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SunaIIanu

SunaIIanu

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SunaIIanu
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  • @Feiten said:

    Why do you survivors care about moris so much. If u were about to be hooked a second time you goofed up again. It also just robs the killer of points. Just take your L and move on. At red ranks I encounter more killers running no perks at all then I ever do a mori.

    I don't know in which special region you are playing, but that sounds highly unrealistic. On PC, Red ranks and EU I've seen two perkless Killers in the last month unlike moris which I see every day or every other day.

  • @joker7997 said:

    Its not really that bad if you play regularly, I'm surprised you haven't gotten it in the course of getting every other trophy. Start running saboteur and wglf, you'll get it in no time.

    But as far as I know, it will only count if you take a hit for somebody that was recently unhooked, so I don't see how saboteur will help in that case.

  • It' unfortunate that the Clip doesn't show what toolbox the other person had.

    They finished the gen in about 36 seconds, normally it would take 47 seconds for two people (assuming the Clip is recent), so their items sped up the process for about 11 seconds. That is a significant number, but considering two people brought good items for that and they can speed up only one gen with those items, I don't think it means the BNP need another change.

    Edit: I do think that the gen speeds can be problematic but I'd rather like to see general changes to them.

  • @Twenties20ka said:

    @SunaIIanu Was this fixed in version 3.7.0?

    It wasn't in the Patch Notes and the bug was acknowledged while the PTB was already out so I don't think so.

    But I can check it tomorrow if it's important for you to know :)

  • @Shocktober said:

    https://forum.deadbydaylight.com/en/discussion/comment/1239380#Comment_1239380

    I've never seen a swamp this empty. There was the shack, 1-2 filler pallets, and I think a pallet under the staircase. Maybe a 4 walls (aka unsafe) jungle gym in the corner of the map, but I didn't check. That was it. There were usually 2-3 pallets in the center area, and a few rock pallets where the Jake was hooked.

    There's no way the number of pallets was not reduced.

    Pale Rose can have quite the bad rng. I had layouts like the one on your pictures before the Update, nothing in the middle and just a 4 lane at the side, so I do think it's possible that you just got the worst rng.

  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1237327#Comment_1237327

    See that is my question. I don't get the double standard here.

    You make a good point, if I wanted to be toxic I would tbag at the gate.

    And not all killers hit me. Some just carry me to the door, other message, thanks, all tho that is rarer.

    Thank you for your thoughts!

    I haven't offered a kill often and most of the time the killer dropped me at the gate, but from the killers that took the kill I've never gotten a thanks so I wondered myself if the killers are generally happy to get a kill or not.

    Idk, I'm happy if a killer lets me live and I would be happy too, if a survivor offered me a kill, but I guess people think different about that.

  • @Supernaut said:

    I've found that there are some already with a hidden +50% chance of getting tunnelled, spotted across the map and mori'd.

    I know that Pink Bunnies give a 100% chance that when I am the Killer, a Mori will be equipped.

    But why? I know, at the beginning it was for memes and (not really funny) jokes but those should be old now. Ruining other players fun because of a cosmetic just seems like a unnecessary mean move to me.

  • @GrannyonAcid said:

    Of course the killers going to give you a few whacks on the hook.

    He just got looped like crazy and probably abused. He's not having a very good time as he feels helpless and can't do anything right. He's fuming at this point.

    Then to top it off he has this one prick survivor that is making fun of him. Because he's going to stand there and let him get a kill. Because the guy wants to show off and pretty much spit in his face and say, "The only way you're ever going to get a kill is if I give it to you." ....

    But you don't understand why he's giving you a few F U slaps? Okay buddy.

    But that doesn't make sense. If I had a bad round as survivor and the killer feels bad and let me have the hatch, I would be happy and wouldn't think he is just rubbing it in. And I've also never heard that a survivor was pissed because the killer gave him the hatch.

    Letting the killer kill you costs you 5000 BP, who would be willing to lose that amount of BP just to rub it in, if you could just teabbag in the exit gate for the same effect?

    Whenever there is a discussion about showing mercy as Killer someone says "survivors don't give free kills to the killer either, so why should the killer give free escapes to the survivor? ". And now doing exactly what thay asked for is wrong?

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1235193#Comment_1235193

    Well that's why I also said that it could also signify that it's someone from another platform as well, which would make sense since having unique icons isn't really necessary.

    But it's still impossible to really know if that was a console player or a Microsoft store player unless there's something i'm missing. Regardless if you can tell or not, you still shouldn't be able to play with console players at this time UNLESS they're hacking.

    Yes, I just wanted to confirm it :)

    Sure, it's most likely that op is on PC and encountered someone from the Windows store but I thought the videos might be interesting because the bugs led to speculation about the Devs testing crossplay.

  • @Mandy said:

    First of all - it's showing as unlocked in the character bloodweb unless I am very much mistaken? Because there's no lock sign on the perk.

    Do you have all other perks on the character that you are trying to level up? Because the bloodweb is totally rng and it doesn't mean that once you buy a perk in the shrine that it will immediately start showing up on your bloodwebs if there's still other perks that you don't have.

    Are you sure that it is shown as unlocked?

