Tranquil_Blue
Tranquil_Blue
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@CookieBaws said:
https://forum.deadbydaylight.com/en/discussion/comment/3208766#Comment_3208766
So, why resist and give a killer what he needs to not bother anyone else in a future?
This is the weirdest idea. You want the survivors to just "give you what you need" because you chose to go for a difficult achievement and used iri addons? Why should they do that??
Most players want to actually play the game -- they'll use whatever advantages/counters they have at their disposal to get the best possible results.
And why do you think they'll care whether you will "bother anyone else" in future matches? You're the one who chose to play those addons against them in that particular match. They will probably never play against you again. And they don't know if you run that build often just for fun, etc.
Anyways, either keep trying until you get it or stop worrying about it. But don't expect the other team to just give you the achievement. That's silly.
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/348538/best-way-to-handle-the-lament-configuration
Or better yet solve it before the chain hunt starts
Yes, of course that’s better, but…sometimes someone has to solve it during a chain hunt due to the realities of solo q (no coordination), or when Pinhead picks up the box (from the ground or by downing the person carrying it), etc.
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@Norhc said:
Fairly inaccurate, as per usual. Especially on killer.
What are a few of your major points of disagreement?
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Yeah, I really wish they would tweak the visual effect of Nightfall just a little bit. I remember during the PTB it was way too weak, but now it's way too annoying given how much of an issue the game already has with brightness (for some players on some systems/configs). I want the effect to remain strong, but I think it could be significantly improved with some tweaks.
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@smartemarte said:
https://forum.deadbydaylight.com/en/discussion/comment/3207919#Comment_3207919
he doesen't have to aim it though .... if the survivor is infront of him within a certain range he can spawn it right on top of them and there's no dodging it, I do it when I have cenobite dailys.
What exactly would you propose instead? When he aims right at them the portal spawns randomly off to the side of where he's aiming? I just don't see how you could fix this without completely revamping the power. And keep in mind that even when he hits them, the effect is often quite small. Much less powerful than Clown's bottles, for instance.
The one mechanic that IS an issue with Pinhead is that it can be frustrating to solve the box during an active chain hunt. I think it's unfair that players keep getting interrupted when trying to solve (from the killer side, I always feel bad when I see multiple half-second killer instincts going off...). Yes, there is a reliable way to solve it (wait until 3 chains hit you, break them, then solve), but it is not at all obvious to many survivors.
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In many cases, it’s easy to find. If you know where the survivors spawn (from Lethal Pursuer or from experience), you basically know which quadrant of the map it’s in. And when you get close, you can hear it.
It’s ridiculously powerful to get the box right at the beginning of the game. I think it would make more sense if there was a delay (20-30 seconds) before the first box spawned, similar to some other powers.
They should also fix the issue of the chains continually spawning when you try to solve during a chain hunt. Technically there is a way to do it correctly, but it’s understandably confusing for many players.
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Yeah, Tombstone Piece is stupid OP against most survivors. I just tried it for the first time a few minutes ago with J. Myers Memorial, and it was not at all difficult to 99% Tier III, then pop it and insta-mori someone. Obviously, some strong survivors will make it much harder for you, but against most of the playerbase this is insta-win OP.
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@CChocoboFFVII said:
https://forum.deadbydaylight.com/en/discussion/comment/3197024#Comment_3197024
1 more question if fully infected can escape or not?
You can escape when fully infected.
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This is not a bug. If Wesker hits you with a bound near the exit gates, the gates will be blocked for 5 seconds.
Here's how it plays out: if you are already injured (or healthy but fully infected), Wesker can slam you into the exit and immediately carry you. Also, if you are injured and Wesker throws you against the exit (thus putting you into the dying state), the 5 second block will allow him to come pick you up before you can escape.
However, if you are fully healthy (so long as you're not fully infected), you can always escape. Just wait right next to the exit gates after he hits you and you'll be able to escape after the 5 seconds expire.
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I expect Wesker will continue to be very popular because he is FUN to play.
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Beyond the normal list of least picked killers (Hag, Twins, etc.), I haven't seen a Pyramid Head, Ghost Face, or Pinhead in a while.
