dangersmymidd1ename
dangersmymidd1ename
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102938#Comment_4102938
Does it? I don't ever abandon so I don't know how it looks to the abandoner, but they show as kills for me as killer or if I'm another survivor. They show as escapes on the stat page though, for everyone, even though they still count as kills for the killer.
This is from a while back but this is what it looks like if you Abandon. When the remaining players finish the match (including your bot), the icon doesn't change.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102878#Comment_4102878
This image is from the official stat page and the kill rates on their have always been accurate for me. I obsess over it. I check it multiple times a day. I check it between matches in the lobby. I even made a post about my testing it awhile back:
https://forums.bhvr.com/dead-by-daylight/discussion/460944/stat-page-accuracy-test#latest
The other stuff like emblems or pallet breaks or whatever idk. KRs and ERs are all I care about, and I've never had an issue.
And I sure don't want to defend Nightlight but they pull from screenshots of the leaderboards, which shows abandons/DCs as deaths (assuming the bot died).
Is that right? Because if you Abandon as a survivor (for example, slugged 3 times), the leaderboard tally screen shows an Escaped icon on that survivor's end at least (visual bug). Only if the person submitting to NightLight spends the time to correct it manually from Escaped to the actual outcome, will it show correctly in their stats. Unless they had friends on the team, that survivor will never know if their bot escaped or not.
Also the inherent flaw in NightLight stats is that they depend on the user submitting every one of their games, and if you are a survivor that dies/Abandons with still a good chunk of the match to go, you have to sit on the end tally screen and wait for the match to finish in order to get the screenshot with the final result. So if you don't wait and just move on to the next match, that data is just not counted (because it's not uploaded).
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@vol4r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102753#Comment_4102753
https://us.v-cdn.net/6030815/uploads/DAJFU49L6IET/image.png
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https://us.v-cdn.net/6030815/uploads/DHP69D710ESK/image.png
https://us.v-cdn.net/6030815/uploads/E56DLV6IADW9/image.png
https://us.v-cdn.net/6030815/uploads/O3RUFASF0C05/image.png
https://us.v-cdn.net/6030815/uploads/96I2Z5DJTGED/image.png
Yeah, game is totally survivor sided right now. Every escape that page shows is a DC. No one escaped me.
My poor opponenst didn't know that.
I am getting merciless after merciless after merciless. You can't make this up.
I can't defend statement that game is survivior sided if stats are like this. This is ridiculous.
Killer is easiest it has ever been and that's the fact. Everyone that is struggling to get 60% winrate is doing something wrong.
Yeah Silent Shadow and NOED is too strong, and a bit of a cheese if you ask me… Imagine if there was a Survivor perk where if all 4 brought it, it meant you got a free Mettle of Man when the last generator was completed (NOED). Or what about full Elusive for the entire end game? (Silent Shadow). Because that's the equivalent strength it would be on the survivor side, but that would never be accepted.
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Usually your options are dictated by your perks as well - if you want to get all your scourge hook value, you need to find certain people. And even though there are 2 people in a guaranteed location, the other two can be cranking the gens (hopefully, for solo queue's sake). So it depends whether you want to try to get info on everyone and check on gens, or go back to the hook. Personally I avoid going back to the hook because it's often not necessary and I'm not learning much about what is going on with the other survivors. Then again I'm still learning killer and winning for me is having some good/fun chases and interactions, and hooking everyone at least once.
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I'm not completely sure, but I believe the issue that prevents the South Africa server being used is that the AWS server in Cape Town does not support matchmaking. So the matchmaking would be done on the current nearest server, and include players from that server. This could also be why EU (Frankfurt) hosts players from the Middle East and not AWS Bahrain.
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With the new Rift and the events coming up, you should have more than enough shards soon :)
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The fact that they changed the time and not the haste amount, means that the new judgement killer perk Under Your Thumb will restrict the haste to 25% for 2 seconds instead of 3.
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@Wezqu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102507#Comment_4102507
It says he disconnected. I have seen people claiming that they did not disconnect but then admit they left when sacrifice animation was happening so in the end they did disconnect. You don't get banned for getting tunneled out or dying in the match fast. That one in my knowledge will only start dropping your grade if that keeps happening a lot. So if he got a ban he left before he was allowed.
This screen shows when you click "Play" when a matchmaking ban is in force, so it does not show the reason you have a ban.
