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@ArchAbhor said:
https://forum.deadbydaylight.com/en/discussion/comment/3089790#Comment_3089790
https://forum.deadbydaylight.com/en/discussion/comment/3089781#Comment_3089781
https://us.v-cdn.net/6030815/uploads/5N6TBOHEM7U7/rage-quitting.jpg
See rage quitting is reportable. Obviously this includes running to the killer to 1 hook yourself
Good job.
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@ArchAbhor said:
https://forum.deadbydaylight.com/en/discussion/comment/3089688#Comment_3089688
So you lump all killers in with that? Plus their right. Doesnt justify a rage quit. A killers goal is to kill. Whether their nice or not is on them. You rage quiting hurts everyone involved and is against the rules.
You cannot control how anyone plays on either side.
If someone wants to kill themselves on the hook and move on to another game it is NOT against the rules.
Stop saying this.
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@supersonic853 said:
It feels weird. Me and a survivor coming up on a loop and i just swing with no waiting for 3-4 seconds sniffing their back. Or just when we are running forward in general i can go for long lunge swings and not get right up against them. Is this what non-dead hard feels like? Personally i love it. Everythings pretty much perfect except for stuff like thana (refuse to touch it) but all in all the game feels fairly healthy. Anyone else enjoy it? Like the perk changed the games playstyle a lot. You had to follow in fear and wait. Now that its pretty much worthless you don't need to be so afraid.
Yet no one is complaining about the Dead Hard change.
It's almost like a whole bunch of other factors are making playing miserable for one side.
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The bonus has actually increased for the side that has the least players now even at 25% with offerings, no need for a perk.
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@Grigerbest said:
Survivors was using second chance perks for so long, they just lost their grasp of their mindgames or looping skills.
It's clear: they were getting carried by these perks so they got pretty lazy about thinking of their success of reaching this pallet or window. Properly hiding from killer and etc...
Now they're losing chases and outraging on killers 10% buffs and 2.5% kicking gens. -_-
Without these perks some survivors can have a good look on their ability to loop and mindgame and trying to improve or get better with. Others just outraging and "quitting" in forums.
Don't you guys think the same?
Getting 200k+ Bloodpoints each match playing Survivor without any second chance perks.
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@Dead_Harder said:
Could it be that you are getting stomped because DH boosted you to an MMR you absolutely didnt belong in ?
Mayhaps ?
Perchance ?
I'm sure anyone would gladly get stomped for more bloodpoints, that's just me though.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/3073187#Comment_3073187
Yes they will. The bonus bloodpoints are relatively pointless after the prestige update. Most people are playing for fun, not to maximize their BP.
Thanks for my 200k+ games :)
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@Thrax said:
Wouldn't make much sense to give them before the game
Do you understand the % bonus is being applied to the side including offerings?
Noone will play if their side doesn't have a bonus.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3073107#Comment_3073107
People shouldn't get bonus bloodpoints and long queues. It should be one or another.
Otherwise the whole bonus thing is pointless.
Honestly surprised no Killer hasn't figured this out yet.
FACEPALM.
The role bonus is applied to the bloodpoints earned (including offerings) when the Survivor dies.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3073007#Comment_3073007
Then the survivor queues would be actually faster then the killer queues.
The side with a surplus of players is the one with the longer queue.
I'm getting 200k+ points per game.
Waiting 3 or 4 minutes isn't a problem for me to account for the MMR.
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@RavenBirb said:
https://forum.deadbydaylight.com/en/discussion/comment/3069121#Comment_3069121
No doubt there's dumb complaints. Mother daughter ring for spirit doesn't exist anymore. It's a cup now i believe, she got nerfed.
Nurse is easy to counter and has been nerfed hard twice since 2016.
Blight you need to work at in order to even get the down , you don't just walk up and down someone. Unless you're saying blight is an easy killer then
Laugh.
Looking forward to your next complaints getting railed by xxxx OP perk.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3067420#Comment_3067420
"Developers said they want more kills, thats why they are giving a huge chunk of base buffs to Killers and massive nerf to almost every perk except OTR and Lightweight"
The problem with this thought is that the Gen defense perks are absolutely destroyed. Kicking a generator doesn't make any sense unless you have some "end game" scenario where one person is dead, one person is down/hooked and you are chasing another survivor. At that point everyone is "busy" and no one can take a moment to kick a generator. The only problem is that base kit regression is 1/4th of survivor repair - which is mathematically backwards.
