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SpacingLlamas

SpacingLlamas

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SpacingLlamas
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  • @TAG said:
    SpacingLlamas said:

    @TAG said:

    It is exactly the same, though.

    Combat straps in the live version decrease it by 1 second, making it from the base crouching without combat straps 2 seconds to 1 second with combat straps.

    The base kit of crouching in the PTB is 1.3 seconds and using Combat straps would decrease by 0.3 seconds, its not the same unless also using combat straps with it

    That's exactly what I am saying, though.  Using Combat Straps in the PTB will give you the same crouch speed as using the Combat Straps in the current live version.

    Oh okay it wasn't clear in the way you said it for me. Sounded like you were saying that base crouching was the same as the live version of combat straps.

    Well then I just dont think that combat straps are super useful now and should just be changed. As this change to me is good enough and combat straps shouldnt be something you need anymore.
    Which why I said it should just be fully like combat straps in the live version

  • @Dreamnomad said:

    @SpacingLlamas said:

    @Dreamnomad said:

    @SpacingLlamas said:
    The combat straps change is a good change for pig and a needed one. But with this change combat straps afterwards now only decrease the crouch time by 0.3 seconds, and thats pretty useless and unnoticeable. Adding on to list of useless add-ons that the pig has.

    Let me help you with the math here because I think you may be confused. Her base crouch time will be 1.3 seconds. Reducing the crouch time by .3 seconds is actually quite substantial. A 23% reduction in time to be exact.

    Still dont think the 0.3 seconds for combat straps would be worth using it. Their better off just making it exactly like combat straps in the live version now.
    Unless you want the pig crouching speed to be exactly the way it is now you wont ever use the add-on and if people do still use it afterwards all the time like now, whats the point of changing it in the first place

    Use whatever add ons you want. All I'm saying is that a 23% modifier to a killer's ability is not insignificant. Can you tell the difference when you use Brutal Strength to break a pallet? I sure can and that is a 20% modifier. Let's not lose sight of the fact that we are talking about a common add on.

    Not saying your wrong, just that add-on doesnt seem useful to me and for the pig as a whole anymore.
    If anything its good for uncrouching and trying to get a gen grab, otherwise it wont make that much of difference for the pig or the survivors versing her.

    Also brutal strength and combat straps arent really the same thing and cant really compare the two to me. Though I 100% get what your saying with it, that its a noticeable difference with using it and not using it.

    The point Im trying to make in the original post is that it be better to just put the live version of combat straps into her base kit and then rework combat straps to something different that more/most people would use or to what I suggested.
    As with this change, they dont want you to have always use combat straps or feel a need to, in order for pig to be good.

  • @Dreamnomad said:

    @SpacingLlamas said:

    @Dreamnomad said:

    @SpacingLlamas said:
    The combat straps change is a good change for pig and a needed one. But with this change combat straps afterwards now only decrease the crouch time by 0.3 seconds, and thats pretty useless and unnoticeable. Adding on to list of useless add-ons that the pig has.

    Let me help you with the math here because I think you may be confused. Her base crouch time will be 1.3 seconds. Reducing the crouch time by .3 seconds is actually quite substantial. A 23% reduction in time to be exact.

    Still dont think the 0.3 seconds for combat straps would be worth using it. Their better off just making it exactly like combat straps in the live version now.
    Unless you want the pig crouching speed to be exactly the way it is now you wont ever use the add-on and if people do still use it afterwards all the time like now, whats the point of changing it in the first place

    Use whatever add ons you want. All I'm saying is that a 23% modifier to a killer's ability is not insignificant. Can you tell the difference when you use Brutal Strength to break a pallet? I sure can and that is a 20% modifier. Let's not lose sight of the fact that we are talking about a common add on.

    Not saying your wrong, just doesnt seem useful to me anymore now and for the pig as a whole. If anything its good for uncrouching to try and get a gen grab, otherwise for crouching down wont make much of a difference to me.
    Also breaking pallets/brutal strength arent super similar to crouching for an example to me. I get what your saying but their different things to me

    The point Im trying to make in my original post is that they should just put the whole effect of combat straps from the live version of the game into her base kit and rework the add-on to something different.

  • @TAG said:
    It is exactly the same, though.

