kizuati
kizuati
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3163813#Comment_3163813
https://forum.deadbydaylight.com/en/discussion/comment/3163923#Comment_3163923
I think I misunderstood how this BP bonus system works. I
It doesn't work how BHVR told us it does,that's for sure.
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@MrDardon said:
https://forum.deadbydaylight.com/en/discussion/comment/3163822#Comment_3163822
The incentives play "catch me if you can".
schrodinger's matchmaking?
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anyway yes devs c'mon,release a statement! we all can see that they ignore mmr so admit it please
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3163992#Comment_3163992
Oh but the twitch vod is still up I'll beat you on cowshed too /hj
yeah the twitch vod is up,where I say 60 meters
great evidence. come cowshed now.
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@GoodBoyKaru said:
I'm claiming the credit for your individual killer MMR point I have it on video, just like you saying 10m and not 60.
Your shadowplay recording is gone. You have no evidence. 1v1 me cowshed or ur wrong.
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@brewingtea said:
https://forum.deadbydaylight.com/en/discussion/comment/3163850#Comment_3163850
What? This argument makes NO sense! There could just be a bunch of bad killers on. You could be the only good one, it's not hard to imagine
I do agree it's one of the smartest things I've read on THIS forum, tho
It's plainly not possible for me or anyone else not to see a double incentive once if MMR is taken into account. I played at night & day, evening and morning.
The only scenario where this can happen is when MMR is ignored.
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@ImNotBobDylan said:
OP: props for thinking this through, this is actually very solid reasoning and one of the smartest things I've read on this forum.
This goes way beyond just BP incentives, I think it hints at serious flaws in the way MMR works...
Yeah when I spend a lot of time I usually write solid threads,like the grind reduction one and the cheater one (which I got banned for,lol).
Thanks. MMR also doesn't work.
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@shalo said:
In my area it will say 100% to Survivor but once you click into Survivor it doesn't show the bonus, when you back out again it says 100% to Killer but once you click in it's gone and already switched back to Survivor again...
matchmaking moment!
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@[Deleted User] said:
Besides the first day they reintroduced this, I've noticed that survivors is always at 100%. Yet I've had times when killer queues have been around the same length of time.
I believe that they actually ignore MMR and base it on the general ratio of survivors to killers because using MMR was too complicated for them.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/344102/the-new-rpd-has-invoked-a-new-feeling-for-me
It was better before
All they had to do was open the back up so we didn't need to go up stairs to get to the down stairs court yard out back
all they had to do is right click delete the rpd
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@Neprašheart said:
I've liked previous R.P.D.; It was somewhat of a slaughter, but it wasn't a tragedy - It felt somewhat balanced. All the killer have had to do was to either watch over the generator in the middle of the map or over all of the generators on the other side of the map.
Right now, the generators are so close to each other that you can tell which one is running from across almost half of the entire map, and that's quite a huge issue, if you ask me.
There aren't many objects, making it a good map for ranged killers overall - I mean, open hallways with a pallet or two to slow you down.. So, basically a guaranteed hatchet or daggers' hits.
There aren't many pallets, there is a serious lack of windows; That alone makes the map heavily unbalanced and killer sided, as long as the killer knows, how to bait survivors to vault over unsafe pallets. That is a really easy task for every single M1 killer. Another issue is that perks like Bamboozle or Shattered Hope do make the map even more killer sided; Yes, the moment you do cleanse important totems, the survivors will have to stick together to heal efficiently, leading to a lot of slugging and hooks with little to no reward for the survivors.
I have mentioned generators being close together - So, if you're running Jolt.. You've basically guaranteed yourself the victory. But, then again, depends on how do the survivors play, as they're the ones dictating the pace of each match, not the killer..
I wouldn't be surprised, if this map would get the highest kill rate, leaving Haddonfield on the third place (due to the two variants, East and West Wings of R.P.D.).
If you're playing with MacMillan or Lisa, who can effectively trap and make certain areas impossible to access.. You've basically won ever since the match began.
It's gonna be a slaughter, literally. Oh, well.. At least, the game will keep me fed, as I can never get enough of survivors' screams! 😍
I just realized how ######### insanely overpowered Jolt will be there... That's something to test,I guess...
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@blue4zion said:
fun fact:
it was supposed to be removed after impossible loops were gone, but just never came to be.
band-aid game design stays because BHVR still can't do map design, apparently
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@GoodBoyKaru put it well.
Nemesis players have moved on.
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Perhaps,just perhaps and hear me out on this one:
the game's just been really, really unfun for the past few months and the new content that dropped is unbalanced,buggy and looks ugly?
