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@Gottlos said:
https://forum.deadbydaylight.com/en/discussion/comment/3031006#Comment_3031006
As they are invincible for 1 second it is actually about the same, they just don't dash and get the distance immediately, they instead walk/run at normal speed for the distance. Then if they do get hit they get additional distance from the speed boost after getting hit. Assuming the hit comes at the end of that 1 second it actually ends up being a buff giving more distance.
Additionally, if the killer does hit you during the animation then they now are slightly penalized as they have to do the post-hit animation of cleaning their weapon, slowing them slightly, while the survivor runs off with their free speed boost.
It's not the same because they are not immediately gaining distance from the Killer. The Killer can and likely still will catch up to the Survivor.
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I was originally a Doctor main because he seemed the coolest from the Killers that were initially available to me (had the game on PS4, so Doctor and Hag were options). Then when I looked at the licensed Killers available, I liked the idea of killing Survivors with RBTs, so I switched to Pig.
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@Murgleïs said:
https://forum.deadbydaylight.com/en/discussion/comment/3032728#Comment_3032728
The killer will still able to hook the obsession (without killing him / her) and get aura reading on all the other survivors as long as he / she stays hooked. It’s a nice compensation.
Also, if the obsession changes while the old obsession is hooked, he / she will lose immunity and die.
Yeah, but then Survivors will never have to worry about being too slow on the rescue and can always go for them when it's safe, enabling the Obsession to do it again and again.
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@D2night said:
https://forum.deadbydaylight.com/en/discussion/comment/3032923#Comment_3032923
https://forum.deadbydaylight.com/en/discussion/comment/3032931#Comment_3032931
So let the person be camped and die? He’d be proving their point even more.. plus He’s complaining that they said he camped but he literally just said that he took 2 steps and saw a Claudette go for save, so I’m sure he got a hit in on her since he was right there and instead of chasing her because she injured getting her down and taking away a hook state on her he instead proceeds to camp claiming “the whole team was there” but at this time only saw the Claudette. Just seems like a bunch of excuses for why he camped
No. Do gens to pressure the Killer into leaving the hook because they don't want to lose.
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@D2night said:
you could’ve chased after one of them but instead you chose to camp.. probably ran after one for 5 feet and then went right back to the hook. They were right, you were camping.. what do you want them to do? Purposefully go across the map and hide in a corner so you can feel better about leaving the hook meanwhile the person on hook goes to 2nd stage/dies? You camped
"what do you want them to do?"
Gens?
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I'm not sure how I feel about the reduction in stun time, but taking away DS's ability to be used during the end game was 100% warranted IMO.
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So the Obsession is the ultimate bodyblocker?
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Honestly, I'd rather have OTR work twice during the midgame than once during the endgame. I do not like that it can be used to guarantee a free escape.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3031948#Comment_3031948
It’s not actually better than the current version. For instance, Endurance doesn’t prevent window grabs, so where currently you can lunge for distance to be completely out of range of a grab at a window now you can protect yourself from a hit but not a grab if the killer attacks while you vault.
I'm talking specifically about her ambush attack on a loop. Vault grabs have nothing to do with that.
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"(except for Challenges)."
Delete that image. You didn't earn it.
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@ThatOneDemoPlayer said:
New Dead Hard will be better against Killers that have a strong antiloop Power that is on a timer, like Nurse or Blight, both go into a Fatigue if their Power is held too long
It's also sadly better against a Killer with a bad antiloop like Pig. :(
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@CEO said:
https://forum.deadbydaylight.com/en/discussion/comment/3031704#Comment_3031704
i did yesterday i got the 4K
Try playing against competent opponents.
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@GannTM said:
Thrilling Tremors was always a better tracking perk. People just used BBQ over TT for the bloodpoints.
I cannot condone using TT with the cooldown that it has. I'd rather just use BBQ.
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@RakimSockem said:
The thing people need to understand about the game is that the number of pallets is to compensate for the fact that there's maybe 2 vaults on the entire upper floor (one that jumps through the tube to get to the bottom and the other above the bathroom where all the monitors are). Without those pallets, it would literally just be "hold W until you eventually get caught"
And then even when you get to the bottom floor, you have the freezer room, and like maybe two other tiles in the basement where there's a vault? The high number of pallets is a necessity
If that's true, it means the map is fundamentally bad and needs to be revamped. Doesn't mean that having all those pallets is a good thing.
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@ShinobuSK said:
Playing pig on badham is very boss battle like
Try playing Pig on The Game. You will cry.
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I will admit that the Tamper ability for the Pig is cute. I don't really like any of the other changes you made for her, though. The main thing that needs fixing for her right now is her crouch/ambush. It needs to be easier to utilize, given how many hoops you need to jump through just to land one hit with it.
