Reinami
Reinami
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- Username
- Reinami
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@TheClownIsKing said:
They need to implement something where Victor actively pulls and tugs survivors backwards whilst they’re inside the exit gates
Or just make the effect be a debuff that persists for like 5 seconds or something.
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@Mister_xD said:
thats the point of them though.
to give survivors very strong loops until the killer opens a path for himself to get a shortcut.
The problem with that though is that they might as well just be a pre-dropped pallet. Because they effectively behave as such. The other problem is that on some maps, the breakable wall is actually good and the killer doesn't want to break it.
It has 2 problems. Either it is good to leave it up, because it weakens a loop, so why not just make it a wall? Or, it gives survivors an infinite and must be broken. In which case that just makes it a pre-dropped pallet.
What they should do, is have all breakable walls favor survivors, in that, if the wall is up, the survivor is benefitted, but if the killer breaks it, then it favors killer. But now, instead of walls just existing all spots where the walls are, are open by default. Survivors then have to spend some time performing an action to "build" the wall up, then once the killer breaks it, it is gone.
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@SCP_FOR_DBD said:
The PTB has been out for like 4 hours, you can not say for sure whether this killer or any of the perks need a buff or nerf.
Now let me make this clear, you can absolutely think the killer might be strong or might be weak. First impressions are big and can absolutely be right. But come on now, the load of pish some of you spew is disheartening.
But I've seen too many people say something like "WHAT WERE THE DEVS THINKING? THIS IS DUMB!"
I've seen some people even say that the devs shouldn't even release the chapter because of how broken The Twins are, which is dumb.
So please, don't jump to any conclusions will ya?
That is the point of the PTB though. For us to try stuff out and give feedback so they can make changes before it goes live.
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@Letche said:
https://forum.deadbydaylight.com/en/discussion/comment/1739369#Comment_1739369
'I shouldn't have to run a perk to counter x thing.' Why is it acceptable for you to say this when you play killer, but not survivor? People tell survivors what perks they should be using literally all the time to counter dumb ######### that people shouldnt be allowed to do. 'Don't want to get tunneled out of the game early? Use DS. Oh, but we'll complain about you using it later on too.' Like?? You can't win.
I don't understand people saying this situation is holding the game hostage because there's no way to tell if it's intentional or they're unwilling to die for the other person or they're trying to finess a close proximity 3 gen.
Just as face camping people to death on first hook and tunneling to death early game are 'legit StRaTiGiEs', so is playing the waiting game for hatch. I'd be damned if I tried to finess a 3 gen on my own just to get caught for some blendette who did nothing to help the team all game. It may not be 'fun' but fun is subjective and whether you like it or not, hiding from the killer is a part of the game.
If you want to concede just to end it, that's your prerogative, but I'm not keen on being forced into just giving some jack off that did absolutely nothing for anyone all game the extra points. It may not be much and to some it may not be worth it, but when this happens at least every other game ESPECIALLY when you're solo que, it's a thing of principle.
There is a difference between running a perk to counter another perk, or to counter a specific strategy. Nothing wrong with that. There is a problem with having to use a perk to prevent someone from literally holding the game hostage (something that is against the rules, reportable, and bannable btw).
This should be an uncontroversial statement. This is something that is literally against the rules and is bannable. I'm simply stating that instead of punishing people from doing it, just make it not possible for them to do.
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@BumpEmOff99 said:
https://forum.deadbydaylight.com/en/discussion/comment/1739554#Comment_1739554
If it's against the rules then just report and move on
The point is that they should create a game mechanic that makes it not possible. They really should do that for killers who body block too, like if a killer or other survivor body blocks too long the survivor can just walk through therm.
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@quoclong said:
Again back to main topic of this thread, is survivor hiding against the rules? Look at the thread https://forum.deadbydaylight.com/en/discussion/204625/why-isn-t-it-against-the-rules-to-leave-one-person-to-bleed-out/p1
and that is what I am talking about. I have had games where killers down all 4 and just let us bleed out to death (not a lot but like at least a dozen times) and as killer i've had people hold "hostage/hide" in my games maybe 2-3 times.
I'm not talking about hiding during bleed out, because if that happens there is a time limit, that is fine. This was 2 survivors that were not injured that were hiding for a solid 10-15 minutes.
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@quoclong said:
Reinami there r tons of perks to help find survivors. Maybe stop using undying/ruin and try using whispers. I generally dont have issues finding survivors even if they hiding (except can be a bit more annoying and harder vs blendettes).
@quoclong said:
Compound 21 on Blight also might help u find survivors.
I'm sitting at 1.5k hours in this game, i know how to find survivors and i know other perks exists. The point is that survivors are able to hold the game hostage by intentionally not doing their objective. I shouldn't have to run a perk to prevent people from holding the game hostage and actively not doing their objective.
Also, i was running information perks, 2 of them in fact. I had BBQ, and tinkerer. BBQ requires a hook, and tinkerer requires survivors do do their objective. Which they were not. They were effectively AFK, which means they should either get crows, or some kind of time limit needs to exist, but they were moving around just enough so they wouldn't get crows, which i would argue is an exploit.
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@OllieHellhunter said:
I think I may have been a survivor in that game, were you a billy and were the 2 hiding survivors a prestige 3 Claudette and a prestige 3 Meg?
No, i was Blight.
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@quoclong said:
There is NO PROBLEM of survivors holding game hostage. In fact it is the opposite. Too many try hard killers will leave a guy on the ground to get the 4k. To the point that he will bleed out from being first downed and then dying just so that the killer can waste time finding last survivor and get the useless 4k (because we all know killers LOSE if they 3k and 1 escape for god knows what reason).
I wasn't leaving anyone on the ground. It was 2 survivors hiding because they were both waiting for the other to die for the hatch.
