Uotsumi
Uotsumi
About
- Username
- Uotsumi
- Joined
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Comments
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I'm jealous that you don't know the pain of being matched up with an army of athlete-survivors (that's sometimes a team of four solos) in a public match with no intention of doing eSports.
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@GrimoireWeiss said:
https://forum.deadbydaylight.com/en/discussion/comment/2518195#Comment_2518195
You realize none of these teams play on public lobbies, right? Competitive DBD is another world, posting this video is meaningless. You will never meet a team like this casually.
Now that the SBMM has started, your criticism is misplaced.
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Nerf pallet loops and windows.
If the devs doesn't want to slow down the generators and healing, that's the only solution.
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It should also be fixed that the POV of the crouching Pig is lower than Victor.
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No, medikits are not fine.
It's like a 5th perk that Survivors can add outside of the 16 perks slots. Moreover, it is extremely powerful.
It should not force the Killers to use Franklin's Demise.
At the very least, self-care with medikits requires nerf.
And that adjustment can also be expected to solve the problem of gen rush.
Whether to repair the generator while injured or stop repairing for healing.
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Killers win for MMR, lose for MMR.
It is not skill based and the matching system makes it look like a good match.
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Devs acknowledged.
@bm33 said:
Public match on ps4, crossplay off. Was on RPD map against Nemesis. When I would open a chest/crate it would show different item for a second before switching to one I could pick up. The chest I searched first showed a green medkit before switching to a green key. The crates one showed broken key and the other a medkit before switching to vaccine.
Steps to recreate
1. Load into public match on ps4, crossplay off, against Nemesis on RPD
2. Search chest/crate
https://us.v-cdn.net/6030815/uploads/NCABW1UXOITK/20210727-123320-jpg.jpg
https://us.v-cdn.net/6030815/uploads/48MAZRBL0VNZ/20210727-123303-jpg.jpg
https://us.v-cdn.net/6030815/uploads/0IFWUA4NW72H/20210727-123354-jpg.jpg
https://us.v-cdn.net/6030815/uploads/DLJH4ATBL51H/20210727-123416-jpg.jpg
https://us.v-cdn.net/6030815/uploads/5FAUK3EDUV1J/20210727-123447-jpg.jpg
https://us.v-cdn.net/6030815/uploads/6DOACF8OJA8C/20210727-123506-jpg.jpg
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Devs acknowledged.
@ProudRinMain said:
So with the recent update, Spirit while in phase can not hear ( walking footstep noises/ Running noises nor panting when running ) only thing that can be heard is the normal survivor breathing and that’s it.
this happens every game and it was reported on the ptb but no one acknowledged it.
i really hope it gets fixed.
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I agree with this opinion.
I think the developers also feel that it is becoming more difficult to adjust the map based on the presence of fog offerings.
Let's cut down on the extra effort.
This screenshot shows the fog on the farm increased by the offering. Just strange.
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@Almo said:
We set out to normalize effects that mess with volume. The intent was not "nerf stridor" or "nerf Spirit", but "make volume-adjusting effects make sense".
It makes zero sense that Stridor, which makes the Killer's hearing more sensitive, would also make a Survivor hear their own sounds louder. It feels wrong that something that removes the sounds you make could then have those sounds come back due to more sensitive hearing on the Killer.
So now that this normalization is done, we'll monitor the performance of various effects that mess with volume, and make further adjustments to those effects as needed.
This is the official reason why Stridor has been nerfed and Iron Will is now an unbeatable perk.
In my opinion, the developers have not thought enough about game balance.
They are going to thoughtlessly ruin perks that were in a counter relationship and worked fine.
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@OopsAllHexes said:
https://forum.deadbydaylight.com/en/discussion/comment/2296756#Comment_2296756
You're forgetting on how a small stun isn't going to cancel Pop... or do anything of note. It's unlikely the Survivors are gonna finish the gen unless it's at like... 90% as well. Which doesn't make this seem that good.
It doesn't matter if Blast Mine is rechargable, Repressed is for 30 seconds and only 15 seconds needs to pass for a single Alliance used to counter Pop.
If Repressed Alliance is used, the killer will chase the survivor who used it. No time will be wasted.
In the case of Blast Mine, the Killer loses time and information. A Small stun and blind is enough time for the survivors to leave it and hide from sight.
And Pop is not always available after Blast Mine's stun.
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@OopsAllHexes said:
Are we actually trying to even claim Blast Mine is op?
It's not Repressed Alliance, it's not gonna counter Pop. A small stun is absolutely worthless, the Killer will just laugh and kick the gen again. I could imagine it being impactful on stuff like Plague's power (if it removes Corrupt) but that's honestly it.
If you're okay with having no way to counter attacks from opposing players, then undo all the Killer nerfs that have been done in the past. And future nerfs, too.
