th3
th3
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- th3
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I don't really dodge unless I have to go to the bathroom.
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I had a similar match on Dead Dog Saloon.
I did totems though.
It's a shame my team couldn't keep up in a 1v3.
It was a very healthy gameplay filled match where the generators only got done after he killed a person. (This is after I did all 5 totems.)
The survivors definitely totally had a fun time it wasn't oppressive at all.
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@gusm09 said:
For me it's definitely Legion with Thanatophobia, Hex: Ruin, Sloppy Butcher
Hag with sloppy, stbfl, thrill of the hunt, ruin, shackles and her iri addon.
Literally cancer to go against.
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ruin undying tinkerer
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@TrollToll said:
Hardcore players
because you actually have a fun balanced game.
the current dbd is casual balancing and its a complete dumpster fire.
If I try and sweat my balls off to win I’m not having fun.
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@Steah said:
https://forum.deadbydaylight.com/en/discussion/comment/1887315#Comment_1887315
It's just frustrating that other games you can go see what characters are pick and how often at what ranks and in what regions and in MOBAS you can see what they build in what order most commonly. BHVR has access to all the info and they could share it with us easily but just choose not too
I wouldn't say it would be extremely easy. They mentioned before with having a leaderboard, they don't have the pipeline created to support pulling those numbers out and presenting it to us ingame/website. Let alone the number of data events they handle which can exceed over a million per day.
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@Steah said:
I know they just released some updated stats in October but why aren't the killer play/kill rates readily availbile whenever you want to look? If you want to find how often a character is played in Leauge or Dota or Overwatch then there are websites that have all that info at a moments notice but for DBD killer (and for that matter survivor) pick rates we have to wait for the devs to publish the info. Just seems weird imo.
Because the ability to view stat's in real time outside of their internal methods would require additional work which they (If I've remembered correctly) didn't want to put development time into that.
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@BaldursGate2 said:
https://forum.deadbydaylight.com/en/discussion/comment/1887064#Comment_1887064
In time? How hard can it be to change a perk from a code they know? They are just overpaid, lazy devs, that do only the bare minimum.
yeah all their art team does is just release skins. They should have all these artists working on the bugs. Clearly since they have enough time to release skins they have enough time to fix bugs. smh these developers.
Non-sarcastic reply:
They indicated Dead Hard is being redone so the implementation is in line with dedicated servers. Right now since it was never updated to match it it'll operate on the assumption the killer has 0 ping (as the killer is the server). I would assume net code and that backend implementation is more difficult than just "wahhh lazy devs." But since you are the expert I'll defer to what you said.
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Ironically I just ran into a hacker last game.
Already reported, just found it ironic looking at this thread.
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@Speshul_Kitten said:
I think grabs are similar to the way Dead Hard works, in the way that they require ‘precision’ in sync with the servers.
Guess which one is getting fixed though?
Grabs -> Latency
Dead Hard -> From what I've read it still handles like it was meant for P2P. Redoing the implementation of that perk is easier than making sure you have a solid connection to a server.
I've had games where I get bullshit grabs. It's all about the connection. Bringing up dead hard when it's not even close is distracting.
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@Bond4ever said:
Spirit is being talked about since years, I dont get your point.
It seems to me that you just want to create a "spirit fine survivors bad" post.
This right here lol,
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1885053#Comment_1885053
I have absolutely no clue what you're talking about ._.
Rocket League
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Nah. I'd prefer a 2x bp system which incentivizes you to play on either side when queue times are suffering.
And Survivor Bloodwebs have more to get through with useless nodes than killers so honestly survivors should get something.
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This is more the killer is griefing you so you can report them for that.
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I feel like they are shying away from addons that induce exhaustion
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I prepare my build-addons/perks/item and general thought process for the match.
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Yeah I camp if they do that, once they come out from underneath the hook I'll stop camping.
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It's very creepy
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1872509#Comment_1872509
What concerns though?
Just check their Privacy policy to see what they collect.
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@Yords said:
I think it would be a great idea to make this available to the public, at the moment only the devs are able to see things like statistics. I think it would be great if we could actually see the data that is relied on. It would allow players to see exactly what they can only assume such as the most survivor sided map.
Being able to see statistics would probably help many players understand certain things we have wondered for a long time.
I say that they should be made publicly available.
Idea from @ReverseVelocity
Statistics gathered from certain platforms certainly could be prevented from being publicly released due to NDA's or other privacy concerns. This is why playercounts for consoles is private while steam is public.
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/1872467#Comment_1872467
Okay then I guess for many killers Surge will have to go along with the many other worthless perks like Zanshin Tactics and Beast of Prey becausese a few exceptions can't be made. Along with many other perks that suffer from exceptions.
In my opinion surge is good on the following killers.
Trapper, Wraith, Nurse, Hag, Doctor, Freddy, Clown, Spirit, Ghostface, and Deathslinger. This isn't even counting killers like Legion where the odds of you downing someone with Frenzy are addon reliant that using m1 is required. I also discounted the pig but given how underwhelming her dash is you could include her on that list. Surge is good on over half the roster. As for the other perks I don't know why you brought up Zanshin and BoP since those are just weak perks overall. They even could stand to get a buff in my opinion.
