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Runiver

Runiver

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Runiver
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  • Slower EW ? I doubt it, but if it happens, it's very likely a bug since it's not listed in the patchnotes. Any evidence for that fact ? Like a video ? Or is it because of the vision blocking objects during loops ?

    About the flashlight, there is already a few bug on the live server :
    https://www.youtube.com/watch?v=RxskFXYRUFs&lc=z23pedcpwwqwf1w0nacdp43aoexw13bpinxqh04xjwdw03c010c

    It has been reported to devs tho.

  • @Jack11803 said:
    Just give it a 3 second sprint momentum requirement. Stealth solved, problem solved.

    Pretty much this. Devs considered 2s, I would consider 5s considering the downsides of other sprinting perks, since even with a 5s startup it would still be one of the top choice compared to the 3 other exhaustion perks.

  • Devs are already considering making the healing to reset if you do not fully heal with self-care, so you cannot just cancel it and finish the heal somewhere else if the killer interrupts you, and you have to waste some extra time.

    Tho I think that, considering the current nerfs, devs do not want to stack the odds against the survivors and will spread it over several patches.

  • If you can handle her voice, sure do.
    I may just do it but I'm not just sure I can, yet.

  • You have no terror radius, but you're still visible.
    It doesn't affect Huntress's lullaby. Only the terror radius.

  • It actually doesn't at all.
    Short chases are WAY more rewarded than long chases. So if you initiate a chase again and hit/down, you get a LOT of extra emblem points, while an extended chase wouldn't have given much.

    The goal of this Emblem is to receive as many points as possible:

    Points received for hitting a Survivor: 55 Points
    Points received for finding a Survivor: 5 Points
    Survivor Lost timer duration: 5 seconds
        Additional points are gained depending on how long the Chase lasted:
            less than 15 seconds: 90 Points
            less than 30 seconds: 60 Points
            less than 45 seconds: 50 Points
            less than 60 seconds: 40 Points
            more than 60 seconds: 30 Points
    

    Source : https://deadbydaylight.gamepedia.com/Emblems#Chaser

    So the poor chase recognition is actually really good for the emblems. Tho it's pretty bad for Bloodlust.

  • Could be a thing. Tho I doubt it's gonna happen since the server are either steam ones, microsoft ones or sony ones and usually, there is a lot of trouble according these 3.
    Not to mention I'm kinda scared for some console killers, since some killers are really hard to play with a controller compared to with a keyboard and mouse, which could make some match-up (against PC players) to prove difficult at high ranks.

  • @Vulipus13 said:
    Okay, so please enlighten me as to why if survivors DC a killer gets bonus points and when a killer DC survivors lose everything? When will this ever be fixed? I just get tired of losing all my points and stuff? (Note I have never DC nor do I plan to yet as a killer it seems to be only benificben when force closing app from what I hear)

    Several reasons :

    • Most of D/Cs are during a phase where the killer should get points, aka about to get hooked/sacrificed.
    • It's also an old artefact of the old meta, where BP were the way to pip for killers, so killers did need some kind of compensations for a D/C
    • It doesn't give points to fellow survivors for a simple reason : not to empathize D/C to give BP to your teammates (especially SWF)
  • Sprint burst is indeed, potentially too strong, as it has way too many uses and is way too versatile, especially compared to other exhaustion perks, not to mention it counters a lot of killers and abilities, or make them glitch. Non-exhaustive list :

    • Sprint burst is used to navigate faster over the map
    • Can be used to dodge Pig's ambush
    • Can be used to dodge Wraith's uncloaking, even if you're caught in a gen in the open
    • Can be used to reach nearly any strong juking points, and save some pallets by reaching vaults instead for example
    • The best perk to get out of the basement
    • Makes the chainsaw rushes/M1 hits to miss in several situations, due to the faulty hit detection
    • Can be used to WALK faster by tapping shift then walking at superior speed, especially useful to get away from a hook without leaving scratchmarks.

    The only downside being :
    Can eventually be wasted if you sprint. Tho, since it comes back relatively quickly, it usually comes back mid-chase and can prove surprisingly effective to lose/surprise a killer, so that downsides is actually not that bad.

  • @ZeBee said:

    @Runiver said:

    @RSB said:

    @Runiver said:

    @RSB said:

    @Runiver said:
    What does "1 to 0.5 slower in running" means ?
    The clown has the fastest base running speed in the game, shared with Trapper, Pig, Billy, LF and such.

