bjorksnas
bjorksnas
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/2181701#Comment_2181701
Really unprofessional way of handling communication with your customers. They can say one of two words: intentional/unintentional. It's not that complicated.
Imagine if you heard a weird sound after getting your car serviced and the technician told you "you're free to speculate". After getting your money.
I mean while im hoping they streamline the process or hope they finally get someone at the front and center being able to actually answer things, ndas just be like that.
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@Alionis said:
https://forum.deadbydaylight.com/en/discussion/comment/2181128#Comment_2181128
Then why do you bother replying to this thread? Gens regressing to 0% aren't supposed to turn yellow, they never did until 4.7.0, it's clearly a bug. You're disingenuous.
I theorized why this bug was occurring based on the description of a perk which was my original point before I got sidetracked by 2 people who rolled poorly on their history checks, then responded back to them.
Check the 2nd post.
And I get that it now says edited but it was 3 words edited in the last sentence edited for clarity so I'm offering you a chance to go read that since it seemed all you came here to do was insult me
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counterpoint how does this prove killer is too strong against 4 random survivors rather that 4 random survivors are too weak
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I still think this bug has something to do with framerate, since in my last 20 nurse games in recent memory this has only happened once, not in one match it was prevalent but once. I feel like its just a broken interaction between the frame rate of the game and nurses power so having a more volatile fps number such as trying to reach beyond 120 causes a jittery framerate that can lead to this bug being more frequent. Maybe try capping your framerate and see if that has an effect on the frequency of this bug
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Also wait how is it easier
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@MadLordJack said:
You've got to be kidding. Certian Blight mains still have the easy way of doing things? Come on
(for legal reasons and for having 1 body character too short this is a joke)
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@HPhoenix said:
https://forum.deadbydaylight.com/en/discussion/comment/2181067#Comment_2181067
Trolling reason, I am assuming, lol.
@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2181050#Comment_2181050
Double check it myself and you are correct.
Idk why the other guy photo-shopped their image to try to gaslight the bug as being a legit feature.
Guys Im gonna have to reign in your parade but a few months ago some gen related perk descriptions were reworded, they still have the same described effects they are just worded differently and more uniformly with other gen related perks, and you aren't important enough to me to open the entire game to screenshot the description of a perk that I can find via google even if it uses outdated wording *notice that doesn't mean it didn't have the same effect
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@oxygen said:
That's something that's coming when the MMR system is implemented. Not ranks to be fair, but killer-specific MMR is coming Soon™
It's actually the reason you can't change killer in the lobby anymore. That exact system is gathering data in the background even though it's still in development.
oh you can still change killer in lobby, its just weird now
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Well lets consult description of the perk
well it says right there once the regression ends, generators will be highlighted yellow
meaning that when a gen regresses to 0%, regression ends
either the intended mechanic is functioning properly since a gen at 0% is identical to a regressing gen at 0% so no point in wasting resources to keep a gen marked as regressing and have it spew out sparks "finally"
or its a bug that regression ends when a generator reaches 0%
which for a bug it only has two interactions, it either stops regressing and overcharge loses its stored skill check on a gen at 0%, or it still counts as regressing but surveillance has the gen turn red. Either way I'm all for a surveillance buff instead of an interaction that has a skill check at 0% on a gen going since at that point it does absolutely nothing of value
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@miketheratguy said:
https://forum.deadbydaylight.com/en/discussion/comment/2180237#Comment_2180237
I'm not the best at spotting pallets. I'll have to watch the video again. If it was my fault, it was my fault and I'll take that. I'm still a relatively new player. I was just using the video as an example of fast the Wraith is now, how there's essentially little or no way to get a safe distance from him once he comes up on you and uncloaks.