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Yeah, this is an entertaining bug
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3189560#Comment_3189560
Yea, the people doing "fine" in solo q, you mean the people on here with their post history showing they're killer mains? Those are doing just fine I'm sure
I guess it depends what "fine" means to you personally. What percentage of your games are you escaping (you have to accurately track across dozens of games for the percentage to mean anything)?
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@GillyBeannn said:
https://forum.deadbydaylight.com/en/discussion/comment/3189594#Comment_3189594
I think the devs needs to do regional data instead of combining it all into one data, because it's not accurate. Different regions have different metas, so they should just go by regional stats.
Yeah, I think this global aggregate data is creating some confusion. I'd be interested to know how things vary by MMR brackets as well...
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And...bloodpoints it is!
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I'd genuinely be interested to see what a 112.5% (4.5 m/s) killer would feel like for both sides.
Of the killers you mentioned, MAYBE Blight could stand to be slightly slower.
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Here's hoping we see a Mid-Chapter map update with the upcoming PTB. 🤞
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@JustAnotherNewbie said:
https://forum.deadbydaylight.com/en/discussion/comment/3185926#Comment_3185926
Ok so basically you bring an offering to spawn it in Killer Shack and then main building downstairs is safe? Is that it?
Still, wouldn't it need to be a bit coordinated? Like someone else brings a Map offering? All alone it sounds a bit useless as you have no idea what map you'll get if you're playing on your own.
All alone it sounds a bit useless as you have no idea what map you'll get if you're playing on your own.
Honestly, there are many things in this game that are basically useless when you're playing alone, but which can become useful (or even powerful) if people are playing together on coordinated teams. That's just the way it is.
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You'll find that many of the offerings and addons are basically a waste of bloodpoints. They just pile up in your inventory even though you'll never use them.
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@Edilibs said:
https://forum.deadbydaylight.com/en/discussion/comment/3184708#Comment_3184708
Distance! Spine Chill when used right gives you distance on a killer. That's actually a big deal! Spine Chill also increases your vault actions on top of other things so its very much good for looping.
I agree with you using Kindred but not Windows at All and Lightweight is even worse because it means your more stealthy and less good at looping but i could be wrong but its the way i see it.
You already have Quick & Quiet and Lithe so after your initial boost optimally you shouldn't be running after that anyway. Also killers like me will still track you because our tracking is top and most likely wont loose you. Lucky Break is much better with ypur build than Lightweight imo.
https://forum.deadbydaylight.com/en/discussion/comment/3184711#Comment_3184711
Improvements how? Survivor "just" got a 10 second default Borrowed Time after an unhook so i dont know what more you want.
Its a struggle i agree but its coming down to three or four meta perks if you want to increase your chances in solo que.
Spine Chill also increases your vault actions
Spine Chill does not affect vault speed anymore.
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Hyperfocus counter?
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And if he hits you with a bound at the exit gate when you’re not injured and not fully infected, the exit gate will still be blocked for a few seconds. But just wait right next to the gate, and you’ll have plenty of time to escape.
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You can bring Brutal Strength and/or Enduring if you want to counteract the debuffs.
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No one knows why they thought this was necessary. I don't think there's a single player who thinks the decreased speed is needed. If they INSIST on having a debuff to the speed, it should be no more than -10% or -15% at tier III.
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It's a totally fair mechanic. If you are fully healthy (so long as you're not fully infected), you can always escape. In OP's video clip, he could actually have escaped if he waited right next to the gate instead of moving away from the gate (understandably, it was confusing at first since it looked like Blood Warden). The Exit Gates are only blocked for 5 seconds.
You should not hang around if you are already injured (or healthy but fully infected), as Wesker can slam you into the Exit Gate and immediately carry you. Also, if you are injured and Wesker throws you against the Exit Gates (thus putting you into the dying state), the Exit Gate block will allow him to come pick you up before you can escape.
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@Peanits said:
It's now 30cm- right in the middle of the PTB (40cm) and release (20cm). His detection for obstacles will remain at 20cm, so this won't cause him to bump into things more than before.
Can't wait to see how it feels (both as Wesker and as survivor). With this and the numerous bug fixes, Wesker should be feeling much, much better.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3171208#Comment_3171208
You have 40 minute queues? Even now with the incentives?
Don´t do streamers have some kind of priority queue or something like that?
