bjorksnas
bjorksnas
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@LeeONE said:
https://forum.deadbydaylight.com/en/discussion/comment/3060006#Comment_3060006
I hardly doubt percentage of swf changed across these years
Anythings possible thats why fresh statistics matter
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2 year old stats just doesn't really cut it at the moment
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Because a lot would rather see survivors be stronger than killers in every situation even solo queue so that when they group up with friends its always easy wins
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Thats not on the ptb its just 8 stacks of stbfl on live
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@HexPleaseLetMeSpeak said:
A character with little to no counterplay and that much mobility should never be able to one shot anyone.
Any perks that make people exposed should straight up NOT work on nurse and that character specifically should be forced to use something else. There's already no counterplay in general, the fact that she can then run something like make your choice or starstruck and completely rush through a game is idiotic.
I wonder what happens when you cancel out more perk categories on a character, is it A those perk slots are now empty so the character is worse overall or B more slowdown
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@Peanits said:
For a single character, it will take a little longer to max them out, yes, but the new system quickly takes over in efficiency as you start adding more characters. I have a write up for it here:
https://forum.deadbydaylight.com/en/discussion/comment/3017065#Comment_3017065
In short, if you want to max out just one character, you can prestige the others once for more or less the same effect (+10 levels per character compared to the current system). But if you ever get bored of that character and want to switch it up, you've wasted far fewer levels than the old system.
But do these smaller levels mean a decrease in the overall rarity of addons and items earned on both sides or does it balance out to be the same as if you were just level characters over and over again on level 50 bloodwebs with the same amount of points
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@OldSilentHill said:
https://forum.deadbydaylight.com/en/discussion/comment/3030295#Comment_3030295
A second chance is not a second chance if I´ve already used DS (because of the mentioned unfairness) and next time I don´t have any chance to use it in a palet zone.
Unfairness? you used a perk that gave you a second chance and now because youre running 2 other perks you should have another second chance, thats 4 total chances, possibly per survivor. Not exactly fair
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@OldSilentHill said:
https://forum.deadbydaylight.com/en/discussion/comment/3030071#Comment_3030071
Then it would be unfair 👎️ if the game makes you spend the DS if you already have PS.
That´s exactly the thought that made me create this thread, I would like to know 🤔
A second chance is still a second chance so its fine that the perk gets disabled even if it wasn't the main one used because that second chance was guaranteed only by having ds, my guess is it goes the flashlight route of even if it was a save the perk is still effectively used
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@OldSilentHill said:
https://forum.deadbydaylight.com/en/discussion/comment/3029977#Comment_3029977
I think it´s relevant.
Once you use PS, can you create the same conditions in the match to use it again or is it just a one time thing, like DS?
Power Struggle is not a one time thing
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True but if we went back to 2016-2017 dbd knowing what we know now and how to play the game would be a mess unfortunately we will never get that true experience back its simply just gone and it affects other games with it that share a similar premise
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I agree I also hate map generation sometimes, like who would want to play m1 killers in 2022 dbd when maps still do things like this, long wall window into shack on fractured cowshed
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@premiumRICE said:
This perk was nerfed mainly because it was broken on haddonfield and every survivor burned offering to go there and bully killers but now haddonfield has been reworked, shouldnt bl changs be reverted?
Its still gonna have problems and find new ones when reverted, unless they wanted to shift the entire game around it rather than shift it around the entire game its not gonna change
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not a great point because were not always in events and such the "1/7th" extra bp is still an extra 30k every match when put in perspective it does more than the other ones can ever do combined
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/3021145#Comment_3021145
Anecdotal and irrelevant.
By your own point anecdotal and relevant
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/3021010#Comment_3021010
Except that's not true, we already know that WGLF and BBQ are not providing DOUBLE the points we would normally get. They're not that optimized, they don't get 100% of their value just for equipping them and no-one ran them 100% of the time unless the grind was their only concern.