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@Valik said:
https://forum.deadbydaylight.com/en/discussion/comment/3029874#Comment_3029874
Overall I agree, but it's a bit precarious.
If you're talking about under a second difference, it's effectively the same.
If you're talking about using Dead Hard while nowhere near a pallet or vault in a loop, then yes - you are correct. In the sense that you must be in the same general location as a pallet.
To give you an example, using Dead Hard while in the center of shack to make the window or pallet is precicely the same, perhaps even stronger - and the variance is fractions of seconds with the standard deviation of a few meters. In this sense it's exactly the same. People typically wait until this location to use Dead Hard anyway to be both safe and ensure the accuracy of their direction.
Using it before being in the middle of the shack will not be as powerful - yes you are correct.
When I say 'the window is smaller, the player already reaches' - I'm saying that using the perk to get to a vault or pallet is basically the exact same, which is the primary use of the perk to begin with.
It seems like when you say 'the window is smaller, the player already reaches' - you are talking about when players use DH mid-loop away from pallets and vaults, or in the open.
If so, we're coming from it from two different definitions.
You are correct, in that using the perk outside of the established safety of vaults and pallets is a lot more demanding. Yes.
I'm not incorrect, in that using the perk in the same ideal place as before is precisely the same as it is now, if not more powerful. Yes.
I'm starting to think this was a misunderstanding, I even said earlier that using the perk mid-loop absolutely could fail as it couldn't before.
I'm talking about when someone is running toward a pallet or vault, is not going to make it, and then uses Dead Hard to put just enough distance between themself and the Killer that the Killer will no longer be able to catch them before they reach the pallet. Previously, they could use Dead Hard without having to actually reach the pallet to make it. Now, Dead Hard won't save them unless they are much closer to the pallet when they use it. If the new Dead Hard wears off before they reach the pallet, they will not make it. If the old Dead Hard wears off before they reach the pallet, they can still very much make it.
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Sure, seems reasonable enough.
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@Gottlos said:
Dead Hard is still as strong as it ever was, this version just makes it easier for their servers to handle. You didn't think they would actually nurf the number 1 survivor perk did you lol? If anything it is a small buff with the distance they get from the hit.
What about the distance they don't get from not getting hit?
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3030294#Comment_3030294
I already told you. If the gates are too far from the hook, how is that "Player Error"?
In what world is that any of their control?
I did say "a majority of the time" as opposed to "every time," and I stand by that.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3030181#Comment_3030181
Uh- ok. I mean that's more opinion. Seeing as how many of us bring DS and sometimes still die with DS.
Sure, but that doesn't say much about how effective it is in the endgame specifically. Gonna need something a bit more specific than that.
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/3030177#Comment_3030177
The reality is that you're literally putitng in zero effort into understanding how this could work, or giving any alternative options into accessibility.
Instead you're just shooting down suggestions anything I try to say and it's exhausting.
I'm at a loss for how to further try to explain it to you so all I can do is try to illustrate it.
https://us.v-cdn.net/6030815/uploads/9VBVK5V8HFAR/image.png
https://us.v-cdn.net/6030815/uploads/KCABTH32PGZH/image.png
There's zero way this would destory stealth killers but you can believe what you want ig
You already demonstrated it visually, and I gave you the exact problems I had with it. People will be able to perceive different things, and this change blanket removes that. To be more precise, either the system has to work well enough such that it obliterates stealth, or it has to preserve stealthing enough that it won't be able to properly help HoH/deaf people.
As for the altenative, I already said I'd get behind removing breathing and footstep sounds and whatnot from stealthing Killers.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3030166#Comment_3030166
No. It boils down to Random Number Generator.
Something that is just as equally devastating for a killer.
I don't believethat the RNG presents enough scenarios where DS won't enable the escape, barring the aforementioned player error.
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/3030152#Comment_3030152
NO IT OWRUFA[FBOSHGTY8SJIOWT90SHGHSUGOSGHSHGS9HGSHFOHAHF omg
pls
pls.
just listen.
If a noise cannot actually be heard, then it wouldn't be indicated by a subtitle.
think critically about that for a minute...
that means if a quiet sound is being masked by a loud one (i.e. generator repairs) it's not going to show up on the subtitles???????????
you're arguing against something that I've addressed like four times now. pls
The reality is that being able to hear something is not as black and white as you make it out to be. What some people may be able to easily perceive audio-wise might not be as much so for others. It's not like the game is gonna go "Hm...yeah, I guess you probably ain't gonna hear those footsteps; better not say anything." What you are proposing makes it so there is a zero percent chance that a noise that can potentially be missed won't get heard.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3030000#Comment_3030000
Providing 1 example of DS being used at EGC where you successfully get out isn't "contextual" enough. Because many of us who actually play DS know that there are also cases where the gates are too far.
So the whole idea that just because someone has a perk at EGC active does not mean = free escape. That is what I am getting at.
