Reinami
Reinami
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- Reinami
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2275627#Comment_2275627
I win most Clown games against sweat squads using Coulrophobia, Sloppy, Forced Penance, Deathbound.
Rubbish/bad perks is purely subjective.
Then they weren't top tier survivors.
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@UniSans said:
Surge would be OP if they removed the cooldown or basic attack requirement. Insta 8 percent regression and regression on gens within 30 feet if the killer gets 2 downs relatively quickly thats 16% instantly on a gen, and if the survivors don't have the time to tap the gen or something or even if they tap the gen, the killer can just pop the gen and now they lose 25% as well. Eat would just be the icing on the cake for a perk like Ruin, bc surge effects already regressing gens.
Right, but at that point you probably already lost a lot of progress anyway.
Surge requires you to hit 3 gens to get more value than pop. It really should not have such a long cooldown and should work on m2 as well.
They need to start buffing all of these perks, then making them like exhaustion so you can't stack them.
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@StutteringSpartan said:
https://forum.deadbydaylight.com/en/discussion/comment/2275553#Comment_2275553
I’m almost better off using the standard attack then. Literal zero incentive for good survivors to find the vaccine.
Plague all over again
Its actually not true. It's the opposite.
Plague you don't want to cleanse.
Nemesis you do. Because when you do it takes 3 hits to down you instead of just 2. The m2 is very good at loops and dealing with pallets. I do think though that survivors should not get a speed boost when they get infected.
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@TheClownIsKing said:
If you don’t like grinding, that’s perfectly fine and valid.
If you think it takes a long time to achieve these lofty goals you have set yourself, yes. Yes it does take a long time.
Stop pretending it’s mandatory though. Stop complaining like you’re forced to do it.
No one perk, or any add on, or item is essential to either winning or increasing your skill in this game.
You could keep a Survivor or Killer at level 1 if you wanted to and STILL learn to play well with them.
Don’t like grinding, fine. Stop behaving like you’re forced to do so in this game.
The only problem with this statement is that, if you want to play this game seriously, each side has maybe 10-15 good perks and the rest are trash.
As someone with 1.6k hours, every perk unlocked on every killer, and every survivor perk unlocked on 1 survivor. The grind is too much. It should not take 1.5k hours to unlock something that is a basic feature of the game.
What they really should do, is keep everything the same, but instead of random perks appearing in the bloodweb, you get to pick which perks you have that are unlocked. You get a "tier token" in the bloodweb that you can spend on any perk you want of that tier (you still have to get tier 1/2/3 etc to get to tier 3).
This way you can mostly get the perks you want.
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@Crowman said:
With the change from PTB allowing you to gain Mutation from hitting contaminated survivors you don't really need zombies for mutation.
The only time it seems like a good idea is if they get stuck to hopefully reset them.
Which is much better. Survivors shouldn't have that much control over a killer's power. Generally you want to kill them for buffs (if you have addons for it) or to get a quick boost if you just barely need to tier up.
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@StutteringSpartan said:
I thought it would make them go into the dying state eventually?
All it does is let nemesis damage them with his power. Additionally they make coughing noises.
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@Dhurl421 said:
Has anyone figured out how the bloodweb picks the perks that show up? Does it just screw you? Got the login 300k bloodpoints for the new map being unavailable, pouring into Elodie currently, she started around level 12.
2 bloodwebs only had Buckle Up as the perk, I skipped over it for good medkits and an escape cake. For the 3rd bloodweb in a row, Buckle Up was the one perk there. I know the low level means only 1 perk shows up. But does the bloodweb continue with the same perk until you buy it?
I can deal with sucky things on both sides of this game, but the bloodweb giving you crap perks first is where I draw the line lol. Any insight would be great. But I have a feeling this is just how it goes for all of us...
The bloodweb now prioritizes a perk you already have a rank in. So if you got tier 1 buckle up its gonna keep coming up. It is better to just grab it and move on.
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@Pulsar said:
I haven't seen anyone even get hit by them
This. At best they are good detection but the only time they ever hit anyone was against an afk survivor and one time where i blocked a survivor in a room for the meme and the zombie hit them.
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@Alice_pbg said:
took me 4. the 5th was blight.
It's day one, what do you expect? Every survivor i see is jill or leon. Everyone wants to play the new content.
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@KillersCantCatchMe01 said:
Rework perks that help with scratch marks into something else. Honestly, it's time now. There's really no reason to have them anymore. None at all. Killers have perks that can literally guarantee a 4k with little to no skill. So why do they need scratch marks?
Sluzzy, even if you make alts, we still know it's you.
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@TheClownIsKing said:
I absolutely despise this add on. I always have.
It’s now significantly worse to deal with now that Wraith can get much, much closer before seeing his shimmer both because of his base speed increase, and the distance at which he has total invisibility.
Everything else with Wraith i’d say is balanced, but “All Seeing” - Blood is just awful, and unfair.
Yeah, let's nerf wraith, and demogorgon, both mid tier killers. But nurse and spirit still get to exist for over 2 years in their current state.
How about we stop nerfing killers that don't need it, and start dealing with the things that do?
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@OniWantsYourMacaroni said:
Dude,they nerfed those addons by 5% that's barely a nerf.
They are still really good considering their rarity,just a little less oppressive than before
Its the principle. They nerf demo after a few weeks when he was only upper mid tier at best. Yet spirit and nurse still get to exist the way they have been for years at this point.
They focus on the wrong things and are too slow to do the things they should do.
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@MasonOliver123 said:
This is a petition for Surge to have a lower cooldown and remove the basic attack requirement, this would make this perk much more useful on a variety of other killers!