Either way though. Even if killers do that, there is a time limit, eventually the survivor bleeds out. Same with EGC, which literally exists to prevent hatch standoffs and survivors who don't want to leave. This is the same kind of thing.
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@Haelthyr said:
Sure, give them crows for not participating. I can get with that.
On the flip side, lets give Killers a stacking movement speed reduction when spending periods of time at the hook. Because as annoying as survivors not participating in Gen is, Killers cherry-picking kills by camping a hook is equally annoying and not fun gameplay for anyone.
Please no "whataboutism" create your own thread if you want to talk about that.
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@JHondo said:
Let's talk about this Hillbilly "Country Livin" challenge shall we? With how hard it is to even hit a chainsaw at high ranks unless you are a god with Billy or manage to luck out with a team of potatoes this challenge is completely ridiculous. Add on the new resource management that Billy has with the fantastic overheat feature this challenge is a recipe for aggravation.
Rank 1 here, 1.4k hours.
Did it on my first try, in fact, first 2 chainsaw hits of the game too. It's much easier if you use the chains to continue going through a pallet.
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@Regulus47 said:
https://forum.deadbydaylight.com/en/discussion/comment/1730599#Comment_1730599
Ok then, I guess Deathsnorer and Redhead's Pinky Finger/Flask of Bleach Clown are fine then.
Deathslinger is a low B-tier killer at best, clown is still the worst killer in the game, but certain addons are broken sure. Bleach is fine, but finger is too easy. Same with huntress and her iridecent head. They both need to be toned down.
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@Regulus47 said:
https://forum.deadbydaylight.com/en/discussion/comment/1730564#Comment_1730564
I'm not saying he's OP, at least not in the 1v4. I usually win most of my games against him. He just doesn't have much counterplay for how simple his power is to use and i'm surprised there aren't more people pointing this out.
"At least not in the 1v4"
Good thing this game is a 1v4 and not a 1v1 then.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1729436#Comment_1729436
Whoa hold on a min I'm not saying it's fine the game is unbalanced. Where are you getting this average player nonsense from. I must have worded what I said weirdly because that's not what I ment to say.
I agree that this game heavily needs balancing. But I'm confused on what you mean by "A game should ALWAYS be balanced around the capabilities of what can be done, not what is done by the average player". Could you explain more on that?
For example:
Nurse is clearly the best killer in the game, by far. She is hard to play, but a good nurse can just destroy survivors. As a nurse main, I believe she is OP. However, the latest stats that BHVR showed us, shows that nurse has the lowest kill rate by far. she is actually below a 50% kill rate with the next killer being above 60% i believe. This is because she is extremely difficult to play.
However, i feel she needs a nerf (realistically an entire rework) because she is OP. If we go by the logic the people on this forum like to say about how "we shouldn't be balanced around SWF kill squads with 5k hours because that's not the average player and they are rare" then that means we should be buffing nurse so her kill rate increases. When obviously doing so would be make her even more broken.
You balance around the highest capabilities of what a thing can do, not the average. If there is a clear problem where something is really hard to use but is balanced for the people who know how to use it, that sounds like a poor design that needs to be reworked rather than buffed or nerfed.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1729324#Comment_1729324
I disagree, any person with 1k hours who plays the game optimal can be overpowered with just about any perk. If a killer has 1k hours and play the game optimal and they also have noed. thats a bit too much as well if you think about it. And before you counter by saying that noed had counters while dead hard doesn't that's wrong because dead hard also has counters.
Furthermore we shouldn't balance perks because some people play optimal with it. The problem your describing seems to stem from skill not the perk.
And this is where i bow out and am not even going to discuss this with you anymore. If you are one of those "It's fine if the game is unbalanced at high level play because average players..." person. No point in even discussing it. A game should ALWAYS be balanced around the capabilities of what can be done, not what is done by the average player. If you honestly believe that, then looking at those stats BHVR published we clearly need to buff nurse since she is below a 50% kill rate.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1729252#Comment_1729252
I'm sorry but thats not always the case. The fact that you get any good use out of it is basically a flip of a coin. It could potentially restart the chase it could not. We shouldn't ignore the cases when it doesn't work just for the cases it does.
Saying that its "not always the case" is not the argument. It is also "not always the case" with other exhaustion perks. The point is though, in optimal play, which is what we are talking about. You know, the people who are good at this game with 1k+ hours? The perk is extremely frustrating to play against when compared to other exhaustion perks. It is poor design, similar to the old ruin. It was extremely frustrating. And saying you have to be injured to use it, is not a downside. This meta of gen rushing half the time people don't even heal and just slam the gens, because you can.
A survivor can literally hold w, not loop, do nothing but hold w for both hits, and it'll take the killer a solid 30 seconds to down you. Adding in looping plus an extra dead hard is too much as it is.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1729139#Comment_1729139
I Disagree that is a downside. By your logic resilience and this is not happening also have no downside either.
The difference is, the perk is typically used in a chase right? So all you do is loop normally, then when you inevitably get hit, now you have a dead hard. It's not like you have to go out of your to be injured at the start of a chase. You just use it normally as a chase progresses. Typically a killer will eventually hit you, it's just a matter of when. And the problem is that, unlike the other exhaustion perks, it restarts a chase and give you essentially an "extra life", You have to win 3 chases now instead of just 2 to down the survivor.
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@Chilli_man2400 said:
So right now Nurses ultra rares are garbage you can tell no thought was put into them so here’s my buffs to her ultra rares
Torn notebook-Upon using all blinks, your last lethal blink will put survivors into the dying state.
Matchbox-Removes one blink charge. Increased the nurses base movement speed to 4.4 m/s(110%MS).
Nurse main here with 1k hours.
The notebook is mostly fine, but map specific. But i agree it should add some other benefit besides 1 blink or do something else. I'd argue it should do something like, give you information or some kind of aura reading. Or make it like old nurse where you have no cooldown on your power anymore when you use it, but you still can't blink through walls.