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/1872343#Comment_1872343
Then make it when you get downed by the killers weapons directly. And let's be real it's a slim chance you'll get downed by deep wound or by a specific killers add-on it can't be that hard. And it's dumb because it limits this many killers with their M2 Hillbilly, Huntress, Bubba, Pig, Plague, Demogorgon, Oni, PH, Blight and the Twins.
That's specifically what is addressed in the comment I linked. It's more reliable to not add exceptions for long term maintainability. As painful as it may seem, you need to anticipate all potential scenarios a change can make. Edge cases matter and to pretend like since its a slim chance something will happen is a really bad mindset to have.
Also for every killer you mentioned the exceptions would have to be included. Which again is what the comment I linked addressed. Furthermore, you can assume that it would also affect development of future killer's where the "exceptions" would have to be taken into account. It's just not a good design choice.
@ShamelessPigMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1872343#Comment_1872343
Per the description of surge,
"Your eerie presence charges the air and interferes with technology."
Whereas for knockout,
"The trauma caused by your brutal attacks makes crying for help painfully difficult."
I can see why the devs wouldn't want surge to proc from downtown, but for what little use the descriptions actually are, I can glean that they meant to base it off of the killer and their presence alone.
I would specifically adduce infectious fright, which is also based on your presence in the lore portion of the description. But I don't know, maybe honing stone surge would be just as ridiculous as it sounds.
The description of the perk lore wise can sometimes be irrelevant gameplay wise but I get what you are talking about. As for ridiculous things you could include going down from Deep wounds.
What's extremely irritating is when people include insults in their posts, it's disrespectful and takes away from what they are trying to convey. As for what you said, it's much simpler and easier to maintain than changing the entire system to that. It sucks that some perks aren't good on certain killers but isn't that the point of having so many different perks? Certain builds are good on certain killers and surge won't be as useful on killers like huntress just like sloppy isn't.
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/1872330#Comment_1872330
Why would it be dumb to remove the basic attack requirement?
I believe Almo covered that in another thread but in summary:
@Almo said:
We don't want it triggering on getting downed by an addoned Bear Trap, or going down to Deep Wound, etc. It's better game design if we don't start stacking up a series of exceptions.
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@ShamelessPigMain said:
I get that most people use surge to apply regression without touching generators, but does anybody else feel like the 8% regression is a measly sum? If so, what might be a reasonable numerical buff to 8%? Maybe increase the range?
Wouldn't be opposed to a numerical buff from 8% but removing the basic attack restriction would be dumb on many levels.
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I think it is unfair that Victor essentially could bypass the anti camp restrictions like that since he physically couldn't be kicked at all.
Kinda moot to say its an unfair change when it's just a QoL update
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That would be broken
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They do review updates on the live branch several months after to adjust for how players react. The PTB is more like a marketing tool and not solely to get feedback.
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That's assuming they only look at kill rate and ignore everything else, which it was indicated that they don't do that. They take everything they can track into account.
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For me its kinda more about what the survivors do. If they rush gens I'll be like forget it I'm gonna force this guy to struggle or I'm gonna camp this guy till death since I don't think I can win by leaving the hook.
Map's will make me cry a little inside when there's a bunch of f u pallets or a setup that makes the survivor invincible.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1865136#Comment_1865136
https://forum.deadbydaylight.com/en/discussion/comment/1864868#Comment_1864868
They are reworking The Game in this update (which is licensed content).
Yes and why wasn't that the first one? Probably because they got input from the Licensees before doing work.
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I would imagine licensed maps take more work since they want the creative vision of the licensees as well.
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@EvanSnowWolf said:
"but you cant just remove decisive strike because the quality of life for a significant number of survivors would dip drastically"
If ONE perk in the whole game is that profound then it absolutely needs to go.
Pretty one sided imo. If a perk is extremely profound then it should be looked at why it is ran and changes made to reduce its use. For example deactivation requirements to avoid offensive use of the perk and other changes that help those players who use the perk defensively. Such as no time limit decrease.
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1864143#Comment_1864143
They want to make it more "inconvenient", which implies it's still very easy and doable to hack in BPs without getting caught, so all it does is be a pain in the ass for the innocent players who just want to have more BP to be able to play the new killer with an actual useable perk loadout. Which is nice of them, I guess.
It’s easier to catch people who modify their save file to get billions of bp when the cap is 1 million.
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I'm just imagining spirit with stridor against this. I honestly would not want to face spirit if this is a bug and stridor makes everything else louder.
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Or using Bot's in a dev build to avoid having to load games on separate computers
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Event item
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Majority of my games ruin was completely oppressive unless by some miracle undying was found first.
It also was like 3 perks in one so yeah it definitely needed a nerf.
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It was only the locomotion. Any interaction animations weren't changed.
