Ryuhi
Ryuhi
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3218021#Comment_3218021
And swf easily tell their friend who is chased it just makes soloQ and swf bit closer.
And what do killers get in exchange for all of that free information that large amounts of the game are not balanced for (clarification edit: ...If you are balancing for SWF?) I hope you plan to rework all the stealth and trap based killers before these changes.
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@badrepo said:
Ah, but you see, when I play Nemesis I get zombies like this. When I play AGAINST Nemesis, I may as well be playing CoD: Zombies.
No consistency I’m afraid.
I think their biggest issue is their pathing logic, they don't really seem to have any means of getting themselves "unstuck" from certain geometry consistently. If they don't run into it they're usually a pretty useful tool for passive tracking and occasional meme pressure (or even the occasional anti-loop) with a completely chaotic nature. They likely just need to improve their ability to reroute their pathing when stuck for more than a second or two and they would be a lot better.
For now, as nemmy all you can do is slap the stuck ones and take a bit of mutation for your trouble.
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@AverageAshEnjoyer said:
https://forum.deadbydaylight.com/en/discussion/comment/3218021#Comment_3218021
thats what dead lock and pain res are for
And thats why people complain when every killer runs 4 gen slowdown perks. Throwing perks at issues as bandaid fixes is not how to foster gameplay variety.
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@SunsetSherbet said:
I really loathe that they made BT basekit. Solely because it caused a floodgate of demanding every decent perk be basekit, so you can run 4 meme perks yet still be as threatening as a meta-kit user. And the devs seem to want to go along with it, since they are continuing to make perks basekit. Stop. Making. Perks. Basekit. I'm not even going to go "well, give killers some basekit perks to compensate..." No. Stop making perks basekit.
The issue is that they have been using perk bandaid fixes for too many problems in the game instead of addressing their root causes, and people ran out of loadout space a long time ago. I agree that they shouldn't keep making perks basekit, but they really should start working on fixing the issues that make people feel they need them to be basekit. And most importantly, to actually be both even and honest with how they approach that to both sides.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/349544/how-to-reveal-ghostface
His mechanics are as buggy as Wesker's.
Few changes to fix this awful mechanic:
▪︎Ghostface can ONLY be revealed when stalking in Night Shroud.
▪︎While in Night Shroud, the power meter can be either Green, Orange, or Red.
— Green: Concealed, no survivor is looking in your direction.
— Orange: Seen, a survivor is looking in your direction.
— Red: Revealed, a survivor has been looking in your direction for more than 5 seconds. Stalking in this status will disable Night Shroud, putting you on cool-down.
▪︎Survivors can "look" at Ghostface if:
— They have clear line of sight to him, unlimited range.
— Looking in his direction in a 30-degree cone within a range of 16 meters.
— Ghostface will always be in Red Status when in a chase.
There you go, GF is now fair. Numbers can be tweaked for balance later, but you get the idea.
So if he never stalks, he just never has a TR and can attack straight out of it? I like how much consideration went into multiple variables, but thats a big one thats missing.
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Lotta posts on both sides missing the core issue and focusing on one side or another. The issue is that survivors start stronger than the killer and become weaker than them: Killers need to reduce survivor efficiency as fast and efficiently as possible, while survivors need to crank out as much damage as they can before they start losing hands on deck. It creates a chicken/egg paradox where camping/tunneling and genrushing cause each other, due to players adapting to assuming X will happen to them, so they do Y preemptively. Killers like Trapper and Hag get especially hurt by this, as their setup time is directly anathema to their ability to reduce the efficiency of the survivors during the very time they need to the most.
People can go back and forth about how their side gets it worse than the other, but it is a universal design issue and was even addressed when concepts like some kind of "early game collapse" were kicked around internally. The bottom line is that survivors need to start weaker on gen pressure and lose less overall efficiency for each person down or out. There could be plenty of ways to apply a normalization to efficiency caps, but half the problems it currently causes are solutions to the other problems it causes, and they kinda go back and forth like that with each small bandaid adjustment that gets thrown in.
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@Lekitzul said:
Honestly, I think Killer's have locked animations to give survs a chance. Kinda like being locked in a second at the pallet to give people a chance to run. If you do not like it, what my buddy does is have an alternate build when they see flash lighters. They have builds on all their killers that include either Franklin's or Lightborn. Or literally just keep going until their flashlight runs out. Remember, when they are flashlighting, they can't do gens. =)
Its not a matter of having locked animations, its a matter of having locked animations in such a pidgeonholed scenario. With normal flashlight saves and such at least you have the agency to face a wall or obstruction, or even just to turn to an unpredictable angle to minimize the window to get the save. With locker saves it is all 100% exactly the same and even has visual and auditory queues for timing.
Also it only takes 2 people for that scenario, which means the other 2 can easily be doing gens.
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Wraith is finally S tier.
We did it boys.
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His reveal mechanic either works as intended or not at all. I wouldnt be surprised if it was somehow tied to framerates or resolution or something at this point.
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@Wezil said:
https://forum.deadbydaylight.com/en/discussion/comment/3218006#Comment_3218006
It would be a waste of the developers time to put the effort into detecting hook-suicidesEverything I presented should take no more than 100 lines of code total, depending on how many dependencies it needs to accommodate and how many checks it includes.
