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anarchy753

anarchy753

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anarchy753
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  • I've been playing for years, and in my experience, this question has no answer.

    Strong, weak, popular, unpopular, fun, boring, it absolutely doesn't matter. Out of the blue any killer can have their teeth kicked out for any passing fancy of the devs.

  • Oh boy, it's the weekly "I had 15 second chance perks and everyone was dead and I got hooked, but I should still be allowed to use them all to irritate the killer for over a minute!"

  • I enjoy shittalking terrible decisions and ideas.

  • Since the validation changes, many survivors can easily press the dead hard button after your swing has begun, so follow them all you like, there's no mind game any more except for people who haven't worked it out yet.

  • Stale meta mostly. Every match feels like I'm going against the exact same group with the exact same perks.

    The only time a new perk shows up in the meta is because they made something so ludicrously broken that it outclasses the current meta, like original Mettle of Man and now boons.

  • Ugh. Just watching the video explaining how it happened makes me never want to watch any content you make.

  • It should be reworked, even before the changes the only killer who ever used Stridor was Spirit. Changing the interaction with Iron Will would only take it back to that same bad state.

  • She used to have silent phasing on an add on. You'd be on a generator, then just from nowhere be grabbed off it and hooked, and it was absolutely disgusting.

    This would do the exact same thing, but only hen tinkerer went off. It wouldn't be fair, regardless of add ons.

  • @Minecraft said:

    https://forum.deadbydaylight.com/en/discussion/comment/2746381#Comment_2746381

    the safest and smartest thing would be to not play at all

    It's technically neither as a VPN will completely protect you from the attack.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2747926#Comment_2747926

    That's only if you divide the survivor time by 4, which isn't accurate for 90% of the match. You're not getting 4 survivors freely doing whatever they want at all times unless the killer is AFK, or the match has only just begun.

    It always cuts into objective-usable time, 1 to 1. A gen isn't suddenly going to -not- be without repairs for 14 seconds just because there's four survivors in the match. You bless a totem, one gen is going to be done, at minimum, 14 seconds later than what it could've been.

    It's completely backward to judge a perk assuming that survivors are perfectly efficient when you aren't running it, and wasting their time when you are. It doesn't matter that the survivors aren't "freely doing whatever they want" 100% of the time, because they're still gaining time in which to either do what they want, or they're losing pressure because the killer CAN'T keep someone occupied if they're off playing in the corner stomping a totem.

    The simple fact of the matter is that 3.5 seconds of the team's potential progress is all that is lost by blessing a totem. If the killer at any point has to stop what they're doing to deal with the totem, then that time is bought back. That's multiple seconds where everyone who's on a gen can stay on a gen for longer, because either chasing someone, picking up and hooking someone, or any other action that could delay someone it being stalled by several seconds. One player taking 14 seconds is a tiny investment when to counteract it the entire opposing team has to be occupied.

    You can paint idealised situations where the killer only kicks a totem when nobody is on a generator or saving etc, etc, but that situation is only a theoretical and equally likely to every other conceivable state of the match when the killer hears a totem nearby.

    This is ALL assuming that the perk placed on the totem gets literally zero value, and the time dynamic still breaks even or better for survivors. As soon as one of the perks has even the slightest bit of impact on the match (a chase drawn out due to vanishing scratch marks, the killer taking extra seconds to find someone because their aura wasn't shown with bbq, a person getting up/picked up earlier, a SINGLE HEAL from CoH) the killer is going further and further into the negatives in time lost.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2747729#Comment_2747729

    The risk is the time investment of blessing a totem. If it gets snuffed before it gets any use, it costs the survivors precious time.

    I think CoH needs to affect one fuld health state to break even with the time it takes to bless, and that might be due for re-evaluation.

    But if it's a 'x use only' perk type, it'd go down to zero usage like literally all other survivor perks.

    Not at all.

    1/4 of the survivor team spending 14 seconds to bless a totem is the equivalent of 3.5 seconds for the overall team. It is basically impossible for the killer to find and snuff a totem and get back to what they were doing in less than 3.5 seconds, so even if your totem doesn't do a single thing, if the killer kicks it the survivors have gained time.

