Tsulan
Tsulan
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- Tsulan
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@Zachcjjj said:
https://forum.deadbydaylight.com/en/discussion/comment/2783291#Comment_2783291
ok i understand your point now but as i responded to someone else hugging loops as killer and surv is a skill that makes looping feel more rewarding on both sides and i think it is perfect as it is personally
Then bloodlust needs to stay.
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@TheColdBeauty said:
https://forum.deadbydaylight.com/en/discussion/comment/2781966#Comment_2781966
it's safe to say that I am pretty skilled and that I can loop most killers for 3/4 gens exept when I get hit by a huntress or deadslinger or trickstar who can shoot through rocks & walls🤷♀️ Besided I get a pip every match and many times I get 2 pips so :) thank you for the tips but I dont need them✌ But I will let my friends who just started with the game read your tips😁
What is it now?
Either the game is killer sided, in which case you shouldn´t be able to loop a killer for 3-4 gens or its survivor sided, since you can loop a killer for 3-4 gens.
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@Zachcjjj said:
https://forum.deadbydaylight.com/en/discussion/comment/2783176#Comment_2783176
what does that even mean lol? why would a 9 foot tall killer ever have the same hit box as a survivor? and why does their hitbox mean anything?
A killer is faster than a survivor. However, the killer has a bigger hitbox as the survivor, which means that a survivor can hug a wall and loop said wall in a much smaller circle than the killer. This completely negates the killers speed advantage to a point where killers are required the additional speed boost of bloodlust in order to catch up.
Ironically, that 9 foot tall killer can be body blocked by a 90 pound claudette. When he would really shove her away. But thats a whole different thread.
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We can remove bloodlust entirely as soon as survivors have the same hitbox as killers.
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@GoodBoyKaru said:
I really like Trickster's voice lines and I "hope" with some skins in the future they'll change
Or the dirty laugher of the Deathslinger. We need more like this.
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Funnily enough, i´ve had matches where survivors "thanked" the no camping playstyle by flashlight clicking and teabagging. So it seems, some survivors want to be camped. I know its hard to believe, but when a freshly unhooked survivor runs straight to the killer, just because he has BT+DS, then one must wonder what their problem is.
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@Marc_123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2782991#Comment_2782991
Maybe in the next or the patch after that... so 6-12 weeks if at all.
Being optimistic, are we?
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2782991#Comment_2782991
It took BHVR over 2 years to fix some completely broken spots on maps where you couldn't pick people up.
So...2024?
I see you´re no stranger to pain.
https://www.youtube.com/watch?v=8v1Zon6xsWg&ab_channel=JDFLIX -
@Superyoshiegg said:
They likely will. They added a hook to the second floor old Thompson House when that was an issue, so there's a good chance they'll do it again.
The question is when. With the time the RPD map exists, this should have been adressed months ago. But now it became more obvious due to Boil Over.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2782755#Comment_2782755
Cote Survivor DLC Pack = Confirmed 😉
I always thought Dwight represented him.
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2782752#Comment_2782752
It depends on time of the day. I usually have 1min queue time as survivor
As i said, you won´t have a short queue during prime time. Only in the morning, when other people work/study.
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2782733#Comment_2782733
I'm pretty sure you'll not. there is more than needed killer players even right now
Survivors have queues between 10 and 15 minutes during prime time, but you think there are enough people playing killer?
Thats a bold statement.
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@Mandy said:
Mathieu is around, but as Patrick is the Lead Game Designer, he answers the majority of the questions with regards to game design.
I kinda miss seeing him. He´s the iconic DBD person.
Will he moderate (is that the word?) the anniversary stream?
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2782478#Comment_2782478
Nerf nurse then. Who do you think we'll play against once these 2 are nerfed?
The queue. You´ll play against the queue.
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@GaslightGabby said:
https://forum.deadbydaylight.com/en/discussion/comment/2782478#Comment_2782478
Literally this. I don't think people understand that nerfing strong killers will lead to everyone playing the strongest killer. The same killer who just so happens to be impossible for the devs to nerf or rework without it resulting in a dead game.
We need more alternatives to the top mmr killers. With lots of buffs to underperforming/underpicked killers.
With 26 killers in the roster, only having like 3 for the top mmr is kinda... meh
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@landromat said:
Just nerf him
You sure you want to play against nurse 24/7?
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@GoshJosh said:
Don’t enjoy being unable to hook people with Boil Over? Use a perk or two to counter it. I am having a great time laughing at all these forum commenters saying they don’t want to have to change their perks to counter Boil Over. When survivors have had to do this (if they want a reasonable match) since the inception of DS, Unbreakable, and BT. Here’s the argument:
Don’t like tunneling? Run DS and BT.