If we look back at patch : 1.5.3 we can see that hook timers were increased to make it take 30 seconds longer for survivors to die on a hook. This means the killer objective was increased by 15 seconds for each hook state. As a result survivors started using this time to focus on generators above rescuing other survivors.
If you consider a game is supposed to be 2 kills (with no tunneling) that works out to everyone hooked at least once and two survivors hooked three times. That's a minimum of +90 seconds for survivors to complete their objectives (120 seconds in a worst case scenario). Killers are getting +50 seconds back this patch but overall chases are longer than generators take to complete (especially early game when all the pallets are up and killers need to "build up".
How long does a chase take? Generally speaking you have 20 seconds to walk over to start a chase. If they were AFK until being attacked it would take you 20 seconds to chase after them in a straight line using no pallets or map features. The second hit to down them with your weapon will require another 3 seconds (already factored into the other chase). Then you need anywhere between 10-15 seconds to pick them up and hook them. Let's add all that up : 20+20+3+10= 53 seconds. That leaves you with 17 seconds to travel across map and pop a generator before it gets completed. See the problem?
Depending on the survivor's skill and the number of available pallets they can stall each hit phase by anywhere between 10-30 seconds. If the time now becomes 20+20+3+10+20 that comes out to 73 seconds. Now you have 7 seconds to walk across map and stop two survivors simultaneously on different generators.
The devs have an expectation that the game favors the killer once the gens are all powered. That might have been the case in the early days where NOED wasn't a totem and lasted forever with a 9% speed boost.
At the very least we could have seen a change to the bloodwarden perk where that perk specifically got changed to include a change to the game where crawling survivors cannot leave the trial.
Nice job leaving out that in patch 1.5.3 generator times increased by 10 seconds, they already got 50 seconds back.
This time generators are being increased while hook timers are staying the same.
Very smart, well thought out post.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/3068641#Comment_3068641
I assure you, I'm being genuine.
Solo queue isn't just "harder", it has specific downsides that make it the weaker role. Those downsides are a lack of information and a lack of coordination. I haven't seen anything in the updates that would hint at those things getting harder, outside of maaaaybe something like Thana Legion? But I don't think that's getting "worse" so much as "more common".
Genuinely. What am I missing?
Do you wholeheartedly think ten additional seconds of generator time does not contribute to a lack of information and coordination?
What about perk nerfs -- no effect on information or coordination either?
You sound delusional thinking this is not devastating to solo queue players -- As if it wasn't bad enough before this patch.
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@TheLastHook said:
https://forum.deadbydaylight.com/en/discussion/comment/3066524#Comment_3066524
The devs set the rules of the gameIn code. Do you see voice comms in the base game? no. You use Discord.
SWF using voice comms is cheating, SWF is just unfair but not totally broken, can be tolerated. Voice comms is cheating.
People already tune nvidia settings, also "stretched resolution" was a thing too. Clearly nothing to do with "The Rules of The Game".
This guy is a waste of time.
Have played since beta, SWF was always intended and was implemented before it was even ready.
This is the "due to popular demand" -- you're clueless.
You can plug your ears and stomp your feet like a toddler all you want, playing with friends was and never will be cheating.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3054556#Comment_3054556
The easier rework would be : If you are 16m away from a hooked survivor you see any survivor touching a generator and you continue to see them until 4 seconds after they stop touching a generator.
Everyone wants to think of ways to punish the killer for camping. That's just not going to work.
As opposed to what?
Incentivizing the Killer to leave the hook with a reward?
That obviously doesn't work either.
All of these stupid comments saying -- if I had more time, if gens weren't so fast, if there weren't so many pallets blah blah blah
Guess what -- there could be zero pallets on a map, gens could take two minutes to complete, two Survivors could start out placed on hook etc
Big surprise, players would still camp.
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Deactivating DS during the end game is not good.
All it does is open up more complaints and reasoning for other perks to be deactivated, which will then be valid.
DS is deactivated why not xxxx perk
Terrible change.
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@Triplehoo said:
Same to all survivors who stop running away when Killer is doing gly--- Oh wait. Nope. None of those.
One role has the entire match to seek out glyphs with no hinderance whatsoever if they choose to.
The other, not so much.
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@itsPina said:
To anyone wondering why they devs haven't responded to the new spreadsheet... It's the weekend. Keep in mind I doubt they respond when the week begins but they def ain't responding today.