I mean again, two people here said that I missed pallets (though I don't know what the straight line would have helped, I turn around corners and spin and it never makes a difference so I've given up on that). If I played poorly I played poorly. But I would think that being able to immediately jump out of the room before the killer even fully gets through the door and uncloaks, and he STILL manages to catch me, would indicate that maybe he needs to be toned down a bit. I may be wrong but I remember him needing a few seconds of cooldown during the uncloak, now it seems that he's pretty much able to just be on you immediately. That's my main complaint.
Map of the options you had
Wraith is a stealth killer they are designed to attempt to start chases close to survivors and capitalize on unawareness, his strongest counters are perks like spinechill, and open areas, or the combination of the two
if you run in a straight line right as he starts breaking the door you gain 6 meters of distance, since you can hear it halfway though the 3 second breaking animation but you only reacted to it breaking fully so you gained no distance, he uncloaked which gave you 12 meters and him only 4.8 meters, and you ran away from 5 potential pallets, and doubled back into him to get hit, not only that but his movement speed had no effect on on the clip other than the fact he could travel to you and break the wall sooner with no distance closed in chase in fact he lost 1.2 meters in chase due to the nerfed uncloak speed, in situations like this where the wraith breaks something like a wall you have the most ample opportunity possible since they have 3 seconds of breaking the wall and 3 seconds of uncloaking 6 seconds is plenty of time to react since its like reacting to a killer who is 20-16 meters away in clear line of sight.
any killer should be able to catch a survivor who doesn't use resources reacts slowly, and loses distance by doubling back into the killer, on top of that after all this he got a single m1 attack, there was plenty you could have done against the wraith, you didn't pick any of the good options and played suboptimal, and you can now learn from it as it has been dissected
key mistakes, bad reaction time on him breaking the door, lost 1.5 seconds, doubling back into the killer, not using resources available
key points, pay more attention for better reaction time, learn environments and what resources they provide for usage, don't double back into the killer and try to limit how much distance they can cut off a chase.
to be fair in the clip you have 27 seconds of working on the gen with another survivor before the wraith breaks open the door, if we count that the wraith did nothing but go in a straight line towards you for those 27 seconds, it would have only taken him 31 seconds to reach you if he had old movement speed does this speed buff make it easier for him to pressure survivors and be on survivors faster, yes, does it do it an overbearing amount, no, he is about 14% more efficient, which for someone who has been underwhelming for 4 years up to this point, he deserves to have at least this since its still a heavily skill based killer against adept survivors its just underwhelming, for those who don't pay attention or use perks to make up for their flaws, such as spine chill for those who are bad at paying attention he has a bit of a field day which is the same with everyone, suboptimal plays and clueless survivors are a field day but especially with stealth killers
if it took him 27 seconds to start every chase with a thats 216 seconds of downtime looking for survivors to chase or reaching them, if at least 1 survivor is always doing something productive and the game starting with 4 survivors working on gens, you can first easily get 102 seconds of gen time, then get another ~100 as he chases hits, downs, and hooks a survivor, thats half the objectives done with a match especially if they let the survivor sit on hook for the 13 seconds to complete 3 full gens, all because he takes a long time to find a chase due to this raw potential for optimal play I think its ok if he moves a little faster and his current state is fine
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@miketheratguy said:
I'm glad that I and some others have been bitching enough about this for others to start taking notice.
I'm fine with the Wraith being able to cloak. I'm fine with the Wraith being able to move super fast while cloaked. All I ask is that when he decides to uncloak, I have a fair chance to get some distance, not just let him have a free hit every time. That was never happening to me before his update, now it happens on a consistent basis. It's too much.
I just posted this in another thread and am not trying to spam my channel (these vidoes are actually unlisted anyway) but I post this as an example. I'm in a room with one exit, a hole in the floor. There's a breakable door. The SECOND that I hear that door being hit, I bail. At the 11 second mark if you look SUPER CLOSE you can see just the Wraith's one foot uncloaking. In other words I jumped up and ran before the killer was even in the room, I was down the next floor before the Wraith even uncloaked, but he quickly ran over and was able to hit me anyway. What, in this scenario, did I do wrong? What could I have done differently to avoid the hit? In what way could I have defended myself against a free hit here?
