SekiSeki
SekiSeki
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- SekiSeki
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Haha
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@BubbleBuster said:
https://forum.deadbydaylight.com/en/discussion/comment/3060809#Comment_3060809
imo this should also apply if someone has an unused unbreakable if they just do not use it to waste the killer's time because reee slugging.
I can agree that as long as Boon: Exponential exists somewhere on the map the timer should not trgger but as soon as the boon gets stomped the timer starts ticking.
If the killer wants to play that way he should be allowed to, but they should not be allowed to just waste the survivor's time.
Same with survivors crawling into random corners after getting slugged. hooking one of them should reveal the aura of all others. If you chose not to hook them they bleed out faster. If you hook them the timer slows down back to normal again.
Just any version of this system that makes slugging viable while not unessecarily annoying to deal with. Let the survivors bleed out faster if the killer is mean. Let the killer find survivors easier if they decide to make the match last as long as their bleed out timer.
It's kinda complicated to make this system because there is so many different situations and coming up with a solution that adresses all of them without being unfair to either side is complicated.
I think i have a good starting point but situations are unaccounted for.
The unbreakable flashlight save play. But yeah, that is the right direction.
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@Laluzi said:
Eh. All of these situations involve a survivor being removed from the game, often prematurely. The Pig didn't necessarily get value out of her trap, but she did get value in the match and doesn't need to be given an extra trap for an inconvenience that doesn't exist.
Pig does need buffs, but not in this area.
Yeah, something with her dash. The boot strap thing should be base kit, crouch/un-crouch faster. You could maybe increase the speed of the dash? I don't think that would be too busted.
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@BubbleBuster said:
Better Idea:
once everyone is slugged in a match and nobody has been picked up (by themselves or from others) for some time AND the killer has not picked anyone up to try and hook them. The bleed out timer accelerates, killing everyone within seconds.
No more pointless slugging but you are not just getting a free unbreakable.
You could even make it so that only the survivor with the most bleed out timer left does not get affected by this, so they can find the hatch. If the killer closes it, their aura gets revealed if they didnt pick themselves up with something (Adrenaline, Unbreakable) so the killer can hook them. If they don't want to hook them they also get an accelerated bleed out timer.
That way the killer's hard work/your mistakes arent rewarded by giving you a free unbreakable and you don't have to subject yourself to needless time waste.
This.
Slugging is a play, it is a part of the game and sometimes necessary. If slugging happens and the killer just wants to punish people, then this is perfectly fine. It should probably disable if someone has unbreakable or the boon up.
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Hahaha, nurse gets Franklin's as a legendary. Approved
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/3060734#Comment_3060734
The thing is that it's generally more time effective to brute foce the pallet instead of going around the corner with a moonwalk to find out that the survivor left the loop to the next tile losing more time and not getting rid of any resources. With that pallet still up they can bounce between those two loops untell you force one of the pallets.
If it is a strong pallet with windows nearby to combine loops, sure. But you should not go and break every pallet. Plenty of them you can play, even after dropped.
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Why is this such a thing? Play the game, or don't.
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Alright, you're in Gideon Meat Plant against the Wraith, he didn't have the best game so everyone is alive, the gates are open with 25 seconds till endgame collapse. You see a crouch walking Claudia in the distance because you run Bond, the idea hits you, you stand in the way between the two vans at the exit gate, she tries to get by you but to no avail. She gives up and goes around, you crouch a hundred times to assert your dominance. 8 seconds left, she points at you then begins to stand in your way of the exit gate. You struggle to run by her, time is ticking down and she is persistent. 3 seconds left, you're so close and she is committed to stopping you. 1 second left, you somehow juke her and her ankles are break. You escape just in the nick of time and as you turn around, you see Claudia, dying to endgame collapse. Mission Successfully Failed.
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Yeah, it's not because of dead hard. I am so glad dead hard is gone but that is not the reason for the lack of mindgaming. I still mindgame myself, but a good majority of the time, I am at the tile alone because the survivor just went to the next one. It is a little sad but I get it. A large factor of fun in the game are the mindgames.
To look at the differently, account for leaving the tile as another possible option, try to mindgame so they leave the tile. I'll always throw in mindgames, just because that is what makes the game fun.
@Ksekwlothreftis said:
I dunno man. Take a look at the 2 latest maps and maybe u will find the answer. Is it broken main buildings? Is it an abundance of safe and god loops? Or maybe is it IW and DH punishing the killer for outplaying? I dunno
Some windows on some maps, I completely agree. New Haddonfield and Garden of Joy kind of highlight it.
