Dehitay
Dehitay
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- Dehitay
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@MarbleThrone said:
I believe a copy/hallucination emits a white aura when you are close by, which is visible through objects as well. So if you can find any obstacle to put in between yourself and the clone, you should be able to tell real from fake. It might also show up through your own body.
That sounds like a good idea. Next time I know an Unknown is using Insidious, I'll try that.
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Exponential is only a problem with swf bully groups. However, in those groups, IT IS A PROBLEM!
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@Tiufal said:
Okay, then lets give pentimento a activate to use ability with 16s ignite timer, and 2s disable time. Youre serious?
Or better yet, let's do the exact opposite and make it to where boons can only be used on totems that the killer has modified and once the totem is gone, it can't be reused.
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@Impartiality said:
The effect is much stronger and it doesn’t take 14 seconds to activate.
That's not accurate and even if it was, it still wouldn't be logical. By default killer perks are supposed to be more powerful than survivor perks because there's only 4 of them compared to 16 survivor perks. But take a look at what Hex: Pentimento does before you even call it more powerful.
It reduces repair speed, healing speed, recovery speed, and exit gate opening speed at 1, 2, 3, and 4 totems respectively at a max of 30%. Two of those things have direct opposites on the boon side. Boon: Circle of Healing and Boon: Exponential increase healing and recovering respectively at a max of 100%. Which means purely in effect alone, the boons already have a 70% surplus over their counter parts. Now just for fun, let's pretend the killer actually manages to get all 4 reductions of Pentimento down (which is very rarely going to happen). Now it's 100 percentage worth of increase vs 120 percentage worth of decrease. Which would be enough to be considered more powerful if Circle of Healing and Exponential didn't also add self-healing and full self-recovery as a bonus that definitely exceeds 20 percentage worth of decrease.
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I also find her to be far stronger than average. She kills loops with ease. And if they see the dire crow get placed, unless the next loops is real close, she's gonna gain distance.
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@DbDPlaya said:
https://forum.deadbydaylight.com/en/discussion/comment/2671555#Comment_2671555
Alright. The penalty was 30 mins. If you look closely, it says in the screenshot that 16 minutes left. I didn't come back just in time.
Doesn't it require 3 disconnects before the penalty hits 30 mins? Are you telling me your internet connection was perfectly fine the whole time, the game somehow doesn't direct connect you to their servers but uses Steam as an intermediary for some reason, and Steam went down which resulted in you getting kicked from the game but came back up again in time for you to play again, repeated that process at least 2 more times, and then you had your 30 min disconnect penalty all because of Steam? This seems extremely unlikely. I'd wager that your internet connection was just having problems.
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@DbDPlaya said:
https://forum.deadbydaylight.com/en/discussion/comment/2671548#Comment_2671548
Hello. Are you representing any DbD official or you're just a forum member?
Just a forum member. Staff will usually have some kind of title in their header.
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Are you 100% sure that Steam is the deciding force on whether or not you're connected to BHVR's game servers? The amount of dependencies required for this to be a thing is kind of weird. I've been added to a service by 3rd party software and had that 3rd party software go down with no penalty to the target connection all the time.
Also, what's of further question is somehow you managed to have Steam disconnect you from the game only to come back online in time for the disconnection penalty to still be in effect. The amount of coincidences that have to be in play here is pretty high in number.
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I think it would be more reasonable to just limit the number of times a survivor can bless a totem to the number of boon perks in their build.
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If Dead Hard was honestly intended to absorb all damage and negate it instead of avoiding it, then the perk is just as OP as everybody has been claiming. I used to say that Dead Hard had counterplay so it's not that busted. But apparently, I was wrong about the "intended" use of Dead Hard. Apparently, counterplay isn't "intended". In which case, yes, all the people complaining about how OP Dead Hard is are correct. Garunteed hit negation is OP as hell. Did we learn absolutely nothing from the old Mettle of Man? But this is worse. This up right away and then is up again 40 to 60 seconds after the survivor stops running instead of a certain amount of hits.
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@glitchboi said:
It's not a buff, it's a fix to Dead Hard to make it work as intended.
It is absolutely a buff. If you're denying that, you should do some research on what buff means.
