dugman
dugman
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I never chase survivors at the Exits unless I have to push them out to defend a hook. I'll just ignore anybody in the Exits and go look for either stragglers who got lost or pallets to break or see if I can close the hatch. And sometimes it pays off. Just the other day I had a match where I had one kill so far, two survivors opened the Exits and were waiting for me. I instead went looking for the other one, spotted her trying to head toward the opposite door, and got a bonus kill out of it. 🙂
But yeah, if they're going to just waste their own time standing around doing nothing while I explore and break stuff that's fine. I don't get the compulsive need to have me watch them leave.
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Of all the killers the one that most needs voice lines is Freddy, he's extremely talkative in the movies (both the remake and the original) and has a lot of good lines.
A close second is Ghost Face. If he had lines in that artificially modulated voice they use that would be pretty fantastic.
At least we have a ton of Pinhead lines now! 😄
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Cool. 🙂 I think Blight is fun but I don't play him enough to be all that consistent hitting his with Lethal Rushes. I can't argue with his catch up speed though! Even just running up to someone at hyperspeed and then doing a normal chase is pretty nice!
That's also how I like to play Spirit. I love using Spirit's red Kintsugi Tea Cup add-on which refreshes her Phase timer after she breaks a pallet or wall. You chase someone, if they drop a pallet you smash it and immediately are right back on them instantly. It really does feel a bit like playing Blight in that sense. 😄
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- There's nothing wrong with "tunneling" a survivor. Tunneling is just another word for eliminating someone more efficiently. If I have a choice between downing an injured survivor and hitting a healthy one obviously I'm downing the injured one. And if I have a choice between downing someone who is dead on hook and downing someone who isn't clearly I'll do the former. Virtually all the complaints about "tunneling" I've gotten are simply survivors angry they got eliminated.
- "Face Camping" is already a bad strategy most of the time so people who do it are usually cutting off their own nose to spite their face. That being said, the devs have commented that they understand that being face camped is kind of dull for everybody involved so they've experimented/are experimenting with ways to further incentivize killers to not do it, but to date they said the avenues they're explored haven't worked, either not mitigating the problem or creating new problems as bad or worse than the face camping. So at least for the foreseeable future if a killer does just stand around doing nothing at a hook there's nothing particularly stopping it from happening, other than that they'll get a bad score probably.
- Personally when it comes to survivors surrounding me as a killer, I'm usually quite happy with that because most of the time it means they're underestimating my ability to take them down in that scenario. I can't count how many times some swf has tried to swarm around me after I down one of their buddies and, instead of just getting a hook, I end up getting a hook plus have one or two of them slugged. If that's them being "toxic" then, hell, I must be the Toxic Avenger!
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@Dabrownman1812 said:
https://forum.deadbydaylight.com/en/discussion/comment/2758746#Comment_2758746
I agree, bu issue is resource use as when people nerf a perk other boons fill in. Survivors can pick a spot and use a boon infinitely and have multiple sets of the same boons. So I'm getting to the main core issues because even if circle is nerfed and speed is halved for example, it still grants a free medkit and goes off into many strong scenarios due to being infinite. Shadow step is also strong with builds etc and the potential for what can be a boon is really high. Think about it, quick and quiet boon, wiggle boon, and then think about these boons in tandem. So the issue is boon mechanics and not a specific boon, even though one is stronger than others. Imagine a quick and quiet with shadow step set around the map, quick and quiet with no cool down cause boon. Boons don't have cool downs. Boon:extra item use or boon you don't make sounds, etc.
Just to clarify, survivors get only one totem each, they can't actually stack all their collective groups' Boon perks on a single totem. If four survivors bring Boons then they each have to use one of four separate totems and each totem only has that one survivor's perk benefits.
So the most "stacking" you would get in one spot on the map is one survivor's Boon perks.
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I have a Gnome Necromancer I liked playing, I could use that maybe?
… Oh, sorry, I misread the subject line. 🤷♂️
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Personally I don’t have a problem with either of these perks currently. 🤷♂️
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@Lochnload_exe said:
https://forum.deadbydaylight.com/en/discussion/comment/2758671#Comment_2758671
The way they are doing it now, it just seems like they are doing it based off what feels right for that killer, I would love if they got more creative and made some new killers have more unique speeds like nurse.
And while we’re down this rabbit hole, how about a perk that gives a minor passive movement speed increase? So it just gives you +2-5% extra movement speed all the time. Right now for comparison the only killer perk that only gives a movement speed increase is Play With Your Food, and it can go up to +15% increase for short durations. So a 2-5% permanent increase isn’t as noticeable but would still impact close chases.
