twistedmonkey
twistedmonkey
About
- Username
- twistedmonkey
- Joined
- Visits
- 5,349
- Last Active
Comments
-
@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/880888#Comment_880888
It does explain it very well though. The only difference between body block type of soft lock and a traditional soft lock, is that the first requires the enemy player for it to occur.
As @MandyTalk said "A survivor holding another survivor in the corner for example is classed as Body Blocking, this would be punishable as they are preventing active gameplay." That means just saying it is holding the game hostage is not enough, since the killer can technically say "well the others triggered EGC and you died didn't you?" And the term body block is used to describe multiple situations, many of which are permitted.
It's only when the play is preventing from playing the game that it would be called a soft lock. And if some other instance of traditional soft locking occurs (eg. survivor gets stuck in some object) well that's going to clearly be a bug and not the fault of anyone. I doubt anyone would confuse that type of soft lock with a soft lock purposely executed by another player as a means to prevent you from playing the game.
I think you are over thinking this.
You used the term body blocking yourself while replying to me as it is the actual act of what is punishable but only when used in a certain way.
Everyone knows the term body blocking but do they all know the term soft lock? Its not a term I have never personally used and so wouldn't immediately think of it meaning what you perceive it too in this game.
What this means is I would have to specifically read up that it would represent for this one instance and it would be the act of body blocking in a bannable sense.
Since body blocking the hook wouldnt be considered a soft lock they then have to have a detailed explanation of body blocking under the term soft lock.
Why use that term soft lock then when it still needs explained in a way to diffrenciate it from what is and isnt bannable with the actual act of body blocking itself? They could just keep what people know and explain it much better in the bannable rules making it the same without changing what it's under.
Holding the game hostage also is a wide term as a survivor blocking someone in a corner all game imo is holding them hostage and preventing play even if the egc can activate eventually.
-
It's an issue which was actually caused by killers dodging lobbies when certain players used items or even skins.
Dodging and switching go hand in hand and you can't fix one without fixing the other or some players won't be able to play using what they wish.
-
The problem with using soft lock is it doesn't explain the exact situation.
A soft lock can be multiple issues but mostly used in games when you can't access certain features like an inventory or you spawn into a wall and can't go forward in the game or back using a save file etc.
Personally I agree with some others with the wording.
Holding the game hostage is the ban reason and all they have to do is explain in more detail to what is and isn't considered that within the rules.
Body blocking while used in a couple of ways with one such way being bannable can simply be explained better in the rules.
Saying soft lock would cause more confusion imo as its way to broad a term. I highly doubt anyone would instantly think it would mean body blocking so the explanation would have to be detailed in the rules and need to specifically mention the words body blocking since it is the actual act being done within the game.
-
Grind challenges aren't bad but I think the whole idea of them should be casual friendly as the rift and archives are meant to be.
The devs stated the rift should be able to be done with around 1h of playtime a day.
Knowing this means challenges then need to be part of that so in theory then they should take no more than 1 hour of playtime. It's a problem with the over all system and how it was planned to be available for all.
If a challenge takes 15 games for example that means and average 150m so 2.5 hours which goes against that. It's an issue they have atm due to what they originally stated was the goal for completion.
Personally I like the grind ones more but being able to do too many in a match is the issue not just the act itself. When you need 10 saves and can use bt and farm hooks you could do it in 2 games but it ruins the match for everyone else.
My proposal was to limit it to say 2 hooks per match which could also be the same for gen ones and applied to all grind challenges. This should be easily possibly in 5 games then which is 50m if playtime (playtime not queue time which is another discussion)
The ones I don't really like are luck based ones like kill or unhook in the egc, using certain perks or basement kills as these not only add more grind but are also more luck dependant which means the 1h scenario doesn't work as it could take 1 or 15 matches to get it done.
-
I don't see that any stats would matter tbh.
If they did an swf for example at red ranks what would it really show?
Each game plays out different. So more questions would come.
