UndeddJester
UndeddJester
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You have the same idea as me throwing this up in here xD
@UndeddJester said:
Saw Otz come up with a pretty solid idea just now.
To summarise for people not wanting to watch:
- Make Distortion a team perk with a shared pool of 4 tokens for the team for everyone that takes it that never regenerate.
- Whenever a token is used on a player the rest of the team see their aura for the duration with a buff token to show distortion is in effect.
https://youtu.be/ti_jmR5Fu0M?si=pjnUydqTDNMuQ7yD
It a shame he gets targetted and made the scapegoat for perk changes and has basically been putting that disclaimer in every other video he makes.... but his opinions are always interesting, and this aura reveal is an interesting idea.
I don't think realistically you can get the 4 shared tokens that never regenerate through, this would completely change the identity of Distortion and would undoubtedly upset people... even if I prefer and agree with the direction of making it a team information perk myself, the push back would be insane.
However I think some re-jigging with this reveal aura to teammates idea is really good, where you can passively give a chance to figure out an aura perk in play for your team. That is a much healthier direction for Distortion to go and levels the playing field of SWF Distortion vs. Solo Distortion.
Some combination with the idea in the OP I think would be very cool...
Thoughts?
I'll post a link to what I added to @ratcoffees thread, which I think is already a good Distortion change.
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Saw Otz come up with a pretty solid idea just now.
To summarise for people not wanting to watch:
- Make Distortion a team perk with a shared pool of 4 tokens for the team for everyone that takes it that never regenerate.
- Whenever a token is used on a player the rest of the team see their aura for the duration with a buff token to show distortion is in effect.
It a shame he gets targetted and made the scapegoat for perk changes and has basically been putting that disclaimer in every other video he makes.... but his opinions are always interesting, and this aura reveal is an interesting idea.
I don't think realistically you can get the 4 shared tokens that never regenerate through, this would completely change the identity of Distortion and would undoubtedly upset people... even if I prefer and agree with the direction of making it a team information perk myself, the push back would be insane.
However I think some re-jigging with this reveal aura to teammates idea is really good, where you can passively give a chance to figure out an aura perk in play for your team. That is a much healthier direction for Distortion to go and levels the playing field of SWF Distortion vs. Solo Distortion.
Some combination with the idea in the OP I think would be very cool...
Thoughts?
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One of the few games I've enjoyed enough to go all the way on.
What I like about most trophies in DBD is you can go for them while still mostly participating in normal play. You might take a particular suboptimal build or different playstyle, but broadly speaking your actual goal still falls in line with trying to win the game. There are some exceptions, but for the most part you can earn majority of them just playing the game (relatively) normally.
Almost all of them I've earned legit, the only exception was Huntress Mastery... I have scored maybe 16 or so legitimate axe downs over 24m... but the PS4 to PS5 trophy unlock bug popped this one for me...
Of course I'm not too beat up about it given the fact that this trophy is 20 on other platforms... and 100 is just absurd 😅😅😅
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Just to hopefully boost people up with a pep talk.... Don't let what other people are doing in the event change you guys.
If they wanna be sweaty, sure, whatever, let the sweats have their bottle.... just play your own game and have fun. If you're meme-ing, it doesn't matter if you're winning or losing, you knew going in that someone sweating will probably beat you. You didn't come here to win or lose, you came here to enjoy the event, so you know it's not a skill issue, what does it matter win or lose?
Have some chases, try to succeed in what you can realistically achieve, and just play to have fun. You're the bad ass for taking fun builds, playing memes, and being chill... You rock, keep playing your own game 🤘😁🤘
Lastly if someone takes a dig at you in end game, just respond with "That's a strong build! Glad you had fun! Happy Anniversary! GG!". We all know what you're actually saying with this sentence, and we can say it freely through gritted smiles. 😏
Have a great event all! 🤘
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@SleepyLunatic said:
You dont know how it works either it seems like.
Btw guys, even if you use the perk alone, your mates will acutally benefit from it once you are within i think 16m range again.
Once you used the perk, you actually have a aura with the effect kinda like you were a boon yourself.
Go into custom game and try it yourself.In fairness, it'd be thematically much better if the effect was just a buff that gets applied when the performance completes to anyone who was in range when the performance was completed.
I know this was how I thought it worked when I read it... and I think this is how most people initially assume it works.
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Random killer is a pretty nut bar idea on its own... I approve 😁
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I can only offer an anecdotal memory, but I do remember a game recently where Chapel didn't have a single hook on one side of the Chapel.
It was the side where stood there facing the Chapel, the circus is on your right, and shack is way off in the distance on your left. Is that the place you're referring to?
Haven't seen it again, and never connected it Petrified Oak being a possible cause... but great spot if thats it.
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I'd give it a 8 I guess.
Sad, pathetic, annoying, however not the worst thing you can do. Though denying Evil Incarnate or Haemophobia/RPD is a special level of dirtbag.
I'd probably reserve 10 for targetted harassment based on someone's real world persona, e.g. racially driven, targetting their sexual orientation, gender identity, religion, etc, etc.
I'd probably reserve 1 for survivors who genuinely risk their lives to boop the snoot of the Pig who had a hard game, and killers who let survivors go after an immediate suicide on hook and play something like red light/green light at gate.
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@Beaburd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738930#Comment_3738930
Yeah, there's a lot of nuance when it comes to both targeting specific generators, such as:
- Do I know which generators are high-value?
- Maybe it's middle, maybe it's a 3 gen on a corner of swamp (2 being on dock), maybe it's around basement
- At this point, you might need another perk slot just to distinguish this since they're not always obvious
- Does my team know which generators are high-value as well, so I can actually use Bardic?
- Is it possible to do these high value generators or will the killer interfere?
- Are they camping their 3-gen, have discordance, etc?
- When is it valuable to get these generators?
- Maybe you can't early because of the killer, and have to do it a bit later
- Does my team know when we should do these high value generators?
In solo queue, just the idea of picking out the right gens and convincing others to join you is like a Daffy Duck insurance policy in itself. Especially true when people know the general rule is, typically, that soloing is more efficient, as it can be harder to convince them to join you. That's why I was very general in saying 3 gen scenario, as I feel it's only really obvious and easy to get people together near the end when it's already a problem. The perk then helps solve the problem, rather than prevent it.
Not that there isn't value in per-emptively targeting specific generators, I just can't see that happening in solo queue very often.
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You're right in being able to cancel the perk if you roll lower than 11, that can mitigate how useless it is on a low roll. I actually did this in my games when I was testing Bardic after awhile, since it's just too bad to keep otherwise, and it was absolutely the most efficient way to play it.
My major complaint with this is that it just does not feel good to know that you have to cancel your perk because it is bad and not have access to it for a long while. That feeling is compounded when you roll low on multiple casts. I just don't view it as good design to make a person actively regret taking and using something that, by nature, is supposed to be beneficial to the user.
Funny enough, I also grew to dislike high rolls because, after using it so often, it started feeling tedious and I actually became too impatient to wait out the entire 15 seconds lol. But that's a personal strife of mine.