    Because for me there is a check for perks I own and an empty box means I can unlock the perk in the shrine:

    DSC_0525.JPG


  • Unlimited Tier 3 and tombstone Piece don't work together:

    https://deadbydaylight.gamepedia.com/Tombstone_Piece


  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1233611#Comment_1233611

    He's on PC since you can't see these icons on any other version of DBD. My guess is that they either represent the Microsoft version directly OR it's supposed to represent a player that's from another version of DBD.

    There's no way to know if you encounter someone from the PS4 version or not, which you shouldn't be able to play with in the first place since the console version doesn't have cross-play yet. So as a result, it's safe to assume that you most likely saw a Microsoft player.

    But since you saw them with legacy skins, you could've also ran into a hacker from the Microsoft version, since only Steam players were given the Legacy skins (since that's where the game first launched back in 2016).

    The symbol isn't for the minecraft store only, it will always show when you are in a lobby with players from a different Plattform. There was a bug that put PC players in PS4 lobbys:

    https://youtu.be/myXE9uUsmiA

    As far as I know there where also some hackers that forced players into console lobbys:

    https://youtu.be/nWCinnMmBGc


  • @GrannyonAcid said:

    Devotion 3 and 4 k's the opposing team. Complains about it. Killers really will complain about anything.

    The thing that bothers me about that picture is that they brought a mori to a lobby without Items. Yeah, maybe it was an SWF, but idk, a mori when nobody is playing items (and then tunneling right of the first hook) sucks. Sure the matchmaking sucks too, but it's not like they knew which ranks the would get when they equipped the mori.

  • I just leveled my Demo to 30, I started with about 813.000 Bloodpoints and had about 114.000 left when I reached Level 30. I tried to use the cheapest ways possible so I don't think you can get cheaper than 650.000 Bloodpoints.

  • @Rezblaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/1233533#Comment_1233533

    Yes but with Leader you aren't actively trying to avoid the AoE. In fact you're able to follow it around despite its small radius.

    The heartbeat can often times cause people to stop healing, stop repairing generators, or stop using items, which makes these perks useless as the mere psychological effect of the heartbeat straight up prevents these issues.

    It needs an extra bite to justify a perk slot.

    Sorry but I don't get your point. Of course you don't want to avoid Leader, a survivor perk that hurts survivors doesn't make sense. So yes, you can activly follow a survivor to get the effect but that isn't necessarily useful because Leader doesn't affect the survivors main objective, generators. The linger effect is there to make these perks a bit less useless in my opinion, but they are pretty weak anyway.

    I can imagine the heartbeat stopping people from healing because of Nurse's Calling, but from doing gens? Not in high ranks.

    If my calculation is correct, the doctor has a terrorradius about 54 meters with distressing and double calm. With such a big Terror radius and a linger effect the AoE perks would be (almost) unavoidable on some maps. To avoid that Situation you would have to cap the range instead of making it dependable on the terror radius, which would add other problems and kill some interesting interactions.

    I agree with you that the AoE perks are underwhelming but I would rather like to see their effects buffed instead of making them linger.

  • I think the reason might be the range. Survivor perks like Leader only work in an 8m range while the killer perks work in the terror radius, which can be really big with perks and some addons.

  • I think windows of opportunity is great. It helps on new maps when you don't know the pallet spawns, but also on old maps, when you want to know what your teammates dropped already or when you just have a tendency to oversee pallets.

  • @KrazyAce13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1229403#Comment_1229403

    Are you serious it doesn’t just negate 1 it negates it for whoever else is on the gen with them negates 3 at best if only 1 of 4 is running it. Read the description it’s whoever’s in the radius.

    @Peanits said:

    I'm not sure how you calculated those numbers, but they're not right. It looks a little like this:

    80 / (base CPS - sum of repair inefficiency + prove thyself if applicable) / number of survivors repairing = time to complete the generator

    So two survivors with no Prove Thyself would be ~47.05 seconds, not 51.11 seconds. The math looks like this:

    80 / (1 - 0.15) / 2 = 47.05 seconds

    Prove Thyself can negate the inefficiency of one survivor working on the generator with you, but you cannot be under the affects of more than one Prove Thyself at a time. Functionally it's exactly the same as it is now. Two survivors will make a generator take 40 seconds (1 - 0.15 + 0.15 is still 1). Beyond that, however, you still get the penalty. So if you were to have four survivors on a gen with Prove Thyself active, you'd be looking at:

    80 / (1 - 0.3) / 4 = 28.57 seconds

    Compared to the current:

    80 / (1 - 0.2) / 4 = 25 seconds

    TL;DR: The numbers there were wrong, it's longer no matter what. Prove Thyself isn't do any more than it is right now.


  • @KrazyAce13 said:

    Ok let’s talk about the coming gen speed changes. Am I the only one who sees this change as useless?

    so why is it when survivor nerfs happen they have an opportunity to completely bypass it as if it never happened?

    maybe if all 4 survivors are solo ques it might work, but once you get a 2,3 or 4 man swf 9 times out of ten one of them is running prove thy self . And this is going to make that 5% useless and we will have the same gen speeds as we do now. If you really want to make it a big difference to actually change the way the game is played for real the speed reduction will need to be 50% that way it takes 3 people to make a difference on one gen and 4 for a 200% repair speed. I don’t think a 5% reduction and then giving them an option to completely negate the reduction is a good change.

