WeenieDog
WeenieDog
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- WeenieDog
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Comments
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While we are on the subject, I don't know why tapping a self heal turns off DS.
being healed 1-99% does nothing for the survivors. It doesn't progress the game towards the survivors favor as there is no such thing as half a damage state.
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What?
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@VonCrow said:
https://forum.deadbydaylight.com/en/discussion/comment/2504586#Comment_2504586
I can asure you that most killers don't tunnel for fun, they just have to. They would be glad to chase the unhooker everytime, right now if they do that the game is gone.
Make gens slower and tunneling/camping is gonna decrease pretty hard. More chases, more points, more mindgames. Only sweaty chads want 4 minutes game.
I doubt that making gens take longer will get players to impulsively play differently. It would just be deathgarden all over again, where they buffed hunters incredibly saying, ' now that scavengers are easier to find and down, why not just recycle them instead of instantly getting them out the game as fast as possible'.
Did the changes influence player behavior in their favor? No. If anything, they would insta-kill 1 or 2 scavs and farm the remaining because at that point, there was no way they could win anyway. So they forced a second life mechanic instead.
I'm not against changing gens or introducing other mandatory objectives, but ways that both sides shorten the game have to be addressed. Good faith balancing rarely if ever works.
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I doubt it, otherwise they'd probably lock perks once you hit the search button.
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Whispers , absolutely.
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Why?
I assume because most people don't play 4 man swfs, so they don't see how crazy it can get. Also, how can you tell whether or not someone is a killer main or a survivor main?
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@fogdonkey said:
You apply for the "game tester" position at BHVR.
Damn bro... we smart
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Switch character models so its 4 killers running from a lanky stretched out survivor.
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It probably would have priority issues like being sucked into breakable objects instead of dealing damage. Also, I kind of feel it would be too much when combined with her zoning potential and her throw cooldown speed. It's like, you either stay at the loop and she'll just position herself to where she breaks the pallet and has los on you when you leave.
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Hot Take: I don't think nurse has that high of a skill cap. She has a higher skill floor than the other killers but just like a sniper, once you learn to aim... that's it... You don't do anything else.
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Hot tip: (at least from my experience) if you are really worried about survivor quality, play at nighttime. My daytime games are seemingly filled with survivors that are practically throwing or flat out dcing.
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@DragonMasterDarren said:
https://forum.deadbydaylight.com/en/discussion/comment/2498421#Comment_2498421
*proceeds to nerf every single slowdown perk in the game*
Honestly one of my greatest wishes is if they deleted slowdown and exhaustion perks ... and uh, maybe do something about medkits.
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They could add something like 'm2 sensitivity ' so it would be easier to aim/track, instead of the being like
Lower sense: track better but move with tank controls around regular tiles
Though the fact that its cross play mean we cant do anything for console without thinking about how it affects pc when it comes to balance decisions like the popular " make trickster faster".
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@Guest1567432 said:
Title should be if Almo left DBD...
Say what you will, but I admire his unafraid, and unapologetic demeanor on stream. He truly is the moment.
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I don't know why either. For me, it's like this game asks to be entirely redownloaded every update... except when I make the space, it'll only take the 1.2 GB.
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Not sure, but I thought there was a base mmr that's dependent on how good you are with other killers. That way, someone who plays a lot of one killer doesnt get actual rank 20s when they switch to another.
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The jig is up BHVR. Pyramid Head isn't he only victim here. We all know what you have been doing to Huntress's chest. Compared to her default outfit, they just get smaller and smaller with every outfit.
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https://youtu.be/4bSOC562EtE?t=52
Flashbang timing is really tight and just faking a pick up works well because of how early you have to be there to drop it at their feet.
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https://www.youtube.com/watch?v=QgTyBUMJelg
POV: You just loaded into a lobby with a default Nea.
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The only thing that absolutely needs to be fixed is franklins causing the cube to be drop underneath dropped pallets so it's can't be grabbed or solved.
