dugman
dugman
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I’ve only once gotten actual use out of a Yellow Mori, and that was a game that I happened to equip one and the very last survivor intentionally dragged themselves into a spot out of reach of all the nearby hooks while the doors were closed. It saved me the time of waiting for them to bleed out. 🙂
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They haven’t announced a date yet, but generally speaking they do big patches on Tuesdays so probably next week the 30th is my guess.
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No. Just because hackers are bad doesn’t mean ragequitters are tolerable. And the game becomes noticeably worse when the DC penalties are off.
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I like Freddy’s Dream Pallets better because, unlike the Doctor’s pallets, the Dream Pallets put up an interaction prompt and the survivor can waste time turning around and dropping them for no effect, or even worse get a condition put on them if you have a related add-on. Doctor’s pallets have no such prompt, they’re just visual illusions, so as the survivor runs near them they see it has no prompt and just keep running.
(In fact, even though I agree Freddy’s snares are a bit better than his pallets, the pallets are just so much fun when they work that I always use them! Nothing funnier than the free hit you get when a survivor falls for a pallet shaped blood ballon.) 😄
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@HaunterofShadows said:
For me, dead hard and noed is a package deal so if it were to be nerfed (which I want it to be) I want noed to be nerfed (which is also something I want.)
I’m not sure I follow the connection between Dead Hard and NOED. Why would changing one require changing the other?
Personally I’m ambivalent on Dead Hard. It’s definitely a very popular perk with veteran survivors but that doesn’t necessarily make it overpowered. It could just get a lot of good buzz from streamers or it could be there are a bunch of other perks that are underpowered and Dead Hard just looks good in comparison.
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As a killer I don’t personally think there’s anything wrong with survivors hiding. Heck, it’s even thematic when that happens!
For myself, if the survivors aren’t coming to me I normally go to them. Waiting all day by a hook can be a real waste of time unless the person is really close to progressing a stage or your gut tells you a survivor is lurking nearby waiting for you to leave.
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If I remember right the devs talked about why they didn’t include chat and proximity chat a while back. Basically they expected people who were interested in using chat to end up using Discord or whatever, but they didn’t want players to feel forced to engage in chat in the game, and they felt that the game’s atmosphere works better with communications off. So while they don’t consider communications “cheating” or anything they also aren’t going out of their way to encourage it or build it into the game.
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I think map offerings cause more grief than actual benefit to the game, I’d be perfectly happy if they were permanently removed.
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I don’t mind how Boons are snuffed and placed. They just need to make sure the individual Boon perks are balanced around that system. Circle of Healing is probably a bit too strong currently, for instance, so it could use a Healing speed adjustment. But that can be done without changing the overall placing and snuffing mechanics.
I also agree that a killer having a secondary objective is in principle a good thing, it makes the game more interesting. Again, though, the secondary objectives have to have their individual rewards balanced against the time it takes to achieve them. If finding and snuffing totems takes too much time away from the main objective of downing survivors then it’s not worth the effort. If it turned out that the time spent in general for snuffing an arbitrary Boon is too long then I would be ok with, say, making Boons louder so they’re easier to find and snuff in order to cut down that time spent doing it. I have no evidence one way or another, though, that snuffing totems takes too long or doesn’t.
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@Dennis_van_eijk said:
https://forum.deadbydaylight.com/en/discussion/comment/2651717#Comment_2651717
Correct they don't tell it immediately, but in a way noed is like devour.
It's a surprise, but only at the end game.
The only difference between them is that devour you get by hooking and leaving the hook, while noed you have to let them do all 5 gens and hope they don't cleanse any totems.
And by that the game is basically already over unless a few or all survivors just mess up.
The survivors who have a problem with noed should just first start looking at themselves and adjust their playstyle, before complaining about a perk that only activates at the end.
The killer plays with 3 perks all game against 16 perks, so they should have enough time to take away totems.
I wonder if bhvr ever decides to put in another secondary objective, how long it take for them to complain about that.
