ScottJund
ScottJund
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@Vampwire said:
So I did some play while you wait, got a match against Judgement first go. I was happy to not have to play 10 games just for one match against the new killer. But, let me tell you how that went. The person I was playing against definitely knew how to use the killer. My less skilled teammates (for example, did not understand that holding the run button made you unable to get healed), were dropping like flies. And as for the actual chase, it was still difficult even as an experienced player, but not so much that it was unfair. I think Judgement when she chases is actually pretty fun. But, then we got to the 3 gen…
That is the main issue.
Because suddenly, there were no more chases. Not any that she wouldn't immediately down you in at least, you gave her more than a 30 second chase and it was back to the strat. Just keep sniping gens over and over with the beam. Now that issue isn't so much "the beam is op". At a distance you have a decent chance to dodge it. More so, you're not gonna dodge EVERY beam all the time. You're gonna misposition or react too late at least once or twice over the span of like 10 beams.
This alone killed any enjoyment I initially had of the killer. Because about 5 minutes of it were actual chases, the other 15 were just "Okay, pressure the gen when she leaves. Okay now dodge this beam. Okay she's coming back? Run a little so she has to commit." I had gotten the same gen about 80 percent of the way like 3 times. Granted my team could've pressured gens better, but most survivor players are just bad and that's a fact of life. Majority of solo que games are gonna and always will be that way.
Mainly I want Judgement to be rewarded for actually sticking to chases instead of just being Artist but better. She's a cool character. Her power is unique, and playing against her is like playing against Nurse just without all the ping and bs. Because another "lose the game, win the 3 gen" killer is the last thing we need rn.
To your point, I agree that eventually you'll screw up even if you can see the beam and get hit 1 out of 10 times like you said. But it has a 6 second cooldown, and lets say ~2 seconds of charging to fire. So you're looking at 8*10 = 80 seconds of time spent shooting at generators not actually hitting anybody until you actually hit someone. Getting a hit once every 80 seconds suddenly doesn't seem like a threat at all to a team.
I do completely agree it does promote very stale gameplay, which is why its very silly they did nothing to address the hex build on this killer while at the same time making their chase way worse with the zealous curve nerf.
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4104356#Comment_4104356
I've only seen gameplay from the likes of you, so I dont have a full understanding myself but I'm hoping to go for a chess style where you play around the big picture, be liberal with chases but with the auras you "miss" and hit somebody not in chase. I'm hoping the unpredictability will force people to pay attention to me the entire game.
My plan to do this was to setup Weave Attunement which may work since like Henry or Unknown people are a little more confident moving towards you
The problem is even people on generators not being chased can see the giant beam being aimed towards them. Like there is zero mistaking the killer aiming at you once you go against it.
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@Xendritch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4104356#Comment_4104356
It also ramps up in speed very quickly so if the killer is in zealous and spaced correctly it seems not so easy to dodge especially if they send it in a slant or at least not a straight line. I'm not saying send it max range but slightly outside the TR it seems pretty effective and a lot more manageable than trying to 180 flick every shot short range which controller players just will not be able to do.
Yeah like I said though, even at 32m range your ability to control the beam while zealous is almost done. The control scales with distance, and 32 meters is pretty far. I'm not saying you'll never get a long range hit or anything, its just not at all primary strategy that will work.
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So this does not work at all. Survivors can see the beam as it is being aimed, even through walls, which means even on indoor maps the only way you are reliably hitting people on generators is if it is their first game against the Judgment. The only exception is if you are in your empowered form where you can adjust the beam very shortly after its shot, but the turning scales with the distance of the power, meaning if you use it to snipe, you won't be able to really turn it whatsoever.
In short, no you can't just sit in the middle of the map and hit people, you will lose.
(This does, however, make the killer a disgustingly strong totem defender, so look forward to that standard hex build on every single one)
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@esarraf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4095280#Comment_4095280
Lol, dude he's S tier right now. He needs massive nerfs. I'm sure you'll live.
the fact people think Jason is unironically as strong as Nurse or Blight blows my mind
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I'm actually mad at Hens for using that build on Jason because without it Jason legitimately is not as strong and people are not going to be nuanced enough to know that Jason is too strong with hexes, not by default.
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@GroovieAshes said:
I can't understand who thought it was a good idea to give him no CD's, no load time, extra load spots, load on hook AND unlimited undetectable travel form...
It's pretty brain dead.