For the matchbox i agree it should be 4.4. Generally it feels like a weaker version of spadmodic breath even though spasmodic is already meme-tier.
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@Jorasly said:
https://forum.deadbydaylight.com/en/discussion/comment/1728521#Comment_1728521
Your heart and thinking is in the right place but your numbers are quite a bit off.
Your assuming quite a bit. Survivors can't instantly be on a generator after after being unhooked. The DS timer starts immediately after being unhooked, and we can be very MODESTLY assume it's going to take time to find a gen and start working on one. Sure, experienced and knowledgeable players will do this quickly, but it's not instant.
You also assume the killer isn't going to slug as soon as the survivor touches the ground, which they often do.
You also assume you deal 0 damage to generators during that assumed time total you calculated up.
I could continue to list countless ways this calculation doesn't mean very much in terms of real game play.
It's not as simple as 60 seconds x4 = 2 unstoppable gens.
The average survivor might not be able to be instantly on a gen, but try again when you hit rank 1 with 1k hours. Every game i play, i play against survivors that are extremely efficient. And don't even get me started on the ones that are actually SWF. Those are even worse.
I'm not talking about the average case. I'm talking about optimal play. In a scenario where the survivors play optimally, they plan for this, believe me, they do. They intentionally get downed near a gen so that the killer has to hook them near a gen, so as soon as they get unhooked they slam the gen for nearly a full 60 seconds.
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@CashelP14 said:
Here is my guide to completing all the challenges in Tome 5 Level 2 while saving as many bloodpoints as possible.
Red Line = Collect
Yellow Circle = Save
Green Circle = Need to a complete previous challenge to complete.
https://us.v-cdn.net/6030815/uploads/8OZSWNSI1CUT/sketch-1604507330527.png
This one I rushed a tiny bit so sorry if it's not the best path. Please let me know down below if there's a better one.
This happened in a previous tome on one of yours, i don't think you can go "backwards" and get the one on the top right when you complete the tome.
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@Breakable said:
Can't do anything? Have you tried not tunneling and going for another survivor?
As an anti-tunnel perk, nobody cares and in fact thinks it is good and should retain that power. The problem is that the survivor gets to go do a gen for 60 seconds near a locker and be completely invulnerable. I have 2 options. I either let that survivor do that gen for 60 seconds, and all likelyhood complete the gen, or i camp the locker. While i camp the locker, the other 3 survivors do gens.
This means the optimal play for the killer is to let the survivor do the gen. Now, blow that up to, all 4 survivors having this perk. And lets be fair and say they get 45 seconds of immunity because they have to run to a gen.
45 * 4 = 180 seconds.
180 seconds is enough time to fully complete 2.25 generators.
Now add in that killers typically lose the first gen or 2 because there is no pressure at the start of the match and too many gens to patrol. And you realize that survivors being able to complete 1/3 of their objective simply due to 1 perk is not balanced. The problem with DS is not its anti-tunnel properties, those are good. The problem is that it allows survivors to use it offensively to dive a hook unsafely with BT, or to power through a gen they have no business doing.
If you have time to start repairing a gen, cleansing a totem, or heal/get healed by another survivor, you aren't being tunneled.
Realistically here is how DS should be:
Using whatever is at hand, you stab at your aggressor in an ultimate attempt to escape.
After being unhooked or unhooking yourself, Decisive Strike will become active and usable for 20/25/30 seconds.
If you repair a generator, cleanse a totem, heal another survivor, or are healed by another survivor for 1 health state, the perk deactivates. During a chase, the countdown timer stops and the perk remains active. This can be used multiple times in a match.
While Decisive Strike is active, when grabbed by the Killer, succeed a Skill Check
to automatically escape the Killer's grasp and stun them for 5 seconds.
- Succeeding or failing the Skill Check will disable Decisive Strike.
- Successfully stunning the Killer will result in you becoming the Obsession.
Increases the odds of being the Obsession.
The Killer can only be obsessed with one Survivor at a time.
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@Impermanent said:
Christ almighty. Every other... no every 2 out of 3 games is this goddamned broken build. If the devs aren't going to fix it, how about you killers admit that it makes the game easy as goddamned hell and stop running it. I started equipping Small Game to hunt the totems down but it still doesn't help since the aura feature brings the killer to me and I end up getting stopped. Add Tinkerer or an Ebony Mori... this is just more freebie killer fun at survivor expense. When will you devs wake the F up.
Because it brings back a perk build that makes it so i don't lose 3 gens in the first minute 30 of the match as i down the first person.
So no, i won't stop using it until survivors stop gen rushing.
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@megdonalds said:
Russian, virgin, more than 10K hours, no firends, Huntress full tryhard build. The cliche und pattern always repeats.
That's what this game became to, it reached its state of pointlessness in so many ways now. Sad and pathetic.
Dead Hard, DS, UB, Adrenaline, Brand New Parts, SWF Key tryhard nolifers
Russian, virgin, more than 10K hours, no friends, SWF full tryhard build. The cliche und pattern always repeats.
That's what this game became to, it reached its state of pointlessness in so many ways now. Sad and pathetic.
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@Angelicus23 said:
Just had a last game of the day with my second and we got into a match in lery's against an oni who slugged me for the 4k without even knowing where the last guy was. I went to pee and feed my dog in the meantime and not even half of my bar was off.
In normal circumstances I would DC but I guess punishing players for not waiting 10 minutes without being able to do anything is very healthy for the game.
The best part was when we later arrived the stream of the killer, who only made fun of our english grammar and got so salty against us when we just asked why slugging for so much time was even fun for him, ending on banning us and his chat calling us toxic survivors and that I should have just not got down (?????)