It's a waste of developers time to put in the effort into detecting hook-suicides when it's caused by toxic killer-behaviors the developers are trying to curtail anyway. The developers are current working on fixing the problem causing the hook suicides, instead of the symptoms of the problem.
You're solution would address a symptom and that symptom would show up somewhere else. You can't force someone to play a game that is unfun. It's that simple.
You're kinda doing it again. You are trying to dismiss everything, even a uniform solution, because of a personal bias and de-prioritizing something that affects people other than yourself. You think that the problem is only "survivors can have unfun games" when that is literally how the game works for every player who agrees with the EULA in order to connect to its servers. You are ignoring the fact that people using the soft-sanctioned ragequit method are making those games unfun for other survivors, and trying to disregard it as a symptom. You're also going back to implying that I am forcing anyone to play anything, which I still am not: They just have to take the penalty of their fickle nature like everyone else who plays the game.
And one last time, the amount of effort I proposed is less than either of us have spent typing in this thread. Considering its their job that they get paid to do, I would think that little effort would be well within the potential of a team that is organized, educated, and directed.
I also have to mention that you have said absolutely nothing about the other idea that I have mentioned multiple times, in regards to giving killers a forfeit option as an alternative way of achieving parity. It is consistent with your logic but your bias prevents you from even entertaining the thought. If you are unable to prioritize the causes and effects of game issues on both sides, you aren't seeking balance, just advantage.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/349540/still-forced-to-play-lame-in-2022
The Devs have said they can't just Nerf Camping and Tunneling as they are valid strats. I one agree there are situations where Camping and Tunneling should be used like at End Game or to get that one player out of the game asap to get rid of CoH or to make it a 3 v 1.
If they hard Nerf both then those situations will be that much harder.
The other half was that they should be encouraging 12 hook games and patrolling gens instead, which is very important to include. BHVR's approach to the situation has been continuously trying the stick while not even offering the carrot, they need to have the possibilities for more healthy play being viable and encouraged before they can start imposing punishment for the less savory strategies.
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@AverageAshEnjoyer said:
Some killers shouldnt have mobility. If clown had mobility, he would just be a better freddy. If bubba had mobility, he would be a better billy (not like he already isnt)
They need map pressure more than mobility. Killers like clown tell the entire map that they are currently chasing someone, and anyone not in their TR has the green light to rush the hell out of gens. He would need something that offsets that net negative to map pressure more than a teleport or anything like that. Same with pretty much any killer with global sounds like that, with slinger his lower TR helped when he had that, but currently demo is the only one that really has anything to offset the global safety notifications.
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@Wezil said:
https://forum.deadbydaylight.com/en/discussion/comment/3217976#Comment_3217976
That's my fault, usually SuzuKR's group are so extreme, that I ignore what him and his followers say.
The easy way out for killers is to sit in the corner and let the game end. The games are so short anyway, that what does it matter if they suicide on hook or go AFK.
I doubt genuine rage-quits by hook-suicide are even statistically significant when you remove Nurse-suicides, face-camping-at-gen-5 and tunneling-at-gen-5. It would be a waste of the developers time to put the effort into detecting hook-suicides, when you remove killer's intentionally being toxic enough to cause hook-suicides.
They may be somewhat argumentative in their demeanor, but that doesn't mean they're always incorrect. That goes for literally everyone on the forums, and its more conductive to find common ground with people you disagree with than dismiss them both personally and in your responses. We're all usually just talking at each other rather than listening and considering other viewpoints, which is why its more constructive to focus on what you can learn from others rather than dismissing them as anathema to our own ideas.
The easy way out for killers is to sit in the corner and let the game endcool and survivors can do the same if hook suicides were prevented. They can even get killed on purpose and have it go even faster. Bleedouts only take 4 minutes at max, do you agree that they should just watch videos or play games on their phone while they wait as well?
I doubt genuine rage-quits by hook-suicide are even statistically significant when you remove Nurse-suicides, face-camping-at-gen-5 and tunneling-at-gen-5.Encountering something you don't like is not a valid reason to quit a match. People on both sides encounter them all of the time. As for their statistical relevance, they are half the reason why there are so many "solo q is unplayable" complaints on these forums: If one person ragequits a match early, they pretty much doom their entire team. 1 ragequit = 1-4 deaths, regardless of how the rest of the match plays out. That is because the game is not balanced around 1v3, its 1v4. They stopped letting matches load with less than 5 players for a reason, as they used to have a bad workaround where it just reduced the required number of gens by 1 for each survivor who didnt load in. It absolutely has statistical relevance and creates a unchecked variable that skews in one direction specifically. Thats extremely bad for their data integrity, and a big part of why they say not to use those "61%" style numbers they release in arguments.
It would be a waste of the developers time to put the effort into detecting hook-suicidesEverything I presented should take no more than 100 lines of code total, depending on how many dependencies it needs to accommodate and how many checks it includes. It would take literally 1 day to get everything plugged in, then maybe a week tops for a single person to do thorough playtesting. I already stated there could be internal reasons why it wouldn't work exactly as i proposed, but its centered around universal systems that the game is already using, that people who went to school for programming should certainly understand. I promise you it is the least effort required out of the majority of suggestions the devs get thrown at them.