I see people saying there is no reward to it, mindgaming, these aren't the same people complaining that gens are too slow right? If you kick every pallet, you are going to lose.
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@tippy2k2 said:
Similar except I was the not so clutch person.
EGC and I am on the hook (first hook). My fellow survivor grabs me and we're bolting to the exit gate. I look behind me to see where Nemesis is and just get clotheslined by a zed that I didn't hear (or see since I'm looking behind me). And down goes Tippy...
Oops
It kind of worked out though cause the survivor who grabbed me the first time did it again and this time I managed to dodge the zed! I pulled what is known as a Pro Gamer Move when I took a few steps to the left this time to go around it.
Lmao, ayyyy. Nice Appreciate the laugh y'all.
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@Laluzi said:
I once committed to picking a guy up from the dying state while the killer was approaching. Was right to commit, but I wasn't positioned well and the Clown stabbed them as soon as I got them up. I proceed to use For The People. The downed guy doesn't expect it, stands still for a second, and the Clown stabs them again. Awkwardly flee.
Haha, the plays.
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When I go for killers, I go for how much of their power is skill based. Slinger has that in a way, you can get some pretty insane shots through small opening for a hit, that part of him is fun. Personally, I don't play with him very often, I just don't find him engaging for me. Of course, everyone has their own taste.
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Each page of perks, if all are T3 on page 1 it's 45. Two pages is 90. Three is 135. Your goal is two full pages plus 30, add one to be safe.
To my understanding, getting 121 will land you on P2 level 50. So when patch drops, you just prestige then to get P3.
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Dictionaries are lying to you, form your own opinions. -Meg
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Meg, because Meg
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I never bring in items so new botany is perfect for me. I play for the challenge and fun, I feel some items break the challenge.
Medkit with botany was dumb, it should have been nerfed. They could have nerfed medkits, which would have been better, but I like the change regardless.
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I 'cheat' and idc. They want the game to be fun, why would they restrict it.
They are working to make solo queue better, they have said that. Chill.
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Prestiging once now will give you P3 patch day. You lose your addons, items, perks but gain that character's perks for everyone in the roster.
Survivor, prestige all your lvl 50s that you don't main
Killer, prestige all your lvl 50s that don't already have 120 perk tiers.
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Yeah, they didn't say that was nerfed.
50% healing speed with -20% efficiency
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Oo, good question. I would say no but I do not know for certain. I say this because of the character menu not having them listed, the F1 menu.
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Bruh
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@egg_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3059245#Comment_3059245
I'm not sure if you're serious, but if you really didn't see what you wrote: check my name, then check your message 🍳
Haha, you should have left it. He'd be thinking on that all day.
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SC + BK Pre- Patch: 16 c / 0.665 c/s= 24.1 sec
SC Pre-patch: 16 c / 0.5 c/s = 32 sec
SC + BK Post-patch: 16 c / 0.525 c/s = 30.5 sec
SC Post-patch: 16 c / 0.35 c/s = 45.7 sec
Bruh, it took me a sec, I'm dumb
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Now it's 50 + 16.5
Patch it's 35 + 17.5
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Both no. Don't run SC, run bond and find your friends. You going to be wasting time healing in the corner.
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@Swampoffering said:
Release date 19 or 26?
Mixed opinions. I would say 19th but some have said end of month, so 26th. Nothing solid at this point.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/3059172#Comment_3059172
Lightweight synergizes much much better with Sprint Burst than with Head On, if you use it and run towards a big LoS tile by the time the Killer reaches it the scratch marks will be all but gone, its already a decent combo right now so after the patch it will be stronger (I actually believe LW is going to be one of the 8 meta perks).
Alright, new build. Lightweight, Self Aware, Sprint Burst, Vigil. Dammit, I need bond, uhh.
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Lightweight meta, I just realized. So Q&Q, Head On, and uhh. Time to get Meg and Jane.
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Bruh, if I'm killer and you stare at me with those baby eyes, I'll be your friend. I try not to but damn my conscience can't take it. haha
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Also, I just realized Lightweight went through and I'm crying. Haha, lightweight meta.
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@egg_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3059018#Comment_3059018
It's not entirely ruined, don't get me wrong. This patch will make playing killers in a 'normal' way less annoying for sure, and it is welcomed for that. I honestly can't wait to try it out and feel the difference while playing something like Sadako or Wraith. And unlike others, I really like the grind and prestige changes that were announced.