How many gens were done, what perks were used, what perks activated, were there toolboxes or flashlight saves, fast medkits, did they heal at all, did they hook rush, did they rush through ruin or totem hunt.
What did the killer use, pop, ruin, noed, bbq etc. What the killer "viable", what add-ons were used or offering (mori), did they camp or tunnel.
Then what map was it, pallet spawns, did they 3 gen themselves, gates close by with mobile killer.
There are so many variables and the above is just a few that the stats are just a little picture showing a tiny fraction of what is possible. They can never be truly reflective to prop up any argument as some wish them to be as all they show it the outcome and not how the game actually played out.
Choices of what one does within a match is one of the most important factors which no stat can truly show.
-
The only rules that apply in any match is your own.
It's your game to play as you wish. Play and have fun, kill or let some go, use what perks or add-ons you wish, use what ever strats you wish and never listen to those that say it was wrong.
-
It's very slight and not enough to see much of a difference if any most of the time.
What they have said is they don't want to make it so people feel they need to prestige for better items in the web and want to keep it purely optional for those that want too.
-
Its always possible and really depends on what challenges you can complete and how much you can or are willing to play per day.
-
@BunnyTheHutt said:
https://forum.deadbydaylight.com/en/discussion/comment/872426#Comment_872426
It can't be accurate if there are factors that change the result. And it doesn't even show kills well because they combined Console and PC together, which completely ruins the data. If they were separate then that would be one thing, but having both combined completely changes how the data looks.
You are completely missing the point.
These are stats simply to show the average kills by killers across all platforms and who is used. They show exactly what they are intended too and for that reason they are 100% accurate.
What they include or don't is irrelevant as like they stated
"Please keep in mind that numbers are not everything; there are a whole bunch of factors that could influence these numbers."
Can they be used as a tool to balance? No
Should the players use them to prop up any arguments? No
Do they show what the devs chose to show? Yes
What they include or don't doesn't matter as they show what the devs wanted to show. Even numbers which may include dc's are 100% accurate in that regard. Not what they should use for balance but accurate for what they are none the less.
-
@BunnyTheHutt said:
https://forum.deadbydaylight.com/en/discussion/comment/871724#Comment_871724
That's the problem, they aren't accurate. You can't have broad and accurate stats, it's simply not possible. If you exclude factors that would change the data from the data, the data is inaccurate. All it does is give us a very, very vague idea of where killers sit. Someone said that the actual killer win rate is 50%, but the data says it's up too 70%, which is causing people too say "nerf x killer." If this is true, the data is off by 20%, which is the farthest thing from accurate that is possible.
Of course they are as that is what a broad stat is.
These particular statistic show the kills over all ranks, platform along with popularity. That itself is still an accurate statistic for what they represent.
Whether they are accurate to use for overall balancing is the question (which we know they are not)
-
I agree I think a disclaimer put on them would stave the constant posts by some but until that time I would ignore the posters and let them rant or copy and paste the link to the answer Peanits gave showing them how wrong they are.
It does say "Please keep in mind that numbers are not everything; there are a whole bunch of factors that could influence these numbers." but I think it needs to be at the top and in big bold writing.
Stats will always be used by those that cant think outside the box to fit what they want to believe. Unfortunately nothing will ever change that.
-
@UncannyLuck said:
https://forum.deadbydaylight.com/en/discussion/comment/871724#Comment_871724
Idk, I think that if they're aiming for 50/50 and we're not even seeing 50% survival rate on the 'best' maps I think there is probably a problem.
I dunno what it is, or what the solution is, but they're not hitting their goal.
That's the problem with making a conclusion with just the stats as they don't show any reason.
For all we know the majority of survivors just might not care about dying as much and throw themselves into situations which enable this to happen.
Then we have these stats which include the event and archive challenges which as we know the players have been farming instead of playing the game objective itself. Both these can heavily skew the stats.
I stated this before challenges came out as it was the same scenario in other games and it severely hinders your chances of escaping.
