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ba_tetsuo

ba_tetsuo

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ba_tetsuo
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  • @Steve0333 said:

    How do you gets Ds'd 3+ times a game? Ds is almost never an issue for me. The only time I get ds'd is when a survivor is such an easy target that I end up going for them again. But it doesn't even really matter if they ds me because if they are that bad I know I'll be able to catch them again.

    So ether you are hard tunneling survivors once they are unhooked or you are playing so well and downing survivors so fast that you end up getting ds'd even when you aren't tunneling. In the first case, ds is working exactly as intended. In the second case, you are obviously playing easy survivors and are likely to win anyway unless all of your downs happen in the end game with the help of noed.

    Its generally the 2nd. Excellent addition to the post.

  • @ASurvkillivorer said:

    Question is why aren't you learning your lesson? Your picking up survivors that quickly 3 times in a match? Slug the squad and no DS.

    Slugging is boring. When you have 2-3 people on the ground, and can't touch any of them because of DS, its no fun. I'd rather just mori them and move on.


    EDIT: Slugging doesn't do anything after gates are open, anyway.


    You could fix this in 2 steps. When a survivor with DS is unhooked, all other instances of DS are deactivated. And, when the gates are opened, DS cannot be proc'd. They didn't want PIG to get free kills with RBT, so survivors shouldn't get free escapes with DS

  • @DocFabron said:

    Does this mean you run a mori at least every 2nd or 3rd game?

    Yup. Can't get DS'd if you never have to pick them up a second time

  • @PrettyFaceKate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1103155#Comment_1103155

    They should also increment bp earnings for survivors. I understand making the add-ons consumable to be in line with killer mechanics, but then bp should me increased accordingly.

    Killers don't get to leave a match until its over, one way or the other. Survivors can leave a match as soon as they die. Killers having on average longer match times means they should get, on average, more bp per match.

  • Ruin countered gen rush on the front end. NoeD counters gen rush on the back end. Maybe do something other than sit on gens and look for secondary objectives. Can't get noed'd if theres no noed

  • "Whats with everyone wanting noed nerfed all of a sudden?"


    Because the last 20 things they wanted nerfed were nerfed. This is just next on the list

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/978671#Comment_978671

    lets make meta survivor perks into hex perks that can be disabled! what could go wrong?


    Give me Hex: Adrenaline plz

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/975410#Comment_975410

    By that logic though where the counter to spine chill? If the killer looks in my general direction from a mile away I know it..so...kind of double standard

    Don't you know? Survivor perks don't have to have a counter.


    BHVR's entire balance philosophy is "killers rely on survivor mistakes", then give survivors a million non-counterable perks that fix their mistakes.

  • "HOW DOES LEGION’S DEEP WOUNDS WORK?"


    It doesnt

  • Add one line to make it good against swf:

    When a survivor is picked up or on a hook, their screen is black

  • They have no plans to do anything useful with legion. I'd give up on him tbh

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/908458#Comment_908458

    That's gotta' be it. Clearly a bunch of guys sat around a table and thought, "How can we make the game worse for half the players, leaving the other half with nobody to play against?" It's a bold strategy, I'll give you that.

    We're working on a hotfix as we speak.

    That would actually explain a lot

  • @Peanits Constructive ideas/feedback for legion without any negative connotations:

    Here's a set of changes I've been asking for since the original nerfs:

    Since Legion is all about the rush of stabbing multiple people, while in FF give him a stacking MS bonus for each survivor hit. This bonus would be lost at the end of FF.

    The MS bonus would apply to vaulting pallets and windows as well. Something like a + 0.1 or + 0.2 bonus per survivor hit.

    Yea, 5.4/6/8 looks like a lot, but when you consider the amount of time each survivor has to run while you're going after the first 1 or 2, it still gives them plenty of time to get away.

    Second, no one wants to look at the ground for 4 seconds while they're fatigued, so I suggest a 1.3 second stun at the end. When you math speeds out for how far you can travel while fatigued vs how far survivors can get, a 1.3 second stun gives the exact same numbers as a 4 second slow down. The benefit of this is playing around windows and pallets, which is something legion is supposed to be good at anyway. To explain why it helps with those, here:

    If I'm in FF and chasing a survivor, and they hop a window or pallet as ff wears off, I now have two options. Wait 4 seconds, then vault/break the pallet, or fatigue walk around it. With a 1.3 second stun, the survivors still have the exact same amount of time to gain the same ground in a straight line (straight line is relevant because it was the example you used last time this was talked about), but it allows legion to get back in the game quicker. Staring at the ground for 4 seconds through a blacked out screen isn't exactly "engaging gameplay" as you put it in regards to mending.

