TAG
TAG
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1039925#Comment_1039925
You can't just make other people competent.
I don't disagree with that, but IMO it isn't an excuse to not go with the change to DS that OP is discussing.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1039903#Comment_1039903
Maybe they don't have 30 seconds to sit around recovering.
It doesn't take 30 seconds for someone to heal you.
@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1039903#Comment_1039903
I mean I don't think anything can be changed that would do a better job than what DS is doing right now.
Unhooked being healed is if someone decides to show up. Lots of immersed solo survs will just not do it.
That sounds like a competency problem more than a game balance problem.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1039877#Comment_1039877
Have you been in solo queue? It's all about hook bombing to get those limited altruism points and nothing else.
I don't have to bring DS when I SWF because I know my friends are competent.
Sounds like the changes needed go beyond DS, then.
@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1039877#Comment_1039877
Or maybe such a change would allow killers to tunnel with the only anti-tunneling perk in the game not being able to stop it?
Again, what stops the unhooked from being healed in the meantime?
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1039803#Comment_1039803
Nothing stops it, but nothing guaranties it. DS is an insurance policy against your own teammates more than the killer lmao
I'd say then maybe such a change can encourage teammates into playing a little better as opposed to just assuming that a safety net can just easily take care of things.
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@Waffleyumboy said:
Too many people are calling for DS to deactivate when another survivor is hooked. This would enable tunneling and make the perk useless.
Survivor gets unhooked, killer downs them, killer downs unhooker, unhooker gets hooked, unhooked gets hooked aka tunneled.
What stops the unhooked from getting healed by someone else while the other person is being chased, downed, and hooked?
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Tried picking up a downed Survivor while they were being healed. Did not know you could not do that.
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Had a game where someone seemed extremely potatoey. Like, barely seemed like they knew what a pallet was or how to vault. I made the call that they must be brand new to the game and left them alone 'til almost the end.
After the game, I looked at their rank, expecting rank 20 or 19.
Rank 8.
Nope. You start potatoing, I will assume you are a potato. I won't be giving any benefit of the doubt.
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The same metric for both: # of kills vs. # of escapes
3+ Kills = Killer wins
3+ Escapes = Survivors win
2 Kills and 2 Escapes = Draw
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No. This is not how you pay respects to the tragic passing of a well-known celebrity.
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Clown.
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@Ihatelife said:
I think Legion needs the same treatment as doctor...
Tbh, I'd want them to receive the Freddy treatment.
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@Write_By_Daylight said:
As a Doctor main with about 2600 hours in this game here is what I've come into believing.
Doctor before required precise timing, planning and positioning which added to his difficulty. Compounded with his cooldowns and speed, this made him a hard to master, but rewarding Killer to play.
Now, with this rework, although super fun to play. It has made him completely mindless to go against and took the skillcap from him. He's now incredly high reward no risk that even a baby could play him and 4k.
He's back to being competely unfun to go against as a Survivor.
Tl;dr - Doctor no longer needs players to go to medical school to be not crap. :P
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I've been trying it, but I think I'd rather just use Pop Goes The Weasel instead of Ruin.
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Not really sure why this needed a thread.
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Would it be offensive to refer to you as a Sparkhead?
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A tier? A little skeptical, admittedly.
B tier? I can certainly see it.
Better than before? Absolutely.
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@Acesthetiic said:
https://forum.deadbydaylight.com/en/discussion/comment/1036281#Comment_1036281
Yep that’s what it appears to be. So sad.
Very much so. I will admit that I don't follow basketball, so I was never a follower of Kobe Bryant or anything, but this is still extremely tragic. My depeest condolences to his friends, family, fans, etc.
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@AvisDeene said:
Anyone care to elaborate?
Basketball legend Kobe Bryant (along with one of his daughters) was killed in a helicopter crash today.
@Acesthetiic said:
Oh god now they’re saying his 4 daughters were with him... I’m gonna be sick..
From what I am reading, one of his daughters was on board.
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@jlavaplays said:
https://forum.deadbydaylight.com/en/discussion/comment/1035344#Comment_1035344
Yeah. I'm also still thinking of ways how it could work. Last thing I imagined is him bursting out sideways violently... Still figuring it out though...
Random idea: What if when he reappears, the locker bursts open and breaks (since he too phat), rendering it unusable while The Act is on cooldown. Then once it's ready again, the Entity reassembles the locker (like it would a broken Hook) without being smeared.
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I like the idea. I think the only real issue is the animation thing since his body and the locker don't mesh well at all.
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The math doesn't add up.
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Cool, so we agree.
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@Waffleyumboy said:
New ruin is definitely as powerful as devour.
Disagree. New Ruin doesn't cause people to frantically start looking for the totem as soon as they realize what is going on.
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She should do a backflip through it, complete with jazz hands. That would fit.
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Boy am I glad I moved to PC when I did.
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20200125_150245.jpg@Supernaut said:
https://us.v-cdn.net/6030815/uploads/996/L19DVVXFBPGQ.jpg
MS Paint MASTER!!!
Was the first time I'd been run like that, so really not sure why I was struggling to catch them?
Had to use my phone, so forgive me if it looks splotchy. But basically, there's a metal panel sticking out that the Killer can walk onto (which is why the blue path looks like it is cutting through what you think is a wall) and then lunge onto the hay bale from the opposite direction the Survivor is trying to travel. If they don't vault back the other way fast enough, you can lunge from the bale to the harvester exit and hit them.
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@Supernaut said:
https://forum.deadbydaylight.com/en/discussion/comment/1032223#Comment_1032223
@TAG Oh, considering the loop fest I experienced earlier, it was anything but less safe!
