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Raptorrotas

Raptorrotas

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  • @TragicSolitude said:

    I would at least like it if the healing skill checks were fixed. So often I'll be healing a survivor, they'll decide they want to be somewhere else, and as they start moving a skill check pops up which I can't hit because it doesn't show up because I'm not healing anymore. I could probably still hit it if the game gave me a chance, but it doesn't. And I have no control over a survivor who decides to move mid-healing.

    I'll try not to sound like a "killermain" but isnt it kinda logical to mess up the healing (skillcheck) if your patient keeps moving?

    But in this case I guess it should be the healed survivor that should flinch instead the healer.

  • *let go during skillcheck* - "Why did i fail that skillcheck?"

    The game cant know when you decide to let go of the gen. If you were able to skip skillchecks, it'd be the same as gen tapping. Avoiding skillchecks shouldnt be a thing.

    Overcharge skillcheck should be changed, but not the normal ones. Beimg anle to repair a gen while running away pr past it (running tap) is just plain stupid.

  • Well maybe it's time to consider closing the killer-tier-gaps.

  • Teabagging is a rude gesture or bad manners.

    Doesnt change even if you think its not. Insult a person and wonder why they kicked your teeth in, eh?

  • I'd say it'd be better to lessen all his current slowdown than to give him that conditional normal movement speed.

    Or make his ability better so that he doesnt need a conditional or permanent normal movement speed.

  • Personally I'd prefer survivors to just get out quickly, no teabagging or wasting time at the gates.

    Also there arent any survivors giving pity kills. And if there were, they'd be rarer than nearly extinct "actually good survivors".

  • @OniWantsYourMacaroni said:

    It seems like a very nice idea but i could see it being problematic in a way that you can't hold your blinks anymore without making your second blink way too short,because you've drained to much power holding the first blink

    I'd say the meter should only drains when the blink actually gets charged, not when you hold it after its fully powered.

    It doesnt sound impossible.

  • They could do like IdV and give all killers access to secondary powers. (Freddy's zeleport is actually one of those)

    Sentry wards , deadhard-like teleport forward, repairing a hook/ instantly regressing a gen by x.

    But yeah.... some of the simpler killers could need some overhauls.

  • Nothing stopping you to play killer to gain BP to spend on survivor.

    Or did you mean killers who invest BP into strong addons get more Bp than survivors who dont bring items?

    Or is the whole argument talking about good killers? Who apparantly are slightly more common than the endagered, near extinct good survivors, according to the forum.

  • I'd say it depends on the amount you intend to eat at once. Only eaten the Haribo variant tho.

  • I think whenever there was a bug with sound, it wasnt fixed back to 100% ( or the way it was before the bug). As far i know it noticeably happened atleast 3 times.

    And complaints are just shut down with "witty" advise about headphones or turning sound up until the chase music tears your eardrums.

  • Isnt it the survivors fault for falling into an obvious trap?

  • I think it depends on the mori itself. Depending on the action, it can be more emotional in first pwerson. See nurse's or myers' mori.

  • Give survivors a message system like IdV or counterstike has. A message wheel like for overwatch's emotes and stuff could work too. Boom solos are now able to relay game specific stuff like Swf does.

    DO NOT SPOONFEED ADDITIONAL INFO TO SURVIVORS. That doesnt close the gap, as swf doest magically generate aura reading infor or ui stuff, they still need a human to find x, think about relaying it, and then do so. Adding UI/aura will not change the swf-solo gap, but boost both, while personally i think Swf will benefit MORE than solo by such additions.


    Obviously, OBVIOUSLY, killers would need to be buffed as compensation, urgently preferable in the same patch. Importantly, it gotta be stuff affecting ALL killers. While closing the tier-gap for killers is equally important, despite rarely discussed, In context to the survivor/swf-gap-compensation, the individual killer abilitties arent as important as the base killer strenght and the survivor:killer-power ratio. It's amusing how rarely the actual killer compensation gets discussed ihreads like this one.

