Waldbeere
Waldbeere
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- Waldbeere
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It's good to see again why we need a dc penality π.
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Today it was brutal. I got hit by the killer and nothing happened to my health state, but I heared the injured sound and the hit. A few seconds later he hit me again. I got a 5s freeze and I felt down. This was really strange.
Pretty often I also can not move after the unhook for a few seconds. Also new, today I was unhooked and flying around.
When I play killer some survivors disappear after a hit and respawn like 10m in a different direction running away. Its really hard to track them on yamaoka for example, if they suddenly disappear.
All happens since the helloween patch (PS4). Before the patch it wasn't perfect, but ok. But this patch is really the first one I've seen with so many impact on performance or synchronization.
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In general I like the changes. Here are some of my thoughts.
Pallet changes
It's a good thing to decrease the pallet count. I think fake pallets hurt much more solo queue players, because you have no clue which pallets were already thrown. I still think 7 is a lot to memorize, because you also have to memorize the real pallets. According to Miller's law 7 +-2 chunks should be a limit. But there will be maybe 7 fake pallets + 7 real pallets, in sum 14. But hey, let's test it. It will be better then before βοΈ.
Alarm clock
The idea of the immunity is nice, but my main problem with the clocks is that I always have to run across the whole map to reach one. Most of the time I have to leave a generator for it. And after I returned to the generator I'm short before fall asleep again. Most of the time it's not worth to run the way. An increased sleep timer would be great or maybe nearer alarm clocks.
Iridicent Head
This change looks more like a fast balance fix. It's ok, but a little bit boring. I would prefer something like one shots only for targets outside the terror radius, because this will open a world of new build combinations, like tinkerer, trail of torment etc. And it has a better counter play. But I think I would allow maybe 3 hatchets with addons, because I'm not sure, if someone will try this build with only 1 hatchet and such strong conditions.
Btw. the map screenshots look awesome, really nice work βΊοΈπ
Best regards
Waldbeerlein
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/2001608#Comment_2001608
Iron Will as a perk just works and has no requirements attached to it and has no limit.
Prove Thyself doesn't have a direct item correlation as it affects others repair speed not yours. Self Care by design is more inefficient than being healed by someone else or using a medkit or better someone else using their medkit. Iron Will by contrast does its job all the time with no ineffiencies. It's objectively better though Iron WIll isn't exactly a strong perk.
Why would you want an item that wouldn't be as valuable as a perk that gives you the exact same effect? Also why do you think it would be strong with a SWF when Iron Will isn't even strong with SWF?
Hello Sir, the requirement of iron will is to be injured. As long as you are full life you're playing with 3 perks.
I know that the perks do not work exactly like there corrosponding tool, but they have a similiar use. And btw. why are we comparing tools with perks? This are different slots π².
I don't want to discuss the effiency or when to use which perk. I think everyone should should play the game like they want. That's maybe a personal religion in DBD and that's fine.
For the SWF part I wrote, that a check if it's too strong would be useful. I'm not an SWF player, but a additional test wont be bad. But hey, if you think there is no problem - - > cool π₯³.
I understand your points, but why are you so against a new tool? I mean do you think it will hurt the game? You do not have to use it π². Is there a reason behind it? As a player in general I like new contents, especially if I'm not forced to use it.
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I know, prove, self care and saboteur also exist and there are brown med kits, for example. This argument does not count.
I think this tool could be a useful extension. You could replace iron will with another perk but you also have to accept the less amount of usages. So it'a trade of permanent iron will vs. 1 time iron will + 1 perk. It could be an advantage for a survivor or a killer. It depends on the situation, the match progress and how you use it.
That's why I think you can't just say: "Iron Will exists."
The only problem could be, that it's maybe to powerful for a SWF. But hey, this is the suggestion section. It should just give an idea.
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I just want to have a fair matchmaking. Fair means equal skill levels. There is no need for me to get a 4k every round. I don't care. But I want to have control over the match, everytime as long I do the best for my skill level. Most of the time I get 1 or 2 hooks the whole match, sometimes I destroy everyone. The contrast is too brutal.