Also dragon's grip and opression.
- Oppression should have a 30 second cooldown.
- Dragon's grip needs a 90 second cooldown and a slight duration increase.
- Surge should have a 30 second cooldown and activate on downing a survivor with any attack.
I never understood why surge is so much worse than pop. You have to hit 3 generators in order to get more value with it than pop. And pop has no cooldown.
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@Superyoshiegg said:
Releases at 12PM EST, so in about 24 minutes.
And now it is 12 PM EST and its still not in the store.
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@Aven_Fallen said:
Black Heart and Barbs Glasses were probably the only Add Ons you saw since they buffed Demo. They also only nerfed those two and buffed other Add Ons, the goal is most likely to get more variety.
Given how easy it was to have those to Add Ons every game, it is fair to nerf them.
As another thread pointed out. Nerfing the only good addons does not make the bad ones more attractive.
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@justbecause said:
https://us.v-cdn.net/6030815/uploads/K189ILLFOCUD/inshot-20210615-175003952.jpg
This is joke right?
Better than quentin
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Pretty good job so far.
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@Astrian said:
The majority of you didn't even use Franklin's in the first place. Why you acting like this is going to impact all of your builds that you never made?
Franklin's went from a bad perk to still a bad perk, end of story. Continue on your day running Ruin + Undying
Many of us, myself included, would run franklins if we saw a key in the lobby. Additionally, it was fun an niche on killers like hag when there were a lot of items in the game. It functions as a pseudo slowdown if survivors start going for their items. Now there is less incentive for them to do so in the middle of a match, and they will just go grab it at the end of the match just before they escape.
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@rabldong said:
as a survivor in the red ranks, the matchmaking be like
blight, blight, spirit, blight, deathslinger, trickster, deathslinger, nurse, blight. Maybe one or two games with huntress or demogorgon per day. Maybe one billy per every 50 matches.
Yeah, thats what happens. At the highest level tournament play, unless you are nurse or spirit you lose.
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@Gnarly said:
I personally think making it a in game chest item only is enough. Don't allow people to bring it basically. Idk if that will solve the blatant rob they can be at times. As long as they keep Keys in the game, they can give that feeling of robbery, but idk if removing them is the right thing to do.
What do you all think is the best way to fix the keys?
Few things:
- Hatch now has a 10 second animation when using a key.
- Key now only allows 1 survivor to go through before the hatch automatically closes
- Using a key only opens the hatch, it does not make you go through it automatically.
- If the hatch is open, instead of closing the hatch, the killer now breaks the hatch, rendering it completely unusable for the rest of the match. (even automatically)
- Once the hatch has been closed, it will not open again (by key, or the last survivor remaining) for 60 seconds.
- Buff franklin's to count down the timer for any item that is on the ground, not just knocked out of survivor hands. This prevents survivors from hiding the key in a corner of the map once they know franklin's is in play.
Bonus! Mori fix:
- Make yellow mori base kit
- Green mori allows 1 kill
- Ebony mori allows 2 kills, additionally, at the start of the trial, the generator furthest from the killer is automatically completed.
- After hooking a survivor, you gain 1 token. Once you receive 3 tokens, you can spend them to mori a downed survivor.
- When a generator is completed, you lose one token.
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@arcticgirl36 said:
When I play I try to avoid camping as much as possible. I even try to alternate which survivor I hook, get as many hooks as possible, and go away to check distant generators. But often times I see a survivor circling me like a vulture while I am carrying another survivor to the hook. They don't even give me a chance to leave the area. Should I follow them in and get them as they are unhooking the other survivor? What is the proper thing to do?
Also should I keep an eye on hooked survivors from a distance? Let them get unhooked. Then go back in to the hook when I am alerted they are unhooked. (Because there will likely be two survivors in that area)
I am just asking what the best approach is. I am interested in giving everyone a fair game and proper etiquette. When I play killer I like to think of myself as dungeon master or the host of the game I am playing. But I still want to win.
You camp. If survivors make camping or tunneling the most optimal way to play, it is on them. Play to win, don't be a scrub:
https://www.sirlin.net/ptwAn excerpt from the book:
The derogatory term “scrub” means several different things. One definition is someone (especially a game player) who is not good at something (especially a game). By this definition, we all start out as scrubs, and there is certainly no shame in that. I mean the term differently, though. A scrub is a player who is handicapped by self-imposed rules that the game knows nothing about. A scrub does not play to win.
Now, everyone begins as a poor player—it takes time to learn a game to get to a point where you know what you’re doing. There is the mistaken notion, though, that by merely continuing to play or “learn” the game, one can become a top player. In reality, the “scrub” has many more mental obstacles to overcome than anything actually going on during the game. The scrub has lost the game even before it starts. He’s lost the game even before deciding which game to play. His problem? He does not play to win.
The scrub would take great issue with this statement for he usually believes that he is playing to win, but he is bound up by an intricate construct of fictitious rules that prevents him from ever truly competing. These made-up rules vary from game to game, of course, but their character remains constant. Let’s take a fighting game off of which I’ve made my gaming career: Street Fighter.
In Street Fighter, the scrub labels a wide variety of tactics and situations “cheap.” This “cheapness” is truly the mantra of the scrub. Performing a throw on someone is often called cheap. A throw is a special kind of move that grabs an opponent and damages him, even when the opponent is defending against all other kinds of attacks. The entire purpose of the throw is to be able to damage an opponent who sits and blocks and doesn’t attack. As far as the game is concerned, throwing is an integral part of the design—it’s meant to be there—yet the scrub has constructed his own set of principles in his mind that state he should be totally impervious to all attacks while blocking. The scrub thinks of blocking as a kind of magic shield that will protect him indefinitely. Why? Exploring the reasoning is futile since the notion is ridiculous from the start.
