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Warcrafter4

Warcrafter4

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Warcrafter4
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  • @geishroy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1080308#Comment_1080308

    will you guys fix the inability to mend during tier 3 madness? or is that intended game mechanics because you guys can't play test your game?

    If I am remembering correctly your teammates can still mend you(Yes you can mend teammates) in even while your in tier 3 madness.

    Also doctor can't apply deep wounds naturally so its entirely the survivor's team's fault if someone goes down to it.

  • @Waffleyumboy said:

    Original prayer beads also existed at one point so...

    So did the original mettle of man(gain endurance every time you get hit by 3 basic attacks).

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1074799#Comment_1074799

    https://forum.deadbydaylight.com/en/discussion/comment/1074801#Comment_1074801

    Skill floor vs. Skill celing. Or another eay to put it is 50 hours of Nurse or 5 in Hillbilly.

    I have had this argument withtoo many people. There is nothing new you can say.

    The issue: Most people WILL NEVER put 50 hours into nurse as people don't want to put up getting curb stomped for 50 hours.

    So if all killers were that hard that were worth using the game would be dead much like nearly all other online game that strictly make a game that's ONLY playable by the top 100 people. Only 100 people will play.

    This mentality has plagued and killed so many Arena shooter games that its almost frivolous to name individual examples as it has happened to nearly every failed game in that genera.

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1074756#Comment_1074756

    That is not what I was arguing. I was saying that he shouldn't be so strong for how simple he is to play and pick up, and compared him to Spirit and Nurse.

    Big difference that people, just like you, ignored entirely.

    If the only strong killers are the ones that are too hard to play for most players (Which the nurse does count as) Then no one will play killer.

    This logic is flawed in the sense that it doesn't consider the idea of introduction and how a bad first impression(If everyone who is easy to play gets stomped)it will put people off.

    Being hypothetical :Imagine playing the game where the only powerful roles were as hard to play as the nurse. That game would have some die hard players but would die fast due to no one having any power unless they are willing to torture themselves to play one of the few powerful characters.

    TLDR: Difficulty =/= to power for the simple reason of maintaining a player base.

  • @Almo said:

    Ruin did not "exist for a competitive means". It was just a perk like any other, and we didn't like the way it warped the game experience. So we changed it.

    I can assure you it had nothing to do with how we felt about the game's level of competitiveness.

    I am confused so may I ask:

    Why has the developer reasoning behind the ruin nerf changed 3 times?

    The first claimed reason was "Due to new player frustration"

    The second reason was effectively "It effected generator time statistics too much"

    Now its "The way it warped the game experience."

    I am just confused if any of these are the real reason(s)/Factor(s) or if all of these are not the real reason(s)/Factor(s).

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1071958#Comment_1071958

    At that point I kinda just have to say that the map would need to be addressed as the solution. Those God loops already need nerfing with or without this perk so it's not too crazy to just say to fix the relevant maps.

    I know but I am more or less bringing up the potential danger design wise of having a perk like this in the game.

    As this perk would have developers design all vault spots around potentially 30%+ vault speed(This perk 2 unhooks and unhook heals + spine chill =30% at a min) for as long as the perk exists.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1071787#Comment_1071787

    Not infinites. Entity blockers would stop you sooner than vault speed limitations do at God loops.

    Vault speed boosts have the biggest impact when looping from angles that can't be fast vaulted, since a medium vault is 1 second making an increase in speed more noticeable.

    So the extreme scenario where you get a crap ton of tokens is one where your Medium vaults are extremely hard to punish, rather than one where your fast vaults lead to infinites.

    Even a 0 second vault likely wouldn't lead to infinites. It'd be useful sure, but not infinitely.

    Here's one thing though: Once vaults reach a certain speed they will begin to break chase which will prevent the entity from blocking off the window.

    Mind you this isn't a problem on normal windows/vaults however its a problem on god windows/vaults due to any speed increase above 15%.

    Mind you even at 15%(Spine chill + resistance) if the survivor plays perfectly and the killer makes even the slightest mistake already breaks chases) will cause normal speed killers to lose chases against the survivor's there theoretically at 25%+ which after 2 unhooks and 2 heals this perk puts them at 24%.

    TLDR:Due to how powerful god windows are and how vault speed isn't allowed to be too high or else chases break and thus entity blockers don't spawn which is already an issue with the "house of pain" infinite against huntress.

  • The main issue with having infinitely stacking vaulting speed is it can cause infinites at god windows.

