Sabraiz
Sabraiz
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@AbsolutGrndZer0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3657504#Comment_3657504
Video Tape. It's an addon. Google it.
Just kidding, here you go.
I do not think that addon is that good, especially after the changes, frontloading the traps at the start of the match never gives them a chance to activate which would slow down the game a lot more later in the trial. But then again if you start the match with Video Tape and still do not manage to get a hook before 3 gens gets done, you might want to look in the mirror and see that the problem is you more than any game mechanic.
I did two games as pig on ptb and 4k'd on both without any trap addons.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3657504#Comment_3657504
So all survivors have to do is predrop pallets against a barebones M1 killer.
You can still get an easy hit on most pallets even if it is dropped with new ambush. Have you even tried it at all or are you just hung up on the reverse bear trap changes?
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3657490#Comment_3657490
I mean, is it really a problem with Pigs Traps and not maybe with your playstyle when you dont get a Down while 3 Gens get done?
And let us not forget the fact that the survivors somehow all got their hats off before he even got one hook, did he never hook them after putting their hats on? Something is odd here.
And new Pig is damn lethal in all loops in my limited experience. If they don't drop the pallet and you crouch by it, there is nothing they can do against the ambush.
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@rvzrvzrvz said:
I don't understand why it activates for 30 seconds with a cooldown of 30 seconds ?? it's more than enough to cross entire map multiple times especially for blight, duration should be 15 seconds or less
also blindness is such an useless solo q stomper effect, someone on hook should stay visible, I hate that it's useless against people on voice com and punish solos
That would actually be a buff for the perk, since the cooldown is realistically closer to 60 seconds than the 30 seconds everyone claims.
Once you check a locker the perk is active for 30 seconds and will trigger once per survivor, then you have to wait until the perk is no longer active which can be up to 30 seconds before it goes on the 30 second cooldown.
As you claim, the 30 second duration is enough to traverse the map multiple times, (which honestly is barely true for most normal 115% killers on the larger maps), if we now change it to 15 second duration it would still be on long enough for the killer to cover most of the map. But with the added benefit of being able to activate the perk once more in 45 seconds instead of 60 seconds.
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@pizzavessel15 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3566447#Comment_3566447
there is I believe 2 addons (might be wrong but I know for a fact there is one) that makes it so you have to take it to a certain tv. thats more of an addon issue than onryo issue.
You are correct, just that it is only addon that has this effect.
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549467#Comment_3549467
yea it's so dumb, adding some cooldown to ftp could also solve the issue but noone wants two not so popular perks nerfed because of some very very specific combo. buckle up should just work like mft's endurance.
For the People has a cooldown. You get broken for 60 seconds after using it, so not like you can spam it. I do not want either perk nerfed, just need the synergy between them to be removed.
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I got a challenge for you, name me one licensed character that is purchasable with shards.
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I find the idea interesting and it could be a good idea. Would be fun to see how tests on this would turn out. It has a very strong effect for the low low price of just not healing.
@supersonic853 said:
Resilence has been unchanged since 2016 besides bugfixes. Its the epitome of balanced as its never reached to hard meta relevancy unless it was another perks fault. Which itd fall out after said other perk was changed. (Being shown with current mft now and old dh before). Leave it alone.
This is such a bad take.
So by your opinion you think Alchemist Ring is fine? It has not been touched since his release three years ago. Until patch 6.5.0 Nurses attacks after blink did not count as special attacks and worked with exposed effects, does that mean it was the epitome of balance?
There are probably more examples to make. But just because something has not been changed in a long time, does not mean it was never a problem nor that it ever will be. Things change, maybe not the perk itself but things around does and Resilience does not live in a vacuum it is affected by everything else.
Take the nurse example above, blink attacks counting as basic attacks were mostly fine until Starstruck was released. Just because something has been unchanged for a long period of time does not mean it is the epitome of balanced.
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They might have divided some people into experiment group while keeping the rest as a control group to see the effect of the change. Which is a pretty standard way to perform research study experiments.