Edit: is funny how you can report survivors if they hide so much that you cant find them when not repairing, but you cant report killers for making you waste 10 minutes unable to do anything because they dont want you to die too soon.
This is why hatch needs to be reworked. The reality is, if killers care, they just slug and go for the 4k and everyone left in the game has a bad time. 1 guy on the ground bleeding for 4 minutes. 1 guy hiding from the killer. 1 killer running around doing nothing looking for a survivor hiding. It's boring.
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@JordanMalicious said:
I've seen a lot of posts regarding OoO lately, I assume because of the recent dev stream that briefly discussed it. Just curious what some of you would do to either tweak or fully rework the perk. I personally don't run into too many OoO users in game, but when I do, gosh do I ever kill them fast.
Anyways, share your thoughts :) Be friendly! This is just for fun.
I'd make it so that instead of being able to see each other you get some kind of benefit while being chased.
I.E
- While being chased by the killer, other survivors repair generators at a 3/4/5% bonus speed and you move at a 1/2/3% bonus movement speed. Every time you are hooked the killer gains a 1/2/3% movement speed buff and you gain a 1/2/3% movement speed buff, Increases your chances of being the obsession. Gives some kind of notification to the killer to let them know you are the "object of obsession"
Basically makes it so when you get chased everyone else gets buffed and the killer has the same movement speed bonus as you. But has a risk because if you get downed and hooked easily the killer gets buffed.
Tweak the numbers a bit.
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@thesuicidefox said:
https://us.v-cdn.net/6030815/uploads/FZOPCKATNS8H/image.png
The fact that Freddy has a relatively low pick rate but a SIGNIFICANTLY higher kill rate should be a major red flag to BHVR that he is too strong.
IDC what you want to say about Nurse or Spirit, but Freddy is objectively one of if not the strongest killers in the game and there are multiple reasons for it.
I must preface this with...
- I was an old Freddy main at rank 1. I played him without Ruin or NOED and was still quite effective with him. However I would acknowledge that he was, at the time, the weakest killer in the game.
- I play new Freddy regularly at rank 1 and I find him to be hands down the most oppressive killer to play. Consistently. Like I win games regularly with 3 or more gens left, AND I rarely have to camp or tunnel.
So why is Freddy so strong?
First is his teleport. He has the best map pressure in the game because he can instantly go to the gen you are working on. No other killer can do this, save for Demo and Hag but they have to set up first which greatly reduces their pressure. Every single gen slowing or gen tracking perk is borderline God tier on Freddy. BBQ, DIscordance, Surveillance, Tinkerer, Thana, Ruin, Pop (especially Pop). Yes these are good perks for many killers, but on Freddy they become exponentially more powerful.
Second is his snares. He has an anti-chase that is very similar to Clown. Say what you want about Clown, but a good Clown will catch you CRAZY fast. Freddy is just a slightly weaker Clown in this aspect, as he can't plant a puddle in front of you during a chase. It is damn near impossible to run a good Freddy for very long around most loops just as it can be a good Clown. This is a minor issue however.
Third is Dream World, or rather the fact it automatically gets Oblivious. This means that he gets a free BT counter, or any perk requiring a terror radius. Sure this hurts him too, but the perks he can't use aren't that great anyway (Unnerving, Insidious??? LOL). Infectious is probably the only TR perk that is good, but guess what? IT STILL WORKS FOR HIM! Yep try it, Infectious will make dreaming survivors scream. Oblivious doesn't stop that for some reason but it negates a lot of good survivor perks.
Fourth is stealth. He has built in semi-stealth due to him being INVISIBLE to awake survivors outside his TR and even sometimes in his TR. This means he can get really close to you while awake without you having a reasonable way to react. He is basically a Wraith.
Finally, he is the ONLY killer in the game with add-ons that affect gen speeds. This is the big one. He has 3 add-ons that do this, and while they were nerfed that is not good enough. They shouldn't exist, period. Don't get me wrong, at first I loved them because my main tactic with old Freddy was to use range add-ons and tracking perks like Surveillance and Nurse's to permanently keep survivors asleep for that sweet 50% action penalty. It was a strong tactic, however since I had to put them to sleep myself it was fair since I had to be active to get that reward. But now you just fall asleep in 60 seconds OR when he hits you. You are going to be asleep more than 50% of the game easily, and usually without any action on the killer's part. Basically he just gets this stuff for free by equipping an add-on.
Let's summarize... Freddy is basically a combination of Hag, Wraith, and Clown with built in BT counter and passive slow down that no other killer has access too.
My entire point here is that Freddy just has WAY WAY too much in his base kit, and that is why he has such a significantly higher kill rate compared to other killers. You can say "don't draw conclusions from data alone" remember that I told you I play new Freddy at rank 1 and my experience is that he is oppressive. Furthermore, as survivor, a good Freddy with a strong slow down build is one of the most difficult killers to beat. Literally your only chance against a killer like this is to run in a 4 man SWF, which anyone who plays this game could tell you is already broken, but I digress.
So what is the solution? How do we fix this? I'm not just making this post to complain, I'm making it to offer a suggestion. Now I have been writing down my ideas for changes to Dead By Daylight I would like to see that I believe would improve the game. It's a lot, I will just copy and paste what I wrote for Freddy. Let's take a look...
NIGHTMARE
- Survivors no longer passively fall asleep at the start of the game and do not see the sleep clock until they are hit and put into the Dream State at least once.
- Dream Snare radius reduced by 20%.
- Oblivious removed from Dream World.
- Nightmare can be always seen by awake survivors within 32m.
- Remove stacking penalty on Snap Clap wake up action.
- Cat Block, Z Block, Pill Bottle, Paint Thinner, Outdoor Rope, Jump Rope, and Swing Chains reworked.
- Cat Block inflicts Haemorrhage on sleeping survivors. Healthy survivors that are asleep will bleed.