    Prove thyself won't negate the change completely. It removes only one penalty, so it will still be slower with multiple survivors and prove thyself on a gen than it is at the moment with multiple survivors and prove thyself.

  • @Dehitay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1225075#Comment_1225075

    Being a famous and skilled streamer doesn't mean that he got 116 4Ks in a row as Plague. Now if 100 people actually did come forth and confirm that he did so and they witnessed it, it would be a different story (although a practical impossibility since the chances of a single person catching 116 of his Plague games in a row without missing anything would be unlikely let alone 100 people doing it). However, only 2 people have suggested that's the case. And you make a stupid alternative like "did he make all this up on youtube or is it simply true that he did it?" when he didn't even make it all up on youtube. All he did was a single video of him playing a Plague game saying 116 4K streak as Plague. And there is absolutely nothing simple about getting 116 4Ks in a row so both sides of that question are stupid. You're wildly dellusional if you think this is a "simple killstreak".

    Btw, I actually did find his Freddy killstreak videos. And while they actually do provide more evidence, the timing on them makes it suspicious as all hell. His Freddy kill streak involves 9 4Ks in a streak over the course of 69 days. While it is possible to do this since it's exclusive to Freddy and he can just play other characters during other points, it's incredibly unusual to split out a "streak" over such an excessively extended amount of time. It's provides all kinds of time for selective choices, editting, and all other kinds of things to raise suspicious over the streak's validity. He's clearly only doing it for his fans and not to prove anything, otherwise that's a questionable choice. Btw, if he did his Plague streak at the same rate, then it would have taken over 889 days (2 and a half years) which goes further back than the Plague's release date.

    https://forum.deadbydaylight.com/en/discussion/comment/1225455#Comment_1225455

    The only solid proof you've provided so far is proof that you have absolutely no clue what solid proof is. Fungoose is definitely a highly skilled player. I can see that from his gameplay for sure. But even highly skilled players would find it to be a giant struggle to get 100 4Ks in a row. While there is a possibility it can be done, there's definitely no solid proof that he did it. Though with his methods of separating streaks between killers and only attempting the streak during select games instead of in a row, it's more possible his way than the standard way.

    https://youtu.be/XZZU-3mb38A https://youtu.be/v8XcQoJHauA

    My last video isn't a montage either but it's from Marth (maybe the VOD is still on twitch), the guy who made the SWF win streak to prove that SWF is broken, so he should be trustworthy:

    https://youtu.be/m2-glcgfeIw

    So no one them are 100 games streaks, but none of them are Nurse, Spirit or Hillbilly either. And some people might say you shouldn't be able to get a streak at all with clown or leatherface.

    I don't think that those streaks prove more than "an experienced player with many hours will win most of the time", I just wanted to show that streaks exist, even with weaker killers.

  • @Kyle1234 said:

    Just came across this late but yeah its been broken for a while now and now its completely useless.

    I haven't seen anyone report it in the bug discussions.

    Then apparently you haven't used the search function:

    @PlantCollector said:

    I know it's been already reported for many times but im not sure if it gets acknowledged with the new bug report system.

    Summary:

    If a teammate dies while you have the perk "Sole Survivor" equipped, you dont get any tokens.

    Description:

    When a teammate dies you don't get any tokens for your perk "Soul Survivor". I can't tell if it's a visual bug or if the perk isn't working at all.

    Occurs in both public and private matches.

    Steps to Reproduce:

    1. Equip Sole Survivor
    2. Sole Survivor doesn't gain any tokens when a teammate dies.

    Occurs on:

    PC, but i have seen many playersl from console reporting this in generaly discussions too.

    Sole Survivor works, but it doesn't show that it works. The Devs know about it and will hopefully fix it soon.

  • No problem :)

    If you struggle with builds, Otzdarva made videos about basic builds on Wraith and Freddy, so if you play one of them they might be interesting for you.

    (He also has a killer perk tierlist, an addon tierlist and list with a build for every Killer, but if you have only basic perks, that list might be not that interesting for you in the moment.)

  • https://youtu.be/t8u0jRxN2kQ


    https://youtu.be/9Jrv7TQYg5U

    I think those two videos could be helpful if you struggle with chases.

  • Red Ka

    I'm not convinced xD

  • @Thatbrownmonster said:

    Now might I ask

    why would the killer be extremely toxic to that specific survivor?

    Were you toxic to a killer and he punished you after?

    @CosmicParagon said:

    The only reason a Killer would give two shits about your name is if one of the following occured:

    1. You were an incredible survivor and they want to use you for practice
    2. (more likely) You were a toxic POS and they made a mental (or physical) note to never show you a scrap of mercy

    I was camped in a 3vs1 by a killer who stated he camped me because I was a "Camper Killer" myself. I played almost Zero Killer games at that time, so I can't agree with the "the killer has a good reason to target a specific survivor" Statement.