I would argue that with BT or even the new base kit changes to unhooking, the scenarios where you can't make the escape with DS mostly boil down to player error a majority of the time.
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/3030146#Comment_3030146
"nearby" being the key word.
Footsteps or breathing within a couple of metres of you IS audible (provided it's not masked by a louder sound).
Atp you're just muddying the water.
You are actively giving an example of how those noises might not be audible, which is something that would be ruined by a visual indicator.
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/3030127#Comment_3030127
omg if you cannot hear it then it won't appear on a subtitle.
That included footsteps or breathing that is barely audible. If a hearing person could realistically not hear it, then a subtitle wouldn't give it away.
I honestly HAVE to believe you're intentionally missing the point or just hate accessibility.
You actively used nearby footsteps and breathing as examples of things that would be visually relayed.
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/3030119#Comment_3030119
If that's what you've taken away from my suggestion then you haven't listened or understood what I'm saying one bit.
Subtitles only describe what can actually be HEARD. NO INFORMATION that you can't HEAR is given from them.
Just let disabled people live damn
And I am telling you that not all things that can potentially give away their presence are easily heard or able to properly give away their presence, but the suggestion you propose will indeed give away their presence 100% of the time.
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/3030108#Comment_3030108
and it won't be.
accessibility options like the ones I've suggested literally change nothing.
every time accessibility options are added to literally anything people complain, and a lot of times it's just a front to ableism.
Having words that actively highlight when a stealth Killer is nearby actively does destroy Stealth.
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/3030098#Comment_3030098
I honestly don't know what game you're playing if you think stealth is particularly viable as is.
Not particularly viable =/= completely nonexistent. Point is that stealth should not be completely deleted from the game.
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/3030079#Comment_3030079
Turn up your volume then or play with headphones. Footsteps and breathing are absolutely audible in this game.
Sorry but this argument just comes across as: "I don't think deaf or HoH players deserve access to the same information that I have because I sometimes miss audio cues even though they are very much there."
I already play with those things, so clearly that ain't it. If those things were as easily and universally perceivable as you allege, stealth would be completely meaningless.
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/3030069#Comment_3030069
Y'all... I don't even know what to say.
If there isn't any audible indication that a stealth killer is near then no subtitles would appear. As I've said, the subtitles would only describe what can ACTUALLY be heard. So ofc it's not gonna say "Ghostface walking around a hall over from you" or something ridiculous because there's no way that could realistically be heard.
Footstep, breathing. Things that are not necessarily loud. Those things become the equivalent of gen explosions with a written indication of them. They don't have to give away your exact position; simply knowing that they're in the area is very much the equivalent of not being Undetectable at all.
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/3030054#Comment_3030054
This is the most ridiculous take I've ever heard against accessibility.
"We can't possibily provide subtitles for deaf players because it would destroy stealth killers by providing information that I and other hearing players already have."
Sounds that are otherwise not that loud and require careful hearing are now blatantly thrown in your face. Sure, Myers sounds like a vacuum cleaner when breathing, but not every stealth Killer perpetually makes loud noises.
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/3030046#Comment_3030046
Then what even is your point?
How would this demolish anything?
Stealth in this game entirely relies on having as little of a tell to give your presence away as possible. Having the game actively alert you to sounds you're making is the exact opposite of that.
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/3030039#Comment_3030039
Every time I make a point you change the goal-post.
The same principle would apply for other killers. The subtitles would only describe what can be heard, in the appropriate ranges that they can be heard.
No information is being shared that hearing players don't have.
I changed no goal posts. I am talking about Stealth Killers in general (and more broadly, Undetectable as a whole). Your idea destroys stealth completely.
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/3030036#Comment_3030036
NO YOU DONT G[DNSOGPEISHOGSOGSBG
Myers breathing is loud AF, you can hear it from miles away.
What about not-Myers?
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/3030020#Comment_3030020
Just read it and you have to be joking right?
How is reading "breathing noises" or smth any different from me hearing them myself.
Both would tell me a stealth killer is near????????
Because you have to listen closely to hear a stealth Killer close in and might not always be able to. Adding such a prompt completely DEMOLISHES the element of surprise.
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/3030012#Comment_3030012
????
I'm gonna assume you're trolling atp because you can clearly hear the breathing of survivors....
Read my edit.
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/3029967#Comment_3029967
Once again, that isn't what I said at all.
What I actually said was subtitles that describe the sounds occuring around the player. E.g.:
https://us.v-cdn.net/6030815/uploads/B98447VNPMU1/image.png
This provides no information that isn't already afforded to hearing players.
"Survivor breathing" blatantly contradicts that. "Killer breathing" would basically amount to having a very clear and obvious sign for when a Stealth Killer is in range.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3029974#Comment_3029974
Potatoe-potato.
