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just_one_player

just_one_player

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just_one_player
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  • @Piruluk said:

    There are no communication at solo, nothing at all, no stickers, no chat, nothing. Without communication insanely hard to play well, I believe even seasoned teams would have problems in SWF without communication.

    And the game almost balanced around SWF, solo is an outdated way to play survivor, I mean you can play, but dont expect random players have enough skill to survive, expect to die over and over again, you almost have no impact on games alone

    I totally disagree, a survivor who spends the entire match walking around the map without doing any objectives isn't doing it for lack of communication, just like the other examples I gave, he does it simply because he's f** bad. I don't expect solo q to be equivalent to SWF, because it never will be, but it's unreasonable to play thousands of hours and keep going down with teammates who struggle to lose

  • @not_Queef said:

    That sounds awful. I don't want my teammates hoovering up all of my tokens.

    Just make it:

    • Self care at normal speed
    • 20% bonus speed for healing others.

    No tokens please.

    When you talk about normal speed, are you talking about normal healing speed (16 s) or selfcare normal speed (32 s)? If it's just about normal speed, then I can already conclude that you just want the perk to remain broken, but otherwise it would be an equally interesting nerf.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2836439#Comment_2836439

    Lmao I promise the people that think COH is fine are not the majority

    At no time did I say that they are the majority, but it is a fact that every post on this issue appears several people saying that CoH is fine.

  • If a lot of people on this forum think CoH is fine and in the past thought the pre-nerf DS was fine too, do you really think they would agree that Spine Chill needs a nerf? In my opinion, they should at least change the name of the undetectable status, as the killer can be detected.

  • I had a similar experience, there was a Claudette on the floor and a Meg, the other two survivors were already dead. When I downed Meg, Claudette got up and then I thought “she has ubreakable or exponential”. So at the end of the game I saw that none of the survivors had unb or exponential. In the chat, Claudette didn't respond when I questioned her and Meg agreed that she was cheating.

  • I think people are confusing survival horror with being scared. If being afraid is a criterion for a game to be a survival horror, then RE (even the old ones) and the Evil Within was never survival horror games for me. What I mean is that DbD is a survival game against killers (hence the horror factor), but a perk that allows quick (unlike selfcare), effective and infinite healing removes the survival element.

  • @Mooks said:

    Well. Wouldn’t Self-Care also remove the survival horror aspect in the same regard?

    i think the problem with CoH is giving selfcare to the whole team while only using the perk slot for one surv.. proposal: leave as is but only grant the selfcare ability to the booner and not the mates.

    No. Self-care takes 32s, while CoH takes 18.3s. Numerically it's a huge difference, making Selfcare useless in most situations.

  • Was that lullaby an additional change? On PTB I don't remember any sound indicating Sadako's proximity while she was demanifested.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2778896#Comment_2778896

    Why do people bring up skill all the time in regards to Dead Hard?

    Not a single perk in this game takes any skill to use so constantly trying to demean people for "not being skillful for using x perk" makes absolutely zero sense and serves nothing more than to try and make DH users feel bad.

    Most other exhaustion perks require some activation condition. SB requires management to get it to 99%, Lithe requires a window, BL requires falling off a structure, Smash Hit, well, you know. DH only requires being injured, which is not the survivor's merit, but the killer's, and the survivor only needs to press a button to prolong the chase, unlike the other perks mentioned. It's a righteous outrage, just compare it to the other exhaustion perks rather than a generic comment that all perks don't need skill.

    If DH weren't so unskilled, you'd see a greater diversity of exhaust perks in the game, unlike the classic 4 DH.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2765448#Comment_2765448

    https://forum.deadbydaylight.com/en/discussion/comment/2765456#Comment_2765456

    Really? That seems weird, since 75% of 50% is 150%. I guess it depends on what value they will actually add to the 50% healing speed of the self healing speed. I hope it would be 50%, that would be fitting to the idea that you can heal yourself at 75% the normal healing speed. But if it's just a 75% healing speed boost to the 50% self heal speed, than it would be the math used by you two. Which would really be a very minor nerf.

    Your logic is wrong, 75% of 50% is not 150% but 37.5% (0.75 x 0.5 = 0.375). A percentage of a percentage is a multiplication, not a division.

  • @ad19970 said:

    So wait, the self heal speed works like this, right: It's 50% healing speed, but then there's a 100% speed boost added to that. So instead of 32 seconds, it takes 16 seconds.

    Decreasing it down to 75% healing speed means it should now give you 50% bonus healing speed on top of the 50% healing speed normally. However, 32/1,5 = 21,33 seconds, not 18.

    So it is more of a nerf than just 2 extra seconds.

