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Steel_Eyed

Steel_Eyed

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Steel_Eyed
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  • 🤷‍♂️ I think it is fine as is. I’m proud of my P3 killers with five pages of purple perks.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1754405#Comment_1754405

    Debuffs (as is the case with Self-Care) are multiplicative (so two debuffs for the same thing result in a combined debuff that is the product of one by the other). For example, if you're suffering a 25% penalty on top of a 33% penalty, your interaction speed is 1-0.25*0.33=0.9175 (91.75%)

    This isn't right, unfortunately. By this math, you'd actually perform actions faster if you had more debuffs. if you had a 25% debuff and a 33% debuff it'd work like this:

    [Base Action Time]/(1-(.25 + .33)) = [Base Action Time]/.42 = 2.38*[Base Action Time]

    So, if you were trying to calculate this for a 16 second heal, for example, this would become a 38 second heal.

    The one big exception to this is that status effects, like Mangled, are calculated after any buffs from perks. Let's say you're trying to calculate the time to heal via Self Care while mangled.

    You'd first calculate the affect of the perk:

    16/(1-.50) = 32 seconds

    And then you'd apply Mangled via the same formula:

    32/(1-.2) = 40 seconds

    [This] is a good video explaining it.

    I think the calculations are multiplied by, not divided by. Whatever affect is based on adding/subtracting by the base of 1, per my prior message.

  • @Exerlin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1754348#Comment_1754348

    It is 14% per survivor at tier 3

    I'm copy and pasting from one of my previous posts from September:

    The formula seems to be (HEALING_TIME_AFTER_DEBUFFS / (ADDITIVE_BUFFS + 1)). This means:

    Self Care: 32 / 1 = 32 seconds

    Self Care + Desperate Measures (2 injured survivors): 32 / 1.28 = 25 seconds

    Self Care + Botany Knowledge: 32 / 1.33 = 24 seconds

    Self Care + Desperate Measures (4 injured survivors): 32 / 1.56 = 20.5 seconds

    Self Care + Botany Knowledge + Desperate Measures (2 injured survivors): 32 / 1.61 = 20 seconds (19.88)

    Self Care + Botany Knowledge + Desperate Measures (4 injured survivors): 32 / 1.89 = 17 seconds (16.9)

    Self Care + Botany Knowledge + Desperate Measures (4 injured survivors) + Resilience: 32 / 1.98 = 16 seconds (16.16)

    So yeah, the perk combo is super good if healing yourself is your goal. You could probably replace resilience with something else though since it only knocks off a little under a second (MASSIVE diminishing returns)

    I think the math works like this, using your examples:

    Self Care: 16 x 2 = 32 seconds

    Self Care + Desperate Measures (two injures): 16 x 1.72 = 27.5 seconds

    Self Care + Botany Knowledge: 16 x 1.67 = 26.7 seconds

    Self Care + Desperate Measures (four injures): 16 x 1.44 = 23 seconds

    Self Care + Botany Knowledge + Desperate Measures (two injures): 16 x 1.39 = 22.2 seconds

    Self Care + Botany Knowledge + Desperate Measures (four injures): 16 x 1.11 = 17.75 seconds

    Self Care + Botany Knowledge + Desperate Measures (four injures) + Resilience: 16 x 1.02 = 16.3 seconds

  • @Crypticghoul said:

    https://forum.deadbydaylight.com/en/discussion/comment/1754367#Comment_1754367

    Entirely depends on how it's coded. They can do it one way for some things and then have it another way for others. I can't say for certain which method they used without seeing the code.

    Judging from the way that is worded it should knock off 12% of the total time additively which would be, as you said, (2.5 * 0.12) = 0.3 and then add or subtract that from the base value. The difference being it implies that it affects the total time and not the speed at which is activates.

    https://forum.deadbydaylight.com/en/discussion/comment/1754368#Comment_1754368

    I've been out of college for like a year now and I feel that all my math skills/knowledge just evaporated lol. I expect it to get worse as time goes on.

    I think you and I have the right thinking here. Going back to Hillbilly, 2.5 seconds * 1.12 = 2.8 and * .88 = 2.2. The problem with our calculations is Self Care doubling the base.

    I think the calculations (Botany, Resilience, Desperate Measures) are all based on the 16 second base. And Self Care adds 16 seconds and does not adjust the calculations of the other perks. But I do not know for sure.

  • @Crypticghoul said:

    Look at the ground when you're trying to give a backrub to someone with the chainsaw. Makes it way easier to keep track of them if they start flailing around.

    This is really good advice. The FOV is much better.

    My main recommendation is learning the timing to hit saws at certain loops, specifically killer shack window loop and jungle gyms. I can sometimes get them at TL’s but generally better to run these as an M1.