Edit:
when you remove killer's intentionally being toxic enough to cause hook-suicides.Had to separate this one to point out it is creating a needless us vs them tangent. Both sides have far too many avenues to be toxic to the other, and all this comment is doing is trying to ignore every other element of the situation and instead focus on how a survivor can be in a frustrating position because of a killer. Like before, encountering something you don't like is not a valid reason to quit a match.
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@Nirgendwohin said:
i don't know what the issue is. could you explain what the problem with lockers is?
There was a bit of missing information, but generally if you try to grab a survivor out of a locker you are animation locked similar to picking them up, and the locker positions in question make it so that survivors can force flashlight saves due to the killer having a LoS that is both fixed and the angle is not variable. Basically if you don't have lightborn and the survivor isn't bad with the flashlight, they will get the flashlight save every time.
All lockers should honestly have enclosures on all maps to prevent this, and no lockers should be put in positions on tiles where that cannot be addressed: They should basically be designed so that you can't get flashlight saves against lockers. There are too many auto-timing cues with sounds and animations as opposed to other blind-save scenarios.
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Thats why I called out a while back you were conflating my arguments with other people. Your oversimplification ignores the fact that there is no parity between roles, killers do not have an "easy out" that bypasses the DC penalty. I already posited that either a solution that gives killers a way to forfeit in a non-abusable way, or one that prevents hook suicides bypassing DCs, would be acceptable approaches to parity. Obviously I would prefer the latter because hook suicides affect both the devs stats negatively, while also only really discouraging them and minimizing their impact on the rest of the game.
You're allowed to disagree, despite the implications your "jackboots" comments create.
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@SOULWARRIOR71K said:
https://forum.deadbydaylight.com/en/discussion/comment/3217002#Comment_3217002
All of them of course. It appears that most survivor mains want to have a no risk no stress experience. We’d almost just be better off if the killer role was completely removed from the game or replaced with AI so they can hold m1 on gens in peace.
A lot of it is just survivors refusing to understand or empathize with how most of their presented grievances (and their resolutions) affect the killer role, honestly. Plenty of killer mains do it as well, but the priority in conversations like these is always "Give me what makes my role easier, then figure everything else out later. Unless those later fixes make things worse for me, then don't bother."
Whether they do it consciously or not is an entirely different matter, but I'm not seeing many ideas on how changes like basekit kindred would apply to invalidating a large number of killer powers, let alone playstyles. Problems need solutions that incorporate their effects on both sides, and the procrastination involved with lopsided buff/nerf cycles makes everything take longer to actually fix.
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@[Deleted User] said:
Map-edge fog portals.
You could do a lot of things with portals, really. Including introducing more vertical map design without making it unbearable for killer.
I love the concept of non-euclidean maps, but for some reason I don't trust them to work in this game.
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There you go again with the ad hominems while misrepresenting people who disagree with you. nobody is saying that people are not allowed to DC, just that they are not allowed to do so in a way that bypasses the penalty that is specifically in place for DCing.
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@Ladyinadress18 said:
Lately when I’m playing doctor, I notice survivors running around constantly in the screaming animation. Do you guys as survivors see this? I see it every match on at least one survivor. They will be running around the map constantly tilting their head back with arms/elbows in the air (no screaming sound). I’ve been seeing it for weeks
I'm pretty sure Ive seen it with other killers as well, I think it might be able to be caused by any of the scream animation effects. looks silly as hell and I love it, but hope they fix it for obvious reasons tho.
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I havent heard it refered to that, but it sounds like the new strat of prioritizing two survivors and rotating them to maintain pressure and scare them into being less risky when on death hook. Generally you only go after the other 2 survivors for slug pressure, or if they can be downed and hooked with minimal commitment. Its still technically tunneling, but its probably the most even middleground for how the game is currently balanced. If you ever find yourself as one of the two, you want to become ghost when on death hook, and always run away from any pressure positions on the map as soon as the killer sees you in order to minimize its effectiveness.
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@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/3216836#Comment_3216836
Many streamers come up with the perfect optimal conditions for perks and then cry about it being broken. I remember the hype and OP drama videos showcasing "broken" Soul Guard, Tenacity, and Unbreakable. They went on about how unfair it was and would make videos with a Hex active showing a Survivor getting up 10x in a match, etc. The game was over; killers will never be able to slug and so on.
They are usually performing either Sanity Checks or Smoke Tests, aka seeing if a broken situation is possible, and then seeing if it is prevalent enough to not be acceptable to go into live versions of the game. These are extremely important in high level play because they involve isolating and evaluating tools that people will potentially be able to exploit. Its actually pretty standard in terms of playtesting, which is why its wild when content creators provide that labor and build up a sample set for free.
They're the reason why boons lost their ability to overlap before they were released, as in that PTB they were able to stack effects like CoH to unintended values. That type of testing might seem like things you wont see in your average game, but they are about assessing those two above hypothesis: is it Possible, and does it break existing mechanics or content.
These tests are supposed to serve as either cautionary or reactionary to updated content as it is applied to the game. If/when their results are ignored, they then turn into countermeasure assessments at high level play.
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Here we are. Originally I thought it may be due to a division light filter: (1 Divide filter, 200 Opacity)
but upon further testing with filters, it looks like a large number of Additive lighting ones might more likely be the culprit: (32 Additive filters, 255 opacity each)
If any aspects of the doctors effects use additive lighting, it could very well be firing off 32 (or more) instances at the same time. I'm not familiar with how those effects work in relation to hud elements, but hopefully that can help isolate it.