  • @Seiko300 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1219217#Comment_1219217

    https://forum.deadbydaylight.com/en/discussion/comment/1220041#Comment_1220041

    I think both of you are taking this too seriously so let me elaborate:

    When I say something like an idea is dumb, I am calling it out exactly as I see it and my original point still stands "an SWF can still communicate where the hook is, but Solos would be encouraged to let the person die on the hook." is a dumb idea, because it hinges entirely on the apparent stupidity of the player. Games should never be balanced around the possibility of someone playing dumb or more lightly phrased: not playing smart. If you aren't playing smart that is your own fault, and in this case letting someone die on the hook just because you can't immediately see their aura is indeed - not playing smart and you are liable not only to get punished for not getting that save (the killer having a much easier time getting a 4k now that one is dead) but also to get called out by your team for not playing smart.

    To provide a similar example, this is why people get intensely frustrated when they see Survivors self-caring in the corner of the map when they are hooked, even worse if they are on second hook extremely close to death. Because put quite simply whoever is self-caring in the corner of the map and potentially letting teammates die, is not playing smart. This is not a personal anecdote, this is in fact information taken from a recent poll which saw a total of 43 responses (currently) 14 of which (34%) voted for self-care citing the exact circumstance I just described, here's the link:

    https://forum.deadbydaylight.com/en/discussion/144624/as-a-survivor-what-perk-do-you-hate-seeing-other-survivors-using

    To round this back into frame: developers should not be catering to players who don't play smart, this again comes back to that idea of not balancing around rank 20s. The idea is that if you make changes that reward more skillful play, you push less skillful players (or players who don't play smart) to play smarter or more skillfully, you boost everyone to become better and push themselves further because you quite literally get punished by losing for not doing so. You create an environment where if you don't push yourself to play smarter you lose.

    This is also the logic behind changes which the developers themselves made, such as the recent Hex: Ruin nerf, over 80% of killers at the time were using this extremely powerful version of a perk which gave them an extremely powerful bonus that was completely passive. They received the benefits of such a powerful effect for doing absolutely nothing skillful, unless you count merely existing and running the perk a skill. If you want another example see the nerfs that saw a cooldown implemented into the Nurse's base kit, already one of the most difficult (yet the most rewarding) killer to learn and play made even more difficult to play because you were no longer able to spam her blinks, now you must time them and make them count otherwise the survivor you're chasing is only going to gain extra distance on you.

    Notice that both of these examples were changes made more or less to the detriment of killers to force them to play more skillfully, making this ideology something of a universal standard that should affect all groups equally, not any single one more than the other.

    The more or less brain-dead utility of being able to automatically and immediately see the audio notification bubbles and auras of hooked survivors or those in the dying state shouldn't always be taken as a given, and survivors should be ready at all times to see those tools suppressed or countered by a killer who seeks to use such confusion to his advantage. This kind of variability is part of what makes Dead By Daylight fun, the idea that no match should be the exact same as your last and even baseline tools such as aura reading of survivors in critical condition, should not be taken as a guaranteed given.

    Looping back to what I said earlier about dumb ideas, I just wanted to clarify that there's a very clear distinction between dumb ideas and a dumb person. Almost everybody is susceptible to having dumb ideas including some of the smartest people in the world, nobody is perfect and even I say or do dumb things from time to time. This does not mean that you, or me, or anybody else who has them are actually dumb, I simply find it is important to call out these stupid thoughts that we have from time to time in all things from games to politics, or whatever. That way we can improve the way we think about things and won't have that same kind of stupid thought again or at the very least less frequently. Don't take it personally, you are completely right that these forums are entirely open to all forms of discussion and all kinds of opinion and there's a certain beauty to that. So there's my sappy shpeal about that.

    Doesn't change the fact it was a stupid idea though.

    I still don't understand why it would have been so hard to say "I don't think that your worries are realistic" or "Let me explain why I don't agree with your argument". Both say the same as "I think your idea is dumb" but they do sound nicer. I understand that discussions can become heated and it would be a lie to say I'm always nice to people in a discussion but I didn't even replied to you, we weren't in an already heated argument, you started the discussion with me while using rude terms (even if it might not have been your intention to be rude) and I think starting a discussion with rude terms kinda sets it up to fail.

    As for dumb players being responsible for their actions: Yes, they obv are but I'm not responisble for getting matched with them. I recently faced a Rank 1 Doc while having a Rank 17 survivor in my lobby because he queued with a higher ranked survivor. If I would have been able to see his rank in the Lobby I would have dodged, but I can't see that.

    And believe me if I see someone selfcaring in a corner instead of saving I'll ask him in the endgame chat what he was doing but I don't think that that will make him change his behavior.

    I don't see how that change makes the game more skillful though when a significant portion of players will ignore it because they are playing as SWF. And for Solos luck will still be an important factor when fighting with the change, depending on map size and where the player gets downed.

    If the Devs said: "We heard your complains about gen rush, failing a skillcheck will now give an extra x% penalty" wouldn't the reaction be: "That's a useless change, the people that frequently miss skillchecks aren't the ones that genrush"? That's how I feel about the proposed change, I think it is aimed at the wrong people.

  • @PBsamichShoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1218384#Comment_1218384

    Call it whatever you want dude idgaf. If they don't want people to dc then they should just remove the option entirely. I'm guessing they never wil because if they did I'm guessing a lot of people would just quit this game altogether.