You get a matchmaking ban as well as a grade loss when you are turbo-tunnelled out of a game and it is detected as a false positive for "going next". It's counted as a DC. I've had it happen a few times. The notification "you lost a grade" does not even appear each time.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102019#Comment_4102019
I want to point out that both Pop and STBFL were rebalanced after they were partially made basekit.
2.1 STBFL dropped the attack cooldown to 1.8 seconds. After 6.1, this got inadvertently buffed due to the basekitting of two stacks of it, resulting in a 1.62 second cooldown, which was so short that it made unhooking nearly impossible.
Now, STBFL drops the cooldown from 2.7 to 1.832 seconds. That's a 0.032 second increase. I doubt anyone actually notices.
Pop went from 25% to 20%, but then, again, that's against a backdrop of ALL gen-kicks stripping a portion of progress away.
If you have these perks equipped, for the most part, they're indistinguishable from their pre-6.1 versions, because the only bits that got taken away, got added to every killer's basekit.
Pop was buffed and now takes off a fixed 18 charges from a generator. So it is now much more powerful than it was.
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@Doctor_Xenomorph said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102203#Comment_4102203
5 of the 10 yr anniversary cakes will do that + a few hooks/pallet breaks. Whilst I cannot speak for the survivors and what all they did exactly (since I was watching the killer in those games and not chasing all 4 survivors at the same time for obvious reasons (IE the killer cant be in 2+ places at onec)). It is very much possible to get that # of BP.
The bonus is not shown on the stats page, these numbers are the base BP you see on the end screen. And yeah it's not possible for a survivor to get 39k points in 3 minutes.
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The last two original survivors were male (Shane and Tae-Young), and in the last Rift Jeff, Vittorio and David got cosmetics. And Dwight just got 2 new outfits from the banquet…
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@BruceCampbell said:
As far as I understood is 15s of BT PLUS Elusive (which is pretty damn ridiculous) and then just 10s of BT after the gens are done.
Seriously. 15s of Elusive. I can deal with a killer tunneling me most of the time. Playing survivor is becoming more dumb with every patch to the point I barely have fun.Yeah but the average survivor has a hard time, and it's too easy for killers to tunnel off hook. So at least this way they are more likely to go after the unhooker.
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So the Sprint Burst nerf means that the survivor using it makes 2 meters less distance - so hopefully this helps the killer players who have issues with pallets (less chance to make the next pallet)
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2 minutes seems a bit much, because a lot can happen in that time. Also with Vigil nerf it will help less for the Broken effect. But we'll have to see how it works in testing. Personally I don't use Deli because if I wait too long to unhook myself a solo queue teammate is well on the way already…
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10 seconds is more challenging for survivors, but still doable (but maybe not from basement). It also of course helps killers a lot because they can hook closer to the gate. With Elusive I think it will help the average survivor not get hard tunnelled, and the killer determined to tunnel will find them if they try a bit harder.
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@CosmicScarab said:
It unecessarily hurts weaker builds like dedicated healing builds on survivor or haste builds on killer while the strong perks remain mostly unaffected. This ends up causing people run the same meta build that are not impacted by it (DMS, Pain res, Info, Lethal, ect for killer, and Windows/Five moves ahead, Exhaustion, Vigil, Resurgence, ect for survivor) and diminishes build variety.
It also unnecessarily limits the perks you can use on certain killers. Clown can't use haste or hinder perks without them or his power being ruined, and any other killer with haste built into their kit is screwed over by the changes by just cutting out an entire category of perk that they can't use effectively anymore. Honestly, its baffling that killer powers are affected by diminishing returns at all.
I know it will never happen, but I hope it gets reverted, or at very least they make killer powers not impacted by it and buff the perks affected by the changes.The key difference between killers and survivors, is that survivors have no basekit powers - they need to use perks to get special benefits. Killer add-ons often also feature status effects like vault speed or haste - survivors do no have any items that give these kinds of effects (apart from Blighted Serum med-kit).
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101553#Comment_4101553
Don't think so. People want to win and do whatever to do so.
For some it's the taking part that counts, and developing and using your skill in the process.
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@MashedBroccoli said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101444#Comment_4101444
Nope, not everyone blamed fast track. I still don’t think fast track was an issue. Pallets have been though.