I mean you gave up on 3 pallets to just run in a straight line away from them.
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And J-flick has been resuscitated
Time of death 5/11/2021 time 11:00 - Successful resuscitation at 11:45, turns out the janky fix has only made it angrier
On top of that bump logics most important tool the 90° flick has become more accessible to everyone
I thought it was gonna be a bad update but now its a win/win/win and even though it can easily become a lose/win/win its at times like these where we remember that the beauty of loving something is the pain you will later have to feel of giving it up
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Rip my favorite thing to see since sliced bread
Well guess its time to start work on fixing the exploit thats been around before it since apparently they are on the menu right now, I'll take a stretched res meal with a side of coral
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Looks like stretched res is back on the menu boys
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I mean it has potential, but it won't always work
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2177765#Comment_2177765
Stealth literally counters every killer in the game barring doctor.
If no one takes chase the killer has free reign to patrol gens. Someone has to distract to buy time.
as long as you keep gens spread far enough stealth can buy time, a mentality of you need to force a chase with the killer doesn't work vs spirit unless they play either badly, slowly, "fair" or any combination of them
if they are patrolling gens just hide around the gen which either way buys time since they have no one to go after and continues patrolling or has to spend time searching for the survivor successful or not it still buys time
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2176459#Comment_2176459
Firstly considering all her counters are perks that’s not a good thing. Survivors don’t see what killer they are going against so I could go in with a healing build against a spirit and have no way to defend myself. Also stridor does counter iron will.
Her mobility is only really good when you take add ons into account but considering she is a 110% chase killer having a bit of mobility is still great.
Just because they have been nerfed already doesn’t mean they are suddenly fine.
Im not going to say all spirits are uncounterable but the majority of red rank spirits have a good idea of how to play her effectively so chances are you #########
Healing still counters spirit because you aren't injured as long against her or have tools to heal yourself
Also if you can't defend yourself don't get into a chase don't take a chase, there is more counterplay than just perks but most people don't see counterplay unless it is run in a circle or perks to carry them which is why I didn't go into the whole 9 yards of counterplay 99% of players just don't bother with against spirit
Her problematic addons have already been changed whats left is duration with a trade off, and movement speed with a trade off that demands excellent hearing and tracking, or just normal addons for decent boosts
Any killer with decent potential like spirit solo queue doesn't stand a chance against since there is no cordination of strategy or gameplay 99% of the time there, even if 3 people counterplay spirit by being stealthy and not taking chases that 1 person can still lose of the game for the other 3, any killer that can target out a weak link with strong chase power can do the same
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2176393#Comment_2176393
How is she not OP? She has an uncounterable chase power, decent mobility and insane add ons
uncounterable? not really since there is still a large number of perks that can counter her, spine chill, iron will, lucky break, off the record, quick and quiet, fixated, urban evasion to a lesser extent then fixated, dance with me, deception
decent mobility? yea but at the cost of her chase power she can't phase for mobility then phase for chase power back to back, 1-5 second of movement in power is 5-15 seconds of cooldown (counting the 2 seconds of extra penalty applied for anytime m2 is let go of) unless they dedicate addons to it
Insane addons? yea, but they have already been nerfed a few times already prayer beads, comb addons, post phase movement speed addons, post phase movement speed itself which effectively double nerfed those addons.
Spirit in her current state in fine, she just happens to counter a decent portion of the stagnated survivor meta because there is only 1 counter within the current rotation of meta perks, and is pretty weak against healthy survivors
if you are facing a spirit and having a hard time it might just be that you are playing suboptimal against her by doing things like taking chases, and staying injured, or not having perks to benefit from in a chase.