    Examples would include buffing regression, making survivors flinch in place like failed skillcheck when hit during an action or vauulting (vaulting needing a new animation for falling on the floor etc). Improving the atrocious base FOV could also count. Basic mechanics instead of perks or killer abilitties.

  • Getting the perfect "only 7000" hatch escpae should reward 25000 BP extra lol. ( /s)

    Or atleast an achievment kin to " I'm not helping" .

  • Before reding the thread i was convinced it was just a replacement for "op".

  • Unreliable sounds and garbage FoV say hello and dingdong you're wrong.

  • Maybe hes that bland because he was one of the earliest once and didnt need to be creative or indepth. (Kinda like dbd itself lol).

    I mean, hes a big hulking dude, maybe people are just thirsty for dem abs?

    But i think its because he's one of the more well known slashers.

  • @Theetis said:

    Standing still is a mindgame. peepoSmart

    And yet survivors fall for it. Survivors dum dum.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1291038#Comment_1291038

    "Its not a 50/50 . https://youtu.be/6Lfi9mH05hE?t=547 assuming you are not giving off audio cues, at max, if there spirit is deaf and ideal conditions it is a 75/25. As you have to make two correct guesses to "mind game". If you are injured, it's almost a 99/1 I'm spirits favor. There is no way to read spirit's phasing, and there is no way to not avoid ever being caught in a chase where spirit doesn't phase."

    It kind of is a 50/50 though because if she makes the wrong read OR you provide her with the wrong information (bait) then she wastes her power going the wrong way and won't have enough to come back around.

    "You counter tips are also just guessing. If you guess right, which is unlikely as already due to phasing obviously being in favor of spirit, you have to guess again in a few seconds. And you cannot deny information if the killer has headphones or you are injured. Even walking has audio."

    It's not guessing. If you see her stand still she is doing 1 of 2 things; standing still or phasing. If you assume she is doing BOTH then the appropriate counter options open up. And if you bait her to follow the wrong path for just 1 second and bolt to the next loop you aren't guessing you are making HER guess. You are just acting. You need to pick something and do it precisely and without hesitation. If you are trying to guess what she is doing instead of trying to bait her and just going for it you will get caught.

    "Conditioning or "learning patterns" is a weak argument (time-stamped): https://youtu.be/6Lfi9mH05hE?t=695 are you sure you watched his videos?"

    1) Stop quoting this video like it's gospel. It's not.

    2) You very much can learn patterns within the first few interactions of a chase. Does she respect the pallet? Did she try to fake phasing right away? Does she mindgame or just follow you? This is indeed enough information to make plays early on. Not to mention, she has about as much information about your behavior which you can use to your advantage. Was he greedy with the pallet or camped for a hit? Did he fake the window vault? Does he look behind himself? Conditioning takes time to do but learning basic patterns does not. And then trying to make predictions base on those patterns can be done. If he respected the pallet first time, but then disrepected if the second time, then he is adapting to what you do. So you mix it up and expect him to disrespect it the next time.

    Like you know competitive rock-paper-scissors is a thing right? They usually do like best of 3/5/7, and within those VERY SHORT periods the experienced players can predict what you will do with reasonable accuracy. The more you play against each other the better that accuracy becomes.

    "Ha. You definitely did not watch the theory craft video. I'm not even sure why I waste my time here discussing this with you when every point you've made has already been countered and addressed in Scott's 4 videos on spirit https://youtu.be/6Lfi9mH05hE?t=547 . Do you have any counterpoints he did not address?"

    Again his word is not gospel. And it's not a guess, it's you being proactive of the information you give her. If she stops, the moment she stops assume she is both standing there AND phasing then bolt AWAY from her. If she was standing still you gain distance to the next loop. If she was phasing there is a good chance she wouldn't have reacted to you running away immediately, so you gain distance. If she waited then started phasing, well phase charge takes 1.5 seconds by default so you gain distance and therefore she has to use more power. Scott's whole assumption that the survivor will stay at the pallet and play it out is the problem here. They don't have to do that, and in fact SHOULD NOT do that. They should just bolt for the nearest tile, preferably to a window. If they make the window, there is an almost guaranteed chance the Spirit will not have enough phase to make it around. The only way that would be possible is if she has speed AND duration add-ons and predicted you would vault long before you did, AND reacted to you leaving quickly enough to not lose too much power.