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@OldHunterLight said:
There are only 2 killers that get punished badly by the hit validation, blight and twins.
See, even if you hit the survivor during dead hard you only hear the scream and blood I think, you don't actually go into the wipe animation you go into the missed attack animation, it is extremely annoying and I understand I also hate it probably as much or more than you do, should it get fixed? Yes, is bhvr going to? Doubtfully.
Dead hard has always countered traps btw.
I guess you didn't know about it, but Dead Hard had a specific form of counterplay before in open fields. The duration of Dead Hard is shorter than the duration of the killer's lunge attack. So if you were to get right up on the survivor while your hitboxes were practically touching and then lunge, you would be close enough to where even the Dead Hard dash wouldn't be enough to stop your weapon from hitting them after their invulnerability ended. If they dashed early, then you could just swing as normal. But now it's a garunteed escape from your weapon if they time it right even if they're nowhere near a pallet or vault.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2613716#Comment_2613716
That takes 16/24 seconds to make and only affects 24m. It can also be destroyed.
All the time on boons is time off gens remember?
Interesting, I was not aware that all 4 survivors had to be off gens to get a boon going.
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Where did they say that the mmr is based on kills and escapes? Logically, I would assume it's based on the emblem system.
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@Phasmamain said:
Medkits are the problem not COH
Your suggestion being to get rid of medkits rather than nerfing boon totem mechanics.
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I think it would be useful and incentivizing if you got the ability to craft better addons/items/offerings from ones you didn't want. Something along the lines of
Prestige 1: You can discard 3 unwanted addons/offerings/items for a random addon/offering/item of one rarity higher
Prestige 2: If there is a directly better version of an addon/offering/item one rarity tier higher, then sacrificing 2 or 3 of the lower level versions will give you the one tier higher version
Prestige 3: Unlocks certain crafting recipes such as all yellow bloodpoint offerings combined together make a survivor pudding or escape cake.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2590670#Comment_2590670
Speaking specifically about Circle of Healing...
- Very few survivors can find a totem reliably, so the large majority of survivors are going to run Small Game or something else. So most times Boons are taking up 2 spots.
- Next, let's do the math on healing speeds for boons.
- Boons take 14 seconds to bless, 16 seconds to use. So 30 seconds for a heal.
- However, you also have to find the totem, say that takes about 16 seconds. But to err on the side of caution, let's say you're really fast at finding a totem, so 8 seconds. The heal time is now up to 38 seconds
- Since survivors won't be around the totems area of effect, they will have to travel to it. I would say on average, you will have people in it about 1/3 of the time and survivors that have to travel about 8 seconds to it the other 2/3s of the time. So 4 extra seconds for travel. The heal time is up to 42 seconds.
- First Heal - 42 seconds
- The 2nd Heal would add 16 more seconds for healing and 4 seconds travel time. So 2 heals cost survivors a total of 62 seconds, divided by 2 is 31 seconds for each heal.
- The 3rd heal would add another 20 seconds, so 82 seconds. Divided by 3 is 27 seconds for each survivor.
- If the Killer breaks the totem, which the probably will before 3 people gets heals, then you add 14 more second and 8 seconds finding the totem.
Now take Self-Care and Botany Knowledge
- If you heal yourself, you are getting 21 second heals. 21 second heals is much better than 27 second heals.
- However, if you heal someone else, you are getting 10 second heals. Boon totems will never beat Self-Care and Botany Knowledge for the speed of heals and Killers can't "snuff out" Botany Knowledge and Self Care. Botany Knowledge works for the entire team.
We'll Make it
- Single perk that gives you 8 second heals. Again, much more time efficient than Circle of Healing and benefits the entire team except yourself.
Do you see why Circle of Healing isn't a big deal. You can ignore it as Killer until you are going past it and it only hurts survivors, time-wise.
Did they ever fix the issue with 3 survivors being able to heal each other faster than the killer can damage them inside the boon area?
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@vacaman said:
You don't lose pips or MMR so that's what happens
Actually what would be cool if there was a disconnecting version of mmr as well so they get prioritized to match making with each other the more they disconnected.
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@Pulsar said:
There is no DC penalty as of right now.