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The SWF section is absolutely true. SWF makes everything better, and the effect itself is actually pretty good if you ignore the cast time offsetting it. Buffing its raw numbers would only make it overbearing in SWF if they actually plan it out and use the perk.
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That said, I do think there is a way to buff the perk that makes it more meaningful in solo, improves the QoL of using the perk, and does not significantly buff duo, trio, nor SWF repairs.
I've been advocating for this awhile, but I really, really want to see the developers make the cast time dynamic and add a larger penalty for getting a 1 roll to offset the lower cast time. Basically, the following would are the changes I would like to see done to this perk (numbers pending):
- Rolling a 1 now makes the lute play on its own for 30 seconds, revealing your location via audio within a 12m range
- Mandatory cast time to keep buff when you roll between 2-10 is 5 seconds
- Mandatory cast time to keep buff when you roll between 11-19 is 10 seconds
- Mandatory cast time to keep buff when you roll 20 is 15 seconds
All of a sudden the skill check threshold to break even with casting on a solo generator is standardized at 6/6/6 for 1/2/3 performance rolls, but your gen rush speed still depends on how high you roll.
If you're curious about the break even thresholds for duo gens under the new cast time, it becomes 4/4/4 for 1/2/3 performance rolls, but your gen rush speed still depends on how high you roll.
So now the perk is more consistent over time, retains its usefulness in burst based on high rolls, is less tedious to use repeatedly thanks to lower mandatory cast times on lower rolls, can still be performed for 15s regardless of roll for memes, and has a bigger penalty on 1 rolls which is thematically relevant to the chapter. The numbers perk effect values don't change and so won't significantly impact SWF either.
You might think 'but the toolbox for solos gave ~16 skill checks, that's a lot of value!' True, but also recall to use it more than once requires Built to Last or Scavenger, which doubled the skill check thresholds. It would actually more than double the thresholds now since the cast time is lower relative to B2L/Scavenger's recharge time. The new break even thresholds with B2L/Scavenger and Bardic for uses after the first would be 19/14/10 for performance rolls of 1/2/3 respectively.
I honestly do not see a single downside to this change, and wish it was implemented so bad.
In fairness, this discussion has altered my perception somewhat.
You've hit the problem on the head to be fair. The fundamental problem with this perk is its a team perk, which inherently means you need to play as a team to get its full value. Naturally you can't rely on your team in SoloQ, and means this perk goes the way of a lot of perks... kinda bad in SoloQ, only good in a SWF.
The other problem is that the perk is intended to capture the nature of D&D, which is ofc that your success is dependent on your dice roll. 1 is a critical failure, 20 is a critical success, 2-10 is a bad roll, 11-19 is good... and in terms of that theme it does well. Making it perform well on a 2-10 roll kinda betrays the idea of D&D that is inspiring the perk. This is where I think getting your shorter playback idea through will struggle because it's supposed to be worse getting a bad roll...
There is also the point that Bardic Inspiration in terms of D&D is precisely mirroring what you do in D&D. The Bard would use their action to sing a song to buff everyone else instead of make an attack... it's literally not meant to be solo ability, because that's not it's function in the IP it comes from... Again you'll struggle to push the idea of making it more functional for a solo player.
A couple of changes I might consider: -
- Lower the playtime to 12s
- Cancelling the performance refunds 33% of its cooldown.
The idea shouldn't be to keep fishing for a roll until you get the roll you want, but a 60s cooldown is still a long CD and hardly spammable, while also being a little more palletable. 12s performance is still an investment without being quite so big a sink of time where even the good roll has questionable value.
- Do I know which generators are high-value?
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@Beaburd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738735#Comment_3738735
Can you back this claim up with numbers rather than anecdotal evidence?
Let's check out the numbers:
Solo:
- Takes 15 seconds to cast, which is 16.7% worth of gen repair time (15 / 90); therefore
- You require 17/9/6 skill checks on a 1/2/3 performance roll to break even with casting the perk
- The average # of skill checks on a solo generator without modifiers is 6
- The % chance of hitting more than 17 skill checks is at most 0.025%
- The % chance of hitting more than 9 skill checks is at most 18%
- The % chance of hitting more than 6 skill checks is at most 59%
- The highest # of skill checks you can realistically get with Hyperfocus + Stakeout is 12
- Generators will generally be completed if you reach this point, which is why it's a maximum
- I am not using the average here because it's too variable and hard for me to actually calculate personally. If I had to guess, you'd average around 8-10 skill checks per solo gen if you hit every Great skill check.
- The average # of skill checks on a solo generator using the absolute best Toolbox, Commodius + 20 charges + Streetwise, is 16
- The % chance of hitting more than 17 skill checks is at most 46%
- The % chance of hitting more than 9 skill checks is at most 99.3%
- The % chance of hitting more than 6 skill checks is at most 99.98%
So in every scenario here, aside from using the best Toolbox in the game with Streetwise, you're not likely to even reach the break even thresholds for casting this perk, never mind getting any value from the perk. Even then, you need to roll an 11 or higher for that to be likely, which is only going to occur in half of your performances.
You may think 'Oh cool, I should obtain and run the best toolbox every game I use this then!' Well, aside from hoping you have an infinite number of them, keep in mind you also need Built to Last or Scavenger to use it more than once. Those perks will increase the preparation or 'cast' time before doing a generator from 15 to 30 seconds. That means the break even threshold of 17/9/6 just doubled to 34/18/12. Yeah, it's not likely to break even on time there even with the best toolbox in the game helping you.
But hey, one might argue the perk is not for solo - it's for duo and up, right? Let's see.
Duo:
- Takes 10.5 effective gen seconds to cast, which is 11.7% worth of gen repair time; therefore
- This is lower because your partner is doing a gen without the penalty as you cast for 15s, whereas you'd get a -15% repair penalty if you just did the gen with them in that 15s. Because of that penalty, you take less effective gen repair time to cast the perk.
- You now require 12/6/4 skill checks on a 1/2/3 performance roll to break even with casting the perk
- The average # of total skill checks on a duo generator without modifiers is 7 (or about 3.5 skill checks each)
- The % chance of hitting more than 12 skill checks is at most 5%
- The % chance of hitting more than 6 skill checks is at most 72%
- The % chance of hitting more than 3 skill checks is at most 97%
- The highest # of skill checks you alone can realistically get with Hyperfocus + Stakeout while duoing is ~6
- Again, too tough for me to calculate due to how many variables are at play so this is just a guess. I based the guess on the fact that you have nearly have the time to a generator as a duo, and most of the skill checks would come later as Hyperfocus is stacked.
- If we assume the other guy does not have this combo and they get 3.5 skill checks on average, the average # of skill checks for both of you combined is probably around 9.5
- The average # of skill checks one person using the absolute best Toolbox, Commodius + 20 charges + Streetwise, while duoing is… no clue!
- I'll just say this is positive value across the board based on how well solo performed. Chances are you won't use the full toolbox on one generator, but that generator should go so fast you have enough time to run to another anyway and extend perk value that way.
