SuzuKR
SuzuKR
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Wow, this is uh, certainly a take.
First of all, even without Lethal Pursuer, good game sense and knowledge will get a chase going very quickly. Go towards the opposite corner and that’s usually where someone will be, while checking side to side to not miss anyone on the periphery.
Second of all, unless they are using other aura reading sources (which means no slowdown or other stuff in that slot), this is literally a once-per-match effect.
Third of all, you can run Distortion. After its buff, you can block almost every personal aura read for the entire game unless it’s a stealth killer. Or use Object of Obsession and see them too while you’re at it. Why do you think you should be exempt from having to use perks when the killer gives up a perk slot for their benefit? That is entitlement.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3197070#Comment_3197070
Trickster and Deathslinger actually have considerably smaller hitboxes on their projectiles, which even allows them to be thrown between gaps in places like boarded windows (which is pretty neat, honestly) Its also why you get less outrageous looking results when the hit only barely connects.
I still think that survivor collision should be centered with the characters visual representation, though they'd have to fix all of the wonkiness of how animations flow with direction so it'll probably never happen. Peanits' explanation does a really good job explaining it all, but to add to it the collision being misaligned is also why you can smear your face through a wall to loop as tightly as possible, for any who have seen or practice this efficiency phenomena.
The problems with that are:
- Requires multiple separate hitboxes = A lot of additional processing power required
- Creates balance disparities between bigger and smaller characters = Creates meta survivors = Punishes fans of bigger characters
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/3196938#Comment_3196938
You talk as if every Nurse main is a comp player or scrims
Majority of your matches as killer is not gonna be an equal matchup, matchmaking is whack rn and you know this
Most of any matches for an actually good player are not going to be an even matchup because there’s not enough people of their level actually on to match make with. Matchmaking issues are not balance issues.
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Why are we treating a side as a monolith again?
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It’s not.
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@Sumnox said:
After 6 years of having a killer with legal cheats at her disposal, people have assumed they will just move on when they face one and hope for an actual match next.
"legal cheats"
Please tell me you see the cognitive dissonance in this.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/3195547#Comment_3195547
She really isnt that hard to pick up, sure itll be rough your first few matches but the same can be said for every other killer
Putting time into something doesnt mean you should be handed free wins
If putting time into Nurse meant it’s a free win, incredibly dedicated Nurse mains would not be only evening out against an equal matchup (skill/map/etc). Also putting time into something is literally the opposite of free.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3196926#Comment_3196926
I understand what your saying but the difference with a 5% boost on one or both survivors if they pair up is going to be something like 3 seconds. Bonuses from toolboxes and such are going to far outweigh it so you’d still have a good idea if they were using them versus not.
I wouldn’t be opposed to a PTB test run of the idea though. But I think solo can’t really be improved fundamentally unless the lack of information compared to SWF is addressed.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3196907#Comment_3196907
I don’t know that killers need that precise a level of clairty during an actual match. After all, as a killer I’m listening to the gen repair progress but I’m not all that invested in whether a gen is 90% versus 94% completed, all I really care about is knowing the gen is close to being done.
Example, if I see Discordance immediately proc at the start of a match, normally, I would have ~52.94s to get there if it’s 2 people/no toolboxes or gen perks/etc. If it pops in way less than that and then I see the two people run and one or both has a toolbox, that explains the disparity. If Tinkerer goes off, I know that means for one person, it will take ~X seconds. If it’s 2, then Y seconds, etc. While it is not 100% clarity, you can predict a lot based off things like this. For instance, PT will reduce a 2-person gen time from 52.94s to 46.04s.
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The only things that are toxic are things meant to be toxic. Hitting on hook? Well, is it because it’s a new player who thinks it will make the sacrifice faster? Not toxic. Is it someone doing it to try and piss off the hooked survivor? Toxic. Etc etc. Intent matters.
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The issue is this creates clarity problems where the killer does not know the base repair rate. If you show they are solo, by extension, they will also know what is a SWF, and letting killers avoid SWF is an awful idea.
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I completely agree, with the exception of range/3 blink/Alchemist Ring/C33/C21. Nurse and Blight have the first and second-best designed and balanced abilities in the game by a long margin.
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Please, space out your text. I am begging.
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@SmarulKusia said:
I am, by no means one of the best survivor players, I'd like to say I am above average though.
When the big update came, I was largely unaffected as the only 'META' perk I used was BT, cool. But with all the favourable changes to killer, the game has become so lopsided, that I lose my appetite to finish my games nowadays.