They can't even cleanse 5 totems as a secondary objective, let alone having another side objective in the game 😂
Of course a difference between NOED and Devour though is Devour can be eliminated before activating Exposed conditions by cleansing its hex totem prior to getting 3 tokens, while NOED needs to have all the totems cleansed to prevent it from applying Exposed when the gens are done. So it’s a bit more collective work to stop NOED from being active. It does take longer, though, to activate since it only happens at the end of the match so the survivors do have additional time.
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@Cramps said:
https://forum.deadbydaylight.com/en/discussion/comment/2651379#Comment_2651379
I worked in the IT sector for a little over 20 years. I currently run and maintain 3 online stores independently, several servers for games I play and have had my servers DDoS'd more times than I care to remember.
Your ISP assigns you an IP address. An IP address identifies a specific device and "tells" the router on the network how to find the device which is currently assigned that particular IP address. Geolocation services (IP lookups) show where your IP address enters the internet, in other words, they show the location of wireless provider's data centre. Geolocation services do not and will never show the location of the device that an IP address is assigned to, this is not possible since the actual location of the IP address is the data centre, not the device itself.
Nobody other than your ISP knows or can see which device is assigned a specific IP address and nobody other than your ISP can see where the device which has been assigned a specific IP address is located.
Imagine a long street full of houses (devices), you live in one of these houses. Each house is assigned a randomly generated number (IP) in order to receive mail (connect to the internet). However, there are no numbers on any of the doors to these houses. The numbers are all publicly visible, but, they're stored on a large wall 20 miles away at a post office (data centre). The only person who knows which number belongs to which door is your mail man (ISP). Now imagine each number has a tracking device embedded. I want to break into "Pulsar's" house, I know he lives at number 843 and I can trace where the number 843 is located thanks to the embedded tracking device (geolocation service / IP lookup). Now, unless I know which house the number 843 has actually been assigned to, I can't break in to your house. I can find where your house number (IP) is located easily enough and maybe make a guess as to the general radius of where your house may be, but, I can't find out which specific house has been assigned the number 843 unless I go directly to the only person who knows - your mail man (ISP). Sure, I can send you 100,000 letters a day (DDoS) harassing you, but, I will never be able to find out where you're actually located.
The idea that you can trace a person's location via their IP address is a myth which has existed as long as the internet. Criminals often take advantage of the fact that most people do not really understand what an IP address is and will state that they can do all manner of things if they have your IP address. This has fuelled the myth for a large part.
I'm not the best at explaining these things to the average person sometimes and things are obviously a little more complicated than my house analogy, but, in a nutshell, this is how IP addresses essentially work.
At least to my more limited understanding, IP addresses aren’t necessarily “public” in the sense that your IP address only needs to be shared between you and the server you are connecting to. For peer to peer connections, yes, the other peer needs to know an IP address. But the Steam Networking API, for example, allows for your IP address to be shared to a relay instead of directly to another peer, so in that case your IP address isn’t publicly available.
So while IP addresses have to be shared somehow, they don’t need to be shared with the public at large, only with whatever is relaying it to the server or peers you connect to. Of course connecting to a relay might impact connection speed, which can be a consideration in an action oriented multiplayer game like DbD and may be why they just have peer to peer connections.
P.S. I have no opinion one way or another on alleged SWAT complaints. DDOS is definitely an issue though.
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@Dennis_van_eijk said:
https://forum.deadbydaylight.com/en/discussion/comment/2651681#Comment_2651681
I completely agree with you on what you just said except for 1 part at the end.
No perk tells you in advance what it is.
Hunted ground you only know it if you cleanse it.
Devour you will only know it if you're hit.
Ruin only if you have touched a gen.
Toth only if you touch a totem.
Undying only if you are near a dull totem.
So no perk will tell you something in advance until you interact with it, so it does exactly what other hex perks does imo.
Except that the way you trigger Hex: NOED is completing all the gens. That’s the difference between NOED and Devour Hope and say Hex: Haunted Grounds or Hex: Ruin. The triggering event in the former don’t alert the survivor they’ve triggered them, while the latter do.