Now you might think 'Hey, that's pretty good! As long as I roll an 11 or higher, I'm starting to churn out value!' (cough 50% chance cough)
Sure, and you know what? I'm sure you'll even get an even higher chance of value with 3 people. The caveats here are there are way more variables than just the raw numbers at play. Unless you're breaking a 3 gen, solo generators are basically always the ideal way to play, and we already established that the solo numbers suck. Why are solo generators preferable?
- No repair penalty
- Killer cannot pressure everyone to stop repairing if split up; whereas they can if grouped up
- This means less idle time waiting for the killer to leave or running around them to another generator for all involved
- Gen regression perks only affect one generator at a time (aside from Surge and Ruin realistically)
- This means less people affected by the repair cooldown after a generator gets destroyed by a perk; and
- Can more efficiently repair the damage by gen regression since no one is inflicted with the repair penalty
- The misguided 'feeling' that generators are going slowly (i.e. 90s instead of 53) also tends to aggravate killers less
- This is actually beneficial for survivors as it can decrease the likelihood of early tunneling and camping
So unless you specifically need to rush a generator with someone for whatever reason, it is typically best to always solo. But then, if you solo, Bardic is absolutely horrendous. Even if you duo a generator, there's still only really a 50% chance you get value from the perk based on your roll.
So this perk is basically only good if you roll over 10 (50% chance), have at least one other person hugging you at all times while the buff is active (not likely in a dynamic game), get the skill checks (which is RNG), and have a reason to duo the gen in the first place (breaking a 3-gen). That's all on top of not getting interrupted during your performance for whatever reason.
I'm honestly reminded of a Looney Tunes skit with Daffy Duck and Porky Pig talking about insurance, and how it's only valid if Porky gets specifically a black eye from a wild stampede of animals running through the house on a full moon on the 4th of July, followed by a little baby elephant running past afterwards.
And do you know what's worse? Even if the stars align, and you qualify for Daffy's Insurance policy (i.e. get max value with 3 people on 2 gens per cast with no killer around and you rolled a 20 on each cast), you still only get to really use it 2, maybe 3 times in a match to that efficiency. Not only that, but in this pretend world where the stars align and I'm being impossibly generous on its value, the perk is probably saving you ~45 seconds throughout the game. In contrast, Hyperfocus + Stakeout will save you that on a single solo generator and does not require Daffy's insurance.
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The TLDR is that the perk is so highly conditional and niche that it's typically not worth running. Even if you can get value as a duo or even trio doing a gen, that's not likely nor even arguably efficient due to external variables. It's more consistent and typically even more beneficial to just solo gens, which this perk sucks at.
The only real exception is if you need to rush a generator, and do not mind wasting time preparing for that rush (in which case the perk is pretty decent). Even then though, that's only really likely in a 3-gen and that scenario isn't present every game.
I do not blame, and even encourage, people wanting to survive to just ignore the buff and do their own thing until a 3-gen arises.
Excellent work on the numbers, absolutely an upvote for a very detailed argument. I can't help but applaud your solid argumentation, snd there isn't a lot I can contradict there.
You have said a lot there though, so addressing everything is difficult, but I'll try and keep my response brief while addressing the point... while your stats are on point, they don't quite cover the whole story.
The first point I'll make is, I'm of the opinion that a pair of survivors breaking middle gens quickly and ensuring a good end game 3 gen spread is a solid method to winning for survivor. If you break 2 generators in the middle of the map, you're well on your way to success in the trial. Its slso important to consider bypassing regression perks if you can get a middle gen done fast, and the breakpoints on how much that can matter can be anywhere. It's easy to win or lose a game on 1 regression event, so if you beat the regression event on a key gen, you're doing great. So yes, while you are right repairing individual gens is better, the reality of progressing gens to win the game is a little more nuanced than just the raw gen repair value from 3 separate players working on 3 separate gens. So solo gen repaur isnt necessarily more valuable than duo gen repair (though it is undeniably better than 3 man repair).
You raise an excellent point that the 1% values give really bad percentages of breaking even, even on a duo. The thing I've pointed out repeatedly is you can simply cancel if you get a bad roll. You waste barely any time and carry on as normal. If you get the 2%, or even the 3%, you can stick it out. With a strong toolbox, breaking a central gen and getting solid progress on another central gen is absolutely worth the dice roll, and you said yourself 2 survivors with 2 strong toolboxes are getting a lot more value to the point of making this gen fly which you then carry the value over to the second gen. It wouldn't be unrealistic for 1 cast to break 2 gens in this scenario and you're already 2/5 gens done in a dangerous part of the map.
You also state that this value only increases if you get 3 players with the buff, as we know, and unfortunately SWF is a thing in this game. You showed yourself that with 1 person taking BI with 3 sets of Commodius toolboxes, you're getting insane value, a SWF can easily line up for this, and it actually becomes pretty busted, especially if you all take 3 toolboxes.
The value of BI being crap on a single player is expected… it's a team buff, not a single player buff, and this is the scenario it really matters.... I'm not one for saying "it's good in SWF so don't buff it", but the fact it can make a SWF insanely strong means you can't blind buff the perk, and of the buffs proposed thus far, it makes SWFs insanely strong with this perk, and I don't think I'm being unrealistic by pointing that out.
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Tennis Elbow meter. Ship It.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738243#Comment_3738243
That would be kind of busted on high mobility killers and when the survivors don't realise it... But I think the base mechanic should be limited to boons for obvious reasons.
Being able to do it on hex totems would be busted yeah...
Though being able to do it to dulls probably wouldn't be though... it's probably harder for a killer to find dull totems than survivors, and there is obviously way more pressure to manage time on killer than survivor...
So unless someone hard learns all of the spawn locations of totems and runs about setting them, being able to break dulls and boon totems for Pentimento.
Let's face it, if a killer can do that, they're probably in a tier of play where they're up against survivors who can do the same.
If it creates a problem, Shattered Hope could make a unique global sound to warn a Totem was broken... that'd probably work.
... though I'm more riffing really than making a serious suggestion
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@UndeddJester said:
Some of you guys are crazy. The effect is definitely worth it if you use it intelligently. It's not unga bunga good, you cant use it whenever you like and get value, but it's definitely not weak.
All you have to do with it is follow someone to a Generator, then play it while stood at the generator and take a few perks/items that support it. Take some combination of:
- Prove Thyself to give your teammate(s) 10% extra repair speed while you perform and then repair the gen together.
- Hyperfocus (and Stake Out if you're bad a hitting great skillchecks) to increase the number of skillchecks you get.
- Toolbox with normal repair speed and max charges. You don't want repair speed or BNP addons, you want the 40% skillcheck chance while using Toolboxes as long as possible.
- Streetwise to give you longer on your toolbox.
The dice roll plays at the start of the performance. You can literally start playing and if you dont like the result for the situation you can cancel it.
This perk is easy to get solid value out of. The only time it actually is weak is if you get a Nat 1 and scream… which can screw you over, but otherwise the perk is fine.