The number and placement of pallets is RNG, and that is what makes some matches easier and some tougher. Unfortunately because killers have become so strong with many basekit powers like window/pallet blocking, pallet breaking, there have to be enough of these resources otherwise every match is a done deal. They buffed Bubba and now he is too fast to risk going for the stun and you just have to pre-drop. The same goes for Myers who has the fastest pallet break speed in the game, and does not lose momentum when doing so. At least now with Blight you can greed some pallets and have a little interaction with the killer - that's the fun part.
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@MashedBroccoli said:
i used to try and 12 hook as often as possible, but pallet density has ruined that for me. I find myself having to tunnel when i never needed too prior to them messing with density.
I have over 9k hours in the game and this current era of dbd is the worst its been for both sides.
Last month it was Fast Track, now the excuse is pallets that have not changed in 8 months.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101172#Comment_4101172
Luck no longer stacks. It was nerfed wiith diminishing returns.
Yeah at full maximum it used to be 55% chance per unhook attempt. Now it is around 16%. Not saying that it wasn't a bit crazy at 55% but it was just an occasional fun or meme build.
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I mean you read the sentence and immediately can visualise 20 different locations he can just click on and race to the hook. Really this just encourages more brainless back-to-hook gameplay. Even with the super slow-down half the Jasons are turning up at the hook anyway. It really sounds like the devs are too scared of backlash and we will have to wait months before Jason will take any skill to play.
Also the Toxic Waste buff, is there even a place on the map that is not within 10m of a hook or scrap pile?
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Has anyone got the achievement for Wide Open Throttle yet? Reset the same pallet 3 times in one match. It's so impractical and just shows how they got this perk wrong (and the outrage was also unjustified)
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Man I tried Scavenger the other day just for a change, it was the most effort I have had to make to use a perk since trying Road Life. And still didn't get it to work by the end of the match.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100992#Comment_4100992
Yeah, still good for the Killer. Sorry, but cleansing Dull Totems is always bad. If you bring Inner Strength or Overzealous (lol, the Noobtrap) does not mean that cleansing Dull Totems is suddenly good.
Your forum icon is literally Inner Strength
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The timer is 2 minutes, so if you are not going to interact with the survivors, press Tab and go make a coffee or use the bathroom.
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I'm sure the amount and detail of the data they have on every aspect of the game is more than we could possibly imagine.
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Could just be a mistake or BetaHub changed some settings automatically.
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Sounds like AI.
Vigil is a counter to killer effects, so buffing those effects would just nerf everyone that does not have Vigil.
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@GroovieAshes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100161#Comment_4100161
Killers need an abandon option once the doors are opened probably. They could in theory not open doors, in that case 5 minutes?
Well the game ends after 2 minutes, and you can open the gates yourself.
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@zonkednb said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099665#Comment_4099665
However, when people say they want 'secondary objectives' they really just mean a survivor nerf that allows them to secure more kills when tunneling/camping. It has nothing to do with bettering the survivor experience by giving a high-risk high-reward bonus goal.
I don't know if this was just poor wording but I really don't think that's always the case. Most of the time it's actually for the survivor experience, so that they're doing something more interesting than just sitting on generators.
Be that four generators and three blood generators forcing two different ways to progress the objective, or an uber buff for the time commitment like Black Banquet.
Gonna be real, the random thowing in of tunneling/camping makes this feel kinda bad faith.
Really I have never heard a survivor say they want more objectives. The Blood Generators were annoying and people only did them for the points. The game is built around the normal generators - you repair them while carefully watching and listening what is going on elsewhere. Moving around to do something else is more distracting, puts you at more risk of being seen/caught and slows the progress of the match.
As others have said, the banquet tables were worth doing because of the strong benefit for the entire team.
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100132#Comment_4100132
The patch notes from that were wrong and I think is part of what led to the confusion around the numbers - the notes claimed it went from 30% to 40% which I agree if that were the case it would've been fine, but it actually went from 30% to 66% - 66% being roughly equal to the 40% duration reduction as was noted above (with the old 30% increase being around a 23% duration reduction which if anything was probably a little too weak). The effect was more than doubled basically along with getting a bigger range. It later lost its ability to self-stack but I don't feel like that really addressed the problem with it since 1 instance of the perk now is still worth more than 2 instances pre-buff, and the larger range means it applies a lot more often too.
They explain it in the wiki here:
The "+66% recovery rate" is functionally equal to "-40% effect duration". And it was "-30% effect duration" before patch 8.5.0.