I forgot that Devour Hope is also a “surprise” Exposed hit too, though, my bad on that,
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Hemorrhage being a weak effect is fine so long as it’s not the only effect something gives. For instance, most perks that inflict Hemorrhage also inflict the more powerful Mangled condition (e.g. Sloppy Butcher), and the Mangled plus Hemorrhage condition pair is a decent pair to apply on a perk.
What I wouldn’t mind seeing maybe revamped, then, is the handful of add-ons or perks which only give Hemorrhage and nothing else because mostly those are pretty weak, barring using Bloodhound in combination with it (or playing Victor).
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I think the only MMR change I wish they’d do is stop showing opponent’s Grades since they’re not used for matchmaking and give misleading impressions to people who think they are. There is literally no reason to care about an opponent’s Grade, so why show it? All it does is cause confused posts complaining about the grades of their opponents being too high or low.
I’d love to replace the opponent’s grades with an MMR bracket indicator saying what percentile everybody is in, within say 5-10%. But assuming the devs want to keep that hidden at least stop showing these Grades for opponents. You can see your own grade obviously, just hide the others.
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Honestly haven’t really seen any evidence that NOED is more powerful than Haunted Grounds in terms of increasing kill rates. It gets a lot of complaints because “the downs aren’t deserved” according to some survivors but regardless both it and Haunted Grounds typically give one or two downs when triggered. Haunted Grounds does it earlier, which can be good for building momentum, while NOED can act as a hedge to turn a 0-2 k match into a 1-3 k match potentially. Haunted Grounds is a bit more likely to actually go off compared to NOED since survivors typically cleanse hex totems as soon as they find them during the match while NOED doesn’t trigger if either all the totems are cleansed or the generators are never completed. On the other hand NOED gives a slight speed boost so that compensates a bit for that weakness.
The only issue I’ve heard that seems like it might be a reasonable complaint is how NOED is the only Exposed perk that doesn’t alert survivors they are Exposed. I’d be ok if that was changed, and then if it made NOED too weak giving it a slight improvement to compensate. But either way, in terms of its overall effectiveness, I doubt it’s too powerful or it would have probably been nerfed already considering the extremely vocal group of survivors who complain about it all the time.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2651064#Comment_2651064
Personally, I think that's a more dangerous buff to give her than one would think. Being able to force a Survivor with active Traps to mend more than once can be frustrating for said Survivor without the need to explicitly hard tunnel them.
Possibly, although obviously it only works on healthy survivors. Injured ones just go down so wouldn’t take the Deep Wound.
If it was too much of a buff, though, it could pause the Head Trap timer while the survivor has a Deep Wound.
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@Laluzi said:
Kicking the gen applies some small amount of base regression.
If they hit the skill check, there was extremely little point to you kicking the gen. And after they expect it, they'll likely hit it. Make it so that you still get some benefit out of the perk.
Agreed, the problem is the perk on its own isn’t consistent assuming survivors can make that check without too much difficulty, and even then the amount of regression it gives isn’t huge. Let the kick squeeze out some addition percentage from the generator, kind of like a mini Pop Goes the Weasel, that’s augmented by the possibility of missing the skill check it produces.
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@Laluzi said:
It would increase the areas she can use Ambush in, but it's not as strong as Demo or Nemesis's pallet breakers due to the longer charge time and the way Pig uses her secondary attack. I's hard for her to use it dynamically in chase because of the immense slowdown overhead. She can only really pull off such a move at a small loop; it's just that if she can break the pallet, she can do it from any part of the loop, not just while standing under the pallet.
I'm not sure 'killer M2 powers break pallets' is the right direction to use as a baseline. I don't really think it fits Pig.
Now that I’m thinking about it, inflicting Deep Wound with he Ambush would be thematic and a bit of a buff. Deep Wound is obviously mainly just additional slow down, but that’s ok. If she needs a buff at all it’s only a minor one probably, just something to make using Ambush more worthwhile compared to just doing a basic footchase out of stealth.
