mizark3
mizark3
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3169218#Comment_3169218
The timer is paused during running, since that generates scratch marks to track survivors with. Also, if the killer is hovering near one gen, they can just do a different one. If the killer is patrolling a 3-gen or something of that nature, they can just chip away at it whenever the killer is not there, and the killer will lose that war of attrition if they never actually commit to a chase. If they only go between 2, survivors just do the third. So on and so forth.
You just exposed the flaw that I was talking about by mentioning the 3-gen instance. Many, if not most 3-gen instances, are within the standard 32m terror radius from edge to edge. That is if the gens are laid out 1 --- 2 -- 3 (positioned roughly so), when you are at gen 1, you are terror radius distance of 3. Also in terms of killers with hyper-mobility, in the form of teleporting through walls or dashing at speeds equal to or greater than 6.0, you can still reach each edge and prevent gen progress, cheesing survivors to death.
Also if you sprint in a corner nowhere near gens or in basement you can bypass this, especially with Lightweight. Then all survivors need to do to prevent being reportably delaying the game is tap a gen every 9 or so minutes, since 10 is the reportable duration. I think if the survivor is bypassing these checks hiding near the gens within terror radius it is far better than hiding across the map on in basement.
In general survivors shouldn't be penalized for actively attempting to progress the game, by hiding near gens and progressing them when the killer isn't there. They should be penalized for being on the opposite side of the map or where killers won't look, and cheese the mechanics. If a survivor is hiding near a gen then the onus is on the killer to seek them out better, be that getting better at recognizing hiding spots, mindgame leaving better, or bringing intel perks such as Whispers or Darkness Revealed.
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@Cybil said:
I'm all for buffing guardian, but being "invis" like that during end game sounds unfair to the killer.
Somewhat related: kind of wish there was a perk in the same vain as Guardian and BT that granted the unhooked player an exhaustion free sprint burst when in the killer's terror radius.
It only lasts the perk granted 10s in endgame, which is the same as the current endurance duration. If the killer was going to hard tunnel off of hook it protects them in a different way than endurance. It also still requires the player with Guardian to get the unhook without getting hit twice in both the process and shortly afterward. In addition it can actually backfire if the survivors wanted the unhooked survivor to take an endurance hit bodyblocking on route to the exit gate.
Edit: the both process -> both the process, must have mixed it in my mind while typing
Post edit additional thought, overall I think it provides a decent alternative, with its own risks and rewards, to the current bodyblock train at endgame that is currently done to rescue a survivor.
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@ProfSinful said:
https://forum.deadbydaylight.com/en/discussion/comment/3179374#Comment_3179374
"Just because we have been conditioned to expect the killer to play more ruthless the fewer gens there are, doesn't mean we should accept that premise as correct"
that premise is exactly correct and should be treated as such.
"We have bad design resulting in severely unfun scenarios for both sides and we should strive to never fix them or analyze why they happen" /s
But to be serious why? Why is that premise correct? Why should it be treated as such?
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@Whoudini said:
https://forum.deadbydaylight.com/en/discussion/comment/3181233#Comment_3181233
Ig my thing with blight is as a blight main I would not want to have the extra 1 second cooldown when I am simply cancelling a rush. I see what you are trying to do overall with the balancing and I think a killer like blight would still be S tier and be above the others even with these changes and further addon changes. But I think having killers which are much more capable than others is just fine, especially a killer like blight who truly shines if you spend time learning him.
Put it this way you would have to nerf a killer like blight considerably and buff trapper considerably to bridge the huge gap between that example (I think you would need to give trapper some kind of movement speed ability for example for him to have close to blight's map pressure).
For the attack cooldown I think it would help make him a lot less oppressive when a survivor manages to actually dodge a swing, and gives them a bit of time to actually gain distance. I can understand wanting to end a rush early, running off into the void from butter surfaces, but I think the more practical case would help with counterplay.
I understand that Blight would likely still be among the best killers of the game, but I did not want to be like some posters saying "Blight needs to be 4.0m/s with 6.0m/s rushes with only 1 add-on slot." I was trying to keep reasonable levels of nerfs, and add better rewards for counterplay.
As far as the map traversal speed I did partially account for that in the tunneling section, as I give killers a speed boost for leaving hooks without using their power. A lot of the changes were not intended to be in the vacuum of their own section, but forums work best when I could cut parts up to discuss individually.
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@Takeda_Nobutada said:
https://forum.deadbydaylight.com/en/discussion/comment/3179654#Comment_3179654
and none of them work Let's say you go full Anti genrush build
What about chase? What about healing?
Survivors don't need ANYTHING their overall objective is to hold m1 this is the way to win Simply hold m1
Killers= kick a gen-Gets repaired-Kick it again-Gets repaired and boom end of game and you're losing for what? Because Survivors can use Something called Toolbox
2 survivors on a generator with normal toolbox takes 30 to 20 seconds to finish a Generator
And then so on While you're chasing A survivor who uses every dirty and broken perk to keep you on chase While others work on gens and then endgame you get insulted for everything you've done and haven't done
This is the fact
You could say whatever you like But we all know This is the fact The game is survivor sided End of the line
You just don't want to believe it buddy but it doesn't make it a false Opinion cuz it's a fact and not an opinion
2 Survivors on a gen takes ~53s. A brown toolbox saves 8 gen seconds for the entire game. So twice per match the survivors can complete duo 1 gen in ~37s. That still leaves 3 gens and the survivors now have no items.
The game is survivor sided at the highest end of play, which is not any match that any of us are playing in. Most tournament players only scrim against fellow tourny players. Also the matchmaking system has been revealed to essentially cover half the playerbase when at "top MMR".
The normal matches most people play in result in killers slaughtering solo-q survivors, and having a fair match against SWFs that are actually trying to escape. Most SWFs are friends of varying skill levels just trying to goof off with their friends anyways. If the killer wants to take it serious/sweaty they can fake tunnel the weak survivor to trick the others to take protection hits and give free downs.
Killers that camp and tunnel then lose from better survivors, are doing themselves a disservice by artificially inflating their kill count. If I play for 12 hooks then I will always get people my skill level. If I play for the "win", I will use any method to cheese and not learn how to outplay people or learn the intricacies of my killer's power in various scenarios. Losing is an important facet of learning. A loss is only a waste if you learned nothing from it. Although to be fair, a loss as killer on Garden of Joy is learning that map is a mechanical nightmare and an exercise in patience as opposed to skill.
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@EternalSinOfCain said:
https://forum.deadbydaylight.com/en/discussion/comment/3182793#Comment_3182793
Us East. I play early morning on weekdays and prime time on weekends.