-
@BunnyTheHutt said:
https://forum.deadbydaylight.com/en/discussion/comment/871559#Comment_871559
You'll have to forgive me since I don't have time to read through the whole thing right now, but:
I only thought I'd address this now that I finally have the PROOF that Demo is not a powerful killer. As per the stats released, at red ranks, Demo fairs very poorly, having the SECOND LOWEST kill rate in the game, just barely above The Clown.
We said it in the stats post and I'll say it again here,ย you should not draw conclusions from those stats. They are about as broad as they get. They don't show details and account for any amount of factors. To give an example, he's just barely below the Nurse and the Huntress, two fairly powerful killers. Are they bad too? I feel like most people would say no, they just have a learning curve and there's a lot of people who don't regularly play them will pull those numbers down.
This quote from Peantis. they said "They don't show details and account for any amount of factors" which means they aren't accurate. You can't have broad and accurate stats, if you can't factor in everything in a stat/stats, then it is inaccurate.
That's what I stated in my first post ๐.
The stats are accurate for what they represent.
The devs have said not to draw conclusions from them regarding balance as they basically don't show the whole picture.
That means anyone who does draw conclusions on either side are not thinking about anything and everything and are just using them to try and fit what they want to believe but not what is actually the case ๐.
-
To be honest I prefer grind ones rather than the 2 save sin the EGC as that is not in your control. It means another survivor or more has to be alive and not be on death hook. Its a strange challenge and doesnt reflect any skill or playtime but pure luck, people who play 4-8 matches per day may have an issue getting this over others.
The one thing I do think about grind challenges is that they should be done in such a way that you can only do so many per match. 2 gens, 2 saves etc and then make them lower numbers.
for example
tier 1 - 4 saves
tier 2 - 7 saves
tier 3 - 10 saves
tier 4 - 14 saves.
I dont see an issue with having to take 4 - 8 matches to do a challenge since on average as you could do one per day or just over. I think challenges should be made as close as possible to be a one each day for the average player with tier 4 being a bit over the average.
-
@BunnyTheHutt said:
https://forum.deadbydaylight.com/en/discussion/comment/871431#Comment_871431
I will be happy when we get accurate stats. My post is simply saying that the stats are useless since it doesn't cover anything. I agree that it is hard too look at stats with so many factors, but too post them and say "They are accurate. The reason why you shouldn't draw conclusions from there is because they are very broad." it tells two different stories. You can't have accurate stats if you don't account for many, if not all the factors in said stats.
I am happy at some things the devs do, but the things I'm not I'm gonna talk about it, as people should. I am happy they are trying too post stats, but the stats are useless if it's not accurate.
The stats are accurate for what they actually represent. What makes you state they aren't? broad stats after all doesnt mean inaccurate.
Peanits simply said dont read too much into them as the be and end all of balancing as they take in many many more factors nothing more.
Of course they are broad and as I said all stats will always be that way for some as can never be what people want. The game is so varied on what can be used each match a stat on every single possible perk, addon, offering, killer, survivor, rank, skill level, saves, hooks, gens done, gates opened, totems done etc would be impossilbe. The devs have these and if we actually think about it its why things can take so long.
-
It doesn't matter what stats they give some will never be happy.
The problem with any stats is the fact it can show how the game played out, what add-ons or items could be used, what perks ett I mean how can you account for if survivors throw themselves at a hook, rush gens, use perks or items to do gens faster compared to not. Killers using the best add-ons, camping, tunnelling etc rank disparity per match there is just so many ways it can go.
There is so many factors in how a game plays out no matter the stats they will always be in a way useless and why the devs simply stated not to draw conclusions from them in terms of balance for the game as they take in many more factors.
No stats will ever show what people want. For example some people want swf only at red ranks but what if that showed killers on average still got more kills per match? Would you then want it show the best swf players only? What If that still showed the same? would it be show us the best swf using the crutch perks? Or using the best items? It would be never ending.