You will not see a classic scrub throw his opponent five times in a row. But why not? What if doing so is strategically the sequence of moves that optimizes his chances of winning? Here we’ve encountered our first clash: the scrub is only willing to play to win within his own made-up mental set of rules. These rules can be staggeringly arbitrary. If you beat a scrub by throwing projectile attacks at him, keeping your distance and preventing him from getting near you—that’s cheap. If you throw him repeatedly, that’s cheap, too. We’ve covered that one. If you block for fifty seconds doing no moves, that’s cheap. Nearly anything you do that ends up making you win is a prime candidate for being called cheap. Street Fighter was just one example; I could have picked any competitive game at all.
Doing one move or sequence over and over and over is a tactic close to my heart that often elicits the call of the scrub. This goes right to the heart of the matter: why can the scrub not defeat something so obvious and telegraphed as a single move done over and over? Is he such a poor player that he can’t counter that move? And if the move is, for whatever reason, extremely difficult to counter, then wouldn’t I be a fool for not using that move? The first step in becoming a top player is the realization that playing to win means doing whatever most increases your chances of winning. That is true by definition of playing to win. The game knows no rules of “honor” or of “cheapness.” The game only knows winning and losing.
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@KingFrost said:
Through Dailies, Rift, and just your overall Bloodpool?
I have 2.2 million saved up. Not as much as I'd like, but some of the challenges in the rift still evade me. I swear every time i do the "Hook 5 survivors in the basement with agitation" challenge, the basement is the worst spawn possible.
How much do you have saved? Will you be spending it, or are you continuing to save for cake?
Let's see, i wasn't completely sure so i did the math.
- 1 million bloodpoints saved up at cap
- 135k for 3 Rituals (one 60k, 0ne 45k, and one 30k)
- 1.05 million for 14k shards at 150k BPS per 2k shards.
- 250k saved from level 1 of the tome
- 430k saved from level 2 of the tome
- 480k saved from level 3 of the tome.
So in total i have 3,345,000 bloodpoints saved up.
I'll spend them relatively spaced out apart though. I generally level the killer to 50 as fast as possible, then spend any green and +100% bloodpoint offerings while playing them, then prestige, then cash in points to level to 50 and repeat. Once i hit P3 and get all the perks on the new killer i start leveling up the survivors and get the perks on them. Then i start getting the new perks on all my other killers with level 4 of the tome.
By the end of the tome i'll have every perk again for both sides and the new killer at P3.
Then between tomes i'll P3 another killer or 2 and get all the perks on them or take a break from playing and play other games.
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@FearlessHunter said:
With gen tapping being a bit unfair on killers and seeing this topic pop up a few times I'm curious as to what you guys would do to fix gen tapping. This is my idea, probably not the best out there though.
Any Gen that is regressing due to the killer kicking it, surge activating or oppression will regress as normal. When a survivor gets back on the gen that has been damaged they must sit on the gen for 2 seconds. During this time the gen will stop regressing but will not gain any progress either (much like when you fail a skill check).
If a survivor leaves the gen before the required 2 seconds is complete then the gen will start regressing again. Additionally if a survivor decides to use a toolbox on a regressing gen they will be able to stop the gen regressing 20% faster (a counter to brutal strength).
Note: Gens affected by hex ruin would not have this 2 second requirement as that would be a bit too strong, it would have to be a gen that you have to manually kick (surge being an exception).
Note 2: Surveillance will still show the gen being marked as white while the survivor is doing the 2 second requirement so it's not too strong. Only when the survivor has finished the 2 seconds will the white aura disappear.
It's not perfect and I'm sure there are better ways of doing this but with how gen tapping is right now I feel like something needs to change. Let me know what you think or how you would fix gen tapping. :)
I'd just make kicking a gen do a mini pop of 5% regression as baseline for kicking gens. Then nerf pop to be 20% regression, so it stays as 25% regression total.
5% isn't much and amounts to 4 seconds of immediate regression. Since it takes a killer 2 seconds to kick a gen, this seems pretty fair to me. It would also be a nice synergy/buff to less used perks like Opression.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2270204#Comment_2270204
How is that any different than any ranking system ever? In the current matchmaking world i can intentionally depip and do the same thing.
Which is a flaw they're trying to correct?? Hello are we good???
So, you are telling me some of the most competitive most played games in the entire world are wrong in how they do things?
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2270204#Comment_2270204
When testing the recent SBMM I went on how the matches felt, was my skill equal to that of the survivors in my game etc. Due to end screen ranks not being in anyway connected to skill, I pretty much ignored what ranks were shown.
I'm more thinking long term, where we have no ranks displayed and we don't know what MMR we are.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2270142#Comment_2270142
How does one “game” MMR? By playing better? Knowing how MMR works isn’t going to affect your actual performance.
By having several trials of consistently playing worse for a string of easier games you don't deserve.
How is that any different than any ranking system ever? In the current matchmaking world i can intentionally depip and do the same thing.
By keeping it secret, all they are doing is making people not have faith in the system. Because if they won't show us ranks, won't tell us how matchmaking is working, won't tell us what a "win" even is. Then how are we supposed to believe matchmaking isn't just completely random?
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@DecisiveDwight said:
https://forum.deadbydaylight.com/en/discussion/comment/2264363#Comment_2264363
Wow someone's a bit touchy on this subject aren't they
Well if it is a issue with their servers they can detect it PCs older than time were able to detect when something stops working as it should due to lag and crashes it wouldn't be hard to add a small crash detection to the servers.