Doubt there is a need for you to be afraid some "illuminati" group of elites getting something you do not.
Edit: Apparently cannot spell "illuminati".
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I am pretty sure the second basement spawn is in the smaller ship.
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@Aurelle said:
The flame turrets do absolutely nothing against Xenomorph most of the time and the tail's hit box is very weird. Also the lack of an audio/visual queue when Xenomorph charges their tail. Wouldn't have a problem if those 3 issues were fixed.
They actually do a lot, but from my experience yesterday most survivors just place them horribly so I can approach them easily behind cover so the turret barely get to react before they are destroyed.
They should prefereably not be placed right next to a tunnel, since all turrets gets disabled for one or two seconds when the alien leaves the tunnel. You should also consider the sight lines of the turrets and it's consider pallets/windows when placing it.
At least this is my experience so far with the killer.
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@NomiNomad said:
Wasn't this an issue that happened a while ago?
How do you do the same thing again?
Also, why all the shadow-changes? I'm really not liking this trend.
It is. Pretty much identical.
It is most likely not a shadow change. More likely a result spaghetti code, just like the Windows of Opportunity perk description.
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@Biscuits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529005#Comment_3529005
Windows is going to be nerfed, in the next perk patch, it's the #1 used perk. It's strength doesn't even come close to like the top 20 killer perks value.
You get DS once per game, once, and people miss it. I have watched top tier survivor players miss the skill check. Defending a hard skill check on overcharge is ridiculous. It should have a CD or be slightly larger.
I played during old NoED, it was no different than this. If the totem spawns near the killer in his last chase, that survivor is dead. If it spawns away from the killer, you are fine. Showing the totem did nothing, because the same decision and outcomes exist as the prior NoED.
It wasn't shadownerfed, but it is a planned nerf, no question.
Really? Where is your proof? Or is this just crying for attention with your constant doomsaying? Anyone whose first thought is "shadownerf" instead of thinking that it might be a bug when some undocumented change happens have some serious entitlement issues.
Personally, I rarely miss it. It is mostly the first time it happens since I am unaware of it. Why should the check be easy? How much do you want the game to cater to you?
The description is literally difficult skill check, it is meant to be challenging.
And just like back then, NoED at most gives one kill unless the survivors outplay themselves. Why are not killers allowed one perk that is strong in endgame? Is it because they "already lost"? I do not know how to tell you, but the survivors have not escaped the match until they walk out the gate. Anything until then is fair game.
And I do not intend to entertain your offtopic doomsaying/trolling anymore in a topic meant for Windows of Opportunity being bugged/"shadownerfed".
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@Biscuits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3528381#Comment_3528381
Yeah but it's new text, so it's likely a planned nerf. I wish overpowered killer perks got as much attention as relatively okay survivor perks.
No, it is not new text.
It is just old perk description that rose from the grave in preparation for halloween.
Can we stop this outcry of not a "shadownerf" and not make it into a us vs them?
@Biscuits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3528805#Comment_3528805
Save the best for last has needed a nerf since the base reduction in killers hit cool down.
Overcharge should not apply a skill check every single time you kick a gen.
NoED is still a get out of jail free card.
Regression in general is too abundant and shouldn't be unlimited. So even when they "Nerf" one perk the next in line just replaces it. They tend to be very cautious with killer perk nerfs. While survivor perk nerfs tend to be the death of that perk.
They already nerfed pretty much all gen regression perks hard recently.
And complaining about Overcharge? It's a simple skill check, should be roughly the same difficulty as Decisive Strike skillcheck. The one thing I personally think should be changed with Overcharge, is that the skillcheck disappears when the gen reaches 0%.
Cannot imagine how much outcry you would have had with the old NoED, and I do not even mean the old old version.
This topic is about the "shadownerf" of Windows, if you wanna stay on topic.
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@Unfunny_Clown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527628#Comment_3527628
I didn't get to see it in game because i can't play rn,, but do we know that the text is wrongfully changed or just for some reason the perk hasn't been changed yet for some reason ?
Just the text, I just played a game to test it out before posting to make sure.