    It is incorrect, it will only 2.29 seconds. CoH works like this:

    50% + 100% of 50% = 0.5 + 0.5 x 1 = 1 c/s

    So we have 16 charges for a full heal at 1 c/s, totaling 16 s.

    After the nerf, it will work like this:

    50% + 75% of 50% = 0.5 + 0.5 x 0.75 = 0.875 c/s

    So, with 16 charges at 0.875 c/s, the time is 18.29 s.

    CoH allows self-healing to 50% and increases all healing speeds by 100% (with the nerf it will be 75%). The nerf will not change the self-healing speed (50%), just the extra speed (100% to 75%).

  • It will be 2.29s more for self-healing and 1.14s for healing others. See more at: https://deadbydaylight.fandom.com/wiki/Boon:_Circle_of_Healing

  • @LoneSlinger said:

    https://forum.deadbydaylight.com/en/discussion/303052/dead-mans-switch-buff-its-too-much

    Can we stop asking for nerfs for a perk we haven't even seen in action yet I hate stuff like this

    It was by thoughts like this that CoH came from the PTB and is intact.

  • @Minecraft said:

    it wouldn't even be broken, depending on how it's implemented

    with a cooldown that works with out of chase seconds? it'd be kinda weak, even if it was like 40 seconds like dead hard.

    survivors already have to deal with similiar bullshit against any anti-loop killer

    also strong killers have no problems ending chases fast, you can only do so much even with dead hard. i think you grossly underestimate the power of killer meta perks. probably because survivors tend to complain a lot less and just play the game, so we only have circle of healing and dead hard threads

    sure it'd be bullshit, but so is stuff like haunted ground, noed, myers with addons etc. you're too used to killer, where everything is predictable.

    As you say, depending on how it was implemented it would be good or not. By imposing a cooldown dependent on not chasing (which would really be bad), you make it mediocre, just to prove your point.

    "i think you grossly underestimate the power of killer meta perks" and I think you grossly underestimate the survivor meta perks, that's probably because CoH and DH are broken and no one will prioritize talking about other perks.

    "probably because survivors tend to complain a lot less and just play the game" well, i can't believe we're on the same forum, i see complaints from both sides here. Sounds like you want to create a situation where the game is balanced and only the killers are complaining, your last sentence shows that.

  • @RakimSockem said:

    No. The perk is fine. Stop making a million threads whining about it

    It's not good, it's broken, and it needs a rework like ruin, because it's prolonging chases without any skill.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2715292#Comment_2715292

    40 seconds is fairly short time that if you don't commit to the SB chase, then they'll likely have it up the next time you run into them. It also feels like you are giving Dead Hard special treatment here. Survivors can be exhausted with Dead Hard.

    There's no point in talking about a situation where a survivor is exhausted when discussing the power of the exhaustion perks.

    My experiences are contrary to your point, I have chased exhausted SB survivors several times. Dead Hard will only exhaust the survivor if he presse E, SB forces the survivor to be exhausted (even if the survivor gets 99%, at some point he will be forced to use). It is not possible to say that in this sense both are equivalent in terms of exhaustion, DH is superior in that it is available at the exact moment the survivor needs to use it.

  • @Crowman said:

    Sprint Burst will be used more if DH gets nerfed and it will be annoying for killers, because it means that anytime you try to engage a survivor in a deadzone, they just run to safety.

    Killers are already on a time crunch. Having to every chase take an extra 20-30 seconds to get the first hit is going to hurt a lot of killers. In fact Wraith will likely be unplayable without Mindbreaker (or whatever it is called now).

    You're handling the situation as if at any point the survivor has SB active, and I've played enough against this perk to know that's not true. As I said, there is a risk that the survivor is exhausted.

  • @Myla said:

    Bruh I have trouble understanding what's your actual point.

    With an eventual nerf on DH, I've seen comments justifying that SB is terribly worse than DH, and that's bullshit in my opinion.

  • @sizzlingmario4 said:

    Ngl, after all this now I kinda wish I was around for the days of old undying just so I could effectively compare the two, but I basically started playing right after it got nerfed.

    But yeah, COH is busted.

    On killers like Freddy and Blight, the build ruin + old undying + tinkerer was insane, sometimes the first gen only was finished after five totems. It was the time when many survivors used pink maps as a precaution.

  • @Tiufal said:

    Those advices arent counterplay. thats basic gameplay as always.

    Yeah, but it seems that not everyone is able to do these things, if they were, we wouldn't be seeing as many complaints about her and I wouldn't have created this post.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670284#Comment_2670284

    on PC you have 2 different buttons, but you cant repel while vaulting. Same like you cant get rid of Victor and vault at the same time. This is intentional.