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The 2 things I can remember:
- What is a pip? I took me some time to notice the small markers and that this are the pips.
- What are dull totems for? I wouldn't believe that they did nothing. My brain told me, that it doesn't make sense to have something on the map that does nothing. It makes more sense, if you know how "noed" can be activated, I think.
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@BlindMole said:
I had an idea... But probably people will bash me for it.... F it, here it is:
We saw an image with the rewards per color of rank reached and as you said, we'll get 250k if we reach rank 1.
Well how about, we get those rewards individually. So 10k for rank 20,then 30k for rank 16, 100k for rank 12, 150k for rank 8, etc etc.
Meaning, if you reach rank 8 for example you'll get 310k points. It's still not immense but it'd be way more helpful
I like the idea of a different amount of bp for each rank.
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Of course the current matchmaking isn't good. It's pretty simple rank comparision. I'm pretty sure it's absolutely not trivial to to add a good, fair mmr in an asymetrical game.
For example: For a symmetrical game like chest you can match a player with 4000 points to a player with 3900 points. You know that the 4000 points player is slightly better.
In the other side, how do you match 4 players with mixed mmr against 1 player. I mean, can you say 4 players with a mmr round about 4000 points are equally strong to a killer with 4000 points? Maybe there are only mixed mmrs online for a matchmaking, which will make it even more difficult. Also the actions both roles have to do have to be measured in a different way.
Im my opinion a good base of the mmr is needed. Than it can be adjusted in the right direction. I would be happy, if it will work better then now.
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I disagree. There are still people which will never reach rank 1. That means they will never get any cosmetics. Some missing bloodpoints will not be that frustrating.
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@Rhoska said:
https://forum.deadbydaylight.com/en/discussion/comment/1858957#Comment_1858957
Sounds very dubious.
Im highly doubtful this will produce more "equal" matching.
Frankly, to me, this seems just like an cover for changing the matchmaking, so that the lacking of Killers which leads to long ques for Survivors (especially SWF), especially at red rank, is now "hidden" behind the excuse that the algorithm is unknown, secret and opaque.
TLDR: The system will instead shove any and all available Killers into as many matches as it can, regardless of rank/skill differentials, just to get the ques populated.
PS: When will this take effect?
I think it's pretty hard to create a fair matchmaking algorithm for an asymetrical game. Especially, if things like SWFs are included. Because they have to be handled in another way.
But the only thing we can do is to wait and hope π.
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I also love this changes. The crawl animation looked a little bit weired, but maybe it's just because it's new. Personally I would have changed second wind to maybe "heal 80% or 90% of a health state", would be a good QoL change, I think.
I will cry a lot of tears, if the matchmaking will work π₯Ί.
Also the rewading system is great. Now you will get extra rewards for switching the roles. Really nice.
The hook counter, yeah π₯³. I already wanted to suggest this, awesome.
Damn, exited π. I like nearly everything.
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@Rhoska said:
What system/metrics is it using, if not rank?
They're collecting data of your gameplay in the background for some month.
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Enough is enough!
Even a generator has feelings!Β
The 3rd time the killer trys to kick a generator the generator kicks back, stands up and runs away to a new position. The killer is stunned for 3/4/5 seconds.
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Improvisation is everything!
Long, exhausting nights sparked your improvisational spirit.
At any generator spawning position own the map you're able to pump up 1 rubber generator. The generator works like a normal generator.
It takes 60/50/40 seconds to fully pump up the generator.
Improvisation is everything! is activated, if there is less than 40 meters between each of the last three generators.
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@valvarez4 said:
Perhaps invisible hatches?
Hm, I would like to have some synergies with perks. It will also turn the dodging into a guessing game. I think it could be very frustrating for a survivor to get hit, because they don't know in which direction to dodge. People will accept a punishment for own mistakes and not for wrong guessing.
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@RamblinRango said:
It could inflict deep wounds instead maybe?