The crouching counter play is boring and drags the match out. If no one takes the aggro he just returns to hook, horrible design.
Why do people keep saying he has no cooldown? His power has a 12 second cooldown after leaving Omnipresent Evil with a jump scare. The load time is time spent walking to a spike setup/hook, which is RNG. Yes, it can be perfectly on route so he loses no distance, but even a 2 second detour is massive distance loss in a chase.
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I legitimately think Jason is mostly fine outside of a few addons and the hinder effect on removing the spear. The biggest problem in my opinion is that the game does a very bad job of teaching you the correct counterplay to the killer, so its extremely understandable why so many people find him so oppressive. I still think a better tutorial system would solve so many issues for this game.
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I think it is very important to realize Borgo as a realm is very split and can't be answered together. Forgotten Ruins needed the additional pallets and is completely fine with more, but Shattered Square is currently a nightmare on killer and needs a bit less in terms of connected tiles.
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Just so I'm clear:
Stacking a perk multiple times upon itself to gain an extremely unfair advantage = okay.
Stacking an addon multiple times upon itself to gain an extremely unfair advantage = kill switch
The inconsistency is baffling
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@Datisi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976875#Comment_3976875
could you please clarify whether or not using streetwise and consciously getting infinite charges on a toolbox or a medkit is a bannable offense? i'd like to know if an update to my survivor build is in order.
The last official response was in May by Mandy who said abusing unintended interactions with a perk is not bannable.
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@Coordi said:
Merciless Storm wasn't kill switched to my knowledge, as it wasn't game breaking. Nemesis abuse of PWYF was critical enough that the team moved forward with the kill switch. The criteria isn't my call or expertise; I'm communicating with what information I have rather than ignoring the thread altogether. I can and have takem the feedback to the team, however, that more player facing information on the Kill Switch and criteria is wanted.
Can you give us a blanket statement on what is and what is not criteria for killswitch? I and a lot of other people are completely flabbergasted by your initial response so I think some clarification would alleviate a lot of the resentment to the answer.
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as a nemesis main i admit he is ass to go against
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I actually don't know how he isn't seen as universally the worst killer in 2v8. Every killer can do what he does better. His stalking is kinda scuffed and doesn't highlight people a lot, he is revealed from twice the amount of people, and his expose is even worse than in 1v4. He is marginally okay at supporting Wraith, Spirit, and Deathslinger, but doesn't work well with anyone else. As an Oni, he is actually a detriment to being on your team as his expose downs will not yield you any blood ever. His haste doesn't matter much considering you getting revealed from 26 different directions.
I would rather have literally anyone else as support, even Trapper.
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99ing gates literally kills more people than it saves. This would nerf killer.
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@not_Queef said:
Public MMR will be a disaster. People will treat it like a progression mechanic and cheese games even harder than ever to make the magic number go higher.
More genrush, more camping, more tunneling, more sweat, more misery.
Still, I can't deny how much I want to laugh at all the salty bois finding out they're not actually "high MMR".
I honestly used to think this too but at this point it seems everyone is comp-brained that the people who were going to play like this already are.
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why do people ever link videos like this for evidence of anything. you can find billies winning games in 90 seconds. killer OP.
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@nodforkiss said:
most twitch streamers derank off the stream, you can tell by the survivors/killers they got in game
totally bro most twitch streamers spend 8 hours streaming DBD and then spend 8 hours undoing the mmr progress they made and also never sleep or eat
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i mean its not out, the PTB was almost 3 weeks ago, and there's nothing new to talk about other than changes
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708144#Comment_3708144
I'm not an audio engineer myself, but I do actually work with some truly exceptional audio engineers, and have learned enough to know how little I know. I am mostly regurgitating information I've gotten from them here, but just to debunk some misconceptions, turning up audio is definitely not as simple as "opening the file in audacity and turning up the volume".
To change the volume you can try to raise or lower the gain a small amount and avoid any distortion, but it isn't a guarantee, and the further you push it, the more likely/more severe the distortion you can get. Even small adjustments can screw up the waveform.
You can try to normalise the signal by finding the maximum(or minimum) absolute sample in the waveform and then scale the whole waveform so that those limits value hit the dBFS (decibels relative to full scale) ceiling/floor of the system to avoid distortion, but even then it can create a result that doesn't sound right or butchers certain frequencies.
I imagine this is likely the issue BHVR hit, and sadly the true best way to fix it is to record it again but louder. You can try and correct it with software, but there is only so much you can do.