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- Devour Hope (Hag) - It doesn’t happen often, but nothing feels more awesome than getting 5 tokens on this and ripping a team to shreds. 😈
- Bloodhound (Wraith) - I love this perk simply because it makes getting away as an injured survivor very difficult. And as icing on the cake it’s immune to Shadowstep. Take that, Booners!
- Lightborn and Enduring (Hillbilly) - Two parts alongside Brutal Strength and either Fire Up, Spirit Fury, Agitiation or Mad Grit of the gimmicky “Flashlight Me!” build. If they stun you with a pallet, and try to blind you as you kick it, it’s pretty much a free hit because you break the pallet so quickly while they waste precious seconds standing there, plus you can see their aura even if they somehow try to dive for cover to juke you. Fire Up just makes breaking the pallets even faster, Spirit Fury explodes pallets (though doesn’t get them to try and blind you so that’s a bummer), and Agitiation or Mad Grit make it possible to chase people trying to flashlight save someone you’re carrying. It’s a total meme build but hilarious when it works. 😄
- Eruption and Lethal Pursuer (Nemesis) - I’m god awful with Nemesis because I can’t aim his whip very well, but I do both these perks are fun in their own way. Lethal Pursuer just gets you into the action immediately, no guessing where anybody is or waiting for them to work on a gen to hear them or worrying about Shadowstep hiding the aura. Just scan where everybody is and go to town. I like both this and Whispers for this purpose. This is a bit better as a kickstarter to a match than Whispers, but Whispers can be useful later in the match too so it’s kind of a wash. Meanwhile Eruption is just funny when you‘ve kicked multiple generators and they all explode simultaneously. I don’t know how practical it is on its on, but it’s fun seeing the explosions. 😄
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MMR seems to work ok for me personally. A bit better than when it used ranks, at least.
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@Notretsam said:
https://forum.deadbydaylight.com/en/discussion/comment/2649661#Comment_2649661
I did glance at bullet points and they were all critiques of my gameplay. most of the stuff I glanced at, I already know, I had a bad match, it happens but as I said, critiquing my gameplay isn't the purpose of this thread.
I hear you about bad matches, happens to me all the time. 🤷♂️ I need to improve my aim against jukers, my ranged attacks are especially awful.
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@MrsGhostface said:
It’s a video game. People get mad and want out of the game. Not much more too it. Cant force someone to stay in a match they no longer want to be in.
You can’t prevent them from disconnecting, but you can make it more difficult to do it without getting a temporary ban before being able to go to another match. Yeah, someone can try to die as quickly as possible on a hook, but that takes longer and gives the sore loser a chance to cool down before actually quitting.
So the automated DC penalties make it harder to just hop from game to game disconnecting every time you get downed. It makes it take longer for someone who ragequits frequently to get into a new match after quitting.
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Yeah, personally I don’t care about Booping the Snoot. 🤷♂️
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I like to keep in mind that, if you put people on a bell curve of how polite or rude they are, the bottom 10% are asshats. So one out of ten random strangers are probably in that bucket. And when you play killer, you go against 4 different people almost every time, so on average it shouldn’t be surprising if you encounter poor behavior every two or three games. It doesn’t even have anything to do with DbD, it’s just a certain share of people act badly.
And that’s kind of what I seem to experience. Of the PC players who I can see chat from after a match, I think I get a poor sport every three of those matches. I also periodically get friendlier than normal survivors too that they and I share a compliment about our gameplay or whatever. So it goes both ways.
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I don’t know about predicting rude players, but Otz has a “law” that if someone brings a map offering, and a survivor rage disconnects because they got downed early, it’s always the person who brought the map offering. (Which I guess makes sense in that if a player burns an offering to play on a specific map, and then just gets downed in the first minute, they’re probably even more sore about losing than normal!)