Interesting, thanks for the info. I might try waking up early instead of staying up late and checking queues then.
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@SilentShepherd said:
https://forum.deadbydaylight.com/en/discussion/comment/3182253#Comment_3182253
https://us.v-cdn.net/6030815/uploads/17XOXAFV641W/see1.jpg
Example of a game of mine. I maxed out Objectives, 10,000 is max.
I did 3 generators, 2 of them by myself. I didn't get any more credit for the rest of the gens I did because of cap limit of 10k. So yes, rest of team was running killer, but I was doing my job doing Generators. I also unhooked and healed people, with 5k Altruism.
Yet I was 3rd on the scoreboard score at end game. Here you come along and say I didn't do anything by looking at the scoreboard.
I always run into solo-q survivors who make this same claim, that is "I did 3 gens." What they don't like to admit to is all 3 of those gens were adjacent to each other, making the team be 3 genned as a result. That may or may not have happened in your game, but I have seen it far too often in my matches as both roles.
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Copied from my nerf all S-tier buff all D-tier post, but relevant here
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The tape mechanic is either entirely ignored or abused similar to the old AFK pig style. Hopefully with these changes her basekit will be effectively increased without resorting to abusing fringe cases to be remotely effective.
First, I would have condemned progress at half the rate of active tapes when within range of an active TV and not in chase. This doesn’t stack if you are in overlapping fields, or are holding a tape. The Videotape Copy add-on now removes this passive condemned instead of TP condemned. Secondly, like the AFK pig change, the 2 furthest TVs are selected as tape return locations instead of only one. I think this might be enough, but if she needs more love then perhaps give survivors debuffs at levels of condemnation. I would have a simple hindered condition with 1 or 2% per condemnation level, except when fully condemned. I would then buff the iri Remote Control add-on to keep this hindered when fully condemned. For reference Clown bottles and Dream Snares are 15%, so the max possible slow would be 12%, or 14% with the iri add-on.
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To update my thoughts since playing against Wesker's semi-permanent 8% Hindered, I'd say the 1% would be worth testing. The 2% per level would likely be far too oppressive.
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@EternalSinOfCain said:
https://forum.deadbydaylight.com/en/discussion/comment/3182514#Comment_3182514
https://us.v-cdn.net/6030815/uploads/6BDE5H9DZ1B1/screenshot-28213-29.png
Yup.
https://us.v-cdn.net/6030815/uploads/7RGWF7KOOIMW/screenshot-28220-29.png
Never happens.
https://us.v-cdn.net/6030815/uploads/GAJD28IY3D7D/screenshot-28230-29.png
Nobody wants to play Survivor.
https://us.v-cdn.net/6030815/uploads/H8P8XR656AVG/screenshot-28218-29.png
Killers never have the BP bonus ever.
What region do you play in? I play NA West and I haven't seen Killer BP since the first day role incentives was re-added (and even that was only for about 2 hours). I also have checked sporadically from times such as 10am-4am on weekends, and 6pm to midnight on weekdays. It might only show up during the day on weekdays, or early morning on any day for my region, but as far as I am aware it never swaps.
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@SilentShepherd said:
https://forum.deadbydaylight.com/en/discussion/comment/3182216#Comment_3182216
or, just kill them all. Like the game was intended to be played.
problem solved.
This party game was intended for people to have fun. If one person gave me a fun experience and someone else didn't, I'm going to pick favorites to reward.
Edit: The idea is Carrot and Stick. Carrot for the fun player to incentivize more, and Stick for the unfun player, to disincentivize their actions.
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Hmm should I let the person who actively popped dangerous gens to prevent a 3-gen, went for rescues, and led me on fun chases go? Naw, Imma let that Blendette who only touched gens outside of terror radius, never saved or took aggro while at 0 hooks, and in general, was a nuisance to play against, get Hatch /s.
I will reserve the right to kill who I please as killer. If I get bribed with a Flan of BPS then I'll go for the 8 hook tango and cap my BP categories if I dang well please.
That being said if I let you wiggle off my shoulder or slug you, please don't snitch. I want you to live and if you do something bannable I can't protect you from that. Just do gens or follow me to indicate you want another chase, don't lead me to the loser. I want the best for you, not the worst. You need to be my next solo-q teammate, not the person I am trying to kill.
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@Marik1987 said:
Freddy needs an Addon-Pass asap and Snares/Pallet-Switch like Clown Basekit.
He can use them unlimited just like now, old Traps are replaced when runned out of Tokens. This mechanic is fine. 7 Tokens in total would be fine, the player choose which ability he wants to.use.
He should be able to use Terror-Radius-Perks like Couleophobia in Dreamworld too. Actually, he is even limited in using all perks of the game.
His Dream Projection is fine how it is.
OR: Rework 2.0
I was only trying to make (hopefully) relatively easy basekit changes, and agree he needs a new add-on pass to make him more relevant. I simply don't think I am qualified with enough experience on Freddy for add-ons as I am with Clown for instance. The reason my version has the mixed cost tokens for Snares/Pallets is because currently Snares are limited to 5, and Pallets at 7. My method ensures the max single type remains the same, and mixing and matching is possible now. The pallet add-ons are given a short term fix until a full pass could be done.
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@Whoudini said:
Cool ideas. I think only caveats from what I read (I simply don't have the time to go through all of these), is the basekit of blight should be untouched, it by itself is actually pretty well balanced and I get punishing for misses should in theory happen, but a lot of even very good blights use a swing to cancel their power during travel etc and I feel like punishing this aspect is a bit unjust. I think we need to hit the addons if we wanted to nerf blight. Alchemy ring should probably recover say 2 tokens on a hit, the change you proposed I think is too small for a purple addon. I am surprised you left compound 33 untouched as well as this is arguably stronger and lower skill than the ring. Overall interesting ideas.
Of note as well I think the trapper idea is a very good one. Reloading at lockers would remove some of his rng related issues with map size and trap spawns as it would overall limit the amount of walking he has to do and would give some iron maiden synergy (probably not worth it but still nice).
The nerfs targeted at Blight do not punish bounce logic at all, and Blights who use skill will largely be unaffected when it comes to match results. The only reason Blights currently swing is to juice a little bit of extra distance, and can easily learn to take the normal fatigue instead. My changes only punish failed power usage, and using no power at all in the form of 4.4 speed. I also made sure to target Alchemist Ring's excessive power, by the normalization of Blight fatigue with and without the add-on.
My personal goal was to eliminate S-tier and D-tier, and flatten the categories to A through C instead. By flattening all killers in basekit power potential, hopefully there isn't as extreme power difference between say Nurse and Trapper. This would also allow for further basekit changes, such as those found in 6.1.0, to be made if needed, without over-buffing the extremes.