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On a tangent I’d love to see one killer who has 120% base movement speed with some other minor ability. Clown is almost like that with the yellow gas, but not quite.
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@legrosporc69 said:
https://forum.deadbydaylight.com/en/discussion/305848/can-you-report-a-player-for-their-name
I dont think its reportable he is not offensive toward anybody and the name is not a obscenity.
The guy use 2 term in a game and put it in his name. I could name myself Tbagging tunneler and it would be the same
“T-bagging Tunneler” isn’t blatantly homophobic.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2758531#Comment_2758531
It definitely shows you which boon is active when you first step in there, I've noticed that much. It's just that after that, much like the initial Hex notification, it becomes a single icon after the name of the perk fades out.
I think, anyway. Even when I play survivor most players just bring CoH lmao
Lol, well yeah, currently odds are really good it’s CoH. 😄 But in principle if more Boons were used more often than just that then just saying “Blessed” isn’t enough info.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2758471#Comment_2758471
I don't play that much survivor- my understanding is that it'd show you which boon it is when you first step in, but after that it's just a single "bless" icon, like the "cursed" icon for a hex?
I honestly don’t know, I only really play killer. If all it shows is a Bless icon though that’s not enough info for a solo survivor, they’d have no idea which Boon it is they’re inside of.
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This is actually a tough call. I voted for Surveillance because I like how it gives constant information about all the gens, particularly when combined with Ruin. But I also am a fan of Bloodhound and Stridor because they’re both particularly good at tracking down hiding or fleeing injured survivors to get the down. (Especially in the current healing meta, it’s nice having a way to efficiently track and down injured targets before they get a chance to heal.)
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@jesterkind said:
While this isn't a terrible idea, I think the reason that isn't the way it is right now is because it'd be kind of unintuitive and difficult to gauge from the survivor side where a specific effect is active if you're bringing more than one boon totem perk at the same time.
That's not to say this is unworkable, I just think the UI would also have to be tweaked, either to show a series of borders in the overlay or just have more of a specific icon for which boon is affecting you at any given moment.
Doesn’t the HUD show what buffs you’re getting on the right side?
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I’m playing the game exactly the same as I always have. I think I even get better matchups now.
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Nearly 30k points. Obvious “tunneler” 🙄
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@KRG said:
Just man up. It's online multiplayer lobby, what do you expect? Say GG or tell him the same and move on. So many snowflakes smh.
Way to blame the victim for someone else’s bad behavior. 🙄
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2757722#Comment_2757722
Those are the rules as written.
As enforced though, as confirmed by Mandy recently - very little is actually actionable.
Put in the link where she said that. I definitely don’t remember Mandy saying anything like that.
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While his traps are easier to see, he can still place traps to help block vaults which is still a useful ability. Even if the survivor can see a trap coming up at a vault in a chase it still prevents them from using it. I get a lot of free hits that way when I play Trapper plus catch people who are watching me and not where they’re stepping when I’m chasing them.
Of course the downside is survivors can spend time disarming your traps if they see them. But it does take time away from them doing gens, and if you are back near a disarmed trap you can reset it in just a couple of seconds where a survivor took much longer to disarm it so it’s still a net win in terms of time.
Anyway, it’s definitely nice when your traps are in dark spots or grass, but even well lit traps that block a key vault are useful.
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Just to clarify, are you having trouble getting long range information by shooting crows at generators or other places you think survivors might be, or are you specifically trying to fire two crows in a row at the same location hoping to damage someone from long distance? Because the former is a basic staple of her ability, the latter is more like a gimmick play you probably shouldn’t be relying on.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/305781/is-wishing-death-reportable-bannable
Nope.
From what the devs have said, anything that isn't hatespeech or a credible threat is not only acceptable, but an integral part of online gaming.
So stuff like 'I hope all your relatives die of something nasty' is completely fine and not even worth reporting.
That's incorrect. Credible threats can result in a permanent ban, while "Insults, intimidation, hateful speech, repeated harassment" can result in a temporary suspension. What the original post describes probably falls under the latter category.
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I think he's fun to play but don't have a strong opinion on him one way or another. If I had to guess I'd say probably B tier because he's a basic attack killer with a potentially strong 4v1 ability and situational Teleport and single target chain abilities.
I notice Otz has him at B Tier as well if you want to hear his opinion.
https://youtu.be/hc80gyYm278?t=3628 -
There is one possible use for duplicate add-ons - they stack. You can't equip the same add-on twice, but you can equip two different add-ons that have identical effects and they will add together. So if Clown for instance equips both the add-ons above his Invigoration will last +4 extra seconds. I don't know if that's the reason they kept them both in the game for Clown and Bubba, but either way you can use them both at the same time and get double the benefit.