@HellDescent , I understand that it's against forum rules to share exploits on forums so just using the loosest terms possible, rather than go into explicit detail.
@Tatariu I've seen them vault to the right and then go left, but never right onto the other bales, so was really taken aback...
I find that it actually is advantageous for the Killer. You can cut across and go for the hit right then and there unless they double back immediately. Worst-case scenario, they can't reliably give you the run-around on the harvester and either have to abandon it or risk getting hit. That's been my experience as a Killer, at least.
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Tombstone + Fragrant Tuft is garbage. The only use it has is to help get Evil Incarnate.
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@Supernaut said:
https://forum.deadbydaylight.com/en/discussion/comment/1032159#Comment_1032159
Yeah, I think we're aligned. :) I would screen shot, but as I say, don't want to invoke the ban hammer...
In that case, it's been confirmed by devs to be fair game. It's a good way for Killers to make the harvester less safe for Survivors.
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@SithLordLuxray said:
https://forum.deadbydaylight.com/en/discussion/comment/1032164#Comment_1032164
In this case, they missed skill checks, ran into objects, threw down pallets a few seconds before I even reached them, and didn’t quite grasp the concept of being on the hook. First one attempted then didn’t struggle. Feng panicked at any noise or missed check.
I've seen potatoes at high rank do similar things.
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I have little way of differentiating a newbie from a potato at a higher rank. So I'm not going to try.
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Are you talking about the route where you can walk onto the hay bale and to the other side of where you would normally vault?
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Is there something specific you have to do with the flashlight to get the bug? I didn't notice anything different when I was hit with flashlights.
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Considering that (according to Peanits, I think?) the original pre-rework time between when you could shock and when you could attack was 2 seconds total (including the time needed to switch between Treatment and Punishment mode), I feel like nerfing it back to that time risks making him bad like he was before.
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@TheLegendDyl4n1 said:
https://forum.deadbydaylight.com/en/discussion/comment/1030678#Comment_1030678
for me when i play as him i dominate no matter the map, swf or solo, perks the survivors use, items and add-ons they use, add-ons that i use, and even the perks i use. and i am currently sitting at rank 3.
That's a pretty vague and entirely anecdotal claim.
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@TheLegendDyl4n1 said:
https://forum.deadbydaylight.com/en/discussion/comment/1028942#Comment_1028942
i agree, and its up to everyone to decide if they want to believe me or not, but maybe in a month or two if doc is still performing better than he should be then maybe increase the base shock charge time by 1-2 seconds. the buff to his base range is amazing though, i always felt his shock could be easily avoided on a loop.
How is he performing now, and how should he perform?
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To anyone who argues this would be unfair to people playing with controller: At that point, people playing with controller have the same option to switch to KB+M that controller players on PC have.
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Many thanks.
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Camping - I'll only really do it after the gens are done if I know I can't win so I can at least salvage a kill. Any time before that seems like a bad idea.
Tunnel - If the first person I find after someone is unhooked happens to be the person who was unhooked (and no one else is in sight), I'm going for them if I think I can down them quickly. Whether or not I slug from there depends on whether I think I can afford to eat a Decisive Strike.
Slug - No qualms about it, especially if I suspect DS.
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Bamboozle easily IMO. Cruel Limits is way too unreliable.
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I don't think they are toxic, but I think they are unbalanced and should be nerfed. That being said, there is nothing wrong with using them if you have them.
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Glad that 3s cooldown after Shock Therapy was cut in half. It feels so much better to use now.
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Tarantulaphilfoglio.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1028187#Comment_1028187
No worries! But what did Moo-Moo ever do to you? D:
Moo-Moo has the unfortunate distinction of belonging to a species that happens to taste quite delicious.
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DEATH TO MOO-MOO
Thanks a ton for this. Really helps to get all this info without having to watch the whole stream.
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@MrPeterPFL said:
So the question was “Will other slow down perks see change as well?”
He responded roughly “If you have a build full of slow down perks the game will become stale as survivors will be holding m1 for a really long time, imagine having Old Ruin, Dying Light, Thana & Pop together, gen progression will be painfully slow. Over time they want to make these perks less “obnoxious” TOGETHER, but still make each individual perk great”
To clarify, they never said they wanted to nerf slow down perks, they don’t want each slow perk to synergize together, that’s why Ruin no longer works with Pop etc.
I dunno, maybe if they can find some way to make these perks worth using by themselves (IMO, currently only Pop is worth it as a standalone perk), it might be worth the trade-off of making them anti-synergistic with each other.
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@Exxodus21 said:
https://forum.deadbydaylight.com/en/discussion/comment/1026502#Comment_1026502
They flat out said they aren't looking at changing gen speeds. The only thing they're looking at is toolboxes.
I meant more that they have to be paving the way to slowing the game down in some way. Not the best choice of words on my part.
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@Exxodus21 said:
https://forum.deadbydaylight.com/en/discussion/comment/1026281#Comment_1026281
Oh, they're also going to reduce the synergy between killer slowdown perks so things like PGTW, Thanatophobia, and Dying Light won't work well together because survivors find doing their one and only objective boring.
This has to have something to do with paving the way to slowing down gens in some way. No other explanation would make sense to me.
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I've yet to try new Ruin outside of PTB, but from what I tried on PTB, I didn't care much for it on Pig. I found that the ideal case of "Traps kept people off gens which enhanced Ruin's potential" didn't really match my personal experience of "people just bumrushed gens in spite of Ruin (in spite of Ruin AND Surveillance) and just took out the totem close to the end of the game."