    A single CoH heal buys back more time than was spent blessing the totem.

    There is basically no way to use CoH, or really any boon, that doesn't gain time on the survivor side, despite being introduced as a tool to sacrifice time for a buff.

  • Exponential is a bad perk, however as killer I can't tell what boons are on a totem so I have to treat every one as though it is Circle of Healing, which makes Exponential an annoying perk.

  • Combination of a few things.

    First she takes a lot of work to play well, which many people don't want to get involved in. They want something simple and effective.

    Secondly, when survivors know how to play against her, it's a lot of chasing people running in straight lines. There's not much chance for mindgaming on a killer who should thrive on it, and she has to instead rely on landing long range hits on someone running far away who can easily react to the direction a crow is aimed.

    Lastly, it's way too quick to dispel crows. It's part of her skill cap, but if you aren't basically lining up the next crow as soon as one hits, you aren't getting the damage, and it feels very unrewarding to have to swarm a survivor multiple times before one counts as the damaging blow.

  • Really? When the game is filled with bugs that can allow people to be DDOSed, you want to prevent people from using a tool to stay safe.

  • @MindGame3301 said:

    The addon seems initially insanely powerful. Everyone starts with a bear trap.

    All four survivors can 99% gen and attempt to take them off before they start popping them or their 60-second death timer commences if they decide to keep them on, or someone is unfortunate enough to fail to remove theirs before someone else decides to pop a generator.

    It has a lot of pressure but makes perks like corrupt intervention feel useless. I feel a nice change might be to make the addon make all survivors start with reverse bear traps but she still has 2. Another cool change could be that they are locked until the first generator is popped.

    The bear trap is a death game that pig players can exploit. The pig should still be given an adequate number of traps, maybe even more than starting with 4...but my main topic was simply a small buff to Video Tape. Would her having one or two traps extra be too much?

    If a dev could answer if it's balanced that'd be informative but dead-by-daylight games are a teeter-totter.

    That's a really good change, it would both ensure that her stalling is ideally spread out, and also prevent the pig just sitting on a box at the start hoping a survivor will die because of it.

  • It's mildly annoying, but being 5 seconds means it's never enough to matter in most cases. It almost needs to be paired with another source of exhaustion to do anything. Not a fan of bringing a perk that is so easily played around.

  • 1.5x?

    More of a blood-light-jog to be honest.

  • On a serious note, I think Ghostfaces power will be given a duration so that they can do away with the reveal mechanic which feels terrible on both sides. With a duration instead of revealing, it would also be simpler to lower his cooldown overall.

  • Looking at how they nerfed the only add ons people ran to make Ghostface feel usable, I wouldn't be surprised if neither of them come out of their reworks feeling better.

  • If you put up a boon, it takes 14 seconds, and 1/4 of your team is occupied doing it. Your team as a whole loses 3.5 seconds.

    If a single heal takes place in range of the boon, 16 seconds is saved, meaning your team as a whole gains 4 seconds.

    If it takes the killer any more than 3.5 seconds from hearing a boon to walk over to it, stomp it, and get back to what they're doing, the survivor team has gained time.

    A tool which was designed to keep survivors occupied on something other than generators is almost impossible to use in a manner that doesn't BUY the survivors time.

    This would almost be acceptable if it were limited to a single survivor, or stomping the boon had a more permanent effect. Instead we have a perk which takes a single perk slot, and gives 8 perks to the survivor team. THERE IS NO WAY FOR KILLERS TO PLAY AROUND BOONS THAT DOESN'T LOSE THEM TIME. It's a damned if you do, damned if you don't situation, where both stomping it and not stomping it are losses as the killer and that's really unfair when it's been well known for years that one of the biggest issues with the killer role is the constant time pressure.

  • It's a bit of a joke. They're in every single match, they provide a huge advantage for a single perk slot, and the time dynamic of them is so poorly thought out that perks designed to give survivors other ways to spend their time end up costing the killer more time regardless of how they're used.

