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Either way I don't think the devs would do that. U'd be able to heal midchase again.
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It already does, doesn't it? I thought that it had some effect on a med kit.
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@Hyd said:
https://forum.deadbydaylight.com/en/discussion/comment/1871923#Comment_1871923
I'd bet they have about 50 people working on this game, definitely no more than 100. It's 4 years old, and may still be their biggest money maker, but the player base wanes, and their sluggishness with updates and fixes just goes to prove that committing more people to work on DbD clearly isn't in their best interest financially, given the state of things. So what are the other 450+ people doing? Hopefully working on a successor - more beautiful and immersive, new gameplay concepts and game types, etc. Probably wishful thinking though.
The other 450 people: janitors, marketing, social media/community managers, forum dev team, mobile dev team, hr, company administrators, lawyers, accountants, etc.
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@tippy2k2 said:
The killer gets the priority but you want to be standing on the opening spot first (so standing on the handle part). The survivor can still manage to get out if for some reason the killer isn't hitting the Close Button when it opens but the killer gets the first crack at it as long as they're standing on the right spot.
@bjorksnas said:
Killer takes priority, its better than survivor takes priority but the killer could grab them and can't close hatch leading to infinite standoffs
U guys sure killer gets priority? I've had a killer close the hatch mid Jump animation and I've gone right through the closed hatch still.
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@Squirrel_Thicc said:
https://forum.deadbydaylight.com/en/discussion/comment/1870438#Comment_1870438
"Big payout"? What's that supposed to mean?
U get blood points depending on what rank you get to. Rank 1 gets 250k blood points. If you manage to get rank 1 in both survivor and killer you'll get 500k points.
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@TruffleTurtle said:
https://forum.deadbydaylight.com/en/discussion/comment/1869440#Comment_1869440
What are you talking about? That is extremely useful. Imagine being able to deadhead around tight corners to guarantee the pallet. That would make it even more busted then it already is.
If I was doing that I'd have dead harded to guaranteed the pallet regardless of turning or not. There's almost no circumstances where that would actually deny a killer a down compared to just dead harding normally.
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Aren't there a bunch of killer things that hide the red stain?
Also, I've seen killers hiding their red glows during chases by moon walking, mind gaming and just looking in certain directions during chases.
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That doesn't even seem to be that useful. It wouldn't even make a difference.
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This is similar to what I said about ruin but nobody agreed with me.
Not the feel sorry part. That's a bit much to me.
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U could just ignore the new part of his power and only use the reload speed can't you?
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Wow calling out survivors as tunnelers. I feel offended.
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/1866115#Comment_1866115
I dont think so.
The old escape attemp: 25, 25, 25, 25, 25, 25, 25, 25, 25, 25... (1/4 chance of each try)
The new one: 16, 33, 50, 67, 84, 100 (1/6 on first try and add up by another 1/6)
There are many times Survivor escape on a single try (25%). The new one at 2nd try (33%), their chance to escape is already super high.
The first try sure will get much harder, but from the 2nd try, no.
There is only 2sec of animation getting trapped, and 2sec for each try. I feel like the best a trap can hold survivor is around 5-8sec.
@Slashstreetboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1866115#Comment_1866115
You have a 33% chance to be out in 3 seconds or less, 50% to be out in 4,5 seconds, never longer than 9. The redistribution helps the Survivors more than the Trapper, 100%.
Where did you guys get these numbers?
The math doesn't work out with what they're going for. By the fourth try you should have a 68% chance of escaping. We don't see that with your numbers.
How they got 68%: 1-0.75*0.75*0.75*0.75 (chances of not escaping 4 times in a row. Reversed is the chances of escaping)
Your numbers: 1- 0.84*0.67*0.5*0.33 = 90% escape chance.
We don't know how the numbers can shake up. They can do 1-0.8*0.8*0.8*0.6= 0.68ish, which means a 20 percent chance of escaping until the fourth attempt which is at 40 percent chance of escape.
@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/1866217#Comment_1866217
Are those the official numbers they're going with?
