drsoontm
drsoontm
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- drsoontm
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I got that often. Always when I'm dominating.
I don't get a DC penalty though so I suspect it's the server croaking.
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@Piruluk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542508#Comment_3542508
Thats the point play Wesker, Blight, Nurse only.
Or others who have inbuilt I win button for survivors.
So glad that I didn't buy alien, I knew that survivor mains will get him deleted in few weeks
Same.
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Last time I've checked, Reshade was white-listed by EAC.
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She is too easy to bully with little to no consequences.
The camera swing doesn't even always work.
As far as I'm concerned, she is worthless against most good teams.
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I wonder if punishing gens-before-friends will still be possible.
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@Green_Sliche said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542107#Comment_3542107
It's about punishing a player who is already struggling. Theoretically good survivors don't need immunity after being unhooked at all because they won't get caught and hooked in the first place. Yet no matter how good or bad you are, this system exists so people can't just get camped to death with 0 chance of escaping ( they may still get sandbagged by their team mates by simply being unhooked right in the face of the killer ). This anti-camp mechanic is meant to give survivors a chance to play the game at all if they got caught very early instead of being sacrificed after being downed in first minute or so. However if survivor got caught early and 2 or more gens got popped for whatever reason, should killer be punished even more by giving that survivor a free escape?
That's a very good point.
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@Green_Sliche said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542037#Comment_3542037
2 weeks are not enough.
It's best to wait for the first 3 balance patches that will ''tone'' the killer. I figured that the more popular or flashy the killer concept is, the higher is the chance the said killer will be gutted down once the hype is over and money bag is full. The killer people buy and the one they currently own are two different killers and this trend ain't going to leave anytime soon.
As far as I remember, quite a few good/promising killers have been slapped after two weeks.
I think (but don't quote me on this, I've been up for 20 hours) that Oni & Executioner were changed for the worse after two weeks. (Or at least one of them.)
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@o7o said:
Now let's killswitch Blast Mine. Had someone abusing the bug last night, don't know how it got overlooked when flashlights and other chest perks were killswitched.
And as far as I'm aware, you can still glitch inside lockers without the need of a flashlight.
Also, never minded going against solo survivors or SWFs with flashlights. but right now is the perfect time to learn flashbang timing
Beside, flashbangs are more fun (IMHO)
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@Alice_pbg said:
adding to this.
https://us.v-cdn.net/6030815/uploads/G3ZNH48E4W3H/imagem-2023-09-14-113612437.png
https://us.v-cdn.net/6030815/uploads/08480KRY2HTS/imagem-2023-09-14-113635252.png
edit
https://us.v-cdn.net/6030815/uploads/XZXRW33EHK20/imagem-2023-09-14-113921957.png
https://us.v-cdn.net/6030815/uploads/DADSY6BPVV79/imagem-2023-09-14-113942266.png
So if you are roaming on a different floor (Midwich, The Game) you are considered as "camping"?
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This is why you always wait for two weeks before considering buying a new killer/chapter.
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Wait what? How has this been moved to feedback & suggestions?
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@BubbaDredge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541100#Comment_3541100
Might be Dredge, since no Dredge at all.
These are old stats. I couldn't find anything more recent.
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Nurse because the idea to link her power to the precise timing of a button is pure genius.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541130#Comment_3541130
You haven't watched a lot of competitive matches have you?
None where the survivors where not looping. Usually after a few hours of gameplay beginners start to do it.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536489#Comment_3536489
You realize it isn't nonsense right, it literally increases the injured chase time by 20%. The problem with MFT is not the absolute increase of movement speed, but the differences in movement speeds between survivor and killer.
Normal killer is 4.6 m/s
Normal survivor is 4 m/s
MFT survivor is 4.12 m/s
That means that MFT reduces the DIFFERENCE in movement speeds between survivor and killer by 20%.