    "It's called guessing. There is no information to go off of. If good survivors are consistently being potatoes against mediocre spirits instead of consistently out playing her, more than a year after release, maybe there is a design flaw. Just a guess."

    Stop trying to guess. Start trying to bait and make decisions about what to do quicker. Look at your options, see what is the safest and do that the MOMENT you get the opportunity. If you can throw in a bait, backtrack or fake a vault, even better. You want to keep HER guessing what you are doing, you don't want to try and guess what she is going to do.

    This is the entire problem with your/Scott's argument. It's based on the assumption the survivor is trying to play reactively to the Spirit. If you attempt this you get caught. You need to play proactively, as in baiting and making moves the instant the opportunity arises. You shouldn't worry about what she is doing, if you can make it to the pallet or window regardless, then it doesn't matter what she is doing. And sometimes this isn't an option, it is a guessing game where you need to play reactively, but these are the situations you want to avoid. For example, corning yourself is a bad idea. You always want to make a move that would lead to making another move and so on.

    I like your argumentation. Survivors are too used to normal looping to proactively do something without feedback from the killer. "I can see he goes left around the loop, so i go the other way".

    The whole "omg it's a guessing game"-reasoning sucks anyway, every mindgame is a guessing game. See all the dancing around pallets killers do to get survivors to do stupid vaults on pallets/windows. For spirit it's just neither can see the other.

    Not that my opinion as not-spirit user counts anyways.( im such a scrub the invisible survivors turned me away on her release lol). If a killer cant see you and still gets a hit off, more power to them.

  • Im not a fan of taking away basic tracking away from killers (scratchmarks, seeing survs as spirit etc).

    Normally in "blind" concepts (" press m2 to become a m1 killer temporarily" lol), the killer isnt even given vision of the map, which your lady thankfully has. Your concept reminds me of the echo-visor of metroid prime 2.

    Now for the gameplay: she's a modified 110% mirror myers on a cooldown. While she doesnt reveal aura's, according to your description the color of objects around survivors would change colors if theyre running or while you focus. Probably unintended, but it reminds me of that tracking mode in the new hide-or-die. (Gray vision except general location of survivors).

    Generally speaking it's a good concept for a killer, but details could break her. I think it'd be mostly the visual presentation of her auditory information.

    "Can she see the sounds behind an object obstructing her view?" for example.

    Not gonna bother with perks because it should be about the killer, not the perks for others.

  • @SquirrelKnight said:

    All ive learned from this thread is survivors deserve to be camped and tunneled because you all are just rude as hell.

    I think ive heard that in the new castlevania cartoon.

    Back on Topic: A camper wouldnt stay in Rank 1 if survivors stopped rewarding it.

  • I dont know how'd survivors cancel a fast vault, you cant change momentum midair.

  • @xEzekanarioX said:

    https://forum.deadbydaylight.com/en/discussion/comment/1284605#Comment_1284605

    Still no answer for my argument. You dont need to see the targets, just see the red marks and listen. Also imagine bringing stridor, thats a party pinata for your side. I didnt need perks or addons to kill everybody in games. Just takes no skill in my opinion.

    I also dont understand the people4 that cry about the bump nerf on spirit, it was an idiot way to kill someone with even less skill.

    Not to mention the people that says the nurse is not the same as the old one. All they did was putting a 2-3 sec cooldown on her power. I dont see a huge difference here lol.


  • Dont get found or hit twice next time.

    Survivors have all the tools to do so.

    Also, Survivors have means to do stupid unhooks. Thank lord swivel-hook for removing true facecamping.

  • Just here to point out that 128m range is nearly "global" on most maps, thats why they made bond empathy work like that too.

    Edited.

  • @Steve0333 said:

    I wouldn't consider him iconic. I had no idea who he was until I read this thread. He's really only known I think to a relatively small subset of people. Older gamers who remember playing silent hill back in the day. I played the first silent hill but found it boring and I dont really remember much from it. I never played any of the sequels. But maybe I'm wrong and this pyramid head guy is widely known and I just happen to miss the bus on it. I should go ask random strangers if they ever heard of him, I have a feeling most wouldn't.