I mean I have bbq on every single killer atm and its in their build so
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Math wise the grind is going down by 75% because now you need less levels to get all the perks, however because bbq is leaving and wglf is leaving we effectively take twice as long to get through each level per character because bp GAINED is cut in half, so it more effectively is removing 37.5% of the grind instead of 75% because those levels will take twice as long so the only real value is not needing to level up the other characters 5-6 times every time a new one is added, so instead of 200 levels then 150 extra its only 200 levels but those levels take twice as long
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If survivors go for a bodyblock just wait it out and tunnel, honestly ds has been nerfed down so if they want to get tunneled by using what should be a defensive mechanic offensively and then they get tunneled for it thats on them
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@PeaceNGrease said:
I just love the fact this was pretty much the exact change to DH I posted in a thread a few months back in these very forums. I like the idea of this change, just find it interesting I haven't received my check yet 🤔
Wheres mine for the lethal pursuer change while were at it then
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Skill issue obviously not the games fault
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Ah yes good old demogorgon basekit wallhacks + win the game button, while I don't think he needs both, I don't think we should lose either, so instead were gonna nerf greninja
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@Peanits said:
There's one huge point you're missing with the new system: Once you've prestiged for the first time, a character's teachables are instantly unlocked at tier 1 and tiers 2 & 3 can be found in the bloodweb.
So in this hypothetical scenario where you're starting from scratch and only care about getting all perks on your Oni, you actually don't need to prestige all the others three times. You can prestige once with them and go right back to leveling up your Oni (even giving his Tier 3 perks to every other Killer in the process).
So the numbers would actually look like this:
27 * 50 = 1350 (levels to P1 all other Killers)
(84 * 2) + 39 = 207 (perk tiers to be found on your Oni)
40 of the bloodwebs will be between levels 40-50 and feature two perks.
So all in all, you'd need: 1350 + 207 - 40 = 1517 levels, the majority of which are smaller levels and not full sized level 50 ones, to get all the perks on your Oni.
And should you ever decide that Oni's not your cup of tea anymore and start working on your other Killers, you've only done an extra 57 Bloodwebs, so you haven't wasted a ton of time. The numbers very quickly start to turn in your favor after the first Killer.
Well the DURATION of the grind has been reduced by 75% but changing the perks decreased the efficiency of the grind by 50%, gaining 60k per match instead of 30k let players buy a lot more perks addons and offerings, the grind has also been made more open ended letting players get up to 5000 levels per character to progress them towards p-100 is now 50% slower compared to how it could have been, which is probably going to feel much worse, the front end of the grind is now smaller but the back end is definitely worse off and the amount you can cycle items and addons on both sides is much lower which also makes the matches themselves feel worse
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@AhoyWolf said:
https://us.v-cdn.net/6030815/uploads/SG609CT9WAIP/d.png
Here you can see that BHVR changes Perks only thanks to stats, 35% healing speed is awful, it's literally a 100% Killer Perk now.
I think they just want solo healing nerfed, I think this also affects boon circle of healing
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/3014545#Comment_3014545
We're very aware of that (we actually mentioned exactly that in the dev update). However, we do not want people to always have one perk slot locked in just for bloodpoints. Your perk choices should be the perks you want to run, not the ones that make the grind manageable. There was very little reason to run other aura reading perks when this one gave both information and doubled your bloodpoints.
We made sure to pair this with a huge grind reduction and new ways to earn bloodpoints to compensate, but this is ultimately a step that we need to take.
Why not just spread the bonus around then, information perks also come with a bloodpoint bonus to incentivize running less slowdown
and do the same for altruistic survivor perks
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I think the addons are fine
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@[Deleted User] said:
It's a tough thing. A pallet is pretty much safe until it's not, and then it's a guaranteed hit vs a good killer. There's not a whole lot of in-between to work with. I think they should pay closer attention to how tiles are oriented and how they combine together, because that's when things really start to break down.