I don't think so...
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Buff every healing perk / item but make it so you can't stack them or put a diminishing returns cap on them. I'm getting real tired of survivors in red rank using self care improperly.
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Statistics, match making and challenges. The devs are balancing towards what they see through the data. The problem is that the statistics don't show the full story. All it takes is 1 survivor doing a challenge, getting demoralized by a build/ killer or just bad matchmaking and it has a knock on effect on all other survivors making them perform more poorly too. Add on the fact that it's easier for survivors to tilt the statistics than for killers to.
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@Komodo16 said:
https://forum.deadbydaylight.com/en/discussion/comment/1863470#Comment_1863470
See that wasn't my point necessarily and yeah they aren't all equivalent I'm only saying those to compare logic and I meant like if you get hooked in a dead zone thats not your fault. The killer chooses where to hook but I guess its your fault for going down but thats a spiral argument. Oh well yhe killer was too good. You should get better. Itd hard to get better cuz I'm caught in the open. Like you can justify everything. My point was like say you got unhooked in an area with no pallets amd you have no bt what are you supposed to do?
It depends on the situation and killer but more often then not as long as there's a window or pallet within 30m of you, u can make it there. While you're being carried to the hook is very important to plan out and look at what you have around you. Worst case scenario you pick the longest most annoying obstacle for the killer you're up against and you take it. They'll either leave you alone, try to mind game it or just blood lust it. This is assuming that the other survivor didn't just farm you and the killer is nearly within lunge range already.
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Anyone think they've turned on MMR secretly here and there as a test? 14 ghost faces in a row seems sus.
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I've been saying it the whole time. Both sides have the exact same arguments just with different words. Hypocrisy all the way. Not that hypocrisy matters much at all outside of certain arguments (x is unfair, y is unfun, z is super stressful, etc). Although your examples don't quite line up as equivalencies but I kinda understand what you're going for in terms of logic.
I also disagree with the whole it's not our fault thing and, depending on circumstances, the get good stuff. Of course, there are moments that there is nothing you could do like being facecamped, downed instantly off hook or a few other examples. Outside of those moments u do have some responsibility over things and I find that the whole it's not our fault things lead to blaming anything and anyone else for whatever happens. Of course, if everything lined up perfectly to your strengths and things go well you'd perform great. Anything else, well it's not our fault.
It leads into the whole getting good stuff. Why get good at the game when you can just blame everything else? I main solo queue survivor and I'm nowhere near the best but there's way too many red ranks who are just awful in terms of skill. There's no way that all the posts from survivors are from people who have decent enough skills. Sometimes the answer is practicing more and learning how to deal with certain killers/perks instead of self tilting yourself and going it's not my fault since it's op.
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Doesn't switching between the tonics take time meaning any time that you would save using the 2 together is cancelled already or is so minor that it's not really worth doing?
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It'll crash the game cuz they forgot about it too.
Jokes aside it'll probably do the same thing (essentially nothing) except make the survivors faster.
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@Withered8 said:
How many games do you see an object in a swf let alone it actually become a game changer for you huh? 1 in 50?
Then why does it matter if the devs change it at all?
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@Mistercookie said:
Everyone is hating on this UI but they said they changed it for features they plan on adding into the game later on.
There's a reason it's been changed and it's all a matter of getting used to the new one.
Then they could wait until those features are done... Features they plan to add later on could mean anywhere between a week to 2 years.
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I don't get why they just don't make the UI completely reconfigurable. I don't remember which game did it but they let you drag, drop, resize, add and remove the UI elements anywhere you wanted.
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Working MMR or a working ranking system.
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@chieften333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1861058#Comment_1861058
He's not talking dbd mobile, he's talking about Identity V
Ah that makes more sense. I thought the identity in his post was just something about having a unique identity.
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Will u see, ppl complained that leatherface could just rev his chainsaw infinitely until a survivor came by. The devs in their brilliance decided to move that ability of carefully timing the revs to his chase.