One thing that might be a good buff if it needs it though is have the cooldown reduced by 33% (60s) if the performance is cancelled, but buffing the repair numbers makes this perk rather overbearing.
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Some of you guys are crazy. The effect is definitely worth it if you use it intelligently. It's not unga bunga good, you cant use it whenever you like and get value, but it's definitely not weak.
All you have to do with it is follow someone to a Generator, then play it while stood at the generator and take a few perks/items that support it. Take some combination of:
- Prove Thyself to give your teammate(s) 10% extra repair speed while you perform and then repair the gen together.
- Hyperfocus (and Stake Out if you're bad a hitting great skillchecks) to increase the number of skillchecks you get.
- Toolbox with normal repair speed and max charges. You don't want repair speed or BNP addons, you want the 40% skillcheck chance while using Toolboxes as long as possible.
- Streetwise to give you longer on your toolbox.
The dice roll plays at the start of the performance. You can literally start playing and if you dont like the result of 2-10, you can just cancel it.
This perk is easy to get solid value out of. The only time it actually is weak is if you get a Nat 1 and scream… which can screw you over, but otherwise the perk is fine.
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Depends what you have tbh.
You want effects that are long, so things like Make Your Choice if you have it will help.
Myers would be my go to, but Ghost Face with NOED is realistically your best bet to do it efficiently from what you've listed.
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Tenacity.
Nothing beats that moment when a killer leaves you slugged... and you quietly crawl away, to then see them looked around for you confused off in the distance. Extra points if you actually manage to find hatch first... Priceless. 😘👌
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@Archol123 said:
Shattered Hope should have been basekit from the beginning, so survivors cannot mindlessly bless totems... It could have the addition that survivors can rebuild the totem with another 20 sec or so delay.
I don't even know where to start, there are dozens of perks on each side that do nothing :(
Wondering how much of a problem Shattered Hope would be if it just allowed you to break dull/hex totems as well tbh.
The obvious synergy is Pentimento, but the killer has to go out and find the totems, no different to the survivors having to find them, and you as killer of course don't have any perks to help you find the dull totems... other than taking a bunch of hexes and break them yourself to get Pentimento.
Only build that might be an issue is Pentimento/Plaything/Two Can Play… and rushing for Pentimento lock.... which might work if survivors don't realise what you're doing.
Fun to think about though.
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On the flip side, this might be an idea for a fun modifier
Adeptable
Every characters 3 perks becomes a selectable loudout for you to play. The wrinkle is you add a popularity modifier to each perk, and track teh usage of ea h loadout to modify the perk values. The more a particular character loadout is used, the weaker the modifier is (even going into negatives for the most popular!).
Unpopular character loadouts however gain bonuses on each perk, with the least popular perk loadout getting the perks jacked up to the nines...
You wanna play Megs perks? Sure, but Sprint Burst speed boost value and duration is now reduced by 20% (120% movement speed for 2.4s)
You wanna play Vittorio's perks? Sure, and now Potential Energy charge rate and maximum stacks is increased by 30% (1.2 c/s and 26 charges).
Could get pretty nutty 😁
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738169#Comment_3738169
it is not time efficient in a lot of cases due to walking distance to have multiple people affected by the perk. That is why SkeletalElite uses 2 people doing a gen. His actual times are wrong because the other player would be doing the gen for 15 seconds but that is besides the point.
Making the song last for less time like 10 seconds instead of 15 would probably make it better as stand-alone perk but some people use the perk for emote aspect of it. Maybe if you cancel the song, it refunds 50% of the cooldown. I don't know.
Yeah he's absolutely right, but my whole point is this set of calculations is the perk in isolation... the perk isn't in isolation in the game, there are other perks in play. The evidence presented here is the minimum value scenario.
It is ignoring everything you can take with it to gain additional value. Toolboxes and Hyper Focus shore up the weaknesses presented here very well.
You can take Prove Thyself and save back an additional 1.5 seconds for that player while you perform the ballad, which knocks it below costing you 10 seconds after accounting for everything, and then you're enjoying the buff for it thereafter, and carrying the effect over to the next gens.
Plus as we've already identified, if you find a duo on gens (or are in a SWF and angling for it), the potential value you can get skyrockets with this same setup.
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@SkeletalElite said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737700#Comment_3737700
If the killer is letting you get value out of 4 person repair bardic inspiration they are literally afk.
3 people getting value means you are playing badly in 90% of situations.
This perk should be getting value from 2 people at most against a competent killer player.
For reference, there is an 8% chance every second that a skill check appears. Thus for 2 people repairing there is a 15.36% of a skill check appearing per second for both combined. When 2 people are repairing you can repair for a maximum of 52 seconds before the gen is complete.
With that in mind here is the probabilities for the various numbers of skill checks for 52 seconds of repair.
https://us.v-cdn.net/6030815/uploads/BV2GYSZ2HOBJ/image.png
Without a toolbox, the probability of 2 people repairing a gen getting 17 skill checks in 52 seconds of repair is less than .143%
This estimation actually overestimates the likelyhood of success because each skill check reduces the amount of time you spend repairing which is less time to get skill checks, and each skill check also creates a short window where it is not possible for more skill checks to appear. So in reality it is even worse than that
Even with the 2% bonus there's only a ~40.5% chance of getting positive value and that positive value typically is not going to exceed more than 10% gen progress which is about 5.3 seconds saved. This of course does not account for the fact that you must spend 15 seconds playing the lute, essentially meaning in every case except getting the maximum bonus, this perk is a downgrade.
Even in the most ideal scenario where you give this buff to 2 people and then split up and do different gens you waste a huge portion of the buff travelling and run into hte same problem. It's basically just objectively worse than equipping hyperfocus instead
It's also important to add you can cancel Bardic Inspiration, and the dice roll happens at the start of the animation. If you get a bad roll that isn't worth it, you can simply cancel it and go straight back to repairing gens, but stick it out if the roll is good.
So the argument that getting the 1% wastes your time, doesn't really hold when you can sacrifice maybe 3s of your time to test the waters and see if its worth it, and cancel if not.
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@SkeletalElite said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737700#Comment_3737700
If the killer is letting you get value out of 4 person repair bardic inspiration they are literally afk.
3 people getting value means you are playing badly in 90% of situations.
This perk should be getting value from 2 people at most against a competent killer player.
For reference, there is an 8% chance every second that a skill check appears. Thus for 2 people repairing there is a 15.36% of a skill check appearing per second for both combined. When 2 people are repairing you can repair for a maximum of 52 seconds before the gen is complete.
With that in mind here is the probabilities for the various numbers of skill checks for 52 seconds of repair.
https://us.v-cdn.net/6030815/uploads/BV2GYSZ2HOBJ/image.png
Without a toolbox, the probability of 2 people repairing a gen getting 17 skill checks in 52 seconds of repair is less than .143%
This estimation actually overestimates the likelyhood of success because each skill check reduces the amount of time you spend repairing which is less time to get skill checks, and each skill check also creates a short window where it is not possible for more skill checks to appear. So in reality it is even worse than that
Even with the 2% bonus there's only a ~40.5% chance of getting positive value and that positive value typically is not going to exceed more than 10% gen progress which is about 5.3 seconds saved. This of course does not account for the fact that you must spend 15 seconds playing the lute, essentially meaning in every case except getting the maximum bonus, this perk is a downgrade.