    Learn to also fake chainsaws (called a flick) to tempt survivors into not dropping a pallet at loops and getting an easy M1.

  • @Crypticghoul said:

    https://forum.deadbydaylight.com/en/discussion/comment/1754344#Comment_1754344

    You would be correct if it stated something more along the lines of "reduce/increase the time it takes to heal by x%" but since we're working with speed decrease/increase you need to divide the base amount by the modifiers plus 100% base. I definitely think AGM has the correct answer regarding how it is programmed as I'm not sure where in my equation they place the *0.5 modifier from self care.

    I do not know for sure but I am relating it to Hillbilly. His base is 2.5 seconds for chainsaw charge. Mothers Helpers reduces charge by 12%, which maths to 0.3 second reduction leaving the charge time at 2.2 seconds. Engravings work in the opposite way, adding 12% making it 2.8 seconds.

    Is the language between Hillbilly charge time different from the healing speed?

  • @Mandy said:

    Just a reminder with one stack of Desparate Measures (1 injured) it's 10% not 14%

    Its 10%/12%/14% based on the Tier it is. We are assuming Tier 3.

  • @AGM said:

    Speeds modifiers are multiplicative.

    Base: 1 charge/sec. 16 charges to finish a heal

    1 charge/sec * .5 (Self Care) * 1.09 (Resilience) * 1.14 (1 stack of Desperate Measures) * 1.33 (Botany Knowledge) = 0.826329 charges/sec. 16 / 0.826329 = 19.36 seconds.

    I thought it was additive and all modifications are calculated off the base.

    In this case the base is 16 seconds.

    16 base + 16 (SC) - 1.44 (R) - 5.28 (BK) - 2.24 (DM)

    With this I calculate 23.04 seconds to Self Care with this build.

  • @Aven_Fallen said:

    The only thing that I wish would be changed are his animations. Back when they changed it, it felt really disgusting while they were bugged, so I did not play Billy that much. They are somewhat ok, but they feel odd for me. I dont know what it is, I cannot describe it, but since they changed the animations, Billy feels less enjoyable for me, he feels wrong.

    I dont think that anything else needs to be changed (at least for me). Whenever I pick up BIlly, I usually do alright (like I got the 2 Chainsaw-Hits in 1 game challenge on my first try). And I dont really care about Overheat, since it rarely affects me and I also dont care about the Add Ons, since I did not use them for ages before, and now that they are not as good, I will not start to use them.

    I remember feeling the animation complaint months ago but I do not even remember what it was like before. Either it was reverted already or I have completely grown used to it

  • I wish they were making more skins as well. I think they’re going to start making up for it with releasing the old Tome skins.

  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/1754196#Comment_1754196

    Yeah, but when does it actually affect your gameplay unless you plan on camping? Even then, it is easily avoidable.

    Same has been true in my experience with Hillbilly. I just wished he had a few updates to addons.

  • @JinSime said:

    Most people can't handle these kind of situations. That's one of the reasons swf has been getting more and more popular.

    As it should.

  • Flashlights are not a big deal in this game.

  • @dugman said:

    In one of the early Q&As (number five?) the devs talked for about 10 minutes specifically about swfs and comms. Basically:

    • The devs always intended to have two game modes added after launch: Kill Your Friends and Survive With Friends. They chose to push through Kill Your Friends first, probably because it was further along the pipeline, and then added SWF a bit later. The myth though that they never intended swf to be in the game is false, it was always a planned feature.
    • They also fully expected people in swfs to use comms because “it’s a game in 2018 so obviously people will want to talk to their friends while they play.” The reason they chose not to implement comms directly in the game itself is because a) excellent options like Discord already exist for people who want to do it, and b) they didn’t want to put in a system that might accidentally force players who didn’t want to be listening to other survivors talk into a voice channel. They definitely don’t consider comms to be cheating, but at the same time they don’t actively try and encourage people to play with comms since they think the game is more atmospheric without them.
    • They also acknowledged that balancing around comms is tricky (shocker!) as is balancing things so they are still useful solo but not broken in swfs and vice versa. I’m sure most players agree that these balance issues still exist.

    Yup. SWF and comms is not nearly as game breaking as some people make it out to be. The problem seems to boil down to dealing with playing against good players making good plays.

  • @Yords said:

    Revert his changes, at least to his movement. I don't really see a need for the overheat mechanic, bubba doesn't have it so why does billy?

    Cannibal does have a holding chainsaw too long (overheat) mechanic.

  • I would like to see the two charge time addons buffed. If they just removed the activation requirement from Mother’s Helpers or the 4.4 m/s, well I would like that quite a bit.

    I do think they should make up for it with increased heat to make up for the heat not generated by the faster charge.

