and not let the loss bother you that much. Matchmaking will create games that you realistically can't win at your skill level; this is an opportunity to observe good players and learn from them. And realize that the opposite is going to happen a lot, too -- you will be fed teams way below your own skill level.
I'd say it can still be stressful to have 3 gens pop after a first chase no matter what; either that first chase went really badly (90s on gens) or they brought toolboxes to clear it faster, which is never something that stops being a pain. And, obviously, it meant that everyone spawned spread out a bit, which sucks for early pressure.
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Killer can be kind of stressful sometimes. It's a role with no downtime and most of the audio cues you get are "hey, you failed to do something" or a demand you go be over here right now.
Sometimes, it really does get super stressful when trying to play a completely relaxed role and then wandering into people way about your skill level (because of matchmaking) or who just brought a full meta setup. Of course, that can happen the other way round, too, but BNP and gens flying straight away really doesn't make for a good start.
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@versacefeng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315716#Comment_3315716
Gens still have lights on them.
I didn't say they don't. I said the lights had more impact in old DBD.
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Specifically, what I think makes it really weird (on mouse) is that we're all so used to tracking things in a 3D game by looking at them. And when this happens, now you can't. PH is stuck with the turn rate limit, but Wesker and Knight (although fortunately you're not looking at players with Knight's power) there's still that normal desire to follow the target, so that means making vertical movements that don't do anything and horizontal movements that are kind of... weird and unstable as a result.
Although it does feel like there's also some sensitivity change in the process.
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@humanbeing1704 said:
You using a controller? it’s definitely worse on there pyramid heads attack feels stiff 2 years later but that could just be a broken thumbstick for me
Nope, keyboard and mouse. I think the very clear denial of vertical mouse movement in what's normally a 3D game is what makes it so screwy.
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Well, I'll have to take your word for it, because the most information I can ever seem to find about how to do anything is like "here is virulent bound and how it works", and I keep hitting every wall in existence if I can't do a parallel line on the fly.
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How actually dark it was looks pretty cool, tbh. The generators having lights is way more impactful.
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@TheWheelOfCheese said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315361#Comment_3315361
Don't disagree with any of this.
But my point isn't about specific perks, it's a rebuttal to the point "people will stop bringing strong perks when they don't need them to win."
No, people will (generally) bring stuff that makes it easy to win.
Oh, sure.
I think it's particularly emblematic of how mediocre chase perks can be (and aura reading can be iffy), as well as other slowdown, that more regression is the eternal meta. And that 6.1.0 backfired there.
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@TheWheelOfCheese said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315324#Comment_3315324
People would use the perks as much if there wasn't so much of that stuff.
No, that is absolutely not what would happen.
BHVR: "let's add 10s to gen times so killers don't need as much slowdown." Killers: Stacks more slowdown. (Granted, BHVR released Hyperfocus right after doing this.) BHVR could increase gen times to double what they are and Eruption+COB would still be meta.
If BHVR "fixes" tunneling and camping, survivors are still going to run DH. "The game is too easy now so I will stop bringing DH" is not something that is going to happen unless DH stops being the best survivor perk in the game.
Both sides are generally going to bring stuff that makes it easier to win. Stop pretending like it's killers' fault that DH still has the highest pick rate; it's BHVR's fault.
Killers stacked more slowdown because the 10s gen time came with a nerf to the perks that actually made for the most slowdown (I did a rough estimate on it on the 'why are killers lazy' thread). Unfortunately, Eruption forces a 3-gen playstyle to be at its most effective, and once you have that 3 gen it can get more total slowdown than the old meta because of reapplication after reapplication.
But old pop had better burst slowdown, and old ruin was CoB everywhere so it did way more to actually stall the game (at least until cleansed) and buy the early time needed. And then Hyperfocus was added on top of it. And the Bloodweb rework means it's very rare to not see any items or toolboxes. And Prove Thyself is still also a really good BP perk, so people bringing at least one gen progress perk is common.