    Having to look for a locker to reload is actually slower than being able to walk while reloading.

    I possibly agree about 1 thing : reloading 1 bottle should possibly be shorter than reloading all 4.

    Maybe he thought about his slow movement speed while throwing? I do not know.

    Still, I do not understand what "1 to 0,5 slower" meannnss
    Pleaasse help me.

    This is the big unknown, my friend.

    Oh, I get it, he wants the slow to be 0,5 to 1s longer.
    Devs are already considering this @MikeLatin7 , they are gonna buff it up to 2s according to what a dev said

    Where did you see this? if its true im glad, depending how they buff him he could almost be high tier

    http://forum.deadbydaylight.com/en/discussion/comment/10027#Comment_10027
    On this thread!
    Janick's answer.

  • @RagingCalm said:

    @Runiver said:
    The killer's bloodpoints is usually higher than survivors.
    When I play survivor, I already feel like I don't get good bp compared to killers tbh.

    I'd prefer to simply have a way to eventually trade add-ons for the ones I like best.
    Like 3 common > 1 uncommon of your choice
    3 uncommon > 1 rare of your choice
    etc.

    Or maybe just a rework of a lot of rather useless add-ons.

    It is true that per match survivors get considerably less blood points than Killer. The catch is that survivors can leave the match before the Killer. Trying to figure out the best side to play for bp is really just simple middle school math(linear equations, estimate the point of intersect).

    This is true, but imo, this is heavily compensated by the fact that killers can get 20k+ BP in a 5mins game by destroying them, while survivors cannot get much in that time frame.
    Not to mention BBQ is a superior way to get BP compared to WGLF overall.

  • @SquirtleSurgeon1 said:

    @Runiver said:
    As stated above, there is no aim assist.
    There is a hit detection system, that turns your camera if it detects a target in your hitbox as you start to hit (which is a very large cone on M1 attacks) to give a better feeling to the player. Just imagine if the camera wasn't turning. It would lead to an HIT animation not directed toward the survivor, and it would look dumb.
    Afterwards, there's a hit animation, hitting 0,3s later.

    That difference can make the animation to miss completely, leading to indesired effects. (example : miss with chainsaw during Sprint Bursts and such)

    In any case : there is no auto-aim/aim assists in this game. If a killer did hit you, he did legit aim properly as you were in his hitbox.

    You can try to deny that fact as much as you want and give your own explaination, devs explained it on streams, several times.

    So what your saying is, is that if a killer swings in a 360 degree angle, it will hit the survivor 100% of the time

    Not, what I am saying is : if you do a random 360° and swing randomly, it will pick a random 180° cone and try to detect a survivor in that cone. If it does, it will hit, if it doesn't it will not.

    As I said, there is no "auto-aim", just a huge cone.
    You're free to have your own beliefs tho, since beliefs aren't forbidden even if they're not the reality.

  • Certainely bannable indeed. Not only for possibly holding the game hostage (if they stay for an extended duration right there) but for bug exploit.

  • As stated above, there is no aim assist.
    There is a hit detection system, that turns your camera if it detects a target in your hitbox as you start to hit (which is a very large cone on M1 attacks) to give a better feeling to the player. Just imagine if the camera wasn't turning. It would lead to an HIT animation not directed toward the survivor, and it would look dumb.
    Afterwards, there's a hit animation, hitting 0,3s later.

    That difference can make the animation to miss completely, leading to indesired effects. (example : miss with chainsaw during Sprint Bursts and such)

    In any case : there is no auto-aim/aim assists in this game. If a killer did hit you, he did legit aim properly as you were in his hitbox.

    You can try to deny that fact as much as you want and give your own explaination, devs explained it on streams, several times.

  • @Sooted said:
    what is max level in the new system? 10 hours i make in 2 days

    There is no max level as far as I know.
    When you reach level 100, you get 1 devotion level and start over at level 1.

  • @MyFreddyIsBae said:
    Hey, McCree, do you know what time is it? 

    https://youtu.be/lPwlfbeQOBg
    It's 7 P.M

  • @RSB said:

    @Swiftblade131 said:

    @RSB said:

    @Swiftblade131 said:

    @RSB said:

    @Swiftblade131 said:
    I can actually hear survivors sneaking if I am close enough sometimes (When they rustle grass and bushes), I can hear their running footsteps, I can hear their exhausted breathing, I can hear their injured noises without Stridor!