  • TBH I've never seen a Jonah in any of my games that wasn't going for adepts. I don't see a point in tunneling him since all his perks are awful.

  • @bm33 said:

    I heard it, I'm not a fan. It's kind of annoying and sounds like whoever is singing is trying too hard to sound creepy. I hope it's not a new lullaby for her, hers is so perfect right now and I continue hearing it into the next match.

    "Trying too hard" perfectly encapsulates how the person doing the laughs and grunts sounds.

  • @ImBrakingBike said:

    https://forum.deadbydaylight.com/en/discussion/comment/2738432#Comment_2738432

    The number of shards is debatable, but asking for gifted money in exchange for a free item (what this thread is about according to OP) shouldn't be.

    Auric cells are not money. They are a premium currency, but there is no way to translate them into money in any way. They give us cells in every battle pass, nobody makes money from that.

    All OP wants is to be refunded with a currency that can actually replace the cosmetic being lost.

  • She just got one of the nicest sets in the game free on the battle pass. I'd take that any day over all the good skins being paid-only.

  • @M1MASTER said:

    https://forum.deadbydaylight.com/en/discussion/comment/2735568#Comment_2735568

    Huntress is still incredibly popular like top 3, and she's not easy, but according to your logic, she would have dropped massively in popularity once they nerfed Iri Head and the exhaustion add-ons, but that didn't happen.

    Maybe most people are not playing Spirit because they simply don't find her as fun? No, that couldn't possibly be.

    Huntress has never been blatantly overpowered. She's always been strong, yes, and she had a broken add on combination, but outside of that combo she was popular regardless.

    Huntress appeals to a different cohort of players. She's difficult to learn as she plays entirely differently to any other killer. She rewards high-skill plays and even if you aren't great at her and miss a lot of hatchets, the one that you do land will always feel satisfying. She's also good youtube/twitch bait because if you throw a potshot or two after BBQ, eventually you'll land one and people love to watch that happen.

    It's originally based around Magic: The Gathering, but I'd recommend looking at the psychological profiles of players referred to as Timmy, Johnny and Spike, as they hold true in most games.

    Spirit players in general were in the Spike category, who basically just plays what is strongest, which is why they had no loyalty to the character when the changes took her down a peg. Huntress is more of a Timmy, who likes to play strong things, but wants to play something showier, and cares more about the quality of the win than the quantity. You're probably right in that the people who played with iri heads will have stopped playing Huntress the same way Spirit players stopped, but that was never the majority of Huntress players.

  • Because as soon as people think she's not the most OP killer in the game, they jump ship to the one they think is. There's a lot of players in every game who don't play something because the playstyle is fun, or because the design speaks to them, or just because they like something underappreciated, they will only pick the thing that is undoubtedly the strongest for the lowest level of investment.

  • The way I imagine their decision making is this;

    There is a large dartboard with pictures of various perks, add ons, and characters pinned all over it. They then take a handful of darts, some green for buffs, and some red for nerfs, and then (blindfolded of course) begin to throw the darts, and whatever they hit gets adjusted accordingly.

  • @Veinslay said:

    They did Deathslinger worse than Twins. Twins might be hard countered by every meta thing survivors do, but at least it's still fun to hit pounces with Victor. Deathslinger is utter trash walking around looking down a scope barely even able to move the sight

    Deathslinger got nuked and lost everything good all at once. Twins is on a really slow, painful downward spiral where every time you think they can't get worse they get shat on again. It's like the old days that spawned the "nerf Pig" memes, but now it's Twins.

  • I don't even care about 4 pieces. How about 400 cells so I can at the very least buy a mask to replace the mask I'm losing?

    Shards are pretty much nothing, and can't even be used on him, so how is that a real refund for the effort put into obtaining the cosmetics?

  • @Madjura said:

    https://forum.deadbydaylight.com/en/discussion/comment/2731557#Comment_2731557

    It doesn't "fix" racism but it removes a tool for racist attacks and sends a signal that racism isn't tolerated.

    I love when "sending a sign" to like 2 people punishes literally thousands for their work and effort.