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@xni6_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3163016#Comment_3163016
i said ran by good survivors, if that vault never blocks and you never gain speed, the survivor doesnt lose distance when you go around, and you lose distance if you try to mindgame and they dont fall for it
its not uncounterable, but you wouldnt be able just force the hit/force the pallet drop like you can now if you dont gain speed, and that window doesnt block
that cant happen at jungle gyms if you're playing correctly
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3163005#Comment_3163005
They kind of had the right idea in some places by adding holes in the wall that connect parts together
But they also created more deadends with each variant, it's arguably even easier to be boxed in now because the 'dead-end' sides of the map have gens that spawn there
Also who the hell thought 2 gens being able to spawn in the middle was a good idea??? Like jesus
I mean considering that some devs call insidious bubba an interesting strategy... Someone.
The holes in the ground are neat,yeah. Everything else is not.
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@xni6_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3162989#Comment_3162989
true infinites dont exist anymore, since chase blocks vaults and bloodlust exists. an example of what would be an old infinite without these things are main building of garden, main building dead dawg, grim pantry main building and badham main building, maybe some of the houses on haddonfun if the survivor knows how to run it, jungle gyms if the survivor knows how to run them,
basically bloodlust is a bandaid fix for bad loop design, always has been, bloodlust was buffed since mmr is showing how broken these loops are when ran by good survivors
i think you just dont understand how to chase if you think gyms can be an infinite.
garden can go to hell,yes.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/3162992#Comment_3162992
Even with the buffed numbers, getting to Bloodlust 3 before you get a hit is playing very badly and a halfway competent team should be able to run rings around that kind of killer. This goes quadruple if it's an injure and not a down.
Except it's still working out for them with the solo queue experienced and the buffed gens.
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@Brokenbones said:
Kinda sad that one of their big points on reworking the map was removing dead-ends
Only to add more dead-ends depending on the variant you are playing, most heinously the east side of the west wing has a huge dead end with the closed shutter door
Simplify by adding more holes everywhere and making the map be a dead-end half the time or a drop-down because you got chased wrong so now get killed if you dont have balanced! peak map design
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3162890#Comment_3162890
It's not bad map design, aside from the god pallets. The god window in the east office is no longer a god window, unless the pallet is dropped, because of the new hole in the wall. There's a lot of new holes which help massively with ease of access to all the different areas of the map. It should be less confusing, not more. I don't know why it's being complained about so much.
It's not bad map design, aside from the god pallets.
Are you a BHVR map designer? You sound awfully like BHVR with how terrible all the recent maps have been.
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@ad19970 said:
I think it's much better now. Still not a good map in my opinion, but better than it used to be for sure.
It's so not better
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@jesterkind said:
Right, but it's the first tier of Bloodlust that's most relevant outside of genuinely busted setups that can't be played around skilfully, and that is still higher.
Besides, Bloodlust serves a purpose. Perhaps it wasn't serving that purpose consistently enough with its previous numbers.
I dunno. 70% of the killers that I go against just go round the loops and bloodlust 3 instead of trying to deal with any vaulst or pallets because that's too much brain usage.
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@xni6_ said:
yeah, but they do keep adding god loops/god pallets to every map, so id say its good balance
if they decide to stop with god loops and god pallets, then bloodlust can go
edit: i completely misread the post lmao, but now ive actually read it i have this to say:
the game is different than it was in 2016. the majority of survivors used to suck, the matchmaking was rank based, games were more chill, chases were usually quicker than they are now (apart from real uncounterable god loops like old shack and old cowloop, but this was pre bloodlust iirc). but now with mmr, survivors at high mmr are gods in chase, and m1s just dont stand a chance without bloodlust or bamboozle or some other assistance in chase
but 2016 had actual infinites everywhere and double pallets? where is that now?
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3162871#Comment_3162871
Well good luck with that. Everyone else is going to adapt.
adapt to what? bad map design????
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@danielmaster87 said:
Can y'all give it a week? It's seriously not that bad. Like old RPD, just learn the map and it won't be as bad. I can see killers complaining because there was/still are god pallets. But survivors, you could have it so easy if you would just learn the map instead of complaining. How do you get THAT lost?
no. the map is bad. i dont need 7 days to learn the layout.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3162680#Comment_3162680
Oh, I hadn't realised that you were one of the survivors who got rekt; silly me, but that's what happens when you get fall into the habit of not using your brain.
:P
clown pfp talking
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@Akumakaji said:
I actually don't mind player RPD now as the killer. I haven't internalized the new design and sometimes run into a dead end, but way less then before. And earlier tonight I must have had my fastes game ever and it was on this map; really, it was a true DBD speed run.
I played as Pyramid Head and with Lethal Pursuer saw two survivors immediately jump on the gen on the marble platform next to the library. So I went through the library and hit both with my POTD! In the ensuing chaos I downed the first survivor right then and there and had my first hook at .. 41s into the game. From there it was just short chase after short chase and hook after hook, ending with a 4k just a smidgen over the 6min mark.
Yeah you don't mind the new RPD because PH has zero loops where he has to use his brains on there.
99,9% have the most direct line of sight or are just -3cm long. It being really easy to win on, isn't a good thing, y'know.