No, he’s saying that the game often relaxes the MMR parameters to make sure you find a game WITHOUT having to wait 40 minutes to find a perfectly balanced lobby. Thus, even though your MMR score might be “real” and accurate, the matchmaking produces lots of weird matches because the priority is to make sure matches are made fairly quickly.
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Here is the double-diamond Packet Loss symbol in the HUD. It appears just above the survivor names.
I'm not really sure what it means to have packet loss, though. I have this symbol (either yellow or red) much of the time, but my ping is very low and my gameplay feels completely normal. 🤷♂️
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Can people please stop DCing/suiciding in general? I see so many people give up instantly against the full roster of killers.
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@KayTwoAyy said:
https://forum.deadbydaylight.com/en/discussion/comment/3152936#Comment_3152936
Similar to how a myers will 99% T3, then tier-up when he can secure a down, a good Ghost Face won't hit you if you're not marked. I've helped many a survivor wiggle off because the killer stubbornly refused to take my protection hit
It is better to take the hit, with the possibility of being healed later, than to risk being insta-downed out of the blue
But your stalk meter doesn’t reset unless you’re marked or downed, right? So you’ll still be 99’ed after taking the protection hit (unless I’m mistaken).
Edit: I was mistaken.
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@KayTwoAyy said:
Ghost Face had been stomping in all my games after rework, until I learned the new strat against him.
If you’re confident enough in your ability to loop, I suggest designating yourself as GF’s shadow.
Basically, you follow Ghost Face around and pull him out of stalk whenever he is trying to mark another survivor. If he chases the other survivor, hop on their gen and keep line of sight on the chase. If the chase goes on for roughly a minute, and is still close to you, hop off the gen and go get ready to pull GF out of stalk so he can’t mindgame your teammate.
If at any point you’re confident he has you 99% marked, take a protection hit while he is carrying another survivor.
If you want to have more fun against Trapper (or Hag), I suggest the same exact playstyle. Disarm all traps immediately after they are set.
Power denial goes a long way
This is a fun idea! But why do you suggest taking a protection hit specifically when you're close to being marked?
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Hmm...are you able to mess around with a friend in custom to see how the reveal mechanic feels there? I haven't faced him enough lately to know if it seems buggy.
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You'll have to wait a bit longer for Omega Zoomies Time. The 10 seconds of 10% haste buff isn't in the game yet. It will come out with the next Chapter patch.
But yeah, that does sound hilarious.
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I think it's a much more pervasive issue -- it's definitely not specific to Onryo. Players are DCing or giving up on first hook in many of my games for absolutely no reason. The matchmaking is a mess and the playerbase is a mess. It's a dang shame.
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I'd be interested to see what would happen if Blight were 4.4m/s. Or maybe 4.5m/s (I wonder if that would make much difference at all?).
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Thankfully, neither of those things was ever in the live game.
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Hmmm...you're right. The dev update doesn't say anything about the matchmaking incentives. I sure hope they're coming back as well.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3147207#Comment_3147207
It does not buff Repair Speed anymore tho.
Would not really say that it is one of the best Perks in the Game. Unless you consider it good that the other Survivors now waste less time by opening Chests or cleansing Dull Totems.
It does not buff Repair Speed anymore thoOh dang, I missed that at first. Now it makes sense that the percentages jumped up so much.
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Uhm..does it sit right with everyone that this month's Prime reward is the exact same skin that was in Rift 7?No.
Is this the reason for the "Sharing codes is illegal now" banner that's on the forum?Yes.
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I agree that a base kit WLGF / BBQ bloodpoint bonus would’ve been a nice touch. Unfortunately, it did not happen and probably won’t happen…
Hopefully, the fixed role incentives will help at least a little bit, but I will always miss my BBQ bloodpoints.
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@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3137802#Comment_3137802
Yeah no, now its sonar, it lights up and even shows you the distance the killer is to you. I was excited to play my main Ghost Face but now I am stuck still playing huntress until they "nerf" it again.
Are you really seeing that many people using Spine Chill anymore?? At most, I'll see one person using it every once in a while. That's hardly enough to stop playing a killer altogether.
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Spine Chill does not affect skill check probability anymore, so the short answer is NO, it is not going to help you get Autodidact stacks.
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@Breadn said:
Though I will admit there's equally as many killers it does next to nothing against. But I don't think that's a good justification for a perk that's situationally very strong.