The above also applies to showing only the best killer players.
The only stats I see changing a mindset is when they show the thing some want to see or believe. If they don't will forever be disregarded as people will just not believe them.
Damned if they do and damned if they don't is all I can see with most posts about all and any stats.
-
https://www.youtube.com/watch?v=gTpZSllfMmw&feature=youtu.be&t=544@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/866732#Comment_866732
SWF was introduced after the game received a review bomb on steam from survivors demanding they add a way to play together.
The game was obviously designed for solo survivors in mind. I think an obvious extension was always going to be something like SWF, I just wish they had planned for this or since they didn't, would address it for the health of the game.
๐
-
Server issue happen. Even Steam, Sony and Microsoft have issues now and again they can't foresee happening.
-
@joker7997 said:
https://forum.deadbydaylight.com/en/discussion/comment/863464#Comment_863464
From what I've read you can install death garden for free, get the mask, uninstall death garden and retain the mask. They aren't going to remove the mask from people that have it, what would be the point
Uninstalling a f2p game doesn't remove it from your library which is the reason the skin stays.
The reason they may remove it is the same reason they didn't add the bloodletting shirt. These skins had a monetary value attached to them.
-
There are always people on the ptb but since its been almost a week so to hazard a guess I would say many would have went back to live as its not rewardable too keep playing when they can earn BP for the dlc's release.
We don't have any info on exact player counts and since most it seems tend to play just to try out the new content and not really test things out I'd say playing solo survivor would be a lot easier to find games as killer in theory will yield longer queue times since most changes revolve around them.
-
@joker7997 said:
https://forum.deadbydaylight.com/en/discussion/comment/862576#Comment_862576
The mask is already free for everyone in the PC. So why shouldn't console players get it?
It's free atm but as I stated it may not stay that way. It has happened anytime they made the game free for a weekend for example.
They could easily disable the free option before they shut down the game removing the skins from all pc players thus leaving it for only those who parted with money.
-
The masks are free for all on pc atm as it was the same when they had free weekends etc.
What we don't know is if it will stay that way when it shuts down as the mask had a monetary value attached to it so much like the stance with the bloodletting they may not want to make it free for all.
Its best to wait until an official word is stated before jumping to conclusions.
-
@switch said:
I'm probably going to get in trouble for this but, just end task the game if you don't feel like playing on the map.
Seriously from what i've seen they don't ban for disconnecting, you have people that do that all the time, if they are allowed to, so are you.
They do its just very lenient with the p2p nature of the game.
I'd advise reading up on the current dcing test on the ptb though as they are being changed as dedicated servers allow better tracking of why someone left.
-
1 - yes and no. A few new spots where they are a lot more hidden but can a to spawn in the open or next to a gen.
2 - no
3 - no
4 - yes and no. Still same windows but Insta heals are changed. Styptic gives a borrowed time effect when used and syringe takes 8 seconds to heal to full.
5 - Yes Freddy is really good. His snares are better than the dream pallets as you can spam them while chasing around a loop.
Nurse is just a little but weaker but the general consensus is she isn't as fun to play and feels clunky.
Spirit isn't being changed a lot copared to nurse. No collision anymore and some add-on changes. Prayer beads now has a sound all over the map instead of no sound at all.
The potential for legion is there but you will need bl1 or to be stunned first to make it happen.
The oni looks fun but I can see some changes happening. His power isn't as useful after a hit as its wastes his map pressure potential and you lose it if you pick up the survivor which means slugging to get the use from it. Kinda a damned if you do damned if you don't scenario.
-
@Dustin said:
https://forum.deadbydaylight.com/en/discussion/comment/860263#Comment_860263
I meant as a licensed killer but yeah I know it was in poor taste to make that statement.
Wait the T-800 was just a cosmetic in DG?
Realistically I cant say I'm surprised with the outcome of DG although hoping those who bought the game get compensated somehow.