They don't need to respond.
If you cannot do basic math, they cannot help you.
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@DaddyMyers_Mori said:
https://forum.deadbydaylight.com/en/discussion/comment/3041741#Comment_3041741
No, I just like to punish survivors for using those perks.
Sounds as if you're just looking for excuses to ruin games.
You do you.
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@KnotEnthusiast said:
https://forum.deadbydaylight.com/en/discussion/comment/3038034#Comment_3038034
Peanits said something that I then immediately disproved. If you see a flaw in how I calculated cost based on level tier, I look forward to hearing your correct version.
Calculate it as 1.5 million points for each Prestige and 50k for each bloodweb at level 50.
Do you not understand with the old system you have to do level 50 bloodwebs regardless of Prestige and with the new system you don't?
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@KnotEnthusiast said:
https://forum.deadbydaylight.com/en/discussion/comment/3037970#Comment_3037970
So...you're agreeing with me. A 30% reduction if you're just going for perks. There's no reason to P3 currently unless you're a completionist or going for bloody outfits. And if you are calcing in going for the cosmetics, then it isn't fair to not do the same for the new system, where you have to go to P6 to get the full outfit, so every single killer would have to be P6.
Peanuts explained it pretty well also, if you don't understand and wish to keep spreading misinformation so be it.
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@KnotEnthusiast said:
https://forum.deadbydaylight.com/en/discussion/comment/3037675#Comment_3037675
Thats...literally exactly what I did. The whole point of the spreadsheet is determining the balance point from where the required levels to get all perks including teachables from prior P3 killers drops under the number of levels required to get that killer to P3 to unlock their perks for subsequent killers. That's why the number of killers leveled to P3 isn't 28, but 13, and every killer thereafter has their level requirement step down incrementally. From then on out, the BP you save by unlocking via bloodweb exceeds that of unlocking via P3. This is also why you get to all perks in only 56 levels past P1 on the most optimal level: you've already earned all of the rest via prestiging. All of this is laid out in the full spreadsheet I attached.
If you're gonna say my math is wrong, at least actually look at the spreadsheet, I even labeled it ;_;
Current system:
1.5 Million bloodpoints to Prestige
50k per Bloodweb at Level 50
291 total perk levels
Keep all Killers at Level 50 (You do not prestige because you lose perks) - 62 total perk levels
28 Killers * 1.5 million = 42 million
Perk cost at level 50 = 25k
229 perk levels * 25k = 5,725,000
5,725,000 * 28 Killers = 160,300,000
Total cost having all Killers at Level 50 all perks No prestige = 202,300,000
Total cost having all Killers at Level 50 all perks Prestige 3 = 328,300,000
New System:
Prestige 3 Killer = 4.65 million
4.65 million * 28 Killers = 130,200,00
Reduction of 35% if you kept all Killers at level 50 comparing the old system to the new system.
Reduction of 60% if you P3 all Killers comparing the old system to the new system.
This is even WITHOUT min/maxing (You would have all perks before Prestige 3 the more Killers you have P3'd).
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You need to calculate this again using perk levels instead of just simply levels.
For reference:
291 total Killer perk levels
1st Killer P1 - 62 perk levels
2nd Killer P1 - 65 perk levels
3rd Killer P1 - 68 perk levels
28th Killer P1 - 143 perk levels
Now go back and reset all Killers from 1-27 and give them 143 perk levels.
You are saving 1218 perk levels simply by getting Prestige 1 on each Killer.
Now think about this if you wanted all perks on all Killers in the old system but left them at Level 50 (because you lose perks on Prestige)
Those 1218 perks you just saved in the new system -- Guess what they each cost 25k in the old system at level 50.
Thats 30,450,000 bloodpoints.
Your math isn't right.
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If OTR is a one time use perk, it is significantly worse than DS or BT.
That would make absolutely no sense whatsoever and quite frankly incentivise tunneling.
Hell, at least with DS you had the option of using it or not.
Through no choice of your own someone else gets to decide if the perk is used or not.
That is stupid to say the least.
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@Valik said:
I really don't understand this 'Solo que is hard' mentality sprouts from.
Solo que is a stress relieving experience, especially at higher MMR.
Like trimming a bonsai tree - predictable, low-effort.