    This would make the game unwinnable on maps where a god window can spawn in the center of the map(yes that can happen)for killers.

    This is along with letting yourself get hit to make it to the window with the hit speed boost and keep on running + vaulting until the killer gives up(Sense they can't get you anymore due to the vault speed) self-care back to healthy rinse and repeat getting better and faster each time at doing it.

    TLDR: This can cause infinites due to infinite vault speed increases so this can't be allowed into the game.

  • Its the most fun one/The most practical one of the 3....Somehow...

  • @Starr43 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1070645#Comment_1070645

    50% of 0 is 0.. is it not?

    sorry I meant to quote that.

    I think its more like 100%(Sound) -(100%(Iron will) - 50%(Stridor))= 50% sound made

    Simplified 100%-(100%-50%)= 50%

    Aka if it works like how I think it does iron will and stridor subtract from eachother BEFORE its applied to the base sound which makes the interaction.

  • Bad survivors crying for nerfs with non bad survivors supporting them made this bed.

    Now EVERYONE has to sleep in it.

    I play balance and is it agonizingly boring on both sides to have to slug as killer or getting slugged by them simply because killers really don't have a choice anymore.

  • Its mainly from a detection perspective its redundant along with its detection also being counted by calm spirit which is a counter to the doctor anyways.

    Also most people who get revealed and exposed by it generally speaking start to run to a loop until the expose from it is over which most can loop out the exposed timer given that you'd have to both catch up to them from a distance + do the loop.

  • @thrawn3054 said:

    This is a terrible idea. He literally wants to force survivors to run at the killer. Stealth play is already not rewarded as it is. His idea would actively punish it.

    Here's one thing though:

    Most killers I have played against will flatout quit the game if they don't find someone in the first 2 mins(Which is a suggestion addendum).

    its simply because while successfully hiding is fun(Even though I do like looping a lot I still try stealth when applicable) for the survivor you might just bore/frustrate the killer out of the game if they can't find anyone within 2 mins.

    Stealth is fun but the fun of the killer needs to be considered as well.

  • MMR is better in THEORY but given that no one can agree what is a win Its a complete gamble to try it.

    However at this point with how bad the match making is there is almost nothing left to lose with trying it.

  • @oxygen said:

    At least with base snap out of it time you have time to snap out of it before you go down, and if you keep sprinting your DW will never go down in the first place. Dunno about how it works with addon that slows down snapping out of it, or lower levels of Borrowed Time.

    Wouldn't be surprised if it's changed simply because "guaranteed downs" via DW of any kind has been something the devs clearly never want to be in the game again ever since the first Legion rework.

    I doubt they will as the doctor can't apply deep wounds meaning its entirely your own fault(Using the purple endurence addon for medkits) or your teammate's fault.

    But its never the doctors.

  • @bigthiccy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1067476#Comment_1067476

    I shouldn't have to completely change whatever build I'm using just to use the meta perks to escape. The whole point of this game is to have fun and if I'm just stuck using a meta build to survive against a now somewhat overpowered killer, it's not fun.

    I've been playing for months and old doctor wasnt as bad. I dread any game against doctor because it's so difficult to get out with my own build

    If I am remembering correctly according to developers a part of the design philosophy of DBD is survivor's don't get different abilities between survivors(Talking about innate abilities like killers have) because the play styles of the survivors are meant to be dictated by the killer they are facing.

    The issue with the game atm is there aren't ENOUGH killers that force survivors to change their play-styles for this part of the philosophy to get through to new players.

  • This is how madness tier 3 works in a nutshell:

    Most other non snap out of it actions and item uses are disabled until you finish snap out of it.

    This includes healing action which deep wound's mend action is.

    This is fair as he cannot normally apply deep wounds meaning if you go down to it its entirely on the survivor's team for even letting deep wounds be applied that game.

  • @thrawn3054 said:

    They said with the last section of this Tome they wanted to avoid disrupting the survivor to killer ratio. I believe something from the first Tome made them think this was an issue.

    Ironically for ques to work they'd need more then a (Surv/killer)80/20 ratio(which seems to be the ratio in the tomes) simply because survivors can get out of a game before the killer ever can to reque.

    Meaning realistically the game needs 75/25 or even 70/30 survivor to killer ratio for the survivor ques not to be insanely long.

  • @AetherBytes said:

    I believe it's actually that you can't apply regression with it up, but any in-effect regression does continue. I may be wrong though.