Look, i'm not trying to be rude, or anything.
I am a software engineer. Servers and computers do not work that way. The best they could do is detect that an entire game server went down (which means all players in the game would DC) and then not penalize you.
As far as we know, they might actually already do that. It is just extremely rare for something like that to happen on a small scale. It would likely be due to some massive problem with the game itself that requires them to bring things down and make a quick patch to fix things.
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@The_BiggCheeze said:
https://forum.deadbydaylight.com/en/discussion/comment/2263674#Comment_2263674
Yes, being forced out of the game due to multiple freezes in a row and being punished for something out of my control is the system "working fine"
@DecisiveDwight said:
https://forum.deadbydaylight.com/en/discussion/comment/2263674#Comment_2263674
Can you read? He said he was kicked out for crashes that's completely different to a normal DC this is when the penalty is BS and needs to recognise when the servers are to blame.
https://forum.deadbydaylight.com/en/discussion/256471/just-got-a-dc-penalty-for-nothing
I've had this way too often especially as on Xbox if the killer brings sloppy the hit itself causes massive lag and fps drops normally you just lag end up running into a wall but of that killer already has crappy connection I get kicked from the game and a ban. This is why I feel like they should do some maintenance before this new killer comes but you know as long as their precious PC players can run the game they're happy.
If all he did was DC, his penalty would have been so short, that by the time he restarted the game, it would have been over.
Then he said he leaves games because of campers so his timer was longer.
YOU obviously didn't read, because if he didn't make a habit of leaving games, then his penalty wouldn't have existed.
Now, to address your suggestion that the penalty should recognize the DC/crash and not penalize. I ask you, how should they do that? How does the system tell the difference between your internet going out, the server connection dying, and you pulling your ethernet cable because you want to leave the match? How does it tell the difference between a crash due to a game bug, and you ending the process in the windows task manager?
It can't tell the difference between those things. If you allow one of those things to not provide the penalty, then you provide a loophole for people to just DC whenever they want.
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@th3 said:
When the Comp number of players is so miniscule why bother since the majority of the changes will effect casual players.
This isn't actually true. You can make changes to high level play without affecting low level play and vice versa.
For example, lets look at killer shack.
- A really good survivor can run killers around this single tile for more than a minute before the pallet is dropped or they get hit.
- An average level survivor is probably going to go down in 20 seconds
- Now, what happens if they made killer shack in every map like the one in dead dogs?
- It would make it so that really good survivor can't loop around it for 60+ seconds easily anymore after the killer breaks the wall.
- The average survivor though? Still goes down in 20 seconds.
You can make changes that affect high level play without affecting low level play. Just as you can make changes for low level play that don't effect high level play. DBD has already done these at several points in time.
- Fixing maps to not have literal infinite loops nerfed high level survivors while not effecting low level survivors.
- Reworking ruin actually nerfed ruin for low level survivors who couldn't hit great skill checks. But for high level survivors, it actually buffed ruin because now it can be used to pressure high level survivors better.
A video here explains it quite well.
https://www.youtube.com/watch?v=X1p42KtZOCw -
@Laluzi said:
Does playing Nurse ever stop being more stressful than other killers?
I don't mean that in the way that she's difficult, or has a high skill ceiling. That's evident. I (probably) won't be missing blinks or lunging into walls forever. And obviously she can do things that other killers can only dream of, which is pretty liberating or terrifying depending on which side you're on.
Still... the thing I found most striking about playing her was the constant resource management. She's incredibly slow and her attack power and movement power are all wrapped up into one, so you're never not using her power - and it's a pretty precise power. I'd find myself freaking out as I tried to make it to a gen or exit gate in time, and if I pulled out all the stops to reach it, I'd be in fatigue and out of blinks while the survivors booked it. On any other killer, I'm just holding W and adjusting course as necessary, and even if I don't make it in time, I'm almost guaranteed a free hit. Losing LOS was also incredibly punishing on her - playing on corn maps and Lery's made me want to bash my head against a proverbial wall.
It felt like I never had a moment to relax even in the games that I won, because even trying to cross the map was a chore - and when I lost a survivor, it was stressful because every second I'm not blinking is a second they're building distance because they're base faster than me. Blinks don't always take you exactly where you expect to, blinking past thick objects is especially finicky, blinking into a pallet stuns you twice. She was frustrating, but not just because of the failed blinks - the same mistakes I'd make on other killers felt drastically more punishing on her. And on the missed blinks, there was always that aaaaaaaa feeling of 'I know what I have to do right now, but the interface isn't letting me do anything!" So yeah... I'm pretty bad at Nurse, but does that aspect of having to work to do everything actually change when you get better with her?
When i want an easy game, i play nurse. I main her. Once you play her for long enough, almost every blink should land you a hit. Once you are at that point. Unless you are literally playing against the marth depip squad, you are gonna have a chill time.
If i want to completely turn my brain off though, i play bubba and just eat pallets until they are all gone. I always have the option of camping if i feel like it too.
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@The_BiggCheeze said:
https://forum.deadbydaylight.com/en/discussion/comment/2263535#Comment_2263535
I've been dc'ing recently, I'm not afraid to admit that. Too many camping leatherfaces for my liking, so it's 25 minutes.
sounds like the system is working then. Maybe you shouldn't DC just because you don't like how someone plays?
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2261370#Comment_2261370
MMR will fix itself-
It just needs time to rank people
No, it doesn't. It is supposed to have been collecting data for the past what, almost year? at this point. It should already have everyone where they should be.