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@Mercês said:
https://forum.deadbydaylight.com/en/discussion/comment/2176340#Comment_2176340
Do you think you'll be able to spend all of them? Because after playing all these matches, you'll have more of half of current stock to spend again. @.@
Problem never, since 4k matches is probably close to my around 5k matches ive played
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Kind of, I play a massive amount of addons on blight and put about 90% of the bp at least so far back into him
and while the thought of ever being able to spend all of his addons at this point is basically impossible it is still nice to play 5-10 matches with the addons I want with no worry about running out of them because thats just a few off the pile of 400+ of them, on top of the 200 black wards stashed away
I mean addons alone it would take 4123 matches (2 addons per match) to use all of them, which is both a cool but daunting feeling
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2175398#Comment_2175398
That's fair.
I've got a hearing issue, so I've stayed away from Spirit for that reason, but I might give her a shot.
if hearing is an issue make sure to run a perk like predator instead of a perk like stridor, scratch mark tracking is still pretty strong and it makes it so easy to see them
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2175364#Comment_2175364
Guess it's a shame that I play on Console.
No Blight, Huntress or Nurse.
Spirit
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Just pick a killer that has more potential for skill growth and skill ceiling, so far I haven't ever felt helpless with blight as his power strength near directly scales with skill level, if you pick a killer with a limited toolset and limited development there isn't anything you can do against good teams since they simply don't have the tools to keep up
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@Gay_Police_Dept said:
https://forum.deadbydaylight.com/en/discussion/comment/2174705#Comment_2174705
That's what you did, didn't you? :D
I mean it works doesn't it
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Just pick a random piece of furniture from the ikea website
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@Mister_xD said:
yeah its almost like its a scummy move from a company to sell games at full price and then lock all online functions behind a monthly subscription paywall.
thats the main reason why i stopped playing on my Playstation 4 btw, because i was tired of having bought Overwatch for the full price, freaking 65€ (i think - might actually have been 70€), just to have to pay to even get past the very first start up screen.
however, thats nothing BHVR has anything to do with, so they cant help you here.
instead you should be complaining to Sony.
you have to pay them to use your own internet (which you might also be paying for)
pay to win confirmed
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According to my dreams of being a BHVR employee in a past life, I think there is a map pool and its manually weighted in advance for up to a few upcoming days. I definitely remember in the dream rigging Haddonfield to have an increased chance of 12% on a upcoming Sunday or a weight of 12 in the map pool not sure which all I could tell from the dream was haddonfield, sunday, and the number 12, for what reason I don't know
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@Toblerone007 said:
https://forum.deadbydaylight.com/en/discussion/comment/2173959#Comment_2173959
Can you define bump logic to me?
Not trying to be snide here but what I said about the L wall isn't subjective and neither is game balance. Do you mean objective? Anyway I wouldn't be against j flick staying in the game but I'd prefer it gone for consistency. It's still so much more interactive than Spirit/God Nurse. Hell if it got people off spirit I'd be on your side of the fence aha
Sure
bump logic is effectively how to chase tiles as blight using just base mechanics for guaranteed hits at most tiles, and how to try to force hits at others which is more survivor dependent
Basically its just a general term for of blights power and common strategies on how to bump at certain tiles
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@Toblerone007 said:
https://forum.deadbydaylight.com/en/discussion/comment/2173420#Comment_2173420
I read all your post and it's all correct but I will say on the L wall you can j flick depending on the setup (trees or rocks at the corner. Actually really refreshing to argue with somebody who actually has a proper understanding of the game here.
Now I agree that it's counterable. I'd be an idiot to say it isn't. It is a balanced mechanic by itself. I'm arguing that it doesn't make the killer overall balanced. I argue a good j-flick blight is going to get downs on par with spirit and nurse. Blight is a powerhouse when you are running between tiles and j-flick gives him a similar pressure when you're actually running on good tiles against him. You say without jflick you're running a 115 killer on a loop. While true, what's the issue with that? The game is built around that interaction. Now you say it's boring and that's subjective but I tell you my thousands of hours of survivor have been replayable being chased by generic 115 killers on loops. It's fun in my opinion.
