TAG
TAG
About
- Username
- TAG
- Joined
- Visits
- 9,205
- Last Active
Comments
-
@Valik said:
https://forum.deadbydaylight.com/en/discussion/comment/3029818#Comment_3029818
Theoretically, but in practice - it will be negligible.
Incorrect. It means you must have been able to borderline reach the pallet already in order to use the DH.
-
@Valik said:
https://forum.deadbydaylight.com/en/discussion/comment/3029672#Comment_3029672
It is exactly the case, and I don't understand why you are not getting this.
Old DH ferries you safely 4m - the killer cannot hit you.
New DH ferries you safely 4m - the killer cannot hit you.
If the killer swings with old DH, 1.5s animation.
If the killer swings with new DH, 2.8s animation.
You are no longer dashing super quick over the 4m, but you have guaranteed safety for the next 4m.
You are traveling the same distance with safety.
Using the perk 8m or 6m from the pallet may no longer work, granted - as killers can now wait that out and hit before the pallet - but at the prime location to use DH for a pallet, the interaction is effectively unchanged.
Vaults, however, are greatly buffed - as survivors are given a generous speed boost afterwards, half of Lithe and a free health state.
"Using the perk 8m or 6m from the pallet may no longer work, granted - as killers can now wait that out and hit before the pallet"
Ergo, the window is now tighter. Case closed.
-
@Mozic said:
https://forum.deadbydaylight.com/en/discussion/comment/3029695#Comment_3029695
Do you ever wonder if Amanda's entire career in the Fog is just one long, elaborate punishment engineered by Jigsaw and his uncanny ability for multi-decade perfect planning?
I got at least one RBT kill in 3/3 games I played yesterday because of the changes she got to her Trap RNG. So it not all bad.
-
@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/3029643#Comment_3029643
It's also wrong that deaf people are forced to run the perk just to play the game 🤷
I agree that Spine Chill shouldn't counter Undetectable, but this should only be changed once accessibility options for Deaf and HoH players are introduced.
I mean, I don't think SC not working on Undetectable should be held off until accessibility options are added, as that particular aspect does not hinge on being HoH or not.
-
@YOURFRIEND said:
Stoked to still have to follow survivors for a solid week to wait for them to push E.
It's a dead hard buff for killers with powers you can react to. Huntress, plague, trickster, Billy, demo and twins. Reckon nemesus has the capacity to bait it but it'll be tough.
Tbh, I think it's okay for DH to be more useful against most Killers who can hit at a distance or move at high speeds. I think it might be a problem against for any Killer who relies on an easily telegraphed attack that doesn't work in normal chases and needs a large amount of effort and mind games to even land a hit. Does such a Killer exist? Probably, I Guess.
-
@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3029655#Comment_3029655
I doubt if there is not enough time to drop pallets most of times.
It depends on if the Dead Hard animation locks you out of actions or not like with the old DH. If it does, then you have to time it EXACTLY right such that you will reach the pallet without accidentally going right past it.
-
@Valik said:
https://forum.deadbydaylight.com/en/discussion/comment/3029590#Comment_3029590
I do not think you're understanding.
Survivors move at 4m/s - that's 4 meters in 1 second.
Dead Hard grants 4m worth of movement.
If you press the E key at the exact same location as you previously would have with DH - you approach the pallet with Endurance and close the exact same amount of distance safely.
So long as there is a vault or a pallet at the tail end of that 1 second duration, there's nothing that can be done about the activation of the perk.
When survivors use Dead Hard to dash for a pallet, they do so safely - closing 4m of distance where the killer cannot stop them, and then throw the pallet.
When a survivor approaches that situation now, they do the exact same thing: Approach the pallet - press E when about 4m away - throw the pallet down upon reaching it.
The window is not tighter - the window is precisely the same: 4m from the pallet.
When you currently Dead Hard, you are actively gaining distance away from the Killer, who now has to spend additional time to close that extra distance. That is not the case with the new Dead Hard. You are no longer getting closer to the pallet faster than the Killer can move. THAT is the difference.
-
@fulltonon said:
If it's full 1 second animation AND endurance, it can still be used to drop pallet.
it has to be longer than endurance effect.
In theory, could an animation lock potentially prevent someone from being able to drop the pallet before the accidentally run right past it?
-
Every character sound effect is replaced with The Clown.