That isn't all, but people forget that movement speed increases are more powerful on survivor than they are killer. For example, lets say an injured survivor is being chased by a killer in an imaginary infinite straight line. How long does it take the killer to catch up to them and hit them?
Base 4.6 killer/4.0 survivor = 47.5 seconds
3% extra movement on killer = 38.6 seconds
3% extra movement on survivor = 58.9 seconds.
This means that
- 3% extra movement on a killer, reduces the chase time by 8.9 seconds, or 18.7%
- 3% extra movement speed on survivor, increases the chase time by 11.4 seconds, or 19.5%
But only a bad survivor would run in a straight line, and these aren't an issue at all.
When you take into account the size difference between killers and survivors on a loop, the chase time increases quite a lot.
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@ReverseVelocity said:
The flashbang user in the corner:
https://us.v-cdn.net/6030815/uploads/MVBAST1MP7JM/black-guy-suit-black-guy-funny.gif
There were quite a few, true. But they aren't as dangerous for saves as a flashlight can be. (IMHO)
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@Akumakaji said:
Me too! I am enjoying this calm immensely :D But don't get too complacent, it will go back to normal in no time.
On a sidenote, the deactivated flashlights have lead to +100% survivor for the whole day and even part of the night, which were always +100% killer territory. I guess the situation at hand let more survivor mains tip their toes in the killer waters, now that they can actually get some hooks in ^_-
Being complacent is what holidays are for 😁
Here (EU) I had the usual distribution for survivors/killers. It was killer 100% during the night.
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I usually don't. As survivor and as killer I play pretty chill.
But if I play killer and the survivors are playing "efficiently", I change gears because I don't want to be the only one taking it easy.
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Hag and Demogorgon.
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I'm a >3kh devotion 16 prestige 55 Nurse and I often get matched against players who don't know what the hatch is.
The MMR sometimes fails, dramatically.
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What was the issue with the flashlights?
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@saintjimmy456 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529239#Comment_3529239
The video he just uploaded where he made almost every tail hit and killed every survivor in both matches?
No, the live stream where you don't get only the "good" bits.
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3 basement hooks, 0 progress.
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Watching Otz as Xeno, many survivors seem to have very little problem dodging the tail.
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So far he looks like a high-B/low-A killer.
Not enough to hold against various MFT builds.
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I don''t have the killer and I got that as soon as I opened the DBD page in my Steam library.
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@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527488#Comment_3527488
According to google, it's the reverse. South america is further away.
But not by that much.
Seriously? I find that surprising. Or do you mean the southern point?
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I mean Latin America is much closer than Europe so having to use a NA server wouldn't be a stretch.
Anyway ...
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@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527001#Comment_3527001
we kinda like not having 400 ping you know...
I only have a ping of 120ms when I'm sent to the NA servers and I'm in Europe.
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@SantaKlawz1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524742#Comment_3524742
And Latin America. We play down here too.
I didn't know there was/were dedicated server(s) for Latin America.
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@Alice_pbg said:
wish we got that for every month. separated by region.
I would love to see if there are differences between NA, EU and Asia.
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You keep playing.(Or you wait for a MFT fix and play exclusively Blight & Nurse until then)
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@Biscuits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519197#Comment_3519197
You act like they didn't play only those killers before MFT was in the game xD
I don't know "they" but I used to play all killers. I was enjoying Huntress a lot and I was playing her more than any other.
Then MFT happened.
Now I exclusively play Nurse and Blight.
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As long as MFT is in the game in this state : no it doesn't.
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Survivors run at 4m/s.
It's a 2.5 seconds run.
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@lidokain said:
I agree that giving up is really lame but... there's really nothing that can be done about it. Not only would it remove the 4% chance that gives some clutch games, it wouldn't keep survivors in the game. If they wanna leave, they'll leave. If they can't suicide on hook, they'll just go AFK. The problem is people giving up, not so much the fact it's easy to do so.
Yes, it's too easy. Maybe they could get rid of the 2nd phase checks : keep the 4%, prevent the easy way out.