    To be fair, knowledge of characters depends on the person, i for example dont know pennywise, candyman or that hellraiser dude. Never even saw a single leatherface movie.

    Pyramid head came from the second game and became hugely popular so they put him the movie, and then the movie's redesign int the fifht game. He's known enough so that newer charakters with something stuck on their head getcompared to him, example being the keeper from evil within games.

  • @Katzengott said:

    As a big SH fan i had to upvote the OP, just as a sign for BHVR that many people would love having Pyri as killer and James as survivor (or Heather - which wouldn't fit the lore, but hey). But i also agree that it's very unlikely. He would be slower then a 110% killer. And what would his power even be?

    If i remember correctly, dear ol' pyramid boy was namedropped in one of the older dev streams for being too vague for a power. "Slow guy with huge sword".

    --

    Personally they should give him an ability that emulates the dread of being confined with him in an small space, akin to the first battle with him. Some dome or cage made of entity blockers would do the trick (i had a really old killer concept for this).

    ---

    But konami being pricks is probably the biggest hurdle. Might be wrong bit ive hesrd that even his creator got fed up with his oversaturation in media.

    Im all for his inclusion, but bhvr would be much happier with a generic executioner/torturer expy.

    1. Killers should get points for getting stunned, blinded or letting Survivors escape too. ( /s )
    2. Hooked Survivors are out of the game, with the possibility of a second chance they're by no means entitled to.
    3. Can't get downed if you're not found. even ghosting a Doc is within survivor's ability.
  • @Ikalx said:

    I don't think it's unfair to want it to have to take a second to stop the regression. Whether that's an easy thing to do or not is another question.

    Someone pointed out in a similiar thread that it'd be possible to change generators to behave like chests that apparantly have a brief wind-up animation before the "action" bar actually fills. Would actually look better on gate-switches too as they logically cant do ######### unless the switch is hold in the down position.


    If such a change is so inconsequential, why not allow the change? Apparantly it would only remove a niche complaint, so why are so many survivorspeople against it?

    DBD could do some animation reworks. Im in favor for flinching survivors in place for a brief moment if hit mid-action, be it vaulting or continous-stuff like healing or repairing, but partially off topic anyways.

  • Its a religious icon present in eurasian religion. Hinduism, buddhism etc.

    Not every swastika is a "Hakenkreuz"

  • You're right, it is annoying... and intendedly so. Thats the whole intend behind doctors creation...

    Its not like zapping you three times deals any damage.

  • You're right, short weapon/stature killers should have their movement speed and lunge distance increased as their lighter weapon isnt encumbering them as much. Topkek their lunges will all be like feral frenzy!!!! It'd actually open legion up to a rework to their ability as they still be running around with their lunges. What a genius proposal!!!!!!

  • Survivors choose bad moments to unhook, better nerf killer.

  • Its been a pretty early change, so im not too sure myself anymore. But the eye position change enabled surcivors to become invisible right under your nose

    .

  • Why do survivors ragequit when downed? Its part of the core game.

    Some people simply cant deal with it.

    Alternate answer: "try playing killer more often to find out how annoying it can be to have your progress undone by some clickyclicky wannabe. "

  • How'd a survivor get found, hit and downed if theyre that good? - rhetoric question, no need to answer.

    Try losing the killer and do other stuff if yout boldness is maxed that easily. Should be essy for someone capable of running a killer for 5 fens.

    I guess killers should get bp for getting stunned or letting survivors escape, huh?

    Why'd you call out "tunneling" if this is a generic " gimme bp for failing"-thread?

  • But the thing with real, pure, the original facecamping doesnt exist anymore due to swivel hooks.

    The compensation for camping is 120 seconds of free genrush. Sirvivors dont need more.