Don’t like being slugged? Run Unbreakable and/or less effective anti-slug perks. (Of course none of these usually matter without active DS.)
Don’t like camping? Run Kindred and/or Camaraderie.
Don’t like NOED? Run Small Game and/or other totem-hunting perks.
All this in the off-chance any of the above happens. Leaving no room for any other perks I would like to play.
Now how does it feel, killers?
Don't like tunneling? Just have a teammate get hit for you.
Don't like slugging? Just have a teammate pick you up.
Don't like NOED? Just do one or two totems per match.
It's a 4vs1 game after all, don't behave like you have to do 5 gens and 5 totems all by yourself, please.
The killer having to use 2 perks for a chance to actually hook a survivor sounds like a great way to increase survivor queues btw.
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Turn them into a coop killer.
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Ruin prevents survivors from doing their objective?
Please, tell me more.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2780776#Comment_2780776
Or even if they want to keep it “thematic” just change the background based on which killer you play as
I wouldn't mind having the background when playing as survivor.
Loved the Deathslinger and RE background + song. Or that rock based version of the theme, we had a couple of years ago.
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/2780776#Comment_2780776
Yes, the first time I ever play this game was Lunar new year 2019, when the Lunar theme played at all time. Year later, the theme only play on the menu, which I heard for like...3sec. Pretty lame.
The feeling of first time playing the game and hearing Lunar theme hyped me too much. I played through nights.
We had some great themes in the past. It's a shame that we can't replay those whenever we want.
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@kate_best_girl said:
https://forum.deadbydaylight.com/en/discussion/comment/2780857#Comment_2780857
well the addition is only 4 seconds however combine other healing factors like sloppy it reduces it to the same heal speed as self care. All I think it needs is make it so it only has the self heal effect not the bonus healing speed effect.
Sloppy would also affect SC. I mean, that's what sloppy is supposed to do.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/2780857#Comment_2780857
Well one is like a 4 second difference and one is 14.
As I said, I didn't notice a difference and I doubt other players have noticed one.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2780772#Comment_2780772
There's a very clear difference. The bar is now red.
Apart from the color difference to the previous bar, I haven't noticed the longer healing time. Like, for example the difference between blessing a dull totem vs blessing a hex totem. Which is very noticeable.
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I don't get why they are against personalized lobbies but give us different lobby songs based on the killer/skin being used.
Just allow us to choose the lobby + song from past chapters/events and give us a 1 minute preview of a new chapter, so we can choose if we want to continue with the previous one or change to the current one.
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Maybe it's just me, but as survivor i haven't noticed a difference from before the nerf.
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@MikaKim said:
https://forum.deadbydaylight.com/en/discussion/comment/2780679#Comment_2780679
Well I'm not disagreeing with how the game should be balanced.
The concern here is that you keep side stepping my questions. My concern is that your looking for a more 'got you' moment than a good discussion.
EDIT: It's also worth pointing out that the devs 'balancing around kills' was there doing at release. You used to get statements that highlighted if you got a 4k or not end game. With a 4K being a good old killer slap on the back and job well done to no kills would be met with a 'you weak' type statement.
Sorry if I sidestepped your question. Wasn't my intention.
The stats on themselves tell to little to be any indication of how the balancing is. I agree, it's watered down. It would be better if we got some kind of excel where we could filter by skill rating, perks used, amount of SWF, time it took to complete a gen, hooks vs gen ratio, etc. THAT would be really helpful. But I doubt we'll ever get something like this.
On release, the devs balanced around the 4 categories and once you reached 5k bloodpoints in enough of them, you piped. This resulted in killers piping up without killing. I've seen a rank 1 killer with 20 something kills.
Then we had the Victory Cube, which is oddly similar to the current mmr. Which gave points for hooks and kills. But gave more points for kills.
- 7 hooks and no kill = depip
- 8 hooks and no kill = black pip
- 2 kills + 1 hook = pip
This resulted in a camping and tunneling meta, as killers simply went for the fastest kill. Obviously, this system was scrapped because of its unhealthy playstyle.
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@MikaKim said:
https://forum.deadbydaylight.com/en/discussion/comment/2780658#Comment_2780658
Yes, what I posted and you haven't answered my questions. Those numbers alone give us nothing relative to say high ranks vs low ranks, that the old stats gave.
As I said, watered down. Did they actually give anything detailed. Like how did they balance out a survivor who raged quit at the end of the game after they were downed??
That's why balancing around kills is a terrible idea. The game should be balanced around actual hooks, not even hook stages. Only hooks.