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@Unfunny_Clown said:
They also nerfed windows,,it now has a cooldown of 20 secs after vaulting / dropping a pallet
Windows of Opportunity has not been nerfed, it is bugged though. But the bug is only to the extent of the perk having the old text instead of the new one. It works just the same as before.
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@Levitika said:
https://forum.deadbydaylight.com/en/discussion/comment/3284125#Comment_3284125
The Jane dress and Dwight TP mummy outfits at Halloween were limited time only, same with Clown and Feng's rift recolour skins
Were the Clown and Feng recolors available in the shop or in the previous rift?
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@Jay_Whyask said:
Wait, this is the third time this has happened? What were the first two?
The first was during halloween but I do not which the second one was.
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You might as well bring back old Ruin then, Merciless Storm has the same effect, only punishing newer players, barely effecting more experienced players.
This suggestion would just make the perk go from actually useful to another trash perk.
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@Seraphor said:
It just reset that bloodweb, it reset your bloodpoints too.
Odd bug but at least nothing was lost, just grab it again.
Don't think it really was a bug.
I am pretty sure it is related to the event ending and the fact that the blood web he finished had one of the event offerings, to make sure you get no unusable offerings, it just resets it. You get all blood points back as well.
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It seems to be a current bug where for me at least if I select a challenge and close the game it will stop counting the progression of the challenge until I unselect and select the challenge again.
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For me, I almost exclusively face killers from the United States, Africa or somewhere in Asia or Australia now and I play in Europe. It is much fun being unable to react to the killer, dead hard as the killer swings? I am exhausted on the ground because for some reason even though I started the animation the hit is validated due to the killer's bad ping.
Edit: Does not matter what time of day it is, I experience this during the day and evenings in Europe.
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@Freddy96 said:
Let's be honest, a strategy is placing traps in a certain area of the map knowing that further on in the game you will try to push survivors on that area.
Camping tunneling and slugging are really not strategies they're more shortcuts to higher the chances of winning
A strategy is literally, from the definition
a plan of action designed to achieve a long-term or overall aim.
In this case the long-term aim is to win, creating pressure by slugging to force other survivors to act to help their teammate out. And with the proposed base kit Unbreakable this strategy goes out the window.
As has been discussed already in other topics, being downed under a pallet will be a lose-lose against organized survivors. But another area where it will introduce a problem is in the cases where a "comp corner" exists, an area of the map created by the lack of hook spawns thanks to bad logic in the map setup, this leads to an area where good survivors will run to, as they already do to force the killer to slug instead of hook, where the killer will be put in an even worse spot. The killer cannot create pressure by leaving the survivor, but but the killer cannot hook the survivor either, i.e., a lose-lose situation is created for the killer where there is no counterplay.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/3170675#Comment_3170675
Any killer perk does the dirty work for simply pressing M1 when the pixels are close together. In a hide and seek game, why are killers given a tremendously long aura reading along with 1-shot down for simply carrying a survivor? Only to now completely bypass an entire health state? This is the opposite of the wrongfully called "second chance" perks that were gutted and removed from survivor. These perks are way more powerful because they slow the game way down for the killer and causes the other plays the need to stop working on their objectives in order to make the match possible to win. All of these adverse effects have a domino effect and why the game is very broken right now.
If Dead Hard should stay the way it, why was the aura reading from BBQ not removed? Why does Corrupt Intervention still have the same benefits of slowing down the early game, which BTW puts the match in killer's favor?
Dead Man's Switch with Scourage Hook is what killers got back. MoM was not even a meta perk. It is still a very bad perk because you have to put the match completely at risk to only one health state with a major drawback of showing your aura. Survivors didn't get anything back.
In a hide and seek game, why are killers given a tremendously long aura reading along with 1-shot down for simply carrying a survivor?
It takes at least three perks to get this to work, i.e. Starstruck, Agitation and Awakened Awareness. And only one killer can really squeeze out ridiculous benefit from it.
Only to now completely bypass an entire health state?