I am getting killers that are only ever winning because they are playing in toxic and scummy ways. Not because I am getting outplayed. Not because the killer is good at playing their character. No. Yesterday, I had a game against a Wesker, I wasn't downed once - He was absolutely dog at chase, failed to hit his dash, and just didn't have good map awareness. My teammates were weaker in chase than me, and unfortunately ended up all being sacrificed, at the expense of him pretty much face-camping the hook. Upon the last hook, it turned into a game of RNG, who finds hatch first. Unfortunately, I don't get anything out of escaping through hatch but saving my item. The killer camped on-top of the hatch and when I ran into the room, he slammed it in my face. Why? Just slam it when you find it?
Game after game, I am running into killers that are simply boosted. They can't chase, they can't pressure gens. They are aware of it, and resort to camping the hook of whoever the poor soul is that got caught. You 'stats' say that you weren't happy with the kill-rate, that it needs to be higher? Are you trying to make the killer role braindead? #########? I feel lied to, and betrayed by BHVR.
The quality of the games are steadily going down, where after weeks of not touching the game, 2-3 games is enough for me to not want to touch the game again.
Not shutting hatch is the smartest possible play if generators are left and the gates are far apart or the switch is obscured (so you can’t easily see if someone is on it from a distance). If you can lure survivor towards the hatch, then you can slam it shut and start chase now knowing for sure where they are and that they are nearby. Or they do a generator and immediately give themselves away.
Camping is not toxic inherently. It’s a strategy. It can be used by toxic players to aggravate people on purpose, but that’s toxic players being toxic, not camping-specific.
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Dunno about custom games.
Devs already said the last has to be standing when downed for it to count. Slug for 4K = the other has to get back up and then be downed again.
In game, being grabbed is treated as a down for all perks and score points and whatnot, so probably not.
It won’t matter if it’s 3E or 3K or any mix. The devs said last survivor in the trial is downed = Mori.
Dunno about the refund.
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People don’t seem to understand. It literally does not matter if it gives an advantage. It should be implemented regardless, because it is literally a differentiator in whether some people can play without a migraine. Did doing so actually affect balance significantly? Then adjust or give compensation elsewhere. This is like telling people colorblind settings should be limited to a perk, or hard-of-hearing people should be forced to use Spine Chill.
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@whammigobambam said:
https://forum.deadbydaylight.com/en/discussion/comment/3195520#Comment_3195520
Next is blight. Tier lists are just waiting lists for balance priority. Or in bhvrs case completely ignored even when perks and meta shifts power creep them into infamy.
That implies Blight is an issue. Alch Ring/C33/C21, yeah. Anything else? No.
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@egg_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3196196#Comment_3196196
Same case as dead hard: once finally bugfixed to work as intended, it was finally clear to everyone how broken that perk was, and it got reworked. Now it is still a strong perk, but requires some actual skill input from the player to be used -unless cheated of course.
Except Dead Hard for distance was what made old Dead Hard broken, which was not reliant on validation because it wasn’t about responding to an attack in the first place. And the devs literally said unconditional distance was not the intended function of the perk nor what they wanted it to be usable for. So they removed the dash that allowed for the unintended feature they didn’t want, added validation, and improved on the feature it was meant to be, dodging/blocking an attack.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3196327#Comment_3196327
It's not an attempt, but your attempt to defend Nurse is amusing though. 😘
The previous DH was FIXED to address the NON-SERVER issues that were caused as a result of them introducing them. Also, "Adjustments to it's function" isn't "We're going to re-work how it works because it's too strong" .... Like, you are literally twisting their words to accomodate your own ideas of what they said.
"They won't because in their eyes only THEIR needs need to be met, as if the world revolved around them."
I have never once said anything to this sort before, nor do I consider it to be an opinion I hold either. Attacking an imaginary position is what a strawman is.
Yes, which is clearly why they specified that there were network issues separately from the plan to make changes to its function. For reference, this was around a year before BHVR's release of the redone network code which created the validation system that worked with server-side instead of killer-validation. And like they also made clear in said stream, the initial estimates were 3-6 months, but that things could be pushed back as needs required if other things were bigger priorities. And so the actual time just for the network code update portion was around a year since the actual stream, rather than the 3-6 months. Please, learn what you are talking about.
