fogdonkey
fogdonkey
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@FieldAgentReaper said:
https://forum.deadbydaylight.com/en/discussion/324887/game-incentives-separate-swf-queue
hahahah no as a killer main I actually enjoy SWF teams they put up more of a fight and I end up getting more points as a whole and feels more rewarding when I win. The counter point might be "well i don't want to play against SWF" then go play customs or play another video game. SWF has and always will be part of this game either adapt and improve against it or just play another video game.
If you enjoy SWF then you could go against SWF all the time by joining the SWF killer queue.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2965698#Comment_2965698
In order?
-100x bloodpoints is crazy. At that point, you have to admit something is broken with the system, if you need to bribe your players that much in order to get them to do something.
-So I have to 4k against more difficult opponents in order to get any extra reward? That means if I'm remotely interested in the bonus, I'm going to go into this game with the mindset to sweat my ass off, tunnel someone early, slug for the 4k, etc. This further solidifies the problem that anyone playing in a SWF is going to get extra sweaty games.
-Not all players care about shards, either. The more time you have in the game, the less currency matters.
Sure, it's easier to say no than try to noodle out a solution, but there's a reason why so many people agree that this can't be done despite disliking playing against SWFs themselves. Make no mistake, people would use this option if it were provided - but anyone sensible is going to realize they'd use it too much. Even if I bite the bullet and play one or two SWF games per session before blaming any failures on my part on the SWF and going back to DBD Easy Mode, it won't be enough to fill up the queue. Survivor queues are already nuts enough at night, which is traditionally when SWFs get together and play, and you want to add this onto it? It's just not sustainable and it'll result in a big ding to DBD's playerbase when suddenly playing with friends is a miserable experience, if you get to have an experience at all.
I'd much rather see solo queue buffs to address the power gap. Letting players opt out is a bad idea. Even if you offer me rewards... I'm playing a game. If I can choose between a potentially awful game and extra rewards, or a fun game and normal rewards, I'm going to pick the fun game, because I'm here to have fun. DBD isn't a job where I want to put in overtime to get a bigger check.
100x was an example to show that there for sure is a multiplier that would convince people.
Survivor queues are long? Well maybe my suggestion would make the solo queue shirt, because more players would be willing to play killer if they can choose to go against solos.
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@Kaitsja said:
https://forum.deadbydaylight.com/en/discussion/comment/2965698#Comment_2965698
First of all, any incentive has to be realistic. Extra BP would be small. No extra shards would be given because BHVR isn't that generous.
Second, nobody wants to play against SWF because of the clear advantage that voice comms has. It's like having every information perk in the game at your disposal.
Third, any killers that did want to play against SWF would just play top tier killers with stacked slowdown and then camp and tunnel their way to a 4k, or they'd play basement bubba. Neither of which is enjoyable.
Fourth, killers would choose to play against solo q at least 90% of the time. Instead of getting a BP Bonus, and maybe getting a kill or two, it'd be easier and more reliable to just stomp solo q players.
Fifth, Solo q players can't communicate that the killer is camping unless they have kindred. They can't communicate that they're being chased. They can't communicate that a specific gen is almost finished. They can't coordinate who's going to get the rescue.
The incentive will be as high as the market of killer player dictates.
You are telling the other stuff without showing any evidence to back up your statements.
And why are you talking about offtopic stuff like solos not having built in kindred.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2965523#Comment_2965523
There's a huge difference between your average group of friends playing and a sweat squad, though. You can't balance for high end gameplay when most SWFs are still casuals that perform pretty close to solo.
Well lower MMR killers would face only friendly SWFs. Good killers would get the bullies.
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@Kaitsja said:
https://forum.deadbydaylight.com/en/discussion/324887/game-incentives-separate-swf-queue
This topic crops up from time to time and every time it's the exact same argument every time.
No killer is ever going to want to play against SWF. Queue times would skyrocket, solo queue would become even more miserable, and the game would eventually die.
https://forum.deadbydaylight.com/en/discussion/comment/2965474#Comment_2965474
You know damn well killers would either lobby dodge or just play full sweat and toxic. Either way, queue times would skyrocket and people would stop playing survivor.
And all the time someone comes and answers that nobody would want to face SWFs... But based on what do they say it?