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100128#Comment_4100128
It has changed though, it received a massive buff 1.5 years ago which is what made it a problem. Prior to that it wasn't an issue
You're right, but it was a 10% buff and back then it stacked with itself, so that was the issue I think. I think the AOE is useful but can't say it's game changer.
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@tjt85 said:
https://forums.bhvr.com/dead-by-daylight/discussion/470056/legion-needs-a-buff
I like all of these buffs, particularly because they would help them where they need it; in improving their chase potential against the better Survivor teams and to better deal with the counter play of Survivors splitting up.
But to be entirely honest, I don't think they're in desperate need of any buffs right now.
That said, I'm of the opinion that's it's OK for some Killers on the roster to be "weaker" (especially the ones that have mechanically simple powers like Ghostie/Legion/Trapper). I've never believed tier lists are relevant to most players because I think it's actually a lot easier to hit BHVRs 60% kill rate target with the simpler to learn Killers in public matches, so long as you are playing to win and not pulling any punches. That's especially true if they're SoloQ stompers like Pig/Legion/Freddy/Sadako. It's just comparison with the crazy powers of some of the more recent Killers that have made the older Killers feel weaker than they actually are.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100102#Comment_4100102
True, there are countless rework suggestions but all of them are terrible and completely destroy what Legion mains love about the character. I've not seen a single one yet that I like.
I think a lot of the Legion hate is residual hate from their very first iteration. Killers only get one chance to make a positive impression on players and if it's not a good one on release, the hate for them lasts way beyond any nerfs and partial reworks they might get. I wasn't around for the OG Legion release and I think that might be why I don't fully understand the lasting hate for them in the community (obviously, I'm also a little biased because I main them. People hate Killers that they personally play a lot less than the ones they don't).
I played Legion for a challenge and really they are so easy to handle, like a knife through hot butter, with free speed boost, info and injuries - so I can see why some people play as them. For me it's not interesting enough though. And as a survivor it's annoying because yeah, here they come again to stab me… yawn. I do like that there is some counterplay, the mix tapes are cool.
If they do rework, I hope it will not be to add a Myers-style dash…
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099725#Comment_4099725
That's not how it works at all, Vigil makes it tick 66 percent faster, it's not literally 66 percent of the duration.
You can test it out with Sprint Burst it's about 23s, which is not 66 percent of 40s:- Rate increase: +66 % Recovery rate
- Calculation:
40 seconds / (1 + 0.66) = 40 seconds / 1.66 ≈ 24 seconds
- Calculation:
- Time reduction: -40 % Effect duration
- Calculation:
40 seconds * (1 - 0.4) = 40 seconds * 0.6 ≈ 24 seconds
- Calculation:
It reduces debuffs by approximately 40 percent
When the description got updated players have been complaining like it got buffed to 66 percent, when it was just changed to more accurately reflect what it does.
Given it doesn't stack anymore, the perk is fine, even on nightlight its at a 40 percent escape rate which is well within BHVR's balance range, unless their official stats reflect differently there is literally 0 reason to nerf this perk lolIt really shows how much of a numbers game DbD is! I don't use Vigil much so had not looked into it too much. Yeah it provides a good benefit but since it hasn't changed in 5 years, it doesn't need to be nerfed.
- Rate increase: +66 % Recovery rate
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I think it is clear from this thread that many agree "hard tunnelling" is highly unenjoyable for the chosen survivor, and leads to an easy defeat for the killer. It's a cheese tactic for those who don't care about winning fair and square. Like someone else said, if you don't hard tunnel you still have a very good chance of winning anyway.
Survivors don't want an "easy win" but a fair one. The sooner a small but powerful mechanic is introduced to prevent that first survivor being immediately retargeted, the better. Not with "handholding" showing other survivors' auras or giving speed and points, but just flat out making it not worth going after that unhooked survivor.
I can only see this kind of hard tunnel protection improving matches for all, including killers who can develop their game sense and strategies.
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None of his actions are punishing or have a long enough cooldown. You can't easily tell where he will appear and the movement speed (not the haste) out of the vault location is far too quick. And the 'sensing' mechanic (footsteps and red mist) overrides all other existing tracking in the game, so has no counter in existing perks. He can miss the M2 and there is no fatigue before he can just M1. It's basically a long drawn out process that will result in everyone dying. I can't even remember escaping once to Jason.
Edit: There was one friendly Jason who let us all go
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Well, I just had a game where the Jake was immediately tunnelled off hook and was dead at 4 gens, Feng was AFK and so I and the Leon just gave up. In the chat the killer said they were satisfied and they "love it when babies cry, get better".