Yeah the T-800 was just a skin for the poacher.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/860143#Comment_860143
I just put the game in my library and I have the mask now.
https://us.v-cdn.net/6030815/uploads/546/XACAEH81CVL2.png
(Free games DO go in your library, as long as they're not free weekend type of deal).
I was referencing the console as they cant add it to their library as its not out on there.
I knew the masks could be used by the ftp steam users right now as that has always been the case even when the game was on a free weekend but the question is how long for and does everyone get to keep them once it closes down?
Like I said they have a monetary value on those skins so its exactly the same scenario as the bloodletting one which has been stated that they dont want to give out freely due to that.
-
I think not as you need the game in your library.
I don't know what they plan to do with the skins themselves as like the bloodletting one these had a monetary value attached to them.
-
@Outland said:
Goes to show how an unbalanced game can be unfun, and the consequences that can occur.
DBD take note.
SWF take note, No one wants to play hunter and the game died. Keep asking for Killer nerfs.
Actually it was the opposite, hunters were the power role in the game. Hunter had the instant queues and runner had long wait times.
It goes to show having one side more powerful isnt always the answer.
-
@Sylorknag said:
Inst supposed to be a range of 2_3 above or below? Quite sure I saw something around these lines.
The last change has it set to a max of 6 either side, Peanits confirmed it in a post a weeks back.
-
Its a shame as it had potential. Its just each patch made it less fun and eventually it was a chore to play.
They listened to the community far too much imo as originally it was a fast and tense game. The changes removed a lot of the gameplay and even the end game meant no matter what you did in game you had a chance to get killed. The granny was the icing adding a hunter with an aoe attack was a really bad decision. It was like the old cod nube tube scenario.
The challenges also ruined it for myself as they were too monotonous and started to ruin the gameplay when others were doing them.
The I saw this coming with the silence of late and the recent post on discord when they said they had been having numerous meetings with bosses about the game.
-
@Rezblaze said:
https://forum.deadbydaylight.com/en/discussion/comment/840757#Comment_840757
Mori's require you to hook a survivor one at a time.
Keys require you to unlock the hatch and everybody wins, or at least they spill through the hatch like cockroaches in the sunlight until you can spam Space to close it.
If all 4 get out they need 5 gens done.
Always remember it needs 1 more gen done that survivors alive unless it's the last one alive.
Mori you just need 1 or 2 hits to down and hook, tunnel them after a save hit them once more and they are out the game.
-
@Okapi said:
https://forum.deadbydaylight.com/en/discussion/comment/857387#Comment_857387
The argument wasn't about how long it takes to use an item (which by the way SWF voice chat is instant and free) but about how moris aren't fun for survivors so it's okay for them to DC during the loading screen.
Keys and SWF squads are also not fun for many players. If the logic of no fun=DC then those to should be okay reasons to DC.
In my opinion you shouldn't DC for any reason besides for life emergencies and cheaters. Moris, keys, and SWF squads are all anti-fun but they are a part of the game. Untill the devs deal with them we all have to endure them as a sacrifice to play the game.
Constant DCing is one of the worst qualities about this game.
I do agree 100% dcing is never warranted and the punishments hopefully will help with the issue.
The one thing I do have to bring up though is lobby dodging as killers do have that option before a match starts.
They see the names of survivors, items and clothing and its known issue some survivors can't play with what they also wish too. A killer doesn't have to dc due to this so there is a bit of andouble standard going around on all the forums.
While killers need to see the items at least to setup it is being abused to cherry pick games.
Imo with the dc punishments happening its time to also look at lobby dodging as its just as bad in reality. Each side should accept what is part of the game and stop worrying about the outcome of the match so much.
-
@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/856003#Comment_856003
Dude, I know! I had a good experience, I actually played with team players for 3 days! It was a great but weird experience
Ahhh I misread lol.
I have good experiences the majority of times but that's down to me not really caring how a match plays out.