I don't doubt all of Blight's add-ons would need adjustment as well, but I only wanted to make basekit changes. (With the exception of Clown since I believe I have enough experience to make reasonable changes for most add-ons.)
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There are only 2 real strengths of PT. The first is Objective BP generation. Instead of needing to solo 8 equivalent gens to cap, you can just duo roughly one and a half gens. The second, and real strength of PT, is giving Survivors the psychological push that cooperating on the gen isn't (as much of) a waste, tricking them into generating you more BP. The psychology is much more powerful than the numbers. The real math is saving 7s/10s/13s for duo/trio/quad gen timers. 53->46s in the most common case, is still less efficient than solo-ing 2 separate gens, taking 92s 2xcoop compared to 90s solo.
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@ByeByeQ said:
I could get behind a system where you don't match again with the last killer you faced or if you faced a killer twice in a row you will not get matched with another to make it 3 in a row. Something like that could at least be reasonably implemented to accomplish the OP's title goal: match variety. If they could do the same for maps that would be good too.
To do anymore would be overreaching and most likely have a very detrimental effect on queue times.
It would only be a detrimental effect against problem killers, which would force problems to be addressed in a more timely manner. My implementation also would give a BP killer incentive similar to the role incentive, so it would ensure queue times are only affected if you are a one trick for an excessively banned killer. Variety killers would have faster queue times because they can choose. Also you can look at the Beta Wiggle for a ratio of people who use all the features in the game, and more people don't use such features than do.
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@Dream_Whisper said:
Usually, I would object to this... as Cocky Survivors whom complain about being tunnel, Usually does some stupid to warrant the tunnel.
Scenario A.) I hook a Survivor, I leave to go find another, couldn't find anyone so I return to hook. I only can find hooked Survivors running out in the open and cannot find the Rescuer whom decides to go hide in a locker or behind a Bush. I do not have time to waste going search for the Rescuer, yet the injured and recently unhooked Survivor is running like a idiot and asking to be a target.
Scenario 2.) I hook a Survivor in a basement, I leave the basement and go pop a generator far away, the Survivors flees and head straight for the shack where the basement is, while the unhooking happens. I too busy focusing on chasing the one guys, maybe score some injures... but.. the cheeky unhooked Survivor body blocks me and expect me to hit them. Standing there and do everything in their 10 seconds window to make me waste time not going through their model so I can successfully down their teammates. Now, I am a dirty tunneller, because I am force to either hit the unhook Survivor, I am forced to wait out his 10 second Endurance, and I am forced to let his teammates making stupid plays and mistakes and I cannot assert punishment for that.
If I wanted to change hardcover camping and tunnelling, I would simply make it so the Survivors that just got unhooked as no darn collision so they can no longer take hits, and I can go right through them to find the Rescuer and attack them. Also, it would be slightly nice if I can temporarily aura reveal the Rescuer so I have more incentive to stay away from the unhooked Survivor or something.
So you agree with my suggested changes? I apologize for not fully understanding you, but your last paragraph has the exact changes I listed as if I did not suggest them (with some more in mine). The lack of collision and effective invisibility for 5s, and boon snuff action at hook for revealing the rescuer, with a speed boost to make up for lost time.
I do understand if beyond the initial 5s the survivor bodyblocks then that should be punishable. Perhaps protection hits disqualifying the re-hook timer could prevent that abuse, since the survivor that doesn't want to be re-targeted can run away from their team.
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@[Deleted User] said:
I think a better solution would be allowing the killer to choose where the scourge hooks are.
The way I envision it is that there would be no scourge hooks at the start of the match, save for the basement ones if Monstrous Shrine is equipped. When you hook a survivor, that hook becomes your first scourge hook and its effects also immediately apply. Repeat until you have all 4.
I like the risk reward nature of scourge hooks, and greeding that extra distance to be denied by a bodyblock or sabo is a fair trade. I love greedy plays being punishable, regardless of who is greedy. Being able to self-designate Scourge Hooks is almost all reward no risk. Plus your version could needlessly buff camping killers, as they can just hook in their natural or artificial 3 gen early and never leave the proximity.
That being said I wouldn't mind a perk with a lesser scourge effect that allows 1 hook to be designated by the killer. (Starting with 3, and the first non-scourge hook is converted.)
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@Bran said:
I could agree slugging could have some change, but the proposed changes seem more or less unnecessary.
I could be (possibly, not gauranteed) persuaded being slugged for a longer period could be given a free pick up though.
Currently there is no form of suicide for bleeding out on the floor like there is for being on the hook. That is needed to prevent abuse cases. Also the game is designed around the killer hooking people when they are downed. If you wait a solid minute before hooking someone then you aren't preventing a flashlight/pallet save, you are just bm-ing the person at that point. Also the basekit weak version of Deerstalker can help when you are trying to find what shrub someone crawled into when their audio is bugged, or on maps like Dead Dawg where there is a forest of shrubberies.
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@Bran said:
Its as I say, there is nothing wrong with re-downing and re-hooking and so there just isn't any reason to try and punish killers for survivors bad plays.
A change like this would just let survivors get even more safe unsafe hooks for no reason.
Given that the safety of unhooking action currently lies solely in the killer's hands, this seeks to balance that notion. In most cases the killer should be chasing after the rescuer, and it isn't the killer's fault if the rescuer hid, forcing their hand in chasing the hooked survivor. This gives the killer the needed tools to find cowards, while not overly punishing survivors for their teammate's misplays.
To your first point I agree, nothing wrong with re-downing and re-hooking, as long as the player had a chance to do something other than be immediately chased off of hook. Having you be punished for a teammate's decision is bad design imo. The people rewarded for good decisions and punished for bad should always be the ones making those decisions.
To address your second point if the unsafe safe unhook was so unsafe, then surely the person rescuing will go down easily since they put themselves in a bad position.
Edit:Fixed grammar (survivor's -> survivors, it wasn't possessive)
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@ProfSinful said:
You know, I would completely agree with this only during certain stages of the trial. The only time an effect like this would be acceptable would be during the early game, and this would be defined as the time period before the first two generators are completed. After that stage of the game, you've entered the mid game at which point the invis/silence should be disabled. That being said, the current 10s of endurance + haste should still apply regardless of what stage of the game you're in due to the fact that "playing fair" should matter less and less as the game begins to come to an end (thus the reason DS + OTR deactivating after the last gen pops is a good thing, Hope having an infinite duration is a good thing, noed proccing, rancor proccing, and whatever else). At 1-0 gens hard tunneling, camping, slugging, etc. is to be expected from the killer, especially if they're in a losing position or attempting to snowball.