    From what I remember reading it effectively puts the generator into stasis.

    Peanits said: "It'll continue regressing once the Thrilling Tremors effect wears off, but the regression is paused while the blocking is active."

    So no regression can happen while its blocked regardless of how the regression was applied.

    also @Sonzaishinai the combo never worked the dev just confirmed how it always worked.

  • @GrootDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/1066275#Comment_1066275

    I play Doctor.

    https://forum.deadbydaylight.com/en/discussion/comment/1066274#Comment_1066274

    So you’re basically saying that people finding killer harder to pip as is just their personal problem then? Obviously that isn’t what you said but I can very easily apply the same logic to “killer being harder to pip on”.

    From what I remember and please correct me if I am wrong but:

    Doctor from what I remember is above average when it comes to pipping as he can only get m1 hits(The hit survivors with primary emblem) and can both get into chases while ending them quickly by stunning survivors at pallets with his power(For the chaser emblem).

    Effectively the emblem system is baised towards tracking/Basic attackers killers due to 2 emblem rewarding you for both of those while one effectively punishes you for using "instant downs"(Either grabs/exposed/broken).

    Legion breaks it as him hitting people with his power is actually weighted so his hit and runs don't count as lost chases and as normal hits(Even though they don't count as normal hits for perks).

  • Because killer's pips depends on the killer:

    Its near impossible to rank up as the plague with using her power even with perfect games.

    While with legion you can rank up by doing effectively anything with 0 kills.

    Killer's ranks are not weighted properly so that statement is entirely dependent on the killer your using.

  • @Peanits said:

    It'll continue regressing once the Thrilling Tremors effect wears off, but the regression is paused while the blocking is active.

    This is why people want the devs to be more open about how things work in the game.

    This information literally changes how people can and will use the perk.

    I do appreciate the openness and honesty about the perk keep it up but as I stated above this information SHOULDN'T have been hidden to begin with and that's NOT your fault as the Community Manager.

    As the saying goes DON'T shoot the messenger

  • @arslaN said:

    https://forum.deadbydaylight.com/en/discussion/comment/1065554#Comment_1065554

    It might as well be literally nothing because there is no point in using them.

    Beam brightness, beam range, beam width and beam accuracy addons are absolutely useless. Accuracy at least does something even though it's still useless but I don't think the others have any effects whatsoever.

    The wiki does confirm they do work just have been heavily nerfed but they have an effect(Which mind you effects the killer's blind which the survivor can't see).

    The wiki also confirms the 2 chili addons do nothing.

  • We weren't talking about that we were talking about the placebo effect and how it effects killers more sense they do have addons that literally do nothing.

  • Outside of the broken key(Which can be made to do something disqualifying it) I double checked all add ons and items for survivors most have extremely minor effects but still do have effects.

  • @arslaN said:

    https://forum.deadbydaylight.com/en/discussion/comment/1065541#Comment_1065541

    Flashlights also have a lot of placebo addons that do basically nothing.

    Basically nothing is still better then literally nothing as they still have minor effects.

  • @a_good_player said:

    https://forum.deadbydaylight.com/en/discussion/comment/1065510#Comment_1065510

    I'd like to say that I'm NOT a survivor main. I play both killer and survivor, about equally. I think that i have a rational mentality, that doesn't tend to killer or survivor. And my opinion is based on that

    Survivors at least don't have things like "chili" and "award winning chili"(2 of bubba's addons) both of which are confirmed to do NOTHING AT ALL.

    I feel like both sides do get it but killers get it worse sense they do have some add ons that might as well just be sugar pills because they are pure placebo add ons.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1065235#Comment_1065235

    I heard ruin saves about 64 seconds. Not much more than 2 uses of Thrilling Tremors. A heck of a lot less than new Ruin.

    Early game is where slowdown is the most effective as its when there is the least map pressure for the killer and highest possible repair speed for survivors.

  • I always liked this idea if for nothing else as an april fools joke where the killer and survivor's models are swapped.

    But having it being a potentially lore important (if I am remembering correctly some of the lore survivors DID become killers due to the entity's corruption) DLC would be nice.

  • This remind me of mordikaiser which also makes me want a killer with the thematic of a possessed armor.

    That or an oni skin making him look like a possessed armor.

    Btw being serious idk what to say the devs really don't seem to care about the fun or the stress of the killer role at all.