    The option is there so that people who really have to go for real life stuff or who are stuck ingame because of a bug can leave without having to tap out to close the game.

    It's not there so you can leave every time when things aren't going like you want them to (that's the reason why there is a penalty for leaving).

  • @Danky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1220001#Comment_1220001

    A few points that you didn't mentioned:

    • they removed exhaustion from Doctors addons to include iridescent king which is a nerf.
    • Nerf'd "Restraint" addons.

    just to name a few more.

    the grab could be used for anything to include window and pallet vaults. meaning with PWYF u would grab injured survivors while full-timing static field and get everyone tier'd up while full-timing "calm" addons and distressing, or fulltime 1 restraint and 1 calm, OR calm and Order addons.

    Irisdescent King was buffed in other ways and restraint was made consistent on every class, so these changes don't seem to bad to me.

    But the fact, that the grab was the only thing you reacted to from my wall of text makes me thing that I may be correct about you being in a Freddy situation:

    You found a way to make doctor work really good for you and that's cool, just like some people made old Freddy work really well for them. But I don't think that the majority used the grab as effective as you did (I can't remember even one moment where a Doc grabed me in treatment), his kill stats were bad/mediocre, his pick rate was low in red ranks and most people placed him low on tier lists. Same with old Freddy, after his rework he was a "better Killer" (indicated by his kill rate) and was played more, most people were happier with him. But there are still people who prefered old Freddy and want him back.

    And I think you are in the same situation: The Devs changed the Doc because many people were unhappy with him and from what I've heard (and seen, like I said, I used to face less Doctors than I do now) people are happy about most of the changes (except for the people who think he is op now but that's a different story). You are not happy because you had your own unique playsyle with him which is gone now, but that doesn't mean it was a nerf overall.

    But I guess unless the Devs release stats again in the future we won't know for sure how the changes effected Doc.

  • @Seiko300 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1219079#Comment_1219079

    That's fine and dandy but a few personal anecdotes aren't enough of an argument for why this change shouldn't pass through, much like how someone could say that the Clown is OP because every match they've been in against him they've been stomped. Nobody would give that person much attention aside from roasting or flaming him because we all know realistically speaking, The Clown is the worst killer in the entire game.

    Hell, I hate going up against Leatherface, simply because I just have really bad luck playing against that killer specifically. That doesn't mean he's a good killer by any means because he's not, much like the clown he is also on the low end of any tier list and requires some kind of changes (just not as desperately as the Clown because LF at least has an instantdown built into his kit) though my personal experience my dictate he's more powerful than he really is. That doesn't mean my personal experience is either 1. reliable info or 2. representative of every player or even most players within the community.

    And yes, even if it would strongly effect rank 20s (which it wouldn't but hypothetically speaking) the change should still go through. Because the opposite, implies that we should be balancing the game around the experience of rank 20s and other new players, which is simply not the case. Games have learning curves, and no new player should ever be able to hop in and go toe to toe with someone who's got over a hundred hours clocked in.

    If they do that means they either have 1. Access to unfair and / or unbalanced tools (DS) or 2. Continually gets a reprieve in the form of small balance changes or mechanics that have been introduced that have little impact on the game or lack of changes at all (AKA the existence of niche status effects like blindness and the influx of Niche perks that don't do anything such as Cruel Limits, Blood Echo, Mindbreaker, Hex: Retribution, etc.)

    I get that you see this as a change that might negatively affect solo players disproportionately to SWF players but I see this as a change. It's an idea, it's something that can be done to solve a problem, and as it stands I don't see anyone coming up with any other ideas and in fact nor can I think of any other ideas myself that don't directly overhaul the entire mechanic of blindness. So I would rather see this change go through, than nothing being done about the problem based on a "might be" worst case scenario, which I honestly don't see as likely to occur in the first place.

    Great that you mention that your personal anecdotes with LF are just anecdotes because so are your anecdotes with good red rank teammates, they prove nothing more than mine do. (But considering how much people complain about the teammates I'm definitly not the only one with this experience. That alone proves nothing obv because you tend to remember the bad experiences more, so you need actual stats or something but I'm getting of topic here.)

    I disagree I don't think it's balancing around Rank 20. LF is a good example for it: He works well on low ranks, but not on high ranks, so he needs a change to make him effective on all ranks. The same with blindness. Having an effect only on weaker players makes it underpowered and annoying at the same time so a change that makes it effect everybody (even though SWF will probably always habe an advantage against that) should be the goal. There should be a learning curve obv and you shouldn't nerf something just because of new players, but implementing something that will mostly affect new (or weaker) players isn't a good idea in my opinion.

    Yeah and that's were we disagree. I think it is likely to affect players negativly based on my experience (which differs from yours so we have different opinion on that.) It's a bad change imo (in the sense of doing too much and too little at the same time) and a bad change isn't better than a complete rework in my opinion.

    Guess we have to agree to disagree and that is fine of course, people disagree and the forum is the place to discuss things, but it would have been nice, if you had been less arrogant and dismissive to my opinion, just like @PlantCollector said: People simply have different experiences and different perception and therefore different opinions and it should be possible to talk about it without getting personal.