To that end what about 1s per gen remaining? Also any thoughts on Guardian being the BT equivalent for these new features? I personally like that since it is a general perk now so it can function as a non-pay to bandaid solution, as some people have complained about Reassurance of being. Also the google doc has ideas for buffs for spreading the pain, and disincentivizing early kills. Part 5 takes that into account. Sadly the automated spam protection prevented me from posting any more discussions today, so I couldn't post each section right now.
That being said though, just because we have been conditioned to expect the killer to play more ruthless the fewer gens there are, doesn't mean we should accept that premise as correct. I feel as though them only being active while gens need to be done is a good enough time frame. If in my example of someone on 2nd hook instead of 1st being tunneled they only have a 20s timer to be camped out by the killer to die. I would say that is still a reasonable timeframe if you want to commit to someone being dead instead of chasing the unhooking survivor.
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@YOURFRIEND said:
Doesn't really matter how loud and bright a gen is if it's done while you're travelling to it. I'm sure blights and nurses would love that though.
Yes but the gen on your side that you weren't planning on checking out is more obvious now. Also killers far from the middle power bracket are dealt with in section 8 if you would care to check out the google doc. Alternatively you can wait until the forums approve my post of that section. (I accidentally hit the automated spam block.)
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@TeabaggingGhostface said:
If you bring back old hatch and old keys, og moris are coming back too
Says who? You can do some things without others. I can walk a mile and that doesn't force my neighbor to do a backflip. You can request it separately, but the issue at hand is an idea to punish early kills with an early escape venue.
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@Seraphor said:
Old hatch mechanics was survivors escaping without completing their objectives.
Camping is the killer fastracking their objective.
They are not the same.
The survivor still got found, downed and hooked, which is the killers objective loop.
How many times does it need to be said that survivors are not entitled to every hook state. The game isn't "get hooked twice but not three times." You're supposed to avoid getting hooked entirely.
There are counters to camping, and there is more they can do to make camping more costly for killers. Thats what they need to do.
The first point is false. Old hatch mechanics required 5 gens completed, minus 1 per dead survivor. So if you hard camped out or tunneled the first survivor and the remaining survivor's popped 4 gens, hatch would spawn. Survivor's did complete 80% (in the 4 gen sense) of their objective, and with 25% of their team removed, they did more than the 75% they should need to.
Camping is the killer cheesing their objective, similar to hatch escape which is considered a tie btw, resulting in a net win for killer. Does that not feel like a win? Well it also doesn't feel like a win for survivors to only have 1 person die from facecamping or immediate tunneling off of hook.
To the "avoid getting hooked entirely" argument, the game is designed around survivor's going down in chase - eventually. They might get 3 vaults on a window, or use every pallet on the game, but they are designed to go down. The only surefire way to not get downed, is stealth. Good stealth plays are the most frustrating thing for killer to face because they are so effective. "Oh I looked behind the 3 rocks in the area but you were behind the 4th" or "I didn't circle twice so your Self-Aware walk speed hid you the first rotation" is some of the most detrimental things to happen for killer. All the killer's time wasted there is all the remaining survivor's time able to progress the game, and since you aren't in chase you can't at least guarantee they will eventually fail. So unless you want everyone to be god-tier stealth gamers in order to play I would refrain from using that logic or claims.
This is a good bandaid mechanic because of the ease of implementation. It is a bad long-term solution however, and I hope they fix the numerous problems causing the bandaid to be required.
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I like it as a bandaid. If they actually fix the issue then I would like it removed. For the meantime having a fall basically count as a damaging hit seems like fair counterplay for Wesker to risk "holing" himself in the rarer circumstances it would apply.
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@Deadeye said:
btw survival category gives 7k for escaping and since last patch, where they added a lot of survival scores, I regularly get BP for eswcaping and still 1-3k when dying. I dont think survival BP is still that hard to do
This would work for self heals and team heals, which can help bridge the 8->10k gap in two categories for a relatively simple change. I definitely agree with this change given the difficulty in getting Survivor BP compared to Killer (minus Sacrifice category).
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PT saves ~7 seconds on duo-ing a gen(53->46),~10s on a trio gen (43->33) and ~13s on a quad gen (41->28). In most scenarios it would be better for those players to still solo gens at 90s solo, 92 double duo, 99 triple trio, and 112 full squad 4 gens, and that doesn't even account for movement time between gens. The only time it realistically saves time, is when competing against a 3 gen, and the killer has to bounce between the 2 edges of their 3 gen. Also if PT is this impossibly OP perk, why not use it's hard counter Discordance?
In short the problem isn't PT, it is solo-ing gens.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3165371#Comment_3165371
I don't think it would be a level of stress, personally. As long as you're actually playing, it will never kick in anyways. So it's like, yeah, there's technically a timer, but it's kind of irrelevant unless you're actively refusing to play. So no reason to even worry about it.
https://forum.deadbydaylight.com/en/discussion/comment/3165466#Comment_3165466
Hiding is a part of the game, but hiding for extended periods of time and refusing to try and repair or progress anything else (healing/totems/etc) is against the rules. It's why I have half-speed for when hiding near the killer out of chase.
That is needlessly strong, since you can kick a gen and afk near it for a minute or two, forcing crows against someone legitimately trying to play, just refusing to go down in miliseconds (exaggeration for effect) in a chase against them. It also could be abused since a killer could just travel between two gens and kick them repeatedly, the survivors never get a chance to work on the gens and progress them beyond the crow timer they are gaining. These are players actually trying to progress gens, but are getting punished for it.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/3167021#Comment_3167021
DS was overnerfed. I've said that numerous times before.
But:
- Baseline BT
- OTR buffed
- Baseline BT buffed
- Reassurance
Are all targeted changes to make tunneling and camping weaker, so it's dishonest at best to say 'BHVR holds killers hands to make it easier'.
I tried it out earlier, and unless you're on Nurse or something, the speed boost granted by the buffed baseline BT is more than enough to reach safety or get a bodyblock.
Reassurance was nerfed into near uselessness against non-SWFs, as the killer can just camp out the extra 30s with solo-q teammates thinking they still need to go for the rescue, losing the value it was supposed to add. That forces each individual solo-q player to leave their gen, check if the killer is camping, then go back to the gen, which on average loses the 30s you stand to gain. With the PTB version at least one player could stealthily camp the hook with the killer, forcing up to 5 uses per hook stage.
You mention all of the endurance buffs, but did not counter my assertion that before the perk shakeup, there were 3 levels of anti-tunnel in BT/DS/DH. Now there is only 1 in the worst (usual) case, 2 in the best case. 1 with a basekit BT proccing the endurance, 2 being the speed delays the hit until over 10s, in which the OTR endurance procs. It doesn't matter if they added 42 anti-tunnel/anti-camp endurance conditions, since only 1 can be activated between mending. With all that in mind, there is effectively only 1 max anti-tunnel feature instead of the old max of 3, severely buffing tunneling.