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@xili84 said:
I take back my words as I just played against a stretch screen nurse. I watched his stream and it is even more disgusting than I thought it was... HOLY MOLY WHAT THE HELL IS THAT...
So I officially take back my words and will now say "ALL stretch screen users are losers and cheaters".
Sadly by posts like this, more people will become aware of this massive advantage and try it out themselves... RIP honest&fair games. As far as I am concerned, they can ban this #########. But I am pretty sure there is no way to detect a custom resolution.
Yeah, I don’t know that they can detect changing PC graphics settings, they’d probably need to have the program force specific aspect ratios or something similar. My guess is if this was easy to do, though, they’d have done it by now.
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@Angelicus23 said:
https://forum.deadbydaylight.com/en/discussion/comment/2649819#Comment_2649819
ok but that does nothing with my comment
Maybe I misunderstood you but you seemed to be under the impression that the original poster was asking about something the devs don't consider to be cheating. I was just pointing out that's not the case.
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@Angelicus23 said:
https://forum.deadbydaylight.com/en/discussion/comment/2649758#Comment_2649758
Those are not devs bans examples, and fortnite has applied a forced aspect ratio in most cases possible, but no one bans their playerbase for having a different resolution to most while it could be the base native of an squared or wide monitor
FYI Notqueen mentioned at some point a while back that the devs do consider using stretched res to see over obstacles to be an exploit. And Dowsey at one point mentioned that Fog Whisperers were told a while back that using stretched res could be considered a violation of the program.
Obviously they haven’t put in a technical fix to stop it, but they do consider it to be cheating.
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@Notretsam said:
https://forum.deadbydaylight.com/en/discussion/comment/2649638#Comment_2649638
sorry but I didn't read this, this thread isn't about critiquing my gameplay in video, I know I played badly but that is not why I posted, flashlights need to be limited to 1 per match for all survivors, the video is there to visually show why flashlights need to be limited.
Ok, no worries if you don’t want to read what I posted. I did talk about flashlights too though.
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@JPA said:
Do the boons work across floors as well? i.e. the radius also goes vertically? The Game sounds like it would be a nightmare if you could have boons in effect on multiple floors.
All area effects go through floors. Any perk with an area, not just Boons, and the killer’s terror radius all go through floors.
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Average to above average. He has decent map mobility, which is always useful, and if he activates his portals also has decent survivor detection. His lunge isn’t the best anti-looping tool but it’s ok.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2649569#Comment_2649569
I kinda agree with that. Why does all Boons have to be the same range....but on a side note having them all on a stacking effect on the same totem is kinda broken in itself at least in my opinion.
I think the reason they all need to stack on the one totem is, if a survivor has multiple Boon perks, then if they needed to have to bless separate totems for each of them it would mean needing multiple totems just for that one survivor to use their perks. Two or three survivors trying to place six or seven perks worth of blessings would be impossible with maps having only 5 totems each. The only way to allow all survivors to use Boon perks simultaneously is to have each player use their own individual totem and stack that player’s perks on that totem.
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Watching the video a couple of quick notes
- I noticed you’re standing still while placing Freddy’s snares. Try placing them while moving, it’s a lot more time efficient.
- You left a survivor at a dropped safe pallet because you didn’t want to get blinded. But if you break the pallet and they blind you they’re actually just wasting their own time for the most part since they could instead just run away and get more distance from you. So think of them using the flashlight in that situation as wasting their own time and flashlight charge for no particular reason (other than maybe the bloodpoints it gives.)
- There were a few times in a row where you swung at someone making an obvious fast vault through a window. If they’re that far away and clearly making the vault don’t swing, it just slows you down.
- Around the 5:30 mark there’s a section where you seem confused over where to go or who to chase. You had already abandoned chases at some dropped pallets, not broken them, then looked at a generator for a few seconds while deciding if you wanted to kick it, looked around some more, and still weren’t trying to get into a chase to pressure anybody. That’s losing a lot of valuable time, just go with your gut and act on that, it’s better to do something suboptimal than nothing at all.