Even in the most ideal scenario where you give this buff to 2 people and then split up and do different gens you waste a huge portion of the buff travelling and run into hte same problem. It's basically just objectively worse than equipping hyperfocus instead
Sure all valid arguments, and your leg work there does give more insights about when the perk is better to use than not, and is to be appreciated...
However in the same breathe, you CAN equip a toolbox, and you CAN get 3 players affected with the buff by finding a duo working on a gen togther, or at the start of game if survivors spawn together. In these scenarios performing bardic inspiration is absolutely very high value, and if you have 3 players with toolboxes affected by Bardic Inspiration, gens absolutely fly.
You can't take a suboptimal loadout for the perk or use a worst case scenario as a baseline and then say the perk is bad, unless avoiding those suboptimal loadouts or conditions are not realistic scenarios... but they are realsitic. It's really easy to take a toolbox, and it's not that unlikely you can get a performance with 2 players nearby. I did it the other day in soloQ when 2 of us came to unhook an ally at the same time while the killer was chasing elsewhere, so while my ally healed, I completed the performance.
Also ofc Hyperfocus is better in isolation, that goes off great skillchecks, Bardic Inspiration goes off standard skillchecks and effects multiple players... you can't realisitically expect BI to outperform Hyperfocus on you as individual. BI means you can use perks like Deadline and get more consistent value out of Bardic Inspiration. Though I will grant Deadline is a bit of a throw... but...
The elephant in the room is you can even stack Hyperfocus on Bardic Inspiration to get way more value out of both perks. If you hit Hyperfocus you gain the benefit of Bardic on top, which is insanely good, and the downside of missing a great skillcheck with Hyperfocus as they get harder is more than made up for by the greater skillcheck chance, which allows far greater value out of bardic inspiration.
In fact I'd venture that running Hyperfocus with Bardic Inspiration and a toolbox is actually pretty damned strong in the meta, and if you get the 2% buff, or hell the 3% buff then you're cooking on gas, and that one BI pretty much gives you an insane snowball power that simply can't be ignored.
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@ays12151 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737994#Comment_3737994
- Bascially after 60% of his first charge he reaches max speed. So acceleration time depends of first chainsaw token duration.
Old Bubba at base kit could reach max speed after 1.2s (60% * 2s).
New Bubba at base can reach max speed after 1.5s (60% *2.5s).
So if you put even more Add-Ons to increase duration - the acceleration time also is increased. If you put both chilis - time required to reach max speed is increased from 1.5 to 1.71s.
2. He just starts from ~88% instead of 86.25% and ends at ~136.5%, but the acceleration time is the same - 1.5 seconds.
3. Yes it does.
Before Knife Scratches could increase speed by 2.64% (bcs 2% * 132.25%). They added 1.5% speed, so it's not even Knife Scratches.
Oh wow, yeah all of that is not what I would expect...
So you actually cover less distance while accelerating, the longer the duration of your sweep is.
AlAlso curious the 2%/3% on Knife Scratches and Beast Marks is one of the few speed values in this game that's multiplicative rather than additive.... that's where I was getting thrown off 😅
Why you do weird Bubba? xD
Thanks very much! Gives me much better insight into what going on
- Bascially after 60% of his first charge he reaches max speed. So acceleration time depends of first chainsaw token duration.
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I do have a question about this if someone wouldn't mind answering...
I know Bubba's behaviour and mechanics have always been rather unintuitive and weird... I do play Bubɓa but I haven't played him long enough to have a proper feel for how he has changed.
To my understanding with the buffs:
- Chainsaw Sweep duration and window got changed from 2s to 2.5s. (Award Winning Chilli basekit).
- Movement speed with chainsaw increased from 5.29 to 5.35 m/s. (Knife Scratches basekit).
- Collision reduced to 10cm from 17cm.
- Tantrum at base reduced from 5s to 3s.
- Revving Tantrum build up time reduced from 5s to 3s.
When it comes to this acceleration issue:
- Is this the same behaviour as before for Bubba's acceleration when using the chilli's? Or is this a new effect?
- If using the Beast's Marks make Bubba 5.43m/s, how does top speed affect acceleration? Does it have no effect and it takes the expected extra amount of time to reach max speed? Or does the acceleration to top speed go faster?
- Does Long Guide Bar (+2s rev time before tantrum) basically make Bubba the same as he was before, just with basekit Chilli and Knife Scratches, reduced tantrum duration and collision?
With regards to the add-ons, I'd be interested in what you'd change, particularly in relation to chilli's. I remember your previous Bubba suggestions for add-ons were pretty good, and I wonder how those might change with the new state Bubba is in?
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@poujh said:
currently with the 1% bonus, one needs to get 17 skill checks to get any value (because of the 15seconds of playing the lute), and with the 2% bonus 9 skill checks are needed for any semblance of value, which is absolutely atrocious as it's almost impossible to get that amount of skill checks on a gen. with the 3% you need 6 skill checks which is already more manageable.
perks are supposed to be helpful, not an actual detriment. Please just buff it by 1% so that getting value is actually a possibility
Correction:
- 17 skillchecks across up to 4 players.
- 9 skillchecks across up to 4 players.
- 6 skillchecks across up to 4 players.
This is already a very good perk if you only use it on just yourself and 1 other player, especially if either or both of you have a toolbox, which has a 40% chance of giving you a skillcheck each tick.
@VomitMommy said:
Nah, just let me play even on cooldown (0% effect).
This is only buff needed.
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@SoGo said:
I would love to see Tar Bottle getting reworked into an add-on that changes the colour of traps based on the floor under them.
If only, tears of joy 🥲
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737591#Comment_3737591
It has to contain an element of risk in order for the interaction to be meaningful.
Isn't that entire issue? By making unhooking a risk, you are making the entire game about unhooking and cheesing unhooks for the killer rather than making the game about being good at chase, pressuring gens/kicking gens, going after different survivors etc. If you played any Chaos shuffle, You saw the game as bare-bones and the overwhelming popularity of proxy-camping and tunneling.
With tunnelling and camping still an option in the game, survivors have to play aroundwhat the killer is doing.
What do you mean by play around it? The killer that proxy-camp and tunnel strategically do so with intention. It is killer that decides how much tunneling or camping is taking place in a match. Not you as the survivor.
It's a bad decision, and if you try to remove camping/tunnelling completely, this becomes the default interaction... dumb because its free.
Sounds your opposed to having more chases as killer. Perhaps it takes too much skill to pressure the map and go for 10+ hooks. Proxy-camping and Tunneling is easier. The current base-kit tool-kit for killer gives crap rewards for pressuring the entire team and only rewards the killer for playing as direct as possible.
