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thesuicidefox

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  • @Bubbas_mallet said:

    https://forum.deadbydaylight.com/en/discussion/comment/1274908#Comment_1274908

    I have no idea. Legit a m1 killer with no power would be better than old Freddy. You needed to walk up close to the survivors, and then put them to sleep, wait like 5 seconds for them to fall asleep, and only after that you could smack them. Then they just wake themselves up with a skillcheck.

    If you know how to juggle survivors with sleeping and the trick to using range add-ons, Freddy was actually a very strong killer. The only REAL problem he had was that survivors could do stuff in his face as they fell asleep, so if transition blocked interactions that would remove that problem completely.

    But the 50% action speed penalty in Dream World and the aura reading is REALLY strong if you know what you are doing and constantly sleep survivors. If all you do is sleep a survivor and chase them until you catch them, rinse repeat you were playing old Freddy wrong.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1276570#Comment_1276570

    I wouldn’t call it “relying on teammates dying”. Anyone that goes out of their way to let teammates die for the sake of a perk activating/getting stronger is just a dick.

    I see it as a great insurance perk in conjunction with OoO. Odds of survival are not decreased as dramatically as teammates get sacrificed.

    I’d actually like to see more perks act similarly for solo players that reduce the severity of the odds stacked against them as the team shrinks in size.

    Well I'm not saying you have to let them die, just that a perk that doesn't work unless other people are dead isn't a very well designed perk.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1276376#Comment_1276376

    As great as these perks are (I use them HEAPS) I’d probably drop both open handed and kindred, and go for BOTH Off The Record & Sole Survivor as contingency in case I did end up being last alive.

    Distrotion is better than SS. You get a free 30 seconds of OOO which is most important at the start of the game to use 1 token to see who the killer is. SS is a bad perk because it relies on other survivors being dead which is an awful mechanic.

  • @Clockso said:

    replace open handed with off the record and we gucci

    I'd replace Kindred but yea you definitely want Off The Record with OOO.

    PS. Monto didn't invent that! My friend was using this combo day 1 of chapter 15 release.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1274942#Comment_1274942

    Ok, as I was not referenced, I didn't get his last message. If it is a clean 6 charges and the bugs fixed, that makes things a lot easier :)

    He said he logged it. Haven't seen anything in any patch notes so I don't think it's fixed yet.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1274866#Comment_1274866

    Ok then I have also to test again. When I tested that when your thread was up, I could not sabo 4 hooks with Alex toolbox. And there were no mentionings in any patch notes regarding sabo charges

    ???

    He said the thing with Alex's Toolbox was a bug. You're supposed to be able to do 4 hooks.

  • @[Deleted User] said:

    I want old Freddy back.

    Seriously. Not joking.

    Old Freddy was my favourite, and best killer.

    Yea I kind of agree. With a few QOL changes but more or less the same as before. Like I think the clocks on new Freddy would be fine. Also transition phase should block interactions other than vaulting/pallet drops. Increase the base range of sleep by 2-4m. Decrease base transition time by 1s. Auras are only displayed if he channels his power (a bit like Demo's portals how he needs to channel the abyss to see killer instinct).

    New Freddy is kinda meh to play. I like that he's strong but he's an entirely different type of killer now.

  • @Orion said:

    You're wrong, it's Maya the Bee.

    Nah but....

    You like jazz?

  • I know this is a necro, but I think they removed splinters because it had something to do with the multiple killers glitch.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1274801#Comment_1274801

    It is more like 6.3 charges. Almo didn't respond to what I mentioned on this thread. You cannot sabo 4 hooks with Alex' toolbox, it is only ~3.9 hooks

    He said it was a bug. It's supposed to do 4 hooks completely and be used up.

    He said in his first response that hooks have 6 charges. And after testing it myself, it works out to that for other Toolbox's.

    @Almo said:

    I just verified in the editor that...

    Alex's Toolbox...

    Does...

    3 hooks. Bug entered, we'll look at it, and make sure all of the boxes work properly. :) What was throwing me off was that Alex's is the only one with an exact amount of hooks. But your example with the addon is probably related.


  • Hooks require 6 charges to sabo. Each toolbox sabo's at slightly different rates (except Alex's which sabos a lot faster).

    • Worn Out Tools sabo in 3s. (base)
    • Toolbox (yellow) sabos in 2.8s. (+10% speed)
    • Mechanic's Toolbox sabos in 3.1s. (-10% speed)
    • Engineer Toolbox sabos in 3.4s. (-25% speed)
    • Alex's Toolbox sabos in 2.4s. (+50% speed)

    I asked this question a while ago, if you want to read through the thread.

    @thesuicidefox said:

    Does anyone know how many charges EXACTLY it takes to sabotage a hook with a toolbox?