    I think these two changes would go a long way towards making legion a realistic threat again, without having to deal with the exploits from before.

  • To all the people complaining about slugging and saying dc for hatch is fair, just remove the hatch. No more slugging, no more dc for hatch.


    As long as hatch exists, people will use the tools programmed into the game to deny it.

    ”But Tetsuo, if they don’t want dcs, don’t slug. It’s the same principle”

    Youre an idiot Dwight. Slugging is a thing programmed into the game and reinforced multiple times through perks. You have perks to counter slugging. Give me a perk to counter DCing, and we can compare them

  • What you’ve described as soft locking isnt actually bannable unless they’re the last survivor and egc hasn’t triggered. Lets say I soft lock a survivor in the corner. There are 3 other survivors who can do gens, open the door (triggering the egc), and leave. Then the trapped survivor dies to egc. The game still has a path of progress to end for all players

  • @ColgateAdvancedWhite said:

    ???

    I have never encountered this before. Your understanding of the sequence of events is wrong. You only snap left or right if you already hit the survivor. In other words, the snapping happens after the hit detection. Hit -> snap. No hit -> no snap.

    You can try it out. Do a wide spin when you swing, you will hit surprisingly more often due to how hit detection works.

    Edit:

    Of course you need to have some common sense and not spin in the direction of a wall...

    This. Aim assist doesn't exist in this game. The snap is just the animations trying to match game mechanics

  • Here's a set of changes I've been asking for since the original nerfs:

    Since Legion is all about the rush of stabbing multiple people, while in FF give him a stacking MS bonus for each survivor hit. This bonus would be lost at the end of FF.

    The MS bonus would apply to vaulting pallets and windows as well. Something like a + 0.1 or + 0.2 bonus per survivor hit.

    Yea, 5.4/6/8 looks like a lot, but when you consider the amount of time each survivor has to run while you're going after the first 1 or 2, it still gives them plenty of time to get away.

    Second, no one wants to look at the ground for 4 seconds while they're fatigued, so I suggest a 1.3 second stun at the end. When you math speeds out for how far you can travel while fatigued vs how far survivors can get, a 1.3 second stun gives the exact same numbers as a 4 second slow down.

    I think these two changes would go a long way towards making legion a realistic threat again, without having to deal with the exploits from before.

  • @UlvenDagoth said:

    I mean, just to toss it out here, but I have a Legion rework thread that @Peanits or anyone else can read. I can give give a link if needed. It's full of good ideas.

    They don't much care to implement community ideas for legion. They've been suggested time after time after time, but there's no conversation to be had. They designed a power that, in their mind, is overpowered, or useless. There can be no in between. Believe me, I've been trying since the first set of legion changes

  • @Peanits When are you gonna change the 4 second fatigue to a 1.X second stun? Its still the same distance lost after frenzy, but it will allow him to work around windows and such without staring at the survivor for 4 seconds after a vault.


    To answer the OP, end after you catch up to them. FF hits have very little recovery period. They get a speed boost after a hit. Use your increased speed to reduce the distance after a hit, then end

  • Nah fam. I like playing games for more than 5 minutes

  • I'm seeing a whole lot of

    "I DCed because I queued up for a game and don't want to finish it", and to that I say

    image.png


  • I'd like to see Kill statistics per killer per rank group, as well as perk use rate vs win rate for both sides

  • @Wuhelm said:

    https://forum.deadbydaylight.com/en/discussion/comment/858677#Comment_858677

    I don't care about your make believe rules. You don't like it then drop the hatch from the game and make the last survivor work for his escape instead of farming his team to a hatch victory. Slugging is a survivor induced problem that they cause themselves.

    This. Hatch is there because 1v1ing the killer is hard. If you don’t want people to slug to avoid the hatch, drop the hatch. If you’re a survivor god and your team is a bunch of potatoes, then show your skill instead of wanting the easy escape.

  • I think it should be closer. Maybe.... First Person

  • I’ve played basically nothing but legion since they came out. I’ve accepted that no matter what the problem is, the answer is Nerf Legion.