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@Ghoste said:
Stalemate situations are definitely a problem right now. Idk how to fix it but it needs to be addressed. Maybe they could add like a 30 minute timer per match to prevent this sort of thing.
An idea I had was reworking the AFK crow system to make it impossible to hide doing nothing for extended periods of time.
@SuzuKR said:
The AFK Crow mechanic is reworked to the following:
- Each survivor has a personal 4 minute timer that decays while not downed or hooked.
- While in chase, doing a Conspicuous Action, or receiving a Conspicuous Action (eg, being healed), the timer is paused. During running, the timer decays at 50% speed. (So they can’t run around in the basement or corner forever)
- If the killer is in 8m and not in chase, the timer decays at 50% speed. (For hiding when killer comes nearby, but not allowing hiding forever)
- Recovering from the downed state or being unhooked restarts the timer.
- If the timer fully decays, AFK Crows spawn and will not go away until chase starts OR 14 consecutive seconds of doing/receiving a Conspicuous Action happens. Eg, snuffing a totem.
- This mechanic is disabled when only one survivor is alive or the Exit Gates are powered.
There is no excuse to spend 4 full minutes crouching/idling/walking and doing literally nothing to progress any objective or Conspicuous Action when it pauses on doing anything meaningful and resets on pickup and unhook. If you are actually playing, you will never have to worry about this ever being triggered on you.
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Oh boy I can't wait for the improvements to solo queue information it must surely be!
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@Adjatha said:
https://forum.deadbydaylight.com/en/discussion/comment/3195712#Comment_3195712
It's, like, the first lesson you learn in typesetting. It shouldn't be some grand, enigmatic mystery.
Don't forget: They DID go back and change how auras worked a year or two ago. They went in and changed it and tweaked it and all sorts of internal alterations and yet they completely missed fixing the "it vanishes into bright backgrounds" problem. And then they came out with like half a dozen new/reworked maps that just exacerbated the problem.
It really makes you wonder if anybody over there is actually playing Killer, ever.
Another example I thought of was the bulbous red-orange growths on RPD obscuring auras if the aura happens to be visually overlaid on those growths.
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3195736#Comment_3195736
Still dont like it, if your objective of going to single charge is to make it so people cant force themselves to stage 2, the drop in percentage is not only unnecessary but a direct nerf to Solo Q.
I will throw a Solo Q situation that would make me force stage 2 and eliminate myself.
Ok so I'm on the hook 2 people on gens 1 coming to rescue, killer intercepts and starts chase 1 of 2 gens popsand the person who was chased gets downed. Killer slugs because they know the person that popped the gen is gonna go for the rescue, they get intercepted, and the 4th person thinks they can finish the gen and still make it even though they cant and I know it.
What are my options, I either just accept stage 2, or I kobe at 4%, if im lucky and identify it early maybe i get 2 chances, but likely go to stage 2 anyways
The real problem at this point is I have lost alot of faith in my team, I'm on my last life and with all but 1 person down or on hook, I'm in stage 2 and sure maybe with a decent team its a recoverable game, but I dont have that trust so I lay back and let the Entity take me, because even though i may get unhooked if the killer gets that next down they are probably gonna slug and come back to tunnel me out because that is the most efficient play.
In this situation I am being punished for not going for the kobe right away, because it is better for the team.
My suggestion in going to a single chance would be to actually give it a slight buff nothing to crazy but maybe have the single chance at 13-15% with the current penalty -20s.
Another option would be keep it 11-12%, but add a bonus modifier for downed/hooked/dead survivors, something like 10% bonus per, this way if your in stage 1 and everyone is down you would have a 42% chance, or if the killer tunnels someone out and your in a 3v1 you'd have a better chance (22%) because the rescue is harder. It would also be a small indirect nerf to slugging and tunnelling.
That would also be kinda cool lore wise since the entity feeds on hope, I could see it granting a small boon as things look bleak.
For slippery meat the overall chance should just be higher and whether it just boosts the 1 chance or gives 2 chance at half penalty the total chance when using it should be around 51-55% still worse than deliverance because it has no condition to activate, but actually makes it a semi usable perk.
Interesting points. Lore should not take precedence over gameplay though. As said before, all numbers are general placeholders and the primary goal is to remove the ability to immediately self-force a second stage.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3196046#Comment_3196046
Nemesis - I am not complaining about his power overall. It has it's risk/reward ratio that is fully OK. I am complaining about the fact, that he can be running at you in full speef and shoot you without any warning - and you should be able to both see/hear him arming M2. That is one tiny source of frustration.