-
@Valik said:
https://forum.deadbydaylight.com/en/discussion/comment/3029029#Comment_3029029
It is not at all a tighter window. Where it used to be a 'Use either right when you're about to get hit, or as you're approaching a loop interaction to gain distance, it's precisely the same here.
Use DH in the open to save yourself | Still works exactly the same, new version is patently better in the open - if you bait out the hit, higher numbers reward you.
Use DH at a loop while the killer draws close to extend the loop | Still works exactly the same, if you're about to lose the loop - press E to flip the killer the bird, if they hit you - you can rush to another loop altogether. This may fail at times, but it's highly reliable.
Use DH at a window to bait the miss | Can't do this anymore - as there are no I frames.
Use DH to get to a pallet safely | Still works exactly the same, instead of gaining 4m in 0.5s, the player has 1s of invulnerability and gain 4m in 1 second. It's effectively the same dash at half speed. The killer cannot hit you before you get to the pallet, and once on the other side - the pallet can be dropped safely. The killer must either give you a hit/speed boost and preserve the pallet, let you throw the pallet and stun them, or disengage and surrender the loop. Exactly the same.
Use DH before vaulting to ensure a safe vault. | Works even better now, one used to need to calculate distance to get to the vault faster - a mistimed DH will have the character bunch up against the window and eat a rebuttal attack, and even on a successful interaction, the player does not gain any momentum on the other side of the window. However, now the player is doubly fortified. If they press E before approaching the window - there's precious nothing the killer can do to stop them. Hitting the survivor will confer Deep Wounds and give them a substantial speed boost on the other side of their vault, waiting out the timer allows the survivor to safely vault away, and forfeiting the chase simply isn't a 'counter' to pressing E.
It's not a tighter window - you press the button at the same exact times and it's going to work effectively the same.
"It is not at all a tighter window. Where it used to be a 'Use either right when you're about to get hit, or as you're approaching a loop interaction to gain distance, it's precisely the same here."
It's not. You're not gaining distance when using it while approaching a loop. You are, at best, moving at the exact same speed as you would while running. You can still use it JUST as you're about to reach the pallet to make it safely, but because you're not getting a dash, the window IS tighter.
-
Let's be real here: Nothing is stopping Killers from just not bothering with weapons and instead always just grabbing Survivors while they run. :P
-
@Valik said:
https://forum.deadbydaylight.com/en/discussion/comment/3024023#Comment_3024023
They are using the optimal situation.
If used properly, the old DH only gave a 4m burst of movement.
In the right hands, the survivor will gain 1.8s of 50% Haste - gaining up to 6m/s for 1.8s - which is about 12m.
If you use DH perfectly today and the killer misses - they enter a 1.5s recovery animation and you gain 4m distance.
If you use DH perfectly after this patch and the killer hits you - they enter a 2.8s recovery animation and you gain 12m distance.
The killer experiences nearly twice the slowdown and the survivor covers three times as much distance.
This makes the perk much, much stronger numerically - and triggering it will not be outstandingly difficult, as most survivors have an approximate time that they will get hit by creating a threat to end the chase (Vault - throwing a pallet - Conspicuous action - body blocking)
In theory, not as good.
In practice - much better.
Yes, but due to the inability to just use it freely to dash to a pallet or vault point, the "optimal situation" now has a tighter window. I could be wrong here, but I think in practice, DH simply whiffs more often (while also having a bigger payoff if it connects).
-
@tendyhands said:
https://forum.deadbydaylight.com/en/discussion/comment/3028411#Comment_3028411
Uh that's actually exactly how you tell who's weak and strong? lol
Maybe along long streaks and trends among thousands of people, but certainly not from a single individual's five-loss streak.
-
No.
-
Devs have said multiple times they won't do it, and they are right for doing this.
-
@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3027021#Comment_3027021
Solo Q needs a buff. Solo escape rates were already below 50%.
Last time they showed kill rates every killer was above 50%, and if the difference between solo and SWF survivability is 10-15%, just make the math there.
To be fair, I believe the last time they showed the kill rates, it was before MMR took a hold of the game. The numbers must've changed as a result for them to acknowledge that kill rates were lower than ideal (though we can only guess that atm).
That said, I still very much support adding the Survivor icons to give solo players a much-needed boost.
-
@Zeidoktor said:
https://forum.deadbydaylight.com/en/discussion/comment/3025068#Comment_3025068
Plus for every prestige that's one less round of bloodweb gambling on every other character hoping the perk(s) you want show up.