I don't have the cosmetics to test myself, unfortunately.
Edit: Here's 48 passes, looking like the amount of instances might be somewhere around there: (48 Additive filters, 255 opacity each)
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@pocajohnny said:
https://forum.deadbydaylight.com/en/discussion/comment/3217265#Comment_3217265
Good. Never needed that vindication from you pessimistic folks. Just letting the developers know they have a real visual issue on the loose.
Can you link to the bug report please?
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@Biscuits said:
To the soloQ survivors that see this, don't let the killer mains on the forums gaslight you. Do what I am doing and stop playing until they do something. I have played maybe 2 or 3 games in the past month and wanted to leave the games almost immediately. Whether its teammates playing at the wrong MMR or killers doing the most unfun crap since the patch. I just can't be bothered and its showing in the queue times. But people on here seem to think that nothings wrong, certainly is interesting to see the copium.
Maybe other people just have different experiences from one another? Nobodys experiences in this game invalidate anyone else's.
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@Sharpefern said:
https://forum.deadbydaylight.com/en/discussion/comment/3217282#Comment_3217282
You are risking a perk slot. An entire perk slot is an ask. There are alot of things that need to go right for you to get value and you really need to dedicate 2 perks slots to get actual value. Like people often consider hex totems a high risk because you lose the perk if survivors cleanse it. Or scourge hooks if RNG gods are not in your favor.
The perk doesnt deactivate though, it only resets. Again, you get more chances at getting value from it, and it doesn't impose any negative (especially when failing.) Hex totems are high risks because they can be removed from play by the other side, and are not guaranteed any value before they can be removed. Thats not the same thing as one that can be interrupted. Scourge hooks vary because they are dependent purely on map RNG, which is an entirely different beast altogether due to how procedural generation works.
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@Sharpefern said:
https://forum.deadbydaylight.com/en/discussion/comment/3217237#Comment_3217237
You are risking being able to do an entire generator uninterupted thats the risk. You get stopped during perk does next to nothing or nothing. You need 8 skill checks to get to 8%. 8 skill checks are going to take quite a while to get. If you get less than 6 your getting less than 5% extra on that gen. You might as well be running de ja vu
You're saying its risk is the potential for its value to be stopped. Thats low risk high reward, because it doesn't involve a setback. High risk high reward would be if you lost additional progress for every stack of hyperfocus you have if a skillcheck is failed by you or anyone else on the same gen, as it would have a potential negative to risk when attempting the positive. There is no negative with this perk, only potential to disrupt its degree of value.
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@pocajohnny said:
https://forum.deadbydaylight.com/en/discussion/comment/3217265#Comment_3217265
Good. Never needed that vindication from pessimistic folks. Just letting the developers know they have a real visual issue on the loose.
Cool, I would have posted this in the bug report thread to try to help, but I still haven't found one:
The first image with a simple Division mask with an opacity of 200 creates a very similar appearence, which could be helpful in determining what effect from the cosmetics could be causing it. Could very well be a lighting mask issue with the effects.
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@pocajohnny said:
https://forum.deadbydaylight.com/en/discussion/comment/3217262#Comment_3217262
Might as well tell me that fire hurts if you touch it... Again. Thank you.
Somehow I don't believe you after that edit but sure, you're welcome.
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@pocajohnny said:
https://forum.deadbydaylight.com/en/discussion/comment/3217250#Comment_3217250
Negative Nancy? Some people can find fault with anything. I'll pretend I didn't read that. This is about an actual issue... Just trying to bring it to light. Thank you for letting us know people like you exist though... Completely off topic. Already did the bug report..thanks.
I already said i wasn't accusing you, just warning you. Also I didn't see a post about it in the bug report forum after someone had already suggested it, so I was reiterating their point. Kindly keep that "people like you" stuff to yourself, please.
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@pocajohnny said:
https://forum.deadbydaylight.com/en/discussion/comment/3217235#Comment_3217235
https://forum.deadbydaylight.com/en/discussion/comment/3217238#Comment_3217238
https://forum.deadbydaylight.com/en/discussion/comment/3217239#Comment_3217239
Thank you for your comments! Yes I hope it gets looked into.. I'd hate for it to seriously affect someone with a vulnerability..
The way you keep wording things sounds kinda disingenuous. I'm not accusing you or anything, but you might want to be careful after how people have been acting about the flashlight changes. Also you really should submit a bug report as well so they can research the issue internally in case its one they can recreate in testing.
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@Sharpefern said:
https://forum.deadbydaylight.com/en/discussion/comment/3217198#Comment_3217198
Is this not your previous statement.
https://forum.deadbydaylight.com/en/discussion/comment/3217191#Comment_3217191
Like this perk is such a high risk high reward perk. If you start a gen that already has progess, if they have pain res, if the killer comes by this perk does nothing. And even if you are able to sit on a gen the perk requires you to hit an exorbitant number of skill checks in a row. This is not what should be focused on. Hyperfocus is not the issue and is no stronger than the other gen speed perks in the game.
Its not risk reward if the risk is.... nothing. Removing a totem for Overzealous has the risks of hurting boon placement and enabling pentimento, even giving inner healing users one less heal on the map. If your argument is solely around the potential for its impact to be denied, Overzealous gets disabled the first time you get smacked after activating it. They're not exactly the same.