It doesn't really do anything against;
Trapper, Doctor, Freddy, Pig, Clown, Legion, Ghostface, Myers, Deathslinger, Trickster, Pinhead, Onryo, and Dredge.
I do understand your point that Dead Hard can still be SUPER strong against some killer powers. However, the bottom line is that far fewer people are running it than before (partly because it requires just a bit more skill, partly because it is not that effective against a big percentage of Killers).
I think the perk is in a much, much better place in the overall perk pool. It is by no means a must-have perk for the majority of survivors like it was before. Can it still cause frustration sometimes? Sure, but I would not for a second want to go back to pre-patch Dead Hard.
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@Akumakaji said:
I played about 1000h of killer, and I can honestly say that I no longer care if a survivor uses DH now, as the game isn't in the perks stranglehold any more. When breathing down a survivors neck I sometimes get PTSD of waiting and baiting out DH, but then I remember that its all in the past and can't hurt me anymore. 9/10 times I then swing and down the survivor. 4/5 times when I miss, they just juked me in the most embarrassing way possible and I go and sulk in a corner, questioning my lifes decisions. That 1/5 times were they actually then use DH correctly and invalidate my attack I giggle inside and salute them and stay hot on their heels, more often then not downing them soon after, but at least we both got a fighting chance in this chase and they at least got a couple more seconds out of it.
I am really BAFFLED that BHVR pulled off the seemingly impossible: breaking DHs stranglehold on the game and nerfing it, without "nuking it from orbit" and "nerfing it into oblivion". Nowadays you see a healthy variety of exhaustion perks and DH is still a thing, but its powerlevel is comparable to the other exhaustion perks and its strong side, ie being usable on demand in a sticky situation and no other activation condition, is held in check by its very short active time and a lot of opportunity the mess things up. I never thought that I would ever say this, but DH is now actually a fair and well designs perk.
I agree. I'm very impressed that BHVR pretty much got it right with this nerf. Some of the other nerfs/buffs missed the mark slightly, but Dead Hard really does feel like it's in a good spot.
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I think both could/should be buffed at least slightly.
They need to be careful with Self-Care because of the synergy with Botany Knowledge. If Self-Care went back to 50%, it would be 21.33 seconds to self-heal with Botany Knowledge. That's probably too fast. Maybe they could try Self-Care at 40%. That way it'd be 40s by itself and 26.67s with Botany Knowledge, which is still weaker than the pre-patch Self-Care + Botany Knowledge combo.
For Iron Will, I think it could be on a countdown timer when you're Exhausted. When you become Exhausted, it would start counting down, and after 30 seconds of Exhaustion, it would stop working. That would still keep it significantly nerfed, but would allow for much more synergy with Exhaustion perks.
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It should be at least 4 seconds, maybe back to 5.
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😫😫😫😫😫😫😫
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I'm pretty sure they've been released in the afternoon (Eastern Time) on the 15th for the past couple of months, so I'd predict that it will be available within the next couple of hours.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3130133#Comment_3130133
We are talking about at least 30k people tho, it is not that small. But yeah, it is not all community.
Just so everyone is clear, the site being discussed in this thread pulls its data from end game screenshots that people manually upload to the site. The players don't have to be from Steam (anyone can upload an image, and then the site pulls the data from all players who appear in the screenshot).
It is by no means a comprehensive data source. As they say on the site, "these stats are from a few thousand matches a month." A FEW THOUSAND A MONTH. The data might tell you something, but there's absolutely no guarantee that it's representative of the totality of all matches.
In contrast, the other dbd data sites that show stats about player accomplishments (total number of bloodpoints earned, escapes, generators completed, survivors sacrificed, Nurse blink attacks, etc.) DO pull from Steam API exclusively (and they can only pull data on users with public accounts). But those sites can't tell you anything about kill rates, killer pick rates, etc.
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@Seraphor said:
Reassurance is a better version of Kinship that could actually be meta. If the killer is hard camping you can extend a hook state by 3 minutes.
Obviously, the perk will be useful in some cases. But in many trials, it will be useless, so I just don't see that many people bringing it as one of their four perks (I guess highly-coordinated teams might include it among their pool of perks).
BHVR could absolutely implement some core-game mechanics that would help considerably with these fundamental issues, yet they always stick effects on perks instead.