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@GoodBoyKaru said:
combine it with lullaby to make the skillcheck harder to hit and, more crucially, make any missed skillcheck a free pgtw that doesn't count towards the regression limit.
essentially, you just have to never be on a generator when he's in power or be an absolute goat at skillchecks, which let's be honest most survivors in public games are not
The skill check is the smallest in the game already, and the regression is the highest of all missed skill checks in the game too.
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Huntress in this skin was literally standing behind me and I had no idea, just a faint guitar sound. Awful.
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@NeverSolus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099767#Comment_4099767
That's what I'm saying, my man, that is the downside. Badge still hits regression limit. He can't just stay in power moving at 8m/s moving between gens nonstop, or he'll hit regression very quickly and loses all ability to regress the generators with a kick or otherwise. It's just a sub-par add-on, and should just be removed.
I'm all for removing it, but not because I think it's OP. Because I think it's a worthless gimmick that people use as a crutch and get less than optimal regression out of as a result. Yes, if the survivor hits the check there's no regression, but that doesn't matter if 4 survs are on 4 gens. He finds one that doesn't blow up and now knows where a surv is. He should engage them, then likely kick it. Moving gen to gen is, at best, going to push to regression limit if they just hop off the gen and let it take the non 20% regress hit.Once it's regressing, it won't get another regression (they fixed that). So any Jason that is determined can very quickly ensure that all generators are regressing at all times. And let's face it, if anyone is still alive after 56 regression events versus Jason, they deserve to win.
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@CosmicScarab said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099693#Comment_4099693
What part of hyperfocus/stakeout was nerfed by diminishing returns? My understanding was that they are unaffected because they give progress on skill checks rather than a direct gen repair speed buff like deja vu.
Below is what I posted on another thread:
As I understand it, Stake Out/Hyperfocus/Instrument builds have also been affected by Diminishing Returns, in fact they are hit twice - with both reduced Skill Check Chance and reduced Skill Check Bonus progression compounding:
Part 1: Skill Check Chance
- Toolbox (40% Skill Check chance)
- Hyperfocus (4%-24% extra Skill Check chance)
- One-Two-Three-Four (20% extra Skill Check chance)
Before: Maximum theoretical Skill Check chance: 84%
After: With Diminishing Returns: 40% + 12% + 5% = 57%Part 2: Skill Check Bonus Progression
Additionally the bonus progression is reduced - assuming Stake Out is also in the build:
Depending on the number of Hyperfocus tokens, either the Stake Out bonus progression is halved, or the Hyperfocus bonus progression is halved. So a ~4% bonus progression becomes ~3%, and a theoretical maximum bonus progression at 6 Hyperfocus stacks goes from ~7% to ~5.5%.
Result: Fewer Skill Checks x Reduced Bonus Progression
- Getting Skill Checks and building Hyperfocus stacks can take longer (not always, as it is RNG).
- The reduced Bonus Progression on those skill checks provide less benefit than before.
Very Rough Example
- Before: 8 Skill Checks x 4% Bonus Progression = 32% extra progress
- After: 5 Skill Checks x 3% Bonus Progression = 15% extra progress
The full/accurate calculations are more complex but this does show how Diminishing Returns definitely does impact this type of build. It is noticeable in-game, but I think it just softens these builds instead of nerfing them. In this case it does open up the possibilities for new Toolbox add-ons to increase Skill Check Chance, like their medkit counterparts.
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@NeverSolus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099728#Comment_4099728
The Deputy badge does trigger regression limit either way. If jason badges a generator eight times, that's it, he's locked out of further regression on that generator. The badge doesn't have a substantial regression amount, meaning this is actually a bad add-on for most Jason's to use if the survs are smart enough to force the gen out.
The skill check is irrelevant. He'll either get 20% + Regression time, or just regression time.
That's my point. The add-on is kind of weak when you could have popped or eruptioned the gen instead. You get less immediately regression on it.
Though, I do still feel badge is a bit garbage as a concept and should be reworked/nerfed.If the survivor hits the skill check, there is of course no regression. However it is the same size as Overcharge or Oppression, so the smallest possible.
He can stay in power and go between the gens at 8m/s, kicking them all without stopping, and either jumpscaring survivors off the gens or getting a 20% regression from the missed skill check. Really there are no downsides.
