kingcarl2012
kingcarl2012
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3215737#Comment_3215737
This does not solve the issue OP is talking about. If killer decides downed survivor will not bleed out (picking him up and down them after + immediate pickup) and the other one does not do gens but hides... You are looking for an 1hour game. Or DC. Or snitching on the other survivor.
Sure it does they can get back up if the killer camps the survivor the other one can get a whole gen done in 2 slugs, if the other one doesnt do gens you crawl to them to get picked up with that mechanic the other person has no excuse to be hiding instead of doing gens and deserves to be caught because they are griefing their teammate on the ground
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@FreddyVoorhees said:
https://forum.deadbydaylight.com/en/discussion/comment/3215741#Comment_3215741
3 gens poping during the first hook ? Really ? Are you playing against swat swf squad ?
That is a rare scenario. Like one in 10 matches or less. Most of the time the killer hooks someone and sees no gens being done for a while longer. In fact it is common for killers to get 2-3 hooks before the second gen pops.
You can say 3 may be rare but it isnt uncommmon for 2 to pop shortly after the first chase. The killer also loses pressure because when the dc happens there is no unhook to take survivors off gens, so even with 2 gens left the killer chases 1 and the other 2 are on gens and can be finished during 2nd chase/hook time it could be far too imbalanced.
Auto completed gens should absolutely not be a thing. There are options that could work like a repair speed buff balanced with a higher base kick regression speed for the killer
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@FreddyVoorhees said:
https://forum.deadbydaylight.com/en/discussion/comment/3215732#Comment_3215732
What on earth made you think that the killer is punished ? The killer is not punished. No . In fact the killer is still buffed by the DC. 4 players for 5 gens is the same as 3 players for 4 gens. But that is one player less for rescues and healing.
Killer in a chase gets a down while 3 other survs are on gens, person downed dcs 1 gen pops then the 3 gens being worked on pop.
Killer is now on final gen vs 3 survivors. No thank you.
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@VaporLion said:
When there is only 2 Survivors left and the Killers downs one of them, they are automatically killed / moried. This will make it so the Killer can not slug for 4k. Its insanly annoying for both survivors having to wait endlessly and even more so if the killer decides to pick the survivor up and let them go in the hopes of them snitching the teammates position.
What about if anytime all the other survivors are down hooked or dying when the last person gets downed all survivors are automatically killed.
In exchange survivors get a basekit 45 second unbreakable.
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@FreddyVoorhees said:
Another major issue in the game is when survivors DC right at the start of the match when they are hooked for the first time. Damaging the chances and game experience and fun for the rest of the team.
If the player DCd on the first hook AND was stage I during that , make a random generator autocomplete. Thus giving the damaged team a bit of help that one teammate might have contributed.
Make this only work during the "no gens complete yet" phase.
So punosh yhe killer for sethimg that isnt their fault? Pass.
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@FeryGEN said:
When will the problem with bloodpoints be solved? Killers still can't max out in Sacrifice. There is nothing about this in the patch notes. If the Mori update comes later, then we will again wait a month and a half for an update that may not have an adjustment in this category. Please update points in this category.
I mean you can its just hard and wont happen very often
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@Rizzo said:
No, it applies to those characters that satisfied the requirements when the patch 6.1.0 was released.
So what about all the people who prestiged before the patch and lost out on the chance to use all the items addons and offerings they had so they could get the extra prestige levels that are now being given out making sacrificing all those things redundant.
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@WesCravenFan said:
You should never be 100% silent.
EVER.
That was a necessary change and should never be reverted.
I disagree slightly, not with regards to iron will, but i dont mind the 100% if its situational/time limited, like OTR or Low Profile are no problem in my mind. I also dont think i would argue with it on no mither with being broken as a disadvantage.
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I mean sea of theives has a crossplatform ptb but thats a microsoft owned property
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@ChipaChip said:
Like wesker. I feel like it would make it a lot more accessible.
So you want to be able to hold it at full charge and activate it with M1?
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@TotemSeeker91 said:
It's only 2 prestige levels, you can get that so fast now because of the item cost reduction
Not really because I'm playing killer with no add ons or offerings to level up other killers to get their perks unlocked
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What's End game chat?