    I did some tests here are the results:

    -Commodious Toolbox w/ Scraps (40 charges) = 6 hooks + less than half a 7th hook

    -Toolbox w/ Scraps (28 charges) = 3 hooks + nearly a 4th hook

    -Worn Out Tools (16 charges) = 2 hooks + less than half a 3rd hook

    Something isn't adding up here. I was able to do 3 more hooks with 12 more charges. No matter what number I pick the numbers don't work out the same for each toolbox. If I go with 5 charges, well I should have been able to do 8, 5, and 3 respectively. If we assume the add-ons don't give extra charges for sabo then it would have been 6, 4, and 3. If I go with 6, then I would have been able to do 6, 4, and 2. If I go with 7, then I would only be able to do 5, 4 (exactly), and 2.

    Can a dev chime in on this? @Janick @Almo It seems like the number of charges for sabo is inconsistent, unless each toolbox uses charges at different rates when sabotaging, but that doesn't make sense either. Speeds could be different but AFAIK speed and charges are separate things. Having a faster speed just means you apply charges at a faster rate.

    PS. It is possible the second figure is wrong, since I ran up to a hook but then got found by the killer at the same moment. I honestly can't remember if I started the sabo action or not, if I did there's a chance I could have done 4 hooks with some left over which means it would take 6 charges, but I'm fairly positive that I didn't do the action at all.

  • BT takes priority. MOM will be available after you Mend.

  • It's because survivors over think when the play against Spirit and make mistakes. If you get a survivor that understand how to play against her, trust me it's not easy. Most survivors are easy. They make stupid decisions. Even good survivors, it's like their brain just leaks out of their ears. But she does have counter play and there are survivors that can run from a good Spirit.

  • Yea I literally just had a game as Billy where I got stuck after hooking someone. It looked like I was face camping but I couldn't move. Needless to say they all got out, even the guy on the hook, not sure how they even saved him because I was like almost inside him. Shame I woulda won that game too.

  • Nights and weekends generally have better queue times.

    If you are below rank 15 it can take a bit longer since most players are at least rank 15 or higher and you can't depip past rank 15.

    Although lately it seems like every survivor game I play as rank 1 I get rank 20 killers. So, IDK man.

  • @Shocktober said:

    https://forum.deadbydaylight.com/en/discussion/comment/1271906#Comment_1271906

    There's tons of stealth killers in the game, and it's almost impossible for the killer not to catch any glimpses of you when you are running object. It's not like the other survivors will know you are running the killer into them either way, they will probably just think it's coincidence. There's also a chance that the killer just tunnels you and ignores everyone else because you have object.

    Sole survivor is great with object imo, because if the killer just ignores you and kills off your weaker team members you are in a really bad spot. You can also get stopped from making saves with object, especially against 1 shot killers. It's super powerful having 3 stacks when everyone is dead, especially if you have left behind and a key as well. I'd only use object by itself along with a map offering, to make sure I don't get stuck using object against a ghostface on lery's or something.

    Either way, I think red herring would be just as good for luring the killer into your team. And they would have no idea you were doing it as well. You could have like bond, open handed, left behind, red herring, your key, and just enjoy the show while sitting next to a locker.

    That's why you go near other survivors before looking at the killer, so they think it was one of them with OOO.

    If you get a stealth killer you just take extra care to not look around.

    And as someone who has been using Red Herring for a few days now, it's not as effective as you think at luring the killer. Maybe at the start of the game but it's value is in having the killer second guess if they kicked a gen or not.

  • @Shocktober said:

    https://forum.deadbydaylight.com/en/discussion/comment/1271828#Comment_1271828

    Uhhh, yeah you are. If you are running OoO without sole survivor even if everyone else dies it just means the killer is going to instantly come and kill you and you don't get a chance to find the hatch. And sole survivor doesn't even work right now.

    The toxic build would be something like bond, red herring, deliverance, spine chill and a key. Find survivors working on gens, red herring the gen, spine chill to avoid any aggro yourself, and take the hatch out once everyone is dead.

    Sole Survivor is complete doo doo butter. Anyone knows that. You can't be serious with that statement? Just don't look in the killer's direction.

    And you want Deliverance/Unbreakable because other survivors will refuse to help you.

  • Bond, OOO, Unbreakable, Deliverance.

    Lead killer to other survivors. Safe rescue at least 1 guy and you aren't reliant on other survivors.

  • @rabldong said:

    https://forum.deadbydaylight.com/en/discussion/151399/stop-blaming-ds-for-lack-of-strategy

    The reason why current DS is problematic is that it punishes killers who are being efficient and quick at downing survivors without tunneling. Second chance perks such as deadhard, DS, BT, for the people, unbreakable are not "strategy". They are literally perks that give you second chance that let you escape for free, not requiring any skills at all. Same for killer's perk. Imo enduring + spirit fury combo is a bullshit combo that gives you a free down. I don't think fury should exist.

    "The reason why current NOED is problematic is that it punishes survivors who are being efficient and quick at finishing gens without 3 genning themselves."

    I'm sure you can see the problem with this statement. Now look at your own statement.

    It doesn't punish killers for being efficient, it punishes them for not changing their tactics.

  • Freddy is probably the most evil killer, he is basically a pedo/child murderer. You can't get more ######### up than that.

  • Huntress, Iri Head, Infantry Belt, Ebony.

    If you don't 4k 99 out of 100 games then you are a bad killer.