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@bowo said:
i think blast mine is fine as is. it might be more in your face, but i find it weaker than repressed alliance
There is no point in comparing them, but realistically, Repressed Alliance is weaker.
In the case of Repressed Alliance, the Killer can't damage the generator, but the Survivors can't repair it either.
Repressed Alliance blocks the generator for 30 seconds, then it needs to be recharged.
But, If Blast Mine installs a trap on the generator and it does not explode within 45 seconds, Blast Mine will remain active. It will not be necessary to repair generators 66% again.
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@Ink_Eyes said:
I tried so many times to use it but 9 out of 10 games the killer has ruin/undying and never kicks generators :(
Ruin & Undying are Hex perks. If totems are destroyed, it's over.
And if there are many Killers who are uncomfortable with Blast Mine, Killers will be biased towards the Ruin & Undying.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/259822/blast-mine-giving-killers-a-choice
Blast Mine is fine, a 5 second stun isn't the end of the world. If you're losing games over Blast Mine, then you can assume either of the following:
- You played poorly
- You were unlucky
- You played a low tier killer
- You faced a sweat with friends group
I repeat, 5 seconds should rarely be costing you games. Even if multiple survivors are running Blast Mine, they are sacrificing another powerful perk to use it. As a killer, I would gladly take Blast Mine over survivors running BT, DS, IW, SB, DH, BL, Adrenaline, Unbreakable, and the list goes on.
It's not actually a 5 second stun.
About 50% of actions damaging a generator(1s) + Stun(5s) + damaiging a generator(2s)
About 8s x Survivors in the ritual(Max4)
I think you are underestimating how much of an impact taking away the Killer's time can have on the 1v4 game.
And Survivor players sometimes prefer to attack Killers directly rather than fill the 4 perk slots with just meta.
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@Crowman said:
Something I learned playing with blast mine is that the mine is placed on top of the gen when used. Idk if killers can see it though.
Still, I feel 5 seconds is a bit too unfair for the killer and it should be at least reduced to 3 seconds.
Killers can't see the mine placed on top of gen.
And killers of below average height have difficulty seeing the top of the generator.
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The problem is that if the killer can get 3K, then so can 4K.
Usually the killer gets 2K, and after putting the 3rd survivor in a dying state, looks for the 4th survivor.
To avoid giving the hatch or gate to the survivor.
If the developers continue to set goals for 2K2E without changing this problem, the game balance will continue to deteriorate.
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@Spill said:
Only bad killers resort to playing Pig.
Ah yes let me use my skill-less RNG guess-work trap. Sorry bud. No one is going to rework a map around a broken character like Pig
Designing such a map is a problem for many M1 killers. It's not just Pig.
And I'm Pig main, but I think the RNG of RBT needs a Trapper-like tweak, and I've always argued that ambush dash should be enhanced to be more skill-based.
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The grunts that the spirit can hear are reduced by 50% (75%?) during her phase walk.
Just as Iron Will has a little nerf potential, I think the spirit should have such a nerf.
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I like both ideas as they seem appropriate.
Another idea I can suggest is to keep survivors' regular breathing.
In the live version, their regular breathing is completely replaced by grunts while the survivors are injured. Therefore, Iron Will will mute all the sounds from their mouths.
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Even if those perks add basic attack requirements for powerful effects, it does not impose restrictions on top tier killers (Nurse, Spirit...).
On the contrary, it deprives the killer below the middle layer of the freedom to choose perks.
It's just not interesting. The basic attack requirements should be reviewed.
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Pig's power is now obsolete. It is not skill based. Not only does she need an addon pass, she needs slight buffs that reduces RNG and makes ambush dash more viable on skill based.
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@noonespecial said:
I mean … to be fair, they said that they fixed a bug that occurs when a gamepad is "plugged in". That doesn't exactly mean they fixed the bug that occurs when you "use" the gamepad simultaneously with kb/m. lol
I know, the bug is super annoying. I'm suffering as well. :( Hope they're gonna fix this soon.
Wow, you're right. Thanks for telling me.
I hope so, too.
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@Mondhirsch said:
https://forum.deadbydaylight.com/en/discussion/comment/2199476#Comment_2199476
Maybe they Test it in a separate Test-Mode. In the "How to Play"-Mode this Issue rarely occurs too. It just ALWAYS appears in Online Matches.
Even if this issue does not occur in "How to Play", it does occur when I press Esc to open and close the menu.
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I actually uninstalled the game.
Then I saw the patch note saying "fixed" and reinstalled it.
I was disappointed to see that it wasn't fixed. This is the second time.
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BHVR, can you tell me what kind of device and settings you are doing test play with?
I am very interested in it.