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@The_BiggCheeze said:
Let's forget all the times in the past that a killers power or select perks would stop working, let's look at the now. The flashlight aim on MALE survivors only is a quarter further down the screen as opposed to the middle, and I'm pretty sure you can get 2 uses out of Haunted because people were exposed twice in one match after breaking 2 hex totems.
Are you guys even trying to unravel your nannas TERRIBLY knitted code? and if you are then that would explain random things breaking every patch. If not then I guess you guys just aren't that good at coding.
You can get a second use out of haunted ground with undying.
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@omemeta said:
Matchmaking Incentives are only for survivors, in 6.2.2 ?
In 6.2.2, survivors only,
In 6.1.0, survivors and killers.
I played on PS4.
They are for whichever side needs players which is survivors like 95% of the time right now
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@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/3208385#Comment_3208385
Can you think of a 100% foolproof system? It doesn't exist! So what's the next best thing? You introduce barriers to make things a little harder, a little more time-consuming to accomplish. Which is what the big dogs in the industry are doing, like Ubisoft, Bungie, Blizzard, Activision, etc. Some of them even go so far as to restrict certain domains and phone types including VOIP.
Sure every account has to be tied to a valid credit card.
Its an equally terrible idea for completely different reasons, but definitely would be much more successful
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@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/3208364#Comment_3208364
Just because something isn't 100% effective doesn't mean you don't do it. There is no silver bullet, but phone verification can make things harder. We will likely see phone verification if the game goes F2P. Currently, they lack a mechanism to do this. If they made a Behavior Account a requirement to play would be a start. I wish they would, even without cross-progression, so we can quickly redeem codes on a desktop as a console player.
Right cause you cant get unlimited free email accounts to make behaviour accounts. Your talking about putting up speedlimit signs, when what you need are speedbumps.
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Those are ways around your proposed fix
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@pizzaduffyhp90 said:
I know some people still don't fully understand the Lament Configuration chain hunt basically when you try to solve it and you're still getting attacked by chains. The best way to deal with it if you don't know would be to make sure you wait for the chains to stop shooting at you and if they hit you break them yourself and not the environment so another chain doesn't spawn in. Once they're done you have 12 seconds to solve it before the next set of chains start firing.
Someone of you may already know but, for the people that don't that's what you should do if there's a chain hunt.
Or better yet solve it before the chain hunt starts
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@scenicpickle said:
Wanna get rid of cheaters Phone verification simple people need to be held accountable BHVR said they banned 200000 or some high number can't really remember but regardless why are there more now than ever before because they get banned and hop on one of their 30 alt account with a free copy of DBD they got from the epic store. Its such simple solution give number get texted a code verified and youre good that way some guys 30 alt become invalid and if they get banned no more new account the phone # will be useless because the # is associated with a banned account end of story
Burner phones, Internet phones that you can change the phone number at will, nice try tho.
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@prion11 said:
nah dude this is bait. no way you really posted this saying "red and purple rank survivors" as if that somehow matters
Its not bait its from 2 years ago courtesy of @Fac_attack
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/201661/killers-win-too-much
Wait your still playing with the rank system? You should update your game we've been using mmr for awhile now. Good survivors have everything they need in game without even equipping perks. Most maps have plenty if not to many safe loops that the killer has to break the down pallet or lose the game getting a hit. Most the killers in game are still very underpowered. Go ahead and play a decent team as an m1 killer on Mos farm maps or the game. Bad map design and gen spread still hurts killers more then anything else in game.
I just had a match yesterday day were I started leveling Felix and got in game and realized I had no perks equipped. We 4 man outed with 3 hooks total.
P.s. just to be clear I was playing solo.
No its a 2 year old thread necro, courtesy of @Fac_attack.
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@DarkbeastPaarl said:
https://forum.deadbydaylight.com/en/discussion/comment/3205649#Comment_3205649
I wasn't the one who DCed. Some guy in the party I was in did. And they probably DCed a ton of times, because when I left that party, it was still a five hour wait time. The penalty in a party is determined by the guy who DCed, and the people in that group, and even if they leave it apparently, go through that long ass penalty time regardless.
Pretty sure thats not how that works.
@Mandy ?
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@Gandor said:
This creates some very boring gameplay especially if it's clear, that killer won. But if 2 survivors want to get hatch or killer wants to deny hatch and other sirvivor really wants it, then the game can go on for ever.