- Z Block inflicts Mangled on injured survivors that are asleep and blocks the aura of their dream clock outside of 32m.
- Pill Bottle makes the Nightmare; disappear intermittently to awake survivors; invisible to sleeping survivors outside of 32m.
- Paint Thinner reveals the survivor's aura for 4 seconds upon falling asleep.
- Outdoor Rope greatly increases interaction time for each successive Snap Clap.
- Jump Rope causes the survivor's dream clock to move to a new location every 30 seconds.
- Swing Chains causes Dream World to inflict the Oblivious status effect.
- Garden Rake and Prototype Claws Dream Tokens reduced to 8.
- Prototype Claws aura reading removed. Prototype Claws inflict Hindered for 10 seconds on survivors that interact with Dream Pallets.
- Kid's Drawing adds 5 Dream Tokens.
So let's unpack this.
The first line is actually a slight nerf and buff to Freddy, as one of his only drawbacks is that you KNOW it's a Freddy right when the game starts. This would give some leeway at the start of the game for survivors, and also give Freddy more element of surprise opportunities. Though of course once he hits someone they would see, but the point is he would have a bit more spook at the start. Once you hit them the clock appears and it functions as normal.
Making Dream Snares smaller means it would take better planning in their use. I feel like I can just spam them without care and they do more than what I need them to do. At least require me to use to skill here.
Next. we basically take away all the "fluff" from Freddy's base kit. The goal is to shift most of them to his add-ons. Pill Bottle is a bad add-on IMO, it does nothing for him. This new version would do something for him. Notice how for most of these things while I offer to take away something from his base kit and move it to an add-on, I'm actually buffing it in the process because it now requires an add-on and therefore can be a tad better.
This all opens up new builds for Freddy. I enjoy add-ons that change how a killer functions over straight up making something they do faster or stronger. It leads to more interesting emergent gameplay.
The dream pallet add-ons I feel are redundant. You don't need 3 of them, hell 1 is enough. So let's take Paint Thinner and do something else with it, what I suggest is reminiscent of old Freddy and I would enjoy this as both killer and survivor. I only kept 2 dream pallet add-ons because I honestly couldn't think of another thing for Claws to do.
All the slow down add-ons are gone and in it's place are add-ons that are still really good but not stupid to play against. Giving Oblivious in Dream World as an add-on is acceptable. Base kit it is not.
Finally we make his lame BP add-on a bit better. This is just to offset the fact his snares just got worse.
These are just my suggestions, obviously they won't be implemented but something like this would be a good change for Freddy. If you guys have suggestions you are free to put them here.
Be aware I'm not looking to argue with anyone about whether Freddy is too strong or not. He very much is and the chart above confirms it. We need to discuss ways to fix this.
According to that chart we also need to massively have nurse buffed. Also pig is OP and needs a nerf. Also leatherface is better than spirit so she doesn't need a nerf and I'd totally fine.
Also. As a nurse main with 1.2k hours. She is by far the best killer in the game. Like miles away.
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@Todgeweiht said:
https://us.v-cdn.net/6030815/uploads/0UL157TTWQNC/bildschirmfoto-2020-10-22-um-13-30-19.png
Any theories?
This is just uncanny to me, the fact that she has a higher kill rate than FRICKING SPIRIT is weird.
Because "Red Ranks" is meaningless. The reality is the average Red rank player is pretty terrible at the game. Now if you look at the top top players, the numbers are quite different. It's pretty clear that at the highest level against Sweat squads, only nurse and spirit are viable, with arguably huntress/oni having a place.
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@marciamarciamarcia said:
As Survivor, I have played a number of matches where the Killer has asked to farm so that they could complete a challenge. Similarly, when I play Killer, I have, on occasion, offered Survivors a chance to farm BPs. In all of my experiences, the offer to farm has been warmly received--until today.
With the release of the new Tome, I wanted to perform a Killer challenge in order to complete the Rift. I recently played a match on console where I offered a chance to the Survivors to farm BPs. I only received one Survivor response, and they said 'No'. Even at the beginning of the match, the Survivors were actively running away from me, so it ended up being a regular match that resulted in a 2K.
Has this ever happened to anyone else? What has been your experience with farming BPs?
I already have every perk on every killer and 1 survivor with every perk. I have no use for bloodpoints because the points I get each game are enough to replace anything lost. I have no use for bloodpoints.
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@SleepyWillo said:
Sounds about right. Apparently saboing event hooks is toxic and to prevent that they stopped event hooks from being sabo'd in previous years.
Doesnt matter that it effects general gameplay...
Its a limited time event with many things that affect gameplay, including offerings and addons.
The only problem here is that the survivor addon is not limited to this event only, so enjoy getting survivors with extra speed for the next 6 months.
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I think they have. Every game as killer i'm getting survivors that pop 2-3 gens in 60 seconds like i was when MMR actually worked last time. I can't screw around anymore with the event and have to play every game full out.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1693325#Comment_1693325
Ya...Those stats don't really say much about you maining any killer but it does mean you atleast played the nurse unlike most "Nurse Mainz" on these forums.
Also I still have my doubts you'd want her reworked given how unique she is for her kit if you really play her as your main killer.
I don't know what else to say to convince you so at this point i'm not going to bother responding to you. I literally have 2.5k blink strikes on her which amounts to a hit. When matched with killers like doctor where you can just spam shocks who has 2.7k... i dunno.
How about we stay on topic though yeah?
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1693312#Comment_1693312
Somehow I doubt your a nurse main if your crying that she's op.
There's a lot of "Nurse Mains" who say she's op and when pressed admit they have literally never even played her.