Maybe not as pink addon. But it would be much better than some of the already existing ones, like for example see lockers π³. The thing is, that most of the time a faster wind up time, more hatchets or exhaustion hatchets a much more powerful. A pink addon must be much stronger or BHVR has to change the current addon colors. So exhaustion could become purple, for instance. But I would prefer a cool new pink with a new playstyle π.
A hatchet inflicting the oblivious status to a survivor for a few seconds could also be interesting, but also not as pink, maybe purple.
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Why should I take this addon instead of 1 extra hatchet? It gives the same effect, but I can also carry more hatchets.
I think the problem with the Iridecent Hatchets is mainly the missing condition for a one shot. For example: It would be much better, if the one shot would only be possible, if the target is out if the terror radius. This would make long range throws more rewarding. It will also makes a M&A build more interesting or tinkerer would be very cool in such a build.
It's just an idea, but I think addon should offer an alternative playstyle.
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I play on ps4 and I would try to play as survivor. But I'm not sure, if also will try to play as killer.
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I'm pretty excited since I've seen the cast π. Good job π.
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Got the same on PS4 1 min. ago
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The triangles or maybe arrows in your rank progress are called pip. You gain one based on your performance in the match. Do you see the pips above the rank? If they're full you get the next better rank. A black pip means nothing will change. If you do not get a pip after the match you will lose 1 above your rank symbol. A white pip means you get 1 pip. 2 white pips mean you get 2 pips for your rank progress, obviously.
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F. π₯Ίπ’π
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I want to note that according to Legions' description they are not able to fast vault an window while feral frenzy is active, only pallets π€.
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@jsphwtsn said:
What sensitivity do you run for both survivor and killer? Iβve been running the default for almost 3 years now and never really thought to change it, but now Iβm wondering if Iβve been foolish for doing so? Does a higher sensitivity have much impact on gameplay? (Note: I donβt play Huntress and Nurse because of console frames)
I think you should use the settings that fit the best for you. If you do well with a 50% sensitivity for a survivor there is no need to change it.
I personally use 100% for survivor and I think 60% for the most killers. But if I play huntress I use 50% or 55%. I guess it was 50%. My hit rate is much higher below 60% with her hatchets.
I think it's a total individual thing π€·ββοΈ.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1404180#Comment_1404180
His range attack is still meh as hell and the cages pretty much never should be used unless you don't want to get flashlighted or pallet stuned. And even then it kinda screws you over since the Mori is the best aspect of that part of his kit now. Cages just make it way to easy for survivors across the map to apply more pressure off of what should've been his own pressure.
Not that I condoned the camping the cages playstyle, it's just why even cage them now? Save it for the Mori. In that case why even have the cage mechanic most of the time in the first place?
I think every PH player should use cage with a specifc strategy behind it and not just smash the cage button. Send players to an area where all gens are done. They must spend there time to run across the map. You down some at an open gate? Send him to the other side of the map, no tanking anymore and you can still ignore DS for example.
I think his power is strong. A nearly good player will hit you on every vault action, because you're bound to the animation and you can not evade it. Missing like with a hatchet is nearly impossible because of the width of his skill. It's like a bus that's hitting you. And he can also hit you through walls. He has normal movement speed and while he is pulling his word the slowdown he gets really nothing and make fake attacks very strong.
His only weakness compared to other killers is maybe his mobilty and no oneshot, if you compare it with billy for example. But I think it's easier to loop a billy than him, because billy has to respect dropped pallets or can't you hin on the other side of a window while you're out of his range.
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Yes, me too and certainly you should be able to switch the cam between all survivors or the killer. That would be really cool π.
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The thing I don't like about noed is the fact that it also rewards a killer for not doing a good job in the main part of the game. And cleansing all totems isn't always an option. I got a team where two teammates killed himselfs directly on the first hook. Me and some other survivor played for more than 10min. alone. We did generators, we healed each other, we helped us from dying state. Finally we did the last gen after much work and intense gameplay. And then noed ends the game pretty fast and I died on the first hook. Please don't tell me something like "Oh, just cleanse totems". That wasn't an option in this situation. It was a miracle that we survived that long.