  • @KolbyKolbyKolby said:

    "You're just giving those people what they want."

    Like a gameplay experience with a little less racism? That's probably the intention

    I don't see how people think this would magically fix racism. Like someone's going to go "oh no the mask's gone, now I can't do the exact same behaviour towards the exact same streamers!"

    All this does is punish thousands of players who put in a lot of work to unlock the only gameplay-unlocked cosmetics in the game, alongside the literal handful of people who supposedly used them with bad intent.

  • I don't care about teabagging, but removing content people worked hard for because overly sensitive people look for racism everywhere isn't a good solution.

    In return for losing cosmetics that took hundreds of kills to earn, we're given shards. Since he's licensed, shards can't even buy a replacement mask for Leatherface to make up what was lost. At the very least we should be given cells, or some sort of token to buy specifically Leatherface cosmetics from the store.

    In thousands of hours I've never once seen a Leatherface tunnel specific people because of the character they're playing. Everyone gets tunneled sometimes, everyone gets camped sometimes. Assuming it's because of the character you play is more than just a little contrived.

  • Have you tried making a fifth thread about the same problem? Maybe that will fix it.

  • It's terrible, and it's funny to me watching people use 2-3 perks JUST to get a temporary 30% slow on gens. Honestly just use a decent stalling perk and it'll net you more stalling with less stress.

  • @Smoe said:

    Fyi, you can tell if an outfit is locked or if a cosmetic piece is locked to a whole set by the icons marked since non locked cosmetics doesn't have these.

    https://us.v-cdn.net/6030815/uploads/2U63MIGQUVZ8/untitled.png

    https://us.v-cdn.net/6030815/uploads/EUS8SOK17C1W/untitled2.png

    While that's true, it doesn't explicitly warn people trying to buy a piece "if you buy this, you will not be able to equip it outside of using the entire set."

    It's fine for people who already know about linked sets, but it should be clearly broadcast so that players aren't tricked into buying something that can't be used how they expect.

  • I'd say Nurse and Bubba, maybe Blight but honestly I don't have too much experience with him and don't really watch Blight content.

  • @Doryan said:

    In the first I am at the beginning of the game I did not make any decoupling and it is obvious that I am at the first catch in the hook. This is happening all the time.
    On the second, I understood.
    

    Deliverance can only be used if it is active. It only becomes active when you have safely unhooked someone. If you are hooked before you have safely unhooked someone else, you cannot use the perk.

  • All? No.

    Many? Yes.

    Perks like Retribution and Thrill that are meant to protect totems should not be totems themselves.

    Many perks are simply not strong enough to justify hex status.

  • Yeah this has been confusing for years, probably should have been updated to work like his daily challenge years ago.

  • I will never run Corrupt Intervention. It relocates the generators survivors will complete while you chase the first one, it does not prevent them being completed.

  • @supersonic853 said:

    My thing with this is like that was stated above. A white ward is intended to allow you to keep the items upon death but if your final down is a m1 you just wasted a offering. It turns it into a situation where yeah i just have to jump into a locker and force the down that way. Franklins is intended to make the item unusable over the course of the match. Not cuck them out of keeping the item in its entirety. Which personally as a killer i don't care if they get to keep the item at the end (if it was the case) as long as its rendered unusable over the match. Id say once you pick up a franklins item from a teammate itll look like a flashbang does and once the original owner dies unless the items in the middle of a animation (which then itll wait till the animation is over) the item will be consumed by the entity and follow them out.

    We are very different people. Half of the joy of Franklin's is smacking someone in the exit gate right before they leave so they lose their clicky and one less killer in the world may have to deal with that.

  • A survivor item (flashlight) completely disables a killer's power (Hag.) Killers can't do that.

    A survivor perk (Calm Spirit) completely disables a killer's power (Doctor) and many perks (Infectious Fright, Deathbound, Dragon's Grip, Iron Maiden, etc.) Killers can't do that.

    A survivor perk (Flashbang) completely disables a killer's power AND stuns them (Wraith.) Killers can't do that.