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@JimPickens666 said:
https://forum.deadbydaylight.com/en/discussion/comment/1859288#Comment_1859288
You're the one whining not me.
https://forum.deadbydaylight.com/en/discussion/comment/1859290#Comment_1859290
Hey you know i should have made this clear when you came here the first time and didn't know what you were talking about, but this conversation is for people who know what they're talking about. Now don't fret all you have to do is go watch the video to actually get the context.
Like obviously even in as something as stupid as this i expected white knights to come and defend the oh so fragile honor of this game, but i thought i would get off easily because surely the people that dedicate 1000s of hours to this game AND forum to defend it actually watch the dev updates. Im starting to think you guys don't even like the ######### game you just like this forum
"Don't improve the t baggimg animations you absolute middle schoolers, add TAUNTS. I mean they very clearly flat out don't care about the cess pool the community has become so why not enable them to at least have taunts that aren't so immersion breaking? The fluid animation has now made t bagging look worse because what the [BAD WORD] are actually doing, its so stupid! Now that they're actively supporting toxicity just let survivors give the finger"
k
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@xEcoLog1cDuk3Xx said:
https://forum.deadbydaylight.com/en/discussion/comment/1859233#Comment_1859233
... big dumb moment?
It's still a 1v4 during the match. It's just that 4 gens aren't immediately done in the first 5 minutes of the match because there's a secondary objective in play (which is healthy for the game) and if Survivors choose to ignore the secondary objective they will be massively punished for their mistakes in the later stages of the match. Also, the Aura reading part of the perk isn't that big of a deal, it just gives information on where someone is and can't be utilized to it's fullest potential as maps and the killer power in play are a factor.
Like I said in my earlier post. Totems spawn next to pallets, windows, generators, and inside some loops (forgot about this one).
The consequences are that its reduced pressure on the killer. Not even taking into account that Killers with ruin undying slug massively to try and snowball as quickly as possible.
When they don't ignore the secondary objective they still get punished for it since the killer just immediately goes back over to their totem they see your aura on. I've had games where killers drop everything and immediately rush to the totem despite chasing people on the opposite side of the map. Information on where someone is is such a big deal for killer and is absolutely utilized.
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Overreacting much. Why are people so sensitive. They definitely had Tea bagging in mind when reworking animations to be up to date. These forums are a cesspool of whiners.
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1859259#Comment_1859259
These changes sound great! I also want the basic attack requirement removed, just so it can be actually used with the Killer it came with.
It won't. Allowing m2 attacks to trigger it would be a bad design choice and wasted development time.
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@xEcoLog1cDuk3Xx said:
Survivor mains apparently found it hard to find Totems spawns next to pallets, windows, and generators. Then holding a button for 14 seconds with no gameplay elements (i.e. no skill checks) and no consequences when cleansing totems.
The consequences was the killer was playing 1v3. The consequence was the killer seeing your aura, and if it was a burning totem rushing immediately over to push you off of it.
Get over yourself.
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Makes it so I can't open the exit gate while suffering from DW.
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@jrinkwater said:
So being someone new to the game, how does it work with these guys? Do they just pick one map and release an update or is it both? And how soon would a mid-chapter patch be with some changes to the game?
They release both. Judging by their past releases we will see the PTB in the next week or two.
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@chieften333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1853246#Comment_1853246
Given Ethans balance choices... let's just say that statement doesn't give me much hope.
I just assume they have the ability to separate matches based on the criteria they want to look for. That's why they said not to put much weight on these stats given that they represent a tiny percent of what they look at. Insisting otherwise is just stupid.
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Yeah these killers using these crutch perks to help against the leveling this game has.
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@chieften333 said:
The devs - " you can't draw too many conclusions from this data because there are many factors not accounted for"
Also the devs - *use the data they told us not to draw conclusions from to justify nerfs, or to justify not changing anything*
I just assume they have more behind the scenes than the data they provided us. They said not to draw too many conclusions since it was from matches where rift challenges were being tracked and you can't delineate red rank games to see further breakdowns or filter out "hook suicides". It would be dumb to assume the data they showed us with kill rates and pick rates is all they base their decisions off of.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1851280#Comment_1851280
Good god no.
It’s not as though I’m requesting healing progress regression be base kit. It would need to be put in a build. This survivors still need to consider their own builds when it comes to healing. It’s not like brown med kits are rare in the blood web.
There are 7 addons and 2 perks which apply the status effect. Which one would apply the healing regression?
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@chieften333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1851280#Comment_1851280
*heals across the map in a corner while you die on hook*
But seriously, self care is somewhat useless, but it would take away from the team aspect of the game if it was made basekit.
There was an explanation somewhere that perks like self care and I believe deliverance "create" a teammate to help you. Essentially destroying any pressure the killer is applying to the other survivors because you no longer need someone to help you.
If it were made basekit, then applying any pressure with low mobility killers would be an absolute nightmare. With the high mobility killers still suffering a small bit because everyone would know that people don't need to heal each other if they're injured.
Self care would still take 32 seconds, but it demolishes any injury pressure the killer can create with hardly any effort.
If HAEMORRHAGE
actually worked like ruin did on healing that would absolutely be a huge buff for killer, this would just balance it out especially since it isn't a hex like ruin.