Edit: If you think I'm defending overzealous as being healthy for the game, it still isn't, I'm just explaining why people care more in regards to hyperfocus than they did when overzealous came out. anything that can speed up gens while only requiring one survivor is pretty unhealthy for the game, and a contributor to the circular logic of gen speed perk issues on either side.
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@Sharpefern said:
https://forum.deadbydaylight.com/en/discussion/comment/3217191#Comment_3217191
https://forum.deadbydaylight.com/en/discussion/comment/3217190#Comment_3217190
Overzealous did not get this kind of attention, which was the survivor just before rebecca, which again saves 7.2-14.4 seconds depending on the cleanse. and this is without the skill and RNG challenges.
Thats because it directly clashed with boons, and since CoH is still as meta as ever, there is a much larger tradeoff. Especially with how meta Pentimento has become (ironically) as the new king of "inconsistent yet powerful" gen slowdown perks. Hyperfocus you just have to be able to do what everyone was required to do with ye olde Ruin (just without the red skill checks) and it synergizes so well with stake out that its basically a training wheels perk for it.
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@Sharpefern said:
https://forum.deadbydaylight.com/en/discussion/comment/3217181#Comment_3217181
Again I have been stating that hyperfocus is overhyped. That it is not nearly as strong as people are giving it credit for. And that in these gen rushing videos that feature hyperfocus that the other perks, especially stakeout, and toolboxes are the ones doing the heavy lifting. That people are focusing on this perk which is not the issue.
It could be a perk that just lets out a wet fart and it would still be too strong if it further exacerbates an existing issue in the game.
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@Sharpefern said:
https://forum.deadbydaylight.com/en/discussion/comment/3217177#Comment_3217177
This is an example of hyperfocus at its farthest extreme and its still only 3 seconds more than stake out which doesnt have the stipulations. Overzealous with a hex totem shave 14.4 seconds off a gen which was more than the hyperfocus did in this example. This is why I am saying hyperfocus is overhyped. Because its not the strongest gen completion perk. Prove thyself with 2 people saves a total of 14 seconds(7 seconds per) with 3 people saves 30 seconds (10 seconds per) and 4 people 48 seconds (12 seconds per). The amount that hyperfocus saves in its extremes is not an issue when you look at other gen rushing perks in theirs.
Prove thyself requiring 2 people means it can't be done on 3+ gens simultaneously. You're using the self healing efficiency trap logic: Self healing through various means is almost always slower than having another person heal you, but its allowing that person to be using that efficiency and pressure elsewhere.
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@Sharpefern said:
https://forum.deadbydaylight.com/en/discussion/comment/3217147#Comment_3217147
55 seconds. 12 skill checks. 10.8 was due to normal skill checks, 10.8 was due to stake out. and 13.77 was due to hyperfocus. And again I would state that stake out was the big one there because yes it gave 3 seconds less than hyperfocus but it allowed for hyperfocus to stick. Hyperfocus alone would have finished the gen in 78.5 seconds if he did the skill checks exactly like he did or if he hit all of the skill checks it still 66 seconds with hyperfocus 79 seconds without perks and 69 seconds if it was just stakeout. Like its not hyperfocus that is the issue.
Oh course its not just hyperfocus, its the fact that hyperfocus alone has further destabilized the solo gen speed variable when it already had more than enough destabilizing factors, exactly like you're stating. That paired with having a perfect synergy that removes the skill-based restriction means that it gets more value than it would otherwise, while also not having the downsides of being consumable like toolboxes and such. The Stake out stacks are consumable but also renewable, the hyperfocus stacks can be lost but the perk always stays active.
Gen speeds were already in a bad spot, its why they nerfed a lot of regression and slowdown perks while trying a "safe" 10 second addition to the max charges, increasing their effective total (for all 5) by 20-50 seconds on average. Great skill checks used to give even more bonus a while back but that was scaled back for a reason, which is why its kinda odd that a perk like this would be ok.
This is why fixing root issues instead of throwing perks at them is a much healthier solution, especially when its actually done properly. Otherwise you end up with a growing cycle of "I need x because they're gonna run y" and metas become more rigid than ever due solely to necessity.
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@lemonsway said:
Why do you need kindred!? If the killer is in fact camping, then either Trade for someone who can spare hooks or let the guy die. IF the killer isn't camping then you get nothing from kindred. WHY IS KINDRED SO IMPORTANT!?
GO there yourself first if you wanna know whats going on. Trade 1 of your precious hooks to save someone.
Kindred gives you a tremendous amount of information to coordinate with, as you can see what activites each person is engaged in, as well as when the killer is camping. This helps a ton with knowing when to go for a save or stay on gens, seeing people's animations to determine whether they are in chase with a non-camping killer (and thus, where they are) and lets you use that information to make a variety of decisions. Hell, it can tell you when someone used the nearest pallet from the hook and they'll likely need a bodyblock if the killer tunnels. Aura perks can give you a lot of extra info if you know how to put the pieces together, which is why they become stronger the better you understand them and the more efficiently you play.
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@Wezil said:
https://forum.deadbydaylight.com/en/discussion/comment/3216966#Comment_3216966
Do you think Killers should be able to tab out and watch youtube videos until the game ends, do you think Killers should be able to go invisible and sit in the corner of the basement until the game ends, do you think killers should be able to run a "stay awake" macro while so they can lower their MMR but not even be at the computer...