  • @ScottJund said:

    https://forum.deadbydaylight.com/en/discussion/comment/1062360#Comment_1062360

    I'm just saying, you have to be crazy to claim a survivor is more powerful than a killer. Easy proof: Start a KYF 1v1 game. Surprise, its impossible to win.

    You know its possible for survivors to win that instantly as of the last time i tried it(Last patch) I literally spawned right next to the open hatch as I was helping a friend test out a killer build.

  • Survivor is boring due to being too easy and killer is too stressful.

    All the while the developers seem apathetic to the latter if not the former as well.

    I'd love to be proven wrong but the QA and their overall dismissal of all killer criticism doesn't give me a lot of hope.

  • Nearly all of these work but reducing the current costs will also reduce the killer's upkeep costs in maintaining good amounts of add ons.

  • While dying light is nice STBFL is just more helpful on more killers.

    also PWYF only really work well on select killers like bubba.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1061834#Comment_1061834

    Yes great skill checks should only give as much as healing does.

    Btw to give you an idea of how fast that is:

    4 survivor's working on a generator according to the wiki complete it in 28.57.

    This means 2 survivors getting 5 great skill checks(28.44 second completion time) each work very slightly faster then having the ENTIRE survivor team working on one generator.

    Old ruin even without the penalty on normal skill checks greatly reduced the completion time of generators to the point where If ruin wasn't a hex and only removed bonus completion from great skill checks it still would be a better generator slow down perk them a maxed out thanatophbia for gen speed.

  • Being completely honest I am done giving compromising ideas as no one seems to like them.

    Gen times as a whole need to be looked at even on smaller maps simply due to how fast they can go and how little time the best players of the game can make them have.

    An idea that could help is simply removing the progression bonus of great skill check as each one removes 1.6 seconds needed to complete a generator and the average amount of skill check per gen is roughly 5 from what I have seen removing 8 seconds off of each(or 16 if 2 people are working on it).

    In fact one of the reasons why old ruin was run was even if people could only get great skill checks old ruin negated the extra speed.

    2 people getting 5 great skill checks each turns a normally: 44.44 second generator into a 28.44 second long generator which needless to say is absurdly fast.

  • @Pulsar said:

    It is easier to change gens speeds than rework all the maps.

    People don't want to wait 2-3 years for all the maps to be fixed.

    That or just change the gen times ONLY on the offending maps.

  • Being honest survivor even solo is so easy to win with its rather boring.

  • All distortion needs is a way to earn tokens back by doing something limited like getting SAFE unhooks.

    However it would have a token cap equal to the starting amount just so you can't both farm them to become nearly undetectable for the rest of the game.

    Strictly a buff mind you.

  • I don't see any reasons why they shouldn't add it.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1059476#Comment_1059476

    Just throwing this out there, but 2nd chance doesnt necessarily have to mean its a good perk but rather it helps you make up for a screw up. Point being...how come no ones mentioned unrelenting, lol?

    I'd consider that more of an aggressive perk then second chance as it lets you get away with riskier and more aggressive swings rather then helping you out while your behind in a game.

  • Based on best/worst potential its:

    Strongest: the 10 people who can play nurse to her fullest.

    Weakest: Nearly everyone else who plays nurse/ Nurses experiencing any of the game breaking bugs that disable your chain blinking or the blink power as a whole.

    For non potential based killers:

    Strongest: Freddy having a balance in mobility and traps makes him a good killer but not overpowered as waking up hinders his mobility(making it have a longer CD) and pervents his traps form working on you at all.

    Weakest: Clown. He might be fun with a fun + silly esthetic but he really can't do too much with an admittedly weaker then it should be power with an overly long reload time on his bottle without add ons.

    He also has no map pressure as his bottles seem to have a max distance on them regardless of how they are thrown. Idk if his is a bug that hasn't been fixed or not.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1059013#Comment_1059013

    That’s not how it works. The game is designed so early gens fo faster and later gens go slower.

    If survivors get 2 gens done really early then its likely they’re the 2 gens on the edges of the map, which actually helps shrink the map for you.

    I am not saying about normal maps where 2 complete usually completey slightly after the first hook.

    I am talking about maps that are large enough 2 complete before you can physically walk to them.

    If you use discordance on maps like mother's dwelling this happens nearly every single game unless your someone who has good mobility like freddy/spirit.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1058991#Comment_1058991

    Game still isn't over, but a lot of killers suddenly act like it is, it's very easy to start snowballing after your first hook, I don't even look at gens being done any more because it doesn't matter at all.