  • Survivor message system (instead of voice chat)

    • Im chased
    • Focus generators
    • Behind you
    • Heal me
    • Stop running idiot, heal me
    • Etc
    • Im at "location" ( special landmark-name generated by current location)

    Show survivor perks to each pother survivor in lobby (swf more likely to know each others perks)

    Add a "prefered role" to lobby screen gen jockey, clicky-clicky-distractor etc ( swfs do have that stuff??)

    Boom solo survivors closer to swf


    My personal opinion is that comms give the advantage of relaying information to others instad pof magically generating it, thats why i think the gap shouldnt be closed with aura reading or UI-elements, those'll affect swfs too.

  • From what ive gathered, survivors are more likely to post really unthought buff ideas for survivor issues. A recent would be a "zone around hooked survivors tge killer cannot enter" among 5 other to be added simultaneously anti-camping measures thast boiled down to "gimme free unhooks".

    While killers do also post stupid ######### it is mostly contained to a single killer instead of affecting the whole game. But as it's been mentioned enough already: " killers will shoot down survivor buffs and vice versa"


    Even in the more civil discussions, some people simply cant deal with people pointing out unforeseen consequences of proposed changes. I love the solo-swf gapclosing as example: "so now all survivors are as strong as swfs with comms", so now what? As a personal example, i started to dismiss adding aura reading or UI- elements as solution for the solo-swf gap, as that will not work as intended. Giving the survivors a message system (in lieu of the devs not wanting voicechat) will give solos the same advantage of comms " Relaying information you yourself gathered to others". It's weird everyone thinks comms magically spoonfeeds info.

  • Here from sep '19, by Peanits, with drawing.

    -----------

    Regarding hatchet hitboxes: They were changed to not be spherical a while back, but the change needed to be reverted (as others have mentioned in the thread). I'll have to bust out my amazing drawing skills. This is what the hitboxes look like:

    Hitboxes.png


    The survivor has a "capsule" shaped box around them. This determines where they can run and whether or not the killer can hit them. This hitbox does not change, the only exception is that it's a little shorter when you crouch. If it did change, it would cause all sorts of issues in a chase. You would be bumping into stuff constantly.

    The hatchets, on the right, have a spherical hitbox.

    Why?

    Hitboxes2.png


    When a survivor is injured, they're slouched over as they run. In the example above, you can see what that's important. The hitbox of the hatchet overlaps with the hitbox of the survivor, so the hatchet hits.

    Now if you were to make it more closely match the size of the hatchet, you'd end up with this:

    Hitboxes3.png


    In spite of the hatchet going right through the survivor (visually), it does not touch the survivor's hitbox, and so the hatchet would miss. We have tried this change and the past, but it was reverted because it caused a lot of issues like this.

    To go back to the first hit, this is the scenario that played out:

    Hitboxes4.png


    This is what the killer sees. It looks a little weird because of the survivor's animation, but the hitboxes overlapped. But then you need to factor in latency:

    Hitboxes6.png


    This is what the survivor sees (with what the killer sees faded out). Latency sucks, you can't really get rid of it. It's a fact of life with online games. There's always going to be a slight discrepancy in online games. Since the hit is currently handled on the killer's end, even 100 ping can make a difference. (Survivor running at 4m/s x 0.1 = 40cm difference between what the killer sees and what the survivor sees.)

    The ultra short version: Hatchet hitboxes can't change unless the survivor hitboxes are completely reworked, but latency is also in play

    ---------------

    Me again: Accurate hitboxes make it hatd to aim with projectile weapons. Theres a reason Hanzo in overeatch is firing "logs" instead of arrows.

    Sidenote: Accurate hitboxes for melee would require another bullload of reworks for every killer. Imagine trying to hit an injured, slumped over from behind, while needing to hit their backside which is leaning away from you.

  • Why does everypne think SWF instantly knows everything? They dont magically get info. One of them has to get it first to SHARE it. Thats the advantage.

    UI additions will not reduce the swf-solo gap.

  • @Magikazam said:

    https://forum.deadbydaylight.com/en/discussion/comment/1244590#Comment_1244590

    Survivor: exist in the same game as freddy... +250 each time they fall asleep

    Also survivor: wow I did 3 dull totems, 1 gen and i did'nt escape but I still pip up!