Edit: Ofc in this brave new world of AI, it might be possible to create an AI that can basically record a new version by basically impersonating the survivor... but you'd need to teach it somehow.
You have massively overcomplicated a non-issue for some reason. Its true you can't just say "Make sound big louder" without ramifications, but you are talking about 10+ dB increases that are ENTIRELY unnecessary. Nothing you described is in any way relevant to fixing survivor sounds.
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@ember__lol said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708257#Comment_3708257
Elaborate on why please.
If forces players get better. May it be annoying rn? Yes, in a month or two players will be good enough to where it won't be a problem, then next time we get a huge influx of players it'll happen again.
i always find this argument funny when you flip it around and say "why can't killer players get better and learn to win without tunneling."
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3706575#Comment_3706575
That’s a bug? Does that mean it’s intended that survivors should be able to hold Victor hostage for 30 seconds? (I think it was 30 seconds?)
We waited literal years for a Twins rework, and BHVR still thinks it’s fine when survivors hold Victor hostage? That’s the most unfun thing about playing Twins, and it was the #1 I was hoping the Twins rework would address.
If 10 seconds is a bug, then can the reworked Twins get some number like 15 seconds instead? I had stopped playing Twins before the rework, because there were so many survivors that would hold Victor hostage, that I didn’t even want to bother with Twins… and if Victor hostage is coming back, then I’ll stop playing Twins again.That 30 seconds is the only thing that stops Twins from being absurdly broken. Once everyone is injured its game over.
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@Chaosrider said:
I have one big issue with Scotts survey: its the wording of his main question, as he asks how often people themself (!) feel to be tunneled. He doesnt ask how often someone in a match is tunneled. There are still three other players each match that could be tunneled., and thats the important thing to ask. Like this it makes his final assumption not useful in arguing against the prevalence of tunneling.
Also you can always fight about the definition of tunneling. Like, I still would say that blocking with BT to prevent a guaranteed hooktrade, doesnt justify tunneling not being tunneling. the killer is still willingly going for the same survivor though he has another target, that has even less distance (blocker with boost after hit).
Although i would be cautious on surveys filled in by dbd players. I do not say this happened here, cause noone can prove it, but this could be manipulated by biased players, answering in an incorrect way. If you look at forums for example, you see that esp killers like to overexaggerate if it comes to defending their "strategies" or other unwanted behaviour.
The point of the survey was not about whether or not people feel they or someone is getting tunneled, it was about finding patterns in region, team size, time played, etc, in the reports of tunneling.
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@not_Queef said:
https://us.v-cdn.net/6030815/uploads/9AIUSM84ISL9/screenshot-2024-04-12-145826.png
Maybe I'm missing something but how is an average of 21-40% insignificant?
I said the difference between times of day is mostly insignificant, not the actual rate of reported tunneling.
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@Man_of_triangles said:
Virtually every single match that I play has the killer 3 hook someone, then 3 hook the next person until they win. They will leave the hook just long enough to bait an unhook but will never actually commit to chasing anyone else. They use perks like Corrupt Intervention, Deadlock, Dead Man's Switch and so on to ensure they have enough time to tunnel without needing to apply pressure to the group.
Can you just make a Twitch account and stream one day? No mic, webcam, I'd just love to see why some people's experiences are the complete opposite of mine.
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A few results for you guys so far. It seems tunneling is pretty uniform in every region (Except Asia, except the N value was only 38 so its pretty inaccurate). Time of day also slightly influences rates, and people feel as if they are tunneled more often if they play very late at night and early morning.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698151#Comment_3698151
Tunneling is, "Hooking the same Survivor multiple times in a row." That's about the most basic definition possible.
It's like camping to me. You obviously aren't gonna leave the hook if there's someone nearby. Are you still camping? Yes! Is that a bad thing? No! I think a lot of people, given that scenario, wouldn't blame the Killer for sticking around.
Same with this scenario. If someone bodyblocks you and you down/hook them, are you tunneling? By the very basic definition, yes! Is that the same as doing it unprompted? No!
Yeah one of the main points I want to discuss are the differences between Killer-chosen tunneling and Survivor-induced tunneling with examples exactly like you described. Complaining about the latter as a survivor is something people have to stop doing but a lot of people don't realize what it is and then just complain about the tunneling.