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@DBK1 said:
SW says in the discription that If you are already in the "broken" status effect it won't proc, but FTP can't be used if broken or injured to begin with. AFAIK you can't be broken while healthy unless it's plague.(Correct me if I'm wrong on any of this)
So, I think there needs to be a discription update to reflect how the perks interact now, or the better option would be to just let the two synergize. I understand these aren't meta perks so this will be glossed over, but hey, they say you miss 100% of the shots you don't take.
@selflessnea said:
So a couple things.
When the plague vomits on you, you don't become broken instantly. It's only when you become fully sick that you are broken. The broken status effect just means you are injured and can't be healed until that effect is gone (through whatever actions like cleansing or timer).
Also when using FTP you are not actually healing someone in a normal since. You are trading your health state for theirs. It's the same with using a syringe on someone. You don't gain the second wind value from either.
Side note: don't be injured while you get hooked or second wind doesn't proc when you get unhooked and hopefully you don't get hit with bt or it messes up your perk :(
I think the main point here is that OP is trying to say that it SHOULD activate these things. Would bring nice synergy to perks that aren't really used much.
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@Exerath1992 said:
https://forum.deadbydaylight.com/en/discussion/comment/2257195#Comment_2257195
This, 100%. I just think her crouch speed should be faster and the undetectable should be instant, so she could sneak up better.
The fact that they have the same TR but deathslingy can snag someone at the edge of his TR leaves less reaction time, as you said. Plus, he has less worries about spinechill for the same reason.
They don't have the same terror radius. Pig is default 32 meters.
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2255593#Comment_2255593
That's because she's hard to play. And she still has over a 50% kill rate, even by the statistics she doesn't need buffs, she gets more kills than escapes.
That's my point precisely though. Those statistic don't mean much. Hell, they think pig is like 3rd best killer? Come on...
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@MikeyBoi said:
From what I remember shadowborn got nerfed waaaay back in the day because it increased visual brightness and had an even bigger FOV if I’m not mistaken.
No shadowborn should not be base kit nor an fov slider. It gives Nurses, Huntresses etc an edge on hitting hatchets and blinks more consistently. Even Billys run shadowborn to hit rev backs easier.
People who run shadowborn on all their builds are scared to run stretched resolution particularly on stream because they think they’ll get banned..
You can play on stretched resolution on console it’s just in 480p, I used this on my Nurse for a bit, it helps but I mean at a huge price of awful resolution..
If only killers had the option to have a fov slider that would be unfair to survivors and if both survivors and killers could have the option it would be unfair for killers who don’t like the fov slider adjusted from default at all because then trying to mindgame a good survivor on increased fov would be a nightmare..
Buy a PC and play on 1080x1080p.
Playing killer on console is just...awful in general anyways reguardless if there was a killer fov slider.. I couldn’t imagine ever going back to a controller after playing on M&K..
All in all I think playing ANY game on an increased FOV/resolution is cheating.. plain and simple.
Hope this helped whether you agree somewhat or fully agree.
"Shadowborn should not be base kit nor fov slider"
"Just use stretched res to give yourself an advantage"
Why not just put the slider in game so i don't have to borderline cheat to get the same effect?
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2233423#Comment_2233423
Hate to comment again, but every single killer in red rank has well over a 50% kill rate in the average solo que game. Killers are way favored according to the statistics.
Those statistics also say that nurse is the worst killer (by like over 15% kill rate) in the game and needs buffs
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@VenomousHawk86 said:
These add-ons are designed with these trapper changes in mind.
https://forum.deadbydaylight.com/en/discussion/255731/trapper-rework-suggestions-trap
Common Add-ons (Brown)
(New) Spare Trap
- Begin the trial with one additional trap
Padded Jaws
- Survivors no longer lose a health state when freeing themselves from a trap.
- Deviousness Blood point bonus is now calculated after the trial has ended, like BBQ and Chilli
Uncommon Add-ons
Trapper Sack
- Trapper Sack is now an uncommon add-on
Serrated Jaws
- Serrated jaws inflict great amounts of pain that make it hard to focus on anything else.
- A trapped survivor suffers from the blindness and oblivious status effects.
Rare Add-ons
High Tension Sping
- Traps snap shut with a deafening crack that is enough to startle anyone nearby
- When a survivor steps in a trap, all other survivor within 32 meters of the trapped survivor scream.
Trapper Bag
- Trapper bag is now a rare add-on
Wax Brick
- Increases the time it takes for survivors to free themselves or each other from traps by 50%
Very Rare add-ons
Bloody Coil
- Bloody Coil is now a very rare add-on.
- A survivor that disarms a trap now suffers from deep wounds.
Torn Sketches
- A reminder of the betrayal of those maggots fills the trapper with a determination not to let any of them get away.
- When a survivor escapes from a trap, by themselves or rescued, the trapper gains a 5% haste effect for 10 seconds.
Iridescent Add-ons
Fog-Forged Parts
- Traps are invisible to survivors that are more than 8 meters away from them.
- Traps appear trasnparent to survivors when closer than 8 meters away from them.
Iridescent Stone
- All traps start the trial armed
- A disarmed trap resets itself after 30 seconds.
I think this is far more than he actually needs TBH. I would do the following:
- Make Yellow bag base kit (start with 2 can carry 3 traps) and rework bag addons to do something else.
- Make his traps spawn next to a generator so that traps are always along the patrol path initially
- Remove the RNG for getting out of traps, make it so a solo survivor does a single 6 second action, if another survivor helps, it becomes 3 seconds.