The author's suggestions is ok for me. For me it would be also ok, if noed will only work on "Dead on Hook" people. That means, if noed is activated every survivor that will be dead on hook gets the exposed status. I think this change is pretty easy to apply. That would mean that the killer had to spend some work in this survivor before instead of getting free kills for doing nothing.
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@Saitamfed said:
https://forum.deadbydaylight.com/en/discussion/comment/1380623#Comment_1380623
They already do it. I just had a match where the killer decided to camp and tunnel me just because I have found a crown.
That's sad, I'm sorry. But to cheer you up a little bit, I got a game where the killer carried me to exit gate because I was wearing a crown. That was the one of the best moments of this year. Not because I got the skin, because it felt like someone wantes to make someone happy π.
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I think it's a pretty good decision that the killers will get it without any problems. Think what will happen, if he needs an amount of kills. The matches will end with camping, tunneling and moris. Now a killer has the possibility to be nice to other players. I like the idea. Spread more love and humanity in this game β₯οΈ. Additionally killer gameplay is stressful enough βοΈ.
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That's no bug and intended because of the current daily bloodpoints gift.
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Survivor Perk: Removal Company π
You be able to carry a standing pallet. You can drop the pallet at every free palett spawn position. If the pallet is dropped its directly upset and the killer gets a notification. During the transport your running speed is decreased to 70/80/90 %.
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@MrJack20252 said:
just had a killer game, in 3 minutes and 45s all the gens were done, i couldn't believe it, i rewatched the clip i saved too and i met the first survivor after 50s from the beginning of the match (the chase lasted for 50 more seconds), it was unbelieveable, after i hooked him 3 gens popped, i immediately chased another survivor and after i hooked the second one the other last 2 gens popped, (btw i'm a rank 4 killer, and i used PGTW,BBQ,Sloppy and discordance as Ghostface). i honestly don't think i was too slow in chases but if u have some tips for me i'll be glad to listen your opinion
i heard the Devs wanted to introduce a new game mechanic, similar to the EGC but that slow the beginning of the game, anyone can tell me some more information?
Sometimes you face a very good SWF and that's hard. Sometimes the map counters your killer choice or the pallet spawn is insane. Sometimes it's hard to apply pressure with weaker killers. But I would say in most cases the player has to improve and learn when to abort a chase, how to do mind games, how to loop better.
A gen takes 80s for 1 survivor, 47s for 2 survivors under normal conditions. You searched the survivors for 50s. This costs you 1 gen. You chased 1 survivor 50s. If they split there work perfectly 2 will repair 1 gen and 1 will repair solo the 3rd gen. After the 50s 1 + 1/2 gens are finished, in sum 2 + 1/2 gens.
Everything calculated without prove theyself. This would make it much faster.
I would say you should abort a long chase and be happy with some broken pallets. Injure more, because healing can cost time. Find survivors faster (Discordance, Whispers) or block a fast start (Corrupt Interventation).
Fairly I must say there can be games that aren't winnable. Ignore this games and just start the next one βοΈ.
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@DWolfAlpha said:
I could see Wraith putting the bell on someone's head, then banging it till the survivor bleeds out of their ears and eyes.
Trapper should only work like that if he has a trap in his hand. Otherwise it should be how it is now. Or like, he takes the trap in his hand, and just shoves it on their face. Then opens it back up to remove it.
The Wraith's mori idea is cool π.
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Something between 70% and 72% I think π€. I knew the name of the gang, because my Feng wears the shirt π, but the mixtape was pure guesswork.
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I hate matches like that and want to end them as fast as possible. If I want a break I quit the game.
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It's the same for me and many others. I think we have to accept the situation and ignore the results until it's changed.
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@podkall said:
What are the weakest killers - in low ranks? I'm about rank 17 killer however I was once rank 1 and don't want to hurt their hopes and dreams and their fun, hooking seperately, not tunneling, slugging once before death hook and leaving on ground doesn't help I still get 4k and feel miserable I literally destroyed noobs with 0 effort....
