SunaIIanu
SunaIIanu
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- SunaIIanu
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1056640#Comment_1056640
Pretty sure, yeah. And the maths doesn't quite work like that - it increases the speed by 40%, which is not the same as reducing the time taken by 40%.
Okay, that makes sense, I'm sorry.
Have to admit, I really thought you would get more than 4 seconds when you stack three bonuses, that's a little disappointing.
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@Fibijean said:
Assuming no slowdown perks like Thrill Of The Hunt are in play, a totem takes 14 seconds to cleanse by default.
With all perks being at tier 3, cleansing speed is increase by 25% by Leader, 9% by Resilience and 6% by Spine Chill, for a total of 40% speed increase, bringing the total cleansing time down to 10 seconds.
Are you sure that the system simply summates bonuses instead of applying them after each other?
Also, I'm pretty sure that 40% of 14 seconds are 5,6 seconds, so the totem would be cleansed in 8,4 seconds.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1054400#Comment_1054400
Darkness among us is not the first DLC :P Then I guess the doc buff was before this chapter.
Yes I know. Especially doc has no map pressure and is like clown somehow depending on ending chases quickly. Other than Freddy, he has a pretty strong map control power as well. Which is most likely the reason why Freddy was the deadliest killer in the latest stats release short after the nurse tweak
It was introduced with Patch 1.6.2 in August 2017.
Was looking for something else and stumbled over it.^^
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@inferjus said:
https://forum.deadbydaylight.com/en/discussion/comment/1054144#Comment_1054144
I know how to play around them, do not accuse me of being noob when you clearly can not read. 40 seconds times goes down pretty quickly and when you crouch it goes even faster. I think it recharges too fast but I did not mention anything that it is unbalanced. Also they require 0 skill, you just have todo basic action like vaulting, falling or running (in case of SB you can start running before it recharges to activate it when you want). Don't put words into my mouth
I'm pretty sure that faster recovery while crouching isn't a thing anymore. As far as I know it was removed with the introduction of vigil or shortly after.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/1046173#Comment_1046173
That's way easier. Thanks ^-^
No Problem :)
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/1044717#Comment_1044717
I know it's 4 % all the time i'm calculating the chance of the 3 attemps together
I don't know how to explain it but i know it's not as simple as to add the percentages together as that would mean that after 20 attemps you're garantied to kobe and i know for a fact that's not the case : P
I think your outcome 11,4% is correct, but I would use a different methode:
To know the probability to kobe at one of the three attempts you have to calculate the probably for a kobe on first try, on second try and on third try and then add them together OR calculate the probability for failing three times in row and substract that from 100%. I think that's the easier method in this case so:
Probability for 3 failures in a row: 0,96*0,96*0,96= 0,885 (rounded)
1-0,885=0,115 -> 11,5 % Probability to kobe for three attempts, so I get the same result as you :)
That's how I would calculate it, but I can' t guarantee it's right^^
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@HatCreature said:
The people who made the Elephant Clown and Demon Feng Min get these outfits for free right? You're not going to force those beautifully talented people to grind away the Rift to earn the thing they conjured up are you BHVR?
Also, I am vastly disappointed that if I want the one outfit I have been waiting months for I actually have to play the game to get it, I'm taking a break from it so hopefully I'm not depressed from this game by the time this Rift comes out. I know I can maybe buy the cosmetic in 6 months times from this release but gah damn, by then I might have quit entirely; I sincerely hope not though because it's not what I want.
I can understand your disappointment. Not everybody enjoys the Archive or has the time to grind to Level 70. And it may be more than a 6 months wait, I'm pretty sure Devs said one year in a post.
Shop skins leave you the decision, you can grind shards for them (without a time limit) or buy them. If you can't complete the rift you'll have to wait for months or pay alot of money (1000 aura cells for the battle pass, 100 for each tier, that can sum up pretty quickly).
If they had put the Community skins in the first Tiers like the Event skins I wouldn't be so disappointed but they didn't.
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She is actually my main^^
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BBAB
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I could not link the Patch Notes, so:
Deep Wound timer will no longer go down when Sprinting or while Mending. Deep Wound is no longer connected with the Killers terror radius.
Added a small buffer for spawning blood orbs when crouching. A blood orb will spawn right when crouching, but can only spawn a maximum of one per second.
The Oni will receive blood orbs when pulling a healthy Survivor out of a locker.
2 Blood Orbs spawn when hooking a Survivor.
Decreased the number of Blood Orbs spawned when a Survivor vaults to 2 Blood Orbs, down from 3 Blood Orbs.
Passive power build-up pauses when reaching a certain threshold (98%) before completely filling. From this point, The Oni needs to absorb at least one Blood Orb to completely fill the power gauge.
Picking up a Survivor will cancel Blood Fury, however, now it will not reduce your remaining power gauge. Downing a Survivor will not cancel Blood Fury, however, will remove a small portion of the power gauge.
Ending a dash now incurs a 1 second cooldown, increased from 0.5 seconds.
Increased the interaction timer of perk, Any Means Necessary, to 4 seconds, up from 3 seconds.
Decreased the cooldown timer of perk, Any Means Necessary, to 140/130/120 seconds, down from 160/140/120 seconds.
Decreased the aura reveal duration of add-on, Renjiro's Bloody Glove, to 3 seconds, down from 4 seconds.
Modified the turn rate ratio of Demon Strike to reduce last moment sharp turns causing the attack to affect a wider arc than intended.
Destroying a pallet with Demon Strike now plays the properly timed animation, lasting 2 seconds in total.
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I don't get your post, the changes Oni got are mentioned in the Patch Notes, so you can just read them.
They don't mention a reduced powermeter, so you are either wrong, they forgot to mention it or it is a Bug.