What I fear is that it will really make playing survivor a lot worse than it already is, and even in a swf if the overall experience is just unpleasant then people will just stop playing.
Also genuinely haha'ed to your pun
I would not have expected it to work that way. Yes, if you factor in charges, it makes perfect sense. Huh, well thanks for clarifying.
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@Wondertainment said:
https://forum.deadbydaylight.com/en/discussion/comment/3059101#Comment_3059101
Actually I have managed to hook all four Survivors within the first two minutes. It is quite possible. Lots of things are possible, even if improbable. My point, which you seem unable to grasp, is that Killers did well in the updates. Take the win. Enjoy it. The fact that once in awhile, the stars will align and the Survivors will all get on different Generators, you will fail to find any of them in time and they will get all the Generators done, doesn't mean there is a problem. It just means YOU aren't doing a very good job. Five Generators in three minutes or less means YOU failed to apply any pressure whatsoever.
This^ but said better haha
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@Zeidoktor said:
I've got everything unlocked on my main (Jeff) so prestiging Survivors hasn't a priority for me.
That said I've got everyone in place to be able to at least Prestige 1 out the gate. Maybe P2 if I put BP indy making sure they ask have 70 tiers unlocked (more like 73 since I'm not assuming their initial 3 perks count)
I've mostly focused on my Killers where having a variety of perks unlocked on everyone is much more valuable.
They made a change yesterday, if your character is P1 for the patch, they will be pushed to P3 when it goes live. That is why I am prestiging survivors.
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New corrupt is way better than old was. It's perfect for the set up play, which is it's design. Honestly, extended it to 3 minutes and that'd be cool too.
I like the idea of having a perk that deactivates with conditions, I think that can be applied elsewhere in a creative way. That said, I think the change to ruin was correct and 100% is fine. Passive regression is so valuable, it will still be a top perk.
Restricting the stack of OC and CoB? If people want to waste time and kick gens, they can do it. No reason to stop them.
The remarks on matchmaking, I don't really care to weigh in much there.
Basekit kindred is an amazing idea, I have seen plenty of forums mention this and it is such a good QOL addition.
Extending basekit BT at the end to compensate for DS and OTR turning off, I can get behind that. It could probably get a little confusing for people but seems like a good change.
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Now that I think about it, maybe try out Desperate with new botany so maybe Felix.
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Haha, little serious because I am spending the 2m from reset now but appreciate the laugh.
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If someone bodyblocks with OTR, they are getting tunneled by me. Most survivors will try to fight the tunnel and save them. I'll usually go out of my way not to tunnel but if you are using a defensive perk aggressively, I'm hunting you down.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3059012#Comment_3059012
I wouldn’t go that far, I think they probably could have just made Calm Spirit allow you to interact with totems and chests quietly without the action speed slowdown. It would be an ok benefit but not overpowered.
Nah, you done did it now haha. My mind is changed. Before, I was right there with you, now I feel differently. 15% debuff would be fine though.
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Nah man. I get games vary depending on matchups. DH should be gone now and that is going to be a massive change to chase times. Honestly, 80sec is completely fine with DH gone.
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Place your bets, place your bets!
19th or 20th is where my money's at.
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@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/3058965#Comment_3058965
Here's the deal.
Old Botany worked nicely along with medkits. It wasn't meta, but if you wanted to go all in on being the team's medic you'd bring it.
New Botany actively makes it impossible to use medkits along with it. In spite of doing that instead of peacefully coexisting with medkits like autodidactic or solidarity do... it is no where near strong enough to be a somewhat acceptable replacement.
That's the issue. Botany has anti synergy with the best healing in the game and isn't strong enough to stand on its own.
Just change your build, if you want medkits, run StrWise, Built to Last, Desperate Measures and what ever perk. If you don't want medkits, then botany, Desperate Measures, whatever else. The build synergy is still there.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3059018#Comment_3059018
“A few bad eggs”... we see what you did there. 😉
Hahahahaha
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@dugman said:
To be fair, I’ve very occasionally caught someone cleansing a totem because I heard them. But yeah, it’s not common.
You know what, this just changed my mind. I think I agree with the calm spirit nerf now. I've had plenty situations where I could easily hear a totem or chest and would get the instant chase. With calm spirit, that is out the window and should take a little more time. It's the risk of going for the chest/totem that gives it it's place in that game, not the guarantee.
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@JimbusCrimbus said:
Survivors aren't going anywhere.
Haha, this.
And if they do, give me my matchmaking incentives baby.