- Back to pallets, if a pallet is clearly a safe pallet go ahead and break it. It helps create a dead zone in the area for later in the match. If a pallet is gameable then you can leave it up, but the safe pallets you gain a benefit from getting rid of, assuming you can’t quickly catch a survivor by not kicking it.
- If someone is trying to flashlight you while you’re already carrying them you can look down to avoid it normally. It seems like you were a little confused over how to avoid getting blinded while carrying someone toward the basement. Also if for whatever reason you are sure you won’t reach a hook you can manually drop a carried survivor by tapping the R key. Sometimes that’s useful when you’ve had two or three survivors blocking you, you can hit them, drop the carried survivor if you know you won’t get to the hook, then chase the survivors you just injured.
- You’re swinging at survivors after they already vaulted a pallet. Again, that’s slowing you down.
The video seems to be cutting out about halfway through here unfortunately. Thanks for posting it! I think my main advice is you might want to rewatch your match, look for places you missed hitting survivors or seemed to not be doing anything specific, and keep those things in mind when you’re playing. Don’t stop moving, always be in a chase if you can, place snares as you move with Freddy, and clear out safe pallets to create dead zones.
And remember, if you are chasing someone and another person is following you with a flashlight that’s a good thing! It means you’re keeping two people off the generators for the price of one chase. Just keep an ear and eye out for them and chase them off before you pick up the downed person, look at walls when picking people up if possible, and while carrying someone look at the ground or moonwalk to the hook if they’re trying to blind you mid-carry.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2649545#Comment_2649545
Whoops my bad. But still my point stands. What is 24 anyway hasn't the Devs heard of using good solid numbers dang.
Not sure where 24 is coming from exactly, maybe they picked it because it has a lot of factors (divisible by 2,3,4,6,8, and 12).
Also on a tangent it’s not necessarily the case Boon perks all need to be the same radius. The radius is listed in the individual perk descriptions and different perks have different radiuses of effect. They may have set the first few perks each to 24 currently for simplicity, but hypothetically there’s no reason to think they couldn’t make, say, Shadowstep have a different range than Circle of Healing.
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I have zero sympathy for people who DC at will. It ruins the game for the other four players and is the epitome of selfish impulsive behavior. Not to mention almost always just an example of sore losing. Is it any mystery that virtually all the DCs I’ve seen are right after a down or locker grab or hook?
People who DC regularly can go play a different game as far as I’m concerned. Good riddance.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2648170#Comment_2648170
Boons in general need a reduction in thier area again 35M is still a extremely large area to cover but I agree with the slowdown to CoH I litterly saw someone in a game today I just knocked down get right back up in seconds. Survivors can heal in front of killers and be fully healed before they can react or get close.
FYI Their radius is 24m, not 35.
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@deckyr said:
https://forum.deadbydaylight.com/en/discussion/comment/2648252#Comment_2648252
this thread isn't about iron will, yet it got brought up anyway
that's what they mean. when someone suggests any kind of nerf, everyone else piles in saying a thousand other things should also be nerfed. this thread is talking about talking about nerfs and people are talking about nerfing iron will in it. the point proves itself.
The original post wasn’t about Iron Will, and I agreed with the original poster that almost all the changes I’d like to see are buffs or neutral ones. I only mentioned Iron Will in the first place because it was one of the only modest nerfs I could think of off-hand that seem like a good idea. And in response the original poster ignored everything else I said and lambasted the idea of changing Iron Will because “who complains about Iron Will?” As if I was the only person who has said Iron Will could probably use a tweak and was being unreasonable.
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Hmm, are there any add-ons that cause Exhaustion that are "bad"? 🤔 Exhaustion is a great condition for killers.
P.S. Either way, it's one of the grossest sounding things you could carry around. Bleh. 😝
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@GoodBoyKaru said:
This means you spawned with the fewest possible pallets on the map. It's a good thing to see.
Well, he's looking at it from Ash's perspective, so having the fewest possible pallets probably isn't so great for him.