@Marc_go_solo said:
They are .. however it's very complicated. Ideally, a system can be brought in to either remove the struggle or count the suicide as a disconnect. That would be some sort of fix.
The problem is if someone wants to leave, they will always find a way. Someone I played with today was "rescued" by me, only for them to seek out Ghost Face, teabag and then die. Basically, once the hook stage is dealt with, then that's what they'll do next.
That's already more work than what they need to do at the moment. And I don't know for other players but when I play killer and I understand a survivor wants the easy way out and everything else is normal (e.g. no other "suicides") I'll slug him for his trouble. (And I'll let his willing teammates heal him so he is useful to them.)
@Seraphor said:
They could be adjusted without losing the mechanic altogether.
Instead of having three chances that deplete 20s of your 60s first stage timer that are available instantly, make it so you gain one escape attempt every 10s, which deplete the timer by 10s.
Functionally it's the same mechanism, but crucially it means that the minimum time you can be on first hook is 30s, rather than about 6s.
This would maintain it as the 'quickest way out of a game' without incurring a penalty, but it would be long enough for a team mate to potentially make a save. Only if the other survivors are pressured or otherwise engaged by the killer, or the killer is camping, would it be impossible to make the save, aka all scenarios in which you would legitimately want to 'go next' anyway.
If someone really wants to leave they can still offer themselves to the killer, but this 30s buffer and the resulting 'second chance' it provides can in a lot of cases turn it around and convince the survivor to give it a shot.
I know I've had games where I've been on the hook, and it's looked like no one would be able to rescue me, like all three were on a gen on the far side of the map and no one was coming for me. I take my chances and go to 2nd stage, then they run over and save me with about 15s left on my timer, meaning if I didn't take my chances, I would have kept a hook state. This buffer time would quell this sort or 'impatience' or otherwise hasty decisions to leave a game.
I'd get rid of the 2nd phase : no way to deplete it faster.
@BlueHorkew said:
That would be a bandaid fix.
You can't stop people for choosing to not play. There are a ton of different ways for people to give up and stop playing.
The devs need to fix the issues that cause people to give up nowadays.
You can't fix everything, people will still give up, but you can atleast make it more rare. And not the go to action when something happens.
Survivors give up for any reason. That's outside the dev's responsibility.
@Tsulan said:
I think they should remove the option to suicide. Give survivors something else to do on hooks, something that gives bloodpoints but doesn't kill you, if you fail.
Oh and they should toss out temp bans for rage quitters. If the teammates report and the game logs show no input or running straight to the killer = temp ban.
Of course not on the first time. RL could be the cause for afk. But when it happens regularly, there should definitely be some sort of warning.
A mini-game sounds like an interesting idea.
I've contemplated the idea removing the DC penalty but I'm afraid it would just increase the amount of bots in matches.
Accurately detecting a survivor running on purpose to the killer is next to impossible. It happens regularly on my games and they clearly don't do it on purpose.
@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3515093#Comment_3515093
That would not fix anything.
They will not be useful if you force them stay in game. They will sabotage the team, they will just hide and wait for hatch or they will just run to killer.
If they want to leave, forcing them stay will make things even worse.
To be fair, by killing themselves on hook they are already sabotaging the team.
@biggybiggybiggens said:
It wouldn't fix anything.
For example: People normal d/cing in DBD - Devs fixed it with bots for the most part.
Lets say the devs hypothetically make it to where giving up on hook is impossible - People will just press the 'Home' button on console and end the application OR Ctrl-Alt-Del on PC to d/c anyway. People are NOT going to do what they don't want to regardless of what the devs change.
If they press "home" the way you suggest, they would be replaced by a bot. A bot is already a good solution.
@Pulsar said:
Remove DC penalties.
That "encourages" players to DC over hook suiciding or just giving up.
Prevent Survivors from re-queing until their bot either dies or escapes the match. This keeps an aspect of the "penalty" in the system.