  • @Danky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1219218#Comment_1219218

    ive played since beta with LP survivors and killers but lets not focus on that.

    facts trump any argument. they made him weaker now then he was.

    the only thing that might count as a "buff" would be Iridescent Queen.

    • Static Field is stronger then Static Blast.
    • snapping out now takes u down to tier 1 VS it would take u down to tier 2.
    • Static Field could grab survivors.
    • Static Fields TR never changed.

    just a few examples of how it was better before.

    My point was: He isn't a random person on the forum, you can check how he plays, how much he plays etc. You can't know that about me and I can't know that about you (for example, it's possible to play in 2016 and then stop and come back after two or three years, meaning you started playing long ago but didn't played a lot. A few months ago I met a legacy Trapper like that.)

    I don't know about facts, if for example his kill rate declined signifikantly after the change that could be a fact but most things besides hard numbers etc are more opinions than facts imo (I'm thinking of the tru3 Wraith discussion).

    You didn't said why static field is better.

    I don't think that his static field was that good. You tier'd up passive and slow and the counters are the same as to static blast: Lockers and leaving the terror radius and because of the slow build up you had more time to react to that than you have now imo.

    You can still make your terrorradius and therefore your static blast radius bigger with perks and addons, so there shouldn't be to much of a difference to how it was.

    The biggest drawback of the static field was that it required you to walk with 110% movement speed, which hurt on bigger maps, while builds based around the static field worked really well on small maps.

    So I think they made his tracking abililty more consistent and reliable, so the cooldown is fair (and you can use addons to make it shorter).

    Yes snapping out of it takes you back to Tier 1 but it's the only way to lose madness now, it doesn't decrease outside of terror radius so those changes should balance eachother out.

    Yes, the grab is gone and I can understand that you are upset about it because it was a nice little thing that most survivor didn't expect, but it's gone because you don't have to switch anymore and I'm happy about it, but I get that that's a personal preference (but there also were bugs with the switching so those are gone now too.) Did you use the grab offen in a situation that didn't included the hook? Because imo that was the situation where it was the most useful. That is gone now but you can spam your shock to deny the unhook, obv not as good as direct grab but you still don't have to let them unhook for free. Also dedicated servers "nerfed" grabs anyway, so you lost something that wasn't working sometimes anyway.

    I don't get you last point. Static blast and static field both are as big as the terror radius and could both be influenced with perks and addons, so I don't see the difference.

    A few points that you didn't mentioned:

    - they buffed iridescent king

    - they buffed his basekit a little with giving him reversed skillchecks

    - they removed the downside of the range addons

    - and I personally like the new discipline addons and I think they are really good

    So in general I think they changed many things, some are more a buff, some a more a nerf, but the end result is good and I like it more than the old Doc. Obv personal opinions are important and it's possible that they removed something that you really liked and you are understand able upset about it, but calling the changes a straight up nerf seems exaggerated to me.

    Is it possible, that you just really liked the old Doc and don't want to see the good aspects of the change? (For example most of the community wanted a rework for Freddy and his killrates are pretty high now so apparently his rework made him stronger but there are still people who prefered the old Freddy and say, he wasn't as bad as people believed.)

    To add a little personal anectode: The last changes to Doc were two months ago but I'm still facing far more Docs than I did before they changed him so it seems like his rework has increased his popularity.

  • That guy is devotion 10 so he has probably more than 2000 hours, but lets not focus on that.

    What is your actual argument that the doc is worse besides "when they remove his ability and makes it worst then its a nerf"?

  • @Seiko300 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1219028#Comment_1219028

    That's dumb logic, I can tell you right now as someone who has made it to rank 1 solo numerous times there's absolutely nothing that would "encourage me to let people die on the hook" for no reason. If the killer is patrolling really closely then yeah, I'm encouraged to do a generator instead of going for an unsafe unhook or maybe wait until he catches someone else going for a save or hope someone is running BT or the survivor on the hook is running DS.

    But really, letting someone die just because you can't see their aura? That's gotta be one of the dumbest things I've ever heard considering the maps themselves aren't all that big anymore and a survivor is hooked for a total of some 120 seconds and that entire time you're thinking "well I might as well just sit on this gen". That's such a poor excuse I'd only expect that kind of talk from a new player who's rank 20, solo survivors may be the weakest out of all groups (The power scaling / balance goes SWF > Killers > Solo survivors) but that doesn't mean they're dumb, especially veterans who have played for a really long time. Or are just pretty good and have decent game sense or map knowledge

    This is such a poor excuse against a desperately needed change for a status effect that sees virtually little to no use whatsoever.

    It's great that you are altruistic, but not everybody is.

    I had solo red rank survivors (thanks for calling me dumb and a Rank 20 btw) let me die on the hook for no reason (admittingly usually when second hooked but I remember two recent cases where I was left hanging the complete time (at first no one moved and when I hit second stage the killer decided to patrol/camp)) even when I was running kindred, when it was obvious that the others are being chased etc., so I'm sure that there would be players who would just say "######### it, I'm too lazy to search" especially when a few gens are already done.