This is a very deep rabbit hole you're going down. How many of the exploits should we patch, until we realize we can't put enough bandaid fixes in place to force people to play a game they aren't having fun with.
Thats not what they asked. They're trying to find consistency in your logic to try to overcome the obvious bias.
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@Audiophile said:
https://forum.deadbydaylight.com/en/discussion/comment/3216571#Comment_3216571
https://forum.deadbydaylight.com/en/discussion/comment/3216973#Comment_3216973
This is why I just adore these forums. Ryuhi, I don’t disagree with you in general. But you have to accept that there is, in fact, a large percentage of games where 1 person or even 2 cannot carry the team. It’s pretty obvious… the game is theoretically balanced to be fair with 4 strong survivors vs 1 strong killer. If you get the strong killer and 1-3 weak teammates you are likely to either die or be the last one standing. There is a limit to what one or 2 can do to carry a team. I don’t usually run endgame builds. But when you play as many hours as I do you need to mix it up for variety’s sake. And you also have to account for peak and non-peak play. Sometimes I go through horrible stretches in off peak hours so that an endgame build is worth playing. Mostly I run altruistic, run, or gen builds.
As for pseudochis… I’m just tired of hearing your bad analyses. 1) you can tell when someone deliberately runs someone to you. When they actually follow you and pause on you while the killer is right on them. 2) lol #########. I know randoms will usually suck. Should I curb that expectation? I’m talking about bad matchmaking which clearly exists but you’re going to disagree. Fine buddy. Feel free. 3) It’s not a negative mindset, it’s fng EXPERIENCE. I know these situations like the back of my hand. If the killer hasn’t found you and then lets the 3rd guy go while you are unaccounted for, you get screwed. You feel free to argue with me all you want… i know of what I speak. But you just want to disagree with me like you always do… have fun dude. I’m done responding to anything you say. It’s a waste of my time.
I did already acknowledge that, but I'll reiterate to agree: You're still going to have plenty of uncarryable matches. The goal is to win more than you lose, and to make the most of your personal agency to improve your odds of (unfortunately specifically) escaping through exit gates. Its unfortunately the hardest part of climbing out of matchmaking hell, because the people ragequitting on hook and throwing matches will always be a heavy burden to offset. My point is that if you only focus on the unwinnable ones, you're just going to continue to get frustrated and leave the potential to get better matches up to chance. I mentioned the perks simply because the way they work is counterintuitive to what BHVR uses in their MMR win/lose binary.
Whether my advice helps or not, the mindset has done wonders to help with the anxiety of being held back by other players, but the more I climbed the less I see them. And to reiterate, I never want to use my own perspectives to nullify anyone else's, we all have different planet alignments in each of our games. I just want to see people find ways to be less angry with this damn game, even when its justified. Tends to make them a lot more reasonable to each other's perspectives, since its so easy to accidentally internalize a lot of the game's issues.
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@Wezil said:
https://forum.deadbydaylight.com/en/discussion/comment/3216172#Comment_3216172
Bans for DCing and suiciding is very extreme. I wish you were a developer at BHVR so you can implement that and see how horrible it would be. Does any game permaban you for DCing?
Anyway, the problem will resolve itself. These people suiciding and DCing on hooks are eventually going to permanently leave the game anyway, for games that are more fun.
Your solution is to bandaid fix the symptom and ignore the problem. It's like giving a cancer patient aspirin for his pain while ignoring the cancer.
I never said any of those things, and even clarified against them, but you keep trying to make them stick.
DCs should be handled with the penalty like they always are, and there should be consistency in preventing people from bypassing them and ruining other people's games. The problem will NOT resolve itself in its current form because it not only skews BHVRs internal statistics (Which DO throw out matches with proper DCs either through connection loss or the ingame prompt, btw) but it also ruins the game for the other people playing, which is the specific issues an approach like the one i presented target while having near zero effect on anything else.
Also how you call that a bandaid fix when you play the hit asymmetrical classic Dead by Daylight is beyond me.
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3214916#Comment_3214916
I have good tv with very low imput lag other games work just fine. Just went down to oni when pressed dh clearly before hit he was even pretty far away. On pc that would not happen I can say.
So more anecdotes and not evidence. Again, I feel like you might be attributing it to the wrong place, since the input lag could be different between each platform the game is on, but it will still be minimal, and certainly not just pc vs everything else. I'm also not saying this specifically to say you're wrong or something, as I am interested in what the input delay is on each platform as well.
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@Audiophile said:
https://forum.deadbydaylight.com/en/discussion/comment/3216410#Comment_3216410
Always the critics. No. This wasn’t me laying low letting my team die. And I’m not going to walk you through why I don’t walk into the trap of healing the slugged guy when there’s no chance of us both getting out anyway. Deliverance was used when it was because that was my first hook. That was a decent game until the moment the 3rd teammate decided to share his misery by screwing me over. But it happens all the time with low mmr survivors. When you have good teammates you all look out for each other and sacrifice for each other… bad teammates sandbag you and reveal you to the killer if they think it will save their skin.