I mean, i dunno what else to say:
https://dbd.onteh.net.au/playerstats/76561197966117171/- Uncloak attacks: 1,382
- Chainsaw hits: 373
- Blink attacks: 2,536
- Phantasms triggered: 756
- Evil Within tier ups: 132
- Shocks: 2,734
- Hatchets thrown: 2,560
- Dream state: 1,232
- Reverse bear traps placed: 495
- Cages of atonement: 105
- Lethal Rush hits: 352
- Bear trap catches: 26
Used to play huntress when i was a baby, then Doctor was the first killer i bought. When i got good i started playing nurse, playing her ever since. For fun i cycle around with Wraith and I farm bloodpoints with freddy (no addons). Blight is pretty fun too lately.
I also don't play her as often as people might think a "main" would simply because it can get boring 4king every game while barely trying....
I tend to play her in the 1st and last game of the night then cycle to around to w/e killer feels fun ATM, then bust her out after a SWF sweat squad pisses me off. I also switch off to survivor from time to time.
EDITED: It's actually more now, the original numbers were about a month old.
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@ABannedCat said:
Kate shows alot more skin than all other females combined.
You sure about that? Is there a skin i'm missing somewhere?
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@Irisora said:
While i can agree with some things you say i have to ask you... What do you have againts the nurse?
I'm a nurse main with 1k hours. She is OP. I seriously have to try to lose when i play her. I literally can't even remember the last time i played a game with her and didn't get a 4k.
Generally i think most of the community agrees that she is by far the best killer in the game. I understand she is hard to play, but that isn't a way to balance something. Her power fundamentally breaks the game. Ideally they should rework her entirely.
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@thefallenloser said:
Title, and it’s easy.
Just nerf the effectiveness of the other Hex Perk similarly to how it works off of tokens. For instance, cleansing Ruin will reduce the effectiveness by 50%. Ruin cleansed once? Now it regresses gens at 150% speed instead of 200%. Cleansed twice, 100%, and so on.
Time-based Hexes such as Haunted Ground and Retribution can have the time the effect is active can be reduced.
NOED can maybe reduce the speed increase?
Easy solution which will solve a TON of frustration people have with the combo, and it doesn’t absolutely ruin (lol) Undying.
Thoughts?
This is way too complicated for 1 perk. What should be done is to just rework the entire hex system to work this way, then rework perks like undying to do something else.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/1680479#Comment_1680479
The chess argument might actually backfire if it turns out that white has a 100% winrate if played correctly.
So, lets assume it is true. White has 100% winrate if you know how.. would you now play the "humanly possible" card or whould you stay with your argument you use for DbD?
I'm also a big chess fan and can say that it's pretty likely that chess is a balanced game. We have super computers and AIs that have trained on billions of games and when they play each other it is almost always a draw.
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@Ascended4Head said:
https://forum.deadbydaylight.com/en/discussion/comment/1680516#Comment_1680516
Now you're just being hyperbolic. Nobody said the game is "1v1" - I never made that argument. However, what I did was give you a very valid way to get a key out of your game, which is tunneling the survivor off hook or bringing in franklins demise. Franklins is now a very strong perk because it could just completely delete the key from the game and it is very hard to locate items on the ground now because of the artifacts on the map and the size of keys.
If you want to talk about "fair and balanced" lets start first at a killer who can teleport all across the map after a hook and then insta regress a gen by 25 percent or that could drop infinite slow down puddles around a single loops. Or maybe a killer that you can't interact with because she is able to become invisible and just locate you based on sound, haha mindgames.
Still, this isn't a discussion about that, it's about key. I gave you way to counter key that I feel are easy, you don't. I disagree with your assessment and you disagree with mine. That's going to happen in grown up world.
And now you show your true colors. You are an entitled survivor main that doesn't actually care about balance.
I'm a nurse main with 1k hours and constantly talk about how I want nurse nerfed because objectively she is too strong.
I also want moris fixed because they objectively break the game. If you can't see how keys do that then nothing I say will change your mind.
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@Ascended4Head said:
https://forum.deadbydaylight.com/en/discussion/comment/1680499#Comment_1680499
My argument wasn't only based on prevalence. That was part of the argument. My argument was based on gameplay interaction, having hope that you could still escape, and that keys are very easily counterable through killer behavior. Behavior such as tunneling, franklins demise (which saw a really big buff), and dodging lobbies.
I got into a game with a iredescent head huntress today and I didn't cry about it or think it was unfair. She needs to devote 2 add-ons just to be able to make them even viable, which then allows her windup and reload speed to be base level, which makes her very loopable.
Still, I don't know how you could compare an insta-down to an escape method, when at least 1-2 survivors and 4 gens have to be down before key even becomes a little viable. This gives the killer plenty of time to devise a method to get the key out of the game or kill the survivor. This is even if you don't decide to use any of the other methods I stated before.
You need to stop thinking of the game as a 1v1 and realize it's a 1v4
Tunneling is not viable because you lose. Sure you probably kill that 1 survivor. But now you lose and depip.
Dodging is a terrible argument and you know it is. Again. I bring up what I said before. If something is balanced because it can be dodged why not have an item that just instantly completes all 5 gens. I mean. If you see it just dodge right?
Lastly. I wasn't comparing them. Stop straw manning. I'm saying that prevalence is not a good argument for balance. Because what if there was an item that existed that instantly won the survivor team the game and gave them 32k bloodpoints but it was so rare it only shows up on 1% of games. Is that fair? Is that balanced? Is it healthy? No. It's not.
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@Komodo16 said:
https://forum.deadbydaylight.com/en/discussion/comment/1680479#Comment_1680479
Umm I don't see your point? That this whole game needs better balance or only high levels? Like I believe this game needs a major fix and also legion can wreck at red ranks too. You need a good killer player to do well. If we could fix gens I can assure you all the other fun killers would be just as viable as long as you are good with them. I play oni and I wreck for the most part, without my ability im still a decent killer, but some people arent actually good you know? Anyways my point is gens and balancing should be the biggest issue being solved and if it does get solved I could play ghost face again without having no fun because I cant stealth up against wary survivors. Also yeah nurse OP I tried maining her but it makes.me feel like trash when I play her and lose
My point is. There are fundamental problem with balance in this game that stems from 2 things.