- Trust me, if there would be a 100x multiplier people would go for it.
- The killer would AFK? Give the multiplier only at 4k, this way there is a risk reward and can't be abused by the killer.
- Killers don't want that many bloodpoints... Then give them shard reward.
You see it is always the easiest to say why no, why is something a bad idea... Instead of finding a solution.
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I would like to hear some stuff that is actually ready to be released, or some actual deadlines when they will be released. No empty promises and Soon™s.
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I am only on tier 6 or 7. There are weeks when I can't play it or I am just simply bored of DBD and don't play it.
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Note that there is a difference between steam charts and daily logins. Steam chart shows the number of players at any moment. Daily logins is how many people turned in the game that day. So if the average number of players on a day was 30k based on steam charts and we assume that an average player plays 1hour, then it results in 24*30k=720k daily logins.
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These bully squads are usually easy to deal with. Their cockiness is their doom. They will not push gens and are super altruistic. You just need to keep your cool, think strategically. Once you down someone look around, two of them are hiding behind the rock to try to do flashlight save. Spread the injuries, often they won't even heal because they are so cocky. After a point they will crumble and beg you to hook them, maybe they will even DC.
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@DBD78 said:
Mm it's more to mess with survivors that brings medkits, and award killer even more for going back to unhooked survivors healing confidently under the hook.
I mean this is not a big thing it only makes it ok rather than almost a no value at all status effect. So I think it's good..although I only play survivor so perhaps I should say..annoying 😀
Does Hemmorage remain after an unhook? Doesn't it disappear?
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You could rotate killers in a match lobby even after survivors appeared.
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If you don't see the value in this and the potential for wasting a lot of survivor time they could otherwise spend on gens then just don't use Hemmorage.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2875203#Comment_2875203
As far as i can tell camping and tunelling isn't really a thing in the board game. If the killer gets 8 hooks, they win, which is what it looks like
Most likely you are right.
Btw I made a similar suggestion to have a limited amount of shared hook counts in the game as a way to eliminate the feasibility of tunneling and camping:
@fogdonkey said:
Currently each survivor has to be hooked 3 times (or go through 3 hook stages) to be sacrificed. So it is relatively easy to tunnel a single survivor out or camp them to death (Bubba).
My suggestion:
Each survivor has to be hooked only 2 times to be sacrificed (or go through 2 hook stages), BUT there are 4 hook stages shared between survivors. It means that the first 4 hooks or hook stages will be subtracted from this shared hook count, not from the personal one.
How does this solve tunneling and camping? Tunneling a single survivor would mean that they need to be hooked 6 times! Also camping would take a long 6 hook stages!
Possible balancing options: Limit how many hook stages can a single survivor use from this shared count. E.g. each survivor can use at most only 2 out of the 4, which would mean that some survivors would have 4 hook stages instead of the current 3.
Possible issues: Survivors killing themselves on hook could hurt the team more, but they already hurt, so the situation is not getting much worse. Possibly kobe attempts should be disbaled after 1 hook stage, struggling should happen only at the last hook stage. In the meantime they would just hang.
Let me know what you think. But keep the discussion on point: how to improve this system, what are some other possible issues and how to fix them, etc. I want constructive feedback. I don't care about your personal issues with some tbagging survivors or how to nerf dead hard, etc. Open a separate forum thread for those.
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When I get facecamped and tunneled in the boardgame.
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It can work in the opposite direction, there are rumors of promoting Nea to a killer.
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I started to look into Age of empires, but after al these Civilization suggestions I will have to check it out. :D
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@TheMadCat said:
It doesn't counter it if you facecamp or tunnel, as it still happens then. But if you don't, OK.
Yeah, but not against you (the killer), and it depends only on you (the killer) if it will happen to others. :D
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@Mandy said:
This idea has come up a few times. I can't see how it could work as SWF could easily see that it's not an actual survivor.
Matchmaking would never pair that killer against SWF.
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Play with sound volume set to 0
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I miss the fog
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@bm33 said:
Altruism points max out quickly already. Self healing will give you points to survival though so if anything it will be people self caring trying to up those survival points. 😂
If you are the last survivor, maybe it is going to be better to selfheal-farm in the corner compared to attempting leaving through the exit gate.