    Combat straps in the live version decrease it by 1 second, making it from the base crouching without combat straps 2 seconds to 1 second with combat straps.
    The base kit of crouching in the PTB is 1.3 seconds and using Combat straps would decrease by 0.3 seconds, its not the same unless also using combat straps with it

  • @TAG said:
    Dreamnomad said:

    @SpacingLlamas said:

    The combat straps change is a good change for pig and a needed one. But with this change combat straps afterwards now only decrease the crouch time by 0.3 seconds, and thats pretty useless and unnoticeable. Adding on to list of useless add-ons that the pig has.

    Let me help you with the math here because I think you may be confused. Her base crouch time will be 1.3 seconds. Reducing the crouch time by .3 seconds is actually quite substantial. A 23% reduction in time to be exact.

    Her Combat Straps were adjusted so that using it will still give you the same crouch speed as using the Combat Straps in the current live version of the game.

    Its not exactly the same but close enough
    THE PIG

    Adjusted the Combat Straps add-on in accordance to the crouch duration change, decreased value from 1 second to 0.3 seconds.
    Changed the Terror Radius fade time for when crouching / uncrouching to fade in ~4 seconds, down from 6.6 seconds.
    Decreased the base crouch and uncrouch duration from 2 seconds to 1.3 seconds.
    Increased Terror Radius from 28 meters to 32 meters.

  • @Dreamnomad said:

    @SpacingLlamas said:
    The combat straps change is a good change for pig and a needed one. But with this change combat straps afterwards now only decrease the crouch time by 0.3 seconds, and thats pretty useless and unnoticeable. Adding on to list of useless add-ons that the pig has.

    Let me help you with the math here because I think you may be confused. Her base crouch time will be 1.3 seconds. Reducing the crouch time by .3 seconds is actually quite substantial. A 23% reduction in time to be exact.

    Still dont think the 0.3 seconds for combat straps would be worth using it. Their better off just making it exactly like combat straps in the live version now.
    Unless you want the pig crouching speed to be exactly the way it is now you wont ever use the add-on and if people do still use it afterwards all the time like now, whats the point of changing it in the first place

    THE PIG

    Adjusted the Combat Straps add-on in accordance to the crouch duration change, decreased value from 1 second to 0.3 seconds.
    Changed the Terror Radius fade time for when crouching / uncrouching to fade in ~4 seconds, down from 6.6 seconds.
    Decreased the base crouch and uncrouch duration from 2 seconds to 1.3 seconds.
    Increased Terror Radius from 28 meters to 32 meters.

  • My idea would be to have the mending timer to not decrease when in their terror radius and/or have so mending timer doesnt decrease right away after ending a chases for X amount of seconds. Maybe 5.

  • While vaulting? If is that so then no, vaulting while in Frenzy is not affected by perks or at least it doesn't make a difference.

    Actually bamboozle works with legion. The window gets blocked for survivors. Not sure if they vault faster though
  • This would be a perfect buff to this perk and all other perks it would affect
    I had a buff for open-handed at bottom of this page
    https://forum.deadbydaylight.com/en/discussion/24900/left-behind-sole-survivor-perk-changes-buffs#latest

  • Update
    Sole Survivor numbers are still too low and still dont cover Object of Obsession at tier 3.
    Increasing the numbers would also help against BBQ/chili and nurses calling.
    Not sure if "open handed" works with it, guess it should.
    Maybe even have "open handed" work against nurses and bbq/chili, similar to how it increases knock out range nerfing knock out.
    Nurses it would decrease its range.
    BBQ/chili it would increase it.
    It wouldnt stack if used by more then one survivor.

  • @slipttees said:

    Do you have plans to launch an update focused solely on performance and optimization?

    They do, mostly for console but should help with pc as well. Their aiming for december to release it

  • @TheMadDoctor said:
    Judith's Tombstone is bad, while it is nice it doesn't instantly put you back into evil within 3 when you use the kill, it's movement speed debuff is so bad it actually isn't recommended to use it unless you have play with your food...which in my opinion is such a finicky perk and there are times where even though you are in hitting range, the tombstone thing doesn't work. All I ask is for either the 9% movement speed debuff to be lessened to a more reasonable 5-6% or only make that movement speed debuff only applys to evil within 3, cause it gives myers no map presence at all and makes him so damn slow it's even harder to get to ew3.