    I do not think Billy is in a bad spot. Just these two addons are a hole in my bloodweb pocket.

    And black grease. Ugh. They should make this two yellows addons (like Demogorgon). Like increased yellow turn speed and yellow heat dissipation.

  • @TimeOutTimmy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1753384#Comment_1753384

    So people need to bottle their emotions, because it is perceived as a weakness? You don't know other people's life experiences, so you don't have a right to tell them to toughen up.

    If you wouldn't tell your Mom or sister to toughen up in a similar situation, don't say it to a random stranger.

    I’ll play along: if a family female was complaining about video games being ‘toxic,’ I would tell them the same thing.

    Saying do not let silly things like this bother you is not the same as bottle up your emotions or whatever odd place this quote is driving towards.

  • As a killer, window tech is more feature then bug right now.

  • @TimeOutTimmy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1752996#Comment_1752996

    The phrase "thicken your skin", is an attempt to invalidate someone's emotional response to a situation. We never have the right to do that. Everyone has the right to their feelings... just because it may not bother you, it doesn't make your response the correct one.

    Greenhorn, I am sorry to hear you have reached your quitting point. I hope you can find a game and/or community that you feel isn't so toxic.

    I don’t know anything about validating or what you are saying. I am saying that you don’t have to let people get to you like this; which is a sign of thick skin.

  • Might have to stop talking down the console players.

  • This is why I say that the ‘toxic’ players goal is to demotivate. Congrats, OP. You’re admitting to giving in to negative thoughts rather than thickening up your own skin.

    This is you giving into you.


    @greenhorn999 said:

    I have 4K hours and I'm officially done with this game. The community playing to farm and treat others game experience with such little regard means a long-time player will find a better game and hopefully a better community to support. Good ######### riddance. And lack of communication with console players means nothing will ever change.


  • @Icery said:

    You know what is bad?

    https://us.v-cdn.net/6030815/uploads/B2HSCL136UJ8/screenshot-1.png

    Missing 32k with 100 points.

    That’s from getting eleven hooks. You can make up that 100 by hooking during EGC. I usually just finish the match rather than fiending for the full 32k.

  • I like to run Kate when not prestiging another survivor. I’ve been really digging her rift outfits and especially her latest yellow one, Star Seeker. I usually swap the hair for one of the other rift cosmetics.

  • @XyoulamX said:

    So I started playing him a couple days ago and he‘s really fun, even tho I dropped a couple ranks since I need to learn him. I‘m currently using BBQ, Monitor and abuse, Ruin and undying. I know that infectious fright is a must have but it hasnt appeared on the bloodweb yet.

    My Oni is maxed out: P3 and all perks tier three. Your listed build is my preferred build.

    I like M&A more than Infectious Fright. Secures first hits quicker and when cross map downing survivors they have significantly less time to react. The snowball is still there if you spot a group as well.

  • I hope the chase music changes while gassed.

  • It’s competitive at the top ranks. I like to compete, so it’s fun for me.

    Winning when the other players have no chance: not fun.

    Winning when the other players have a chance: what I play for, to overcome.

  • I agree with @CustomerService. DS and all the perks are fine. Nerfing DS are wants and politicking by killers who want the easiest route to victory.

    The game wouldn’t be fun if it was as plushy and simple as y’all want it to be.

  • It would be neato. And how about a fifth where I can add the anniversary crown to my other cosmetics rather than the baby ones?

  • All the time? I actually really don’t like survivors dying on first or second hook when I play killer.

  • They should remove the two health state grab at hooks. That’s why they camp. Defeated killers looking for an easy down.

    Deincentivize camping, remove grabbing healthy survivors off hooks.

  • A buff could be that it starts with 10% progress, but each token provides less percentages like 2%. So it feels useful throughout the match but maintains the spirit of the perk.

  • @ItzPixelYT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1748186#Comment_1748186

    I think it was the leaks that said it. The rank reset rewards got merged with the live version of the game and from now on everyone should get

    Rank 17 - 20 = 10 000 Bloodpoints

    Rank 16 - 13 = 30 000 Bloodpoints

    Rank 12 - 9 = 100 000 Bloodpoints

    Rank 8 - 5 = 150 000 Bloodpoints

    Rank 4 = 200 000 Bloodpoints

    Rank 3 = 210 000 Bloodpoints

    Rank 2 = 225 000 Bloodpoints

    Rank 1 = 250 000 Bloodpoints

    Only the leaks in my experience. Nothing official was announced other than they are considering it.