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/2177979#Comment_2177979
I'll just point out that higher FOV gives me motion sickness. Some people get sick at higher FOV, some at lower. Higher FOV is clearly a gameplay advantage, so this remains a difficult issue.
Higher FOV is clearly a gameplay advantage
Yeah.
By the way, the changeable aspect ratio gives the player a cleary gameplay advantage, right?
Is your team aware of it? Any plans to fix it?
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No, undetectable status has priority. Not a bug.
If you can see the aura of Killer with undetectable status, that's a bug.
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@Crowman said:
It's pretty dishonest to say that Kindred needs to cap at 16m RADIUS while using the DIAMETER with Open Handed as your justification.
That's true.
I should have been more consistent in my expression. I'm sorry.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2166449#Comment_2166449
Right...
1. Good for you I guess? You could try measuring it in yards instead of meters too, makes the numbers even bigger! Fact is it's a radius measured from the center. That's the most useful way to think of it. If you need to be within/outside a certain distance from something, you only need to know the distance between you and that 'something', the distance on the opposite side is inconsequential.
2. There's nothing wrong with the distances as they are. Not even if you want to measure it in *centimetres*.
So, what's the point of that story you're so adamant about?
Am I exaggerating, or are you trivializing? So?
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As you all think this is a stupid suggestion, that the Open Handed change in the 4.7.0 update is just stupid.
I am relieved to see that you all do not underestimate aura reading abilities.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2165959#Comment_2165959
Why exaggerate by using the diameter when everything in the game goes by radius?
It's a 32 meter radius, for TWO perks. That's fine.
Besides, killers can do very similar things. In fact lately I've been maining Doctor with Distressing and Calm add-ons, and I don't know how big that makes his TR, but it's considerably larger than 40 meters... that's an 80+ meter diameter to you.
In fact, those ranges function in a spherical shape.
I find it easier to understand how ridiculously sized areas are deployed if I think in terms of the diameter of the sphere rather than the linear distance to the center point.
It seems to me that the development team underestimates aura reading abilities, so they tend to make those add-ons without thinking it through.
If necessary, devs should review them as well.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2166311#Comment_2166311
Disuse doesn't prove a perk isn't good, but it sure is a good sign, especially when 1200 hours of experience tells me it's not very good. Bond + Open Handed is much better than Kindred + Open Handed imo. Kindred by itself is almost as good as Kindred + Open Handed; the main benefit is helping a team coordinate going for the save, not showing the killer's aura near the hook.
Honestly, both combinations are strong.
It is very powerful to be able to get accurate information quickly and have survivors work together.
As a killer, I am terrified when I play against a solo team that can act like an army using Bond or Kindred. And most of the time, I don't get satisfactory results.
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Please stop underestimating aura reading ability.
Why on earth should a survivor perk help the killer?
In the case of Mettle of Man,
- When you are healed again, your Aura will be revealed to the Killer whenever you are farther than 12/14/16 metres away.
Why? Because it's powerful.
Killer's perk, Dying Light, also has an effect that helps the opponent, "The Obsession is unaffected by this penalty and instead grants a permanent 33 % Action Speed bonus".
It's not strange.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2166053#Comment_2166053
The effect is substantially weaker than all survivor meta perk combinations. It's not a bad effect when it works, but it's extremely situational. if the killer is camping, the survivor can already flap their arms to indicate the killer is nearby. Every once in a while you'll be chasing around a hook or something and you won't be able to mindgame a survivor. You're still applying pressure to a survivor directly while also pressuring any other survivors who come for the save. In other words, if you're chasing that close to the hook, it's a good situation for you regardless of whether or not you can mindgame. Survivors are giving up multiple perks to make that situation less good, when they can already largely avoid that situation in the first place by not getting greedy when going for saves.
Old Kindred + Open Handed could have a much stronger effect, as others have called out, and still almost no one ran it. The utility just doesn't justify the perk slots.
It reads as if you are explaining that 16 meters is sufficient.
almost no one ran it
It means that many people underestimate the aura reading abilities in this game.
Even the developers.
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Current Patch: father than 40 meters from the Hook
Open Handed increases all Aura-reading ranges by 16m.
So it shows at a range farther than 40-16=24m from the hook.
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@Gladonos said:
https://forum.deadbydaylight.com/en/discussion/comment/2166128#Comment_2166128
So does Infectious freight have a 64 meter range too? Or is it just survivor perks?
Infectious Freight is not aura reading perk.
The Killer only gets the current location of the survivors in the Terror Radius.
Survivors who shout can run or hide in a safe position.
If Killer was able to use Infectious Freight to dying state multiple Survivors in a short time, it is due to their skills.
Even if it wasn't the Terror Radius but a smaller area than 32 meters, I would still listen to Heartbeat and try to stay away from that place as I do now.