    EDIT: For an assured 4k, use Nurse's Calling, Deerstalker, Knockout, and Infectious Fright. Don't even take hooks until everyone is slugged.

  • @Flyguy115 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1268848#Comment_1268848

    if they're right next to me when I hook the survivor the game automatically goes for a grab , I take it you dont play much killer.

    Scroll up.

    Also if you think it might grab instead turn your camera away and swing into them. I've accidentally grabbed before too but you DO have control over it. Input errors are nothing new to gaming. Even the best players do it.

  • @pizzamess11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1269394#Comment_1269394

    I do use shadow born regularly it doesn help you spot people much better it can help you track people slightly better like it makes it a little bit harder to spin me that's really it.

    No dude it definitely makes it easier to see survivors. Blendettes stick out like a sore thumb when you use Shadowborn. I use it on Nurse, Legion and Huntress. Also sometimes Spirit for fun. It makes a huge difference.

  • There would be ZERO reason to play on anything other than the highest FOV. Hiding from the killer is a core mechanic in the game which just gets tossed out the window if they can SEE BETTER. Anyone that uses Shadowborn regularly would know that you can see and find survivors much MUCH easier than without it.

    I get that maybe the FOV makes you motion sick. That sucks. But unlike other games it needs to be this way for balance reasons. Balance is more important than accessibility. Sorry but that's how it is.

  • @JHondo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1268795#Comment_1268795

    If you're getting hit by his power enough that any of this is an issue then you're countering him wrong. I play both K and S and when I play killer I do consider myself a doc main. The best thing to do is get distance, don't try to sit and hide in the terror radius or initiate a chase with him since he has the capacity to cut them very short. When facing doc, get distance and avoid the 3 gen. It's similar to facing a lot of killers imo, like tier 3 Meyers (get the hell away from him), Oni with his power activated (get the hell away from him and heal) I'm not saying that that is the only way to effectively counter his power because he like all other killers can be juked, 360'd, and mindgamed but it is in my opinion the most effective way to avoid the madness from reaching 3.

    My guy, I have 3k hours.

    Deep Wounds timer going down when you can't Mend is stupid. PERIOD. There is nothing else to say. It shouldn't be a thing. Either you should be able to Mend before you Snap Out, or Deep Wounds timer is paused until you Snap Out. Considering how stupid it would be to scream while Mending, both interrupting your Mend progress and revealing your position, it makes more sense to just have the timer pause. You can't do anything in Madness 3 so it's not like they guy is going to do a gen or something. It's just FAIR, especially considering all the massive buffs Doc got recently.

    Doc is the ONLY KILLER that gets free slugs because of Madness 3. It's just completely unfair how he can slug someone and prevent you from healing them by shocking you. No other killer gets that and it's really powerful in the situations where it is a thing. Against any other killer, you can recover from a slugging situation as survivor, but not against Doc. It's damn near impossible, especially if other survivors have died already. Specifically, when 2 survivors are left he basically gets a free 4k because he slugs one then puts the other in Madness 3. You can't heal the guy, you can't do gens, you can't play for hatch, and you are constantly screaming to reveal your position. Again HE DOES NOT NEED IT. He is strong enough as is without this. There is no reason you shouldn't be able to heal a dying survivor in Madness 3.

    The last part is more of a pet peeve because it just doesn't make sense how Doc's power is the ONLY scream effect that interrupts you when you have Calm Spirit. That should not happen. It's fine to leave it for vaults/pallet drops, but it shouldn't stop you from doing a chest, or totem, or gen, or the gate unless it's putting you into Madness 3. Calm Spirit is supposed to prevent that but it doesn't and it's dumb.

    The last part I could take or leave, but the first two are SERIOUSLY NEEDED because Doc just sucks massive donkey balls to play against. The devs said they wanted to make him more fun to play against when they actually ignored the stuff that made him annoying (eg. my first two points) and ended up making him even worse than before. He is strong enough now, he doesn't need this other bull #########. It's dumb.

  • I like it.

    Incidentally, there is a bug that converts all the animations to Julie's. So if you play with a Joey skin and put this mask on, it's now a Julie.

  • Since dedi's came out I notice lobby dodging isn't even an issue. Before it would boot you back to the survivor lobby and then you have to ready up and re-search for a match. Now with dedi's the killer just leaves the lobby and a new one comes in within a few seconds. Most of the time I don't even notice a killer dodged.

  • @SnakeSound222 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1268444#Comment_1268444

    Both BT 2 and 3 give you enough time to Mend and Snap Out of It. Just run away and immediately start the Snap Out of It and Mending processes. Only tier 1 doesn’t give you enough time, which is fine imo because it’s tier 1 of perk.

    Madness 3 making it easier to slug is 100% fine. Healing is an action that his power prevents and slugging a viable strategy. It’s not that big of a deal if one Killer has something that gives them a slight advantage over the other. It’s just another way he keeps pressure on the Survivors.

    Your Calm Spirit buff is a huge no-no. It would turn Doctor into a powerless Killer at loops. Remember when it didn’t stun Survivors? We’d be going back to those days. Also, the perk’s not stopping the shock from hitting you. You’re still going to get hit by the shock, so keeping the stun makes sense. All it does is make you not scream.