There are areas that are tough for leatherface to deal with and you could actually dodge in between the sweeps. I only managed to do it a few times after hearing about it in the forums. Wish there was a practice mode for stuff like this.
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This post came outta nowhere. A lot of people in these forums wish for a bunch of features that the mobile version has.
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@DawnMad said:
https://forum.deadbydaylight.com/en/discussion/comment/1860610#Comment_1860610
In the current vesion finding Ruin over and over happens if you don't find Undying. In the new PTB you will just be finding dull totems over and over if you don't find where Undying is. Result doesn't change. Finding 3-4 ruins in a row turns in to finding 1 ruin and 2-3 dull totems in a row. Until you find Undying Ruin stays, both in current version and new PTB.
Are you forgetting the fact that you need to actually do the ruin totems? Meanwhile, the new version has you completely ignoring the dull totems.
This is still as bad as people think it is.
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@DawnMad said:
https://forum.deadbydaylight.com/en/discussion/comment/1860561#Comment_1860561
You don't have to do all totems in the current version, you just need to find Undying and then Ruin. Maybe you find Ruin first, maybe a couple of dull totems but those don't matter if you think about it. Until you find Undying you don't get rid of Ruin.
After the update you still don't get rid of Ruin until you find Undying, yes you don't need to find it again after breaking Undying, that's what I have been calling "1 extra totem" in my post and comments. So not much changes. It goes from "Find Undying then Ruin" to "Find Undying and Ruin in any order". It is a nerf but not a big one.
I meant the "break all 4 totems other than Undying" scenario as an alternative, it is very unlikely but in the case that it happens the new Undying would be stronger. This is not my argument though, just an example on a situation where new Undying can be stronger.
U're cutting out the while situation where you keep accidentally finding ruin over and over again. Do you not know how current undying works?
There is no situation where you "break all 4 totems other than undying" with the new undying. That's the current undying. New undying shuts off the moment you cleanse any hex totem.
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@DawnMad said:
https://forum.deadbydaylight.com/en/discussion/comment/1860473#Comment_1860473
Yes, in your scenario 4 totems were broken, 5th was Ruin so it would take finding 5 totems to break ruin that game, if it was PTB it would take finding 4 totems to break Ruin that game, that is exactly what I said. And if Undying wasn't the 4th broken perk but the 5th not found totem, which is an as likely scenario, Ruin would be better, just like I said in my previous reply. Please read more carefully.
https://forum.deadbydaylight.com/en/discussion/comment/1860480#Comment_1860480
Nope then I would call it a buff not a slight nerf.
Also calling it "do 2 totems" is misleading cause it is "find 2 specific totems in the map" instead of "find 2 specific totems in the map and maybe 1 more if all dull totems aren't gone and you didn't break them in the right order". If you don't understand it read my scenarios again, I labeled the totems so exactly this is clear.
Your scenario is very easy to understand. I'm sure that's true for everyone. What's hard to understand is the leap in logic to the conclusion you got. That's what we're all talking about. How is it easier to find and do all totems except undying compared to finding and doing 2 specific totems? The time expenditure alone makes it a decent nerf. That's without even talking about the aura stuff. Add that in and the whole "undying change isn't as bad as people think" argument goes out the window.
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@DawnMad said:
https://forum.deadbydaylight.com/en/discussion/comment/1860424#Comment_1860424
For your first scenario, best thing Undying can do is to make survivors need to find 1 extra totem. That is my point, in your scenario they break 5 totems and Ruin is gone, if it happens in the PTB it would be 4 totems and Ruin is gone. Also that situation could have easily gone with that 5th totem being the Undying and the totem you protected being a dull which Ruin just teleported to. In this case the upcoming PTB would be better since the Ruin would teleport to the 5th totem they have no idea about.
Sorry it's late and there are so many replies so I won't read your second scenario but I hope this was enough.
https://forum.deadbydaylight.com/en/discussion/comment/1860434#Comment_1860434
Doing totems isn't the problem, finding them is. Before you had to do 1 extra totem after breaking Undying or break all 4 other totems, now you HAVE to find Undying. This is maybe 1 less totem and maybe the last totem remaining so either a slight nerf or a slight buff depending on the situation.