As for camping there were no basekit fixes, so survivors need to "pay to participate" in worst case scenarios. In a more realistic scenario Reassurance in it's current form is better as a killer perk, since it forces someone to get within 6m of the hook and then leave, forcing 2 players to provide pressure on the hook without telling the non-Reassurance player they need to do that. Often times a survivor trying to use Reassurance gives the killer a free hit anyways. The only time Reassurance is objectively useful for survivors is endgame facecamping, which I believe is the opposite time where the perk should get value. If a killer facecamps at endgame and you buy 30 extra seconds, that is basically enough to fully heal 3 injured survivors and get into position for a rescue.
To make tunneling properly nerfed, I would make anti-tunnel endurance not set you in Deep Wound (basekit or perk BT/OTR). To make Reassurance much more fair as an anti-camp feature, I would suggest it lasts 60s per activation (still 1 per player per hook stage), and disables and can't be used again after all gens are completed.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/3162238#Comment_3162238
You mean the...four separate changes to make tunneling and camping harder?
Tell me more.
https://forum.deadbydaylight.com/en/discussion/comment/3162754#Comment_3162754
I'll tell you.
The way the MMR is calculated for killers you've never played before is baffling.
According to some sources, it's pegged just below your highest MMR killer. Others, it's your average MMR.
Yes.
On a killer you've never played before and likely don't have many perks or addons for yet.
So people go in, get clobbered and switch to a simpler strategy.
2nd part is on the money, if MMR is going to average your killers, then killers should be able to swap in the lobby/queue. You see the same name same cosmetic 4 survivors, you bring your A-game killer.
1st part is dead wrong. DS, one of the best tools to counter tunneling off of hook when it is used or not, was nerfed into near uselessness. Now killers have no fear of activating it, if it even is equipped. The replacement, OTR, is countered by people that commit to the hard tunnel and refuse to wait out BT, or just want another STBFL stack. Also DH which used to not be endurance based, could be used in concert with other anti-tunnel mechanics. So the old best/worst case BT into DS into DH into dead is now basekit BT into just dead. For the mechanics to be fair or equivalent, anti-tunnel endurance procs need to not provide Deep Wound. That way the triple anti-tunnel can happen again, with BT not Deep Wounding, OTR not Deep Wounding, then DH Deep Wounding. Also with the basekit 10% less distance gained by Survivors, killers have it all the easier in continuing their chase on a tunneled survivor.
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This is similar to a solution I came up with for a range of things accelerating a game to a close. For mine I have actions/situations pause, regress, and add to the afk timer, based on what they are doing to the game state.
As far as stealth in general, the game is designed around evading the killer, whether by extending the chase, or never entering it. When all 4 survivors start hiding from the start, preventing the killer from ever interacting with them, then I'd say stealth can be greater touched upon.
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@sizzlingmario4 said:
While I understand the frustration, this can’t really work even with a lobby of 4 solos. Even if I am not playing with any of my friends, if I happen to get matched with a TTV as a teammate, and I die before the end of the game, I could easily go tell them the killer’s entire loadout.
I’d have no issues with there being some text that says “wait until the end of the match” like you suggested though.
I feel like that flaw is jumping through too many hoops in comparison to the new/inexperienced player benefits that most people would recieve. To throw a bone to the concept then perhaps anyone with "ttv" in their name counts the match as a group for the purposes of denying info until the end of the match. This doesn't counter people with steam profiles with their twitch linked there, but it still would block more than none.
I still think the risk of "sniping" the killer's build happening when paired with a random ttv would at least be a safe risk to take. Especially given that killers can currently do that as well, and get free aura reading when the streamer is hooked/kindred, as well as permanent info on the streamer's location. Plus with the new streamer anonymous mode, I think that is a bit of a non-issue.
Also when someone is dead, it usually is from the game being close to being over in the first place. If someone theoretically suicided on hook at 5 gens just to tell 1 person the killer's loadout, I think the difficulty in completing 5 gens with 3 people is still too high of a mountain to cross. Even then you could figure out a good number of perks such as STBFL and Overcharge without needing to have it be confirmed.
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If the group system is too difficult then maybe only have it work for solo players. Groups of any size just have to wait until the end of the match if they want to see the build.
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@SuzuKR said:
Ah yes, the perk that…
- A survivor can run 26m away during the 3.5s of fatigue (2.5s if survivor misplays for 22m) + 3s to pickup before the killer can even turn around or move. Meaning even a survivor starting 0m from the killer can leave the range before the killer can even move or turn the camera.
- Against a killer survivors should be staying split up against regardless of build, which applies to every single killer except Twins.
- Can be countered by hopping in a locker for a little bit until the killer hooks them even if you’re in a corner of the map and can’t run out.
I’m sorry, were you actually being serious or did you genuinely think a 7200h Nurse main that played competitive semi-frequently going against pub lobbies and winning proves anything?
- Your math has been proven to be faulty in the past, and disingenuous in numerous circumstances. This doesn't account for the Nurse following the Survivor to the nearest hook on route and Blinking towards them after hook. That also doesn't account for needing LOS blocker's against Nurse, which reduces the effective survivor distance due to moving perpendicular or diagonal. That also doesn't count against the Nurse's distance, since she can blink through those same walls. This doesn't account for hiding in the vicinity and Nurse blinking through 2-3 walls for the hit after the hook. This also fails to account for Survivor's knowledge of the perk's existence until after blinked and hit by it, or bringing Distortion. If the claim is "every match bring Distortion in case you run against a Nurse with Awakened Awareness, but no one else" then that is a problem with the Killer, not the perk. Also if the only assumed counterplay against Nurse is Shift W away, that doesn't account for maps not being featureless planes of white empty space, with no map boundaries. (Plane in this case being plane of existence rather than plain like with grass.)
- Accurate, but not everyone is trying to sweat out peak efficiency gameplay like this is a tournament. Some people care about those juicy co-op Bloodpoints, especially since Survivors are required to co-op gens to max out Objective points (outside of niche circumstances). Solo-ing gens gives 1250 for the full 90s, with 50 for a Good and 300 for a Great Skillcheck. Let's be generous, and say you land 3 Good and 4 Great checks when fully completing a solo gen. That gives 2600, and you as a team of 4 can only expect 1.25 gens and half a gate on average, bumping it up to 3875 total. Most Killers just playing normally max out Devious and Brutality, with Hunter being more choice of Killer reliant outside of farming.