You are right if players synergise well it does feel wierd and like an accomplishment as its certainly not the normal game ๐คฃ๐.
-
It doesnt matter what they change up a meta will firm. Meta's have changed over time but only to perks which gain an advantage in certain aspects.
Killer its about more time overall and ending chases quicker.
Survivors its about extending chases and helping with escaping the killer.
-
Its because it's not a team game as solo which has always been an argument between solo and swf.
Its really a game where everyone is looking out for their own interests with trying to grind as many bp or pip within it.
-
About 75% after 30m of starting to play each day.
The ones I find difficult are the ones closer to the initial skill check starting point.
-
@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/855738#Comment_855738
But compare myers to oni, it's obsolete.. everything myers have are completely outclassed by oni except the stealth and other small things..
Not really as Myers doesn't need to injure someone first. They also have so many ways to play the char from tier 1 to tier 3.
The Oni movement is easily avoided already and I can see becoming even more of an issue over time and will become a Billy 2 where being close before activating is more beneficial to the down much like it is atm with Myers.
Oni has a couple of problems and really has to slug to benefit the most from the power. To gain it you must first injure someone. Downing them with the power is then counter productive as an m1 will do the same. It can be used to catch up but then you are draining its use. Hooking removes it so that is also counter productive allowing more lives in essence.
The only real difference then is map pressure from the powers but again what good is that map pressure when hooking removes it allowing the survivors to have more lives overall.
-
@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/855692#Comment_855692
At least billy needs a good player... his chainsaw is much harder to use correctly than oni's power
Billy's power can be used constantly though and doesn't need to m1 to initially gain any power ๐. The only thing the Oni has over Billy is the flick he has but both can be avoided by the survivors changing direction or being close to objects.
-
Games change but not always I like with the original vision but to keep up with how the players find ways to make things advantageous to them.
Looping is something which the survivors started to realise was a useful strat. Moonwalking is something killer started to use around certain areas which enabled more hits. This all opened up the idea for better mindgame capabilities.
Once looping came about it became apparent that it was something which really couldnt be fixed, many suggestions came about but almost all hindered other possible playstyles making it even more the go to strat and instead it needed some changes so it could be better worked into the game.
Its the same as the hide and seek scenario as while some loved the idea many complained about no being able to find people. The fun for the majority became more about the interaction between the two sides. Its evident hide and seek was something the players didnt really know what they were asking for especially as killer as one of the most complained characters has always been claudette or blendette as she was dubbed.
While stealth is an option for survivors and can be viable it can make for some very boring gameplay for the killer.
Multiplayer games change constantly as the players always find something which starts to become too overpowered with its use.
It's the same with the egc implementation. The hatch standoff was a player issue with two stubborn people refusing to let the other get the kill/escape even though it cost them more in the long run. I feel the devs underestimated just how long players would stand there just because they could or if some would just hide in the game to troll the other player.
-
I kinda liked the idea of being able to use multiple looks in a game. Even being done with the use of lockers and maybe they could become a teleport device to another one every so often.
The secondary power of changing chars allows 2 options of powers. One is 115% m1 and the other is stealth bases. This is just the base idea additional things for a slight power would need added.
The exact powers need to be more thought out but I think initially it sounds more fun than what they are becoming and removes DW from being tied to them which has been shown many times to be too problematic.
-
With Legion having DW as his power any inherent change to one affects the other and on turn then affects BT which is the perk designed to aid with camping.
Legion imo needs a total rework away from the same mechanic as BT uses to start with. Maybe even a complete rework of their power as it seems to be the main reason as to why they keep being changed.
BT being the anti camp perk also needs changed with the new undetectable status as while this was a needed change for stealth killers it makes the perk less worth while when that mechanic allows them to more easily camp negating what it was designed for.
-
As another has stated they may not just do it to yourself. I'm saying it again as you never replied to them saying otherwise.
There is nothing against the rules to say someone can't use the strongest offerings or add-ons at anytime they please and use them against those who have been problematic to them in the past.