    A big thank you for the audio improvements!

    Are you talking about the PTB, or the regular version?

    PTB, I tagged it

    I asked, because they fixed the sound in the last patch, not in the PTB, I think.

    The sound in the PTB is perfect, I had a harder time up until testing out the PTB. Perhaps they made it more prevalent than before?

    Maybe, I do not know, when I checked PTB's patchnotes, there were no mention about the audio changes.

    It's pre-PTB.
    It's a one month old patchnotes where they tweaked the sounds to be actually... hearable ? lol

  • I wouldn't recommend removing Ruin from most killer builds in the current state.
    Even if it lasts only 1 min in the match, it already possibly extended the duration of the match by 15-30% by reducing the early gen repair wave. Not to mention it becomes way harder to repair in the mid to late game due to the fact that you gotta deal with people that you have to save as well.

    And Doctor makes no exception. Actually, it's even more necessary on him for a simple reason :
    Playing against Doc is a RACE against time, since Doctor WILL find you quickly and will chase someone at all time or nearly due to his detection power or add-ons. So the longer the round is, the more efficient he is.

  • @NeoGriim said:
    Thank you everyone for your replies. I think that the hag will be my next unlock, it was going to be the doctor but hearing if she's played correctly the hag is high teir has me thinking that maybe she's the better choice, especially as this week's shrine got me the perk I wanted from the doctor (overcharge).

    Playing a couple more games with the nurse I'm finding that I do fantastic in every category except for sacrificing. I guess I'm so bad with her that people love to taunt me, I'll have entire teams up close to me trolling the living daylight out of me while their team mate hangs on the hook dying and I desperately try to keep it that way, leaving me with 1 kill each round but 24k BP in the other three categories because I keep getting hits, losing them, chases auto pop because they come to me and generally they'll even tease me around a generator until I can down one of them. It's frustrating, but everyone's pretty happy at the end of the game, even me considering I generally come out with 30k blood points plus whatever bonus I have on and not even coming close to pipping.

    Be really careful about the Hag tho.
    I only suggest you to get her if you REALLY wish to play competitively, and not casually. And provided with a LOT of experimentations with traps. If you have a really low playtime, I'd suggest you to simply go with Doc instead as he's easier to play (even tho he can still be quite hard to master) and more comfortable.

    If you really wish to commit to her tho, there's some discord to join that can help you around and give you advices about her, to play her properly and know what and where to trap, and why, especially

  • Yeah, they fixed the sound in the last patch.
    Felt good to have the sound cues back as killer.

  • @Dr_doom_j2 said:
    Why pick a main? Play all the killers, you can get as good with any killer as just about any other killer main in this game. There's no need to dedicate too much time to one single killer as most are mechanically the same anyway, and aside from a few specific power related techniques, it still all comes down to how well you can chase. 

    Play them all and find out for yourself who plays to your specific desires. I wouldn't bother asking because they may deter you from a killer you like. Of you like Freddy or wraith, play them, you may find a way to play perks on them with certain add ons that works well. And if you don't find a man, at least you got to see all the game has to offer.

    Picking a main is quite useful is you started the game to be able to efficiently farm BP without having to spread your bps around all killers.
    It's also pretty good to know you have a character that you can play well and perform decently with, and get decent BP with even when you have pretty bad rounds since you're used to his mecanics.

    I play all killers except for Freddy, LF and Nurse, but I know that, when I feel annoyed, I just pick Billy and have some great times without stressing it out too much since he's my main since day 1 and I can always rely on this dude to provide me a decent match.

  • @sawerjke said:
    Thana isn't good atm so how about this.

    All Survivors receive penalties to repair, healing and sabotage speeds(maybe just gens) for each Surviver that has been HOOKED. Stacks up to 4 times.

    Tier 1 4%/7%/10%/13%

    Tier 2 5%/8%/11%/14%

    Tier 3 6%/9%/12%/15%

    It's not that good I know, but I really do love how the way this perk works and it will help with the gen rush problem in some way.

    Not the worst idea I've seen, tho, sadly it won't help about when the rush in gens is actually occuring : very early in the match, by the time you get your first catches.
    It's gonna suffer the same flaw than Dying Light.

    It's basically reversed Dying Light.
    Still not a bad idea tbh.
    15% reduction for 4 survivor being hooked is rather small tho. Unless you mean 15% x 4 stacks, which is 60%, and way too high. (But I doubt it)

  • Sounds actually pretty decent.
    I would like it, I'm often in that situation and that buff wouldn't be too much.
    +1

  • I don't think stuns are too rewarding.
    I don't think dull totems are too rewarding either.
    I think that generators and escapes aren't rewarding enough, tho.