Now imagine you get several games in a row where 1st nemesis like this kills you 2nd huntress shoots you 3m behind walls/corners 3rd facecamp bubba 4th facecamp trickster in basement (yes he first found you in open so your fault) 5th game starstruck nurse. 6th game... You shouldn't have queued up, because even small sandbag with 0 end result is enough for you to suicide.
And this is not exclusive survivor problem. I have seen Otz taking starstruck range addon nurse, because he also had to let out some steam after some unfair games (was it fair to those next survivors?). And he can tolerate much more then most people in my opinion.
And about the minority - I still think that is the case. 1 such person can ruin like 5 matches in time it takes you to finish your first bad match. Survivor queues are rarely more then 30s now (at least for me) so most of the time is wasted in actual loading screen...
So. You are queuing up even though you understand there is the possibility you may face something you don't find fun. And then because you faced something you didn't find fun, you now quit and thus ruin the game for the other 4 players?
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@KayTwoAyy said:
https://forum.deadbydaylight.com/en/discussion/comment/3196120#Comment_3196120
They'd have to do it the way Blizzard is doing OW, because there is no way you can convince anyone to buy the killers over again. Even if they wanted to go that route, I don't think it is in the cards for them. Then again... if they took a 3 year break from updates like OW did, I suppose they could make it happen.
God, imagine having to rebuy characters and re-grind out progress LMAO
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3196265#Comment_3196265
And?
What about in 2021? When it wasn't confirmed to be getting changes?
I definitely saw, "Well, because the Devs haven't changed it yet, clearly they think it's okay, ergo, it doesn't need changes."
Are we gonna not apply the same logic here?
@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3196281#Comment_3196281
They won't because in their eyes only THEIR needs need to be met, as if the world revolved around them.
I found it amusing too because I immediately thought of Dead Hard too.
Uh. The devs literally addressed Dead Hard being an issue back in 2020.
@Johnny_XMan The attempt at projection and a straw man was amusing though.
https://youtu.be/Je06f1lkgxo37:48 - "One of Dead Hard’s issues is that it was built at a time when killers were always the server, and you could always assume 0 ping between the killer and what was happening, and all the code in Dead Hard is designed for a set amount of ping from the survivor’s client to the server (etc etc about network P2P issues)"
38:45 - "It’s going to be fixed both in terms of its network code and we’re going to make some adjustments to its function."
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3196250#Comment_3196250
Man that sounds just like what people would say about DH,
The perk that devs have said was an issue and would be receiving changes, and then got changes?
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@prion11 said:
Dredge is a relatively strong jack of all trades. Yes, he is weak if loops are chained together. But so is any other m1 killer. If you don't count range nurse, speed add ons blight, or mother daughter ring spirit, his movement is one of the best in the game. Bad locker rng is not really that big of an issue tbh. Nightfall is just a big bonus as well
The Remnant is a pretty crap anti-loop.
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The hitting on hook was not very cash-money of him.
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3195753#Comment_3195753
It's always "Why should they care about your fun" in regards to optimal strategies like this and yet always "You should care about our fun" in regards to optimal strategies for gens. I just hate the double standard. Both sides can play in incredibly unfun ways and both sides should have these playstyle decentivised and more fun play styles incentivised.
If AFKing/DCing/Suiciding is frowned upon for ruining the gameplay experience of others, why are other unfun strategies not equally frowned upon? You paid for this game, but so did other people, and because it's a video game then it first and foremost should be about fun.
AFKing/DCing/suiciding is not comparable, because those are literally actively deciding to quit playing. That said, I agree the game should mechanically reward playing in "fun" ways more. Also that complaints about survivors doing gens optimally are just as stupid as complaints about tunneling/camping/etc.
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@ASurvkillivorer said:
If you bring a TR add on. Say the two that make it 46 meters. Does the 26% get applied to 46 meters or does it still apply to 32 meters?
As far as I know, Distressing only applies to the base TR.
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@darkcloudlink said:
https://forum.deadbydaylight.com/en/discussion/comment/3194333#Comment_3194333
I don’t see counterplay where you do. What you’re suggesting is an inconsistent, unreliable strategy. I don’t see that as counterplay. I see it as a last ditch effort that doesn’t work if the killer knows what they’re doing, Breaking LOS or putting an object between you and Wesker is the only reliable and consistent way of staying safe.