    I guess you missed the part where I said if you miss a skill check or get interrupted then you don't have enough time. You can't do anything in Madness 3, so it wouldn't matter if the Deep Wounds timer is paused. You have to Mend after you Snap Out regardless, so they are still spending time to do both actions. Only now he doesn't get a free BT counter. There is nothing fair about the way it is now. It's just stupid.

    As for the slugging, that's also not fair he gets free slugs. Doc has been buffed to high hell, he doesn't need this anymore. No other killer gets free slugs like this. You seriously can't defend this when Doc has SOOO much already in his toolkit that make him a strong killer now.

    And for Calm Spirit I was thinking more like gens or totems, not vaults/pallets. Shocks could still work for pallets/vaults, but it doesn't make sense it would interrupt you on a gen or totem if you don't scream. No other scream effect works that way.

  • Good luck with that.

  • They do need to change 2 important things about him.

    1) Deep Wounds timer should pause if you are in Madness 3. You can't do gens anyway, and you are forced to Snap Out before you can Mend. It's REALLY dumb that you have barely enough time to Snap Out before your Mend timer expires. If you miss 1 skill check or are forced to stop mid-Snap Out then you will go down from Deep Wounds and there is nothing you can do about it.

    2) Madness 3 shouldn't block you from healing a dying survivor. Doc is the only killer that gets free slugs because he can put you into Madness 3 and now there is no way to heal the guy up off the ground. It's seriously dumb. Stop healing in general? Yes. Stop someone from healing a slug? NOOOOO.

    They should also make it so shocks don't interrupt your actions if you have Calm Spirit. You don't scream, and no other screaming effect interrupts your actions, so it only makes sense.

  • @nicnc82 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1265651#Comment_1265651

    Oh OK so that's how you got all your kills. By being a trash killer and camped. I'm a rank one every season. And have no issues getting 3 and 4ks. I never camp. Ever. Rarely tunnel. And ds doesn't bother me. Also I know 2 devs have said they like where ds is right now.

    LOL sure you "never camp or tunnel". This was one example of a game where I was forced to do this dude. I don't camp or tunnel unless I'm pushed to do it, and in this case it was my only option. Like you tell me why I should leave the basement when I have 3 gens right there?

    Plus you seem to think I'm fighting against DS. I'm not. Read my posts. SMH

  • @Deadeye said:

    A yellow medkit with 24 charges does not heal you twice fully, so with Botany it would be the second formula.

    I think I heard that Streetwise and Botany Knowledge work the same, meaning with your formula

    24/0,75 = 24 + (24*0,333333333....) (rounding)

    So efficency and consumption do the same but have different values, depending on the formula you use. But I never checked if you also get 1,99 heals from a yellow medkit when you just run Streetwise. Have to check. But I definitely would say, Botany is better, either it has the same or a better efficiency and you get the speed on top

    If that is the case then consumption rate and efficiency are calculated the same.

    The formula would be...

    (Number of charges) * (1 + bonus value from perk) = (New number of charges)

    So for Botany with a yellow medkit...

    24 * (1 + 0.33) = 31.92

    Dividing by 0.67 is incorrect. It gives a different value (35.9 or 2 full heals with some left over).

    @Deadeye said:

    Just tested, 25% reduced consumption rate is weaker than 33% efficiency. Probably just wording, meaning the same and also calculating the same

    Yes. However Botany only works with medkits where Streetwise can be used on any item. So it makes sense Botany would be better, this besides the fact it also boosts speed. Which to calculate speed is...

    (Charges required) / (charges applied per second) = (Time)

    So for healing with Botany...

    16 / (1+0.33) = 12.03s

    Which means 12s flat because the game seems to drop everything after the first decimal spot (it doesn't round up or down, it just drops the numbers).

    @OnryosTapeRentals said:

    https://forum.deadbydaylight.com/en/discussion/comment/1267332#Comment_1267332

    Thank you for the clarification.

    I think the developers should probably adjust the perk descriptions to make this more clear, I asked a few other DbD players and all of them had no idea what the difference between charge consumption rate and efficiency was either.

    NP

    Yea I think they talked about it on a stream one time and were planning to eventually phase out one of the phrases. When they reworked toolboxes you will notice that they just stuck with efficiency and only as it relates to sabo (it is reduced meaning you use charges at a faster rate during sabo as compared to repair).

  • See, this is what killers should be fighting for instead of trying to get DS or Unbreakable or DH or some other totally fine survivor perk nerfed. The perks are not the problem, it's SWF that's the problem. The perks are easily played around, SWF much less so. A perkless SWF squad of really good survivors is going to steamroll pretty much any killer in the game, therefore perks are NOT the problem. Sorry it's just triggering how many people complain about DS recently and how ######### easy as ######### it is to play around.