  • There's also this:

    • Smiley Face Pin add-on: Hitting a Survivor highlighted by Killer Instinct applies the Blindness status effect for 60 seconds.
    • Defaced Smiley Pin add-on: Hitting a Survivor highlighted by Killer Instinct applies the Mangled status effect for 60 seconds.
    • The Legion Pin add-on: Hitting a Survivor highlighted by Killer Instinct applies the Broken status effect for 60 seconds.


    We've been begging for pins to apply on hit. Now they only apply on hits 2-4 against different survivors. You cant even double tap to apply it anymore. As long as survivors don't all run in different directions, this is a buff. Pity They do.

  • We've been screaming loud and clear for a while now. I've offered suggestions that made 0 changes to his overall numbers while increasing his QoL. I've made them directly to peanits in threads before, but as soon as they were brought up, the conversation stopped. They're going to make the changes they want regardless of what we say then "monitor them" for a few years before NERF/-buff-ing them again.

  • Use the movement keys in combination with your mouse. Also, M1 during the dash

  • Because when 3 mans get a random, they don't typically do much to help the rando

  • When was the last spirit change that wasn't a bug fix, and why is this suddenly a discussion now? (Hint: it was november of last year, and its because the strongest killer got nerfed, so all the meta players moved to her). If she's a problem, why wasn't she nerfed 6 months ago?


    When she gets nerfed, they're just going to cycle to the next strongest killer, who will then be the over performer ad infinitum.

  • My preferred Clown Build is Spirit Fury, Enduring, Bamboozle, and Brutal Strength. I don't like a whole lot of running in circles :D

  • It allows Steam players to play with people who bought it on the Windows Store.

  • If you prefer playing killer, I definitely recommend suffering the long queue times. Once you get a bit better and rank up, the queues become quite a bit more manageable. I'd also say there are more killers than survivors right now due to the event (its easier to hook someone on an event hook than complete an event gen).

    Don't feel bad if you can't get the hang of survivor down. I have 800 or so hours in it, and am still a rank 16 survivor even though I hit rank 1 regularly as killer.

    My best advice: Grab an experienced survivor, go into KYF in a 1v1, and have them teach you the loop and counter loop strategies. Doing it in a game while someone explains what you're doing wrong is A LOT more informative than watching a video of someone doing it.

    If you DO want to get better as a survivor, you can do the same as above with an experienced killer.

    In the end, rank doesn't actually matter that much, and getting crushed by good survivors is WAY more informative than a balanced game vs other new players. Playing new players will only teach you bad habits that you'll need to unlearn as soon as you regularly get matched with good players.

    Either way, welcome to the game. Feel free to PM if you have any questions. I'm not the best mechanical player, but I understand the nuance of the game enough to explain things

  • I'd like a game mode that was just vanilla DbD. No perks, addons offerings or items. Just 5 players duking it out in a horror survival game.


    You don't get to rely on instaheals, ruin, DS, etc.

  • @Peanits Will there be any rewards given to those who suffered the grind, similar to the legacy clothing from the last bloodweb change?


  • @Peanits said:

    Rotten Fields, we meet again.

    This is not a nerf being reverted, they never fully went away and it's actually working as intended. I'll try to keep the explanation simple:

    • Each map has a minimum number of pallets.
    • The game will spawn those pallets as evenly as possible until the minimum pallet count is reached. It does this with a rule that basically says, "No pallet can spawn within X meters of any other pallet." (NOTE: This does not apply to key locations, e.g. the Asylum, the Shack)
    • If the minimum number of pallets has not been reached and there are no remaining valid spawn positions, it will break the rules and spawn it wherever it can.

    This happens more often on maps like Rotten Fields since the most of the map is corn (no pallet spawn locations), and the rest is maze tiles (could be LT walls which have no pallet spawn location). As a result, try as it might, there may not be any other option.

    The silver lining is that when that happens, the map has the absolute minimum number of pallets.


    Ok, If, across the entire map, all pallets are within minimum distance, then it should stop spawning regardless. Minimum number of pallets should only apply if minimum distance has not been met yet.

    Minimum distance should never be broken, imo. If it is impossible to meet both minimum distance and minimum number of pallets, then those numbers should be changed

  • Looping doesn't really need to be in a conversation about Bloodlust. Bloodlust was there to fight bad RNG. Looping was not an intended mechanic at all, meaning bloodlust was put into the game without thought to looping.