1) the difference in high skill and low skill players is far too great. Which results in balance that is out of wack. Against survivors that can't loop every killer is OP (when matched against equivalent skilled killers), against survivors that can loop like gods only nurse and spirit are viable.
The problem is that the "balance" of the game changes based on how good the players are. When I first started the game playing with friends I thought killers were OP. My friends and I were lucky to complete 1 or 2 gens a game. And that was when we were matched with killers who also just bought the game.
Now after 1k hours it is apparent to me that the game heavily favors survivors who can play efficiently. Survivors who can slam gens the second they see the killer chase someone else. Survivors who know every totem spawn. Etc.
2) map RNG and in general RNG in this game holds it back. You can play a map and get 7 unsafe pallets and multiple dead zones 1 game. And in the same map the next game there are 14 god pallets with no dead zones.
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@Ascended4Head said:
https://forum.deadbydaylight.com/en/discussion/comment/1680485#Comment_1680485
I get to rank 1 survivor and about rank 4-6 killer every single season. I'll start making sure to take photos of my end games to show you that keys are not that prevalent in my games, at least. What would you say the percentage of games you play, you have survivor bringing keys into your games. I played about 12 games today and I didn't see one key at rank 4-5. Over the last few weeks, I don't think I've seen one survivor bring a single key into the game.
To say that keys are some sort of epidemic in DbD is to weave a false narrative and to pad out 4k rates for the power fantasy, which about sums up this forum and the mods attitudes.
Prevalence is a bad argument. They unbalance the game. Point blank. I can also say that iridescent head huntress is pretty rare too but I'd bet you agree that it should be nerfed
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@MusicNerd_TC said:
Alright, I started thinking about this after @MadLordJack said that nurse was busted and OP and that he hated how people defend nurse because she's "the hard one".
Nurse is by far the best killer in dbd, and I see more people wanting spirit and deathslinger nerfed than nurse, who has even less counterplay. Now, I agree that deathslinger and spirit do need some tweaks to their kit, but why not nurse? I see people defend her saying "she's a high skill killer", at least with deathslinger you can break LOS and pre drop pallets, slinger takes a lot of skill to play, almost as much as nurse, and I see more people talking about slinger than nurse.
I'm not saying nurse needs a nerf or anything, but I just want to know why people defend her for being high skill. She has almost no counterplay, you can't juke a nurse, the nurse misses, and since she no clips through everything, you can't use pallets or vaults as well.
Context: I'm a nurse main with 1k hours
I agree. She is by far the best killer in the game. Difficulty to use should not be the balancing factor. When I play nurse I literally can't lose against average survivors. Against depip kill squads I have to try but I'm still probably going to win.
The problem is. That tournaments and high level play have shown that the only killer(s) that can actually compete at that level is nurse and spirit.
The problem is that the gap between high skill players and low skill players is in general way too high in this game. At the highest level of play every killer except nurse and spirit is inviable. I mean it. Just watch the tournaments that people run. Now think about how the average survivor plays. I can win games with clown against them quite often.
Until they fix this problem. Buffing or nerfing anything is pointless. The core gameplay is to blame for this and needs to be addressed. So does map RNG. There are too many fundamental problems that should really be fixed before they try to fix individual killers/survivors.
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@Ascended4Head said:
Keys are an essential part of the DbD gameplay. Besides them not having a great overall affect on most games (i see keys in about 1 percent of games I play), they bring another dynamic into the gameplay experience that would be absent without them.
The first thing it does is provide hope to the last 2-3 people left that maybe they just have to get one more gen done and they could possibly get hatch. Or if you are the last 2 people left because you had two console vegetables on your team, you are able to possibly have another way to escape. Keys bring another dynamic to gameplay. It makes survivor and killers both think differently and it allows another element into the gameplay.
This is along the lines of something like d-strike, which brings different interactions into the game, rather than just be tunneled from hook and downed and then rehooked. But we won't get into that because we have the very stable genius argument of "killer shunt be poohnished for dong objutcives", even though the last two years of nerfs on survivor have been literally punishing them for doing their objectives lol
It's not even like keys are overpowered and comparing them to moris is a terrible comparison. Keys could be countered. If a survivor is bringing a key into the trial, you are able to see that and bring in franklins demise, tunnel the person who brought in the key, or choose to just doge the lobby because a big, bad, spoopy key is coming into the game. I would love for the Devs to bring out actual hard numbers on how greatly keys affect the overall escape rates of the game. I guarantee they won't do that though because it would counter the "Survivors run this game and killers are persecuted while survivors get everything they desire." alternate reality that has been constructed on here by a very loud vocal minority of killer-mains and then facilitated by the mod squad.
Against average survivors? Sure.
But they aren't balanced at top level play. If you "put on franklin's and tunnel the key holder" what happens? You lose. Because the other survivors slam gens. Keys make it so you can't lose (as a team) just as moris do the same. Both need to be fixed because they both tip the scales too far in favor of one side.
Dodging is not a good argument. If something is balanced because it can be dodged why not have an item that just instantly completes all 5 gens. I mean. If you see it just dodge right?
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@Komodo16 said:
So I just wanna address the fact that people always wanna compare PH and spirits performance at the tournament to public play.
First PH got stomped because not only does his ability not involve gen regression, but these survivors are some of the best. Otz wrecks with PH almost every game on YouTube and yet he lost against people who are GUARANTEED 4 man and who have perks to win. And also spirit? Really?! Oh look at her she got gen rushed! Dude really? Of course she did, but what did she do majority of the time? WIN!! Nurse and spirit were the winners until one team was just too good.