So it would be sensible for hatch to spawn maybe 10 or 15s after person before last person is downed. This will delete hiding/snitching/waiting standoff that is really boring.
If you don't want to this for some reason, then give option to surrender/dc without any penalty/bleed out or accelerate the game in some other manner. Just get rid of this situation pls.
Note: new mori/ub basekit change does not cover this situation. Killer can still camp last person even if that person can stand up and survivors can still hide if both of them decide to.
Absolutley not, if you wanna play for hatch thats on you, what they should do is re do the whole mechanic so the survivor has to actually do something besides hide to get a chance to escape, instead of thinking they are entitled to a free escape chance for losing.
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@EntitySpawn said:
https://us.v-cdn.net/6030815/uploads/HXNTNP5M1G5G/20220926-193110.jpg
^ stops me commenting, real pain when iv typed out a paragraph or two
Yep happens anytime there is a network change.
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@mischiefmanaged said:
https://forum.deadbydaylight.com/en/discussion/comment/3207383#Comment_3207383
Just a warning that doing this has the chance of increasing the match time by quite a lot as the survivor won't approach you, won't work on generators, and generally the match won't progress at all while you stand on top of hatch. It can also be seen as a form of BMing mostly because it wastes everyone's time even if it's a decently good strategy if all you care about is getting the last survivor especially since it's possible to body block exiting through the hatch itself.
For me personally, I consider gate escapes after I close hatch to be random and the same as a hatch escape. I already won so if they get some extra BP because the game randomly put the gates 3 light years away from each other I don't really care. I've also had times where the game put the gates directly next to each other which made it literally impossible for the survivor to escape and Midwich is guaranteed to have gate spawns that are impossible to escape through.
Midwich isnt as bad as some maps who can have doorspawns really close together.
Technically if the killer blocks hatch and the survivor doesnt do gens the survivor is holding the game hostage by not progressing their objective, there is no killer bm to speak of in that situation.
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@Tranquil_Blue said:
https://forum.deadbydaylight.com/en/discussion/comment/3207923#Comment_3207923
What exactly would you propose instead? When he aims right at them the portal spawns randomly off to the side of where they're aiming? I just don't see how you could fix this without completely revamping the power. And keep in mind that even when he hits them, the effect is often quite small. Much less powerful than Clown's bottles, for instance.
The one mechanic that IS an issue with Pinhead is that it can be frustrating to solve the box during an active chain hunt. I think it's unfair that players keep getting interrupted when trying to solve (from the killer side, I always feel bad when I see multiple half-second killer instincts going off...). Yes, there is a reliable way to solve it (wait until 3 chains hit you, break them, then solve), but it is not at all obvious to many survivors.
You realize there is another solution that works even better right?
Solve the box before the chain hunt starts.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/3207586#Comment_3207586
Maybe this is just differing experiences, but I don't think I've ever seen a killer actually slug someone with No Mither. I'd also been under the impression that nobody used No Mither for its ability to pick up off the ground solo, if it's ever used it's used because it makes you permanently injured or because it makes you pretty darn stealthy.
I'm not saying No Mither is ever really a tactically wise decision but I also really don't think its use case is going to change with the basekit self-pickup.
I had a duo SWF send me to springwood and set basement at shack, running No mither, Flip-flop, Boilover, and flashlights. I basically had to slug them repeatedly to bleed them out because i couldnt get them to a hook.
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@Regulus47 said:
If they mapped it to the item use button though you'd just waste flashlight battery/medkit charges every time you broke out of all the chains.
Isnt item use R2
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Im on xbox so had the same issues, bloodshade right above me has the actual names of the functions.
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@sluc16 said:
I don't know about PC or the other consoles. But on PS is dumb that the button to vault and drop pallets is the same to remove pinhead's chains. Is so stupid that you get hit but the chains and do a slow vault just because you were next to a window, or drop a pallet you didn't intend to drop
You should be able to remap the button, i have my vault/drop pallet set to square because i was tired of dropping pallets when i tried to heal people.
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@ImHexyAndINoed said:
Title pretty much, do any of you experienced killers know how to patrol the gates properly? Everytime I get down to a straight 1v1 (Hatch closed) they always get me at the gates.
I'm aware of getting the progress to about 24% then hiding until the killer "checks the area." Is this what's getting me?