    That said, IMO the best solution to SWF is to limit perks to 1 instance among the group. That means only 1 person can run DS, only 1 can have UB, only 1 can have DH, and so on. If you are solo this doesn't affect you. If you are dubs then you basically get more perks to pick from, but still no overlap. If you are a 4 man then you need to focus on team builds and can't just run full meta on each survivor. You'd need to spread out all the best perks, or you could stack all those perks on 1 guy whose entire purpose is to get chased all game.

  • @afroboi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1265499#Comment_1265499

    just saying dont tunnel isnt enough this perk is so damn strong and in endgame its lowkey depressing and the problem with it now is that 4 people can use it 20 seconds if used from 4 people you literally get outplayed by a perk and thats just sad and having 60 seconds of immunity is way too much in my opinion make the timer 30 or 40 but it can be used more than once yeah the stun will be bad and all but it will really stop tunneling just my opinion

    LOL people... stop with this "immunity" crap.

    First it was "DS is anti-tunnel the devs said so" which was a lie.

    Now you all jump on this "immunity" thing. Which is also a lie because they can still be slugged or mori'd. That's not "immunity". How many times are you going to move the goalpost before you admit it was YOUR FAULT if you got hit by DS?

    Don't tunnel. Don't just pick up survivors like a bot without thinking first. I played 8 games the other night, at red ranks, every game had at least 2 DS. Wanna know how many times I got hit by DS? ZERO. Becuase I didn't tunnel, and if I suspected they had DS I would slug them for about 15 seconds. That's all you gotta do. You're not going to have more than 1 DS active at any given time during a normal game. If more than 1 is active at the same time, then you are dominating the survivors anyway.

    It's so easy to play around it's seriously laughable.

  • @snozer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1266828#Comment_1266828

    It is the perks fault.

    a single survivor using this perk essentially gives all four survivors decisive.

    Slugging the decisive means the perk is working. Preventing you from furthering your 12 hook singular objective and you therefore got outplayed.

    Leaving the survivor alone means the perk is working and "outplaying" you allowing them to continue their 5 gen 4 survivor multiple objective and your 12 hook singular objective has been halted.

    Picking up the survivor and taking the ds means the perk is working allowing for double the chase time or furthering your 5 gen 4 survivor multiple objective ( the game is clearly balanced objective wise right?)

    At what point is the killer in control here?

    when is this one singular perk not impacting the killers gameplay in a negative way?

    If you don't tunnel it has no power.

    This is not hard to understand. STOP GOING FOR SOMEONE WHO WAS JUST HOOKED. There are 4 survivors, in a normal game only 1 DS will be active at any given time. If more than 1 is active at once then you are basically dominating them as killer. If you suspect they have DS slug them, you should only need to wait AT MOST 15 seconds.

    I played 8 games the other night, every game had at least 2 DS players. Know how many times I got hit by DS? ZERO. Because I didn't tunnel I spread out the damage. I got a 4k every game except 2, one was a 2k because I threw the game to get my GF daily, and another was a 3k because the last one was a friend and I basically let her go. Red ranks BTW.

    But yea, tell me again how it's OH SO HARD to play around DS. Maybe don't just pick up survivors like a bot, think a little before you act, and you won't get hit with DS. Or stop tunneling. You are doing one of those 2 things if you keep getting hit by DS.

  • Edit 2: Making a new comment so you don't miss it. I did some math and found a way you can find out for sure which it is for Botany Knowledge. You will need BK and the yellow Medkit with 24 charges.

    If the formula is...

    24/0.67 = 35.8

    Then you will be able to heal yourself twice fully with a little bit left over.

    But if the formula is...

    24 + (24*0.33) = 31.9

    Then you will be able to heal yourself fully once and then run out with less than a charge on the second heal.

    If it works out like the former, then consumption rate and efficiency are calculated differently. If it works out like the latter, then they are the same thing and the devs should just change everything that says "consumption rate" to "efficiency" or vice versa. I'm going to try and test this but IDK when I will be able to, so if you can try it yourself come back and let me know we can figure this out. Clip it if possible or take a screen shot so we can see how many charges are left on the Medkit.

  • @OnryosTapeRentals said:

    I just wanted to say that I'm not an expert so this could be completely wrong. For the purposes of this, I've used c s^-1 to represent charges per second.

    Camping Aid Kit On its own:

    • 16 charges
    • 1 c s^-1

    16 / 1 = 16

    • 16 seconds of usage (enough to heal one health state)
    • Self-healing one health state takes 16 seconds (default)

    Camping Aid Kit and Streetwise:

    • 16 charges
    • 0.75 c s^-1

    16 / 0.75 = 21.3333333333...

    • (roughly) 21 seconds of usage (enough to heal one and one third health states)
    • Self-healing one health state takes 16 seconds (default)

    Camping Aid Kit and Botany Knowledge:

    • 16 charges
    • 0.67 c s^-1

    16 / 0.67 = 23.880597...

    • (roughly) 24 seconds of usage (enough to heal one and one half health states)

    16 / 1.3333333333... = 12

    • Self-healing one health state takes 12 seconds (4 seconds less than the default)

    Looking at this, I'd say Botany Knowledge is definitely better when it comes to Med-Kits. It will get you more usage out of your item and allow you to heal quicker. I hope this helped!