Second let's adress the play styles, first most of the time survivors werent dumb enough to do the lose lose. Situation and even then to avoid that they always got hit and when they had a safe vault they made the right choices to avoid a hit through walls. As spirit people didnt mind game they never put themselves in a situation where they are in a lose lose and when they did, they lost. The only times the spirit messed up was when they assumed they'd hit a survivor and frankly a normal player under all that pressure would crumble.
All that shows that to make these killers lose you NEED to pressure to the point they are hopeless and have to go for every hit they can regardless of how smart some times. And that you need to be the best of the best.
Due to that same logic you should understand why people dislike these killers. I PERSONALLY dont play with the best people my friends I usually play with aren't as good as me for the most part and then I have a friend @azame who is better and even then we cant beat a good spirit without a team focusing on gens which killers complain.about on the forums. See the predicament? We do what YOU guys TELL us and then you COMPLAIN so you can fix gens and keep your killers unfair.
Not only is this a reflection of defensive mindsets you guys say that these killers are fine because people who play for thousands of hours, coordinated with good perk synergy wreck them or barely beat them in spirits case, you say they are fine for pubs which the servers I play on SUCK! red ranks with urban evasion and self care who let you die or cant do gens. These killers wreck the majority over some dumb mechanics and its ok because a tournament with some of the best players had players who destroyed them.
TLDR(however you put it): its dumb to talk about how justified spirit and PH bad mechanics are over a tournament with some of the best players who finish gens in 3 to 5 minutes when the public matches can't replicate that
Put your opinions below and thanks for reading
FYI tier lists should use the highest capacity for play, balance should not.
It proves what we all already know.
At the highest levels of play the only viable killers are nurse and spirit.
Spirit can still lose but is still probably slightly overtuned, but nurse is OP at the highest levels of play (I'm a nurse main. Believe me. I have to try to NOT 4k)
Every other killer is not viable. At the highest levels of play this game is not balanced and it needs to be fixed if the game is to ever retain players.
And don't give me the "but that's so rare" argument. It's not a good one. It doesn't matter how rare it is. It's not less than 1% rare and the fact that it CAN happen shows that the game is unbalanced. Imagine if in chess white had an 80% win rate at the highest levels. Wouldn't be much of a fun game would it?
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1659773#Comment_1659773
I explained why it'd make no sense to do it the way you said from a programming perspective and you ignored me. I explained what the percentages (110% and 115%) mean and you ignored that too. I even told you how you could read the game's actual code and you dismissed it. I would've provided a literal screenshot of said code, but you would've tossed it aside as well. Point is, I provided evidence and even told you how you could find it for yourself. In all honesty, it just seemed like you wanted to cast doubt for the sake of casting doubt.
You offered no evidence, nothing.
- You aren't a dev
- A wiki is not a source, ask any college professor
- Your 16k post count is irrelevant
Then, a dev comes in, you know, someone who works on the game, has access to the code, and is the actual damn person who is able to answer with certainty. They back up your point. I concede that i was wrong about how it worked, but i'm not about to blindly believe some random person on the internet who makes claims with no way to back them up and when you ask for proof starts complaining and talking about "but muh post count"
If you DID provide a screenshot of the code i'd believe you, assuming the source was real and actually accurate, but you didn't do that did you? You just talked about how high your post count is, as if that means i should believe you.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1659424#Comment_1659424
Also. I don't care if you have a million posts. Using your post count as if you are some authority figure is a logical fallacy. Appealing to your false authority doesn't make your argument or your lack of evidence any better.
My point is that people have gotten to know me and know I don't talk out of my ass. If I'm not sure about something, I say so. If I am sure, it's because I've done the research.
@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/1659434#Comment_1659434
PWYF % is based on the Killer's "normal" movement speed. If they're 4.6 m/s and get a 10% buff, that's 5.06 m/s.
THIS is an authority i believe. Not you without evidence.
Thanks for clearing it up Almo.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1659412#Comment_1659412
I mean, I do expect that after 16 thousand comments, people have a little trust in what I say, but if you're skeptical, you can just import the game to the Unreal Engine (it's free) and check for yourself. I'm not 100% sure how you actually do that, but there are tons of guides on it.
That's not how that works. The game code is compiled. You can't just decompile it and have it work perfectly. Unless the game leaked at some point and if that's the case there's no telling when it was or what version.
Also. I don't care if you have a million posts. Using your post count as if you are some authority figure is a logical fallacy. Appealing to your false authority doesn't make your argument or your lack of evidence any better.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1658301#Comment_1658301
I've had an admin friend of mine show me the game's code because they wanted help understanding it, and there are guides on how to read the actual game's code, but you believe what you want.
The point is. You can't just come in here and make blanket claims with no proof other than "a wiki anyone can edit" and "don't worry I have a friend"
You sound like the guy who says "my uncle works for nintendo, trust me".
If you can provide some kind of actual proof for your claims or if devs want to comment sure, but you can't expect people to just take your word.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1657403#Comment_1657403
Neither is eyeballing it. On the other hand, the wiki is reliable because they can actually see the game's code, and what I know of programming tells me you're wrong, because it makes no sense to have the game calculate each killer's movement speed when you can just save it as a constant.
"They" can't see the game's code, it's a wiki, i can go edit the page right now to say whatever i want.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1657394#Comment_1657394
All interactions that contain a progress bar are measured in charges.
A wiki editable by anyone is not good proof.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1657357#Comment_1657357
It's not, though. We say 110% and 115% because it's easier to visualize than saying the actual values in meters per second (especially since a large portion of the playerbase doesn't even use meters). However, they're programmed with specific values. It'd be ridiculously inefficient to have the game calculate a killer's movement speed when it's a constant.
Got any proof? I have seen streamers test it before and it seems clear that it is additive.