I don't have screenshots handy, but there are instances where tiles spawn in such a way that they create mega tiles if the survivor knows what they're doing. Wreckers Yard for example can spawn a pretty strong pallet next to shack window and another pallet on the opposite side of shack. You end up in a situation with many killers where the survivor is able to play window no matter which way you rotate them, and they can play the opposite side pallet no matter which way you play the shack window. And the survivor can probably make it to bus/crane/jungle gym too if they really wanted to from there. And all the devs would have to do is rotate shack 90 degrees to prevent that situation. It can't spawn in that orientation in high level play.
Jungle gyms and L/T walls do the same thing at times. The filler pallets face the windows of the adjacent tiles and you have 1.5 jungle gyms to work with. Again, one of them needs to rotate 90 degrees so you don't get a free fast vault at the window just from running the adjacent pallet naturally from any direction. It's not a high percentage of survivors who know to path that way, but it's devastating when they do.
Honestly dbd spawn rng completely destroys matches and certain matchups and certain maps are really bad offenders of this
Father Campbells chapel can spawn shack window into long wall window, I know this because its happened to me twice
Mothers dwelling has 2 tiles by the smokehouse with them all diagnol to each other with a random pallet loop that can spawn in between, thanks to this I had a long wall facing a long wall with smokehouse on the side
(artist rendition because I didn't screenshot it)
And of course before it was changed I had eyrie of crows with a long wall into a main building window
I get the game wants procedural generation but with the amount of stuff that can be chained together by rng there needs to be some static parts on maps to prevent extremely op loops which is the main reason we have anti loop killers in the first place
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On the ptb I had bbq on dredge at level 1 was a wonderful ptb
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@Pulsar said:
Anyone who can't recognize that Nurse is bonkers busted OP has no right to complain about SWF. Both are extremes and should be adjusted to better fit the current state of the game.
Nurse is fine, if they just tuned down some perks on both sides that buy massive amounts of time to make the game more skill based rather than a perks arms race and worked on the gap between swf and solo nurse would be worse off anyway and on top of that it would let them buff the weaker killers and put the game in a better state
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Oh boy I sure would love to see healing meta round 4, I love how healing in dbd has been moved from being a part of the game to a status effect and we saw 50%/43%/33% of pressure removed from every single hit on waves 1-3 which made most low - mid killers unable to play the game on account of being too weak against it to mount pressure on top of a fix thats only in the form of a perk you MUST use to permanently counter it in a match on the side with 4 perks vs the side using 1/16 and all getting the benefit, YESSSSs
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I mean if the game offers up to 6.3x progression rate of course people will play it
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Based on the amount of people who play hag (or lack thereof) she is statistically unfun
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Warning to all ye who dare enter this post is mega sus, the user has 1 post and its just a weird file that can as a .rar function as an executable to take over your pc just don't do it, don't download it, don't run it, im not saying its guaranteed bad but its just looks mega sus
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2992246#Comment_2992246
Considering other anti-loop abilities do reset bloodlust when the power button is used, this is not a valid point.
Huntresses do not get to keep their bloodlust when pulling out hatchets. Billys/Leatherfaces do not get to keep bloodlust pulling out their chainsaw. Nurse doesn't keep bloodlust charging her blinks. Etc.
Huntress doesn't reset until you actually release a hatchet, bubbas doesn't reset unless you fully charge the chainsaw, billys doesn't reset unless you fully charge the chainsaw, clown doesn't lose it while holding a bottle ect
Not a great example since plenty of other killers keep bloodlust
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I do like 1 tech a match at most and still win almost every match as blight its just a killer that directly translates skill into wins ain't nothing wrong with that
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Had the potential to be kinda poor implementation though, most tiles were adjusted and for some reason they used breakable walls to make them stronger and kept the base strength, not that fun to play around and feels unfair to use as survivor
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@mistar_z said:
https://forum.deadbydaylight.com/en/discussion/comment/2982880#Comment_2982880
true, its like saying Pinhead is a weaker killer, so that his exploitable bug with the chainhunt and box shouldn't be fixed because without it, pinhead just isn't as good or as strong. the mental gymnastics some of killer player base (or rather the blight playerbase) really has an unhealthy obsession with keeping blight as buggy and as exploitable as possible so they can have a crutch.