So you're saying that it's easier and faster to find 4 totems and cleanse them with undying's original aura reading than to just do 2 totems?
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To help them not tunnel...
Okay who am I kidding. To help them tunnel.
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@DawnMad said:
https://forum.deadbydaylight.com/en/discussion/comment/1860359#Comment_1860359
No, people are talking like ruin spawning on dull totems 4 times before undying is gone is something insane, but if you read my post you can see that for that to happen Undying totem needs to be not found before the other 4, obviously, which means it would actually be better for Ruin to be swapped with Undying since it would be found after the 4 other totems in that scenario. My point is that the change is only a slight nerf.
Undying deactivates after ruin gets cleansed and ruin teleports to where it was. That means that you only have to do one extra totem with undying whereas before it was a minimum of 1 extra totem.
You're also arguing the idea that it isn't a big nerf. The aura reading, regardless of if it was necessary, plus the other stuff is a big nerf.
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Isn't this exactly as bad as people are saying it is? The only thing you've added is that it's a slight nerf in your opinion.
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@DawnMad said:
If the Solo Queue and SWF gap is ever going to be closed perks, totems done, which gens being worked on, where the killer is being chased and many more things need to be made basekit. Perk setups would be a good standalone change.
If the solo queue teammates are chasing the killer I think we've already lost.
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For a lot of this stuff we need to see the numbers 1st.
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Makes no difference to solo queue survivor gameplay imo. Instead of blaming ruin + undying we just go back to looking at our teammates doing nothing. Mediocre killer or not, any team losing to ruin + undying probably would've lost regardless.
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How does this let me spot the swf as a survivor?
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2 years ago it shifted back and forth fairly often based on a variety of different factors (new killer releases, devs make multiple changes to matchmaking, meta/perk changes). There wasn't a real consistent length of time where survivor queue or killer queue being super long.
It's more telling that things aren't shifting anymore that Dbd has serious problems. With each killer that came out I expected that my survivor queue times would improve considerably for at least a week. Blight was the only killer that did that for like 3 days. The twins did nothing at all to queue times. The idea of mains have solidified so much that people aren't switching between roles much now.
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@shyguyy said:
https://forum.deadbydaylight.com/en/discussion/comment/1850620#Comment_1850620
Since you seem to think balance is so bad what would you do to fix it? Nerf pallets/loops/tiles? Add time to gens? What would you do that hasn't been done already?
You do realize that the killers have been calling for gen times to increase for a long time. It hasn't been done. Technically, both sides have been calling for the game to slow down but the devs want that fast paced action.
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I think a hooks per a match per a survivor and when those hooks happen would be more useful.
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@NightWolfsFury said:
https://forum.deadbydaylight.com/en/discussion/comment/1850693#Comment_1850693
It's sad when the game rewards you for having bad internet and not the other way around. I honestly don't know a single other online game that does that.
Nearly all of my killer games I can't get BS hits that would hit me 9/10 times, yet it happens to me as survivor ALL the time. I actually get SHOCKED when I don't get hit at a window or pallet. It isn't supposed to hit you to begin with, but those BS hits happen WAY more often than when they don't that it actually surprises you when you don't get hit...
U don't notice you get bs hits cuz on your screen the bs hits look normal. On the survivor's screen they look bs.
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@Tricks said:
https://forum.deadbydaylight.com/en/discussion/comment/1850593#Comment_1850593
So how do you explain the killer being able to hit the survivor -after- the pallet has been pulled down. Sure killers are allowed to hit survivors through windows with M1 but not pallets as they cant reach unless they have a ranged attack that can go through / over the pallet.
You cant, good old Occam's Razor would suggest the simplest answer to be that killers hit detection is favoured over survivors.
The explaination for that is that it's server sided not survivor sided. On the server's end you were hit as you were putting down the pallet. On your end you put down the pallet before being hit
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Lock on Rockets. If he stares at you for long enough he'll shoot loop able rockets at the survivor.