Eruption you need to manually kick and then down someone. Pop you need to hook and manually kick.
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With 5 Salty Lips and 4 Up The Ante, the chance used to be 55%. Now it's just less than 15%.
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@terumisan said:
henry exists he does all the things thay you laid out and he was nerfed for some reason after launch
Vecna 2/Henry has to be one of the worst designed killers in the game. There is hardly any skill needed, just spam M2 until you win. I can't imagine many survivors enjoy playing against him.
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@NeverSolus said:
It's a no brain perk that is a catch-all, limiting a huge amount of perk and killer expression. It's just outright unhealthy for the game. It doesn't just reduce effect timers on almost every effect in the game including survivor triggered ones, it also benefits your teammates. That's an absurd perk.
There needs to be rebalancing all around. Vigil needs to eat a massive nerf in the same way that hyperfocus/stake-out need a massive nerf. Unfortunately as you see in this very thread people aren't willing to see X side nerfed until Y side is nerfed, which continues this nonsensical us vs. them version of balancing. If X is nerfed, Y will respond with N, which means X feels justified in M. This creates a new balance nightmare before Y ever even gets nerfed. The crowds will cry and beseech it and whine endlessly, regardless of which side we're talking about.
The entirety of the current balance is going to need to be nuked from orbit and rebuilt, at least initially, in total ignorance of both survivor and killer feedback. Then, after the readjustments are done, the feedback can be addressed.
Survivors will cry out over any surv nerf and killer buff and think they are right.
Killers will cry out over any killer nerf and surv buff and think they are right.
Neither will stop their whining long enough to allow a more holistic across-the-board readjustment to occur. You can see examples of that here in this very thread. It's this inherent and ongoing vitriolic tribalism that keeps us locked into the current stagnation.Hyperfocus Steak Out has already been nerfed with Diminishing Returns.
Vigil is powerful but has a limited range. It also changes it up when the killer expects a certain time or strength of a debuff, but Vigil means they have to adapt on the fly. There have been so many nerfs to survivor, especially the syringe and styptics. I'm sure the strong killer perks and powers have been developed with Vigil in mind, too.
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@ForTheEntity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099545#Comment_4099545
Sure Nightlight might be a higher MMR snapshot than official stats but it's still completely useless information.
As for that Lich stat, I'd argue that's a product of DbD's poor tutorials. The Lich has a pretty complicated power.
I know from experience during the event that there are a lot of new survivors who are absolutely clueless about killer mechanics. Survivors who aren't mending against a Legion who left them to their own devices.
BHVR is looking at skewed stats rather than making the learning curve easier they make the game easier for survivors overall.
There is a bug at the moment that means the mending bar doesn't show on screen sometimes (only in the HUD). I've seen quite a few people die to mending recently.
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@ForTheEntity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099625#Comment_4099625
Not even a qualifier like a no gens done requirement? If the killer has a bad game vs a SWF or group of skilled solos and gets their first down after 3 gens pop, the killer has now even less chance of getting a kill and may as well go sit in a corner.
Even adding a no gens done requirement wouldn't be good enough as crafty SWFs would 99 gens to work around it. And they'd weaponize that basekit DS.
If such a mechanic were introduced, killers turn to 4 man slugging at 5 gens.
As I said earlier, it's a nuanced problem without an easy solution.
A good point about the gens. Weaponsing the DS is also just countered by getting one of the other 3 players. The basekit Unbreakable would help avoid slugging. 4 man slugging at 5 gens is just a sign of a bad killer, they'll do it anyway.
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@Brimstoneslinger said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098644#Comment_4098644
Grab removal, anticamp, longer hookstates and longer bt, your idea would be the 5th one
Im saying that survivors already step in trial with 4 basekit anti-hooking perks and have another 4 slots to spare, even ds is free and shoulder obtained from not licensed character, atp adding 5th basekit perk is diabolical
These are all things that are added to tell killers "Go after someone else". But, that hasn't sunken in.
Basekit DS (60 seconds) and Basekit Unbreakable (45 seconds) for the first hooked survivor, cancelled when you hook someone else (or they perform a conspicuous action), would significantly improve the experience for that first survivor and give more hope to the rest of the team.
Also the Anti-Camp should work if a slugged survivor is nearby, in general.
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Yeah with Diminishing Returns, Luck is basically completely useless now. It was fun to occasionally do a full Luck build, but it's gone.