Even the time to join a new game one? That would explain why there are so many rage quitters then. The fact that they flood in the moment the dc penalties are lifted proves the system works.
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Your premise is that Resident Evil isn't a horror series. A lot of people are going to disagree with that.
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@Phasmamain said:
Because everyone would fight for unhooks probably
Everybody already does. I don't know why they didn't make healing another survivor for a health state a means of acquiring a token. That would have made a lot of sense considering the theme of the perk and a lot more reasonable to accomplish.
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All the screenwriter has the rights to is whatever appeared in the first film. That means the killer Pamela Vorhees, the councilors in the first move, the drowned child Jason Vorhees, Camp Crystal Lake, and possibly the title "Friday the 13th".
The hockey mask wearing monster was designed by the movie studio, not the screenwriter. If they renamed him (something as simple as Jason Vicious) and gave him a slightly different backstory, BHVR would really only need to go through the studio for the copyright. They may have to choose a different chapter name than "Friday the 13th" but I don't think people will care too much about the chapter name.
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@Gladonos said:
https://forum.deadbydaylight.com/en/discussion/comment/2532934#Comment_2532934
Lol. You can't be serious. You think Self Care is the best survivor perk...?
I can't properly express how easy it is to play killers against survivors like you, especially if I run Franklin's or play Legion. Your whole "Self-Care is the worst perk in the game" mentality makes you ridiculously blind to all the situations where it's incredibly useful. Something as simple going right back to the hook after you hear the unhook notification was a horrendous waste of time when people were running Self-Care commonly, but not anymore. Medkits are almost mandatory if you don't want to risk being hunted down with ease, but it's more obvious who has a medkit than who's running self-care so killers know who not to let run off.
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@Gladonos said:
"So how would I change Boon Totems? Well, they should be capped to once per game per Survivor, while only one allowed to be active at a time. It's only fair to match the Totem's behavior with how Killer totems work. Not only this, but these values need to be drastically toned down; For example, increase Healing Speed by 15%."
Limiting to 1 isn't enough... You actually wanna make it into Self Care as well... Lol. This right here is why we can't have an honest conversation. You wrote this entire post just to suggest gutting the perk to the point where it's worse then Self Care(Probably the worst perk in the game.) If you limit it to 1 per survivor it may turn out to be okay but I do expect some buffs and a Boon: Undying at some point. If you make it Self Care it's gonna be a trash perk that nobody will ever run.
When you call the most used and most useful survivor perk in the game a trash perk that nobody will ever run, you kind of straight up invalidate any points you were trying to make.
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@kingchris200 said:
People who want to quit should have a right to I payed so there shouldn't be no bs in a game like this get rid of the penalty keep it the way it was before was fine
Everybody else in the match also paid to play the game. Stop being so self centered and thinking your entitled to ruin the game for everybody just because you did what everybody else has also done.
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@AgentTalon said:
https://forum.deadbydaylight.com/en/discussion/comment/2531392#Comment_2531392
What is happening in this video!? I mean that David was throwing right?
They all were. Originally, I felt bad for Claudette for having 2 clowns following her exactly while being chased by the killer instead of splitting up. But then she went and brought the killer back to the downed survivor instead of away and that sympathy disappeared.
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I'm pretty sure that camping is only common because survivors consider the killer continuing to exist on the map after hooking somebody to be camping. The number of killers that I actually see camping at high ranks is pretty low.
Well of course, excluding the obvious end game final hook which would just be foolish to walk away from.
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If I had to guess, I'd say that emblems are probly how they measure whether to increase or decrease your mmr after a match.
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@pithsts said:
https://forum.deadbydaylight.com/en/discussion/comment/2526805#Comment_2526805
i love the idea of rewards but i would like to see maybe also shards added to the reward, when i use to play the game using the offers and playing a bit id get to 250k pretty quickly
yeah, 500 shards per grade would be far more reasonable than something I can easily earn in less than 2 hours.
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@Mistakesweremade said:
Bragging rights for people that got the platinum before the change (me)
I've 4 man escaped through the hatch a few times, but when I actually got the achievement, it was during a bug where when survivors 4 man hatch escaped, the killer got the achievement instead of the survivors. Wasn't exactly a true achievement for that game as killer,.