- When a survivor is caught in a trap, trapper moves at 150% (yes 150%) movement speed.
This would allow him to actually use his power at the start, normalize the RNG for trap spawns so they always spawn near generators, and eliminates the RNG (good for both sides) for getting out of a trap. Additionally the movement speed buff can be used to quickly get to the survivor that just stepped into the trap, OR can be used to catch another survivor off guard with your sudden movement speed burst.
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@IronKnight55 said:
She isn't fine. I'm sure she will get the nerfs she needs.
According to the data, based on BHVR's buffs/nerfs, we can surmise the following:
Everything above Billy, needs a nerf (because they nerfed him)
Everything Below Wraith, needs a buff (because they buffed him)
Freddy already got nerfed since this data came out and demo got buffed.
Blight go buffed
Huntress got addon reworks (but no core changes)
Clown got buffed
Next on the list is to:
- Nerf Doctor, buff Nurse (i don't think they will actually buff nurse, i think shes the anomaly in their data) so it'll likely be buff plague since blight also recently got buffed.
- Nerf Bubba, buff Deathslinger
- Nerf Pig, Buff Huntress,
- Nerf Spiri, Probably rework myers since he is old
- Nerf oni
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@CountVampyr said:
I’ve long found Legion highly irritating to go against, but I recently stumbled upon something that I have a question about. When I downed a pallet Legion jumped over it, but then I immediately jumped back across it. He then jumped over it again and so I jumped back. I did it a third time and then he broke out of feral frenzy and I laughed. Does jumping over a pallet have a slight cooldown time where he can’t slash or did I just get lucky? I just want to know if this is a legit strategy I can bank on.
It usually only works once, but if the legion knows what they are doing they can stop it.
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@SirCracken said:
https://www.youtube.com/watch?v=1Dqzt_FRFPc
Youtuber (not)Otzdarva made a video talking about the add-ons of the Spirit. I heavily disagree with his points, and about his opinion of Spirit in general, and I want to explain why. I feel it is worth noting that I will only be attacking his points, not the man himself. Discussions about Spirit often quickly dissolve into pointless bickering and I want to avoid that. So if you want to contribute to this thread:
Please shelve your bias, stay as objective as possible, and read the whole post.
With that out of the way I will be paraphrasing Otz's arguments and adding timestamps to the parts of the video they are from before rebutting any points I disagree with.
1:00 - 3:00
Otz and his friends, all of which have a good understanding of the game, participate in an experiment in which the survivors must predict when the Spirit will attack them and pre-emptively dodge using Dead Hard. The Spirit was using different add-ons that affected the time it took for her to arrive between tests. The result was that the survivors had a difficult time dodging her attack. The overall point of the experiment was to show how Spirit's add-ons lack proper counter-play from survivors. A point Otz repeats later in the video.
Otz admits this in the video itself, but the experiment was super controlled. No survivor is going to sit still and try to dodge a Spirit by perfectly timing DH. They would be looping around the pallet so the Spirit has a harder time hitting them, and also giving them a chance dodge the hit by gaining enough distance, even if DH's I-frames expire.
I understand the point he was trying to make. But I still think the experiment was tilted in the Spirit's favour. And that it would have been more informative to have the survivors loop the pallet during the test as it's truer to what would happen in an actual game.
3:00 - 4:55
Spirit's unpredictability is not a problem in competitive games because tournaments have rules that prevent certain add-ons from being run. With the pool of add-ons the Spirit can use being restricted it is easier to tell how her power will work since survivors already know beforehand which add-ons the Spirit is able to run. In normal games however, this is a problem. Since the Spirit has her full arsenal of add-ons at her disposal this means that survivors have a greatly reduced chance of knowing how her power functions during that game. Which can lead to situations where survivors don't know what the Spirit can do and cannot counter-play against her. Especially since the Spirit no longer makes footstep noises when phasing.
I have a major problem with this argument. It relies on the assumption that survivors do not take time during a game to analyse how the Spirit they're up against is playing.
For comp players this would be paramount during a game since knowing which add-ons a Spirit is running can effect the choices a survivor makes during a chase. I imagine that a good survivor team would be communicating often about how long the Spirit has been phasing for, or how much distance she gained after a phase, so everyone knows what add-ons she's running.
This is a luxury not afforded by solo players in a normal game. But this does not make it impossible for them to see which add-ons the Spirit has if they already have knowledge of her base stats. Just harder. Something as simple as seeing how far the Spirit goes after hooking someone can be a dead give-away if she has something that boosts her phasing speed. Or being hit by her after she quickly phased at a short loop will guarantee that she has something that boosts her activation time.
The only situation that you cannot guess what add-ons she might have is when the Spirit stands still and doesn't give any indication when she starts phasing. But I think this is ultimately a problem with solo que's lack of communication than with Spirit. If all solo players were given the same information that comp teams were then it would be completely in the survivor's power to know what add-ons the Spirit is running.
I do agree that Spirit making no footstep noises is weird and shouldn't have been patched out. I didn't even notice them missing until I double-checked for myself.
4:55 - 7:17
The add-ons that make Spirit problematic are the ones that change the values of her base power. Particularly the more powerful ones like the Mother Daughter Ring. As not only are they more powerful than most of the add-ons of other killers, survivors cannot tell which add-ons the Spirit is running and cannot adjust for them since they don't know if they're being used.
My previous point applies here. And it's made even stronger with Otz contradicting himself. He mentions the MDR and how you can cross the entire map in seconds. Then talks about how survivors don't know what add-ons the Spirit is running. Well if the Spirit crosses the entire map in seconds then wouldn't that be a very obvious tell that she's running that add-on?