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@glitchboi said:
https://forum.deadbydaylight.com/en/discussion/comment/2648475#Comment_2648475
The bottle slowdown already forces medium vaults.
No one uses the yellow bottle because they don't know how and when to use it.
What if the pink toxin had the same effect on vaults as Pinhead's chains? That would make Clown's gas a bit better than Pinhead's 1v1 chain attack, but Clown still wouldn't have the 4v1 ability that Pinhead does with Chain Hunt.
I'm not a Clown main, but my understanding is a good use of the yellow bottles is at loops. You drop the yellow gas on the opposite side of the loop from Clown and pink gas where Clown is, and as you do that run around the loop at the survivor. They'll be forced out of the yellow gas and by the time Clown gets to them it will activate, speeding Clown up. Then if the survivor continues around the loop they also run into the pink gas, so Clown is sped up and the survivor slowed for a double whammy in the relative chase speed. Presumably as long as it's not a super safe loop the Clown has a chance of beating it this way, although it's not necessarily easy.
Either way, pre-dropped pallets are commonly cited as his main weakness in loops.
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Ash because … I mean, he’s Ash! The only thing better than Ash is Puppet Ash. 😄
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2648170#Comment_2648170
See? Another nerf to a perk nobody is complaining about....
Like how nobody really complained about stridor, but it was nerfed because on spirit it was too much.
Imo now that spirit was nerfed, they could bring back old stridor and leave iron will how it is.
… 😕 Nobody complains about Iron Will? There’s literally a post with the subject line calling Iron Will to be nerfed posted this afternoon.
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I mainly request buffs I think? The only nerfs I can think of off-hand I might have mentioned was tweaking Iron Will to 90-95% at level 3 (so that it can actually interact with Stridor) and maybe Circle of Healing could stand to be slowed down. Beyond that I think my suggestions have been for various buffs (eg. Improve Monstrous Shrine) or revamps as opposed to buffs or nerfs (e.g. replace the BP bonus on Padded Jaws wih something useful in the match, or let Nurse keep her head up while stunned similar to Legion’s stun but slow down her refresh timer just slightly to compensate.)
So I’m with you, most changes should be neutral or buffs probably at this point, aside from the obvious tweaks they’ll be doing to the new Boons eventually (which isn’t surprising since they’re still basicallu brand new.)
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At least on Steam Charts it looks like the game is doing fine, it’s at 52k average concurrent players over the last 30 days which is the second highest that average has been since the peak of 62k in July.
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I think it should be slightly nerfed to maybe 90-95% reduction instead of 100% at level 3. It’s still way better than the level 1 and 2 version of Iron Will but allows just enough sound that it can still also be adjusted up by Stridor.
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@Krimbar said:
https://forum.deadbydaylight.com/en/discussion/comment/2647639#Comment_2647639
I was only counting people that care about the health of the game and SBMM specifically. If you count the clueless average players, then yes that statement would probably be wrong.
So you’re assuming either that people who don’t have a problem with MMR don’t care about the game or are “clueless” or aren’t “people”. Got it.
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I dislike some other maps more than RCPD personally. (I still hate 🌽🌽🌽🌽🌽 with a passion!) But RCPD is certainly the most confusing layout. The Game and Midwich and Lerys are relatively simple to get around in comparison.
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I don’t think the “vast majority of people” hate MMR. Most people who play the game probably barely even know it’s a thing. And even then of the people who do know about it not everybody feels like they get bad matches. (My matches seem pretty reasonable most of the time, not any worse than when it used emblem ranks.)
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@Anara said:
https://forum.deadbydaylight.com/en/discussion/comment/2647622#Comment_2647622
Interesting I felt Pyramid slower than Nemesis, but maybe its just me.
Now that I think about Pyramid Head, I think it might be because with him you end up getting the benefit of leaving a trail if you keeping charging. So even though his charge isn’t faster than Nemesis you don’t feel as punished for holding the charge because, worst case, you left a trench a survivor might run over.