    And even if it would only affect Rank 20 Players? Do we need a change that only has an strong effect on Rank 20?

    My point is, the change could be bad for solos (yeah obv not for good ones but with the current matchmaking you can not rely on getting good teammates, even in red ranks) but wouldn't do much against swf, so why adding something that would help killers against a weaker hroup and won't do much against an SWF, when swf is the thing that many people want to be adressed?

    I agree that blindness could use a change but I don't think this one would be good.

  • @Cheers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1218972#Comment_1218972

    Burning this Offering grants you protection against the loss of your item and its add ons in the event you die.

    I took the description from this post:

    @thesuicidefox said:

    https://us.v-cdn.net/6030815/uploads/934/1EN6Q7E1AFPI.png

    According to the description for White Ward...

    Burning this offering grants you protection against the loss of your item and add-ons.

    However, when I tested this, it does not work as stated. If you die with the item, yes you keep the item and add-ons. But if you escape you lose the add-ons. This doesn't make any sense honestly, and I doubt it is a bug, as the devs were pretty explicit in stating that you must use Ace In The Hole in order to keep your add-ons if you escape.

    So can we get this changed? It feels a lot more reasonable to ask the survivor to burn an offering than to use a perk for something like this (although I want to point out it makes sense for the perk since it is designed to earn you items with add-ons). If you want to look for items in a game and keep them plus the add-ons, bring AITH and escape. If you want to bring an item with add-ons into a trial, offer a White Ward (or bring AITH if you can afford the perk slot).

    So either the screenshot is edited or the description is different on plattforms.

    Edit: Nevermind, @supersonic853 cleared that up already, they changed the description and removed the "in the event you die" for some odd reason.

  • I think if you remove the bubble you punish solo survivors. An SWF can still communicate where the hook is, but Solos would be encouraged to let the person die on the hook.

    Blindness as status effect might be too unrealiable and might need a change, (funfact: on maps like the game it can still be hard to find the survivor even if you see a bubble, so you could try third seal with a game offering) but please not this one.

  • @finitethrills said:

    https://forum.deadbydaylight.com/en/discussion/comment/1218972#Comment_1218972

    Ah, gotcha. Have never actually picked one up. Always thought it specified.

    I didn't know either. But @thesuicidefox made a Post about it a few days ago:

    @thesuicidefox said:

    https://us.v-cdn.net/6030815/uploads/934/1EN6Q7E1AFPI.png

    According to the description for White Ward...

    Burning this offering grants you protection against the loss of your item and add-ons.

    However, when I tested this, it does not work as stated. If you die with the item, yes you keep the item and add-ons. But if you escape you lose the add-ons. This doesn't make any sense honestly, and I doubt it is a bug, as the devs were pretty explicit in stating that you must use Ace In The Hole in order to keep your add-ons if you escape.

    So can we get this changed? It feels a lot more reasonable to ask the survivor to burn an offering than to use a perk for something like this (although I want to point out it makes sense for the perk since it is designed to earn you items with add-ons). If you want to look for items in a game and keep them plus the add-ons, bring AITH and escape. If you want to bring an item with add-ons into a trial, offer a White Ward (or bring AITH if you can afford the perk slot).


  • @finitethrills said:

    White ward says it protects against loss when you DIE , doesn't it? So, not really a bug then.

    It says "Burning this offering grants you protection against the loss of your item and add-ons." so the description isn't clear.

    

  • They say it's intented:

    @L124K_PL said:

    Escaping as a survivor with item, addons and White Ward equipped, causes addons not to be returned. Addons are lost, but item is not lost.


  • I'm pretty sure it's 40 seconds so the second calculation should be right.

  • @Speavy said:

    These post. Its amusing reading these "novels" about an unstoppable force that is doc. But in reality world doc is a DECENT killer at best.

    1. He needs you to be in his terror radius to know that you are there. You have a loud as **** charge up sound to indicate he is using it. Run away. He is slowed. You can find a locker by that time. IT HAS A COOLDOWN OF 1 MIN.

    Remember old doc? When he just walked around with his ENORMOUS 32m terror radius (its called a normal terror radius in reality) And just passively made you tier up by litteraly not doing anything? Without a cd? And he could just made his TR bigger to make the whole map a passive madness tier up. FOR FREE.

    New doc has a Cd, counter play and range issues.

    2 His new shock has the same delay as the old switch back. Also if a doc hitting you with shock he is losing speed as well, you dont. And yes you have to early drop pallet thats doc, its been since realese.

    3 His lunge is normal, you just bad.

    Git gud.

    I don't think that his static field was that good. You tier'd up passive and slow and the counters are the same as to static blast: Lockers and leaving the terror radius and because of the slow build up you had more time to react to that than you have now imo.

    You can still make your terrorradius and therefore your static blast radius bigger with perks and addons, so there shouldn't be to much of a difference to how it was.

    The biggest drawback of the static field was that it required you to walk with 110% movement speed, which hurt on bigger maps, while builds based around the static field worked really well on small maps.

    So I think they made his tracking abililty more consistent and reliable, so the cooldown is fair (and you can use addons to make it shorter).

  • I don't want to be rude but I'm kinda losing my patience. It's been a month since I reported that bug, I gave you all the info that you needed and others have confirmed that they have the same issue, but you haven't reacted to this report at all.