    It's the same with all those who post Tru3 "gen rush" videos and then by the end of it, the match is 10 minutes long & hes killed everyone, far too many people give up because of gens popping when again, it really doesn't matter.

    You do know saying killer should give up 2 gens is more then the equivalent of an EBONY MORI for survivors.

    2 gens is 40% survivor objective.

    Ebony mori makes it so survivors die on second hook effectively making it reduce the killers' objective requirements by 33%.

    So here's my question for you:

    Why should survivors get a completion equivalent of an EBONY MORI just based on the map they get?

  • @rabideau23 said:

    Lol try being a survivor against him. I bet you will lose 9/10 times

    I have + spine chill hard counters him.

    I reveal ghost face more often then anyone else in games to the point that ghost faces have to tunnel me out of the game to be able to use their ability reliably.

  • @Unicorn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1056643#Comment_1056643

    I agree. This needs to be a thing, stand up and show your teammates that put forth this behavior that its not cute and its not okay. Its disgusting, and its never that serious to where you have to resort to such foul practices and language.

    I do personally do try to side with the killer most of the time because I get harassed like this a lot when I play killer that it really kills the game for me just to see people harass each other over a video game.

    I have said this before and I'll say it again: If you play balanced you will grow to despise how toxic survivors get when compared to killers.

    Not saying I don't get toxic killers(If the killer is toxic I side with the other survivors) its just a lot less likely for obvious reasons 1 killer vs 3 survivors who could be toxic.

  • My vote is head on simply due to being the most niche exhaustion perk.

    It can win games by saving people who are getting carried to the hook but that's so unlikely to happen that in nearly all games I have ever played headon has done nothing of any real importance.

  • @Razovar said:

    Still new to the game and I don’t understand the green rank or red rank people keep saying.

    im on PS4 and I’m rank 20 on both survivor and killer. Survivor lobbies take about 15 minutes to get into a game where killer is under a minute.

    how come this is happening?

    thanks in advance :)

    The devs have messed up match making badly along with making killers frustrating to play to the point a lot have left on some platforms making survivor ques insanely long and killer's near instant.

  • @pizzamess said:

    https://forum.deadbydaylight.com/en/discussion/comment/1054941#Comment_1054941

    If you think nurse is a bad killer and needs to be buffed, your ignorant at best, if you think billy is the best killer in the game you are equally stupid. Spirit and nurse have been the best killers in the game for awhile. The problem is that they have massive learning curves(more nurse than spirit but she can take a bit longer used too). And billy is arguably the 3rd best in the game but it's a toss up between him hag, and huntress for most high end killer mains. So sure by this logic statistically trapper is probably one of the best killers or is atleast the most popular doesnt mean hes the strongest by a long shot and needs a nerf quite the opposite honestly if you want info on what's the best of anything in a game you look at what the best players are using not what the bottom 90% are using.

    I said OTHER PEOPLE claiming billy is the best are wrong according to the statistics released as both spirit and freddy have higher KR then him from the most recent stats(Which mind you are from November as they haven't been updated sense then).

    Also nurse isn't in the best spot as people always claim she is the best but have no proof of it so I go by what stats we have and when she barely has a higher KR then CLOWN at red it should be telling of her power when people in red ranks can barely out perform clown with her according to the stats.

    Give me undeniable evidence that the nurse is the best then I'll agree until then I'll go by what the stats.

    Idk what most of your tangent is even on as its unrelated to my comment as I have said nothing about trapper or play rates(popularity) or only using overall data as I used both in my explanations such as nurse being the THIRD WORST IN RED RANKS.

  • @ppo8820 said:

    I rarely hear from survivor players and if a person does ask anything related to killer balance, the same group of names rush to the post to insult the user and explain why they poster is wrong and stupid. So, are you a killer or survivor main?

    Its because a lot of their comments get contradicted by evidence and statistics?

    People claim nurse is OP: Nurse has the single worst average KR in the game(43% aka in the needs buff tier of bad KR) and 3rd worst in red ranks.

    People claim billy is the best killer in the game when on all statistics he is 3rd at best KR in red ranks and almost exact middle of all killer's KR in overall KR stats.

    People claim killers with BBQ get over 100k average BP per game even though BP is capped to 64k(Or 72k with 100% one category offerings) with BBQ and can only ever break 100k with BPS/Pudding(? I forget if pudding even gets multiplied) as normal BP offerings don't get multiplied.

    TLDR: Its because a lot of the time they are wrong. Balanced(50/50 surv/killer) player.

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