Isn't that entire issue? By making unhooking a risk, you are making the entire game about unhooking and cheesing unhooks for the killer rather than making the game about being good at chase
Yes, because believe it or not, some people don't want to be in chase. Some people like to be stealthy and stay out of sight, some people like to be tactical and focus on fast healing or gen progression. You can't force everyone to play the game how you want to play by continually tying people's hands until that's the only option.
This is a horror game, not online Tag. Being sneaky and/or trying to control objectives, both as survivor and killer is a perfectly reasonable strategy. Being good at chase is the optimal way to play the game for both sides, but it isn't the only way to play, and neither you or me get to dictate how everyone must play the game.
Do I like camping? No, I've always hated in every game I've ever pmayed, and usually I've made a point of killing campers above everyone else, but I'm not gonna then suggest you add a mechanic in Counter Strike to drop a grenade under the feet of someone who doesn't move within a certain timeframe just cause I want everyone to be running and gunning because that is what I personally find fun.
What do you mean by play around it? The killer that proxy-camp and tunnel strategically do so with intention. It is killer that decides how much tunneling or camping is taking place in a match. Not you as the survivor.
Yes exactly, the killer is creating an obstacle to overcome. Being singled out is not fun, but it is the job of the killer to kill you and everyone in the match. I don't like being camped and tunneled just as much as anyone else, but the threat it might happen needs to exist in order for the saving someone off hook to be a meaningful action in the game, otherwise it's just a formality with no brain engagement whatsoever.
Is there enough counterplay around camping an tunneling? That's a different debate, but I feel like with tbe introduction of the AFC, basekit BT, and a number of anti camp/anti tunnel perks being made decently strong, there is. The fact that Chaos Shuffle shows what happens when those perks aren't available indicates the perk line up of anti-camp/tunnel is reasonably healthy.
Sounds your opposed to having more chases as killer. Perhaps it takes too much skill to pressure the map and go for 10+ hooks.
I'm not against chases at all, I like chases, but it's not the only gameplay experience I prize within the game. It's probably why I don't hate Skull Merchant or Artist like everyone else does. I don't subscribe to the notion that every killer needs to be chase oriented and play like Hillbilly, Blight, Wesker, Oni or Spirit. That's why I pushed back hard when people tried to nuke Pig headtraps and buff her dash up the wazoo. She isn't supposed to function like a fast chase killer, she has weak chase compensated by the insane macro she can exert.
Camping and tunneling is effective, if you feel it's too effective, I'm happy to explore that with you. Though especially with the gen slowdown being nerfed recently, I'm in the camp that spreading pressure and trying to keep as many survivors as busy as possible, trying to reset and make saves, is more effective than placing the game on a coin flip of how fast you can camp and tunnel 1 player out, hoping they don't have anti tunnel perks.
Fundamentally I'm against the notion of trying to remove tunneling and camping from the game. The killer is a human, not a bot, and shoudl have their own agency. The AFC and BT changes were great changes that made these strategies much more interactive, without outright nuking the strategy; giving effective counterplay windows around those strategies.
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@Ewik42 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737576#Comment_3737576
The point is to avoid losing the endurance effect as soon as you are unhooked. Making it to a tile was never an issue the double endurance isn't meant to extend the timer or give you an extra speed boost after getting hit for the second time. Basically just a ONE hit immortality window of 3 seconds after hook. In other words I never considered the lasting effect on the perk it can be capped on 10 seconds just like a base unhook or maybe it can stay as 10 extra seconds but less haste speed.
I suppose my response to this is that tunnelling has to be a possibility in the game. Arguments for making it less viable are valid, but I am against removing it completely due to the point I raised above.
If you make it impossible to tunnel, you make it so survivor just unhook each other for free, without any consideration for where the Killer is, or what the killer is doing.
There is a trade off for camping and tunneling, you are not exerting pressure on generators. That trade off is you are betting you can kill 1 survivor off before the other survivors finish enough gens to snowball the game into a teamwide escape.
Why does camping and tunneling often work? Cause solo Q aren't on comms, and don't know that an ally is waiting out the sacrifice timer to buy more time for the team, so they don't crank gens efficiently to put the pressure on the killer. This is why SWFs are so much harder to deal with. Their comms affords them the ability to put the pressure back on the killer. SoloQ players can do this, and good soloQ players will punish a camper, but it takes a certain amount of trust in your teammates to achieve.
So the basic premise of trying to punish tunneling hard is flawed, because if survivors played their cards as well as they possibly could, tunnelling is absolutely counterable... but while soloQ can't coordinate to SWF level, tunneling will always be effective... and I can't think of a good way to change that.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737563#Comment_3737563
The change surely buffed proxy camping and tunneling.
How is everyone surprised that tunneling is popular, Pikachu face? If one player is closer to death hook and difficulty of unhooked person is same difficulty as unhooker, Why wouldn't the killer go after the unhooked person? When the difficulty to end chase is higher for unhooked person, there is more of risk to tunneling.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737576#Comment_3737576
comments like that show that tunneling and proxy-camping will likely never change. Otz made a video about tunneling at point. Something clever that he said is that whatever dev do change in regards to tunneling will be controversial change.
That's true, and camping and tunneling should always be a threat of the game. Unhooking should be something you have to consider what the killer is doing before you do it. It has to contain an element of risk in order for the interaction to be meaningful.
The number of times I've seen a survivor unhook literally within 10 seconds, and it's basically a free invitation to tunnel. It's a bad decision, and if you try to remove camping/tunnelling completely, this becomes the default interaction... dumb because its free.
With tunnelling and camping still an option in the game, survivors have to play aroundwhat the killer is doing. When survivors are working efficiently they can really heavily punish camping and tunneling. A 50 seconds camp with a last minute save, and trying to tunnel through OTR/BT and Decisive Strike, followed by another 50s camp and OTR/BT again buys survivors a LOT of time. Good survivors will cost the killer at least 3, maybe even 4 generators over that time, and the better the tunneled the survivor is, can completely cost the killer the game vs. Splitting pressure.
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I'm not really understanding a lot of the points raised here: -
@Ewik42 said:
Since the perk is almost useless give this perk a 3 second window of double hit endurance. This will make it worth it since killers tend to hit right after the hook making its endurance effect useless. This would make it worthy to trade hook against killers like bubba and executioner.
Saying BT is useless because the killer immediately hits the survivor off hook is untrue. You get a 165% speed boost plus the post hook 10% boost for 20s....how much do you need to make a tile?
@Devil_hit11 said:
i'd just make it grant borrow time to person unhooking as well.
This would be broken, you can just run under the killers nose to trade for free with no penalty, even after the gates are powered.
@Ewik42 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737495#Comment_3737495
Look If I had to put this perk in a BAD-GOOD-GREAT scale I would put BT in between bad and good to be honest and I don't believe its a great perk. Great perks in my opinion are perks that can give you good/great benefits on their own. Good perks are perks that give you little/good benefit when paired with other perks or on their own. Bad perks are the ones that give you little/no benefit on their own or with the assist of other perks or on their own. The only thing that can nerf a Great perk is make it situational and I believe that if this is added it will make it a great perk that's very situational.