Counterplay should not be reliable and consistent in the first place. That means if you do X, you can always reliably and consistently counter Y. That is dumb design. Mindgaming/soft counters are good design, because it requires actually having to make the better call each time, instead of some action automatically doing it for you.
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@Friendly_Blendette said:
https://forum.deadbydaylight.com/en/discussion/comment/3196018#Comment_3196018
Sometimes I bring game offerings because even though the pallets are horrendous at least it have decent locker coverage. Its usually my backup for when Midwiches or Lerys run out.
The devs added more lockers during Dredge’s release patch, but even with that, there’s still not enough/giant gaps on a lot of maps. I hope the devs do something about it. I really enjoy Dredge but being screwed over by pure RNG really detracts from the experience.
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@egg_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3195818#Comment_3195818
The evidence is simple: literally no other killer power that can hit through walls has the ability to one shot. Every killer who has the ability to one shot with their power, is stopped by colliding mechanics and needs to work around them. Even one of Billy's best add-ons removes the one shot from the chainsaw when sprinting through a pallet, and regardless of Billy's general strength as a killer, lopro chains being like this are balanced and fine
Being able to ignore those mechanics AND one shot is not healthy, and it kinda blows my mind that someone like you who keeps talking about balance and healthiness doesn't see how this is substantially neither of them
So, do you have evidence she overperforms in an even matchup? Should be simple to find, if it’s really such a blatantly huge issue.
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@Friendly_Blendette said:
He isn't that addon reliant. His main issue by far is just the map you get him on. Some maps have terrible locker spawns in relation to gens.
Dredge is the embodiment of despair manifest, like when I channel Dredge’s power and see literally zero lockers in anywhere in an area.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3196006#Comment_3196006
You'd have a point if people didn't kill themselves out of games for every ding dang reason under the sun. As it is, saying people kill themselves on hooks because killers play scummy and oppressive is like people saying killers camp and tunnel because games go too fast and survivors have too much pressure. It's technically true but also extremely dishonest because ha ha, no, removing the cause isn't going to change the witnessed behavior one bit. They'll do it until the game punishes them for it and they won't stop a second before then.
They need to do something about people effectively being able to DC for free. You're not supposed to ragequit just because you don't like something in the game.
You said basically everything I could perfectly.
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Realistically, this timer will only ever go off in a situation it would make sense for it to.
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@KayTwoAyy said:
They should really solve these problems with the game's design.
This is the only game I've ever played in which playing to win can be interpreted as a bannable offense.
If only the devs could do something about it...
Yeah, can’t believe hiding somewhere and doing literally nothing to progress the game until the other person dies while intentionally bypassing the AFK alert system to artificially draw out the game to an absurdly long point because of how realistically arduous it is for a killer to find people hiding like that unless they happen to have a power/add-ons/perks that would help is against the rules. Makes no sense.
But hey, there’s something we agree on, the devs can fix this. Improve the AFK crow system to make hiding like this for extended lengths of time literally impossible. Problem solved.
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@Peanits said:
Struggling on the hook is not taking the game hostage, first of all. It's only considered to be holding the game hostage when it's indefinite or for an extended period of time. The longest you can stay on a hook is 2 minutes (+34 seconds if you happen to have Camaraderie).
Beyond that, nobody is allowed to take the game hostage. Whether that's survivors crouching around in corners refusing to touch generators to drag on the game for half an hour or a killer blocking someone in the corner and refusing to kill them, it's reportable either way.
@Mandy said:
I think the question to this has been answered many posts prior to this, but I will emphasise - Not participating in normal gameplay can result in a ban and taking the game hostage is not normal gameplay.
Video evidence is required of course and an in game report also mandatory.
Furthermore, the Game Rules posted on this forum ARE the Official Game rules, please do not doubt that, it's something we've made clear many times before. And it's a players responsibility to make themselves aware what is in these rules.
@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1006823#Comment_1006823
It is, yes. Blocking someone in a corner is just one of the ways it can happen.
EDIT: Specifically if they're making no attempt to finish generators, and the hatch isn't available (so you can't close it and start the EGC).
I don’t get why people have this weird misconception whether or not it breaks game rules is up for debate at all.
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@Ayodam said:
https://forum.deadbydaylight.com/en/discussion/comment/3195825#Comment_3195825
I saw your opening post. Frankly, I’d need something current and official from the devs regarding this situation, not off-color remarks that are kind of unclear. Mandy’s comment specifically didn’t seem related to the situation you described, and I’m sure if I asked Peanits, “So if there are 2-3 gens left and I’m facing Nurse, should I turn myself over to the killer by working on a Gen?” He wouldn’t say “Yes.”