It's kinda like Nurse. If everybody was j-flicking it would be complained about everyday but alas, not many people do it. Hypothetically if it was adopted to the level people play spirit, i'd wager there would be blight posts every fifth thread.
Finally I get that it's fun to j flick and it sucks to have it taken away from you. I felt the same about window techs being patched out. There was the counter play for it that worked 100% of the time rather than almost a 50/50 with j flick Blight. It still was removed.
Yea I enjoyed window techs (except where if you channeled a map or key you phase through the killer 100% of the time with no skill or timing involved) just like J-flicks they are fun mechanics that are an interaction between both sides, a killer that predicts a window tech can get easy hits and downs, and the survivor who pulls off a window tech can usually win the chase outright, which is the same with j-flicks there both create unique interactions that normal gameplay lacks.
Balance as a concept is always subjective, but in my opinion I would still be fine with losing j-flick and would love to use only bump logic but the game currently is in a bad state for bump logic alone, most collisions are barely passible at best, and every killer shack since yamaoka and badham have had no collision on any part of it unless you come exactly at a 90° angle and even then some areas still lack collision like the tarps. Im just tired of the collision with blight that frankly j-flicks are the only thing filling the void from me taking a break from dbd until collision gets fixed or just becoming a nurse and spirit main since they offer the type of gameplay im looking for (although are less fun then blight)
Also on the L wall its very subjective on the specific tile, since yes you can flick both on the top of the L around the two corners in a 180 and around the bottom of the L to hit near the window on nearly every tile but usually you can't hit all the way around any part of the L and hit the window, which makes it not as good as T walls where you can swing and hit the window itself fully which is much stronger
Personally I just enjoy the counterplay to both survivors and the bad collision that blight has thanks to j-flick and the variety of fun gameplay it offers
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@th3 said:
https://forum.deadbydaylight.com/en/discussion/comment/2173816#Comment_2173816
Not sure what you are trying to say, but it can't be unintended when they specifically put a cap on the turn rate.
counter counter point, j-flick cool, with an est at the end, unintended, wack, exploit, wack, cool, you betcha, coolest, its debatable but im making an exception for it
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@th3 said:
https://forum.deadbydaylight.com/en/discussion/comment/2168862#Comment_2168862
It’s not an unintended mechanic when there is literally a cap on the turn rate to prevent blight from doing just that. People found a way to bypass this cap to “j flick” which is exploiting.
wow thats such a great point counterpoint the word coolest
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@PigMainBigBrain said:
https://forum.deadbydaylight.com/en/discussion/comment/2168966#Comment_2168966
Stop.....you're asking players in Dead by Daylight (Survivors no less) to utilize skill.....you're asking for too much already. Stop it.
My mistake
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@Toblerone007 said:
https://forum.deadbydaylight.com/en/discussion/comment/2169163#Comment_2169163
Then let's talk J-flick.
Its counter-play is to side-step out of correct pathing on the tile before blight has even committed to the j-flick. This works, however, if the blight doesn't j-flick you have put yourself in a poor position and have given an opportunity to give a hit if Blight doesn't j-flick. Blight gets his power up quickly, especially if the killer is managing the rushes well.
There aren't many Blight players that use it in the first place but I've had a couple games where I've versed a good blight player that makes impeccable use of j-flicks and the gameplay goes like this:
Every fast vault setup is hit pressure for the j-flicking Blight. Take the T L wall for example, running that tile correctly blight can attempt to j flick around the corner to make the hit in like a fifth of the time he should normally have to commit to the tile. Your options are to take the fast vault or sidestep the window. If blight doesn't j flick and you have sidestepped you are going to medium vault or continue the loop and have given distance for free. If blight couldn't do this every 6.5 seconds (fatigue + 2 tokens cooldown base); it wouldn't be that much of an issue.