I recently spent over 900k Bloodpoints getting tier 3 Barbecue and Chili on one character. That kind of grind is what's being reduced.
I believe I spent almost 2 million bloodpoints and didn't get BBQ tier 1 on a character once.
-
@Omputin said:
https://forum.deadbydaylight.com/en/discussion/comment/3024964#Comment_3024964
Is that better tho? Firstly you need to reach level 50 instead of 40 like right now. Also you need to do that while earning a lot less bloodpoints as of right now. I don’t think getting 3 tier 1 perks are gonna offset those extra levels and lower BP gains.
Yes, that is better. You are spending less time on average hitting level 50 instead of an undetermined amount of levels hitting the add-ons in question. Also, they've added a bloodpoint boost into the base game to help with matchmaking.
-
@Omputin said:
It’s more grindy if you don’t play every single character in the game. This update is gonna suck for most players in terms of grind.
If you only play one character, for example, you can get level 1 of every perk on that character without having to hope you luck into it on the bloodweb by just prestiging the character whose perks you want. You're also not wasting any bloodpoints unlocking a character's teachables. That's a reduction right there.
-
Technically yes, but I can't say I'm bothered by that.
-
@TheArbiter said:
Old Dead Hard: 0.5 second window
New Dead Hard: 1 second window
Old Dead Hard: 6m travel distance
New Dead Hard: 12m travel distance
Old Dead Hard: Straight-line movement that could run into walls or corners if not aimed correctly
New Dead Hard: Full control over your character's movements
Old Dead Hard: Able to make it to pallets but prevented you from vaulting
New Dead Hard: Able to make it to pallets AND vaults
Old Dead Hard: Movement only
New Dead Hard: Free range of motion under the invulnerable status, including uninterruptable unhooking
"New Dead Hard: 12m travel distance"
Am I missing something here? New Dead Hard gives you no speed boost unless you time the Endurance hit correctly. So just using DH and not succeeding on that timing means your travel distance just normal Survivor run speed for 1 second (which I believe is 4 meters.)
-
I kinda have to agree. I absolutely get the flavor for the add-on, but mechanically it has a high chance of just being a liability by making you blow ALL of your stall potential at the very start. Tbh, I think the re-work for that particular add-on was a failure.
-
That would have to be looked at on a case-by-case basis, not just done across the board.
-
- Body is 1 character too short.
-
If the intent was purely to deal with DMS + Pain Resonance, they could instead highlight the gen's aura for a few seconds.
-
I never liked it to begin with because I am heavily biased against hex perks, but even ignoring that, the perk seems quite weak now.
-
Still weird that the devs have not implemented the visual notifications for sounds like in DBD mobile. Would definitely assist with people who have issues with hearing.
-
@HexPleaseLetMeSpeak said:
https://forum.deadbydaylight.com/en/discussion/comment/3021255#Comment_3021255
In the grand scheme of things. It's nothing. 0.5 seconds on a gen is nothing.
https://forum.deadbydaylight.com/en/discussion/comment/3021253#Comment_3021253
So what play a game of back and forth until you catch someone? And what just let everyone else do gens?
Again, the base gen changes are NOT enough to straight up butcher pop and ruin.
If you got Surveillance, it won't take nearly as long as you think. :P
-
@HexPleaseLetMeSpeak said:
https://forum.deadbydaylight.com/en/discussion/comment/3021224#Comment_3021224
1.8 seconds for 2 seconds off. Literally nothing to gain. Especially because they will just get on that gen as soon as you leave. Is it better than what it is now? Absolutely. But it's not enough to butcher some gen perks that were fine as is cough ruin and pop cough
https://forum.deadbydaylight.com/en/discussion/comment/3021232#Comment_3021232
They don't need to tap it.
https://forum.deadbydaylight.com/en/discussion/comment/3021236#Comment_3021236
It's 10 seconds of regression in terms of killer regression time but that doesn't matter. It's 2 seconds off a survivor that they need to get that 2.5% back... but it takes nearly 2 seconds just to kick it and get that off. There's no gain.
Well, if they stay on and Surveillance catches them, you go back and kick it again. Eventually, you'll catch them.
-
@HexPleaseLetMeSpeak said:
https://forum.deadbydaylight.com/en/discussion/comment/3021184#Comment_3021184
Eruption is a good buff.
Overcharge won't see the light of day above 200% regression.
it has to build up over 30 seconds... a killer isn't going to just stand there for 30 seconds and camp it. So once the killer leaves someone will just touch it and move on. It's an overrated buff.