    I'm not 100% sure how "consumption rate" and "efficiency" actually work in the equations, but your math appears correct.

    @Rattman said:

    Efficiency IS the charge rate consumption.

    Better to run inner strength, tho.

    I'm not so sure about this. I remember the devs explaining it one time and they are indeed different things. It's part of the reason why they were phasing out one of them for add-ons.

    EDIT: I went back and found this post I replied to a thread someone asked about Streetwise and I did some tests.

    Basically when Streetwise says it "decreases consumption rate" you take 25% of the item charges and add it on. Dividing the number of charges by 0.75 as @ImmersedNurse did is actually incorrect. The formula would look more like this...

    16 + (16*0.25) = 20 charges

    Where Botany Knowledge "increases efficiency" so the formula they put for that is potentially correct as I think that is actually the difference between the two statements. I'd have to test to be sure though.

    No matter how you slice it, Botany seems to be better. But it only affects medkits, which makes sense it would be better because it's for a single item type.

  • @Steah said:

    https://forum.deadbydaylight.com/en/discussion/comment/1267191#Comment_1267191

    That would probably be the best thing to do in that situation. The problems are 1. He has to assume they have adrenaline. 2. He would still lose at least on of them

    1) You should assume everything until you rule it out as a possibility. I assume every killer I play against has NOED, Ruin, BBQ, Nurse's, Pop, Blood Warden, Discordance, Frankie's, Spirit Fury, and their best add-ons until I can rule them out.

    2) Better than losing both of them.

  • @Steah said:

    https://forum.deadbydaylight.com/en/discussion/comment/1265747#Comment_1265747

    In that Scott Jund video i posted in the other thread you said slug them, i said you can't because adrenaline, then you just kinda ignored it.

    If you're talking about that one Wraith video where he's chasing someone to the hook, downs them, picks them up gets DS'd, they save then both run off with Adren he could have actually beat that. He should have known the last gen was close to popping, so what he should have done was just stand over the slug and wait until her Adren pops then hit her back down immediately. He might not know how long to wait, but that's what he could have done. If he waited long enough and the gen didn't pop he could pick her up without worrying about DS. If the gen never pops that means the other survivors are coming for the save which means he can potentially slug them and unless the last guy is ready to pop the gen at the perfect time that would probably be a W.

    But he picked her up like a bot, then acted all surprised when he got DS'd and their Adren popped together. It was honestly a pretty dumb move.

    And yes he could have had the forethought to do this. I've done it a few times, down someone I know probably has Adren and wait for the last gen to pop (which I knew would be within 10 seconds). It works. Scummy, but it works. They might still get out but you don't lose ALL your pressure in the span of a few seconds.

  • @Cornpopers_Evan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1267143#Comment_1267143

    https://twitter.com/PaulieEsther1?ref_src=twsrc%5Egoogle%7Ctwcamp%5Eserp%7Ctwgr%5Eauthor

    I hope this loads in properly but, as I already said, this is IF Scott is correct, when it comes to Alien, I hope he's wrong.

    I doubt we will see Alien. They are too sci-fi horror, where DBD is either slasher or supernatural type horror. Demo is the most sci-fi killer there is but it still is an extra-dimensional being in a world who's rules seem centered more around supernatural events rather than sci-fi events.

  • @BubbaMain64 said:

    What would his power be though?

    He summons his mother who then scolds the survivors for being mean to her little boy.

  • You make a solid point about rank/skill.

    In Gears of War 4 I was diamond rank in TDM and Guardian (I only played the first I think 2 or 3 seasons before they added tiers to Diamond), and Onyx 3 in everything else (which is 1 step below Diamond). In season 2 I was PLACED into Diamond rank TDM. Literally did not even need to play to rank up, I did the 10 placement matches and got put in Diamond TDM (the game just before I went 24-7 single-handedly winning the game while we were in a 4v5). I have, collectively across Gears 1/2/3/4/UE/Judgment, over 25k hours. I played in and/or ran tournaments for Gears 1/2/3. I know every glitch in every game for every patch, the stats of every weapon in every game, the shooting and cover mechanics in every game where I can play without a HUD, I know every piece of cover on every map like the back of my hand, and I have an innate ability to know exactly when a weapon will respawn (whether it's after use or after pickup) along with the ability to predict where the ring moves in Annex/KOTH with about 90% accuracy. I have strong fundamentals and I make smart tactical plays. I would get MVP in probably 80% of my games.

    In short I am a literal God at this game. And no I am not bragging, I'm actually being quite humble.

    The reason I'm flexing like this is because of how matchmaking worked in Gears 4. Again I was Diamond rank. So I should play against other Diamonds right? Nope. Well sort of. The game would match me, a Diamond, with a low Onyx and 3 mid Golds on my team. The other team would have the same composition of rankings. Now let me ask you... DO YOU THINK THIS IS FAIR???

    At face value it seems fair. The ranks are all equal so that means fair and balanced. But here is the problems.