Mandy’s response was from another thread about the exact same topic. Also, Peanits would tell you to not hide and do nothing until the other dies for hatch, because that is against rules.
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/3195420#Comment_3195420
What about the other guy. So he is allowed to hide and not do a gen as long as i am doing it? If not, why is there no sanction for him? If yes, who decides who is allowed to hide and who not?
That was the question i was aiming at.
Edit: Also, one could argue, its the job of the killer to find survivors and kill them, not to stand near the gens and wait for survivors to come to him.
Edit2: The objective of the survivor is to survive, not to do gens. Gens are just the way for survival if more than one want to escape. So one could argue, hidding until the other one gets found IS doing the objective.
And to be clear, i am the guy that gets found because he is doing gens. And i had games in that situation, where the other survivor and i did finish 3 gens and both escaped. It does happen, but in solo queue, more often than not the other guy is hidding.
Also: i run bound almost every game, and if i am one of the last 2 survivors, i sometimes start searching the other guy. And when i see him in a corner or just walking in circles in the basement, why should i sacrifice myself i the other one is not playing the game at all?
Thats the answer i would like to hear.
Both of you would be expected to participate in normal gameplay (attempting to repair).
In response to your first edit, it is unrealistic for the killer to find people intentionally hiding and avoiding AFK crows without luck or an absurd amount of time burnt doing so, unless they were lucky enough to play a killer/use add-ons/auras that can solve the situation.
Your second edit is objectively wrong. BHVR has explicitly stated survivors are not allowed to hide and refuse to attempt to repair for extended periods of time.
Someone else breaking rules doesn’t mean it’s okay for you to do it too. Report them with video evidence in-game and on the support page.
@Ayodam said:
I would not try to repair a gen in a survivor stalemate. And I feel throwing oneself at the killer by doing it isn’t really normal gameplay either.
Take it up with the devs who have explicitly stated survivors are required to attempt to repair. Just because you got in a disadvantaged situation (which happened because the killer did overwhelmingly better than the survivors for that result to happen) does not excuse breaking rules.
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@egg_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3195654#Comment_3195654
Yes and no. Up until a couple of months ago she was riddled with bugs that made her gameplay a lot more difficult and frustrating. Other than the blink bug which made her unplayable for multiple seconds, there were tons of blink dead zones, hills were extremely buggy to blink through resulting in tons of dead blinks for no apparent reason, and pallets were actually a good counterplay to her because she would be forced into fatigue AFTER the stun (a bug). A lot of oppressive perk combinations available now didn't exist (except ruin undying pop corrupt which ultimately was the strongest build on most killers anyway, not just her) - no starstruck, deadlock, or/DMS, and so on. That's the scenario where otz did his 50 streak too, and it was addonless (by the way, i play her mostly addonless too). The recent recoding they did to her fixed all of her bugs, which made her extremely easy to pick up, and ultimately too rewarding for the little effort that she actually takes right now. At this point the ultimate question is: should she be easy to pick up but be less oppressive, or should she be somehow reverted to being an actually difficult killer to play, but rewarding? Because easy and rewarding is not a balanced option.
Yesterday you talked to me and invited me to play her "at iri ranks". Other than the fact that "iri ranks" makes absolutely no sense and anyone with 10hrs in game knows that, stats at hand I played more nurse than most people in this forum (except, ironically, sluzzy) so I know what I'm talking about, most likely i know it better than you too.
https://forum.deadbydaylight.com/en/discussion/comment/3195634#Comment_3195634
https://forum.deadbydaylight.com/en/discussion/comment/3195648#Comment_3195648
You literally just admitted that you speak without evidence too. We disagree on a lot of stuff but ultimately we agree that range and 3 blinks are unhealthy and unbalanced. I said multiple times that personally I believe that recharge should be toned down a little bit too, because she IS a lot easier now after the bugfixes, and exposed should be obliterated (I'm not gonna discuss that, it's stupidly broken, period). They should also add back the double stuns with pallets, because now more than ever a skilled play on a pallet is literally useless.
Which is why I also don’t expect people to just accept my claims. And why I ask for evidence from others. If you aren’t willing to discuss with people, then there’s no reason for anyone to believe what you claim unless you give irrefutable evidence.