I'm also not sure what he was thinking when he said that Spirit has stronger add-ons than most killers. What is this comparison exactly? Very few killers have add-ons that can be directly compared to Spirit in terms of values alone. It's a lot more nuanced than that. Blight's animal add-ons only increase his speed by 4 and 6% for each consecutive rush. But if he already moves so fast that their initially small bonuses make him the fastest moving killer in the game. Same logic applies to killers with similarly "small" bonuses from their add-ons.
7:17 - 10:27
As was the case with Spirit's phasing speed and activation time add-ons, her duration and recovery speed add-ons also make it hard for survivors to recognise they're being used and counter. It's unlikely that a normal survivor player in a game will be able to keep track of when the Spirit starts phasing. So her add-ons that change her recovery time are especially difficult to notice the effects of. This is very problematic with her duration add-ons because they also decrease her recovery time, even more so than her recovery time add-ons, in addition to increasing her phasing time.
Although it is not possible to guess when a Spirit has started phasing, you can still know how much time she has spent phasing. When a spirit stands still at a loop she will need to travel to you to land a hit. When she appears you know she will have travelled at least that distance.
What I will freely admit is that you cannot tell when she's able to phase again unless you run away to gain distance after being hit. But again, this is more a problem with solo ques not being able to rely information to each other. Were a single survivor able to run away from a Spirit after getting hit, they would be able to measure how far the Spirit travels to them and how fast, then tell everyone else so they know what add-ons that Spirit has.
10:27 - 11:21
Only survivors are that extremely perceptive can tell what add-ons the Spirit is running. A Spirit phasing quickly could be running either speed or activation time add-ons. And a Spirit running duration add-ons is not running them obviously because survivors can't tell when she starts phasing. And even if they have an idea as to what add-ons she's running, they wont know for sure. The inability for survivors to tell what add-ons the Spirit is running contributes to how frustrating she can be to play against. These add-ons should be changed to not affect the Spirit's power values and her base power should be changed to compensate.
As I have already stated, it does not take much to realise what types of add-ons the Spirit has. Otz contradicts himself again by presenting a scenario in which a Spirit phases quickly because she has either phasing speed or activation time add-ons, and doesn't acknowledge that he just described a scenario in which it's obvious what add-ons the Spirit has and survivors can easily notice and adjust for once they do. If you notice a Spirit phasing quickly she can only be running either phasing speed, or activation speed, or both. Either way there is no guess work.
He then describes another scenario where the Spirit is running duration add-ons and it's more logical than the first but once again relies on survivors not keeping track of how the Spirit behaves. You can measure how much distance a Spirit must have travelled to hit you. And you can measure how much time passes until she attempts to phase again. I still think the problem here isn't with Spirit. It's with the limited information that survivors have in solo que.
I don't think that Spirit is frustrating to go against because she's "Unmindgameable". Play Conditioning exists and effects Spirit as much as any killer. I think the real reason that so many people despise Spirit is the lack of feedback you get from her power. I've already talked about this extensively is some other posts but to sum it up: I'm sure that 90% of all Spirit complaints would vanish if she had more tells. Nurse tells you when she's charging up a blink, how far she'll go with the blink, and how long it'll take for her to reappear. Spirit only tells you when she reappears. I'd like if her power was made more interesting as a whole but a band-aid fix, (let's be honest here it's what the devs like implementing more than anything), would be to give her some tells when using her power. I don't think she needs her power changed at its base level.
To conclude: Otz argues that Spirit and her add-ons don't give survivors enough information to counterplay. But there are perfectly viable ways to do just that and the real cause of frustration when going against her is the power disparity between solo que players and teams.
This is the problem with all of these "Spirit has no counter" arguments and videos. They all look at it in a super unrealistic environment, or as a 1v1. This game is not a 1v1. It is a 1v4, so saying "Spirit has no counter because she is good at 1v1" does nothing, because it doesn't matter. This game is a 1v4.
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@SoapNSpook said:
The problem with this perk just shows how killer sided the game is!!
Since how long has this exhaustion perk been not working? You get on the ground and let a killer get a free hit despite using the perk correctly. The perk is easily countered and yet it's even weaker because killer mains would complain about DH after failing to bait it or play around it
The perk either needs buff or an immediate fix but the developers are too afraid to give survivors something better
@GannTM said:
Weak bait.
@MadLordJack said:
Is this terrible bait or someone that's just gotten exhausted in the ground because they misused their second chance?
Just read his other threads. It's obviously a new account that sluzzy made.
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@potatogamer said:
I decided to turn off crossplay the other week and I've noticed a couple of oddities about it. First of all queue times have been faster as surv without crossplay which I found weird.
Another nice thing is that I seem to find people closer to my rank. When I had crossplay on I very frequently got green and yellow rank killers and teammates at red rank. Now without crossplay on I usually find other red ranks with the occasional purple.
The last thing is the amount of lobby dodgers. I won't be in a team, I typically check to see if my teammates are swf and they usually aren't. A lot of the time no one will have items or maybe there will be a medkit or toolbox. Yet so many times I've found a lobby and gone through like ten different killers before one stays. Contrasted by when crossplay was on I almost never had a killer leave. Anyone know why?
Reasons i dodge:
- I see a key and i'm not feeling like playing sweaty
- I see people with matching names/outfits or obvious SWF type stuff. Usually matching names/outfits tend to be the toxic type of SWF in my experience, who are going to be annoying overall and then be dicks in the endgame chat.