That doesn't explain Deathslinger's two add-ons though since they both just make targets Mangled until they heal. I have no idea why those two Mangled add-ons are in the game simultaneously.
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I always say get a killer you think will be fun to play and don’t worry about the perks, you’ll get more for your money playing someone you enjoy than buying a perk that you won’t have until you unlock its teachable and then still be a maybe if it ever shows up in a bloodweb.
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Nemesis needs a Puttin’ On The Ritz outfit ala Young Frankenstein to show he is a monster who is also a “man about town”.
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I’ve never played Metal Gear so no opinion. I agree that a killer who can briefly possess survivors could be fun though, provided the possession doesn’t last too long but is still an effective tool.
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@Alphasoul05 said:
It's really such a BHVR thing to say "It's an exploit but we won't ban for it" That's the kind of inaction I really expect from them with regards to any exploit or hacker.
I don't think anyone can debate that it's called an exploit, that it gives an unfair advantage and isn't intended, and then go on to try to justify it when it's the definition of an exploit and should be bannable. Just scummy players trying to get an advantage in a game like DBD attempting to pretend it's not a big deal. Shocking.
Behaviour has never said they won’t ban for stretched rez. But they don’t ban unless someone makes an ingame report with an attached video file, and it’s kind of impossible to show from your own point of view in a game that someone else is using stretched rez. So it’s a catch-22, they would probably ban someone for it if you could prove it in your own ingame report, but good luck proving it that way.
Ultimately unless Behaviour does something like lock the aspect ratio of the game to prevent absurd ratios from being used to see over things it’s not going to go away. Hypothetically they could change their customer service policy to allow bans based on Twitch streams possibly, but I imagine that could open a whole other can of worms.
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@[Deleted User] said:
Kind of pointless to discuss because this is almost a political discussion at this point. The people with the strongest opinions haven't actually used it, and the people like myself who have used it and have played competitively on native against 900x1080 users get ignored or get told we're wrong.
It's an advantage but not nearly to the degree that people think. Do you think people with perfect vision over tiles in tournaments would also pre-drop every pallet? No. That would be stupid. Do you think people would use ESP on the survivor side in tournaments and get caught if they could just switch to 900x1080 res and see over everything? No. That would be stupid.
Now, before people weaponize their poor reading comprehension, I have already stated that it's an advantage vs native. It increases your FOV. Ghostface is uniquely affected by it. It doesn't put your FOV on the moon whereas native puts your FOV on the ground. It doesn't delete Nurse fatigue (this is a genuinely dumb one).
Most importantly, it's not the reason people are losing regular matches. Stop looking for excuses and make an effort to improve. You'll thank yourself.
It’s not the main reason people lose matches, it’s a supporting reason though. And it’s still cheating.
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I don’t think you need to give bloodpoint awards for dances, but I wouldn’t mind if they gave killers emotes they could do. Doing a little touchdown dance after a hook or whatever would be fine with me. 🙂
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2756952#Comment_2756952
Yeah my problem is that it isn't adjusting. I can barely get 1 or 2 hooks every game and it's still giving me good survivors.
Keep in kind if yoy are getting 1-3 hooks in a game that’s supposed to be the median results. 0 or 4 kills are supposed to be the exceptions. So if you are playing well and getting 2 hooks in a match that’s an indication you’re going against survivors around your skill level.
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I voted No but I misread the question, I’m actually neutral on whether or not to make Ruin be a non-Hex perk with a lower numerical slowdown effect.
One suggestion I like for Ruin actually is that it not be a Hex totem itself, but that its strength be tied to the number of totems on the map. So if there are 5 totems on the map it runs as full strength, 4 totems it runs as 80% strength, 3 at 60%, etc until if there are no totems on the map Ruin has no effect. This would make he effect less swingy but also be something survivors could still mitigate or eliminate by destroying totems. Also it would give survivors with Boons a somewhat interesting choice - do they bless a totem and leave it in place for Ruin to gain strength from, or do they cleanse the totem to weaken Ruin but not get the blessing?
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@SunsetSherbet said:
VHS taught me how bad voice chat actually is with strangers in these types of games. No thank you. I would 100% disable it. Not just my voice but I'd mute everyone every time.
I felt the same way in Overwatch. Just turned off voice chat entirely.
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@Kill_Yr_Idol83 said:
SBMM ruined the game for killers.
Not for me, I get better matchups
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@DeadSacrifice said:
https://forum.deadbydaylight.com/en/discussion/comment/2756822#Comment_2756822
Ah, isnt Ghostface a bit stonger than The Shape?