    I don't feel like survivor do need BP nerf. The BP gain isn't that great already, overall, especially compared to killers.
    Tho, I feel like something like more points for gens would be a nice thing, along with a survival mecanic such as BP depending on the outcome of the match such as bonus/malus %BP on sacrifice/escape.

  • @Soren said:

    @NeoGriim said:
    I like the tactics behind the hag. I'd like the trapper himself if he didn't have to gather his traps, I know she's low tier but having an ambush during a chase is a pretty cool concept.

    She's high tier though, but you'll struggle for several months before getting good with her, like Runiver said. I just suggested her because she's the only high tier killer that is also an ambush one, and you seemed to care a lot about ranking up.

    +1 this.
    Hag is very top tier once you know how to play her properly.
    Especially after the possible vacuum removal coming in a few days.

  • @RSB said:

    @Runiver said:

    @RSB said:

    @Runiver said:

    @RSB said:

    @Runiver said:

    @RSB said:

    @Runiver said:

    @RSB said:

    @Runiver said:
    What does "1 to 0.5 slower in running" means ?
    The clown has the fastest base running speed in the game, shared with Trapper, Pig, Billy, LF and such.

    Having to look for a locker to reload is actually slower than being able to walk while reloading.

    I possibly agree about 1 thing : reloading 1 bottle should possibly be shorter than reloading all 4.

    Maybe he thought about his slow movement speed while throwing? I do not know.

    Still, I do not understand what "1 to 0,5 slower" meannnss
    Pleaasse help me.

    This is the big unknown, my friend.

    Oh, I get it, he wants the slow to be 0,5 to 1s longer.
    Devs are already considering this @MikeLatin7 , they are gonna buff it up to 2s according to what a dev said

    Doubt that it will change anything, he will be weak anyway. The only thing that could make him strong would be actual blindness (like flashlight) and interrupting with the actions, like Doc's zap.

    He's actually pretty strong in chases.
    But he has a very weak map control. Devs are trying to figure out something to give him more options atm, I believe. No promises tho, obviously.

    He may seem good in chases, because survivors are trying to avoid his gas clouds, but when they figure out the tonics does nothing, he will be wothless.

    His gas cloud is actually pretty strong when they run into it. 15% slow isn't negligible, especially if you can extend the duration to 4-6s due to some add-ons for example, or the extra time spent in the cloud.
    With the removal of the vacuum, someone walking through a cloud is usually getting hit rather consistently.

    Your best bet against clown is to run to another juking spot nearby if you have the time to, or to directly drop the pallet, which could prove risky for the lategame. It's actually decently strong, and I have several clips of extensive uses of potions that are actually pretty hard to counter (even tho the survivors aren't playing perfectly, obviously, but so am I)
    https://www.youtube.com/user/FunnyDreamzz/videos

    Tho I suppose it's debatable.
    I played against quite a few good players in the PTB, and I found the bottles to be very reliable when well-placed to cut escape routes

    The time will tell, my friend, now we can't really tell, because it is PTB. In my opinion he could use some buffs, I'm tired of new killers, who are mediocre AT BEST, because he will never be mid-high tier, sadly. I like playing him, but he is not, what he should be.

    In my opinion he could also use some buffs, especially to distrupt people while chasing someone else, for example.
    To me, he seems like a decent mid-tier atm, possibly stronger than the pig with extensive play, since pig's ambush cannot cover a lot of loops while Clown actually can.

    Time will tell I guess.
    In the end, I doubt we'll get a top tier killer anyway. He will still probably be in my top 3 favorites killer to play due to the numberous tricks he can pull off tho.

  • People are toxic for one reason :
    Because they can.
    And more so on the PTB because losing items there isn't making them to lose it on the live server, so there is very little consequences and they can go all out on the BNPs, insta-heals, and flashlights (that are not toxic themselves, but breed toxicity.)

  • It's not that no one wants to help a camped player, it's usually that you cannot, in a reliant way, without risking your whole team.
    You're usually better repairing rather than trying.

    I agree about one thing tho : giving more reasons for killer not to camp without punishing them would be great. Especially since the emblems (especially the malicious one) is quite rough to maintain as a non-camping player.