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@BubbaDredge said:
https://forum.deadbydaylight.com/en/discussion/comment/2761434#Comment_2761434
Peanits: "Removing Tiers is not as simple as just removing them from the code. There are many working parts that are connected, we can't just take it out that simply."
Players: "But just take it out, remove it from the code. Simply."
Thanks for the details, Peanits. You guys get flak for not sharing info with us enough, this isn't like that, and it's appreciated.
They could give us some info about when will their solution come out. Is it next chapter? Next year? Soon™? Never?
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But you can write: "4uk yu" or "as hol".
Summary: Chat filter makes normal communication impossible, but does not prevent people from insulting if they really want to do it.
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Still nothing about reducing the Grind in the patch notes. I guess it is coming Soon™...
@Peanits said:
https://us.v-cdn.net/6030815/uploads/TM87JRKWBOF5/announcement.png
It’s everyone’s favourite time of the month, reading time. We’re back with another developer update, a series of posts where we go into detail on changes coming to Dead by Daylight. This time around, we’ve got a mix of balance changes and quality of life improvements. Without further ado, let’s get this show on the road.
https://us.v-cdn.net/6030815/uploads/BTMCJBPSMHW9/performance.png
Patching Optimization: Part 2
At the start of the year, we announced our plan to improve patch times. Coming in two parts, the first (smaller) change launched on Steam in January, compressing the game files and improving the patch times.
We’re about to launch the second part of these changes, which will have a much larger impact than the first and affect all platforms. How does it all work?
To put it simply, the game is broken into small chunks. When something in one of these chunks changes, the whole chunk must be updated. As the game has grown over the years, so have these chunks, causing downloads to get bigger and patch times to get longer.
Starting in this Mid-Chapter, we’ve completely restructured and rebalanced these chunks. This way, you won’t have to download or patch nearly as much unnecessary data when the game updates, making patch speeds up to 200% faster.
Please note that since we’re changing the file structure of the game, you will need to completely redownload the game with the 5.7.0 update. Afterwards, all future updates will be significantly faster than before. Opting in or out of the 5.7.0 Public Test Build (PTB) will also cause a large download.
https://us.v-cdn.net/6030815/uploads/JCF4UE69ZDVX/ghostface.png
Ghost Face Update
Starting things off, we have a few changes in store for Ghost Face. First, we are increasing the duration of Ghost Face’s mark to 60 seconds (up from 45). This change gives him a longer window to follow up and get a hit after successfully stalking a Survivor and makes outlasting the Exposed effect harder for Survivors.
Second, marked Survivors are no longer able to reveal Ghost Face. While other Survivors will still be able to reveal him, running off on your own now becomes riskier, as you’ll have no choice but to evade him while he’s Undetectable (unless you manage to get a lucky stun!)
Lastly, we noticed that many of Ghost Face’s add-on have gone largely unused with a few exceptions standing out well above the rest. We always want to see a wider variety of add-ons being used, so we’ve done a pass on the majority of Ghost Face’s add-ons to bring them up to a similar power level. Here’s a few examples of what you can expect:
https://us.v-cdn.net/6030815/uploads/O4PFA39JXQ32/ghostface-addons.png
https://us.v-cdn.net/6030815/uploads/YY9PYZGJZOWD/legion.png
Legion Update
All these years later, The Legion remain one of the more frequently used Killers, and it’s easy to see why: Sometimes, you just wanna’ go fast with a knife. That’s why these changes focus on making The Legion faster and knifier than ever before.
In all seriousness, the first of our changes is centered around chaining together hits. Being able to string together multiple hits on different Survivors is something that is core to The Legion’s design, so to help them do that, we’re giving them a stacking 0.2m/s speed boost for each Survivor they hit during Feral Frenzy. This will make it easier to close the gap as you switch targets. Additionally, a fifth hit will end your frenzy and put any Survivor into the dying state, adding a satisfying payoff for chaining together hits.
Next, we’ve lowered the post-Feral Frenzy fatigue duration to 3 seconds (down from 4 seconds). The fatigue is a crucial part of The Legion’s power, preventing them from cancelling their frenzy and immediately following up with a basic attack, circumventing the non-lethal aspect of their power. We found that lowering the duration to 3 seconds felt much better to play with, but also kept it feeling fair from a Survivor’s POV. To ensure that the fatigue doesn’t get out of hand, we’ve reworked any fatigue altering add-ons, since the two strongest ones were added to the base kit. We’ve also changed Feral Frenzy’s recharge to start as soon as it ends rather than after the fatigue, effectively reducing the power’s cooldown.