    I get it, it's an old cosmetic, not many players will buy it, so it's low priority but the least you could do is acknowledge this bug or give an explanation why you can't fix it, but just ignoring it is pretty rude.

  • I experienced it twice in SWF: In one game our teammate didn't load in the game, but the match started normally and he was still shown in the hud and a second time the game kicked my bf out of the match in the first five minutes but the hud didn't show him as disconnected.

  • People would just bring a medkit instead of selfcare especially when they have it on Level 1 or 2.

    People are already doing that at the moment to free a slot for other powerful perks (DS, Adrenaline, DH, BT, Iron will, Unbreakable..) so I wouldn't want to encourage that.

    Selfcare can atleast benefit the killer because of Nurse's Calling or if the survivors waste time with it, that won't happen with the other meta perks.

  • @Raulillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1217305#Comment_1217305

    Oh didn't know about this change. In its current state, if a killer and a survivor both arrives at the same time, what action have priority to escape or to close the hatch?

    I have been giving out a lot of free escapes just waiting for the grab :_C

    Usually the killer has the priority and can close the hatch before the survivor can jump in.

  • @PBsamichShoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1214392#Comment_1214392

    Name a perk or add on that prevents the tier 3 madness. I've hear d people say use iron will but it's one of those perks that is very situational and you have no idea which killer you're going to face or what map you'll be on so it's a gamble and a waste of a perk slot. I didn't have a problem playing against the doctor until this new upgrade and now he's just op against solo players. I don't have to put up with that s$!*. I'm not against a challenge but I'd also like to have fun. I've also never played against a doctor who didn't camp the hook. I totally get that it puts a damper on things to dc but I'm sure the other people understand. This game has so many balance issues and leaves room for so much toxic behavior to happen and life is short. I'm not going to just put up with some bull$!*% I'm going to move on to something better.

    You mean calm spirit. It won't prevent you from Madness Tier 3 but it will stop you from screaming, so the Doc will have a harder time finding you and you should be able to snap out of it without getting disturbed.

    It won't help you in much in chase (might confuse the doc a bit if he doesn't have line of sight on you) but Madness Tier 3 doesn't do anything in chase expect preventing you from using a flashlight.

    It is a situational perk, but it will help against the clown and infectious fright too and if you hate a killer that much sacrificing a perk slot for him seems like a good idea.

    Sorry, but no, I don't think the other players understand that. Some of the changes they made for the Doc are a bit questionable but not questionable enough to dc every game (btw, as far as I remember in the games I played against a Doctor, no one dc'd so most of the players seem to be able to handle him). Also, facing something potential overpowered (I'm thinking of old omegablink Nurse or three blink Nurse, not the new Doc, just to clarify that) isn't going to be a better experience if someone leaves right at the start.

    I think your attitude is your problem. You are not willing do learn what his power actually does, what perks work against hin or how to play against him, so you just dc against him, but that's a very immature thing to do.

  • @Tarvesh said:

    https://forum.deadbydaylight.com/en/discussion/comment/1214966#Comment_1214966

    So ou can spend bloodpoints only during a match. And you can only customize your character during a match. OH! You probably can only visit the Rift to pick challenges or listen/watch lore snippets. And of course, you can only create your builds during a match as well. All these things that go into playing the game you can only do in a match...

    You can't enter the archive/rift when the game is searching for a lobby.

  • @PBsamichShoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1198189#Comment_1198189

    Naw, it's happened multiple times against him where I tried to drop a pallet or vault something in tier 3 madness and it doesn't work. I'm pretty sure it's intentional. It's bull$*!t to me. I DC on almost all doctors and gunslinger. Until they balance out those characters it's no fun for any survivor characters. Mindo you I play almost exclusively solo and that changes the balance of the game big time.

    Just read Doc's power description: Madness Tier 3 makes repairing, sabotaging, healing, cleansing and searching impossible, but not unhooking a person or dropping a pallet/vaulting. If you can't vault in Madness 3 even though the doc hasn't shocked you (the shock prohibits every action for 2,5 seconds, including vaulting etc.) it's clearly a bug, so you should record it and file a bug report.

    You know what screws over a solo team the most: Having a player less right from the start. It's your opinion that nobody has fun against those killers, I don't mind the Doc even though he isn't the most fun to face, Deathslinger is interesting to play against in my opinion. I hate to face the Trapper, but I don't dc against him, even if I play solo. And thats my point: There are very few killer who are universally liked, so if eveybody does, what you do, most matches would have a dc and that would suck for everybody.

    It's understandable that solos don't want to face a mori or super strong addons, but dc'ing just because you hate a certain Killer is not. There are perks and builds against those charakters, try those.

  • As far as I know they reworked it because they had to keep it in mind when creating addons (Does it work with the Addon? Is the Addon too weak/too powerful with tinkerer?..). This made the Addon creation process more complicated than needed to be so they decided to change it.

    You can't compare it to streetwise because:

    1. It doesn't make the item better, it makes it last longer, that's not the same

    2. The Devs don't add more survivor items with every patch, so they don't habe to look at streetwise again every patch.

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