    All white ward says is that if you die while holding an item, you won't lose it. Franklin's Demise does not prevent that effect from working, it just makes it harder to reach the correct situation to trigger it.

  • @WaveyTrey said:

    https://forum.deadbydaylight.com/en/discussion/comment/2720385#Comment_2720385

    Unicorns 🦄 have no basis in this reality whatsoever. Magic/curse were substitute words for the invisible forces of nature that we can’t perceive with our eyes. Science made a word like that already for something that we cannot touch, or see. Dark Matter/Energy. Scientists have speculated the idea of higher dimensions (4D, 5D, etc), and what a force within such a dimension could do. Google it sometime. Smarty pants. 🤷🏽‍♂️

    Humans we not unaware back in the day. Many were philosophers, and critical thinkers. After all they left giant structures that lined up with the stars almost everywhere as proof. 😂

    Thanks, but I already have a degree in science, with a minor in philosophy.

    What you need to understand is that there's a tremendous distinction between science, and psuedoscience. Science is observing something and understanding it. Psuedoscience is saying "we don't understand something, so we can attribute anything we like to it." It largely only confuses people because you can't disprove a negative.

    Dark matter is just observation of the behaviour of spacetime as though there is mass present when there is none, leading scientists to name it dark matter and assume there is some form of matter we cannot observe.

    The fact that it exists is in no way related to the idea that thinking bad thoughts at someone changes the universe to make bad things happen to them. Drawing a conclusion that was is like saying "Well, I have a glass of water in my hand, so my train will be late." There's simply no connection. One strange or mysterious occurence in nature does not mean that any phenomena you can conceive of has a basis in reality.

  • @WaveyTrey said:

    https://forum.deadbydaylight.com/en/discussion/comment/2719730#Comment_2719730

    Sigh…

    I was into all manner of occult stuff in my teens. Magic/miracles defy all reason because it’s knowledge of “extra dimensions”, and humans have no natural access to that as we’re physically here in this dimension. In DBD case The Entity performs impossible feats because it’s a shapeless, inter-dimensional intelligence that’s been around since forever. Anyone pulled into it’s domain is affected gets powers too. Survivors get aura reading. Killers are turned into monsters. Only “some” humans are attuned to extra dimensions. Like the witchy girl they added. “Curses” affect what’s already natural. Typically by making something worse, or by taking it away…Unless a curse had built up power over a long time like Devour Hope.

    Curses are just negative energy/psyche. Someone you loved hurt your feelings by saying awful things and that ruined your day at work. Someone did something to you psychologically, and it lead to depression. THAT my pal, is the curse… Some words are called “Curse” words. Even South Park has an episode about it. Some words have negative energy/feedback. Especially to a person when someone saying them are filled with spite or animosity.

    A theoretical “death” curse would cause you to die faster. Life exists to die. Your natural state of living accelerates, but it’ll never outright kill you from the start.

    A blind curse takes your natural ability to see things. Since we can naturally lose our senses by going blind, or deaf.

    With the natural “law” of curses giving realism to a game… The gens would regress on their own naturally, and Hex: Ruin makes regression worse. A curse wouldn’t ever make a generator magically regress on it’s own unless it already did that. We see The Entity stopping gen progress for both sides. The devs skewered Ruin because survivor mains complain too much.

    Note to self, come to you when I need tips on unicorn breeding.

  • "Like a real curse would do."

    What?

  • @dugman said:

    One of the devs posted about a month or so ago asking if we thought he should remove the grades from the endgame screen because they were causing confusion with players thinking they’re used for matchmaking. The unanimous reply was yes, seeing opponents’ grades shouldn’t be a thing since they’re irrelevant. I’m not sure if they’re following up on that and planning to remove opponent grades from the screen but hopefully they are.

    What would be nice is if instead of those we saw a rough percentile bracket indicator of the MMR ratings. Just what 5% or 10% bracket everybody is in to give an idea of roughly where everybody is. No idea if they’re considering something along those lines or not though.

    Exactly, showing grades makes people think they're relevant, and hiding MMR because you're ashamed of how weak the system is just means new players don't even know it exists.