Thanks.
Play Burger King Meyers
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I tried this perk several times, but because you are not able to dodge BBQ proper I replaced it. This change would make it more interesting.
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@Peanits said:
One add-on is not a cause to rework an entire character. But that aside, what do you have in mind for an alternative?
I would like to get an addon that reveals survivor auras farther than 40m while a hatchet is charged βΊοΈ.
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I would say the perks depend on your playstyle and your favoried killers. In my opinion the most useful perks in this order: Plague > Pig > Ghostface > Desthslinger
Plague:
Corrupt Intervention is a strong perk. It buys you some time for getting the first hook until this first generator is done or maybe for preparing traps in the beginning of the game.
I would use Infectious Frights for a slugging build. If you don't like builds like this it's maybe not that important.
Pig:
Make Your Choice can be used pretty good on every killer who has a high mobility to a hook. If this is your playstyle.
Although I don't use it that much I found that Surveillance is also a pretty good perk.
Ghostface:
I really like I'm All Ears. Some players say you don't need it if you're experienced killer, but I still like it. Works good on Nurse or Huntress.
I use BBQ instead if Thrilling Tremors. If you don't need BBQ this could be a choice.
But if you want to know which killer is the most fun to you, that's totally up to you βΊοΈ
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@Perelie said:
Until then the game is far too stacked in survivor's favour. It's ridiculous you balance a game around the assumption that one side are random people with no communication, but then allow queueing with friends and communication. It's simply not balanced.
I agree that the game balance should be optimized for a strong swf. But it's also important to give solo survivors nearly the same informations of a swf member. Than you're able to treat both equivalent.
Maybe they're already doing this. I think it's a bad idea to change everything at the same time. This can destroy the whole game balance or even the game itself. The change for kindred is something that points in this direction. It's only sad that it costs you 1 perk slot π’.
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@Almo said:
Tiles are 16m on a side. So if you know the tiles, then I think you have a good sense of 15m. :)
How do I know what a tile is? Is the shack on rotten fields a tile for example?
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I start as fast as possible to repair a generator, because waiting 30s for a killer to maybe pass you costs you 30s generator progress. This can also cost you the whole generator, if he comes back with "Pop". And if he finds me first I can practise to juke him.
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@[Deleted User] said:
Spirit not making a phasing sound while in her terror radius is actually what's supposed to happen. Hearing it while in terror radius is the bug.
Oh ok, thx, didn't know that.
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@1nsignia said:
So I'm thinking about getting a pc and playing Dbd and was hoping for crossplay and cross progression and now we will soon.
But I was wondering if I was to make a steam account and stuff before cross progression came out. If I made it my primary email would all my progress on ps4 transfer into my steam account?
As far as I know they're planning to add cross progression, but haven't started do do anything in this direction until now. Cross play and cross friends have the higher priority. I think your question can not be answered.
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@Lycidas said:
Do we know when the "Design your in-game cosmetic" winners will be announced?
Sorry if it has been said in the stream, I couldn't watch it all and I didn't find the date anywhere, the only thing I know is that "Results will be public last week of May 2020" so I was wondering..when that will be? Do we have an exact date yet?
Check out this thread:
https://forum.deadbydaylight.com/en/discussion/155473/the-winners-of-the-cosmetic-contest/p1
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@JohnShark said:
I made a post on this earlier but, one of the Community managers said that the old 100% was 57 so what's 50
Hi, it should be:
412.5 / (100 / 50) * 100 / 720 = 28.65 %
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@StutteringSpartan said:
BBQ Chilli - Because Blood points
Monitor & Abuse
PGTW
iβm stuck thinking of a 4th.... I donβt run any temporary slow down perks like Ruin, Corrupt or any hex totem waste of a perk slot imo.
Iβm thinking maybe Dark Devotion as a 4th? And maybe swapping out M&A for Infectious Fright once everyoneβs injured it has snowball potential.
Any feedback will be appreciated ππ»
Thanatophobia is pretty good for Legion, because you are able to injure pretty fast