    That being said, rewarding a survivor for dying sounds weird. You get 900 survival points for struggling.
    Not to mention that killers will eventually stop staring at the guy on the hook and will just block the basement stairs or such, with your suggestion, or slightly look sideways.

  • I just don't and leave.
    Nobody ain't got time to wait.
    I even oftenly let my teammates to die in the round even tho I could save them, since for me, they did their job : they allowed me to escape, and I'm very thankful for that :D
    I come back at times, when I feel like I could earn some efficient points without too much risks.

    Teabagging tho ? nah, kinda pointless.

    in T-bag Comment by Runiver
  • @RSB said:

    @Runiver said:

    @RSB said:

    @Runiver said:

    @RSB said:

    @Runiver said:

    @RSB said:

    @Runiver said:
    What does "1 to 0.5 slower in running" means ?
    The clown has the fastest base running speed in the game, shared with Trapper, Pig, Billy, LF and such.

    Having to look for a locker to reload is actually slower than being able to walk while reloading.

    I possibly agree about 1 thing : reloading 1 bottle should possibly be shorter than reloading all 4.

    Maybe he thought about his slow movement speed while throwing? I do not know.

    Still, I do not understand what "1 to 0,5 slower" meannnss
    Pleaasse help me.

    This is the big unknown, my friend.

    Oh, I get it, he wants the slow to be 0,5 to 1s longer.
    Devs are already considering this @MikeLatin7 , they are gonna buff it up to 2s according to what a dev said

    Doubt that it will change anything, he will be weak anyway. The only thing that could make him strong would be actual blindness (like flashlight) and interrupting with the actions, like Doc's zap.

    He's actually pretty strong in chases.
    But he has a very weak map control. Devs are trying to figure out something to give him more options atm, I believe. No promises tho, obviously.

    He may seem good in chases, because survivors are trying to avoid his gas clouds, but when they figure out the tonics does nothing, he will be wothless.

    His gas cloud is actually pretty strong when they run into it. 15% slow isn't negligible, especially if you can extend the duration to 4-6s due to some add-ons for example, or the extra time spent in the cloud.
    With the removal of the vacuum, someone walking through a cloud is usually getting hit rather consistently.

    Your best bet against clown is to run to another juking spot nearby if you have the time to, or to directly drop the pallet, which could prove risky for the lategame. It's actually decently strong, and I have several clips of extensive uses of potions that are actually pretty hard to counter (even tho the survivors aren't playing perfectly, obviously, but so am I)
    https://www.youtube.com/user/FunnyDreamzz/videos

    Tho I suppose it's debatable.
    I played against quite a few good players in the PTB, and I found the bottles to be very reliable when well-placed to cut escape routes

  • @Brady said:

    @Runiver said:

    @Brady said:

    @Runiver said:

    @Brady said:
    Dwight's perks are rendered useless since the emblems.

    How the devs countered objectives being done fast (With co op obviously) is by splitting emblem points to encourage not to do cooperative play.

    They were already rather useless pre-emblem. The benefits of leader/prove thyself was usually less than 10s for a whole match, which was nothing significant compared to perks like SB or DS or even BOND that could be gamechanging.

    I used to see Leader ran evidently way more than post-emblems. Myself included, I used to run leader. The progress it made when stacked between survivors is tremendous if you ask me. Nearly get gens down in 30 seconds.

    I suggest you to do the maths.
    As 2 players, the gen time is 44s~, with Leader 3, it becomes 41s~ (if you stay for the full gen duration)
    As 3 players, the gen time is 33s~, with leader 3, it becomes around 30s~
    It reduces the healing times by about 1s, which can be useful, but compared to We'll make it ? Not sure.
    The benefits are VERY WEAK since the % are very low and only applied to one person that is debuffed due to the multiple repair debuff.

    Not disagreeing that it isn't gamechanging, but proved to become useful prior to emblems. < my point Not to mention slight counter to certain status ailments.

    I agree, it's a very average perk, that can be pretty decent if you are aware about what to expect from it and don't expect much from perks, overall.
    Atm tho, it could use some changes due to the emblems for sure.

  • if you like stealth, you have 3 choices :

    Myers : A strong pick. A good training for killer, too, since he basically relies on the base kit of killers (even tho he improves it in EW3) to kill. He requires Monitor and abuse tho, and some good knowledge of the base kit itself.