Borrowed Time is a great perk. There are no clues that it's in effect other than the speed remaining after 10s, which is hard to spot so even veteran killers fall for it. It's subtlety is where its power lies.
It allows you to be much more aggressive with unhooks, taking decisions and options you would otherwise be punished for; this is what makes the perk consistent.
To break that down more:
It works very well in the rush to the gate at end game, and getting an unhook with Borrowed Time is basically a guaranteed out for the unhooked player. This is one of the few reliable effects available off hook when the gates open. If the killer hasn't worked out BT is in effect yet, they can pursue the BT player to wait our the basekit endurance, which can lead to a free out for the whole team. Combined with Desperate Measures, it works great at coordinating an unhook at end game, and even during the trial this combo can allow you to make trades with a good chance of both of you getting away to a tile.
BT also allows you to take much riskier heals under hook because you can actually finish the heal before the endurance effect ends, meaning you can get both you and the unhook survivor back in the game sooner if the killer doesn't stop you, and if they do try to stop you, you haven't just given your teammate a death sentence.
Even if the killer doesn't tunnel the unhooker, the 10% haste helps the survivor get to another survivor/gen sooner, so if you trade and get chased yourself, your ally is getting back in the fray faster than they would do otherwise.
I'm not sure why everyone is treating BT like its bad. It's a solid perk, with a very good niche. It's not overpowered, and it's certainly not weak. It's got a good set of nuanced uses that you can exploit to get consistent value.
It's one of my favourite perks. In fact, the only reason I don't run it more is my teammates are often allergic to generators and will swarm for unhooks like moths to a flame... even if I am obviously in a better position/healthier state to unhook.
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Did you know that human beings react 5 times stronger to something being nerfed than they do for something being buffed?
It's derived from a survival Instinct that humans don't like to lose something they have, because there is obviously a limit to how many things you can lose before you run out of resources and die, but there is theoretically no limit to how many things you can gain to stay alive. The simplest example is people are benign about gaining £10/$10, but get very upset at losing £10/$10.
This difference in the scale of human reaction tends to lead me to conclude that most complaints/conspiracy theories about being ripped off or exploited for money, while not to be dismissed completely, should analysed with very heavy scrutiny.
Needless to say, people complaining about Vecna nerfs to Mage Hand and trying to claim its all part a greater plan of release strong to sell the character and then nerf after the fact, don't really hold up well to scrutiny and can usually be written off as bias, click bait or someone pushing an agenda.
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I would very happily pay good money to get this in the game... it hurts my heart that it isnt... 🥺🥺🥺
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Not gonna lie... this thread warmed my heart immensely.
^🐽^
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736911#Comment_3736911
Why??? Id love to know.
If you look up controversy with Stranger Things actor Noah Schnapp you'll get your answer... though fair warning, it'll likely upset and annoy you, no matter where you opinions lie 😏
As AGZ said, not really something we'd want to dredge up here on the forums.
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Hmmm... if you're not using Iri's for undetectable or auras, maybe not super meta but fun things you could try:
- You could consider Friend's Til The End and Game Afoot. FTTE is a great tracking perk to keep reallocating and finding obsessions, and the natural map traversal of Demo combined with the exposed effect gives you an extra bit of potency around your undetectable from portals. Game Afoot then allows you to shred pallets and gain a 5% speed boost as well when chasing the Obsession.
- Instead of Game Afoot, Furtive Chase might be one to consider if you haven't got any good portals up. You gain a similar speed boost to Rapid Brutality and Undetectable when you hook the obsession.
- Obviously gen slowdown is always good, you could instead use Eruption/Pop Goes the Weasel and Nowhere to Hide to give you some good gen regression and tracking if you find people hide a lot when you have to take not so great portals.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736692#Comment_3736692
Appreciate the kind words!
There are definitely a few things that could be improved, but I'd argue nothing super transformative. A few small nerfs, some moderate QoL issues, maybe one or two things buffed to offset the nerfs, and she'd be totally fine. The only thing that can save her reputation, if anything, is just time for the fire to die down, but in the meantime a few small adjustments can help those who pay more attention.
Absolutely agree. I feel like @VomitMommy pretty much nailed it myself. My list of changes mostly come from their rework:
- Nerf: Survivor HUD marked red when a survivor is scanned and on her radar to help survivors track her speed boosts easier.
- Nerf: Broken removed to encourage attempts from survivors to heal. This creates more macro decision making for SM to switch chase to a scanned survivor while they are still injured. Also allows survivors to decide to deliberately eat a scan to remove their stacks while SM is occupied to try and mend/heal.
- Nerf: Slow on clawtrap scan reduced to 5% hindered (was 10%) to reduce its obnoxiousness but still cause slow vaults.
- Buff: Speed standardised. While any survivor is scanned SM gains 3% bonus movement speed. While any survivor is claw trapped SM instead gains 6% movement speed.
- Nerf: Drones that are disabled cannot be recalled.
- Buff: Auras of disabled drones marked in red.
- Buff: Drones recovery reduced to 35s.
This provides a number of counterplay options to survivors, makes it much more clear what is happening, but largely leaves her lethality intact. Her speed boost from claw traps makes her more deadly to face at loops, but at least is predictable, and the much less harsh hinder effect means there is still an undeniable skill element to Skull Merchant, she can't just unga bunga you down with scans until she gets a free hit.
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Very solid article, and as someone who is similarly invested in squashing the misinformation and the subjective arguments presented as objective fact around Skull Merchant, I see very solid reasoning in every point made here.
I have pondered on SM for a long time, and read many suggestions and discussions from people trying to improve her experience, and I do feel there are improvements that can be made to her kit. At this point it'd be near impossible to save her reputation, but she is objectively not far off a decent place, and her being objectively fine would be good enough for me.
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@Smoe said:
his rework should always be front runner…
Yeah, i stopped reading after that.
Anything that brings old freddy back in any capacity is already a big fat no from me.
That's I shame, cause I addressed the primary concerns/issues with classic Freddy coming back, and proposed an alternative.
But you do you man 😁
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@board24jason123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736507#Comment_3736507
I doubt a legendary skin would happen for 1 Kayako is a different license compared to Sadako. 2 it wouldn’t make sense for a license character to be a skin of a different license character that’s like saying alien would be a license skin for demo considering they work in different ways and two different license companies. 3 a grudge chapter deserves to be in dead by daylight in the future
True enough... I'm never against more killers.