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@AbsolutGrndZer0 said:
I did it, but I think it was kind of bare bones… You got the right idea with that one question of bodyblocking with endurance but… as someone who plays both sides, I can't tell you how many times I've been accused of tunneling when I just happened to run across the same survivor 30 seconds later on a generator…. Is that really tunneling? Am I supposed to go "Oh, well you just got off hook, so I will let you finish that generator."
Yeah a theory I have is that people do in fact believe they are being tunneled a lot but they actually don't fully understand what tunneling is. They aren't lying or anything, they just don't really know better.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3675365#Comment_3675365
If I remember correctly, we sometimes do have someone from BHVR respond to complaints about bully squads....
Unfortunately, the official responses are usually something like "it's fine because they aren't repairing generators", or "it's fine because I only see really good bully SWFs like once a month", or "it's fine because I like it when survivors are being overly altruistic".
are any of these arguments wrong tho? the killer equivalent to a bully squad would be insidious camping a basement or something. not strong or efficient in any way, but designed to be miserable for one person
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3675089#Comment_3675089
Right so now you start linking content creators. And here is where we are gonna get into a debate.
I have no problem with these content creators, in fact, i watch several of these. But, even these content creators will admit they don't play at the highest level because scott for example memes around a lot, so he isn't high mmr. Same with Coconut. Who is memeing around with orbital huntress right now instead of actually trying to win. They are playing against entirely different kind of survivors then what i go against.
Now do the same thing, and watch someone like tru3ta1ent, who, even right now, is starting to play more chill. But in the past, he did everything he could to win, and the matches he ends up and the survivors he goes against show it.
But at any rate. This isn't going to result in what you think it will. So no point in debating at this point. I think we should just agree to disagree.
You are drastically confusing "highest level" with "highest MMR." Highest level is competitive tournaments, a completely separate game that does not apply to anyone here. Highest MMR is extremely simple to get. I don't know how you could possibly rationalize someone winning 95% of their games and still not being high MMR.
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@InsidiousSmartfaceLF said:
https://forums.bhvr.com/dead-by-daylight/discussion/364379/i-feel-like-everyone-is-overreacting
The reason so many killer mains are annoyed is because Behavior has established a pattern of nerfing the meta killer regression perk to the ground (see Ruin, Pop, Thana, now Eruption) while the meta survivor perks have been lightly touched and mainly stayed viable.
Thata really not true at all though. Survivor perks have seen more nerfs overall than killer perks in DBDs history.
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I think Eruption is a more egregious perk than Dead Hard, if we're making that comparison. Eruption's only counterplay is being in a full team on comms and being extremely accurate with callouts (which comp teams even mess up). Dead Hard has (limited) counterplay with most killers. There are some killers like Huntress where it just feels awful and that's true but its not as universally problematic compared to Eruption. You can even hit people Dead Harding at pallets if you time it perfectly. Its very difficult, but at least there SOMETHING you can do to avoid it unlike Eruption, unless you just don't do generators.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3281857#Comment_3281857
You'd hope the other 2 if they are decent players.
Oh the way you worded it with "other survivor" made it sound like there were three people involved. Either way that scenario should NEVER happen even if the savior has a 99d Sprint Burst. Chase off, immediate 180 pick up. They cannot possibly save.
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It's certainly strong but it's been triple nerfed to the point of fairness IMO, what more do you want
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3281734#Comment_3281734
Hell, I chased off a survivor a good distance. Whet back picked up a survivor while facing a wall. The other survivor was able to rush back and get a flashlight save from side on and they weren't even in my FOV.
WHO IS DOING GENS
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@GooseMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3281794#Comment_3281794
This is the same thing as a question "why survivors think they are entitled to be unhooked against Bubba"
Some things are unfun and don't feel right. Flashlight saves in particular sometimes don't feel right, because flasligt saves require way less effort than getting a hit on good survivor and they have no reliable counterplay in some situations because of how generous flashlight blind angles are, and now the timing is also generous.
Hitting a good survivor once is infinitely easier than flashlight saving against a good killer.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3269593#Comment_3269593
And not every loop is fun bus? Many are shorter and don't require a long power usage. Or sometimes the guards might already be patrolling the area. I'm just saying conceptually, there are going to be instances where that interaction can occur.
right, which goes back to the whole "the best way to play him is to just immediately drop it with a short power usage" which is the entire problem
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@[Deleted User] said:
https://twitter.com/FingerGunsZ_/status/1587871532260392961?t=zom4hsBMqa1_ykfQTOonNw&s=19
I think the Knight will be fine. Leaving loops only kind of works in some instances as Fingerguns figured out. I suspect the double taps will become a hot button issue
dude the survivor could have made so much distance if they just left the bus the second the power started.