  • People complained about emblems/rank.

    They spent 2 years developing "skill" based matchmaking.

    SBMM was a much better system that accurately assesses skill and moves you up or down accordingly, but due to the effort of the emblem system, it was retained for grades, as it gives a good visual for performance on the endgame screen.

    MMR was kept invisible, and its mechanisms secret for... reasons. Reasons that definitely weren't at all to hide that it was terrible and doesn't assess skill at all.

    1 week later, dataminers leaked how MMR worked.

    1 week after that the devs, just spontaneously, no reason at all, decided to graciously announce how MMR actually works.

    Their initial plan was to just never tell us how SBMM worked and pretend it was working perfectly, that way all of the complaints about unfair matchmaking could no longer be shown in a screenshot and flood the front page of reddit and the forums daily, because you can't show that the lobby is unfair, and anyone saying so would just be told "your MMR is just different to what you think it is, it all works perfectly." They can now no longer go "oops, you found out we cut corners and put in the lowest effort system imaginable, let's go back to emblems" because that would admit they made a mistake.

  • @Marc_123 said:

    Show MMR - there is absolutely no reason why not. Grades don´t matter, so nobody needs them anymore.

    If you want player time - show "Time played this month: xyz"

    Every normal player wants to know how high his actual player rank is which is the MMR.

    We already DO see played time, it's directly converted into player XP and profile level. We just have so many worthless progress systems that don't actually do anything that people forget about them or flat out don't know what they do. They could very easily remove XP and level and just have iridescent shards gained by playtime (which they still technically are, just in a convoluted way) and it would just tidy up the game a bit with no loss. Devotion doesn't even have a benefit, it doesn't affect anything at all and only shows to be used for dick measuring.

  • @Krimbar said:

    Getting to Iridescent grade 1 in one month at high MMR (only presumptuous of course) should in theory be even harder than how it used to be prior to SBMM, plus grades require more than simply escaping / getting kills. Of course that would only be at high MMR, but saying that grades do not reflect "skill" in the slightest is just wrong to me.

    I'm not accusing you of saying that, it's just what I think about this whole Grade =/= MMR confusion.

    To be honest, I think grades are a representation of skill. Or at least to clarify, high grades are more of a representation of skill than MMR.

    In order to get your grade up, within a month you have to play enough to get a net gain of 85 pips. Yes, you can depip without losing your grade now, but that's only on one of 3-5 pips on a rank. It's unlikely you lose any more matches on 1 pip than you do on 3.

    Killer is simpler to look at (and also easier to pip on than survivor), but in order to gain a pip, you almost certainly have to kill SOMEONE, in order to double pip, especially at higher ranks, you must kill 3 people, sometimes 4. You almost certainly don't pip if you camp people to death, and you're punished in a variety of ways for tunneling (including less hook states for the devout emblem's higher requirement, and less chaser emblem points as they have not healed to get a second chase per down). It takes a LOT to reach iridescent 1 in a month, and regardless of what they say, it takes into account a lot more than just your gameplay time, because by definition the emblem system has categories that need to be filled to progress. You cannot reasonably be getting into high "grades" without also gaining a lot of MMR.

    With the amount of people playing and how broad the skill differences still are in matches, (because let's be honest, you can hide MMR all you like but a good player can still observe the difference in skill between different survivors) the ranges for matchmaking based on MMR HAS to be broad. Hell, new players seem to get treated as reasonable skill and are expected to lose MMR before they'll get matched with people who struggle as much as them.

    They have said there's no "upper limit" to the MMR system, you can keep gaining and gaining, but it becomes redundant as you still have to be in the matchmaking pool so it'll just match you with a broader and broader range to work.

    I can't see a logical way a player can be getting iridescent 1 without progressing SIGNIFICANTLY in MMR, let alone if they do it consistently which you assume people who have it within a week of the reset must. You could throw 40-80 matches every time you reach iridescent 1 to theoretically counterbalance your MMR, but people aren't AFKing enough for that to be happening, and it would be a very niche case.

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