not saying every blight player is like that, but the ones who are actually engaging with the rest of the community and discourse are.
if we wanted it as a crutch we would want it to be easier to use not just to stay in the game
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actually charlotte loses collision after a period of time, that is assuming you can't just go to the other exit gate tho, either they need to switch every now and then (in which case you can kick victor) or they lose collision
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Onis dpi flick doesn't even require high dpi you just flick and maybe use q and e turning at the same time
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Show us some of you playing blight then
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bleet, fast funny
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The reason that pride is so abundant is that its part of dbds cycle, its a common response to deflect blame for your losses but accept success it just leads to the building of pride over time
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@Pulsar said:
When I get teammates like these people.
https://www.youtube.com/watch?v=KYhfUT2o358
I can't even enjoy the game with my friends anymore because our random is always throwing the match or brand new to the game. Every Killer we get plays extremely hard with maximum slowdown. We literally can't win a 3v1.
It's such ######### and I'm so tired of having 10 bad games and one decent game.
Just have 3 friends
And bring perks, slowdown is mostly needed because survivors have way to slowdown the killers objective so it is needed to counter balance, I get the moral highroad of don't bring them, but sadly its an arms race and most people would rather stay at a high level then temper down since the game isn't always at specifically your level of you bring nothing, people prefer to have them and not need them rather than need them and not have them
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Prolly oni hes got the muscles, training, and discipline
dredge seems like a weaker cosmic type horror that isn't able to do too much but still has influence
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@alpaca_boyyy said:
I personally think Nurse would be MUCH more balanced if her blink attacks weren’t M1s, similar to blight with his Rushes. Literally every nurse runs exposed builds and it’s getting so tiring. So if Nurses Blinks weren’t basic attacks and survivors don’t get instadowned. This way it keeps her strong by not touching anything else at all, thoughts?
Heres the problem with that, nurse has no addons and effects that expose survivors, or other perks that synergize with her besides information perks and gen perks, if you take away one of nurses perk pools that she can actually use that means an increase in slowdown perks on nurse, would you want to play against nurses that have another slowdown perk or two instead of have a perk or two like stastruck or haunted grounds
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My solution is to play vhs
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It should award the points but it doesn't show up on the score screen
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While the gen has the effects as if it is regressing gens do not regress while blocked but will maintain the status of if they are regressing or not so it can continue regressing after it unblocks
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@Nyog said:
But you can't wiggle while in the dying state, implying the change ONLY effects carried survivors, no?
Otherwise why not just write that wiggle regression was removed all-together?
True but technically you aren't wiggling so its not regressing from not wiggling kinda how like a regression gen can be blocked and still be "regressing" although it doesn't do any regressing it just keeps the status of a gen thats regressing.
It was written somewhere for a brief time (afaik) but its gone now
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@Nyog said:
https://forum.deadbydaylight.com/en/discussion/comment/2971878#Comment_2971878
https://us.v-cdn.net/6030815/uploads/6OEWE0B3CWGK/b5ad28fc-0a6d-4838-bac1-545498efd790.jpeg
This is what I keep getting pointed to but it is NOT the issue I'm having.
I get its not the same issue but by the wording of it the change is a technically intentional part of it and was changed some time between 5.5.1 and 5.7.2 and was specifically mentioned as something "also" changed but I don't know where
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They changed it a bit ago, idk where it was mentioned tho, technically it might have been a part of the 5.5.1 beta (but forced on everyone)
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Most languages just default to male. Just the way it is