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@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/3258862#Comment_3258862
No, there's more than enough counterplay out there already described. As your job is literally streaming DbD and you would be facing the top 0.1% of Nurses the issues you would face are not representative of the majority of the player base nor should Db balance around the top 0.1%.
The odds that the poster I replied to is in the top 0.1% of players is also extremely small and I'm tired of seeing threads from people who won't try against Nurse when she's not an issue for the majority of the player base which is where the game balance should be decided.
I'm actually surprised, by the way, you're in here coming across as trolling a thread that wasn't related to you or your videos as you're normally more professional than that. It's kind of disappointing to see.
what about me strikes you as professional looooooooool im a dumbass. either way, when your argument is "the counterplay to nurse is hope they are not good" it comes off a little silly is all.
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Enlighten us them. Is it "going out of line of sight and forcing the Nurse to guess except I forgot she has two blinks?" That's another classic
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@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/3258720#Comment_3258720
Okay, you don't know how to play against Nurse. That's fine. We'll agree to disagree.
Let me guess. Your Nurse counterplay involves running into the Nurse
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3256708#Comment_3256708
To me, calling a killer anti-fun or miserable to face is just a facade to say that they're overpowered. If that's not the case, then what's the issue? Just employ the counterplay and you'll be out the next thing you know. People say this about Twins, Artist, Wraith even, and I don't see it. They're fun to face, mostly because they're weak, and the stronger killers because they're strong, all because they each have a unique ability that you have to counteract. Maybe the reason they're so bland, compared to what they could be, is because y'all discourage the devs from going bold with killer design because all they hear is "X killer is unfun, overpowered, and/or bad design," so they play it safe. Every time.
There's no intentional relationship there. Trapper is terrible and yet still not fun at all to go against. Wesker is quite strong and I love going against him.
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If you just play him like Artist by tapping the power for a second instead of the way they actually want you to play him with the patrol paths, he's just like a slightly worse Artist that looks a lot cooler.
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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.
Who cares? This is game in which you are supposed to find perk synergy. It's like saying old Ruin was bad because it relied on Undying. The fact is, Hyperfocus is the strongest gen completion perk in the game and synergizes absurdly well with Stake Out and Toolboxes. The reason most people don't complain about it is because most people simply aren't good enough to use it.
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@Sharpefern said:
https://forum.deadbydaylight.com/en/discussion/comment/3217068#Comment_3217068
I looked at his vids his comments are all about its synergies with other perks and items but neglects to mention that those other perks and items are providing more benefit than hyperfocus. Again show me a clip and I will break down the amount hyperfocus is doing vs stakeout the toolbox. For example Built to last with a commodius wire spool and socket swivels can change the almost 20 second save of gens to almost 60 seconds save total. Overzealous shaves between 7 and 14 seconds off every gen and Resilence shaves 8 seconds off every gen. To match the weakest of those you need 8 great skill checks in a row to match they 7 seconds you save because as a total with 8 consecutive skill checks you shave 16.1% total. 8% is just from hitting great skill checks as normal and 8.1% is from Hyperfocus.
here's a 50 second gen with just hyperfocus and 3 uses of stake out https://clips.twitch.tv/PatientSincereGoblinStoneLightning-kNGp1Lf61hYdYAak
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Still find it so hilarious the arguments about whose MMR is what happen despite no one literally knowing anything about their rating
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3205507#Comment_3205507
Get rid of the one-shot down. He's not skillful enough to justify it. Killer mains complained and his hitbox became easy-to-use, like Huntress. One for one. A buff receives a nerf.
He did get nerfed. His hitbox was bigger on the PTB
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i agree. they've been doing almost all good things for the past half a year. really only solo queue and map balance is left to fix
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@Aven_Fallen said:
No need to change this tbh.
Unbreakable is strong when it comes unexpected. If the Survivor picks themselves up after 22,5 seconds, you know they have Unbreakable, so you will not slug them anymore.
For the rest, 45 seconds take ages.
You're not really gonna be able to see them pick themselves up to learn that info every time though.
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I think the only out-of-tune thing with this update is Unbreakable. It shouldn't be an infinite 22 second recovery perk. It should retain its current benefits but only allow you to pick yourself up at 22 seconds once per match, like it currently does.


