Steel_Eyed
Steel_Eyed
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- Steel_Eyed
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Comments
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If you carry the team by only doing gens, you will not pip.
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God, I’m working on prestiging Plague now and the idea that she is OP is just laughable. Some of y’all should try playing these killers before making up opinions.
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Deathslinger might be the best area camping killer in the game. If you listen to killers, they are correct that he struggles with patrolling generators.
In my survivor experience, just do the gens and get out. If confirmed he’s area camping a hook, go back to doing generators.
If you’re at a generator and hear his terror radius, bail.
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The stalk is situational. My primary use is to get close.
If I can get close and they do not recognize I’m nearby, I stalk, too. Or I stalk a group to 99 them for later.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1199207#Comment_1199207
And what about the "each other" part?
I edited the last post.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1198937#Comment_1198937
I seriously don't understand I guess. Don't get what you mean with "any more spots" and my point is not the range language. My point is the usage of the "each".
And I don't get how it is so difficult to understand my POV. If it says "for every other survivor ... gain 10%" that should be additive. Why use the words "for every"? Is this a type of specification that only german language has? If I want to say that there is only one stack possible, I would write something like "If not working alone" or "at least one other survivor". I don't get where the 'one stack only' is clearly stated in the perk description. "For every other survivor" to me is the same like "10% per survivor"
Btw you don't need to be a lawyer or study something special to understand that language is something very vague and highly susceptible to misinterpretation. As we both currently demonstrate.
If there is a two man generator with two survivors on it, a third survivor with Prove Thyself can stand within four meters and the two repairing survivors can benefit from the third’s Prove Thyself. Since it’s a two man generator, a third cannot repair it. That’s what I mean by any more spots.
I think what I am considering a misinterpretation is taking the range portion of the Prove Thyself language, that I hopefully explained in the first paragraph, with applying additive bonuses. The ‘each other Survivor within’ just means that everyone in range gets the ten percent bonus rather than just one or less than all repairing survivors.
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A bit of a reach tbh.
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@Gandalf said:
https://forum.deadbydaylight.com/en/discussion/comment/1198994#Comment_1198994
everytime i edit my post it removes itself and it says it need to be approved. strange.
so i said that they already updated the https://deadbydaylight.gamepedia.com/Prove_Thyself
for this ptb. and they seem to match my calculations.
oh idk then. I see the chart on gamepedia. Is that site run by the developers or could they be making a mistake?
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I’m okay with the change but I agree that that time was used to break pallets, kick gens, close hatch, and spam my power for points.
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@Gandalf said:
https://forum.deadbydaylight.com/en/discussion/comment/1198937#Comment_1198937
i'm curious how @Peanits came to different numberts than i did in my post yesterday. for reference :
situation now:
https://us.v-cdn.net/6030815/uploads/446/VXTQOIU0F740.png
situation after patch:
Hey Gandalf! I think if you look at Peanits post it says “+ Prove Thyself” while your chart looks like it multiplies it.
So for the proposed 15% change: one survivor is 1.00, two is 1.00, three is 0.85, four is 0.70. I did not do a Prove Thyself calculation in my thread but this is what I would use.
Edit: I can confirm this is the calculation Peanits used: 80 seconds / 2.80 = 28.57
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1198751#Comment_1198751
It wouldn't say "each", it would say "one other". The perk actually states this twice, to show that multiple survivors get multiple boni
"For every other survivor working on a gen within a 4 meter range, gain 10% repair speed bonus. This same bonus is also applied to all other survivors within range". That's what the perk says
What are you studying to be a lawyer? It removes one stack of inefficiency for each survivor on the generator. Not some of the survivors on one generator.
The range language is to give the perk to survivors who are working on a generator that doesn’t have any more spots.
There is nothing in there that suggests the bonus is additive or multiplicative despite any attempts to read that into it.
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Dead hard for distance. Not to force missed hits.
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Well, the thread title is bait. That’s clear.
The problem being addressed is gens being completed in less than twenty seconds. Which is demoralizing for a killer at the start of the game.
Gens being done in 45~ seconds with two survivors wasn’t how gens were getting done in 20~ seconds.