    I think the problem is with 'play with your food', the perk is suppose to be paired with these slower moving myers add-ons to compensate with the loss of speed. Every since they nerfed and destroyed the perk, these add-ons instantly became worse. "Play with your food" needs to be buffed first, then maybe change the add-ons next.

  • @DeadByFlashlight said:

    They will never.
    Their "fix" to the genrush is the new sabo change, that should tell you enough

    Im glad sabo will be more useful though, but its definitely not the answer

  • @TheLegendDyl4n1 said:
    i also feel like they should add in the game the ability to fully recover off the ground if your the last survivor without the help of a perk

    Could be an interesting addition. I say maybe this or the movement increase for the last survivor or neither.

  • Milo said:
    Current version of Left Behind gives you at tier 3 25% for each gen that isnt done
    For my version guess it would be, 50/75/100% or 100/125/150%, I'll edit the post later to include this
  • @Cetren said:
    For left behind, just remove the per gen part and make it so that when you're the last person gens go 100% faster. 

    Sole survivor immunity after 2nd killed is a good idea for the obsession I like it.

    What do you also mean by 'the per gen'?

  • @VolantConch1719 said:
    Advantage to more jigsaw boxes:
    Basically, when you place a bear trap on someone's head, it is basically linked with a random jigsaw box. Having an extra box means that Survivors may have to search through more than just four boxes.
    What happens upon failing a skill check:
    They have to start over.

    They dont have to start over, they only lose a little bit of progressive. She has an add-on that causes it to pretty much start over. Missing skills checks on the boxes are super rare anyway.

  • I think this idea would work best with freddy as he is invisible and cant be seen and you'll have no idea if he's near you until your falling asleep.
    If anything both could have an add-on like this and it just be one rarity, similar to 'bone clapper' with the same affects as it

  • @Milo said:
    @SpacingLlamas

    Left Behind - Would it retain the "per each gen"? I know im being maybe nitpicky but yeah.

    Sole Survivor - At tier 3 with 3 dead you do fully cover yourself. 84 meters is way bigger than 72 (or 64)
    Before the change on PTB yes there wasn't a synergy with OoO

    What do you mean by the "per each gen" part, kinda confused on that one?

    And for sole survivor didnt know what the new numbers were, figured it still wasnt enough. But with 3 survivors dead at tier 3, would like if it was immunity since it wont change anything anyway. And do you agree with the non-obsession, part?

  • @DeadByFlashlight said:

    @SpacingLlamas said:
    Your presence alone instils great fear. Survivors within your Terror Radius suffer from inefficiency.
    Affected Survivors' Item consumption rates are increased by 80/90/100 %.

    Also add the affect that make skills appear randomly on the screen, it makes sense with survivors suffering from inefficiency. And fits well with the doctor and makes his base kit (power) more powerful. It also would be interesting on other killers. It wouldnt make it op but I think much better then what it is now.
    Affected survivors have a X% chance of a skill check appearing randomly on screen

    Tell what you think and what you think the percentage number should be for each tier

    "great fear" :lol:

    Even the perk description makes fun about the perk already..... its kinda sad

    I am against more skillcheck builds. The gens need to be adressed in the core game itself. Also gentapping.... etc etc

    Gens do need major changes to them, but who knows when the devs will get around to that if ever. I think this is a good change for now though.

  • @DisturbedZ said:

    @SpacingLlamas said:

    @DisturbedZ said:

    @Wolf74 said:
    Big NONO.
    People would use Sabo to gen rush.
    2 in lobby use toolboxes, 2 go blank, so the killer isn't warned and dodges 4 toolboxes, but the survivor just pick their extra toolboxes from chests and rush the gens, never saboing anything.

    So instead of saying no how about give the killer a perk that could counter this? Like an increase in skill check difficulty and frequency for every toolbox used in a match with a increase to its regress if a skill check is missed.

    Hangman tricks is a direct counter to sabotaging. I know killers dont really have a 4th perk to spare most of the time, but it does exist for this exact reason.

