dangersmymidd1ename
dangersmymidd1ename
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@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4092700#Comment_4092700
tbh if someone's willing to crash over their teammates' perks, that's not someone i want in my games, because theyre the type of person who're gonna dc over the slightest inconveniences anyway. and with as much love to the dbd bots as i can possibly muster, id rather not play a match at all than play one doomed from the start because we have a bot at 5.
Even if you've been in the killer queue for 5-10 mins? You get no priority when the match previous was cancelled (but it would be a good feature!)
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@pidgeon said:
Its mediocre at best. Keep in mind you still need to run 2 perks with it unless you ALWAYS know where survivors are and since its a 13 second timee you can't really take any detours unlike secret project.
Full aura Nurse just got even stronger. The worst part is the end game - you made it that far just to be cheesed with no counterplay. If it was mediocre, killers would be complaining but I don't see that anywhere.
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@100PercentBPMain said:
I've been dabbling with it on Ghoul in the name of research.
I don't see what makes this perk any crazier than Unforeseen tbh.
Well it's unlimited duration after all generators are complete, with zero requirement.
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If someone quits while the match is loading, it cancels the entire match. So if someone really is DC'ing because of someone's perks (which does not make much sense) they should do it in the match so there is at least a bot.
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Beast of Prey gives free Undetectable during chase for 40 seconds, not sure why survivors can't slip away occasionally too. Other perks like Parental Guidance, Dance with Me, Poised etc all work when being chased.
I'm more disappointed that this was nerfed and they felt they had to put it in the patch notes in advance to avoid the usual outcry.
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@NeverSolus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4089831#Comment_4089831
I'm not referring to just me on the shout-down. It's a common downvote topic, and it's bizarre to see what wasn't a problem yesterday, suddenly a very real problem today the moment the person effected changes.
I don't mind people expressing skill in chase, I mind looping. They are free to do so but I will disengage and prey upon someone who is easier to catch. That is also valid - if I can't express my own desires of enjoyment, what is the point of a PVP game?
My point isn't that I hate people being able to run and bounce around etc. My point is that before Jason, popular opinion on one side was that there was no pallet density issue. Now, suddenly, those same people are saying there is a pallet density issue. It very much leaves us in a position for me to point out that hypocrisy.Jason gets pre-broken pallets placed in the locations where no pallet has spawned, so his power is not related to pallet density.
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The fact that DBD doesn't have guns is one of the main reasons I like it.
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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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@TropesDaMan said:
few matches ago i played against 2 people with the same build
hyperfocus
stake out
fast track
overzealous
ive never seen gens fly by that fast in my life, now i dont usally run slowdown, i guess Undone is slowdown. i run weaker and underused perks so i can be partly to blame for my own downfall
Yeah thankfully this is not every day! And Fast Track does not help anymore so that is a plus for killers. I also like running more interesting perks as killer.
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It is a nice feature, but like 2v8 I think there has to be a time when it is not available. It is more fair than the old map offerings since both sides know the map they will be going to. Hopefully many are able to get their RPD achievement today/tomorrow!
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I think it would be a good idea to have a PTB or two where the 2v8 built-in slowdown/speed up is applied to 1v4 matches, just to see what the feeling is for both sides.
Diminishing Returns has affected gen rush builds due to the reduced skill check chance and progression, so even though it may be subtle, it will have an effect.
My matches vary wildly (solo queue) - however when teammates bring a "gen rush" build they often don't get to use it very well, and the last few generators go very slowly. That's how it is supposed to go once the killer is getting hooks and kills - the pressure builds and the last generators are the most difficult to get done.
It also depends how determined each side is to win, and both have to scope that out and adjust their tactics on the fly. Survivors have basically one way to move the match in their favour and that is completing generators, whereas killers have injuries, downs, hooks and kills which all can contribute to the slowdown.
From the stats last year they showed that basically only 50% of matches finish with all 5 generators complete. I think if this was any less, the match would become hopeless too quickly from the survivor side.