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@PeaceNGrease said:
Mdh, I hated old RPD overall. It was very killer dependent on whether you were allowed to have fun or not,, and that goes for both sides (it's just as unfun playing blight or nurse there as it is playing against Pinhead or Trapper)
and..is it any better now?
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@[Deleted User] said:
I think the pallet design is way better overall, so that's a plus, though there are a bit too many god pallets (making it one of Wesker's best maps in conjunction with the tight, narrow hallways IMO). The new holes make traversing it a lot better and less hold W'y too.
Still, it's an indoor map and favors certain killers' powers over others, as well as makes it harder to find gens as survivor at times, so it's not the greatest. But it's not too shabby anymore when you get used to it.
too many god pallets? are you playing the same rpd as me? The one with stuff next to library blocked off has one god pallet and then 0 good pallets,all of them being absolute dogwater. There are also two windows,both of which are trash.
The other side has some decent pallets around the former god loop and then nothing. What? The pallets are just easiest downs for any Killer with an IQ above 3 as they're 4cm long.
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@lauraa said:
Yall literally asked for this. We knew a new RPD would be crap, but people demanded a change anyway. Enjoy your change, people.
Brb gonna cry somewhere
I asked for RPD to be deleted.
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@WeakestNurseMain said:
It's literally the perfect example of over-designing, they cut off part of the map, but add a new one, but they break some walls so it's more interconnected, but they also did XYZ and they buffed Pig and nerfed Trapper and added the monkey nft thing as a killer.
Simplify by adding random hallways and random useless unsafe pallets everywhere! What a concept.
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oh no the killer can see me at the start
better nerf the perk
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@White_Owl said:
In the history of the game there has never been a multiplicative bonus to BPs, it was clearly a bug. The new incentives are great even if additive, I'm keeping getting double BPs as survivor today thanks to everyone playing Wesker.
I dunno how they managed to keep that bug from PTB to Live then to PTB again only to now announce it as bugged.
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@Pukenplag said:
Can they literally reduce the grind without increasing it in another way?
one step forward,four steps back
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@Xord said:
Honestly at this point I just expect a slightly better rarity on lower bloodwebs and a faster bloodweb farm as grinding through bloodwebs shouldn't take hours of gameplay.
It won't! It will take days!
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@sasnayahdrezka said:
i am pretty sure they will address bp gains as well soon. so we have to wait to say if its band-aid or not.
They addressed em! By lowering them.
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@Ryuhi said:
thats a pretty big bummer. Honestly kinda sours the recent node reductions when it gets followed by a "...but we're reducing your incentive amount" chaser. Its like every grind reduction QoL needs to have an asterisk at the end that dilutes its value to some degree.
Yeah I got told on my "you haven't fixed the grind" thread that they would address BP gains... Well. They addressed them,lol.
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Apparently we need to return this thread as BHVR nerfed Incentives to death.
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@GoodBoyKaru said:
they also fixed the conspicuous action bug
we fixed bloodweb costs, here let us now massively delete all the ways you can earn them !!
I need to re-ingnite this thread,I guess.
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@amazing_grace said:
Yeah, they reported it in their fixed "bugs" section. Sadly this bug remained a bug and didn't just become a feature, but hey, they reduced bloodweb costs so I'll take it!
This should be a feature. 25% additive is worthless.
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@kisfenkin said:
Honestly, I was afraid they were going to use the inflation excuse to increase the price. So I am VERY happy with $12. I was expecting $20.
dont give them ideas
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@crystalkitti said:
I noticed names/portraits look bigger today, too... I think something's just funky overall.
They added things to it,of course it's broken lol
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@EvilSerje said:
https://forum.deadbydaylight.com/en/discussion/comment/3159076#Comment_3159076
I did. It's not about money now, it's about availability.
I dunno,it's about money for me.
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@EvilSerje said:
https://forum.deadbydaylight.com/en/discussion/comment/3159061#Comment_3159061
I mean I happen to live in a country, "government" of which decides to cosplay Germany 1930-th.
You didn't answer my question
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/3159036#Comment_3159036
where do you live?
avg monthly salary on the US is 6,228 a month y’all getting scammed
Not in the US.
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@EvilSerje said:
I would by it twice that price if I could. Circumstances are different for everyone.
What is that supposed to mean? You're rich?
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/3159018#Comment_3159018
When did I say “just peanuts”
in what world is that not much? That's like half the average MONTHLY salary where I live.
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@OjomoTheWraith said:
https://forum.deadbydaylight.com/en/discussion/comment/3159002#Comment_3159002
"look Im rich, 130 for DLCs are just peanuts to me"
bro i want a job that somehow pays enough for me to just be able to waste 130$ like that holy
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@scenekiller said:
https://forum.deadbydaylight.com/en/discussion/comment/3158970#Comment_3158970
That doesn't negate my point that the price is reasonable and that they pay for it in some form to get it.
10$ maybe,but 12$ is pushing it hard. It's bordering on being priced like two chapters,which it is not. It's just a survivor with perks.
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Are you like a millionaire or something