    First, if anyone BUT the other Diamond meets me in a 1v1, they lose. There is no chance for a player like this to beat someone like me. ZERO. Maybe if they have Boom or Frags they can get me, or maybe if the connection screws me over they can get lucky. But at the end of the day, I win every. Single. Fight. They don't stand a chance. I move too fast and my aim is too good. They just get bodied before they can even react. Any minute mistake they make I punish with a single Gnasher shot to the chest and they ded.

    Second, the game pretty much comes down to me V the other Diamond player. In Gears, Boomshot is the most contested weapon because it holds the most sway in the match. You win Boom, you have like a greater than 80% chance to win the game. Doesn't matter the mode or the map, Boom wins games. Some other weapons can be important and there are ways to make a comeback if you lose Boom, but it's generally considered a losing fight. That means that if me and the other Diamond meet at Boom and I win, I get Boom and now the game is effectively over. Doesn't matter if they have 14 more lives, that's the game winning moment right there. Now the only player that has a chance to beat me is going to lose every fight because I have Boom, and not a single other player even stands a chance when I don't have Boom, when I do it's like they should just DC right there and find a new game.

    Basically, the idea that two teams with equal composition is "fair" is a fallacy. It's not. Not even close. The only team compositions that are fair are ones where EVERYONE is a Diamond rank, or at least high Onyx. In part, I can understand why they did not do this, because Diamond ranks are rare so matchmaking for me would take ages, but that doesn't excuse this nonsense where there are Golds in a game against Diamonds. That just straight up should never happen in rank games.

    I look at DBD and I see basically the same thing, only difference is that rank is too easy to get so there are a lot of boosted players. On both sides. Had a rank 6 Pig chase me last night FOR 5 GENS! And I still managed to run out the door. Literally the only reason she even hit me once was because I got dedicated (she was literally like 10m away and swung I still got hit). But truth is, this guy should not be rank 6. He played like a rank 15. He should be rank 15. And I shouldn't be matched with him.

    Now I'm not nearly as good at DBD as I am Gears, but the point still stands that the games needs to 1) do a better job of ranking players so that you don't get babies at rank 1, and 2) do a better job of matchmaking so me, as a legit rank 1, doesn't get put against ranks 20's, which happened like 4 times last night. That's absurd. It's not fair and I feel like a bully when I see the end game screen. ######### some of these killers I'd probably farm with, maybe even let them kill me, but I have no way to know until the game is over (I can guess, but that rank 6 Pig I swear was a rank 15 during the game, so it's not always accurate based on how they play). Plus then I lose rank for doing that, so I'm incentivized to basically be super toxic, do gens, run the killer for 5 minutes, and yeet out the gate. It's disappointing to get these games so frequently now, and it kind of kills my drive to play. I got low ranks as a rank 1 killer too, but last few nights I've been getting red rank survivors so it feels like it got a little better on that end at least.

    BHVR is supposedly working on some new matchmaking system. I hope it works, but I also hope it's not too restricting because matchmaking times can SUUUUUCK sometimes especially for survivors.

    /rant

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1266848#Comment_1266848

    It really happens very very rarely.It's those intense games though where every second counts and you have to concentreate really hard that it happens (very rarely but it does happen).

    Yea but that's what makes it really fun (at least for me). You are really engaged in the game. Granted I don't want to sweat EVERY game, but I also don't want survivors to be pushovers. I just end up getting depressed and feeling like a bad person when I kill baby survivors. I want the survivors to at least challenge me, make me work for my kills.

    I also have a lot of experience in game tournaments. I used to play games competitively and ran tournaments for a bunch of games over the course of about 10 years. When you are in that environment you learn to suppress the tension that builds from the stress and focus on what you need to do to win. If you play any games with a competitive eSport scene I suggest entering a few tournaments just to get that feeling. At first it will be hard, but do it enough and you learn to just zone out all the background noise and keep your head in the game.

  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1266828#Comment_1266828

    I understand the difference, I am a USMC veteran, and have used plenty of both in real life situations, but I do appreciate you taking the time to ensure we were on the same page.

    You bring up valid points and I can see why someone may play a perk for a tactical advantage.

    You almost have me convinced to run it now and again.

    As killer I very rarly get hit with DS, but that is because of my playstyle, where I seldom "tunnel" all though we both know you don't have to be tunneling to get hit with it.

    But that is what keeps the forums fun and the game discussion active. We all see things a bit differently and we get to talk to each other and understand a different pov. Thanks for the discussion!

    NP

    Main reason I don't run it is because it just doesn't jive with my playstyle which is focused around stealth. Plus I rarely feel like I need it. I do use it for my Yui, but that's because she is my OOO build and you kinda need DS if you run OOO because killers WILL tunnel you.

    If you are wondering it's OOO, DS, Head On, and Off The Record. Head On allows you to make stronger locker plays with DS and OTR gives you 80s of free OOO after being pulled from a hook.

    But I rarely play with Yui. Though once I got those sweet hot pants from the Rift I'ma be all over that for a bit.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1266755#Comment_1266755

    It doesn't help to name a different controversial topic.

    My problem is that i would have to put up a timer next to my screen just to avoid getting DS'ed.

    Like i said i almost never have a problem with DS and i know it's kind of needed but it's those kind of situations that just shouldn't happen in my opinion.