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it's definitely one of those case by case things, so I don't think anyone can give you a clear cut answer without seeing some video.
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@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2492287#Comment_2492287
As always Behaviour behaviouring killer imagination.Definetely white auras are impossible to remove in this game i dunno why I ask.
I mean, there stifling imagination like perks with cooldowns or m1 restrictions that have no business being there, then there's the idea that third seal should also block jigsaw boxes aura and the like
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RIP to one of the most countable and most situational of stuns.
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I kind of just want the reversal, where it's a survivor telling the killer to "just do bones", to happen because of how outlandish it would have seemed years ago.
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@ArchAbhor said:
https://forum.deadbydaylight.com/en/discussion/comment/2490183#Comment_2490183
nah i dont think fighting the killer should be a thing in dbd. Doesnt feel right. I've always liked the idea of finding gen parts before you can work on the gen
But where is the fun? That's just another step to holding m1.
Adding an entire other path to ending the trial like a direct confrontation, one thats worth the effort of jumping through hoops to do, would be.
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@ArchAbhor said:
https://forum.deadbydaylight.com/en/discussion/comment/2487994#Comment_2487994
One thing to be balanced at a time. If all said things were put into play i think this is a great idea. Obviously the meta will have to shift after these changes and gen slowdown will be the next on the chopping block. I think more objectives for survivors will make the game more fun for survivors. Also assuming you take out time to do that second objective from gen times then gen repair times would be less anyways. Then Gen slowdown perks will be less effective by default.
The only other objective I think would ever be fun is if it allowed survivors to dual and straight up kill the killer at the end like Home sweet home.
Otherwise its just hold m1 but, not on a gen
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Ideally and with time, this is supposed to give more information on perks/killers and how they perform (either alone or combo'd) in higher MMR (or even in all brackets). The problem with the old system was how easy it was to get to higher ranks so the data it gave barely meant anything. It's like trying to catalogue types of dogs with the only condition being "they walk on four legs" so a cat, a pig and a gator are really just different types of dogs.
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I'm kind of surprised he didn't get stunned from that drop.
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Queue times is probably something that's going to be hard to solve without somewhat throwing out sbmm.
Like we could shorten the time the system says " whatever, I'll just put in anygame" but then why even bother with the rework in the first place
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I think the only thing they can do is rewrite the entire hit detection with dedicated servers in mind instead of this 20/80 between servers and p2p.
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@Rydog said:
So, the new grades are the same as the previous rank bands, with a fresh coat of paint and the same pip-based system. Except now, you can never drop to a lower rank, and everybody earns BP rewards based on where they end up, then everyone gets reset to Ash IV on the 13th of each month.
But now our actual game rank -- our MMR -- is an entirely separate score, it is kept hidden from us at all times, and we do not know what in-game actions influence it. Basically, Behaviour is saying "just trust us," with no transparency into how the system works. So what is even the point of it? It may as well not be there, if we can't see it and don't know what influences it, or whether we have gotten better or worse at the game over time. All we can do is guess.
Why is it like this? How exactly is this an improvement, from the player's perspective? You guys said in your recent SBMM update post that your data is all very positive, and it's working great, and resulting in fairer matches. But on our end, it's completely opaque and we have no numerical rank to help us discern whether we are improving at the game. So why would you not just show this number to us? Why is our only visible number now just purely "how much you've played" instead of "how well you've played"?
(EDIT: Also, just to get out in front of it -- I know the previous system was not perfect. But this new system seems like some real Office Space-caliber engineer logic, just layering another system on top of an already confusing system to make it even more wonky, while also taking away information that we previously had, and not bothering to account for the possibility that it is not very friendly to the player at all.)
I mean this in the best way, but we've already got a that topic covered.
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I feel you. That's why I just stopped playing blight. He's really fun but man, I just get too tilted by things like that. I'm battling the slips more than I am the survivors.