    Pig : A average to strong pick. His ambush is kinda weak to surprise people tho, due to SPrint burst being meta. That being said, it can still find a few uses. It's also good to use in chase if you have GOOD MINDGAMES. Example :
    https://www.youtube.com/watch?v=e-frXsqozY4&amp;feature=youtu.be

    I highly suggest this guide : https://www.youtube.com/watch?v=Di_ixvw19mU

    Hag : Very hard to play, not super quick paced, but definitely deadly with Monitor and Abuse. It will asks for you MONTHS tho, to figure out the best trap placement, and requires quite the patience and experience in the game not to go crazy or turn into a basic ultra-camping hag.

  • It used to be a secret, at release.
    Devs didn't tell how to unlock the faces.

    Tho, now the info is everywhere on the internet, so I suppose they could give a kill count indeed.

  • @Brady said:

    @Runiver said:

    @Brady said:
    Dwight's perks are rendered useless since the emblems.

    How the devs countered objectives being done fast (With co op obviously) is by splitting emblem points to encourage not to do cooperative play.

    They were already rather useless pre-emblem. The benefits of leader/prove thyself was usually less than 10s for a whole match, which was nothing significant compared to perks like SB or DS or even BOND that could be gamechanging.

    I used to see Leader ran evidently way more than post-emblems. Myself included, I used to run leader. The progress it made when stacked between survivors is tremendous if you ask me. Nearly get gens down in 30 seconds.

    I suggest you to do the maths.
    As 2 players, the gen time is 44s~, with Leader 3, it becomes 41s~ (if you stay for the full gen duration)
    As 3 players, the gen time is 33s~, with leader 3, it becomes around 30s~
    It reduces the healing times by about 1s, which can be useful, but compared to We'll make it ? Not sure.
    The benefits are VERY WEAK since the % are very low and only applied to one person that is debuffed due to the multiple repair debuff.

  • @RSB said:

    @Runiver said:

    @RSB said:

    @Runiver said:

    @RSB said:

    @Runiver said:
    What does "1 to 0.5 slower in running" means ?
    The clown has the fastest base running speed in the game, shared with Trapper, Pig, Billy, LF and such.

    Having to look for a locker to reload is actually slower than being able to walk while reloading.

    I possibly agree about 1 thing : reloading 1 bottle should possibly be shorter than reloading all 4.

    Maybe he thought about his slow movement speed while throwing? I do not know.

    Still, I do not understand what "1 to 0,5 slower" meannnss
    Pleaasse help me.

    This is the big unknown, my friend.

    Oh, I get it, he wants the slow to be 0,5 to 1s longer.
    Devs are already considering this @MikeLatin7 , they are gonna buff it up to 2s according to what a dev said

    Doubt that it will change anything, he will be weak anyway. The only thing that could make him strong would be actual blindness (like flashlight) and interrupting with the actions, like Doc's zap.

    He's actually pretty strong in chases.
    But he has a very weak map control. Devs are trying to figure out something to give him more options atm, I believe. No promises tho, obviously.

  • Welp, first of a long serie of trophies if you let the comments public on your profile.

  • @Brady said:
    Dwight's perks are rendered useless since the emblems.

    How the devs countered objectives being done fast (With co op obviously) is by splitting emblem points to encourage not to do cooperative play.

    They were already rather useless pre-emblem. The benefits of leader/prove thyself was usually less than 10s for a whole match, which was nothing significant compared to perks like SB or DS or even BOND that could be gamechanging.

  • The killer's bloodpoints is usually higher than survivors.
    When I play survivor, I already feel like I don't get good bp compared to killers tbh.

    I'd prefer to simply have a way to eventually trade add-ons for the ones I like best.
    Like 3 common > 1 uncommon of your choice
    3 uncommon > 1 rare of your choice
    etc.

    Or maybe just a rework of a lot of rather useless add-ons.

  • @RSB said:

    @Runiver said:

    @RSB said:

    @Runiver said:
    What does "1 to 0.5 slower in running" means ?
    The clown has the fastest base running speed in the game, shared with Trapper, Pig, Billy, LF and such.

    Having to look for a locker to reload is actually slower than being able to walk while reloading.

    I possibly agree about 1 thing : reloading 1 bottle should possibly be shorter than reloading all 4.

    Maybe he thought about his slow movement speed while throwing? I do not know.

    Still, I do not understand what "1 to 0,5 slower" meannnss
    Pleaasse help me.

    This is the big unknown, my friend.