- Proven false in the video within the 1st minute due to a lack of LOS blockers, and seems a bit impossible to complete matches on smaller maps for survivors if that is the case. The locker survivor couldn't get out due to Starstruck, and the hooked survivor being ~12-20m away from them. Even a newer killer who wouldn't see a Survivor through the window, would see the gen had progress, and check the lockers or around the shack.
Given the final quip do you honestly believe that wasn't roughly indicative of normal matches which the game should be balanced around? Within a minute of the video the 1st survivor is dropped, a 2nd was locker grabbed, and the 3rd was Starstruck downed while carrying the 2nd. Even if the 2nd wasn't there at all, the 3rd was still more or less a free down from Starstruck. Nothing there required 7200 hours to complete, and I'd argue it would only take 200-500 on the killer to accomplish that same start. Heck, arguably it would have been an even stronger start with fewer hours since they would be against survivors with even less alleged skill.
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Hatch spawning early was an excellent tool for punishing early kills for hard tunneling off of hook. I will stand by punishing undesired gameplay, and rewarding desired gameplay. The details may differ for approaches, although I feel the excessive tunneling was enhanced by hatch's removal. As for Slugging for the 4k, (outside of say endgame collapse) it is a selfish endeavor that the killer engages in to stroke their own ego. They know they already won, but want to squeeze any remaining enjoyment out of the game from the 2-4 survivors.
If the killer's build was revealed on your death when no one in your party is alive, then I would say it is better. This way the reason behind the removal (SWF dying and telling the team about NOED/No Way Out/other perks) is addressed, without impacting solo-q.
It is also fine if you have an idea of where the person is and commit to one last chase to end the match. I even am fine with hunting down the last survivor because you want to reward the slugged survivor with hatch/gate, instead of the other player. 4 minute bleedout, or even worse, 3m59s bleedout into hook, is such a waste of everyone's time. It may not be against rules as written and enforced, but it is against the spirit of the rules. It is far more scummy than survivors t-bagging at the exit gate for the endgame collapse because at least killer can force them out, or wait 2 minutes.
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"Killed her" and "Yun-Jin" are still blocked as well. At least have a word replacement filter like Town of Salem. If you use a "naughty" word it converts it to stuff like tarnation, balderdash, snap crackle pop, flummery, child born out of wedlock, kick the bucket, feeble minded, codswallop. I also am rather fond of "you suck" being converted to "you are a great player".
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I think we need to see Wesker's power fixed and far less janky before we mess with the amount of Sprays. If hit and run Wesker becomes possible then I think 12 may be fine. Although maybe an add-on to make them 1 charge per chest instead of 2 wouldn't be too bad of a change. It could even be 9 total, with random values or 3 chests with 3 charge Sprays.
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Off the Record is such a solid counter that you don't see the benefits of when your aura is blocked. So many times people are running OTR instead of Decisive, and my Floods of Rage or add-on map-wide aura reveals show only 1-3 survivors instead of 3 or 4. Distortion tells you when it is working, but OTR doesn't, so you don't get the same psychological reward or information.
Honestly after a bad streak of matches I swap to slowdown instead of aura reading, because that always works, where aura reads don't.
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I will say my favorite outfit for men is Felix's Fabio costume. Thank you to who made that, and also thank you to who approved it.
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@Raptorrotas said:
https://forum.deadbydaylight.com/en/discussion/comment/3155933#Comment_3155933
Not a false eqivalency because by default survivors arent a team who share any win condition. Thats only in swf players mind. Of course we also could useyour version but thats worse as it's my version applied to only 2 of 5 people involved. What about fairness lol.
"When playing x be happy with doing only ~71 - 75% of your objectives, else youre a sweatlord"
That is a bit disingenuous to claim the Survivors aren't a team. I can understand if Solo-Q has driven anyone to that level of misanthropy, but that doesn't change the base concept of the survivors needing to work together to escape. If I decide to not to gens and bodyblock other survivors treating the game like a free for all, odds are I will not survive. In addition if any survivor gets hooked they almost exclusively rely on altruism to be rescued. Theoretically they could be running a Slippery Meat/Deliverance build, but that can't get you off a 2nd stage hook.
Also the basic tutorial claims "Teamwork is an essential part of Dead By Daylight.", so on one count that argument fails. On a second count that argument fails because as a solo Survivor I don't need to complete 5 generators or fully occupy the killer's time, any survivor can complete generators or distract the killer, be that in chase or through clever use of perks. If that isn't a team working towards a common goal then I guess it fails to match similar patterns throughout the rest of games created by humans and I am truly at a loss.
Wait a minute... what does it say under ban reasons? Under the Griefing: Intentional Gameplay Abuse section the very first bullet is "Working with the opposite team to gain an advantage or grief teammates". If all the above isn't clear the survivors are a team then I think you are playing a different game and are on the wrong forum.
"Thats only in swf players mind." Despite every instance I specified when I would play Solo-Q? When I play with my friends sometimes we like to grief each other a bit and maybe get out, because we know we will take the ribbing as fun teasing as opposed to bullying.
Additionally, when I use the phrasing "person who helped me earlier", I am referring to each player who qualifies. If they did gens, they helped. If they unhooked me or others, they helped. If they did nothing, sat in the corner with 0 hooks up to that point, or contributed to 3 genning us, then they sabotaged all other survivors. If I maxed Survival from excessive self-healing then I have no reason not to gift the killer more Sacrifice BP if they weren't being a jerk. Also when I refer to bodyblocking for unhooking in endgame, that requires more than 1 person in the case of facecamping.
As far as the sweatlord concept I typically only consider players sweatlords when they speedrun the objective. Be that tunnel toggling (only trying to damage 2 survivors before the first kill), camping, or hard tunneling off hook as killer. For survivor side I would consider solo-ing gens for max efficiency without doing anything else and 59s hook saves when the killer isn't around the hook. Some examples of non-sweaty behavior include but are not limited to: cleansing or booning totems, chests, flashlight/flashbang/pallet saves, or co-oping gens. For killer if you go for whoever you see, you aren't sweatlording, unless of course they seconds ago got off hook and tried to get away from you. Additional personal sweatlording conditions include BTL juicy toolboxes without a gen tome/daily, playing Nurse or Blight with perks without a tome/daily, and otherwise playing as if it were a tournament in regular matches. This is a party game that doesn't hold up to balance scrutiny when pushed to its limits. It is at its best when everyone is just trying to have fun with whatever happens.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3156029#Comment_3156029
Maybe people shouldn’t add useless hyperbole to a discussion that is objectively incorrect. Even if we go off the 3 seconds they stated for recharging a SINGLE blink after the initial hit (which a survivor has no excuse to ever be hit by outside of a misplay), in those 3s, the survivor runs 15.6m (6m/s for 1.8s + 4m/s for 1.2s), while the Nurse doesn’t even finish fatigue (0.96m/s for 3.5s) unless she got the earlier hit with a single blink which is 100% a survivor misplay.