    If you don't wanna deal with bloodlust, stun the killer with the pallet. If the pallet is unsafe, then don't try to loop it. Stun the killer with it and move on. Problem solved.

  • The punishment for facecamping is losing 3 gens, if the survivors aren't awful

  • Yes. The killer is the host, he plays on 0ms ping

  • As vocally critical as I am against a lot of decisions devs make, this one I really appreciate. Thanks guys

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/564593#Comment_564593

    This doesn't quite make sense. The number of players per side has no impact on your personal scoring. The goal behind the changes is to level out the average bloodpoint earnings between the two sides (on average, killers earn more bloodpoints per match right now). Increasing killer bloodpoints as well would only exacerbate the gap.

    This has the added benefit of helping with queue times. Rather than having everyone flock to playing killer during a bloodhunt, you could play whichever side you're comfortable with and end up getting more or less the same amount of points. This means faster and more consistent queue times for everyone, which means more matches, which means more points. It's a win win.

    The problem with this logic, is that killers have to play each individual game longer. If a survivor has a rough game, or don't want to play a particular game any longer, they can generally die quickly and move on to the next game. Unless a killer DC's, they're in the game until all four survivors escape or die. The reason for mentioning this is that survivors can generally play multiple games faster. If you're looking at the average points per game, killer should stand above survivors.


    You should really be looking at average bloodpoints per overall game time. IE: How many points can a killer earn in an hour vs survivor. For math's sake, lets pretend a game lasts 30 minutes. If a killer earns 30k bloodpoints for this game, the last survivor in this game should also be able to earn around 30k. But the survivor who died 10 minutes in should never really be able to get beyond 10k.


    So yea, killers should 100% average more bloodpoints per match, but the points per minute should be roughly the same.

  • The official stance is:

    BHVR won't intentionally ban you for it, but they won't undo a ban if you get flagged by EAC

  • Better way to counter camping:


    Cut your losses, and do gens

  • According to those graphs, swf should be limited to 2 players. That gives the best compromise of killers not dealing with 4mans, and swf not being hugely impacted, since 3-4 man groups are in the minority

  • There is no auto lock. If you short click, you get a non-lunge attack. The game checks your 360 degree hitbox for a survivors hitbox, if the two overlap, its a hit.


    If you long click, you get a lunge. The game checks a much smaller hit box that only exists in front of you, determines whether you hit or miss, then adjusts the animation on the fly to match the result.

  • So, in the game currently, we have two perks. Lets compare them:

    1. Procs when the last gen is complete
    2. Gives the survivor a free health state
    3. Gives the survivor a haste effect
    4. Counter play is kill the survivor. No other way to stop it from happening


    Second Perk

    1. Procs when the last gen is complete
    2. Removes a health state from the survivors
    3. Gives the killer a haste effect
    4. Counter play is: Leave the gates, cleanse dull totems before popping the last gen, cleanse active totem after last gen, avoid getting hit by the killer.


    The reason they're getting compared is that both perks give a similar reward to the user upon the completion of the last gen.

    One has 1 method of counter play that is literally "kill the user before its conditions are met". The other has 4. Give me 3 more methods of counter play for adrenaline, and then we can talk about nerfing noed.


    "But Tetsuo, adrenaline only applies once, while noed lasts until the totem is broken. The haste on adrenaline is a burst and not a constant thing."

    Those are excellent points, Claudette, where ever you are. But here's the thing. Comparing a single survivor perk to a single killer perk should ALWAYS result in the killer perk being more powerful. Because the game isn't a single survivor vs a killer. An accurate comparison would be comparing 4x survivor perk to 1x killer perk.

    "But Tetsuo, adrenaline rewards survivors for doing their job. NOED is free"

    Another fine point, dear baby meg. But here's the thing. One perk rewards survivors for completing their main objective, while the other punishes survivors for not completing their secondary objective (the only one in the game, might I add). You may make an observation about killer perks in general. They're controlled by the survivors. There's.... not many perks that the killer has control over that isn't dependent on the survivors doing something wrong. So, noed is only free if the survivors make a critical mistake.

    "But Tetsuo, how does a solo survivor know how many totems have been cleansed"

    Excellent point, Dwight. Please come out of the locker and speak up next time, though. But here's the thing. I agree with you. Small game should track total number of totems on the map, and tell you how many remain.

  • The game is still winnable. None of the survivors are prevented from attempting gens. They shouldn't have 3 genned themselves

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