This interaction is on a killer that already is incredibly versatile and already has hit pressure as soon as a tile is exhausted or the pallet has been used (hell blight even gets to destroy pallets in power).
My argument is I don't think it's healthy to have such a wildly different dynamic against a killer beause someone is making use of unintended mechanics. J flicks takes away a weakness intended for the killer and his design got so much praise before the exploit was discovered. Killers that just dominate on every tile on every map (looking at you spirit and god nurse) is uninteractive.
BHVR's decision to remove it isn't because it's unintended. Wouldn't survivor moonwalking be removed yonks ago cos it's unintended?
It's a balance decision.
Alright counter point time
It is true that the counterplay to blights j-flick is to stop looping a tile optimally but just like the blight you can also read your enviroment around you to see if the blight has any other options, sometimes j-flicks are used to make up for bad tile layouts with no real way to play around it with a blight that has already committed to power, much like the blight can read the environment to determine if j-flick is an appropriate choice given the situation so can the survivor to even stronger effect, since they not only know that this is blights only option they know if they counter it the blight has no choice but to 115 chase or to attempt another j-flick that will likely fail as the survivor is still keen on them
It doesn't actually take all that much to dodge a j-flick as the hitbox split in to 3 parts, large starting hitbox, extremely small deathslinger harpoon side held lunge hitbox, and barely slightly bigger ending hitbox, as long as you know the blight would be mid attack you can basically do anything you want as long as you aren't in the 10° cone point blank from the blight and not get hit mid attack meaning even if its just predicting and losing a bit of distance you don't have to lose all that much as long as you run optimal while he is farther away
Most fast windows you can't even hit a j-flick on it only really applies to small walled windows, such as Z walls [ walls and the LT walls depending on the variety, but usually only the T wall. Even then this is still a 50/50 on both sides like playing the tile normally, where a j-flick doesn't cover both options and bump logic doesn't cover both options, its still in both players hands to play better than the other player and predict actions much like playing the tile normally.
The interaction described on a LT wall is just a killer brute forcing a LT wall they can still mindgame and wind up on top as long as they aren't facing extremely good survivors because decent - good survivors are extremely predictable which is where j-flick shines countering the beaten path loopers who do nothing but hug a tile optimally and play against blight as if he was any other m1 killer, because both bump logic and j-flicks hard counter them but j-flicks especially are designed against them, while bump logic is more universal
My argument for j-flicks is it offers multiple things to gameplay
- a new interaction between killer and survivor that isn't just guaranteed optimal bump logic
- an interaction where both players have input
- an interaction that differentiates a killers patters from the rest and punishes players who play the exact say way against every killer even close to the m1 category
- it is designed to punish players who don't adapt to play against their opponent, if you stick to beaten path looping it punishes you, if you start playing suboptimal or more unpredictably it rewards you
I think its a balanced mechanic with the ability for interaction and counterplay from both sides and opens up gameplay at tiles that normally would be run in the same boring way as every single other killer, but it is designed to punish people who run it in the same boring way while rewarding those who play in a more unique fashion
In my eyes it opens the possibility to force survivors to play more unique which from a gameplay standpoint makes it fresh and more interesting while still being fun to play as and in some peoples opinions against
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2171530#Comment_2171530
If a killer really wants to tunnel they don’t care about obsession/DS .
Yes but a killer who is on the fence and didn't risk it while there was an obsession, but tunneled relentlessly because they knew they didn't get punished with no obsession, now always have that deterrent.