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@Deathslinger said:
I use to think I understood, now I know nothing...
lol I made a thread to explain the math behind multiple survivors’ repair speeds yesterday:
@Steel_Eyed said:
After watching a streamer’s video struggling with the generator speed math I thought I would break down the math behind it, before and after, and you are free to make your judgments about the nerf:
The basic understanding is that each survivor adds an additive percentage penalty for each survivor repairing a generator.
Currently, this penalty is 10%. That means one survivor has 100% repair speed. With a second survivor, each survivor had 90% repair speed. Three survivors have 80%. Four, 70%.
The simplest way to check generator repair speed is to take the above repair speeds and multiply by the number of survivors and divide the eighty seconds by this:
1 survivor = 80 seconds / 1.00 = 80 seconds
2 survivor = 80 seconds / 1.80 = 44.44 secs
3 survivor = 80 seconds / 2.40 = 33.33 secs
4 survivor = 80 seconds / 2.80 = 28.57 secs
The proposed repair speed penalty is 15%. This will be tested in tomorrow’s PTB:
1 survivor = 80 seconds / 1.00 = 80 seconds
2 survivor = 80 seconds / 1.70 = 47.05 secs
3 survivor = 80 seconds / 2.10 = 38.09 secs
4 survivor = 80 seconds / 2.20 = 36.36 secs
Thank you for reading!
I would say that Peanits explanation above is on point as well.
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It removes one repair inefficiency, not all repair inefficiencies.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1197774#Comment_1197774
"by 10 % for each other Survivor within a range"
“Each other”
It removes one stack of repair inefficiency.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1195726#Comment_1195726
The perk description says that this bonus is applied to all survivors in range. So 4 people on one gen should all work with 1 CPS finishing the gen in 20 seconds. It just doesn't stack if you have a second survivor running Prove Thyself
It is applied to all survivors by removing one stack of repair inefficiency.
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I’m buying the next rift.
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The changes they are making will probably allow them the flexibility to do events like y’all are missing.
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Killers Mori anyways lol
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I love Oni on PS4! Keep trying cause he’s very good! Learning to strafe is the key as the above posters say.
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@emptyCups said:
Bless your soul
https://forum.deadbydaylight.com/en/discussion/141920/repair-changes-math
Thank you
You’re welcome!
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Gandalf made a great thread with charts. I recommend yall look at his.
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Okay, OP. I’m a red rank killer and people should be able to play with your friends.
I have the platinum on PS4 and 11 killer adepts (90+ achievements) and running on PC. Look me up.
Is my opinion qualified enough for you?
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It is clearly a nerf they are testing. My instinct is framing it is as not a nerf is disingenuous.
Whether it is needed or the extent that it is damaging is what is up for discussion.
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It should stay as is unless the map changes really are extensively damaging. Mind you it took three months for this mid patch to happen post-Ruin.
Bloodlust cancels so often anyways. Lose chase behind a long fence? Canceled. Break a pallet? Canceled. Finally hit a blocking survivor? Canceled.
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Completely viable as is. Underrated if anything.
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That sounds like taking the game hostage and is reportable. I think fifteen minutes without doing an objective is the threshold but I’m not sure.
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CJ Tech is a very very very situational technique where as the killer is pressing the button to break a pallet, the survivor vaults at the killer forcing them to pick up a downed survivor instead, giving the vaulting survivor enough time to flashlight save.
It is extremely situational. It’s happened to me once and the lengths they went through to set it up (the distance the downed survivor crawled) and ability of the looper, I wasn’t even mad.
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Huntress add on rework is far more likely. They mentioned a chainsaw add on rework but that looks less likely since Billy was not in this Tome.
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Scott Jund is an Oni main. For those that really want some high level Oni content, he has a YouTube video of fifty straight Oni 4k’s. It’s eight hours long and perfect for my low stress Oni moods.
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Weird, I saw it as a buff.
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Hahaha 👍
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@SupaSlay3r20 said:
Old ruin would provide a very large slowdown in low ranked games. When put up against survivors that could hit great skillchecks though, it became relatively useless.
New ruin does practicaly nothing against gen speeds as only high mobility killers are truly able to create pressure and capitalize on its effect. In most games though, it's gone before it can really be utilized.
In my opinion, new ruin is better than the old one as it can be really strong if used properly in certain builds.
It’s true. That why some players called it a placebo perk.
Great against less experienced survivors but empty against the same death squads killers complain about today.