Note that if they just tap it briefly, the gen explodes because Overcharge still has its original effect. Could use it with Surveillance to keep tabs on the gen.
-
@_VTK_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3021068#Comment_3021068
Tag: show me that the sum of 1 and 587 apples is bigger than 587
Math teacher: proves that the sum of x and y is bigger than 587.
Tag: you strawmanned it
Math teacher: I showed you the principle
Tag: you haven't showed the relation between x and apples
That magnitude of illiteracy and inability to think keeps amazing me. You have to think too if you want to understand something, don't expect someone to spoon-feed you, unless YOU want to strawman it, which you probably do.
Anyway, I proved you my point, whether you are able to grasp it or not only depends on your mental abilities. Try harder.
i'd say it's more like you tried to prove that 1+ 587 > 587 by showing that 5 + 5 =/= 9.
-
@Tizzle said:
https://forum.deadbydaylight.com/en/discussion/comment/3020767#Comment_3020767
It is not 10%, it is 20% -- exactly as stated in the perk description.
"This perk will now remove 20% of the generator’s current (not total) progress."
^
Copypasted from the developer update.
-
@_VTK_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3021054#Comment_3021054
Ehm, I just explained you the principle, that's how it works. If you are unable to understand it, I can't help it.
You haven't actually demonstrated the relationship between your example and the position you've taken. You basically just created an unrelated scenario and then said that it ties into your original position because the scenario you created holds up.
-
@_VTK_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3021049#Comment_3021049
I just did. Use your brain.
You really didn't. You basically just strawmanned it.
-
@_VTK_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3020973#Comment_3020973
I can show you a generalized example.
Take two decks of cards with 100 cards each. Yours is numbered 1 through 100, mine is numbered 5 through 105. Now we both draw one card from our decks. Whoever has a higher number - wins. Repeat 5 times. Now we have the average. I have a higher chance to win on average. Now shuffle the cards. Repeat the same experiment. Nothing has changed, I will still have the same chance to win (in reality when "law of large numbers" kicks in).
Shuffling (changing the MM) can have some local influence, but the global picture will stay, my cards still have higher numbers on average than yours. Same applies to DBD, as long as average que times PER PLAYER haven't changed that much. Changing que times would mean that we can take some card (like "105" from my deck) and remove it from the deck for some matches (for example strong killers or survivors will stay in que for longer and will be skipped during matchmaking).
All we can achieve with a different MM is a more fair distribution of "cards". 1 will be matched to 5 and 100 to 105, instead of 1 to 100 and 2 to 105, but it doesn't change our OVERAL chances to win after x repetitions.
I don't want a generalized example. I want something to back up the position you've taken.
-
@_VTK_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3020965#Comment_3020965
Back up what exactly? Stats/my reasoning?
Your reasoning.
-
@_VTK_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3020919#Comment_3020919
That data is from January 2022. MMR is unable to change the stats in a radical way, since game balance stayed the same. If you match players in a slightly different way, it won't change the global picture. It can only be changed with much longer que times, for example if stronger killers stay the the que for longer, waiting for a match, while at the same time weaker survivors are matched to weaker killers. But it's not the case, so that data is still valid, maybe +/- 2-3%.
Can you actually back that up with something, or are you just guessing?
-
@Tatt3dWon said:
https://forum.deadbydaylight.com/en/discussion/comment/3020837#Comment_3020837
We’ve reduced the time it takes to break walls and pallets by 10% (now 2.34 seconds, previously 2.6). Generators can also be kicked 10% faster than before (now 1.8 seconds, was 2 seconds). While these changes may seem small, a fraction of second can be the difference between hitting a Survivor and them reaching a pallet.
Next, we’ve reduced the cooldown for successful basic attacks by 10% (now 2.7 seconds, previously 3 seconds) and reduced the duration of the Survivor’s speed boost upon being hit by 10% (now 1.8 seconds, was 2 seconds). Moving forward, Survivors will gain slightly less distance upon being hit, making it more difficult for them to run long distances to a safe area.
Finally, we’ve tweaked Bloodlust to increase in power quicker than before. In most chases, Bloodlust does not activate, though there are rare cases where it can be necessary. The long build up often leaves the Killer in a bad spot even if they eventually get a hit. We are adjusting Bloodlust tiers to activate after 15/25/35 seconds of chasing rather than 15/30/45 seconds.