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Keys still have the 1up on being stronger than moris, they can be found in chests and pretty consistently with perks, on average the chance with plunders to find a key (that can open hatch) from a single chest search is 12.5%, or 1/8, you can loot 3 chests a game or have a 1/8 each time, so you have around a ~33% chance of finding a key in a match with a single perk (odds for only finding one key the odds of finding 2 or 3 keys do make it add up to 37.5% but all the math is for only finding a single key)
those odds increase even further to an average of ~55% chance if you bring appraisal meaning every other match you on average get a free key that the killer doesn't get any real indication that you can bring it with you, but it gets even better
You can bring hatch offerings, which means on any non indoor map, you can bring a main building offering to get a guaranteed hatch location or a shack offering to also get a guaranteed hatch spawn
Meaning you can have every other game a key in hand and a hatch location in mind preset while the killer doesn't even get to know while in lobby
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I can't read but just assume I voted for haddonfield
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Survivors just got one of the best anti tunneling changes in this update so that there is always an obsession and the threat of ds always looms, is that not enough
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Oni is able to place razor wires and punji stick traps in his base mode, if a survivor triggers them they fill with blood and he can go back to collect them for 25% of his power if a survivor triggers 2 traps in quick succession they also become injured, injuring a healthy survivor no longer gives power but injured survivors still drop blood orbs
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My build I have used since like day 3 with live blight has been ruin undying tinkerer bbq
I think tinkerer has more synergy potential in your build than noed to be oppressive
it works as another source of information and since blight is fast he can almost always capitalize on it making gens a nightmare for survivors to not be interrupted on while ruin gets to work
However this is pretty common knowledge so I will add my own fun / memey blight build
Huntress lullaby, Ruin, Tinkerer, BBQ, Soul chemical, Shredded notes
Soul chemical triggers a skillcheck that is punished more by lullaby
Shredded notes give you less downtime in your power so you can be rushing to gens to proc soul chemical more often
Tinkerer shows you a gen to run to to try and trigger a skillcheck for a sweet 14% gen progress on a single missed skillcheck
Ruin helps regress gen progress after you force them off the gen either if they do or don't hit the skillcheck but really twists the blade if they miss a skillcheck then have ruin keep regressing the gen
And finally bbq, because bloodpoints and information help round out the kit to keep momentum rolling while gens are uncontested
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/2169086#Comment_2169086
Discussions about the J-Flick are useless anyway.
The devs already said it will be fixed and i don't think the community has any input on this whatsoever.
That's not my mentality about it, ill give up on it when its gone but until then I will not stop arguing for it since I think its a wonderful mechanic. Giving up even a slim chance of input is worse then having no input at all. As someone who wholly understands the mechanic I am proud to stand by the complicated but right information about it rather than the simple but wrong answers everyone clings to as a point to have it removed or their simple but boring answers since games aren't meant to be boring.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2169060#Comment_2169060
They don't endorse exploits, they'll make it into an actual part of blight's kit if they want it to be something they think is okay
They've said it's not and that it's being fixed, so it's an exploit.
that is the best circular argument ive ever seen, especially since what is it arguing against
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2168862#Comment_2168862
They shouldn't endorse exploits
If they want it, they'll make it apart of his basekit and actually balance it
Otherwise, it should be removed.
https://forum.deadbydaylight.com/en/discussion/comment/2168853#Comment_2168853
Many thanks for the confirmation!
you know the difference between mechanic and "exploit" is endorsement right?
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/comment/2168862#Comment_2168862
The best reasons I've read here so far are that is wasn't intended, there's serious doubt it is counterable, and the fact that it cannot and will never be able to be done on console.
Unintended designs have been implemented into games the past, combos in fighting games because they were both fun and challenging (wow fun and challenging I wonder if thats a way to describe j-flicks)
Yes it is extremely counterable j-flicks only manage to counter "optimal" looping but have an extremely small hitbox and area which they actually cover since blights rush only has 3 hitboxes, one large hitbox right at the start of the attack that you can't use when j-flicking, one small hitbox which is held for a long time that literally can only hit something inside you, and on medium hitbox that can hit a little bit in front of you right at the end, if you abuse the fact that the middle and end of a j-flick has little to no hitbox you just treat it like oni when his flick was reduced to 30° and you know the area which you have to dodge or first play around bump logic then play around j-flicks by looping more widely or dodging out to the side or behind the blight as the small hitboxes make it easy.