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The game now matches players up together with a hidden matchmaking rating rather than the old visible ranks. What's currently visible is their grading system where every month, you start at the bottom and go as far as you can during that month. You get bloodpoints at the end of the month to reward your efforts depending on how far you got. To be honest, the rewards aren't really worth it. It's only 250,000 for Iridescent 1.
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@noctis129 said:
Are u guys fine w hatch now spawning until the last survivor?
This really upsets me and it's a deal breaker.
I'm solo, and I rely on the hatch. Now I gotta deal w troll teammates who trolls and drags the game for long time.
I really don't want to play once the update goes live.
What do you mean you rely on the hatch? Without explanation, it kind of sounds like poor gameplay. Also, how is this going to increase troll teammates who drag the game on for a long time? The most likely result of these changes are that people will have to focus on gens even more now because they can't camp the hatch.
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/2526753#Comment_2526753
as someone pointed out in another thread. What is his selling point now? what makes him stand out form other killers? I'm not saying the longer animation is an issue, that on itself would be fine-ish.
Heck, I usually take time to aim as well. But I know when shooting from the hip was the only thing that gives some leverage, and in combo with the other changes it's too much of a nerf
He's the only ranged killer that can reload without breaking chase. You don't have the advantage of a melee attack only 110 speed killer once you dodge all his shots. It's obvious but people refuse to acknowledge it.
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@Zarathos said:
https://forum.deadbydaylight.com/en/discussion/comment/2526528#Comment_2526528
A ranged killer shouldnt have such a short limited range either. A ranged killer should never have to deal with indoor maps and maintain the speed disadvantage. There are so mamy restrictions accounting for deathslinger already.
Just think if you took away his quickscope and his tr advantage how would you sell this killers gameplay over huntress trickster or pyramid head. This is blatant vandalism. He is losing mechanics and gaining nothing. They could have added a charge shot that inflicts exposed. Increased muzzle velocity the longer you held aim. A immediate reload on hitting a successful hit. Increased range with a stronger chain.
Everyone knew slinger had a lot of problems and a straight nerf that takes out his core selling points is a disgrace.
His advantage over Huntress is obviously the ability to reload without having to break chase. Also, have people actually paid attention to how long it takes him to fully aim down sights? It's almost negligible if you're not trying to insta shoot. It's definitely way shorter than the Huntress' windup.
He also has the same ability to reload in chase advantage over Trickster. While their windup is closer to being the same, Deathslinger usually gets the hit faster once he has line of sight.
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Deathslinger being a stealth ranged killer was something that should have never happened. Now people have gotten spoiled about it. Also, how do you have any practical experience with changes that haven't been made? I don't see any reason people can't hit shots in a chase, loop, or window with the new changes. Especially at windows when there's an animation lock. I actually have more of a problem hitting the survivors when I instantly fire after right clicking. I actually need to spend time aiming in order to hit them.
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I'm surprised by the Prove Thyself suggestions. Whenever I have a toolbox, I only use them when I'm solo on a gen. Otherwise, it kind of seems like a waste to have its efficiency killed when you're already getting a huge speed boost.
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#########? How hard is it for people to find lockers? Conveniently, they're right in view of most generators. Also, fun fact for people who don't seem to realize it: You can synchronize your recharge time with time spend in a locker avoiding BBQ, hiding from a nearby killer, or using other locker perks.
3 recharges of 99%, 66%, and 33% is definitely going to be more powerful than a single charge of 50% even if you don't know how to effectively use lockers.
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@Sonzaishinai said:
Commodious with scraps and spool is 52 charges
With streetwise it means 52/0.75 is about 69 (nice) effective charges
At 50% increased repair speed you save about 34,5 seconds
Build to last first refill saves you 22,5 seconds 34'5 seconds minus the 12 spend in a locker
Second refill is about 46 effective charges so 23 minus the 12 seconds in a locker is 11 seconds
Third refill is 22 effective charges so 11 seconda minus the 12 in a locker you actually lose a second
So Build to last if you only recharge 2 times bassically doubles the time you save with a this superdecked toolbox.