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I wouldn't say dying light is hated. Most of the time I hear anything about dying light it's related to it being stacked (like the old forever build of ruin, pop, thana, dyling light) or that it doesn't get that much value. And by the time it does, you probably have someone already dead.
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It can suck that some games can go by real quick, but DBD and perks sets are so messed up that making any small decision can have big impacts. Like, in this he has Ruin + pop and when those perks are up, I feel like most players will just glue themselves to gens to not risk losing progress. No healing, just gens.
Then theres the RNG of maps to add on top of that.
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Honestly, when I get beamers in my games, it's a sigh of relief because more often then not, they're are just following me around doing nothing once I break out the look at a wall or fake a pick up tech.
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I guess it depends on how experienced with killer you already are.
If you're new, I'd recommend Pig. She's mostly just an m1 killer, so you'll still have to learn loops and be aware of how closely good tiles are spawned.
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She can sort of cancel her blink by just straight looking down (or by angling it to make long blinks into short).
I can only guess it might just be a balance thing. Like she can ignore near every mechanic survivors have to stave off killers, but you're locked into that first blink that's it.
But IMO, Once you get used to her, you won't have many situations where you'll wish you could cancel it. Just blink near with the first and fine tune it with the second.
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I thought there was supposed to be a base shared mmr across all killers. Just because we are new to a certain killer, doesnt mean we are new to killer as a whole.
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@DoomedMind said:
https://forum.deadbydaylight.com/en/discussion/comment/2482318#Comment_2482318
Well, so the problem of ranks were just to change piping system, meaning the entire SBMM is a useless thing.
The piping system is still the same. Everything that got me a pip last patch, still works now. Pips are now just like tokens that are converted into a bloodpoint reward at the end of the season. You can't lose them, and the more you play, the more you get.
MMR is a separate system, it might incorporate some things that are related to piping like chase times, and hooks but not necessarily be all the exact same things. A majority of my games have felt like both sides are showing signs of sentience.
But overall, we don't know exactly how it works but at the very least, to me, it feels consistently different in comparison to the rank based one.
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@DoomedMind said:
I have an actual question to every "SBMM will be the solution" ones : how SBMM would be better than ranks, while it would take the same things as piping as gaining some skill score.
It won't change nothing.
Also it's impossible to depip I saw.
That only makes sense if we assume that MMR and Pips are the exact same, which we don't know and I doubt when looking the quality of matches.
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Ranks can't go down anymore, so they mean even less they did before.
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@Triadequinaxor said:
https://forum.deadbydaylight.com/en/discussion/comment/2478626#Comment_2478626
Why are you blatantly making up stuff? they have gone on record saying they dont want to balance this game around high level play
Where is this official statement?
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If you dropped the box at the gate once you left, would that even change the outcome of the situation described? It would end exactly the same only 2.5k points less.
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I kind of think 3 gen perks in general are going to be decent regardless.
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I wonder if it's somewhat related to the Playstation bug where some were reporting their DLC's were deleted.
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-I suggest they would have to either improve they servers so the validation actually counts they as hit or not when its supposed to be
How do you know if your perspective is the right one?
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I've only been validated once, and it would of been a questionable poko hit anyway. So, I'm okay with it.
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I get what your saying, but if it did that, then it wouldn't be a good MMR system. It would be what we have now, just handing out rank ups.
Ideally, that killer will rank up to the point where survivors punish tunneling with a bit of gen tunneling of their own as there won't be a point to trying to saving that person.
If the killer wants someone dead, he's going to die.
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Kind of.. Like some hackers are able to do things like becoming completely invulnerable even after end game collapse has completed forcing one of you to DC. Also, some streamers were somehow given 30 min+ bans by some hackers.
But Banned by BHVR or EAC directly, probably really low chance, if at all.
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sometimes I throw them on with coarse stone because "why not?". And the add ons themselves aren't so powerful that I feel like I'm "forgetting" how to play Huntress.