The point is that if we are setting specific standards then it should be for both sides.
Those standards should be contextual based on what point of the game we are at, though, as that determines what the goals and strategies are for each side, though.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3029953#Comment_3029953
Camping doesn’t give free kills?
So when A Huntress just holds her hatchet and waits to down someone that isn’t a free kill? What do you call that then? A Concenient kill?
I did read through what you typed that is the whole reason I don’t agree. You are finding every little technicality you can with a perk, so if someone gets unhooked and then killer continues to chase that same person, they should keep DS. I mean if we believe in not wanting free kills, because everyone knows that just because you have DS means you escape by using it. It is very dependent on gate location, map RNG etc.
That's just called camping. Nothing is stopping person A from standing in between the Huntress and person B while they unhook person C.
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/3029945#Comment_3029945
And I already addressed that:
"Subtitles: An option to enable subtitles that describe sounds that can be heard and gives a general direction of where they're coming from (right, left, forward etc.) Minecraft has these and they work great!"
So you think players should be given a visual prompt when a stealthing Killer is closing in?
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3029938#Comment_3029938
Yeah nice try. Then you can deactivate it when my ass goes past those gates.
At that point, you are not trying to escape. You are just escaping. It needs to deactivate when you are making an attempt to escape.
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/3029858#Comment_3029858
There's so many options already employed by other games that could work:
- Visible terror radius: A toggle-able setting that enables a heartbeat indicator on your survivor that glows brighter and beats faster the closer the killer is to you. This is how DbD mobile displays the terror radius and it works really well.
https://us.v-cdn.net/6030815/uploads/NRO3ZMB99T2J/image.png
- Subtitles: An option to enable subtitles that describe sounds that can be heard and gives a general direction of where they're coming from (right, left, forward etc.) Minecraft has these and they work great!
https://us.v-cdn.net/6030815/uploads/I391BB86R7WR/image.png
- Visual skill-check indicator: An option that displays a visual indicator before a skillcheck appears as opposed to just an audio notification.
etc.
There's lots of different ways that DbD could be made more accessible for disabled players. These options have existed for years and it's not like we're asking for anything novel or groundbreaking.
I'm talking specifically about the issue you brought up with Undetectable Killers.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3029796#Comment_3029796
Free kills, like when killers camp? Got it.
Since you guys wanna get technical, killer is still camping at endgame so DS should not deactivate.
Funny how a playstyle which isn’t a perk (so it doesn’t need to get brought in) doesn’t get the same argument in it’s technicalities.
Meanwhile you want nothing to stand in your way of stackable endgame perks.
If we're getting super technical, DS turns off when you are trying to complete your objective, so if you're objectice is to leave the trial, then DS should turn off when you're trying to leave the trial. ;)
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3029827#Comment_3029827
I get that. The only thing that is just pissing me of is that, while I still dont think that Killers deserve Kills in Endgame just because there is nothing else they can do, that DS did not get buffed (in its Anti-Tunneling aspects) at all while being deactivated in Endgame. In fact, it got nerfed and gets replaced with Off the Record.
Which might also get nerfed - while camping already got buffed.
And as you mention lose/lose-Situations - yet NOED is still allowed to exist. And NOED is a lose/lose-Situation for Survivors. Cleanse Totems? Great, you probably dont even make it to Endgame in the first place! Dont cleanse Totems? Here, have your skillless Instadown and Speedboost.
Cleanse it during the end game, then.
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@Valik said:
https://forum.deadbydaylight.com/en/discussion/comment/3029824#Comment_3029824
I do not think we have the same definition of what 'Already reach' means.
If you were not going to reach the pallet running, then the new DH does not get you there faster. In order to make that pallet, you need to time your DH such that your window of Endurance does not run out before you reach the pallet. Compare that to the old DH where once it ended, you were both closer to the pallet AND further from the Killer than if you had not used it.
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/3029846#Comment_3029846
Y'all just be saying anything atp because that's clearly not what I said.
Work on your reading comprehension.
Well, what accesibility option do you propose giving to combat this, then?
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/3029702#Comment_3029702
Yes it does.
Deaf or HoH players cannot necessarily hear the killer's footsteps or other indicators that a stealthy killer is close whereas hearing players can. I can hear that a Tier 1 Myers is breathing nearby - deaf players cannot and hence have to rely on Spine Chill.
It is unfair to disadvantage them like this without making accessibility options first.
So what you're saying is that they should remove those noises from stealth Killers to even the playing field. I can get behind that.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3029796#Comment_3029796
And yet both happen. The "Nerf" to NOED (which is more a mild inconvenience) shows that BHVR supports free Kills. So free Escapes should be supported as well.
You can turn off NOED during the end game (the one period of the game where it does anything). You can't do the same to Off the Record. Not a good comparison.