It is worth nothing that anything less then fully decked commodious with streetwise is not nearly going to be this effective.
But assuming my math isn't straight up wrong this is how it would be i think
Thanks for doing the math, but I think you're underestimating how often it's actually beneficial to be in a locker. Not all of those seconds are going to be "wasted". Also, a green item, yellow addon, and brown addon really doesn't make for a hard to stockpile setup.
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The terror radius should never be short on a ranged killer. I don't know what the hell they were thinking when it came to Deathslinger. They seemed to fully understand that point when they made Huntress. And what's worse is that his terror radius audio is actually significantly more quiet than average which means he can get even closer before you can truly hear it. It was only natural that M&A would be used with him being perfectly setup for it and essentially turn him into a near stealth ranged killer.
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I thought the added the elderly version of Laurie as a cosmetic when that movie came out. I guess I was only paying attention to the hair color when I skipped over it in the store.
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I honestly hadn't even realized that they took away the extra blink from her other addons until this post. I never used them after I got the 3 blink achievement.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/2526388#Comment_2526388
It is incredibly strong when used for distance, not dodging as you are describing it.
If you're concerned about distance gain, then Sprint Burst, Lithe, and Balanced Landing all give WAY more distance than Dead Hard.
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For those that don't know, gen repair times have already been increased in the past and it didn't fix the situation. To be honest, making the Deadlock perk just a basekit part of the game would have probly been the best solution to the problem. Along with some built in solutions to camping and tunneling. Like making it to where if you get hooked again within 60 seconds after getting unhooked and before any other survivor has been hooked, instead of going to the next hook stage, you just go to the hook percentage that you were unhooked at. And making it to where there's some indication when the killer is within a certain distance of a hooked survivor but no other survivors are so that smart survivors can just jump on gens when the killer is camping.
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While Dead Hard is a good perk. I don't think it's anywhere near the level of needing a nerf. It's one of the few exhaustion perks that can be rendered completely useless half the time. If I'm ever chasing a survivor in the open, I'll wait till I get close enough to I'm practically rubbing up against them and then lunge. If they have Dead Hard, it usually results in one of two things. They'll use it before I get that close and then it's just an easy follow up to hit them. Or once I'm that close, the lunge will cover almost the same distance as the dash and it lasts longer the invincibility frames so it will still hit them in the end. It has to be where they're close to a pallet or vault but about to get hit before Dead Hard is really powerful.
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Was he buffed at some point? It seems like he can walk all the way around pallet loops now after shooting somebody and still have time to hit them before the chain breaks.
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@Dwigtht said:
If they add 1 trap to the base kit, that would probably mean the yellow bag will be the same as currently purple is.
And the purple one is just gonna be changing the playstyle like it was said above.
Well, it definitely does change his playstyle. So does only using a putter instead of any other clubs change a golfer's playstyle. For a purple addon, this is pretty weak. It would be another story if traps couldn't be disabled by survivors, but that would probly be too powerful.
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@lauraa said:
its a play style change addon. think of it like chatterers tooth, tombstone or Iridescent Seal/Hatchet.
if you wanted an addon to slap on randomly without reading its effects because youre broke and have no other addons...this one aint for you.
It isn't anywhere near as useful as those. This is closer in nature to Myer's addon that let's him see auras at EW2 but doesn't let him enter EW3. And a purple addon sure as hell isn't for the broke.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2511233#Comment_2511233
I can testify against this.
I have NEVER even played Freddy. I didn't even own him before a few days ago, I had zero MMR. My first game I got the exact same 4 stack that I got with Nemesis, who I play extensively and prior to MMR, I had lost only two games with.
If there is individual Killer MMR, it obviously isn't working.
You just quoted him saying "Its just your overall MMR is used when you play a new killer" before complaining about a new killer using your general mmr.
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Unless there's an overwhelming difference in skill on a regular basis, there's no longer a way to know what rankings you're playing against anymore.
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Personally, I think the best solution to camping is if the killer is after 5 seconds, if the killer is within 16 meters of the hooked survivor and no other unhooked survivor is within 32 meters of the hooked survivor, all survivors should get a visible buff that increases gen speed. It lets them know the killer is camping and promotes proper anti camping gameplay.