    My point was to say that just because something takes work doesn't mean it's a problem.

    If that's what you gotta do then do it. Personally I don't find it difficult to just keep track. Again you don't even need a clock, just have some awareness of who was hooked recently and what you've been doing since they got saved. If you are unsure just slug them, you shouldn't ever have to wait more than 15 seconds, time which can be spent doing other critical things, and not enough time for survivors to help that person especially if you stay close.

    Like in theory, you can have 4 DS's active at once. But this would basically require survivors to let you down them and hook them all at the same time. Pretty much like a farming game. A single chase against a decent healthy survivor is going to be at best 20 seconds if you outplay them consistently. More likely you are looking at 40 seconds to catch them. In practice, it is very unlikely to have more than 1 DS active at a time. Two is the highest I think would even be reasonable for any normal game and that's an extreme circumstance where you would essentially have 2 survivors hooked at the same time.

  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1266764#Comment_1266764

    But you got outplayed by a perk . Not by being mind gamed or the like..

    People say it is 60 seconds of immunity, because you wouldn't make the same play without it. You would not try to do the gen in the killers face if you didn't .

    Couldn't you also use the argument that if a killer tunnels you, you could loop better, teammates could take a hit, you could lose the killer, if not , you got outplayed.

    No you got outplayed by falling for a perk. It's in your control to avoid it, therefore if you get hit with it you made the mistake. It's not the perk's fault.

    DS adds a dynamic to the game that forces you to adjust your strategy as killer. The reason you have problems is because you don't want to adjust your strategy. You want to be able to do what you want to do without flexibility. That's not how games between opposing players work.

    Your strategy should be fluid and dependent on the strategies your opponent is using. They shouldn't be so rigid that you just play through the game like a bot. Imagine using the same play every time in chess. Eventually someone would notice what you are doing and play around your strategy and then you lose. It makes no sense why you would continue to make the same moves if it's clear your opponent is playing to counter you. It's the same thing with DS. You have to change your strategy. Stop thinking you were outplayed by a perk and acknowledge that you need to just change the way you play.

    And yes, you wouldn't make the same plays without it, but that's the point. You have this perk that will give you added protection (again not actual immunity) which allows you to take risks you otherwise couldn't. If you can capitalize on that, that's good play. If that means sitting on the gen and forcing the killer to grab you, then that is outplaying your opponent. If they change their strategy to account for the fact you have DS and slug you, then they outplayed you.

    Also worth noting here that we are using the word strategy incorrectly. Strategy is an overall game plan. "I am going to fight for points A and B because they have the best defensive positions and the widest view of the rest of the map". Tactics are moment to moment instances of engagement. "I am going to rush point A from this direction to catch the enemy off guard then drop a smoke bomb to cover my movements as I take out the guy on the turret". Tactics feed into strategy. What we and the OP are really talking about are tactics, because your overall strategy as killer or survivor isn't going to be focused on single events or perks event. Equipping all basement perks on Bubba is a strategy, choosing to slug a survivor in the basement to chase down the rescuer for 2 survivors on basement hooks is a tactic. I know it's just semantics but I wanted to make this correction for a hot minute now LOL.

  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1266660#Comment_1266660

    I see your point, I guess a person can go heal or help a teammate heal in that time frame.

    You shouldn't be able to have 60 seconds of immunity to finish objectives and possibly give your whole team adrenaline. And if killer catches you 45 seconds later and trys to stop you, he gets hit with DS.

    Seems a bit unfair there.

    As for me, I'll just avoid running DS or Noed.

    It's not immunity though. I really don't get why people say this. It doesn't make you invincible. You can still be slugged. You can still be mori'd. You just can be picked up or grabbed for 60 seconds. If someone has DS and does a gen in your face, slug them. If you grab them you just took the bait and got outplayed, it's really that simple.

    Like if the killer has Haunted and you just rush the totem without checking to see if something like Ruin is active, you took the bait and got punished for it (or more likely someone else got punished for it). Grabbing someone with DS that wants you to grab them is no different.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1266696#Comment_1266696

    I know it's only 60 seconds but you would be surprised how long those 60 seconds can be sometimes.

    My problem is that it's pretty silly to play THAT hard around DS like you would have to set up a timer every time a survivor gets unhooked.Other Meta Perks like BT or Dead Heard are much easier to play around.

    A killer should be punished for tunneling/camping but certainly not for applying much pressure.

    And often times i find that survivor (survivor B) again in those scenarios because i see two auras from BBQ for example

    And there are situations where you don't have to do anything else when you downed that survivor so you just have to stand there and hoping that 60 seconds ran out.

    It's silly that survivors have to play really hard around camping/tunneling killers but I'm not going to sit here and complain something be done about that.

    Also as I point out in my previous comment it's not that hard.

    Furthermore I find it a lot harder to play around less meta perks like Iron Will and Spine Chill. Iron Will makes tracking really difficult, and Spine Chill you'd have to moonwalk everywhere to avoid it, that's if you can even tell they have it which takes time to figure out. I spend way more effort countering either of those perks than I do DS.

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