Only if they stick around, seeing Starstruck activate should be a sign of go away. Even more so if you notice that the killer is walking in your direction.
This is the opposite of the wrongfully called "second chance" perks that were gutted and removed from survivor.
As far as I am aware, none of the second chance perks were removed. And barely gutted, the new Dead Hard is stronger in some situations than the old one and weaker in others. Just not as obnoxious were you actually need to time it correctly to get value out of it now.
These perks are way more powerful because they slow the game way down for the killer and causes the other plays the need to stop working on their objectives in order to make the match possible to win.
Not really sure which perks you refer to here, but I am assuming it is still the three perks I mentioned above. As I mentioned a bit earlier, only one killer can really benefit from the perks properly. If any other killer gets a free down from Starstruck the survivors has most likely misplayed by placing themselves in a dead zone.
causes the other plays the need to stop working on their objectives in order to make the match possible to win.
This part feels like complete nonsense, should survivors have absolutely zero need to be pressured when a teammate is in need of help. What do you want, infinite hooks?
All of these adverse effects have a domino effect and why the game is very broken right now.
It is really only one killer that can do it.
If Dead Hard should stay the way it, why was the aura reading from BBQ not removed?
Are you seriously comparing BBQ with Dead Hard? In what world are they even equal?
Also, BBQ if anything helps with lessening camping because killers have an idea of where to go next. And if you are afraid of getting seen from further away than 40 meters from the hook, hide in a locker/behind an unrepaired generator.
Why does Corrupt Intervention still have the same benefits of slowing down the early game, which BTW puts the match in killer's favor?
Have you seen the ridiculously large maps? Where without Corrupt all the large maps are even more survivor sided. Not to mention that Corrupt Intervention also got nerfed, it disappears either after the timer passes or on first down. Giving the killer a chance in the early game, which even Behaviour has acknowledged as a problem for killers, considering their dropped idea of an "early game collapse" to slow the game down at the start. So that the majority of killers(characters not players) have a chance at the start of the match and not always losing 3 gens during the first chase against a good survivor.
Dead Man's Switch with Scourage Hook is what killers got back.
Dead Man's Switch was nerfed, while I do agree that getting back the interaction between these two perks might not have been the best move but as mentioned Dead Man's Switch was nerfed heavily.
MoM was not even a meta perk.
Never mentioned that it was either. It is just the only perk that has been according to your words;
got an even more tremendously oppressive meta perk back.
Which in the way you wrote it to be that there was a singular perk that was restored, which only applies to Mettle of Man. Dead Man's Switch and Pain Resonance are two perks interacting with each other, not really the same thing as getting back one perk as you implied.
Your claim of
Killer perks reap wildly strong benefits without skill.
Is also a massively flawed argument, to even get value of
Any killer perk does the dirty work for simply pressing M1 when the pixels are close together.
You actually have to get close to a survivor, which against good survivors can take a long time to get a chance to M1 them. Even more so on some maps than others.
Edit: Not wanting to participate in continuing to discuss stuff that does not pertain to the original topic, this will be my final response on stuff not relating to the original topic.
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@BugReporterOnly said:
Not sure how it is on killer side but you can see all survivors ping in a match if you are survivor by going into the menu that give you the option to leave the match. It also shows all offerings. Maybe try that to see if you can see your own ping atleast.
Lobby does not equal in a match.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/3170265#Comment_3170265
"It has to be a skill perk"
Killer perks reap wildly strong benefits without skill. Playing normally without anything specifically different will normally cause them to activate.
Dead Hard should be reverted just like killers got an even more tremendously oppressive meta perk back.
I am gonna regret this...
Which killer perks "reap wildly strong benefits without skill"? Other than extreme hyperbole which is standard for a post written by you, I do not see any substance behind your whataboutism post.
Dead Hard should stay as it is now, thank you. And what "tremendously oppressive meta perk" did killers get back? The only perk I have seen that has been "brought" back was reverting Mettle of Man, a survivor perk.
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@xni6_ said:
only change id say dh needs is having mettles new "special endurance thats not endurance" so it can be used in deep wound
then again, its not necessary, only 2 killers really counter dh
No, Dead Hard is already strong enough.