And last, add-ons: We’ve reviewed each of The Legion’s add-ons. Some will receive number tweaks while others will get entirely new effects. We want to shine a spotlight on the various Mixtape add-ons in particular. True to their name, these add-ons will also augment The Legion’s new music, and can even be mixed and matched to produce interesting results.
https://us.v-cdn.net/6030815/uploads/OHE3FTKY50X1/hemorrhage.png
Hemorrhage Rework
Hemorrhage has long been one of the lesser desired Status Effects- for Killers, at least. Currently, Hemorrhage increases the frequency of blood pools, making it easier to track Survivors. This effect ends up not being very useful in most cases, as the Survivor will either be leaving scratch marks while sprinting or the blood pools will already be close together if they’re walking.
With that in mind, we’ve come up with a new version of Hemorrhage. Whenever you are not healing, Hemorrhage will cause your healing progress to regress at the rate of 7% per second. This new version rewards the Killer for interrupting a Survivor healing and has the potential to waste med-kit charges.
This change will affect all perks & add-ons that currently apply it.
https://us.v-cdn.net/6030815/uploads/Q21KB4GGIQRS/difficulty.png
Updated Difficulty Ratings
In the info tab for each Killer & Survivor, you’ll find a difficulty rating that tells you how easy or hard they are to play. These ratings are intended to help newer players decide which Killer to play first, and which they should consider holding for when they’re more comfortable with the game.
To make these ratings more useful, we’ve created new guidelines for how we rank them. We’ve reviewed each Killer and given them a 1-5 score (1 being the easiest) in the following categories:
- Mechanical Skill: How much precise control is required to use the Killer effectively? (Aiming, reaction time, and control)
- Strategic Skill: How much planning and strategy is required to use the Killer effective? (Timing, resource management, decision making)
- Uniqueness: How similar is this Killer to other Killers?
The scores are totaled up to determine the overall difficulty of the Killer. The Nurse, for example, requires a lot of mechanical skill, a good bit of strategy, and plays completely differently than other Killers, landing her safely in the new “Very Hard” difficulty.
To avoid confusion, we’ve removed difficulty ratings from Survivors. This is because all Survivors are functionally identical with only perks setting them apart. Since perks can be shared across Survivors and aren’t factored into difficulty for Killers, we made the decision to remove them entirely.
https://us.v-cdn.net/6030815/uploads/LCZCHS58LRME/haddonfield.png
Haddonfield Update
It’s become a tradition for each dev update to be followed by “Haddonfield rework when?” Well this tradition is coming to an end, because we saved the best for last (yes, that was a perk pun).
The iconic Lampkin Lane appeared in The Entity’s realm over five years ago. But with all the visual improvements around the rest of the game, that familiar street is starting to show its age. Not for long, though, Haddonfield is next in line to get a visual update.
For those wondering, don’t worry, the map is getting some layout and gameplay changes too. Take a look:
https://us.v-cdn.net/6030815/uploads/CZGQ8CR9C04O/haddonfield-05.png
https://us.v-cdn.net/6030815/uploads/CXI8NP1HRRBX/haddonfield-02.png
https://us.v-cdn.net/6030815/uploads/WBYTJIS0VG40/haddonfield-04.png
https://us.v-cdn.net/6030815/uploads/TDYMZ4N1ABZV/haddonfield-03.png
https://us.v-cdn.net/6030815/uploads/UNAO7IODATBJ/haddonfield-06.png
https://us.v-cdn.net/6030815/uploads/030K3YP2RFMX/haddonfield-01.png
With that, we’ve reached the end of this month’s developer update. All of the changes mentioned here will be available in the 5.7.0 update. Which change are you most looking forward to? We look forward to hearing what you think!
The Dead by Daylight team
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I actually like if it is a full lobby of flashlights, it means that hopefully it is going to be a fun match with lot's of altruistic save attempts and possibly some off-meta weird swf bully builds.
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@Adaez said:
I believe until the kills/escapes based mmr is gone,nothing will change.