    And the list is in my opinion quite obvious. 1) is the same as against Trapper or Hag but less effective as she is able to move in the meantime 2) and 4) is a thing against EVERY killer and the rest is like "dont forget your tools" like entering lockers repels auto or flashlights can burn Wraith.

    I was expecting something like, what are your options when the killer simply shuts down every loop, like zoning you how every of the newer killers is able to do. Get distance? Well, I'd imagine something more skillful would be nice, but I guess this is not part of new concepts anymore

    Despite it's obvious and generic to be unpredictable out of her line of sight, I haven't seen it from the survivors I've faced. I've seen people running in a straight line across the map with the crows several times and taking free hits, and I believe this is one of the reasons they're complaining about her.

  • Nerf Pyramid after all nerfs he already received? Really?

  • image.png

    It was the first thing I thought.

  • @Jasix said:

    https://forum.deadbydaylight.com/en/discussion/281362/why-doesnt-the-mmr-decrease-over-time

    1. Seeing as you have NO idea what your MMR score is - you have no idea if it stayed the same or decreased.
    2. Tournament teams huh? Which teams were they? Considering most tourney teams don't play regular matches as teams - I highly doubt this. When tourney teams want to play/practice they do it together against other tourney killers because that is how they improve - not going against random people.

    1. Considering that I played against people with 6 - 7k hours several times over the weekend, I don't believe it has decreased over the months. It's reasonable and logical to deduce this.

    2. Envy, Sinners and Affliction (I don't know if it's allowed to mention team names, but I mention them positively because the guys are very good players and I make sure to answer your question). Envy and Sinners are just the two best Brazilian DBD teams. Many of the members of these teams are streamers, so they regularly play public matches. To be fair to the facts, when I played against Sinners and Envy I was against two randoms, but they played equally well, only against Affliction was the team complete. And just because they're not training for a tournament doesn't mean they're going to play like a potato.

  • @Jasix said:

    https://forum.deadbydaylight.com/en/discussion/281362/why-doesnt-the-mmr-decrease-over-time

    1. Seeing as you have NO idea what your MMR score is - you have no idea if it stayed the same or decreased.
    2. Tournament teams huh? Which teams were they? Considering most tourney teams don't play regular matches as teams - I highly doubt this. When tourney teams want to play/practice they do it together against other tourney killers because that is how they improve - not going against random people.

    1. Considering that I played against people with 6 - 7k hours several times over the weekend, I don't believe it has decreased over the months. It's reasonable and logical to deduce this.

    2. Envy, Sinners and Affliction (I don't know if it's allowed to mention team names, but I mention them positively because the guys are very good players and I make sure to answer your question). Envy and Sinners are just the two best Brazilian DBD teams. Many of the members of these teams are streamers, so they regularly play public matches. To be fair to the facts, when I played against Sinners and Envy I was against two randoms, but they played equally well, only against Affliction was the team complete. And just because they're not training for a tournament doesn't mean they're going to play like a potato.

  • @xenotimebong said:

    If you’re rusty and lose a few games your MMR will decrease anyway. So just accept that you’ll probably lose a few matches while you adjust to playing that killer again. I don’t really see the problem.

    I see problems with this. I like to rotate killers, I'm currently playing with Pyramid Head, but in a few weeks I'll be experimenting other mechanics. If every time I want to revisit a killer, I have to play against strong teams and lose several games to readjust my gameplay, it will be more convenient to just play with I already master at the moment. I believe this will encourage people to play with they already dominate, further diminishing diversity.

  • @[Deleted User] said:

    That's a problem that rank had though. After a few months, experienced players could come back and crush new players. With MMR experienced players could just come back, lose a bunch, and their MMR should drop.

    There are two extremes, and neither is good. It's not fair that I play against new players, because I know the fundamentals of the game; but it's also not fair for the MMR to be static over months and stay high even if I don't play a killer anymore. An alternative between the two scenarios would be ideal.

  • Technically, the Cenobite's power is to prevent survivors from running while chained, not to previne pallets drops. I don't particularly care about that, what bothers me is that he can't break the pallet immediately after returning to control, there's a delay of about 1 second for the break action to appear.

  • I don't think the breaking chain time is fine, but i'm not sure about this.

    I don't believe the chain hunt time is ok, it's 90 seconds for the chain hunt to activate and 45 seconds of cooldown after a survivor resolves the lament configuration, totaling 135 seconds. Considering the average time of a match, 2 minutes and 15 seconds is excessive. That's why I believe a cooldown decrease is necessary.

    Two extra chains when one is broken would turn his purple addon into a base kit, it would be nice, but it would still be problematic on indoor maps.

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