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Neat ideas, I like them. As is, Predator is literally detrimental.
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3195698#Comment_3195698
Interesting, with the reduced chances why decrease the overall percentage?
If its as a means to try to get people to not do it, I dont think think that will work. Taking a look at self care making it less efficient to the point of being detrimental, lots of people are still using it.
Instead why not make it more effective since its only a single chance, and making it slightly more effective for people who use it properly?
Because for instance, Slippery Meat being a 39.364% chance on live comes with the penalty that failing all 6 is immediately hitting second stage. But with the above idea, base penalty would only be -20s for a miss, -10 with SM. So way less penalty would warrant a drop in the overall chance in my opinion.
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@Adjatha said:
The fact that they made scratch marks and auras for all-dark maps early in the game's history, then made super bright maps like Coldwind, Ormund, and Eyrie without changing the scratch marks or auras? A real toss up between a lack of understanding their own game or complete laziness.
"If it works for one, it should work for all!" says the MSPaint-level designers who haven't figured out how to put a black outline around their white text.
I would love a black outline or backdrop so auras are unmistakable to be honest. Coldwind is so bright it legit hurts my eyes.
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@Laluzi said:
Scratchmarks too. It's one of the reasons I hate daytime maps so much, but Coldwind is by far the worst offender.
I remember them acknowledging this when the revamp first dropped (because the feedback was overwhelming), but nothing ever came of it.
Also sometimes map objects on other maps with orange/yellow/etc colors can screw with it too. I think auras should have a black outline maybe to make them distinct.
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/347351/reworking-self-unhook
Definitely not option A.
What would be the % chance on option B, and would you be increasing the luck values/slippery meat to compensate for the fewer chances?
Also why change it?
Numbers could be finagled around with. I think slightly reducing the net amount in return for the new said lower penalty would be fair. All following theoretical numbers are just placeholder examples:
Eg, currently is 4%/3 chances for 11.5264% chance. So one single attempt at 8% or so maybe.
Eg, Slippery Meat reduces the penalty to 10s like it does now. Currently, it raises the odds of a self-unhook to 39.364% with all 6 attempts, which failing would bring you to second stage. Only one attempt that penalizes 10s on a fail means you can’t accidentally screw yourself to stage 2 immediately, so in return, it would be eg, +29% instead of +35.364%. This would lower it to 33% instead of 39% chance, in return that failing would be as if you only failed 1 attempt on live (-10s).
For luck, for example, on live, +4% would be a 22.312% chance with 3 attempts, 53.56% across 6 with SM’s own +4%. So eg, every +1% Luck which is currently +2.7386% chance across all 3 attempts could become 2-2.5% or so instead for the one chance.
Could even include a Lethal Pursuer-esque effect on Slippery Meat where it’ll multiplicatively apply other Luck to mimic current synergy with extra luck on the extra chances. For instance, all other luck gains are increased by X% each per 1% of luck. Every 1% on Luck is currently +3.849% across 6 attempts, compared to the +2.7386% base. (+1.104%) So it could be like anything that gives Luck gives +0.75% bonus per +1% bonus Luck or so more chance for the self-unhook on the single attempt.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3195634#Comment_3195634
Hell. I want proof that range is now not ok after it's change. How does range help you hit your blinks any better ? I don't know about you. But I'd rather range nurse and going out for chases. Over having to play territorial nurse on mother's dwelling
Absurdly huge or tiny maps is an issue that needs to be addressed regardless. And range add-ons are fundamentally problematic design because one of the methods of counterplay to Nurse is dancing near her edge range to make her have to either blink short and fatigue, or risk overshooting. The extra distance Nurse can cross much faster than the survivor while using range add-ones shuts that down.
I wish I had access to BHVR’s interactive data graphs, but my claims are ones without statistical proof, I’ll admit.
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@[Deleted User] said:
How is this a benefit to both...
The Survivor is the only one benefiting from it.
People not ruining the game experience for the killer because they are unable to suicide on hook? Also prevents games from being turned around from pure RNG/Deliverance/etc.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3195607#Comment_3195607
I mean, even you agree she needs SOME changes, right?
Aren't you the one who argues for Range and 3-Blink to be removed?
Yes, I agree that range and 3-blink should be reworked entirely. I want evidence the basekit or recharge or whatever else is not fine.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3195518#Comment_3195518
Nah. She's not. Hold the L.
Source of evidence?