Give Survivors more BP gains in general, this would encourage people to stick out lost games a little more.
It would only encourage DCing even more. Bad map, strong killer, bad mood, wrong skin used, ...
As for BPs, they an incentive only for new players. From what I've noticed, it's usually the more experienced (not necessarily good) survivors who are giving up. Beginners are less entitled.
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The bleed-out is usually reserved to very specific matches but is completely valid.
When I do it on purpose it's usually against "bullies" equipped with some specific builds that make hooking them hazardous.
Usually the counter is to crawl away in different directions, aiming for the usual hatch spawns. The killer can't camp all 3 at once.
During the EGC (I presume that's what you meant) heading for the opened doors he can hardly get all of you.
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I've noticed survivors who seemed a bit too fast while not possibly under MFT. I had no video recording going on (I've lost the habit since I rarely play nowadays.) so I didn't do anything about it.
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@Phantom_ said:
I've gone against some Singularity gamers that placed their pods so well, and it was just as oppressive as a 3-gening SM. Aside from that they used their power really well in chase as well. So I think there certainly is a way to make him very strong, but perhaps you need more time to get used to him? Maybe play with his add-ons or other perks a bit?
I don't think he's worth the time.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500614#Comment_3500614
I know it from my 6 and 8 year old kids
So it's not just around me. FNAF may be mostly famous among children.
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@Rulebreaker said:
...by chance what server are you on as we've been getting similar and getting the DC penalty?
I'm on one of the EU servers.
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I was giving you a reason not to call it "No reason to not call it License with big L".
Too subtle for you?
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You should post this in the bug report section, along with the version of the game you are using and, maybe, a full dxdiag output.
The stack trace along with the detailed information of your computer should be invaluable to track the issue.
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@Chomperka said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500530#Comment_3500530
i'm not saying it's as big or iconic as Alien, even your desired Friday 13th is nothing compared to Alien, but FNAF is still iconic and recognizable. No reason to not call it License with big L
I only know FNAF because kids of friends like the games. Outside of some gaming circle it doesn't exist.
Alien, "everybody" knows it.
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Because a Xenomorph being T-bagged at the gates is really what we needed.
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@musstang62 said:
Definitely not just you. Imo on console, Meatball is one of the most uniquely frustrating killers to play, regardless of how strong he might be. I gave him 6 or 7 rounds on release and now I hate him enough that I'm just skipping all his tome challenges
I was even less patient than you. I've given up on the tome challenges and any potential daily involving him.
I'd rather play Trapper against a SWAT SWF.
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@Shroompy said:
Feels terrible until you learn how to play him, just like the other high skill floor killers
I doubt any amount of training will fix the EMP issue.
@UnknownKiller said:
Yeah but devs seems to be monitoring.I told it trillions of times to make the emp to be on the person who uses it not in the others.
I'll monitor their monitoring. Until something is done, that killer will be yet-another-perk-source.
@Sharby said:
He has to be difficult because his power would be really oppressive and annoying if it was easy to use.
Difficult? I don't know. It feels clumsy and mostly useless (given I never had the opportunity to even go on overdrive thanks to the omnipresent EMP)
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None of them : they deserve each-other.
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@SevenSnow said:
- Well, i can probably explain, as it was kinda in the ptb patch notes. They said, that "The Nurse can no longer start holding the Killer Power button when a Blink is not currently charged to be able to Blink once it becomes charged". So probably what is happening is you start pressing m2 while blinking so when come out from you first blink, second blink doesnt start to charge automatically. It's not exactly what's said in patch notes, but im afraid that it is related. Pls bhvr, say that its a bug and fix it, it is really intuitively to press blink button before you come out from first blink to get max distance second blink or just do second blink fast and on point, this change reeeally ruins the experience
I know about that one and I'm not doing it.
By the way, Vulpixia had the same issue during the PTB and she is a very strong (streamer) Nurse.