Sure, when you're in a lobby with silly-nannies that throw chases or get their teammates killed, it can prove to be a challenge - you almost want SWF just to remove the possibility of another feeder on your team. But once you actually start getting good, and get paired with similar MMR survivors - the game gets progressively easier and easier. SWF information can make a match far more simple, and opens up the opportunity to sweat for those 4e trials. But if people want to act like Killer is a breeze and solo que is hardcore... it goes against everything I've learned over the past 1,600+ hours of gameplay and countless hours watching streamers and content creators play and work in the game.
Make no mistake, the changes are going to make the game into a veritable bloodbath - but mostly because of the Dead-Hard and Self-Care changes. Noob survivors are going to use Self Care and get their team killed now... and Dead-Hard is going to stop being such a crutch perk for absolute garbo survivors that learned to press E to win the game. Survivors that have come to rely on the absolute ease and free escapes provided by DeadHard and end-game DS procs are going to cry into their sleeve for a week or so - newer players who go for self cares in corners are going to ravage low MMR lobbies.
All in all, though, survivors will find that their MMR is going to be a bit more accurate - that is unless Behavior botches the DH nerf and accidentally buffs it in the process.
To all my fellow Solo Que players who are worried that they're about to get stomped: the only thing SWF does is grant information. If you cannot preform well with limited information, you're sure as heck not going to perform well with more information. If after the DeadHard reign of terror, survivors are still complaining that the game is too difficult - it's simple ignorance of reality. When even the developers themselves are showing concern because kill rates are low - you know the battle is lost for that.
Low tier MMR lobbies are going to be abysmal, because silly noob survivors are going to absorb even more time and fumble around with even less efficiency now. However, this also means that any competent player is going to rise quickly - if silly survivors and noobs find escape extremely difficult, but good players are able to see the proverbial strings and hedge their bets, they will rise.
This change will make low MMR matches a bloodbath for a short while. But soon enough, the baby dwights and stock blendettes are going to sink to the very bottom of MMR, and those who push on through are going to have a much easier time for their trouble. This is a straining effort, but it will strain the noobs from those who know better than to spend 120+ seconds on 3 heals.
You lost me at noob Survivors are going to get their teamates killed -- as opposed to before???
Self Care hasn't been a viable perk to use if you are a decent Survivor for a rather long time now, the time it takes is much too long to be efficient.
Contrary to popular belief Dead Hard was never an "I win" perk, if a bad player uses this perk guess what...they're still bad.
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/3029466#Comment_3029466
That is fine, I don't expect everyone to agree with me.
What I took issue with, was you telling me I support killers using exploits while being biased towards survivors. I play surv every single day and sometimes do not even play killer in my session so to project that sort of bias is silly when I have supported swivel hooks in public since 2017 when they were added.
I do not support either side using exploits, you could have debated my comment without the accusation. I play both sides enough to form my own opinion that one side blocking an unhook is the same mechanically as the other side blocking hooks.
You mean like calling 99'ing a door an exploit? Lmao
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3027869#Comment_3027869
I'm guessing you're not aware that survivors are by far the huge majroity of the active player base? People looked into who was in the que for 24 hour periods. There are regular times where there are 4000 survivors in queue and only 30 killers.
Of course Survivors are a huge majority of the active player base.
You need four Survivors for every one Killer, how hard is that to comprehend?
I'm guessing you missed the full graph where it showed Killers outnumbering Survivors depending on the time day.
Pretty easy to find something to fit your narrative if you don't want to look at anything else.
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/3029121#Comment_3029121
Don't speak for me, were you around in 2017? I was and I supported swivel hooks and agreed blocking unhook prompt was unfair,.... but go ahead make things up.
we are discussing hook prompts body blocking. As I said above: "ps I dont mind body blocking, but blocking a prompt, is entirely diff." I dont mind bodyblocking we are talking about blocking prompts at hooks.
I've played since beta in 2016.
Yes, I was around when there was no way to unhook.
Killer blocking an unhook and Survivor blocking a hook are completely different.
There are even perks for this????????
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/3029095#Comment_3029095
"is near impossible to block the hook now if you are the only other Survivor there."
I hardly ever get 1 surv blocking a hook, what I reference is 3 survs blocking hook prompt.
If you arent getttiing body blocked by 2-3 at a hook you not versing same teams I do. I feel blocking prompts is unintended, if killers blocking unhook prompts was an exploit, blocking hook prompts is too.
Killers block prompts for pallets and windows all the time.
I think what you are trying to say here is that it's perfectly fine for Killers to do it, but it's some egregious exploit when anyone else does.