Yeah, I also think that this experiment is not altering the kills/escapes based MMR. It only changes how the system picks players into a lobby based on their kills/escapes based MMR.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2870896#Comment_2870896
Remember when dedicated servers were going to make catching cheaters easier?
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2870998#Comment_2870998
Remember when dedicated servers would improve the game in general?
Maybe it helped, maybe it would be much worse compared to what we have now.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2871007#Comment_2871007
Couldn't agree more. It really feels like a lot of killers want a 4K EZ game every time they play and throw hissyfits when that don't happen. I always go into a game as killer/survivor knowing that I may not win. I don't expect a 4K or escape every game.
Yeah, some of my most enjoyable matches were where I only managed 2k. They were real intense fights all the way till the end.
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@Canas said:
https://forum.deadbydaylight.com/en/discussion/comment/2870915#Comment_2870915
If you happen to play during these certain daytimes you'll encounter survivorgroups who only have one goal in mind: making you feel miserable. They will bring flashlights, repeatedly teabag and bodyblock as if there's an actual money reward at stake for terrorizing you. They aren't satisfied with simply winning, they want to completely ruin your day. So why not delay their acts of terrorism by making them wait a bit longer?
They even tbag??!! No way! This is absolutely unacceptable!
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There are 26 killers, all chapters will feel like they die off quickly.
With 26 killers the average pick rate is 3.84 percent. Even if the new killer is 3 times more popular than average, it means only around 12%. So you will see the new killer only in every 9th game on average even if she is 3 times more popular then the rest of the killers.
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@Sludge said:
https://forum.deadbydaylight.com/en/discussion/comment/2870248#Comment_2870248
Bribery won't work.
Although I guess they could pay the killers in real money, that might work. They're basically acting as a daycare centre and DBD is more stressful than a real job.
It is enough if it convinces 20 percent of the queueing survivors. You may not be in these 20 percent, but I am sure there will be others.
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2 kills, 2 escapes was a balanced result. Or you think you should 4k the games, because you play blight? It looks like the matchmaking made a good job this time.
You didn't pip, it happens.
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You are mixing up terms, what you describe is not QoL, but simply a big killer buff.
QoL changes are like: don't stop the gen kicking animation if you accidentally release the spacebar a bit sooner.
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@MikaelaWantsYourBoon said:
Killer meta have more perks than survivors.
Survivor meta: IW, DH, DS, SB, UB, CoH
Killer meta: Ruin, Undying, Tinkerer, PR, DMS, Pop, BBQ, Corrupt, Deadlock, Pentimento, Plaything etc.
For me survivor meta more boring. Because always same perks.
You forgot some survivor meta perks: BT, Windows of opportunity
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@Stahlz said:
Hello All
Playing 80% of my games as survivor, and with the new mmr system all i get are face/basement/hook camping killers. Which the mmr system heavily incentivizes to do so.
If i do gens and never get to unhook a single survivor i don't pip. I get insta downed by some bubba, pyramid head, etc and put on a hook, die i don't pip. there's very little incentive to play competitively or progress into higher mmr.
I cant progress in the system because i either die on a hook from unhooking, or never get chased because the killer just camps one spot the whole game.
I really dont want this to be about meta perks, or coh.
I dont blame killers, I get it, path of least resistance.
Just not fun at all.
Till next time, if there is a next time.
Maybe you should play more killer then.
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/2869515#Comment_2869515
The model is hunched over, but the hitbox stays roughly on the vertical of their feet, essentially slightly behind the model.
In the clip you posted, you needed to aim slightly toward your left.
@Kurri said:
https://forum.deadbydaylight.com/en/discussion/comment/2869515#Comment_2869515
It's like a step or two behind them, basically aim for their buttocks and you may be golden.
Thanks, I will do it as you suggested next time I am in a similar situation.
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Before the anniversary chapter
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2869516#Comment_2869516
Idk really. The heal tech has been a thing for a while. (Assuming we are talking about the same thing)
In this example this was not a heal tech, I did not want to pick up the downed survivor. I wanted to hit the survivor who was healing the downed survivor. But I couldn't, both of my hits went through the survivor.