It says it right there less swing plus less distance = faster downs lol. Cant loop a gym if you cant get to one. They gave killers base kit stbfl and brutal strength.
No, I asked you to show me the math that verifies your claims, not copy+paste dev comments.
-
@Tatt3dWon said:
https://forum.deadbydaylight.com/en/discussion/comment/3019680#Comment_3019680
Wont do anything once you get hit you get less distance and the killers swing stun is reduced you will be hit again instantly.
Show me the math that verifies your claim.
-
@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/3020723#Comment_3020723
gens need now 90 sec to repair which therefore increases the percentage to repair a gen compared to curent gens. Which means 20% for example is more then then it is now. Also the difference of like 5% isnt gonna change much.
Right, but that's not what I'm saying. I'm saying OP's math checks out. If you use the new Pop on a gen that is 50% done, you are only knocking 10% off the total progress.
-
@BenZ0 said:
seems like math isnt your strong suit buddy
Actually, OP is right. New PGTW hits 20% of current progress, not total progress. So if you hit a gen at 50% with new PGTW, you are only deducting 10% off the total.
-
@amazing_grace said:
https://forum.deadbydaylight.com/en/discussion/comment/3020588#Comment_3020588
Pretty sure it was the add on that increased the search time on the boxes (I've had quite a bit of pig games though surprisingly so I'm not 100% sure). It was on the game and the boxes had a really weird spawn situation where most were on only one side of the map, but still took awhile to get to each because of stairs/rerouting away from the TR. I was afraid I was going to get unlucky because my friend got his off with 1 try.
Yeah, if your friend got it off in one, then you had a real chance of getting unlucky with the 4-box Trap (assuming this was post-Dredge update). If someone gets their Trap off in one box, the other three Traps have to be removed in 3, 4, and 4 boxes (in no particular order). So perhaps count yourself lucky that you got hit with the three-box Trap instead of one of the two-box Traps.
-
@amazing_grace said:
I almost died to a trap. I was on my third box searching it and I got it off, but if I didn't, I definitely would have died trying to make it to the fourth. I didn't waste any time either. A gen popped when I was on hook so it was a little too close for comfort.
Do you remember what add-ons the Pig had, out of curiosity?
-
The difference is that Killer can slug to play around DS; they cannot do the same vs. OTR. In addition, OTR functions off both unhooks whereas DS only works once.
-
@Kev19915 said:
I think reaching 9 levels to unlock the perks T3, bloody cosmetic, and the charms is ridiculous. 450 levels on each character….when we are already at 60 something characters and growing. I don’t see how the grind is reduced at all. Seems way worse. Unless I am just wrong?
The grind doesn't really factor in prestige cosmetics; only the perks.
-
@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3020466#Comment_3020466
Yeah, I'm also not ruling out bugs with how many quirks this system change is allowing room for. Maybe it'll all go wrong and no one will be grandfathered in anything, and then we all get an apology and 50k BP as compensation.
To be fair, I am still unable to unlock Make Your Choice and Hangman's Trick teachables because they disappear from Pig's bloodweb as long as I don't have any other perks for her to unlock.
-
@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3020443#Comment_3020443
If you're exactly 50, it might still work, because the qualifier isn't being level 50, it's prestiging, which becomes available at level 50.
So you might still be unprestiged, but still have the teachables. So you click the prestige option without any more BP required, and get tier 2's unlocked.
It'll depend on how they grandfather in the post-50 bloodweb levels.
GAME CHANGER (MAYBE)
-
@Seraphor said:
There's a trick people don't see to have worked out yet, going by dev comments that "any teachables learned before the changes go live will act as a prestige teachable".
If you level a new character to level 49 now, you will unlock their teachables.
The changes go live and all of your characters immediately get that characters perks at tier 1, because you've already learned the teachable version.
You then level them one more time to 50 and prestige them. This unlocks the teachables again, upgrading all instances to tier 2.
You've just cut 50 bloodweb levels out of your grind.
https://forum.deadbydaylight.com/en/discussion/comment/3020420/#Comment_3020420
I wish I had learned this trick before leveling a handful of characters to exactly 50. x_x
-
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3020280#Comment_3020280
But lvl 1 doesn´t get you very far. Ask anyone who has been spending over a million bloodpoints in an attempt to get lvl 2 of BBQ.
If you really want a particular perk maxed out, then you just level up the character who has that teachable to hit P3.