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@DrDeepwound said:
Lets be real, killer hooks should swivel for killer too and allow hooking from more than just the front angles of hooks.
Swivel hooks were added to allow survs unhook from multi-angle but survs can still bodyblock hook prompt for killer, this is unfair design that is relic and needs be changed so killers can hook from back angles too
if killers can no longer block hook prompts survs should not be able to either
The hook swivel is already there?????
You quite literally can suction someone onto a hook from anywhere close to it.
It is near impossible to block the hook now if you are the only other Survivor there.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3027760#Comment_3027760
Killers that are not Nurse/Blight really cant pressure across map. Large maps = camp. Survivors need to be pressured to come rescue or you lose.
What dbd need is a basekit perk for killer - While a survivor is on a hook all gens are 10% slower and one generator is blocked - if the killer is not within 16m of the hook.
Should be interesting to see what the ratio looks like after this update.
You may be camping bots in the near future.
Sounds fun, right?
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@Brimp said:
Yeah idk why bbq didn't get a secondary effect but WGLF did when both people used it purely for the BP.
You do realize that We're Gonna Live Forever had no effect whatsoever for 3+ years other than extra Bloodpoints, correct?
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@[Deleted User] said:
DS being disabled in Endgame is a good, healthy change. The stun nerf though was uncalled for.
The only thing this does is pave the way for more outcries of other perks being disabled in the EGC.
Apparently they have changed their stance on the EGC benefitting neither side, that is not healthy at all.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/3020758#Comment_3020758
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.
It is not 10%, it is 20% -- exactly as stated in the perk description.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3020339#Comment_3020339
I did. Survivors are only skins. There is literally no point in prestiging 26 survivors 3 times. Especially if you only want the perks on 1 char.
If you want the perks on a single character Prestige them 3 times (You will most likely have everything by the time you even reach Prestige 3 if you prioritize non teachable perks).
All others you only need to level to 40.
How is this so difficult to understand?
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@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/3019320#Comment_3019320
What about it being 6 years later would make players treat it any differently now?
You need to incentivise people to save their team mates just as you need to incentivise killers to leave the hook.
Protracted hook timers do neither really as it was demonstrated by the player base when trialed.
Did you not understand when this was implemented no changes were made whatsoever before it was completely scrapped?
You need only look at Barbeque and Chili to see that incentivising Killers to leave the hook does not work.
Nearly 6 years later yet here we are with the exact same problems.
As I said, those problems would have been rectified if the timer resumed its normal state if the Killer was in chase near the hook or a Survivor entered the range that the timer stopped.
With the changes as they are now the game is going to become nothing more than camp/gen simulator with a drastic increase in players suiciding on first hook and simply moving on to the next game trying to not get caught first.
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@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/3019200#Comment_3019200
PTB for patch 1.1.2 in 2016 I believe.
After that they implemented infinite first stage but instead of gaming around the hook to buy time for their team mates with a paused timer survivors instead just left the person on hook all game.
The great irony of trying to stop hook camping with increased and infinite timers was survivors “camped” their own team mates by not even trying to rescue them.
What most fail to understand -- when this was tested the hook timer did not resume the normal state when a Survivor entered the range of the Killer that paused it in the first place.
This was nearly six years ago yet everyone that brings this up echoes the same song and dance that it was just abused by Survivors.
Of course it was exploitable -- that's what happens when something is tested for a very short period of time with no changes whatsoever.
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@Nyphia said:
Hello folks,
I see the coming changes to the prestige system as a grind tripling. Currently you need 3 levels per char to unlock everything, in the future it will be 9 levels. At the same time wglf and bbq are gone, the most important bloodpoint perks and the reason for this is unacceptable to me and hard to understand. I like to play on completion and that will be unattainable.
Even if I find the implementation of the perk sharing very successful, it feels overall bad for me.
How do you see it?
You keep everything each time you prestige a Survivor/Killer AND their perks are available for use right away on other Survivors/Killers.
How is this tripling the grind?
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/3014613#Comment_3014613
What about something to replace the way WGLF and BBQ encouraged gameplay overall? Getting stacks on those perks was a highly rewarding part of gameplay. There's nothing to take that place, now. If the stack multiplier of BBQ and WGLF had become base kit, that'd be one thing, but there's just... nothing. My friend and I compete with each other for who gets their WGLF stacks quickest.