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Good suggestions so far; couple of questions:
- Sloppy Butcher does not apply when using Legion’s ability. If it does not apply with deep wounds, then does it make sense to use SB if you are primarily injuring with the ability?
- Legion’s aura reading ability is based on his/her terror radius. If an ideal play is to injure everyone with deep wounds, doesn’t it make sense that a smaller terror radius (Monitor and Abuse) is actually a handicap?
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Spine chill challenge made me like that before. Otherwise, yeah, not happy with those guys.
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I let the last survivor go based on how I’m doing points-wise. If I maxed out deviousness, I usually let them go. I’d rather lose on 500~ sacrifice points to gift 7000~ in survival and objective. If I’m at 6000 or less deviousness, well I need the points.
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@Traslogan said:
https://forum.deadbydaylight.com/en/discussion/comment/1192001#Comment_1192001
So less gen-defense on our pips, just like how we lose our pips when 4-man SWF teams all take decisive strike to stop EGC kills and punish you for punishing.
Survivors just spread out and each sit on a gen with the new hex ruin whilst the SWF team's designated chaser runs you for 120 seconds before 80% of the game is done right there and then.
Can I get a confirmation that kicking adds to the current generator defense stat?
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I’d enjoy a Hillbilly archive. I hope that Oni gets some representation in the rift with cosmetics. I’m really enjoying him.
Hag already got two outfits from both rifts. Kind of hope they skip her on this one and maybe get Plague.
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I’m a big fan of ghost face. He needs zero adjustments to the math behind his power.
What he does need is more cosmetics because they’re the best in the game.
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They nerfed struggle speed to compensate though. Used to struggle at 33%, now it’s 25%. It means killers can get to a second hook.
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I actually think about this too and decided the winter outfit only looks good with the head piece and body. They don’t really blend well with his primary body because it’s a slightly different shape.
I have noticed that the gold version of his primary looks much better then I first realized and costs less shards then one purple cosmetic.
I love me some Oni. I hope he gets some love in the next tome.
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@bomb1720 said:
https://forum.deadbydaylight.com/en/discussion/comment/1186293#Comment_1186293
i'm pretty sure as long as you hook everybody twice you get two pips = merciles, no matter what rank
I don’t think they changed the second emblem. You need 100 points to iridescent. You get: 10 for hooking all survivors once, 10 for the ninth hook (this guarantees a kill), and 20 for each kill (hook or mori).
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@bomb1720 said:
when i did the doctor and if i remember right, one died on second hook, 2 died on 3rd hook and bill escaped the hatch. cos bill escaped hatch i thought i didn't get merciles but i did and was soooo happy.
i found the macmillan estate works best for him. you should definitely be able to do it at the coal tower, in the end i think i did it at either groaning storehouse or ironworks of misery.
remember you could also bring a pink mori for after you have hooked who ever twice, this should save you some time to get your next.
also for the nurse i used the pink rare addon, where it takes the ability away to blink but she moves faster. i got lucky and did that on my first go but i have seen a video where somebody else did that, remember to take the offereing where you get to keep your item 😊
This is possible if you’re in a lower rank category. For Red Ranks, you have to get four iridescent emblems.
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@Jopium said:
https://forum.deadbydaylight.com/en/discussion/comment/1185695#Comment_1185695
I feel like crying because I can’t do anything as the nurse even in simple chases she so slow you have to use her power and I cant hit a thing after I blink then That head drop when she looks at the floor Man this is pitiful
It wouldn’t mean anything if it was easy. Keep trying bud. She’s a cool killer to learn and there’s no limitations on add ons when gunning for killer adepts.
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Ghost face is one of the few killers that works without add ons.
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Oni was my worst one so far. No gen slowdown and the emblem system punishes insta down/one hit killers like Oni and Plague. You can’t get chaser if they don’t heal to give you more hits btw. The number one problem is stringing out the game for the gen emblem and guaranteeing the four killswhile hitting them more times than necessary.
My method has been hooking everyone, guarantee one kill, then slug one guy when three are running about once or twice. This slows the game down and gives you extra hits for chaser.
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No concern. I expect prestige threes in the high ranks.
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The number of times that I leave the hook, find a survivor, and that survivor runs to the hook I left is: a lot. There is a surprisingly large amount of lack of context to your posts.
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The new complaint is survivors think Deathslinger has an unfair terror radius and killers saying Deathslinger doesn’t have map pressure.