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I think we've all learned something from this thread. Gen rush doesn't exist. Now using a lot of the same logic provided in this discussion we realize that tunneling doesn't exist. Face camping isn't a threat. Noed is preventable. No killers are op. Ruin + undying is rubbish. It all stems from the fact that as long as all 4 survivors aren't playing perfectly you can nitpick all situations that are brought up.
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As the killers like to say just do bones. I mean just pressure gens.
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@trick said:
https://forum.deadbydaylight.com/en/discussion/comment/1847344#Comment_1847344
not true of good players though is it xD , and also , once again for the billionth time, making yourself full health is not a waste of time xD. and your team healing you can be seen as wasting their time that could be spent saving someone else or on gens, so no thats not true im afraid . The guy that says selfcare is trash , will be the same guy that camps hook and waiting for injured players to unhook so he can just ez 4k. NO BRAINER
What I said to the other person:
I've already said you lose time overall cuz the more you use it the more likely you're over using it. The less you use it the more likely you're having a wasted perk slot. Getting it in the perfect balance is very difficult to have, since it equally relies on circumstance. The more skilled the player, the less useful the perk actually becomes. It's a full on trap. Overall, it's better to not have it at all and to get people to stop being reliant on it.
Edit: I just want to mention. I don't care too much if a good player actually used self care correctly. That's up to them. You're just more likely to have bad players in solo queue using it.
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/1847344#Comment_1847344
But what if its the other way around? What if its just super safe playing people that run that perk? They would try to play super save without it anyway, and that means they might not come to your rescue unless they are fully healed. And if noones there to heal them, they just hide and let their team die. I have seen such players.
Also, not every player knows how to loop. I, for one, don´t. But i know how to juke. But at some maps, in order to juke the killer, you need to take a hit. Can only do that if i am healed.
Also, i play solo, and i had way too many survivors that don´t heal you, because if the killer comes and find you both, he often goes for the injured one.
the thing is, that self care is exactly as efficient as normal healing, because while it is at 50% speed, it just need one instead of 2 survivors. The difference is, that you choose then to heal, not that crappy teammate that wants to use you as a meatshield.
The thing is you have to know when to heal yourself and when not. But a potatoe teammate doesnt get better if he does not run self care.
Then if we had a good matchmaking system or ranking system we'd never ever have to see one of those in the game cuz there's very little difference between their playstyle and a new player who has 2 hours in the game.
I've already said you lose time overall cuz the more you use it the more likely you're over using it. The less you use it the more likely you're having a wasted perk slot. Getting it in the perfect balance is very difficult to have, since it equally relies on circumstance. The more skilled the player, the less useful the perk becomes. Overall, it's better to not have it at all and to get people to stop being reliant on it. There are rare moments where it comes in clutch and self healing is the best choice but having a perk devoted to that is awful. These people are the exact reason why ruin + undying is even remotely a threat in solo queue.
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I've only played civ 5 and 6. I personally prefer 5. My problem with 6 is that it requires too much game knowledge and future planning from turn 1. 5 has a little bit of game knowledge requirement but u can generally play on the fly and is less punishing in terms of short term planning. 6 is great if u want a strategy game to really really dig into for a long time and then once you're done with it never touch again. Not so great if you want a game you can stop playing and go back to from time to time.
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The problem with self care is that most players who run it in their builds develop bad habits and overuse it. They play super safe and spend far more time healing than they should be. Overall, those players waste more time than save. The whole idea of hiding until healed or actively looking for heals is an attitude developed from overreliance of self care. There are times where it makes sense to do it but those times are rare. Self care overall is not efficient compared to just having an injured survivor take calculated risks, have situational awareness and know how to loop. If the option to heal is there, then they can take it and there is no net loss of time.
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@Komodo16 said:
https://forum.deadbydaylight.com/en/discussion/comment/1842857#Comment_1842857
This was a match within end and even more in depth with talk of gameplay mechanics and a specific killer so no this isn't off topic
That's what I was implying.