I'm aware of No Way Out and that it tells you when a gates opened, but I don't really want to run a single perk to cover me and I won't learn like that.
I play everyone but mostly been playing Wesker.
Can any experienced players point me in the right direction? Gracias
Trapper trap both gates and they cant open one without giving away their position
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Run nemesis instead of furtive chase its much better for obsession switching.
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@Halloulle said:
It has come up in the past and I think most people agree anyway. But here's another reminder that with pips not meaning anything substantial and (de)pipping being out of your control quite often (read: more often than not) it should simply not be a thing. It has only downsides and not a single upside.
Absolutely not, terrible idea.
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@RichardCarter said:
White Mirror being the object you collect after communing with the White Glyph in the basement.
No real reason, I just kinda find it frustrating and not very fair imo. I know the argument has no merit and probably isn't agreeable at all but that's just how I'm feeling about it lol. Please don't let this become some heated argument.
You know you can drop it and pick it back up later
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@mistar_z said:
first of all i wanna say well done on the chapter, it seems weskers a pretty popular killer, i think ive ran into more than 30 of them since his release. or at least he's popular in my region. which is probably more than what i can say for the number of twins and artist players combined.
okay back on the topic at hand. im not talking about proxy camping or the one where he doesn't have any objectives to defend, i'm talking he's close enough he could used reassurance if he was a survivor close. 😭
and then the wesker proceeds to get either gen rushed for an easy escape for the other 3, or the randoms all throw themselves at the camping wesker. 🤣
I have multiple times
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@luvcraft said:
Another downside is no more dunks. RIP dunks.
Actually, gonna start a petition now to make hatch dunk a purchaseable mori for every killer.
RIP 4man slug race
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@Duvie said:
All these hundreds of posts complaining and arguing when we haven't even been able to try it yet. It's not even 100% gonna happen its just something they wanna try out for a PTB. Relax 😪
Don't forget for a large portion of the playerbase there is no PTB, so we feel obigated to get our opinion out there, and only get to wait for things to be changed.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3198431#Comment_3198431
The value can be adjusted from 7 seconds to something that is determined to be more reasonable and less abusable, but as of right now killers can do the bare minimum of catching someone once and secure 1 kill at the very least or get a snowballed 2-4k at the most easily just by face camping survivors especially if it is a team full of solo queue players.
The devs have balanced this game around SWF which is unreasonable considering the massive gap in survivor's effectiveness and awareness in a SWF vs Solo Q
The devs do not need to nerf SWFs more, but bring the information SWFs have to solo q survivor so that the killer buffs and survivor nerfs are reasonable to SWF and solo Q alike.
Hook grabs should be completely done away with.
And as for the obsession being relied on to counterplay against STBFL,
Why should I have to rely on another singular survivor alone to counter play the killers perk?
What if I am solo queuing and the obsession does not care to counter play against STBFL?
Am I supposed to just accept that this game was lost to begin with or that I have no way of countering a killers playstyle? that does not seem like healthy gameplay to me. There is outplay if you're in a SWF or the obsession realizes what is going on and plays accordingly, but if not then there is no counter play for STBFL max stacks and non obsession survivors.
Not to mention there is counter play for the counter play killers can just M2 the obsession and not lose stacks. Unless you expect solo q players to hook bomb every game and be as coordinated as a SWF that is an unreasonable assertion that the survivors have effective counterplay - only 1 survivor has counter play alone which the rest of the team must rely on and pray they realize whats happening if everyone is solo q.
As for it being abusable I disagree, it is not abusable for survivors to sit around the face camped survivor while the killer cannot use their M2 power, the killer can still easily M1, and if the survivors are just sitting in the "safe spaces" that is not doing anything productive to win the game, especially considering the survivors can still be basic attacked, T2 Myers can still use his power get T3 and return to the hook and face camp I am not saying the hook area should become a non T3 safe space, huntress could still snipe hooks across map. I am saying if the killer is face camping (within 8m of the hook for X amount of time) they should not be able to use their M2.
This would just prevent the abusability of killers like the cannibal from preventing trades on the hook or even getting 2 extra downs because the cannibal can still M2 through BT and down the unhooked survivor, I've done it before.
What about say a huntress or trickster or deathslinger chasing someone lining up a shot and they bomb into the hook range to do a drive by reassurance and loses a down because of it.