- I see someone with legacy. 99% of the games i play someone who has legacy, they turn out to be a hacker, so i don't bother and just dodge the match.
- I see items that directly counter my killer like:
- 4 medkits as oni
- flashlights as hag
- map as trapper
- etc.
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@Northener1907 said:
I'm opening this topic to understand our friends who play the other role. So i am asking killer mains. But survivor mains also can answer. Different opinions will give us different perceptions. Next time i will open different topic for killers problem and i will ask survivors mains but today lets talk about tunnel and camp.
How are you feeling about tunnelling and camping when you play survivor? And when you get tunnel one after another. Do you feeling mad to that killers or just respecting him tactic and gameplay?
I don't want to do it, but with the way the game is with spawns and gen speeds, i am basically forced to tunnel or camp against good teams and hope they are overly altruistic.
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@GrimReaperJr1232 said:
https://forum.deadbydaylight.com/en/discussion/comment/2249685#Comment_2249685
Close, but not quite. Due to action speed calculation weirdness, the penalty isn't removed as much as it is mitigated.
1 - 80
2 - 40.9
3 - 29.3
4 - 25
I thought the red bar was just a bug, but i was mistaken. Either way it "effectively" removes the penalty, otherwise we are talking fractions of a second which in the grand scheme don't mean much.
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@CountVampyr said:
https://forum.deadbydaylight.com/en/discussion/comment/2249710#Comment_2249710
I said from the get go that I knew how it worked, but none of you listened. You only hear what you want to. I just pointed out the way math is “supposed” to work. You’re the ones arguing against the way things are taught in school, not I.
But that statement is stupid. It's not about how "math is supposed to work" Mathematically speaking there are 2 ways to calculate it. Either one is valid and the devs have chosen to do stuff additively. This has some advantages, because when stack things additively you don't have to worry about things getting out of control when they stack. If you have 3 things that increase something by 50%, it is far less strong additvely than multiplicatively. Additively, it increases things by 150% total, multiplicatively it increases it by almost 250%.
This allows them to not worry about things that stack from getting out of control.
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@DwightyTighties190 said:
https://forum.deadbydaylight.com/en/discussion/255321/prove-thy-self-needs-to-be-nerfed-like-alot
If they are teaming on gens that means they are actually getting gens done in more time than if they all just split up.
That's not how that works. Survivors get a penalty of -15% per survivor on a gen. That means gen completion times are
1 survivor = 80 seconds
2 survivors = 47 seconds
3 survivors = 38.1 seconds
4 survivors = 36.36 seconds
It is actually more efficient, because of this penalty, for survivors to split up on gens. Prove thyself, adds 15% repair speed for each survivor on the gen. So all it REALLY does is eliminate this penalty. So with prove thyself it becomes:
1 survivor = 80 seconds
2 survivors = 40 seconds
3 survivors = 27 seconds
4 survivors = 20 seconds
Prove thyself will not stack, so if multiple survivors are running it, if they are the same gen, they still only get the penalty removed.
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@CountVampyr said:
https://forum.deadbydaylight.com/en/discussion/comment/2249640#Comment_2249640
No, this is EXACTLY how math works when you’re dealing with percentages. If you have 100 units of something (could be 3637875 in this case because the range is unspecified) and you lessen it by 100% you get zero. Now, if you try to add back 50% from zero you aren’t working with the original number, you are working with the new number, which is zero.
Again, to repeat for the umpteenth time, I KNOW what you guys are saying and what the developers intended. But it’s still wrong. You guys can keep repeating the same things over and over and over again and I’ll do the same. They’ve phrased it wrong and nothing you say will change that.
Thats if they stack multiplicatively. I'm saying in this case, no percentages in this game do, they look at the base unmodified amount then add it all together. For example, let's say you had 3 buffs and 1 debuff that make changes:
+15%
+10%
+30%
-50%
There are multiple ways to calculate this. If you do it multiplicatively. It works like this:
100 * 1.15 * 1.30 * 1.1 *.5 = 82.225%
If you do it additively, then it works like this:
100 * .15 = 15
100 * .30 = 30
100 * .1 = 10
100 * -0.5 = -50
100 + 15 + 30 + 10 - 50 = 105%
I am saying, that DBD tends to calculate things additively, not multiplicatively.
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@CountVampyr said:
Stridor makes regular breathing 25% louder and grunts of pain 50% louder. Purple Iron Will cuts grunts of pain down to 0%. I know what they mean, but it irritates me that the description for Stridor is improperly worded. Multiplying zero by any number is still going to be zero.
discuss.
That's not how the math works. Think of it as units of the base amount, rather than multiplicative. Let's say, base sound is 100 units.
Iron will reduces by 100% and stridor increases by 50%. So.
Ironwill = 100 - 100 = 0
Stridor = 100 + 50 = 150
Iron will subtracts 100 units, and Stridor adds 50 units.
When you add both to the equation, it works like this.
100 - 100 + 50 = 50.
This is consistent with every effect in the game that does things off of percentages. If you increase your healing by 11% and then also by 33%, it works like 11 + 33 to get 144% healing. NOT by doing 111% and then doing 33% more of 111 %, which would be 147.63%
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2247416#Comment_2247416
The last time I saw a killer DC was when I looped a Huntress until she was out of hatchets, then proceeded to stun her with a pallet:
How many gens got done in that first chase?
The reason that first chase is so frustrating, is because if it doesn't end in 30 seconds or less with a hook, then you probably are losing 3 gens. Between gen speeds, SWF having 18 perks thanks to discord, spawns being so #########, and matchmaking. It is extremely frustrating sometimes.