Though what would you call her? She's literally an Onryō... be a bit weird to have the Onryō and... the other Onryō 😁
I'm jesting a little of course, and I am having to scan my mind back, so please forgive me if I'm a little vague, but the main issue with seeing Ju-On come to Dead by Daylight, is there are direct comparisons to be made against the Ring. A lot of the imagery and most iconic scares are shared, such as the twitchy and creepy crawling along the floor, the wide eyes through the matted hair, the twisted faces in TV screens, etc. Making the 2 feel distinct from one another is not an easy challenge.
https://youtu.be/L76e-6R_i7I?si=gKcRrKFw9IkScPr_This ties into Ju-On's second problem; while there are some interesting possibilities for a power, the focus of the Grudge is the curse of the home, the threat of vengeance of the ghosts of the family cursed by the tragic events there. Kayako is the star as a result of the rage from her husband killing her and her son, but every one of thrm is a threat, killing anyone who enters their home. This premise and setup is there to give us a lot of scares and creepy scenes, but doesn't really explore Kayako much herself or establish many rules regarding how she kills her victims. This may or may not work in the films favour, that's personal taste, but there is not a lot of meat to Kayako; the other characters such as Takeo and Toshio contribute just as much to the scares in the film. While I liked the film, a lot of the scenes are set up to just be scary, and don't contribute to an overarching series of set up and payoff. All of this means that defining a "power" is not easy, because there isn't an established clear ruleset for Kayako we can draw from.
Ringu however focuses on the 7 day time limit and the mystery of Sadako and the twisted faces of the victims, giving us an immediate framing that there are rules in play, all of which feeds into her power in the game. A big portion of the film is the slow reveal of Sadako's fate, how her power works, and she remains the sole focus and antagonist of the film. This makes Ringu much slower paced and subtle, and actually the film doesn't have many scares... agsin its personsl taste which you prefer... However when we finally see the wrath of Sadako in full effect, it feels as though she is unstoppable, swift and brutal in your execution, but again importantly, there are rules in play to build our power off of.
I can imagine Kayako having some pretty cool powers using her hair as a weapon, as she used it to strangle Takeo, but you're gonna have a hard time visually distinguishing her from Sadako when so many traits are similar in how they look, manifest, and move, and unlike Sadako don't have a clear framework to draw upon.
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@ImWinston said:
- "Do gens" —toxic
- "Sabo build" —toxic
- "OTR + Ds" — toxic
- SWF competitive — toxic
- SWF Meme — toxic
- Farming SWF — toxic
- Lithe + Windows — toxic
- Stealth play — toxic
- Renato's perk + flashsave — toxic
what exactly should a survivor do to not be judged as wrong or toxic? Maybe selfcare behind the rock?🤣
Nah that's throwing the game, also toxic 😏
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Some of us still care... though it can feel like shouting into the void sometimes.
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Nice!
Would be interesting for Onryo to get a legendary skin as such for the Grudge.
Has been a while since I saw the Grudge, so I can't remember a lot of the points of the film, but re-skinning TVs and tapes to something thematically appropriate and giving Kayako a custom mori using her hair to hang/strangle a survivor would be awesome 😏🤘
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736466#Comment_3736466
If I had fun and make it to the exit line, I'll turn around and gift the killer my item.
🧡 Winning gracefully is the best virtue. 🤘
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733752#Comment_3733752
Care to explain that chart? Lower right chart shows that legion is about 45% liked/disliked.
Lower left gives him 96% - what does that mean??
Sure, no worries!
The original context and data comes from this video:
https://youtu.be/gEY438O6ToU?si=M_IVEH5OUFuoLjn-The chart on the right simply shows the ratio of likes to dislikes for each killer. Legion for example was liked by 45% of players or 0.45.
The values on the left shows the percentage chance that at least one player on the survivor side doesn't like your killer choice. In Legion's case, you have a 96% chance that someone on survivor side doesn't want to play against Legion.
This value is directly related to the right chart, and can be simply calculated by the raising the value on the right to the power 4 (for 4 survivors) and subtracting from 1.
Chance everyone likes Legion = 0.45^4 = 0.04100625
Chance at least 1 person doesn't like Legion = 0.959
As a percentage 0.959 × 100 = 95.9%
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I need to shut up about it and stop saying it in every Chucky thread... but I really just want his camera to be unlocked when scampering.
He is a third person killer, why does his scamper pull the camera behind me and off of my target when slicing and dicing?
It messes with my aim and I now have this awkward flickshot that I simply can't do console... and in regards to PC players, I'm not convinced they're too happy either having to flick just to function.
I'll accept everything else in the name of balance, but please get rid of this horrible feeling limitation.
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As times gone on, I've come to be quite glad console has no end game chat. Whether you get dunked on or you dunk, you never have the drama, and the temptation to take the bait isn't there.
It sad to miss out on the nice messages, but usually when you let someone go, the in game behaviour such as giving a little wave with an m1, or a little nod, says all you need to say, and is the reward in of itself.
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@Karth said:
I feel low/mid tier mmr is perfectly balanced, sometimes maybe death, sometimes maybe escape
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Have you considered OTR and MFT? Sounds like free value to me 😏
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@fussy said:
Respect for such huge work! And it's sad that such good posts are ignored as always, because everyone is busy discussing us vs them.
But what about op: great ideas overall, but to be fair, looks a bit too complicated. But maybe it's just because me reading big wall of text and can't keep up with it for the first time. Problem is, the more complicated it works, the more pub stomper killer is without correlation of how actually good his power is.
Also while looking at how many nuances his power has, and keeping in mind BHVR's spaghetti code, I can say without doubt, that Freddy will have new bug every patch. 😁
Also while looking at how many nuances his power has, and keeping in
mind BHVR's spaghetti code, I can say without doubt, that Freddy will
have new bug every patch. 😁Ahahahaha, that's probably true xD
All fair points, Very much appreciate the attempt to read and understand it.
TBH, I think a lot can be done to improve Freddy just by improving his animations and power effects. I really want to feel like I'm being tormented by Freddy in his trials. In fariness, I'd imagine if BHVR dont' want the Old version as is with the massive slowdown fallout it'll cause for pub games, a chopped together rework with the General's version could work quite well. Something like:
- Take @GeneralV's rework, but tone down the gen slowdown at base (maybe 15~20% or so).
- Bring in my revised microsleep mechanisms: -
- Invisible to Survivors, only the Nightmare can see it.
- 1 c/s and 1.5c/s on conspicuous actions up to a max of 80% sleep.
- Add 8 c/s when yoinked by the Nightmare.
- Add the 20% microsleep on TP and missed skillchecks.
- Add Nightmare intermittent visibility to survivors and Nightmares aura read on 80% asleep survivors.
- Remove missed skillchecks as a dream escape and force the use of the dream transition stations (please thematically better than clocks).
This makes Freddy a onmipotent global pressure map killer, but he is just an M1 killer at the end of the day. The trick is he has a powerful and scary stealth ability where when you are at 80% microsleep, he can walk to you and pull you in to the dream suddenly for a free hit if you don't stay wary of his lullaby and make your way to safety. His TP can also yank you and anyone near you into the dream.
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@jamally093 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735445#Comment_3735445
Here ye here ye I got your answer. Yes they unlock on ps5. Here's the steps.
Go to your trophies and press sync to PSN wait a bit since it takes time PATIENCE JEFFREY WHAT DID I SAY? And then open the ps5 version let the game load in and boom all trophies unlocked.
Note some won't but it's the basic ones like sacrificing survivors so it will take some work most the achievements kinda just stop for me after Adept Vittorio it stopped.
Legend.
If you've got a complete list of trophies that don't unlock (and the time... not a short task sadly), that would be an excellent bug to report 🤘😁🤘