The huntress running BBQ that has 4 sec of aura read to try and line up a crossmap and loses aura read before they can get far enough away after a hook to get a hatchet off
The billy who wants to go pressure a gen but has to wait to charge his chainsaw until he gets far enough away and loses a gen because he couldnt get there as fast
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@Mandy said:
I'm going to remind everyone that this is something that's being tested and something that we're going to be watching for feedback on intently during the PTB.
This is not scheduled to be in the next update on Live, it's something that we're requesting players test and give feedback on.
Except the large portion of the playerbase on console who dont get the PTB and can only give comments on the dev notes.
Those dev notes should also really be pinned on the top of the discussion page so they are easier to find, so people dont have to link them in every thread.
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@ASurvkillivorer said:
So its probably not a good perk to use with them then right?
Well it still can be because if you kick and apply all 3, survivors really wanna stop the regression which gives a better chance someone may be on it when you get a down, to get eruption value.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3202077#Comment_3202077
No, I don't think it will be a bigger issue.
The people who are prone to DC at the slightest inconvenience already do. The penalty system clearly doesn't stop them.
Why keep a system that doesn't actually work? Why not replace it with the bot system suggested a long time ago?
The fact of the matter is it does work, not perfectly, but it does.
I can admit i have had matches id love to just dc from, where I've stuck it out because i don't want the dc penalty.
As to the ones who just do it anyways at the very least the penalty stops them from queueing up for a bit to allow other players to try and get a good match.
Removing the penalty would make it seem like its fine and natural to do and that it doesnt matter, when it does matter and shouldnt be normalized.
I could get behind a temporary cap on the dc penalty but behaviour needs to just get the cheating situation in check and thats what they should be working on instead of this final mori/basekit unbreakable garbage.
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@fogdonkey said:
Just delete the Mori offerings, no need for them, they are trash.
A simple killer pudding gives you more bloodpoints and more consistently.
I mean they might be ok as brown and yellow but if the rarity doesnt drop then that is a pile of hot garbage, especially as if you lose you literally get nothing lol.
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@ByeByeQ said:
I think it will.
Sometimes I tunnel a survivor if I can't find the rescuer but I choose to slug them instead to get some pressure. I know they could be on the ground for a long time and another survivor has to come pick them up, unless they have Unbreakable.
With the next change making survivors able to pick themselves up after 45 seconds without intervention from another survivor and Decisive Strike being so bad now I can forget it exists... yep they're going straight back on the hook without delay.
BHVR just keeps removing reasons for me to play nice.
Edit: Upon more thought, I don't just think it will. I know it will.
I definitely agree i will often feel bad catching the person off the hook and slug them to punish the team and give the survivor a break.
Now if they can pick themself back up and I know it you better believe im gonna rehooke them since thats the only way to for sure gain pressure
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@FreddyVoorhees said:
And gen repair rate slower by 30% if killer is more then 40m away.
We gotta fix camping and genrush somehow .. If survivors can save more often they will have less time to work on gens. And slower gens will prevent gen rush matches too by giving killers more time to pressure.
And that leads to survivors looping near the hooked survivor to buy more time for the gens to be completed, it been tried and abused already.
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Its on the calender for 2047
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@rvzrvzrvz said:
Or make DS decent again ? DS was healthy for the game I don't care what anyone says, we don't need 10 sec basekit BT we just need DS to do something, anti tunnel perk should be good against tunneling, it's only 60 seconds and deactivate if you breathe.. it doesn't have to be so weak
Im glad they nerfed it, I got real tired of getting hit with it when I wasn't even tunnelling. Even after the conspicuous action addition people were still using it offensively. The only way it should get buffed back up is if it gets disabled upon any survivor losing a health state.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3195731#Comment_3195731
Because for instance, Slippery Meat being a 39.364% chance on live comes with the penalty that failing all 6 is immediately hitting second stage. But with the above idea, base penalty would only be -20s for a miss, -10 with SM. So way less penalty would warrant a drop in the overall chance in my opinion.
Still dont like it, if your objective of going to single charge is to make it so people cant force themselves to stage 2, the drop in percentage is not only unnecessary but a direct nerf to Solo Q.
I will throw a Solo Q situation that would make me force stage 2 and eliminate myself.