They still need to fix console blight sensitivity, this is still a pc game on its original platform if we limit design space because devs still don't have keyboard and mouse support on the horizon, blight can't even manage more than 45° on console and has been that way since the chapter release, they still even need to fix his default but I don't here anyone calling for that to be addressed
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@TripleSteal said:
https://forum.deadbydaylight.com/en/discussion/comment/2168862#Comment_2168862
What about nurse fatigue cancellation? PH mini mories on already escaped survivors?
Those are in a realm of their own, nurse with no fatigue would be alright but still has cooldowns from her power so its effect is just lose a bit less distance, and ph one is idk
J-flick tho, pretty cool literally only works in 2 situations but its the sickest thing to watch, and its completely overshadowed by bump logic, and if it gets removed and all that's left is bump logic to work towards, it will be a sad day, then a really powerful thousand year reign a few months later
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I still don't know why they haven't endorsed it yet, this has been the coolest unintended mechanic I have ever seen in dbd
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I have a slightly different idea
Unlocking chests is 40/60/80% faster
whenever you unlock a chest two items will spawn within the chest, one of the two items will be an emergency medkit
(does not work with appraisal on rummaging)
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no
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@th3 said:
https://forum.deadbydaylight.com/en/discussion/comment/2163967#Comment_2163967
Hangman's trick was supposed to be anti sabo, having a range of 16 meters meant everyone on the ptb and forums talked about how it was the new bbq. Clearly when hooks are a minimum of 20 meters apart with offerings to reduce that space, that range just for anti sabo was absurd. What should have happened is it gives 4-6-8 meters or even 6-8-10 meters of range. That way it does a good job at talling if someone is close, but isn't a substitute for aura reading mapwide. Or even better if it kept its 16 meters of aura reading but only applied it to hooks within 50~ meters similar to how Sabo shows the hook auras.
https://forum.deadbydaylight.com/en/discussion/comment/2163968#Comment_2163968
They essentially made a niche perk which fits the trend on how they balance. All of the potential changeup is gone because of it. This is because a regular heal is 16 seconds which immediately places the duration of the perk at 29 seconds assuming you heal immediately. It also doesn't count the time it takes when the killer has sloppy which can lead to over half the timer being wasted healing. Plain and simple because its 45 seconds it is completely useless. When I use a build I aim for consistency. QnQ, Head On, Inner Strength, and D. Hunch is consistent and I get multiple uses out of it throughout the match. This applies to DS, Unbreakable, Dead Hard, Iron Will, BT etc. Lucky break having a 45s timer is extremely weak and does nothing to change up the meta loadout for survivors. The synergy is utterly useless when its only good on one chase, the rest of the game you are running 3 perks. Either increase the duration or make it the original effect since at least that compensated for having the timer tick down while you heal/get healed.
healing speed perk addons and items still exist, bottany knoweldge + green medkit is still 83% bonus healing speed that can cut 16 seconds down to 9, suddenly its 36 seconds which if you use it to lose the killer successfully is good for more than one chase
also its the devs choice, and they chose to reduce duration rather than synergy
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@th3 said:
Lucky break won’t become meta precisely because the timer is 45 seconds. Almost a third of that timer is eaten up by healing which makes it just garbage. Gonna enjoy reading the posts complaining about survivors always running the same 4 perks a lot more from now on since most of them complain whenever a perk change has the potential to shake up the load out for survivors.
90 seconds with no other strings attached was too strong because of its capability for synergy, it didn't matter that they didn't throw it in as is because frankly it just wasn't balanced and needed to be addressed so for the sake of still being able to have synergy the duration was reduced
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@Sleem said:
What's happening to Iri head?
The projected change for 11 am tomorrow is capping hatchet capacity at 1 while using it and it not being able to be modified with addons
The wishful change add a range limit so that hatchets only after a certain distance instadown (no ammo penalty)