Be skeptical if you want. I know ######### I’m doing in game and don’t need your advice. This bad play from teammates happens all day long, every day, to good solo survivors because of bad matchmaking. I agree with what someone stated earlier… i think many good survivors have left the game or switched to killer, further reducing the pool of good teammates. It’s a shitshow.
Very good solo survivors carry those bad teammates though, and I know this sounds like an insult but it isn't intended to be at all. Its ok to not be the best, but its important to learn what you can do to improve. Nobody can tell you how good or bad you played except yourself, so its important to not take offense to suggestions or (hopefully) constructive criticism and instead use it as an opportunity to reflect. The best way to deal with bad teammates in solo queue isn't to try to outlast them, its trying to carry them.
Its not always easy, nor is it always possible. But on a system of averages, you should absolutely end up with more realistic than unrealistic games if you keep focusing on both improving and minimizing the impact of bad teammates. If your method of adapting is to play for hatch, you're limiting yourself to a loss or a draw, which means you stop gaining MMR and kinda set yourself up to not escape the trappings of low MMR teammates/matchmaking.
Once you get out of there, you will find yourself getting paired up with less ragequitters and more competent teammates, since they have made the same climb. I'm not going to tell you that you're not allowed to be frustrated by any of the games you've played before, just offering an alternative mindset of how to adapt to it.
In terms of perks I think Deliverance is just fine when used properly, but i'd recommend against the "all my friends are dead" perks like sole survivor. While they could technically be used to go for gate sneaks as the killer closes hatch or other similar setups, having information during the match is extremely valuable to dealing with bad teammates especially. Kindred is the obvious one, but other aura perks like Empathy, Bond, Aftercare, Windows, and even Alert are great at giving you data to use with deductive reasoning to bolster your game sense. Tracking things like dropping/breaking pallets/doors, seeing someone get injured suddenly somewhere on the map, seeing people fast vaulting even though the killer is hiding their TR, animation tracking can give information on level with comms. While I don't think they're necessary to run or anything, I think they help considerably with a lot of the common pitfalls of solo queue, at least to the point any one person can hope to.
Its especially rough once you get trapped in the same MMR as the ones who keep quitting/sandbagging/ruining people's games, but the further you get from those people in terms of matching, the less you'll get paired with them. It's gonna suck until you do, but if you try to focus on hatch escapes your MMR can't really improve at a fast enough rate that it would need to.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3216264#Comment_3216264
It is not false for me, it is pretty correct for me. But you are welcome to disagree.
Thats not how false equivalencies work, and I was trying to be polite.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3216115#Comment_3216115
Killer lost when survivors finished gens, killer lost when survivors saved their teammate from end game camping. Survivors should keep their anti-tunnel perks, there is no reason to reward killer for their lose.
You wellcome!
Thats a bit of a false equivalence, but you're welcome to think it.
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@blue4zion said:
I wish the keys would get an addon pass, as in remove most addons from the Key and make something new to use all these Aura effects.
Sure, its not as bad anymore but just having a key is like a flag to be tunneled or camped. Even if its just a broken for auras, because the killer can't tell.
It'd like to see some kind of Rune or Tome they could use instead to channel the aura effects.
Honestly they should rework the key into being a lil voodoo doll or phylactery or a similar style of relic and have it devote entirely to the addons like you suggested. As for the key, have it be some type of "earned" reward in EGC. Maybe make it so that it spawns in a specific place when the hatch closes, and after maybe a minute it is highlighted for both the killer and survivor. The aura vanishes if the survivor picks it up, and the hatch aura is visible for both once the key has been found. This way the liklihood of being able to secure the hatch is based entirely on the survivor's success rather than just waiting out their teammates dying, and even the worst cases still have some potential depending on the layout of the gates and the hatch.
Could certainly use more fleshing out, but basically i just like the idea of the key and hatch existing as a reward rather than a random chance gift.
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@vladspellbinder said:
https://forum.deadbydaylight.com/en/discussion/comment/3215962#Comment_3215962
Thankfully the way things are now you cannot go DOWN Grades and it is just a matter of grinding. That's why I was saying after the next reset I might just try and grind it out. It might take me all month to get there but play enough games and statically you'll move up each grade slowly. It might just be a slow and painful process but you can never slide back more than needing five pips to reach the next save point. GETTING those five pips is the problem.
With now little Survivor I normally play I still tended to reach Silver IV or III without even really trying and have pushed into Gold III once with little effort.
The main problem is going to be when I reach the Gold ranks and
startkeep running into non-interactive Killers. Anything above Silver you NEED interaction with the Killer to get your Benevolent and Evader Emblems up above Bronze to get a single pip. So that part is not going to be fun. And if I run into a FARMING Killer I might just wind up de-pipping if they are the sort to not hit people so they can heal up.I know it's going to be painful, but I think it's still very doable in a month's time.
To be completely honest, if you have difficulty pipping then you're not playing well rounded enough, thats the point of the system. You're not going to be able to get an iridescent in every category every single game, but if you're playing smart and with your team instead of against them, you should generally be within the high safety pip/low single pip at minimum pretty much every single actual game (because again, some games are beyond our individual control because this is DBD.)