But sure, let’s be gratuitous and say Nurse immediately charges and goes after the 3.5s fatigue is over. 3s, 3.5s, who cares about accuracy right? Then in those 3.5s, Nurse moves 3.36m while the survivor moves 17.6m (14.24m difference gained). And then in the 2s it takes to charge, Nurse moves another 5.78m (2.89m/s for 2s) while the survivor runs another 8m (Nurse has moved 9.14m, survivor has moved 25.6m for a net difference of 16.46m)
In short, before the Nurse has even a chance to resume pursuit by finally actually blinking, the survivor has made 16.46m on the Nurse. At this point, going up to 20m in 1.5s (travel time is based on charge regardless if Nurse manually shortens the blink) leads to up to 29.14m vs 31.6m from each starting location post-hit.
However, landing a one blink hit is almost never happening outside of a survivor misplay, and this assumes the survivor did nothing to change up their path or that Nurse has to adjust to regain LOS or so on and so forth (eg, going sideways/behind cover/etc). Realistically, Nurse will have to charge up to ~1.2s and travel time of up to ~1s to attempt to readjust for attempting to land the hit with the follow up blink. Which can still again, be mindgamed or avoided the way the initial blink was.
What does this mean? After each successful hit, Nurse has a realistic downtime of minimum 3.5s fatigue+2.5s recharge+2s charge+1.5s travel+up to ~1.2s charge+up to ~1s travel for around 9.5s + (up to ~2.2s). In short, anywhere from ~10s to 11.7s, before another hit can even be attempted. Every 1 blink into fatigue is ~7-8.7s (2s fatigue+1s recharge+2s charge+1.5s travel+up to ~1.2s charge+up to ~1s travel) bought. Every 2 blinks into fatigue is ~10-11.7s (2.5s fatigue+3.5s recharge+2s charge+1.5s travel+up to ~1.2s charge+up to ~1s travel) bought. All of which can result from successfully mindgaming or evading a Nurse and thus making the better call just to fatigue after 1-2 blinks instead.
I would recommend learning what you’re talking about before trying to lecture someone else, thanks. :)
You appear to be either failing to understand mathematical calculations, or basic human parlance. Now to be fair the other poster appears to not be a native English speaker/writer, or alternatively typing quickly without proofreading. I cannot help you understand how other people use language, but I can try to help you understand math. I tried to lay it out as simply as possible, but I suppose I have to be even more verbose for clarity.
Your claim was the Survivor was 41.6m away from the Nurse after she landed a 2 blink attack, recovered all charges, and finished one blink again. You failed to account for the Nurse's movement toward the Survivor which resulted in less than 3m of distance once the Blink, which you included in your calculation of time, was completed.
- Under the assumption a Nurse landed a 2 blink hit, they have a fatigue of 3.5s. This is calculated from 2s base fatigue, .5s extra blink fatigue, and 1s attack bonus fatigue. The 3.5s is spent with Nurse moving at fatigue speed, which is .96m/s (Where m/s is short hand for meters per second)
- The time to recover one charge of blink takes 3 seconds, since the Nurse already waited 3.5s in fatigue they have 2.5s of non fatigue to recover their 2nd blink. This is done at normal walking speed. Nurse's normal walk speed is 3.85m/s.
- The first Blink has a charge time of 2s to reach maximum distance, which makes the Nurse move at a reduced 2.89m/s.
- Finally the Nurse's time spent in the first Blink is accounted for in which she moves at 13.33m/s over the course of 1.5s.
- When you add up the distance covered in the Survivor's 9.5s and subtract the Nurse's distance in 9.5s, you get the net distance gained by the Survivor after the 1st blink of two following a successful 2 Blink attack. Note this is without any add-ons for recharge, bugged distance speed, or lessened fatigue timers.
- This net distance is 2.835m after the 1st blink is completed. This distance isn't close enough to lunge, but the Nurse has a 2nd blink and at that distance the onus is upon the Nurse to not screw up.
Your claim of the Survivor being ~42m away from the Nurse after 9.5s is actually ~3m. Also in your other example the Nurse is 2.46m away with their 2nd blink to spare. This also doesn't account for lunge or 1 blink hits against cornered survivors, which skew even further in the Nurse's favor. Yes, it takes 9.5s after a 2 blink hit to be in a situation where the killer must misplay in order to miss the hit, and it takes a short while to charge the follow up blink and land the attack. That being said it is far shorter than the basekit ~18s of time gained for most other killers, which can also be extended by expending limited use resources on the map. The Nurse has no such map macro resource play to be used in the survivor's favor.
Now all my math is based on using the wiki's information on the Nurse, however the ~18s is used from the old hold W claim resulting in 20s of time before being caught after a hit. This is roughly adjusted to be 10% less time, as the Killer attack cooldown and Survivor speed boost were each reduced by 10%.
One last thought to help make the Nurse more comparable to other killers is to have blinks take longer when passing through pallets and the walls attached to them, and also a short time after vaulting a window. This would help make the time that map resources have to offer still affect Nurse in a similar fashion, making her actually use the existing mechanics of the game without rebuilding her from the ground up. Blinks could take 1s longer to pass through a pallet or wall connected to a dropped pallet. As for windows, it could use the same system for 3-5s after a vault, but only delay the wall/window blink by .25s to .5s. This could allow for a Survivor to gain time by dropping a pallet at say a 4 lane wall. The Nurse would then need to break the pallet or take 1 additional second to arrive at a blink if it passes the pallet, the long wall, or the short wall during the blink. The numbers here are strictly guesstimates, and could use testing.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3155891#Comment_3155891
Why do you bother spewing obvious misinformation?
Recharging both blinks takes 6s. Charging up first blink takes 2s. Travel time on first blink takes 1.5s. 9.5s is 38m. If you got hit, you ran at 6m/s for 1.8s of those 9.5s meaning you go another 3.6m for a total of 41.6m.
At least be more accurate if using White Room math. If she hit on the 2nd blink she enters fatigue immediately on hit for 3.5s (2+.5 2nd blink+1s swing, hit or miss) where she moves at .96m/s, then walks 2.5s at 3.85m/s, and walks at 2.89m/s for the 2s charge then Blinks the 20m you didn't account for. Survivor gets 1.8s at 6m/s and 7.7s at 4m/s for your 41.6m (which I checked the math, and it was right). Killer gets 38.765m in that same timeframe. (3.5*.96[3.36]+2.5*3.85[9.625]+2*2.89[5.78]+1.5*13.33[20]) With Nurse's movement accounted for The survivor now is 2.835m away with a 2nd blink still available.