    ¯\_(ツ)_/¯

    You forgot that survivors get like 200 bp just for meeting another survivor for the first time 😀

  • Solo ias the default game, so I'd say swf is stronger than solo, and comms are overpowered.

    To negate the advantage of comms, we cxant just info into the UI or aura reading ontop the survivors. Comms do not magically give info to swf, one swf still needs to rind out stuff and relay it to the others. We shouldnt buff solo by stuffing more info into their face,but allow them to relay some info to the other survivors. A quick message or ping system might be suited for this.

    I might be repeating myself, but giving solo( and thus swf too) more aura reading, spoonfed info or hud stuff will NOT close the solo-swf gap.

  • Well, at that point the struggle points are "bp for doing nothing"

    Normally those points reward you for not instantly giving up and holding out till others rescue you. You arent really earning anything if theres no one left to rescue you.

  • @Cidiko said:

    https://forum.deadbydaylight.com/en/discussion/comment/1245001#Comment_1245001

    If you don't find the doctor "extremely overpowered" then you need to get better as him

    Why would he need to get better as doctor if he was overpowered?

  • @TheRockstarKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1241542#Comment_1241542

    Statistics from 4-5 months, taking about a week or two's worth of data.

    That's a very small data selection that doesn't take into account a number of, rather significant, factors. For example, what defines a Red Rank game in the selection you're describing? One Red Rank Survivor? 4 Red Rank Survivors? A Red Rank Killer? All five Red Rank players?

    Also what is 'most likely'? A 70% chance? An 90% chance? How did you come to the conclusion that 2-3 Survivors will 'most likely' die from the statistics in question?

    I'm not the one making a claim. You are. Explain how the statistics support your position or don't use them to try and support it.

    And what about the rest of your post? The claims that the mods ban people claiming the game isn't Survivor sided and allow Killer mains to harass Survivor mains? The claims that the devs are going to continue to nerf Survivors? Do you have any proof to support your statement that Deathslinger 'destroys' any semblance of balance in chases? Or that the current update destroys mindgames and critical thinking for Killers?

    While i cant get you the source, it came out that a trial counted as "red ranks" for those statistics if the killer was red rank. The survivor rank composition didnt matter at all. (Swf rank one guy bringing his potato buddies for example counted as rank one).

  • Teabagging is a rude gesture.

    Doesnt matter if you only know the original meaning or not.

  • Identity V features such a mode, but i never seem to find a link with the exact rule changes. For that duo killer mode, the rules include:

    • No double killers
    • 2 killers v 8 survivors
    • Killers gain access to a quick message system the survivors have in this game by default.
    • Only the biggest two maps are in the rotation for that mode
    • 7 of (10 or 11) generators to power the gates
    • Survivors need 3 hits to get downed, instant down abilities deal 2 states worth of damage. Sadly i dont know how healing speed is affected by the additional healthstate.(This game doesnt feature grabs but double damage during survivor actions, getting hit while vaulting etc is like being exposed). Everthing below max health obviously counts as 'injured'.
    • Survivors suffer a repair speed penalty. Mightve been an all action speed penalty. It's been a while since i had the game installed, and the wording in the ruleset wasnt clear if its a 30% rpair speed or 30% penalty.
    • Survivors can carry 2 items and switch them on the press of a button. (There are lots more items in that game than in dbd)
    • Upon being hooked for the first time , a survivor doesnt get sacrificed for 30 seconds but also cannot be rescued during that duration.
    • Everytime you'd gain BP, youd get the same amount of "money" to spend on special shops that spaewn in multiple locaqtions on the map. Survivors can purchase items while killers purchase upgrades to attack recovery, movement speed, ability cooldown etc.

    It kinda works in IdV, and with similiar rules it might work in dbd too.maybe not the shop tho. Might also forgotten a rule or two.

    And just before the usual "One camps, one hunts" or "killers hunt together" complains get started. From experience of playing this gamemode: these strategies suck. 1 focused survivor leaves 7 survivors free reign to dominate the match. There also is an camping discouragement in the rules, even if only on the first hook, for each survivor.

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