Someone who got 8 hooks but no kills is more skilled than someone who got 2 kills by only 2 hooks.
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@MikaKim said:
https://forum.deadbydaylight.com/en/discussion/comment/2780631#Comment_2780631
Is that based off these stats?:
https://forum.deadbydaylight.com/en/discussion/comment/2780597#Comment_2780597
Because even between 2019 and 2020 stats you had the hex ruin nerf which still didn't affect kill numbers. If anything numbers went higher with EGC and Hatch close. There's nothing to indicate a change to 2 kills unless the stats I just mentioned have been smoothed over, given that they're more diluted now and give us less information.
Based on the latest stats:
3 kills would be a 75% kill rate. Which considerably dropped since 2019.
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So killers have to choose between loosing all gens in 5 minutes (Agi + IG but no slowdown) and not being able to hook survivors at all (slowdown but no Agi + IG).
Great way of getting rid of any incentives a player might have to play killer!
Especially when considering that 4 survivor offerings always beat 1 killer offering.
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@MikaKim said:
https://forum.deadbydaylight.com/en/discussion/comment/2780591#Comment_2780591
So you see that part where I mention socialisation and tribalism.
See the part where I post stats to show how killers are getting 3+ kills per game.
Note that human beings will work harder to maintain a belief system than investigate truth.
Interestingly 'so far off base' comment could elude to a personal insult which would also demonstrate that you lack critical thinking skills.
Do you actually have anything for me?
The official kill rates aren't at 3 kills per match though. They're are 2 kills.
2 kills which could be achieved by getting 2 hooks over the whole match.
Balancing around kills is the same as the Victory Cube. We all know why it was replaced by Emblems.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2778981#Comment_2778981
There's a max of 4 Boons tho.
@legrosporc69 said:
https://forum.deadbydaylight.com/en/discussion/comment/2778984#Comment_2778984
For a blessed totem to remove noed from the game you kinda need to bless 4 totem and destroy the last one.
I probably wasn't clear enough. Yes, there are 5 totems and 4 possible boons. What I meant was to cleanse the dull totem once you moved to another area and blessed another totem.
Survivors fall victim to their own success. By doing the last gen to fast, they can trigger NOED, when delaying out the last gen. Especially when there have been just a few hooks, would have been the better tactic.
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A full SWF squad with meta perks and flashlights can be pretty scary...
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@legrosporc69 said:
https://forum.deadbydaylight.com/en/discussion/comment/2778867#Comment_2778867
Plz survivor dont cleanse bones they only bless them if they dont bless them they ignore them for gen. Its kinda funny they have the possibility to remove a perk from the match and they still chose to ignore the counter play because in their eyes its boring to play around some perk
Funnily enough, a blessed totem will prevent NOED from spawning. So they could bless a totem while they are repairing gens in that area and remove it once they move to another zone.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2778874#Comment_2778874
Here's where it's unhealthy and poorly designed.
It punishes Solo's who already are getting the shortest end of the stick. It's good against Duo's still, but it drops off massively against 3 and 4 man SWF's.
Good Killers aren't going to need it against Solo Q and Duo Q. They're gonna need it to deal with SWF's....except that's exactly the opposite of what NOED does.
It punishes you for doing totems, unless you get all five. If not, get #########.
Well with all those boon totems, survivors can also prevent NOED by blessing every totem they see. Which is kinda like just doing bones but gives more points.
Survivors wouldn´t have an issue with NOED, if they actually did some bones. No one expects a solo survivor to do all 5 totems. But he shouldn´t have to in the first place, since there are 3 other survivors around. If i can run between 2 totems and continuously bless them to max my boldness points, then other survivors can take a couple of seconds to cleanse a single totem.
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@Pulsar said:
I'd rather rework NOED to be more useful and less unhealthy.
Unhealty is relative. Personally i think killers shouldn´t use NOED, as it skews the kill rates.
But on the other hand, totems are that secondary objective survivors need so desperately, with the current gen rush meta. So i understand why killers use it, since its guaranteed to proc.
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Do bones?
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Victory Cube was what we had before emblems. The only thing that mattered were hooks and kills. But kills outweighed hooks.
A killer who got 7 hooks but no kill, depiped.
8 hooks and no kill = black pip.
But 2 kills and 1 hook (which could be effectively 3 hooks) was a guaranteed pip.
The current sbmmr reminds me heavily of the Victory Cube. Which had to go, because killers only camped and ignored everything else.
Just like what we have now.
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@TeabaggingGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/2776617#Comment_2776617
They should've booped the snoot
A lot of people play pig for the Archives and don't know what to do when you boop the snoot.
At least they didn't react to me crouching and pointing.