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@AetherBytes said:
https://forum.deadbydaylight.com/en/discussion/comment/2869516#Comment_2869516
Heal tech is healing a survivor so they cant be picked up
I think this is some other exploit, that survivor was too cocky and knew she couldnt be hit.
Yeah, in this example this was not a heal tech, I did not want to pick up the downed survivor. I wanted to hit the survivor who was healing the downed survivor. But I couldn't, both of my hits went through the survivor.
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@supersonic853 said:
You mean the heal tech? (I personally hate it as well)
Edit: In this example this was not a heal tech, I did not want to pick up the downed survivor. I wanted to hit the survivor who was healing the downed survivor. But I couldn't, both of my hits went through the survivor.
Is this heal tech basically abusing a bug? Is it an exploit? -
@Bwsted said:
The hitbox when healing is misaligned, it's not a cheat.
So then this misalignment is a bug, right? Where is the hitbox?
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/2862287#Comment_2862287
How about this:
1. I create an in-game report
2. BHVR sends me an automated email about my report
3. I can reply with a video file in the attachment or with a link to YouTube/twitch
This way it would not be needed to go through that form on the BHVR webpage and copy over various steam or game IDs.
Why ignoring this suggestion? The report system should be simplified. It is crazy that we need to go a separate website in addition to the in game reporting. Also the in-game report system has absolutely no mention of that website.
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@Murgleïs said:
S: Deadlock is not S anymore, we have better perks. This perk requires you to lose a gen, which is bad. Everything else is OK, even if I would not have put them in that order (but I am not going to criticize that).
A : Dead Man Switch is S (it's always paired with Pain Resonance). Devour is a bad perk and is D in my opinion (or maybe C for Demo with the addon that reveals auras near portals but that's niche). Even bad survivors will cleanse it at some point, and if they don't they would have lost otherwise because they are bad survivors. Pentimento is bad in my opinion and is C tier at best. Undying is very overated, I would put it in C tier too because one more hex means they will find it too (Ruin alone is better than Ruin + Undying imho, if they cleanse Ruin they will cleanse Undying fast anyways - at some point survivors become very efficient to destroy your totems fast).
B : BBQ is A in my opinion, it is a good info perk overall revealing where they are or if they are close and pairs well with Dead Man Switch (for exemple you can force them off gens when you know which gens are being worked on - it is also very good to find injured survivors). As much as I like Franklin, it's D tier imho : the best use would be to get rid of medkit, but does that really matter in a cercle of healing meta ?
--- For the rest I am not going to comment weak perks, only perks I think belong in a higher rating ---
Starstruck is A tier imho, just because it's good on nurse. It is also a passive counter to bodyblocking.
C : Agitation is at least B tier because it's a passive counter to bodyblocking and pairs well with Pain resonance or Starstruck. Force penitance and Make your choice would be B in my opinion because they are almost good on some killers (Twins for Penitance and Hag / Sadako for Make your choice).
D : Shadowborn has some uses for Nurse and Blight so it would be C for me.
E :
Deadlock is good because it is reliable. It is guaranteed to trigger 4 times. If less, then it means that you won the match.
Compared with Pop: you need 4 hooks before all gens are done and need to be able to kick those gens. It is not hard to do, but if you mess up a bit, get genrushed and into a long chase then it does not help at all.
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Perks like Pop are a bit misleading in my opinion. They are only good if you are already doin good in the match. And also they give absolutely no support if you accidentally mess up and don't get enough hooks.
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You can use discord on your phone, then use a small mixpult to mix the discord audio and game audio into your headphones.
Not the most straightforward solution I admit. :D
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@fondelli said:
you can literally ignore those 2. even if it's the last 2 they will eventually run out of charges and that is assuming they don't mess up first, which is guaranteed even with the absolute best dbd players
This
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No, it always worked like that. You can't hit a survivor if they are on the other side of the pallet. You can only wait until the chain breaks to give injured+mend status.
You can however hit through windows.
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Sometimes I have a feeling that separate MMR is calculated for maps as well, but I can't imagine BHVR doing something that advanced.
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Congrats
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I was playing Deathslinger recently.
Today I played 3 hours, had fun, most games were 3-4k.
https://www.twitch.tv/thefogdonkey/v/1437628445?sr=a&t=0s
https://www.twitch.tv/thefogdonkey/v/1437628445
