fulltonon
fulltonon
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@dugman said:
The hatch does serve a purpose of not having an endgame where one survivor is left and is just hiding in remote corners while the killer tries to find them. Without it being a way for the killer to force endgame collapse the game could drag on indefinitely with no particular time limit. So hypothetically if you did get rid of it then you would probably also want to just immediately start endgame collapse the moment only one survivor was alive.
Personally I’d be for making the bleedout timer go twice as fast once only two survivors are left alive. That way the killer would still have up to two minutes to find the other survivor when one is dying but it would be a shorter possible wait for the dying person if nothing else happens.
Realistically speaking, finding ACTUALLY hiding survivor is impossible, it is even told to be holding the game hostage if there is more than 2 people left.
If any changes that helps getting hatch happens, we have to remove anything that require 4k too.
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@Olafaloofian said:
https://forum.deadbydaylight.com/en/discussion/comment/3110856#Comment_3110856
Update 6 really changed things for some reason though. Sure, I ran into campers before. But they were usually camping a player out of spite knowing they would probably lose the rest of the game as gens popped around the map. Now killers just do it mindlessly because it is by far the easiest way to win.
If we lose to camping today, we've been losing to camping before the patch.
Camping is NOT a strat used out of spite, never been, it's a strat TO WIN.
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@GentlemanFridge said:
To get you out of your comfort zone and play the other thing for a change.
BP reward is so miniscule to the point we'd rather ignore it entirely.
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Yeah, it's just extremely weird to have two seconds chance mechanics which can be ENTIRELY DENIED by killer's action for some reason.
@TAG said:
Only if you provide an alternate viable means of escape for the last Survivor.
We don't need one, just finish a match quickly and they will be more happier due to not wasting time.
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just make your teammates get good.
kek
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Always been, especially latter with specific build.
And there has been countless suggestion for "fixing" it, none has been implemented.
I wonder how long it takes for devs to actually do things on this matter.
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I am wondering if BHVR has been scammed by EAC at this point.
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It seems to be about 50% more reliable to me.
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Oh yeah, we should instantly kill all survivors if all of them are slugged.
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6.1.2 is ridiculous lol
I won't say the changes by itself are fundamentally bad, I just can't believe how they managed to do it strangely.
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@toxik_survivor said:
https://forum.deadbydaylight.com/en/discussion/338764/reminder-that-depipping-shouldnt-exist
Pipping is so easy though... it takes like 45 hours to get to rank 1 in 1 month that includes double pipping and depiping. Without depiping it would literally take like 30 hours to get to iri 1. Plus dcing would be more common
Easy or not, it just doesn't makes sense and slightly contradict with their own statement.
It's just dumb thing to have without any actual reasoning.
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@RakimSockem said:
Well this is a new take I've never seen before. So killers are now complaining they aren't getting enough BP and THAT'S what makes the game boring.
Prior to the update, killers were walking away from just about every match with like 25k BP if they had an average match (before BBQ and offerings factored in) while survivors even on a good match could barely scratch 20k (not to mention the poor sucker who got camped or tunneled and died with 4k BP.
If anything they fixed the BP gains now so survivors who actually live can come out with 28K BP the same way killers have for the entirety of DBD history.
bruh, survivors are the one who hurts most, they already had pitiful gain, and perk grind reduction literally increased grind for them, no more bonuses, and that is DEFINITELY boring for survivors, too.
Killers or survivors, game is boring without lot of BP, all it does is reducing variety and making people play more of boring games because of required BP.
I hope people like you to actually get the point instead of throwing us vs them nonsense.
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Both the time it activates and the time it works is generally the time you are near the killers, it wouldn't be that much of a nerf in "usual" situation it will be used for sure.
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It has literally increased for survivors btw.
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@Tizzle said:
https://forum.deadbydaylight.com/en/discussion/comment/3109298#Comment_3109298
It's because of the 10 second in crease to generators, how is this so difficult for some of you to understand?
Pre 6.1 gen time 1 Survivor injured - 84.2 seconds
6.1 gen time 1 Survivor injured - 95.2 seconds
6.1.2 gen time 1 Survivor injured - 91.8 seconds
Pre 6.1 gen time 2 Survivor injured - 88.8 seconds
6.1 gen time 2 Survivor injured - 101.1 seconds
6.1.2 gen time 2 Survivor injured - 93.7 seconds
Pre 6.1 gen time 3 Survivor injured - 94.1 seconds
6.1 gen time 3 Survivor injured - 107.7 seconds
6.1.2 gen time 3 Survivor injured - 95.7 seconds
Pre 6.1 gen time 4 Survivor injured - 100 seconds
6.1 gen time 4 Survivor injured - 115.3 seconds
6.1.2 gen time 4 Survivor injured - 112.5 seconds
Huh? gen increased by 10 seconds and for some reason they choose weird number?