Maybe ask them why they do it? The best way of course is to ask politely and not go off on a rant at them as that will just cement their reasoning.
This is one of the reasons I wish names were not shown at the start to the killer as it doea allow certain behaviour such as this.to be tolerated.
-
@Vetrathene said:
https://forum.deadbydaylight.com/en/discussion/comment/853705#Comment_853705
One key does not.
Thanks for acknowledging what I stated.
-
@Write_By_Daylight said:
https://forum.deadbydaylight.com/en/discussion/comment/853512#Comment_853512
That would be a counter? lmao.
Anyways. I'm out of the conversation. gl
Of course.
Tell me what you would define something which disables a use of an offering or item?
-
@Vetrathene said:
https://forum.deadbydaylight.com/en/discussion/comment/853512#Comment_853512
Its only equivlanet for the ebony mori. The other two are not.
Not all keys allow you to open the black lock either
-
@Write_By_Daylight said:
https://forum.deadbydaylight.com/en/discussion/comment/840248#Comment_840248
That's the server, not the actual game allowing that. You're welcome for clarifying.
https://forum.deadbydaylight.com/en/discussion/comment/840266#Comment_840266
Sorry, but this may be true in a basic game. But one word. Key. No counter. We're not saying that it's not fair that it exist, some of us are saying the easy accessibilty with little counterplay of Hatching out is still unbalanced.
https://forum.deadbydaylight.com/en/discussion/comment/840609#Comment_840609
You're just reguritating what has been said already.
https://forum.deadbydaylight.com/en/discussion/comment/840757#Comment_840757
Not quite sure how you draw that conclusion.
A mori by design cuts down the overall objectives needed to reach a sacrifice.
The exact same statement above applies to keys if you exchange the word mori for key and sacrifice for escape.
They are equivalent as they allow both sides to reach the end goal without fullfilling the overall objective.
Both aslo have no counter unless you count not being caught or hooked or killing before they can use it.
-
@Jejune said:
https://forum.deadbydaylight.com/en/discussion/comment/853302#Comment_853302
It doesnt say add tho... it says increase...while you can increase 0 by percentage I would still be 0. Ik addative, but still.
But since iron will removes 100% of grunts and stridor increases 50% of breathing can you see why reading is the problem and not the actual math itself? the actual wording itself implies they work off two different mechanics.
That was my original point i was making as they have no real correlation to each other since they are cleary worded stating two different things.
Basically it comes down to people thinking grunts and breathing mean the same thing.
What if the mechanics are more complex than people think. There could be more than anyone knows but it seems the most basic to look at are :-
Healthy breathing.
Injured grunts of pain.
Injured breathing which is similar to the sounds of grunting.
The last one is just a way to tell the differences between injured and healthy breathing for a killer.
-
@Jejune said:
I said it another thread. In real world if you reduce something by 100% you reduce it to 0.
Now I know everything its addative in dbd, i couldnt care less.
What description should be is: Reduces grunts of pain by 100% unless another perk with opposite is played.
This way is not confusing to new people.
It can only be confusing if one reads it but doesn't actually take notice of what they say.
The descriptions clearly state two different things as one refers to grunts and the other breathing. If one simply sees the word "remove" and "add" in reference to sound in the description and ignores the rest doesn't the fault then lie with the players for reading it improperly?
-
Iron will removes the grunts of pain by 100%.
Stridor increases the breathing volume of Injured survivors by up to 50% and healthy by up to 25%.
The descriptions one can then pressume state two different mechanics which are grunts and breathing.
-
The devs do listen and read the forums.
They take constructive feedback and relay it to the design team it's just most feedback isn't actually that good or isn't considered a benefit to their vision for the game.
Being constructive is not ranting and I would say most posts like that should be put aside. You see it constantly and It's too reactionary to a bad match or experience and more about what one personally wants rather than being a proper thought out reasonable suggestion which benefits the game for everyone.