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@TeabaggingGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/2776596#Comment_2776596
In soloq just pop the gens, they'd not give two shits about you and pop them
Yesterday I've had several matches where 2 or 3 survivors lost their head.
A little price to keep your teammates alive.
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Just a friendly reminder to not complete gens while a teammate wears a trap.
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@Johnny_XMan said:
Play anything you want. Who cares what the killer thinks about it?
They don’t ask you permission or your blessing when they put on their sweatiest load out.
The killers build doesn't exactly look sweaty though...
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2774958#Comment_2774958
they don’t kill switch anything that could be OP.
Correct
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2775174#Comment_2775174
Basically the length of time it takes to carry someone is going to follow something like a bell curve where the peak is probably around 8 seconds or so and then it tails off toward either end. It’s not a uniform distribution where, for example, the chance of a carry being between 8-9 seconds is the same as the chance of a carry being 15-16 seconds or being 4-5 seconds. The outlier ranges are less likely than the middle ranges. So the outlying 6% of the bar represents a much smaller proportion of carries in games than the middle 6% of the bar. This wiggle boost only changes the results on carries in that outlying 15-16 second range so the portion of carries it affects is similarly much smaller.
With gens the time to complete gens is basically fixed. So adding time to complete a gen at the front end is the same as adding time to complete it at the back end. If you Pop a gen that is 25% completed and reduce it to 5% it’s having basically the same impact on the chances of the gen being finished as Popping it at 90% and reducing it to 70%. The distribution of games which are impacted by a flat percent increase in gen time is more uniform.
With the difference, that the hook spawning is heavily dependend on the map and offerings. Depending on the position where the survivor gets downed, those 6% can make a difference. Especially if we take sabotage into account. RCPD was already a bad map for killers before the Boil Over buff. Since it was hard to reach certain hooks, even without the 6% additional progress. Sure, not every map is like this, and on some maps, there are enough hooks around. But this is RNG which has a heavy impact on this.
I understand what you are trying to say, and i know that a 6% wiggle increase as a perk would be absolute trash. But it still bothers me, how this unasked buff was introduced.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2775112#Comment_2775112
You’re comparing apples and oranges. 6% of gen progression isn’t the same as 6% of the wiggle bar, nor is the last 6% of the wiggle bar used in 6% of the carries.
Why isn´t it the same? Objective wise, those 2 bars have a lot in common.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2774795#Comment_2774795
Two things wrong with the above
- Boil Over’s 25% boost only applies when you fall off something during the carry which I actually haven’t had a problem with so far as a killer. The stagger increase doesn’t change the wiggle timer itself at all, it just makes you move suboptimally as a killer.
- Saying “but it’s 6%” doesn’t make it have a significant impact on play. 6% of nothing for instance is still nothing. Essentially it’s a 6% boost to the least likely proportion of carry events, namely ones that take 15-16 seconds total. Since the great majority of carries aren’t in that range it’s a boost that has very little effect on gameplay.
Eruption(6%), Huntress Lullaby(6%), Jolt (8%) and Overcharge(5%) all give between 5 and 8% gen regression. All of them are perks that the killer needs to equip + do something specific to trigger them, in order to get the same regression survivors get with the new wiggle meter for free.
So please don´t claim that this 6% reduced wiggle time doesn´t have an impact.
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According to some people on this forum, Boil Over is working as intended and the kill switch only gets used on broken stuff.
So i wouldn´t keep my hopes up.
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@MaTtRoSiTy said:
https://forum.deadbydaylight.com/en/discussion/comment/2774639#Comment_2774639
My queues are agonisingly slow, first games I had today I had 2 killers in a row DC. This really isn't helping matters at all either
I don´t get who thought that killers struggling to reach a hook + earning less points than survivors which obviously have a blast using Boil Over, was a good idea. Lets hope this doesn´t turn into a Howling Grounds part 2.
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@SunsetSherbet said:
https://forum.deadbydaylight.com/en/discussion/comment/2774477#Comment_2774477
My queues were a minute to two minutes longer than usual last night. But I attributed that to the event, and not boil over. A lot of people who play killer these days are incentivized by the higher BP gain of killers, but the event basically removes that and a dead survivor can gain more BP than a killer who puts up with boil over for an entire game. So there is no actual incentive to play the role unless you for some reason still enjoy it. I actually cannot think of any reason to play killer outside of finding it fun still, and I think people who still find killer fun are few and far between.
I am sure boil over is not helping at all, though.
I had to test this, so i started a match as killer with the envelope. Got 11 hooks after an agonizing long match (partly due to not reaching the hook) aaaaand less bloodpoints than a dead survivor.
This definetly impacts queues.