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/3108880#Comment_3108880
The aura reading shouldn't be there at all. Please give me a good reason for the aura reading since you agree ir shouldn't even be in play?
Probably to discourage people from just running away and do nothing, or allow killers to not have to worry about it for literally all the time.
If something might be in play, you have to play accordingly, it happened for plenty other perks.
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None, but both DMS and PR itself was decently good perk.
now with 30 seconds and no notification? who knows, definitely works worse than before.
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@Silasy said:
Yeah they will revert MoM chang...
But they didnt reverted Calm Sprit nerf, Billy nerf, Self Care nerf, Botany rework even most of people complained about.
Probably because something to do with the fact none were technically game breaking.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/3108683#Comment_3108683
It really isn’t.
It actually is, no matter how you believe it's not.
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@Murgleïs said:
https://forum.deadbydaylight.com/en/discussion/comment/3108684#Comment_3108684
With Blight / Nurse it’s not that hard. For the rest, they are trash killers are ignored by the devs anyways.
If killers are hooking people THAT fast, it doesn't even matter what perk they use.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/3107631#Comment_3107631
Only 30 seconds???
Yes, only 30 seconds.
It's short.
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@bigbeefynacho said:
https://forum.deadbydaylight.com/en/discussion/comment/3108270#Comment_3108270
In what fantasy world do you live where you think other survivors will be doing gens while you try to get MoM value? One survivor will be cowering in a corner somewhere or hiding in a locker and the other one will be randomly running around for no apparent reason. 😄😄
There is literally nothing to talk about if we consider those people.
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If you are downing people within 30 seconds I'm not sure if you even need any slowdowns.
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/3108573#Comment_3108573
We have to accept RNG happens in game. I spawned in a gym, seeing a survivor in shack through the window within starting screen, starts chase under 10sec into the game.
Can't really say good design honestly.
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Yeah, replacing base kobeing with this would be decent idea.
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3108479#Comment_3108479
PR/DMS supremacy ( ͡°( ͡° ͜ʖ( ͡° ͜ʖ ͡°)ʖ ͡°) ͡°)
Uh just use both.
PR, DMS, plaything and pentimento.
This is the way.
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@Tostapane said:
https://forum.deadbydaylight.com/en/discussion/comment/3108585#Comment_3108585
once youy get the perk through protection hits you can use it whatever you want, while now with the change you'll be able to use it ONLY if you didn't a conspicous action (meaning that if you heal someone/yourself, do a gen or a totem the perk will deactivate)
https://forum.deadbydaylight.com/en/discussion/comment/3108593#Comment_3108593
i know, but i said this cause it's EXTREMELY rare find solo survivors who won't play selfish/are potatoes/won't troll
I doubt that is in any way efficient or useful to take a perk slot tho, if you don't use it for something more niche and impactful.
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I didn't even seen it working lol
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@Tostapane said:
https://forum.deadbydaylight.com/en/discussion/338668/not-sure-mom-was-a-nerf
well yes, but actually no... i would rather say that this perk was nerfed if you play solo survivor, but it's buffed if you play in a SWF (before it could be used for getting away from the killer, now it's a stronger perk if your goal is to bodyblock the killer)
How can you use it for getting away if it requires protection hits tho?
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/3108456#Comment_3108456
Largest map is Mother Dwelling of 12.000m. Which the is ~109 x 109 m
Killer with 110% speed will take 25sec. The time to work on a single Gen with all 4 survivors is 41sec.
This post is specifically about prove thyself and wiki states it takes 28 sec to finish a gen with PT, I think you just proved it's basically impossible to secure a gen.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3108535#Comment_3108535
"That 15% buff includes making up for the (I believe 8-10% debuff? I forget the exact number) that survivors receive for doing the gen together"
It's 15%. Prove thyself just removes the co-op penalty, it doesn't make gens go faster at all.
As mentioned earlier in this thread, it's only good for securing hotly contested gens.
Just removing co-op penalty itself is already worth more than pure gen time tbh.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3108523#Comment_3108523
It does make a big difference. Not only can you currently store it, but it also is unrelated to endurance. However, three protection hits for activation is a pretty steep cost. Lowering it to two will be a big change. But, you don’t get to choose your timing as freely anymore.
I’ll probably use it in a SWF to force aggro onto myself away from a survivor in more peril (i.e. death hook and I’ll stand in a doorway or loop between them, twice).
It being unrelated to endurance is different changes though, I asked for the relevance of "choose your timing freely" part.
Like it's definitely not weak to have one additional health state, but I think the time you NEED it is mostly when you do protection hit.
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Maybe to be search engine friendly?
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@ThiccBudhha said:
I am surprised Save the Best for Last escaped their wrath. I guess STGFL is actually better than your average survivor because at least it did escape. Ayy
Save the guest for last?