Ok so I'm on the hook 2 people on gens 1 coming to rescue, killer intercepts and starts chase 1 of 2 gens popsand the person who was chased gets downed. Killer slugs because they know the person that popped the gen is gonna go for the rescue, they get intercepted, and the 4th person thinks they can finish the gen and still make it even though they cant and I know it.
What are my options, I either just accept stage 2, or I kobe at 4%, if im lucky and identify it early maybe i get 2 chances, but likely go to stage 2 anyways
The real problem at this point is I have lost alot of faith in my team, I'm on my last life and with all but 1 person down or on hook, I'm in stage 2 and sure maybe with a decent team its a recoverable game, but I dont have that trust so I lay back and let the Entity take me, because even though i may get unhooked if the killer gets that next down they are probably gonna slug and come back to tunnel me out because that is the most efficient play.
In this situation I am being punished for not going for the kobe right away, because it is better for the team.
My suggestion in going to a single chance would be to actually give it a slight buff nothing to crazy but maybe have the single chance at 13-15% with the current penalty -20s.
Another option would be keep it 11-12%, but add a bonus modifier for downed/hooked/dead survivors, something like 10% bonus per, this way if your in stage 1 and everyone is down you would have a 42% chance, or if the killer tunnels someone out and your in a 3v1 you'd have a better chance (22%) because the rescue is harder. It would also be a small indirect nerf to slugging and tunnelling.
That would also be kinda cool lore wise since the entity feeds on hope, I could see it granting a small boon as things look bleak.
For slippery meat the overall chance should just be higher and whether it just boosts the 1 chance or gives 2 chance at half penalty the total chance when using it should be around 51-55% still worse than deliverance because it has no condition to activate, but actually makes it a semi usable perk.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3195662#Comment_3195662
Numbers could be finagled around with. I think slightly reducing the net amount in return for the new said lower penalty would be fair. All following theoretical numbers are just placeholder examples:
Eg, currently is 4%/3 chances for 11.5264% chance. So one single attempt at 8% or so maybe.
Eg, Slippery Meat reduces the penalty to 10s like it does now. Currently, it raises the odds of a self-unhook to 39.364% with all 6 attempts, which failing would bring you to second stage. Only one attempt that penalizes 10s on a fail means you can’t accidentally screw yourself to stage 2 immediately, so in return, it would be eg, +29% instead of +35.364%. This would lower it to 33% instead of 39% chance, in return that failing would be as if you only failed 1 attempt on live (-10s).
For luck, for example, on live, +4% would be a 22.312% chance with 3 attempts, 53.56% across 6 with SM’s own +4%. So eg, every +1% Luck which is currently +2.7386% chance across all 3 attempts could become 2-2.5% or so instead for the one chance.
Could even include a Lethal Pursuer-esque effect on Slippery Meat where it’ll multiplicatively apply other Luck to mimic current synergy with extra luck on the extra chances. For instance, all other luck gains are increased by X% each per 1% of luck. Every 1% on Luck is currently +3.849% across 6 attempts, compared to the +2.7386% base. (+1.104%) So it could be like anything that gives Luck gives +0.75% bonus per +1% bonus Luck or so more chance for the self-unhook on the single attempt.
Interesting, with the reduced chances why decrease the overall percentage?
If its as a means to try to get people to not do it, I dont think think that will work. Taking a look at self care making it less efficient to the point of being detrimental, lots of people are still using it.
Instead why not make it more effective since its only a single chance, and making it slightly more effective for people who use it properly?
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@Adjatha said:
https://forum.deadbydaylight.com/en/discussion/comment/3195705#Comment_3195705
Starts small, scales up super hard.
If you have a terrible computer or connection that knocks you out of the game through no fault of your own, you STILL shouldn't be playing DbD. Your bad set-up is ruining the game for four other players. Stick to solo games.
Also, you can just look for the standard "I Refuse To Let You Win" survivor moments, like the first time they get downed, right before they're picked up on their final hook state, or if they've been left on the ground for more than 5 seconds ever.
And you believe a weeklong ban is starting small, for lets say a random power outage during a thunderstorm?
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@Adjatha said:
People who rage-DC should eat bans ranging from a week to a month. Anything less and they're just going to keep doing it, like they already are.
And how do you propose that works, what is the difference between a rage DC and a regular DC, or an incidental DC?