    This is true but I was referring to the part about it causing a gen rush and countering that which hangmans trick doesnt counter anything with a generator

    Oh I know that, was just talking about sabotaging.

  • @HellDescent said:
    Can you clear up his vision and make it less foggy, with more color when you do rework on him? Whenever there's an addon that thickens the mist it makes it nearly impossible to see on the darker maps.

    They said the dream world would look different (less foggy/blurry) after his rework. So it will be easier to see

  • I think stake out should be able to get more tokens. Not sure how much more though.

  • @DisturbedZ said:

    @Wolf74 said:
    Big NONO.
    People would use Sabo to gen rush.
    2 in lobby use toolboxes, 2 go blank, so the killer isn't warned and dodges 4 toolboxes, but the survivor just pick their extra toolboxes from chests and rush the gens, never saboing anything.

    So instead of saying no how about give the killer a perk that could counter this? Like an increase in skill check difficulty and frequency for every toolbox used in a match with a increase to its regress if a skill check is missed.

    Hangman tricks is a direct counter to sabotaging. I know killers dont really have a 4th perk to spare most of the time, but it does exist for this exact reason.

  • They did say freddy would be in midchapter patch and that he would require more work then wraith otherwise he would've came at the same time

  • I agree with your suggestions. I think the jigsaw boxes skill checks should be similar to overcharge or decisve strike skill checks. And hex-lullaby should affect the boxes, its unlikely the perk will last long anyway.
    The blindness status affect should affect jigsaw boxes and instead of them fully disappearing maybe have jigsaw boxes only be shown in a 24m or 16m radius of the box. Making blindness addon and blindness in generally more useful on her.
    And if not have boxes injury them when its the wrong box or perhaps missing a skill check, it would be cool/neat addon for her. The Utility Blades, could maybe be that addon the name fits with it well.
    And have the old affect of Utility Blades and place it with Amanda addon that gives the mangled affect.

  • @Doc_W__HOLLIDAY said:
    SpacingLlamas said:

    @CoolAKn said:

    Unnerving Presence already adds the chance of a skill check appearing.

    It wouldnt increase the chance of a skill check appearing, but instead their would be a chance the skill check will be somewhere else on the screen when it does happen. Like how it is with doctor, doctor doesnt increase the chance of skills appearing but theirs a chance they will appear randomly on screen

    That wouldn't really change much. The skillchecks would still be incredibly easy to hit, even on console.

    I know it isnt going to make them harder to hit them, its just something else the perk can do and make it more useful. Being paired with unnerving presence, hex- lullaby, distressing, or overcharge can make it better. It could be one of those perks thats good against new survivors.

  • @CoolAKn said:
    Unnerving Presence already adds the chance of a skill check appearing.

    It wouldnt increase the chance of a skill check appearing, but instead their would be a chance the skill check will be somewhere else on the screen when it does happen. Like how it is with doctor, doctor doesnt increase the chance of skills appearing but theirs a chance they will appear randomly on screen

  • I> @sorrowen said:

    So I don't know who's bright idea it was too make huntress hit boxes totally ######### but reverse the damn change until you can test them in a PTB. Revert her changes now >:( test her hitboxes next time.....

    I miss survivors that be right in front of me, its ridiculous

  • Hag, huntress, and spirit will have the same lunge range as all other killers in the upcoming update!!

  • In a recently stream one of devs said they had talk to one of the license holders (didnt specify which license), but things were going good with chance of getting some. My guess is Leatherface, as he has many different clothing from his movies and Mortal Kombat also has a variety of outfits for their version of leatherface

  • @thekiller490490 said:
    Also huntress? They mentioned that along with the buffed lunge to the spirit they are "fixing hags and huntress's lunge. Can I get confirmation on this? I'm looking forward to learning the monster of a killer hag is.

    Yes both hag and huntress lunges are being changed to match all the other killers

  • @Wise_William said:
    I don't know if anyone asked it yet but I want to know. Have you ever considered the idea of creating dedicate servers for this game? I think that'd defently improve the quality of the game.

    They said like a month or month and a half ago, that they are considering getting them. But they never fully said no or yes.

  • They have considered getting dedicated servers in the past and mention possible getting them. So its entirely possible

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