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3108513#Comment_3108513
https://forum.deadbydaylight.com/en/discussion/comment/3108511#Comment_3108511
Ah yes because people doing it will reconsider their actions once you call it childish.
You guys fail to understand the core of this message on a fundemental level even when one of you is its writer.
Its hilarious <3
you mean like we should accept every bad behavior no matter what, because apparently telling it bad is also bad lol
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3108485#Comment_3108485
I’m not sure I understand? Two protection hits will give you endurance; but that endurance will be lost if you do a conspicuous action, or are already in the deep wound state.
Like I doubt there is that much of "right time" to save for beside body blocking.
And if you gonna body block you should get protection hits for it's activation, and then I think you are in the situation where it shines through either chasing for yourself or another bodyblock?
Is storing part really THAT important?
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@Dead_Harder said:
Lets all be a more positive
''throwing the game is ruining it and childish''
Very positive there bud
It's actually a healthy and sportsmanlike opinion, how can it not be negative lul
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@Gorgonia said:
https://forum.deadbydaylight.com/en/discussion/comment/3108490#Comment_3108490
my survivor queues are 0 seconds. I press READY and I find a game. You're telling me I'm being matched with new killers because it's only me that's playing? :P
Huh? it works for both side.
Survivors were the cause of it pre patch, now killers are.
MMR only works when both sides have equal amount of players, and plenty of it, across all skill levels.
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@Gorgonia said:
https://forum.deadbydaylight.com/en/discussion/comment/3108427#Comment_3108427
It didn't work like that before. If you got a gen to 90% and you failed some of the skill checks, etc, when you went back to it you didn't get the MS skill checks anymore.
That's entirely different situation.
In PR's case, you never missed a skill check and never let the gen go.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3108445#Comment_3108445
What they mean is that you have to use it once it activates (gives you endurance), or else be unable to do any game-progressing functions. You can store it, but not also do conspicuous actions.
I see it being used to protect a teammate from hardcore tunneling, when they would be dead next down but you wouldn’t.
...and doesn't that mean like, people can get random protection hit once and after that they can try to get next REAL one?
Like if you get a protection hit, killers gonna chase you, or chase the one you just saved, and I think either way perk should get a value?
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@Beatricks said:
Unfortunately, this is the end result of buffing one side to be stronger than the other. Killer MMR is going up and survivor MMR is going down, leading to matches where you need to be significantly stronger than the opposing side to win, since the odds are stacked in their favor. The only thing you can do is find a SWF.
Eh, that's not the way MMR works.
Basically this post shows MMR isn't really working properly and nothing else.
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Technically relevant I guess, prove thyself is one of the reason why balance sucks.
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People say "storing it is not possible" but shouldn't getting a protection hit enough for next activation?
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Probably more of a buff for breakout build.
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@Sparks741420 said:
https://forum.deadbydaylight.com/en/discussion/comment/3103755#Comment_3103755
but with a 1k you can still outscore every survivor... yup totally "balanced"
If you seriously think BP has anything to do with actual game balance, just crank up every bp gain for survivors by 10x and no one would care.
Turns out it was nothing more than rather biased guy saying ridiculous thing anyway.
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@Shooby said:
Your useless teammate procs MoM quicker and gets back to actually being useful by doing gens. What is everyone so upset about?
No one is upset, this thread is about... maybe an actual "abuse" of a perk? although all it does is what it meant to do.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3108168#Comment_3108168
That's not actually what they said. Here's the quote from the BBQ and Chili section of the June update.
We do not want Bloodpoints to be the driving factor behind perk choices, so we will be removing the Bloodpoint bonus [from BBQ and Chili]. While we understand this change may seem shocking, please keep in mind that this update reduces the grind by about 75%, with matchmaking incentives providing an additional avenue for Bloodpoints.
So no, the reason they removed the blood point bonus from the perks is because they don't want people picking perks based on bloodpoints, presumably because bloodpoints have no effect on the match for instance. And they were comfortable removing the bonuses because they felt with the Prestige rework people would need a lot less bloodpoints than before in the first place. The matchmaking incentives also help in that regard but they're supplemental, not the reason the bonuses on BBQ and WGLF were removed.
Then we can safely say it wasn't enough, hell it literally did jackshit to survivors.
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The creativity of our community always amuses me lol
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Isn't crossplay off with PC actually has MORE hackers? or is it other platform?
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3108112#Comment_3108112
It is useful though. For instance, I played a match the other day with Oni with Lethal Pursuer plus his red add-on that shows survivor auras when they touch a blood orb. Normally that aura is only 2 seconds but with Lethal Pursuer it's 4 seconds, twice as long, which is a nice buff to it. I don't remember the other things I ran off-hand but I definitely got value out of that combo (including getting an early chase and hit because of Lethal Pursuer.)
It IS useful but nowhere close to OP or even calling "abusable".