    Oh, I get it, he wants the slow to be 0,5 to 1s longer.
    Devs are already considering this @MikeLatin7 , they are gonna buff it up to 2s according to what a dev said

  • Well, on the PTB, the removal of that vacuum is VERY beneficial and should really go live.
    One reason is that it transformed a lot of pallet plays into actual mindgames.
    It used to be "I'll just do one or two more loops, and the vacuum will catch me and save me anyway". It was pretty brainless, not hard to estimate and not fun to play against, as well as not very interesting to play at unless you did consider running in circles as a good feature, which I don't.

    Now, you gotta use pallets more strategically, since not throwing down as you pass through could actually earn you a hit if you do not pay attention or aren't aware of the surroundings.
    Teleporting with pallets was pretty wrong.

    About the number of pallets, this is very debatable and the number of necessary pallets heavily depends on the rank you play at. At high ranks, the current amount of pallets is easily sufficient for a decent team to stall you for the whole 5 gens if you try to go through all of them, so, as killer, you gotta find a way to cut these off.

    At low ranks, you possibly lack some pallets at times since people are slower to repair and less efficient at using them. But are they really a reference about how the game should be played and balanced upon ?

  • Devs stated several times in their stream that they do not give passives to survivors for a reason : they want people to be able to play the character they like the skin of.

    Tho I suppose passives could do if it would fit playstyles rather than being pure buffs.
    That would ask for quite a bit of work to get them all balanced tho.

  • @Markness said:

    @Runiver said:

    @Markness said:
    Leader ain't that bad. Your teammate gets to repair gens faster and you working with your teammate get a gen repair bonus on top of that. I use SB/SC/BT/X random perk and sometimes it is leader :blush:

    That's what I say : you allow your teammates to steal emblem points from you because he repairs faster than you do since you buff him, but he doesn't buff you.

    He does buff me because we are repairing generators faster. It is a selfless perk, but it still is more likely to get you an escape emblem compared to a lot of other perks. Soloing as survivor it has its uses because you find the nearest claudette and repair away. I am the generator king and that perk just makes it a lot better for me :smile:

    You do realize that the time gain on a generator with leader is usually less than 3-4s, right ? Over it's full duration.

    I guess everyone makes its own choices!

  • @RSB said:

    @Runiver said:
    What does "1 to 0.5 slower in running" means ?
    The clown has the fastest base running speed in the game, shared with Trapper, Pig, Billy, LF and such.

    Having to look for a locker to reload is actually slower than being able to walk while reloading.

    I possibly agree about 1 thing : reloading 1 bottle should possibly be shorter than reloading all 4.

    Maybe he thought about his slow movement speed while throwing? I do not know.

    Still, I do not understand what "1 to 0,5 slower" meannnss
    Pleaasse help me.

  • @Markness said:
    Leader ain't that bad. Your teammate gets to repair gens faster and you working with your teammate get a gen repair bonus on top of that. I use SB/SC/BT/X random perk and sometimes it is leader :blush:

    That's what I say : you allow your teammates to steal emblem points from you because he repairs faster than you do since you buff him, but he doesn't buff you.

  • Well, the toxicity of this game is in good portion due to its mecanics allowing it.
    Tho it also allow memes, and what dbd would be without the memes ?
    Example :
    https://steamcommunity.com/sharedfiles/filedetails/?id=1400008606

  • What does "1 to 0.5 slower in running" means ?
    The clown has the fastest base running speed in the game, shared with Trapper, Pig, Billy, LF and such.

    Having to look for a locker to reload is actually slower than being able to walk while reloading.

    I possibly agree about 1 thing : reloading 1 bottle should possibly be shorter than reloading all 4.

  • About the spiting : this is gonna be a great feature to reduce the toxicity, for sure!

    About camping : it already has enough counters as it is (except for the hooked guy, obviously)

  • Definitely a good change.
    Don't revert or riot, I say.

    in Pallets Comment by Runiver
  • A killer is grabbing survivors because to try to stop them from eating dirt.
    I do the same with my dog at times, it's just community service.

  • Back on steam, some guy did an experiment over 30 rounds.
    He was staying in the basement the whole round and calculating how much time it took them to leave once the exit gates were powered.

    The average was 8 whole minutes.
    He had several games of people not leaving for 22 to 30 minutes, and one game where survivors didn't leave before 55 FULL MINUTES.

    So you'd better just hit them unless you want to spend all day there, some people got way too much time to waste (Aka myself on this forum)

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