I don’t have a strong opinion there, I think Otz has it that way on his tier list? Ghostface is definitely stealhtier
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Actually I suspect the devs like having the skill checks fail when you leave a gen mid progress because it adds an element of risk to it. Do you stay on a gen when a killer gets close hoping to finish or risk letting go and maybe exploding it? Without that risk survivors could always just let go with no penalty which loses some of the tension.
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@DeadSacrifice said:
https://forum.deadbydaylight.com/en/discussion/comment/2756816#Comment_2756816
Ya he can counter loops quite easlisly but cant Ghostface only stalk one person at a time?
No, Ghostface can stalk everybody simultaneously if he wants
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You wouldn’t get banned for this, it’s not an exploit. Soul Guard is meant to allow you to stand yourself up while cursed an unlimited number of times. The main advantage Unbreakable gives is that it lets you do it instantly without waiting to recover.
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If what you find fun is stealth then Ghostface, he’s actually the stealth killer of the two. Pyramid Head is better at loops and his Cages are a nice time saver.
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I think the Boon system is probably fine, it's just Circle of Healing that will need a nerf.
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@Minecraft said:
https://forum.deadbydaylight.com/en/discussion/comment/2756052#Comment_2756052
ye, there isn't a single evidence. they never said it's cheating. regardless, if it's not enforced it's not cheating, it's that simple.
actually, mandy said somehting like "if you modify the game files eac might ban you, and we're not responsible". she basically dodged the question to save face.
you're not tampering with game files, it's a simple setting for your graphics card.
you can't blame people for playing the game as it is, blame behaviour's incompetence
FYI It wasn't Mandy, it was Not_Queen and she mentioned stretched res being cheating on Tru3ta1ent's stream, not here.
Also you're forgetting the thing about the devs telling Fog Whisperers not to do it.
@ayaya said:
What about high ping? This obviously gives tremendously higher and unfair advantage and impacts 4 survivors not just 1vs1 interaction when one survivor is using it.
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Hypothetically if you don't reload the gun right away, 7 seconds is enough time to go 1/3 of the way across the map at Deathslinger's walking speed. Since he's Undetectable he might then be able to actually just walk up and get an easy melee hit on someone doing a generator somewhere else on his own half of the map, maybe even a grab if he's lucky. And that's assuming he got a hit or Deep Wound from the chain breaking. If he manually breaks the chain because he knows he won't get a hit anyway, he's not Undetectable for about 9 second instead.
I was playing Deathslinger tonight and actually considered giving the above a try, but I ended up using something else instead. 🤷♂️ But if you actually wanted to use this Undetectable red add-on and get some benefit out of it that's probably how you'd do it.
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The Boon system in general is fine as is, there's no particular reason that Boons and Hexes have to work in similar ways. The only thing you have to worry about is making sure individual specific Boon perks are balanced around the existing system. Currently Shadowstep and Exponential seem like they're probably ok given how Boons work, but Circle of Healing is problematic. So once they tone down Circle of Healing's effect that should address these complaints about "Boons" which are actually complaints about Circle of Healing.
I also noticed a lot of tangential talk about Hex: Pentimento. I don't know how good or bad Pentimento is overall, but either way if that specific perk is out of balance then it just needs to have its own effects tuned, there's no need to tinker with the overall Boon system in general which impacts a bunch of unrelated thing to try and make Hex: Pentimento better.
So yes, I'm assuming they should probably nerf Circle of Healing. They don't need to do anything with the other two Boons or makes any major changes to how Boons work in general.
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Freddy: "Ohh they're not asleep..."
"Teleportinggg- Psych!"
Can confirm, I've done both of those.
Clown: "Whoops wrong bottle."
Done that once or twice. 😉
Slinger: Does anyone even play this killer anymore?
I played three games with him tonight. Did pretty well too, got two 4ks and a 3k, my aim was actually on point for once! 🙂
For me the Deathslinger one is realizing I've gone through the entire match and only shot my rifle twice. Almost all my hits end up being melee basic attacks. The rifle just ends up being really situational.
Pyramid Head: ...
"GO TO YOUR ROOM!"
Nemesis: Having a zombie down a survivor will never not be funny.
The zombies are my favorite part of Nemesis. I only really use his whip to break pallets.
The best part is Zombie sees someone, you down them, then the Zombie's reward is whipping them to raise your Infection level and making them respawn somehwere else. Zombie retirement plans suck!😄
Pinhead: Hauling ass to hook a survivor so you can hurry and teleport.