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@SekiSeki said:
https://forum.deadbydaylight.com/en/discussion/comment/3058488#Comment_3058488
Your math is giving me a headache, I guess I am too dumb to understand. If you would, break that down.
90 c / (1 - stacks * 0.055) c/s = 115.38 seconds (at 4 stacks) to complete a gen.
You say 90 charges, gens are 90 seconds not 90 charges. I don't understand.
I'm thinking of it as a survivor holding M1 on the gen for 90 seconds, then it pops. The way Thana reads, gens will be completed 5.5% slower. So why would you consider charges for that calculation? You are only dealing with the seconds unit.
The Thana calculation is bugging me, anyone else want to weight in? haha
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Calm Spirit, sure, yeah that baffles me.
Botany, no. It should not work with medkits, that's it. Medkits are already busted as it, we don't need botany breaking them further. Botany has it's own uses and it is not for medkits anymore. It is still a great perk regardless of that.
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@spodamayn said:
To the people that keep saying "does it matter?". The answer is it matters to BHVR, otherwise BHVR wouldn't have capped it. Also BHVR designed the new prestige system with bragging rights in mind, it's why you can see everyone's prestige number on the post score screen. So BHVR WANTS your prestige level to matter. But to answer OP's question, yes they basically gave people that put in the most effort into the game the middle finger. I was satisfied with being P12 on my characters and wasn't expecting anything more than that.. but now we get less for doing more lol.
If I had to guess, it's possible BHVR capped it in case they had plans to add more rewards after P9, but even then I feel like if people put thousands of hours into the game to max out perks then those rewards that are planned are well deserved for those people so it shouldn't be capped. And if it's just a number with no planned rewards? Even less of a reason for there to be a cap.. the max without a cap is 15 anyway which is very far away from 100, no one would be anywhere close to the post-update cap.
That pretty well put and you changed my stance on it. I agree with ya.
@Sonzaishinai said:
A lot of people think BHVR is giving them the middle finger when they sneeze too loud...
There is nothing unfair about this. People who p3 all perks did it cause they wanted to p3 and have all perks.
Which they did. They got what they were promised
Just because it suddenly isn't rewarded further doesn't mean they didn't reap the benefits of it already. They got the perks and addons to play with untill now. Nothing was wasted cause they got what they were promised.
If the base game became free would people also complain about the 20 bucks they "wasted" completely ignoring all the hours they have from before it was free?
Damn, y'all got some good arguments. I don't really know what to lean on haha.
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Yeah, botany should just not work with medkits, period.
I can get behind you with Calm Spirit though, that's just doing them dirty.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3058881#Comment_3058881
https://forum.deadbydaylight.com/en/discussion/comment/3058890#Comment_3058890
Please explain to me how Built to Last and Streetwise - perks that benefit all items (and in the case of Streetwise, even those of all nearby allies) - are going to be more beneficial than a perk that currently only helps medkits. And how the devs plan to get around someone using or acquiring a Camping Aid Kit or Emergency Medkit with only Botany Knowledge equipped being unable to fully self-heal. All they are doing is killing Botany (at the very least for solo players, who needed it the most in the light of the Self-Care nerf) - which was not even meta!
It is simply illogical to make a perk handicap the user. It’s why you never see No Mither. Why we’ll never see Calm Spirit - an already obscurely used perk itself. Autodidact. We could be here all day.
They don't add healing speed.
I agree with you that the medkit should fully heal that survivor, but without the added speed of botany. Botany should be for healing others without a medkit. Not for SC, not for medkits. It is a great perk by that alone, it does not need to be bloated and overused paired with medkits.
Calm Spirit, I don't get myself. Idk why they had to add the debuff to an effect that isn't worth it.
Edited:
@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/3058895#Comment_3058895
...Because they're perks that revolve around item efficiency and new Botany Knowledge is a perk that affects non item healing? I'm not sure what you're even asking here, it's not as though Botany had its one thing taken away and now it's useless. It's not even like Calm Spirit where its new downside actually affects what it's used for.
You bring Botany if you want to heal other people quickly, or if you want to make better use out of self-healing with something like CoH. Those are both very, very strong uses of Botany Knowledge, the perk has not been killed even slightly.
Also, solo queue players do not need and have never needed either Self-Care or Botany Knowledge. BK did help, but SC has always been an active detriment for all but the very few who knew how to use it properly. Solo queue players ""need"" a method to heal themselves in the clutch scenarios where teammates aren't around, and there are still plenty of those.
Well put.