I would recommend against spewing misinformation and falsely claiming someone else is, when they are clearly just being hyperbolic.
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@Raptorrotas said:
"Be happy with a 3k, you dont need 4"
"Be happy wtih gens done, no need to escape"
If you say yes to only one of those you might be biased.
That is a false equivalency. The second line would have to be "Be happy with the 3 man out, you don't need a 4 man escape." However in this case, there is additional social aspects of the game, and a risk to lose more than is gained.
In solo-q I would like to rescue the person who helped me earlier, and leave the person to die if they sabotaged me. There is risk in that proposition of rescuing however, as you can lose more than you stand to gain. Even then you have to take hits on the way out bodyblocking, which gives the killer more BP. As killer it strictly is gaining more at the cost of everyone's time. Part of that would be removed if they let you see a killer's perks and add-ons as long as no one you queued with is still alive. Now I will admit to sometimes slugging the 2nd to last survivor, but it is because I want to kill the other person and let the slugged person go. Alternatively if I hated everyone in the lobby and wanted to return the pain they inflicted on me. In general however, I will always kill players I wouldn't want on my solo-q team if I can help it.
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I think converting Medium Vaults into Fast Vaults would be an interesting change that wouldn't buff Fast Vaults further by increasing all vault speeds.
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Honestly I'd even be fine with it being increased to .75s to help compensate for lag. I do agree that 1s was too long in the original test, but lag sometimes makes .5 a little too punishing.
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@Seraphor said:
I believe the maximum possible score in the sacrifice category now is 8400. So yes, it needs adjustments.
Probably the 20th time I've suggested this now: Additional 500 BP bonus scores for the first time each unique survivor is hooked. This provides a maximum additional 2000 points, for a total potential of 10,400, so you can hit that 10,000 point cap with a 'perfect' game. This also replicates the old bonus from BBQ in a lesser capacity, potentially incentivising killers to not tunnel early on in the game.
I think it should be split across the hook stages a little more, and be more rewarding for earlier hooks on each. Perhaps 300/200/100, that gives a little extra but the category is near cap anyways. This also would be rewarded to the hook stage they are hooked on, so if the killer camped out the 2nd stage they get the 100 bonus instead of the 200. This also would help account for a 10 hook game where the 4th surv hid all game and refused to participate.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3154693#Comment_3154693
Ah yes, the tree and rock that Ace never broke LoS with ever during the second blink's charge up or travel. Can you actually check what you're talking about? Thanks! :)
https://forum.deadbydaylight.com/en/discussion/comment/3154695#Comment_3154695
Ah yes, the tree and rock that Ace never broke LoS with ever during the second blink's charge up or travel. Can you actually check what you're talking about? Thanks! :)
Also no, the result of a blink attempt comes down to whichever side makes the better call. Sometimes it'll be the killer. Sometimes it'll be the survivor. Interestingly, people cannot see the future to make a perfect call, so they make a prediction based off how the other person has been playing and other clues to make their best guess.
The point being made was at the time of the First Blink, just because the Nurse shimmied along the side and saw the Ace doesn't mean the entire Blink chain was uninterrupted by LOS blockers.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3154676#Comment_3154676
Everything ever is clearly just Nurse misplaying clearly, and not that the survivor played better/well.
And then somehow missing the cognitive dissonance in some of the best Nurse players in the world also making bad calls or mistakes at times (eg, other times during that game), and then judging performance and balance around perfect play, which doesn't ever happen regardless.
Strange that you say that because Survivor's outplaying Nurse in the open does require that same "perfect play". The point originally made by the person was without LOS blockers the survivors get hit. To counter that example you included 2 LOS blockers in that clip, arguably 3 if you include the rock. You never addressed the circumstance described by the comment chain originator.
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If you are referring to the last line then maybe you lack a sense of humor. Although to be fair this is the internet and I should have included the /s.
If you are referring to my refutation of your point I don't understand what I said was inaccurate. Perhaps you could clarify?
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3154617#Comment_3154617
https://forum.deadbydaylight.com/en/discussion/comment/3154622#Comment_3154622
So then can you explain what happened here?
https://clips.twitch.tv/InquisitiveSincereFinchPogChamp-Gut-xxckE8uhgbAw
Before someone says something stupid like "This is comp so it doesn't count", yes, comp overall is drastically different from regular DBD, but many aspects of chase can still be learned from because it still works the same way. This would have worked regardless of comp or not.
First off there was the Jungle Gym and a tree to break LOS which Ace did, dropping the firecracker behind the tree.
The Nurse misplayed. Ace clearly moved near the tree and the Nurse did not adjust their aim to Blink 1m to the left or right, so when she tried to blink the hitbox overlapped with tree and bumped her back to the closest non-blocked blink location. Afterwards she panicked and tried for a quick follow-up and failed to charge the second blink enough.
This is less the Ace outplaying the Nurse, and more the Nurse breaking under pressure.
Also I do agree with "This is comp so it doesn't count", only because in a real match on hearing the first Nurse Blink there wasn't a DC or someone pointing hook.
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Copied from my WIP design changes document, formatting might be wonky.
Nurse currently starts to recover blink charges when the fatigue starts. I would propose she instead starts to recover after the fatigue is completed. The green recharge add-on would instead lose the 20%, and make Blink charge recovery work how it currently does, on fatigue start.
Another commonly quoted nerf would be making Blink attacks count as Special Attacks, instead of basic. This would be fair considering they nerfed Awakened Awareness almost exclusively due to Nurse being able to abuse this, especially when paired with Starstruck.
There are claims that Nurse would be worthless without basic attack blinks. To counter that I say Huntress thrown Hatchets, Demogorgon Shreds, Blight Rushes, Pig Charges, Oni Blood Fury uncharged M1s all work fine without being basic attacks. Plus she still has basic attacks if people attempt bodyblocking hooks when carrying survivors, when you have someone cornered on the edge of the map and can hit with the lunge, and when using the Spasmodic Breath or Matchbox add-ons. Finally for a bit of a history lesson, Nurse Blink attacks used to be Special Attacks, and were changed to basic attacks when Mettle of Man worked on basics as opposed to protection hits.
I think the above is good enough, but an additional idea would be to lock the camera when blinking, so that you cannot turn until you reach the blink destination. This would be disabled when using the Campbell’s Last Breath addon, re-enabling moving the camera during blinks. (Personally I think this would be too far if combined with the above nerf/nerfs, but the more ideas to play with the better.)