You can even give yourself mini "checkpoints" like people used to do when it was the primary system: Every game make sure you get at least 1 safe unhook and do at least
1.51.9 gens. You've basically assured you get a minimum of gold in each of those categories, even in redranksgrades. Being alive for longer than 9 minutes guarantees at least a silver in survival, even if you die. Hell they even added a whole bunch of "free points" for a lot of the categories that are either unrelated or passive, like getting lightbringer points when other survivors finish gens while chased, cleansing dull totems, etc. Just go through everything that counts for/against each emblem and you should absolutely be able to get it within a month's reset: -
@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/3211466#Comment_3211466
Thats macro clicking, not what I was talking about. I was talking about regular clicking. And yes, it actually does affect killer decision making, because you'd be surprised how many killers would keep chasing me/teammates who clicked or stopped chasing survivors to go after someone who clicked the "normal" way.
It might not affect all decision making, but it will affect the taunting effect that flashlights had. I am not saying there should be no delay, but that the current delay is "quite a significant delay". Aka, its too big.
They could reduce the time by 2 or by 4, and add an anti-epilepsy mode(where the flashlight simply doesnt show a beam, instead just lights up a ball around the flashlight). Keeps in the taunting effect of the flashlight, without having epilepsy or broken rotors as a side effect, but also putting back in the moment when you are slightly off in timing and need to break the beam for a short moment.
You can still do "regular clicking", that was the point of the change. All it did was reduce the frequency you can spam it while replacing the sound with one more akin to a mechanical "switch" flashlight rather than a button press one.
but it will affect the taunting effect that flashlights hadis literally your entire argument. If a "technique" only has any value due to it being unbearably obnoxious and/or physically affecting someone as a result of these things, it is not even remotely a healthy thing for the game.
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@rattus210 said:
https://forum.deadbydaylight.com/en/discussion/comment/3216169#Comment_3216169
I'll give you a point, since it's definitely not impossible. Granted the survivors got good rng with a survivor sided map (which is the majority of maps anyways) and played it extremely well. But if you gotta play that hard against a person who is just standing next to a hook, is where the issue lies imo. And that's not even counting if the killer brought noed which is another thing that would require time waste from the survivors and aid in securing extra kills with low effort from the killer's side.
It takes a lot less than that, it just takes efficiency. In the situation you posit, the killer is completely unable to pressure other parts of the map: That means the only way they can defend anything is if the hooked survivor is in the center of it. Anything less than a 3 gen with a survivor in the middle is still plenty winnable through efficiency, which needs to be understood by as many survivors as possible to be effective. Every survivor who gives up or sits there hovering trying to catch the killer taking a bathroom break is actively sabotaging all of their teammates who are doing the right thing in that scenario. You can lament that your teammates aren't doing the right thing, but if you aren't either than you are kinda being part of the problem itself. Again, Deadlock does absolutely nothing about any of this other than slow down the max efficiency that can be attained through multigen pressure, and it only slows it, not stops it. If the killer has to leave to capitalize on deadlock then they can't be facecamping, which means you're stacking worst case scenarios to try to justify not trying.
All you can do is do your best in a given situation. If your teammates don't pick up on it and follow suit, you can't control that like every other thing in every single match thats beyond our individual control. All you can do is not be that teammate who holds everyone back, and do your best to make up for them when you see them. None of that has anything to do with removing legitimate tools from killers that also provide value in unsavory tactics, nor does it make your game impossible or unplayable.
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@Wezil said:
https://forum.deadbydaylight.com/en/discussion/comment/3216100#Comment_3216100
Weren't you advocating for perma-bans for DCs and suicides?
No? My stance is that people who try to use loopholes to bypass the DC penalty shouldn't be able to do so on one side specifically. I've even provided solutions for both whether they want to achieve pairty by giving killers that option (in a similar topic) or preventing survivors from being able to abuse the way it works now. If you don't understand nuance thats fine, but please don't purposely conflate my arguments with other people to have something to strawman with frankly offensive comments like that.
Edit: The only way I can think of you making that assumption would be for the part of my conditional check explanation where I recommended having a system to corroborate user reports of people sandbaging and ruining other people's game (as reprisal for not being able to use the hook suicide workaround.) Basically just a punishment for people who throw a tantrum that their loophole got closed, and one that would start with warnings and lead up to bans with repeated offenses.
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@rattus210 said:
https://forum.deadbydaylight.com/en/discussion/comment/3216102#Comment_3216102
Sorry, I'll correct it then. I do not believe it is possible even if the 3 other teammates who aren't being camped, can complete all 5 gens even if they had hyperfocus and hit greats 100% of the time. Since perks like dead lock and no way out buy enough time for the killer to guarantee at minimum 2 kills. But as I said, I could be wrong as I've yet to see anyone attempt to genrush a facecamper with those two perks and manage to get a 3+ man out. Or maybe the survivors are blessed with the best rng spawns of gens/pallets and can manage to get a 3 man out.
You're welcome to think thats impossible, but others do it all the time. And while i'm not going to use their success to invalidate your failures, i'm also certainly not going to use your failures to invalidate their success. Deadlock doesn't itself guarantee 2 minimum kills, and you're trying to take away a tool that is legitimately one of the only defenses killers really have to gen rushing (especially early game) because killers use it while camping and tunneling, which are problem responses to.... Early game gens being too fast and determining the pace of the game in the first few minutes. You don't even need those two perks to genrush someone enough to prevent a 2 man, and if they truly are facecamping then deadlock does literally nothing if you understand how to rotate gen pressure.
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Sandbag challenges are the worst and should stop in general, honestly.