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@DoomedMind said:
https://forum.deadbydaylight.com/en/discussion/comment/2165959#Comment_2165959
Okay so, you're a bit lost my good sir. Or totally ignorant, or a bit lost. I prefer to think you're a bit lost.
Kindred shows the killer's aura up to 16m.
Open handed increases aura reading range by 16m. DOES NOT STACK (it can be two survivors or more with Open Handed, it would only increase by 16m only once).
So, two perks just for showing the killer (if he's not a stealth killer or with undetectable) up to 32m from the hooked surv, and it is showing your aura to everyone if you're under that radius AND the hooked surv is the Kindred user.
32m is, as @Laluzi said, just the standard terror radius. It's quite huge, but it isn't map wide. Sure it provides a lot of information, but it's not game breaking. Leave the hook, do your killer's job : kill the surv that are doing gen.
16m+16m, 32m range from the hook.
That's a spherical range of 64m diameter centered on the hook, right?
it is showing your aura to everyone if you're under that radius AND the hooked surv is the Kindred user.
To add to this, even if the hooked survivor is not a Kindred user, another survivor who has Kindred can see the killer's aura.
it isn't map wide
The minimum size of the elements called "tiles" that make up a map is 16mx16m.
Can you imagine how many pallets, windows, loops, and jungle gyms a 64m diameter sphere would contain?
That's a wide range.
Leave the hook, do your killer's job : kill the surv that are doing gen.
Again.
It is the right play to guard the unhook to progress the sacrifice phase when necessary.
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@Gladonos said:
https://forum.deadbydaylight.com/en/discussion/comment/2165959#Comment_2165959
That is so irrelevant. It has 32 meter range. Why overcomplicate it to make it sound worse then it actually is.
No, you don't have to camp to win. Just pressure the hook. Most killers don't camp.
I'll write again.
It is the right play to guard the unhook to progress the sacrifice phase when necessary.
If there are only survivors who don't do well in the game, then you may be right.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2165959#Comment_2165959
This requires two perk slots and it doesn't do anything to prevent you from camping the hook if you want to. It's just an aura. Survivors can and will continue to slam gens with and without Kindred + Open Handed if you camp.
This requires two perk slots
There are 4 Survivors and 16 perk slots.
1 Open Handed, 3 Kindred. Each of the four survivors has three free slots.
Solo? If that's the case, it's a failure of the developers who decided on a design where SWF are buffed and solo waste slots.
it doesn't do anything to prevent you from camping the hook if you want to. It's just an aura.
It also reveals the aura of a non-camping killer.
The chase is super easy as the survivor can see the killer behind the wall on the jungle gym away from the hook.
You say "just an aura", but being able to see what other players are doing where is a very powerful effect in this game.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2165883#Comment_2165883
It doesn't stack with itself. The potential caps at 32 - so a standard terror radius.
It definitely hurts proxy campers, but makes no difference if the killer goes to a different part of the map, and the information gets turned off when the person is unhooked, so it usually only hurts you for as long as you actively guard the unhook.
This was possible with old Open Handed, too - you just needed two people to bring the perk instead of one. All four people bringing it could get it up to 48 meters.
It doesn't stack with itself. The potential caps at 32
32m is the radius.
When Open Handed and Kindred are combined, the range to reveal the killer's aura is a 64 meter diameter sphere.
it usually only hurts you for as long as you actively guard the unhook.
No, it's not limited to that. That's why I said "excessive".
Also, sacrificing/killing the survivor is important for the killer to win the match.
This is because in 1vs4 situation, the Survivor side has the advantage.
Therefore, it is the right play to guard the unhook to progress the sacrifice phase when necessary.
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@DoomedMind said:
https://forum.deadbydaylight.com/en/discussion/comment/2165817#Comment_2165817
Tbh it's just a super powerful perk if you proxy camp the Kindred user, else yon don't care about this.
Revealing the killer's aura at a range of 64 meters around the hook is excessive.
It gives survivors a super easy game.
And it hurt not only "camper" but also non-camping killer.
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@th3 said:
Why should it be limited when open handed was just buffed. It's fine as it is now.
I believe it's a joke.
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Since 4.6.0 update, I have not been able to play due to the FPS drop bug caused by using mouse and gamepad.
I know that many bugs have been left in the game unfixed since the hotfix, which was a week later than customary. Of course, you all know that.
I like DBD very much, but am very disappointed with such a sloppy update.
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Developers don't realize that making sure that spawns don't fall below a minimum amount doesn't mean allowing double palettes.
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Adjusted her crouching first person animations and camera position to be higher up, as Blight. Surprisingly, Pig's camera position is lower than Victor's.
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4.6.1 launches. Frame drop was not fixed. I can't play yet. Lift will close soon.
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@Jasix The bug is the frame drop when using the controller and mouse at the same time.
@MandyTalk Thank you! I'm glad to hear it!