Hell, at least once or twice I've intentionally not picked someone up and slugged them to teleport and get a quick hit on the box opener. 😄 Yeah I don't get the hook immediately, but someone else has to go rescue the downed survivor and I'll probably get a down on the other guy while that's happening so at most 1 person is doing gens that entire time.
Artist: Honestly I don't really know what to say here. She's still kinda new and I've barely played her.
For me it's sending crows out constantly, and some sly survivor keeps dodging them and avoiding you entirely because you're too focused on watching the crow auras and not the person avoiding the crows.
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@IWFreak said:
https://forum.deadbydaylight.com/en/discussion/comment/2755981#Comment_2755981
https://forum.deadbydaylight.com/en/discussion/comment/2755991#Comment_2755991
Let's get something straight, right here, right now...
Using Stretched is not cheating. It is a byproduct of an oversight in the game not having a fixed Aspect Ratio.
Do you guys wanna tell me that people not using a 16:9 screen are all cheating? They may be stupid, but they are not cheating.
The people who force their game to another Aspect Ratio to get Stretched Res in-game are exploiters, not cheaters.
The devs actually said a while back they consider using stretched res to see over objects to be cheating. And per Dowsey they warned the Fog Whisperers not to do it.
Just because they haven't put in a fix to stop it doesn't mean they don't think it's cheating.
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Only if when you do a Mori the announcer shouts "FINISH THEM!"
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I intentionally prestige my characters mainly to reset their perks and see what I get as I level them up naturally. It forces me to play with loadouts I wouldn't normally think about trying. Also since characters tend to get their starting perks leveled up first, it tends to lend itself to playing perk combos that feel more thematic to those characters (e.g. Hag with a full Hex loadout, Meyers with an Obsession loadout, etc).
Even so, there's definitely a few perks I pretty much never use because of how terrible they are (e.g. Monstrous Shrine, Insidious, Furtive Chase, Beast of Prey)
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@Flawless_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2754979#Comment_2754979
My question is, why do flashlights have to be strong at the expense of a weak killer? All the things you mention don't directly affect the killer itself. He's the only one where you can use a flashlight to incapacitate him until you run out of juice. And all of those provide a counter to one aspect of their power. If I told you I can stop any other killer from moving for 3 seconds just by shining a flashlight on them everyone would be up in arms but somehow that's just ok because oh it's just Wraith who cares. His kit is weak enough as it is lightburn is a mechanic from an old era of DbD.
I don't have much of an opinion about whether or not Wraith is hurt too much by flashlights. It's possible I suppose that Wraith could use a slight buff, and maybe reducing or eliminating his stun from flashlights could help? You wouldn't need to touch any of the other similar uses for flashlights on other killers, though, just tone down the one on Wraith a bit. They could even make it that flashlighting a cloaked Wraith brings him out of cloak but only stuns him 1/2 a second or so, long enough to make up the time it took to use the flashlight but not so long that he completely loses any chance at a chase. (The current lightburn stun is 4 seconds for reference.)
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First off, to be fair to the original poster, they're not asking about why the devs put in skill checks on Wiggles. I don't think they're upset about that. Nor are they upset about Great skill checks reducing the time, per se. What they are calling a "buff" is that, hypothetically, if you hit every great skill check you will Wiggle out 1 second faster. In other words, the current system has a 16 second timer to escape, and under the new system the time can do down to 15 seconds if you hit every Great skill check. So the question is "why didn't they make that so the average time to escape is still 16 seconds?"
I think the answer to that question is possibly that when you say the survivors are escaping more quickly you're assuming they're hitting Great skill checks and never missing checks entirely. However, at least for new to average players, the chances of missing some Good skill checks are non-negligable. For them this change is actually a nerf, it will be harder for them to escape in 16 seconds hitting skill checks than it is to escape under the current system by just hitting alternating keys rapidly or wiggling the joystick. It's only potentially a buff for people who can consistently reliably hit Great skill checks which is probably a minority of the player base.
In other words it might be a very slight buff to a small subset of the playerbase, but for most it's either no impact at all (assuming they hit Good checks reliably but not Great ones) or it's a nerf (if they have trouble hitting Good checks consistently.)
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@PigMainBigBrain said:
https://forum.deadbydaylight.com/en/discussion/comment/2755059#Comment_2755059
That would just be pretending that hit validation works at all times even without deadhard....
Which for the record...is not the case at all. Even survivors who don't have dead hard will get janky escapes from hit validation. Be it at pallets, at windows, or whatever. They wouldn't be making adjustments to it on the PTB if it was perfect....which it blatantly isnt.
They're adjusting how the results appear on screen, not the outcome. A validated miss will still miss, it just will be less likely to look like a retracted hit on the killer's screen