WGLF and BBQ made up for how unrewarding normal gameplay can feel. You guys have done nothing to address that, but you have taken away the perks that could be used to boost player morale.
Unfortunately these changes are going to end up doing the exact opposite of what they are intending.
M1 simulator with no point or reward for saving or bodyblocking.
Better off just doing generators and escaping.
Boring as ever.
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@ChurchofPig said:
Can you explain how Camping got buffed?
"Moving forward, Survivors will receive a 5 second Endurance effect after being unhooked. This gives the unhooked Survivor an opportunity to reach a nearby window or pallet, or for another Survivor to position themselves for a Protection Hit.
Additionally, the unhooked Survivor will receive a 7% Haste effect for 5 seconds. This will make them harder to catch and encourage Killers to shift focus to the unhooking Survivor." which then also turns off if you do certain actions which if you're being camped and tunneled you wouldn't be doing.
This to me sounds like a nerf to camping and tunneling.
BT also seems to have been buffed despite them calling it a nerf right? Once again a nerf to camping (I am not sure why they think giving a mini bt will decrease BT's usage if it ends up making it better than it is now)
Personally, it sounds like a nerf to camping and tunneling. Mostly tunneling, but camping will also take some level of a hit.
Did you not see the 10 second increase to complete generators?
Hello?
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@TeabaggingGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/3016165#Comment_3016165
Wglf is now a cracked anti slugging perk
It is not because it still requires a stack to activate.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/3014413#Comment_3014413
We've tested a whole bunch of durations for them leading up to this, and often times they felt too long to be in the base kit. 5 seconds may not sound like much, but it can be a game changer. As long as you can reach a pallet in that time, it accomplishes the same thing. Alternatively, another Survivor can use this time to get in position and take a hit for you.
Noone is going to be taking any hits for anyone with the We're Gonna Live Forever change.
There's no point when you can either stay on gens or escape, especially in solo queue.
Hopefully, you all are prepared for a whole lot more complaints about camping/tunneling with these changes.
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I think you misunderstand.
A hardcap on how fast the blink time can be inside of a certain meter range.
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@Zozzy said:
I still don't understand why people are finding this difficult to understand... It's actually really simple if you actually think about it without your hatred giving you smooth brain.
Stagnant blink time + longer distance = faster blink. They are not going to do some fancy coding where it keeps the old blink speed and then suddenly change the speed after it passes the 20m mark. That would feel awful.
It needs to be scaled with a hardcap in place, similar to the turning radiuses of Blight and Oni.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2998047#Comment_2998047
With ranged add-ons, you don't really have that option from blink movement speed. at least now it makes sense why it feels like whenever you get zoned by nurse, you just instant die from being too close to nurse as survivor. that is somewhat of trick I use when playing nurse if the survivor end up outplaying my long-range blinks.
https://www.youtube.com/watch?v=8x-shHZpCzg
Otz put a video out displaying the bug/exploit of the add-on.
Can't say I'm not surprised they don't even acknowledge this as a bug.
Doubt they even understand why it works like this in the first place.
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@Clockwork_Enigma said:
It makes legitimately no sense. Overzealous is a perk that just released and hasn't even done enough numbers to justify a change, yet you're also not changing Prove Thyself in any capacity despite it clearly showing it's a problem for the game.
Why? Why would you do this?
The only thing Prove Thyself does is remove the penalties for repairing a generator with more than one person and give more blood points.
You're rushing gens with more than one person on a gen!
No wait, you're rushing gens by splitting up!
Make up your mind.
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@Zelyais said:
https://forum.deadbydaylight.com/en/discussion/comment/3004545#Comment_3004545
Yeah the Math feels a bit off, the Event is Probably 14 Days, and we have 4 Challenges, with variing total minimum Players needed, so we approx need 4, 3, 3, 4, Days per Quest, not factoring that there might be another Set of Community Quests on Page two, don't have the Numbers, but 750k active Players seems like a stretch, quest always on and uncapped contribution would surely be more favorable.
There are more than likely four more on the second page.
Be lucky if the first page is done in two weeks with progress towards it capped per player.
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People like you are the reason the profile is private.
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Remove speed boost.
Thats it.
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@Canas said:
https://forum.deadbydaylight.com/en/discussion/comment/2996831#Comment_2996831
I get it, you're a metaslave who'd rather see Blight and Nurse in survivor games every single match. Gotcha.
What happens when a Survivor that is full health body blocks for a Survivor that is injured?
Another post here?