  • @nina1121 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1748075#Comment_1748075

    Ofc u see it that way what else to expect don't you think we just stood up for ourselves? Dont you think we're sick of things? Pls check first page of this general discussion see how many threads there are survivors bashing killers? Zero how there killers bashing survivors threads made just today? Two that I found god knows how many more there is

    I made a thread about removing hook grabs. I like killer, quite a bit, displayed my killer credentials, but I thought that was bad gameplay mechanics. It was forum heresy lol.

  • Iron sharpens iron. These teams can be beat. There’s no magic behind comms. They still have to play the game well or they’ll lose.

  • I think theres a separate forum for getting groups together. I just talk to players after the game and make friends that way (PS and PC).

    When my friends don’t want to play, I play killer.

  • @Ace_Of_Spades said:

    Except with those fabled swf you all fear so much. But if you judge the role based on the best of the best you have to take into account the best of the best killers. There is not much you can do when you play an otz or whoever else you watch win for 50+ matches with some of the weirdest killers. I'm not even gonna bother explaining how much I play either role, you've already made up your mind I'm a noob survivor but this needs said. Especially in a forum that is mostly killers complaining that eating one ds can ruin the game. But I do play both roles. It used to not be this way. I remember when bt worked for both players, it used to be rough. They done it though, made the killer the power role. Go ahead down vote me. Prove this forums just a bunch of entitled killers. I though enjoy playing killer now more so than before. Easy wins.

    Otz lobby dodges.

  • Power role is a bad concept imo. The player(s) who play better are the power role. It’s called a trial for a reason.

    Just because you are killer or surviving with friends does not mean you get to auto win.

  • I would support increasing killer FOV.

  • I assume progress is linked to your PS account, but I do not know that.

  • @TwistedJoke65 said:

    Hear me out. I know people find the term genrush as a meme or not a thing but when I chase one person and 3 gens fly, I think that's genrushing.

    But why do it? Yeah you escape and do all your objectives but dang, me as a killer, I barely got to play. All genrushing does is get you out the game faster. Why even play at that point?

    Its easier to guard four generators than seven. Most of my matches are won with zero or one generators remaining and that’s okay.

  • Yes, he is. I was a console killer when he was released and had zero issues killing with him. Even in his nerfed versions (shortly after his release). It’s just spending the time to learn combing his side to side movements, turning, and flicks. Very strong.

  • There’s a good argument that Bamboozle teaches bad habits with every killer. It’s better to learn the loops and play them then go through a window then chase to the next loop.

    I think Brutal Strength is a very strong perk. It often let’s the killer catch up quickly and chew through pallets.

  • I read your post and I just do not empathize. Breaking walls has not lost me a game as of yet. It’s mostly given me more Brutality points.

  • Oni’s power is absolutely better than Hillbilly, but he does not Always have it like Bill.

    Hillbilly seems to be underrated right now though. I’d agree with that premise.

  • @DrHg said:

    no map is balanced where you can get a stupidly strong structure close to each other or just dead zone,its all pure RNG.

    I haven’t experienced new Ormond yet but they are aware of tile spacing.

  • I like playing the rift.

  • @Avilgus said:

    Ghostface, Demogorgon, Billy, Nurse.

    I feel like Ghostface and Nurse suffer from the same problem. Charge time is just too strong to ignore. They should bump up the base kits, basically give a charge time addon to them, and then not allow stacking charge time addons. Nurse and Ghostface have a slew of good addons, but why take them when charge time does so much more for the killers?

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1739850#Comment_1739850

    I would argue that Tampered Timer is not even a strong add-on. It does absolutely nothing unless it makes a Kill, and even in the best-case scenarios with the best add-ons to make that happen, that does not happen very often. I'll still use it because I love getting RBT kills, but using Tampered Timer is more often than not going in with no add-on in that slot.

    Also, Bag of Gears isn't good either. Its effect is quite minimal. Its only arguable use is pairing it up with Crate of Gears to make Crate of Gears just a little bit better.

    Slow-Release Toxin is actual garbage, and Rusty Attachments is only marginally better.

    Maybe Tampered Timer alone. When a Pig player combines two of the three slowdown purple add ons, it very commonly results in a kill. That’s what Firebrand is arguing about.

    When it takes longer to search a box, there’s more boxes, or the timer is reduced by thirty seconds (the three strong purples), I would say a head pop is likely in four tries. The naughty part is if the Pig player manages the boxes and pushes survivors off, it wastes more precious time.

    Otzdarva discusses this in his addon series and even has a great Pig video released in the last month or so where he highlights this.

  • @FFirebrandd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1739850#Comment_1739850

    Only a fool ignores the health of the game when considering whether something is good or not. Are a decent chunk of Pigs add ons strong? Sure, but a lot of them are super toxic which makes them not good. I am not in fact walking towards the same conclusion. Pig needs an add on rework far far worse than Demo does, though for very different reasons.

    Glad you came around.

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