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@GoodBoyKaru said:
Eh not really but also when it's Sheva Alomar or Claire Redfield my wallet will make exceptions
Pretty much this. I do wish the legendary skins got prestige versions as well though.
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It does not state that it should give 100% bonus brutality points though.
Only that each Hit score event gives you 100% Bloodpoints in Brutality and an additional 150% Bloodpoints in the Deviousness category.
Edit: This is because otherwise he would barely be able to get any Deviousness points.
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Then submit a bug report here: Bug Reporting — Dead By Daylight
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3170258#Comment_3170258
Autodeadhard can be countered by missing hit. The program does not notice if you hit is going to land or miss. But the actual dead hard should work if you pressed it before killer hit that is unacceptable and should never happen in competive game like dbd. Even I hate the new dh it's better than old one if used right.
Autodeadhard can be countered by missing hit.
Not sure what point this is even supposed to make, we should have to play around cheats now? Sure bud.
Also, there are plenty of times where intentionally missing would give them a pallet drop, thus extending the chase. Same with windows for that matter if you don't manage to block the vault properly before swinging in the air.
But the actual dead hard should work if you pressed it before killer hit
And it does? Never wrote anything that implied otherwise. Or wait you mean that if you see your animation start before the killer hits you on your end it should always activate? But what if the killer does not see the animation at all when he hit? Whose POV is correct?
By the way, this is called latency and the reason why they implemented validation for dead hard and pallets on the server side.
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@HarlockTaliesin said:
https://forum.deadbydaylight.com/en/discussion/comment/3169395#Comment_3169395
Didn't know it at the time. Would've still sent it regardless, as it will cause survivors to avoid attempting protection hits running through the gate trying to escape, which is not something solo queue needs right now.
You unhook someone, both hit the gate area, killer is about to down the unhooked survivor, normally the healthy survivor can intervene to save the injured survivor and get protection credit. Now, no matter what, killer gets a kill (or another hook at minimum). Nothing you can do.
That's a bug to me.
Why should a protection hit at the exit gate be without risk for the survivors?
Not to mention his power already hits both of you if you body block it...
So not sure how your logic here works.
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@Bluebird said:
I used to hate Dead Hard, don't get me wrong. I hated how it gave distance and made loops impossible. Thanks to its recent change though, that issue is no more. After using it in a few games (thematically, Carlos can tank more than 2 hits 100%), I gotta say, now it's woefully unfair on Survivors, but not because of the perk itself, but rather server desync.
In order to effectively use it, you either have to rush a Killer and use it in hopes they don't know you have it, use it in a state you know the Killer can't bait it out (Wesker dash, Billy Chainsaw, Bubba Chainsaw, etc.), or use it properly by timing it, and praying to the Server Gods that desync doesn't hit you and the game actually realizes you used it.
I can't count how many times on both my hands and feet I've used Dead Hard, knowing I hit it before I went down, and it never worked. I feel, personally, its smaller nerf needs to be reverted and it should grant a full one second of Endurance, so it's more fair overall. It can still be easily baited, and it gives more of a chance for others to use it.
Still won't fix Auto Dead-Hard scripts though. :(
I can't count how many times on both my hands and feet I've used Dead Hard, knowing I hit it before I went down, and it never worked
Maybe the problem is not that it does not last long enough but that it does not apply the effect right away when pressed, and you just pressed it a bit too late.
And this is fine, while frustrating at times, because no perk should be as strong as Dead Hard is without risk, sadly auto dead hard removes the risk but that is a question of getting rid of cheaters not the perk.
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@SunsetSherbet said:
https://forum.deadbydaylight.com/en/discussion/comment/3170236#Comment_3170236
No it sounds like the perks are mislabeled. Sorry you defend bad development.
You have provided zero arguments of why my argument of how Open-Handed works with different aura reading perks and items is wrong. You think just claiming that you "destroyed" my argument that you are automatically right?
Its like talking to a 12 year old, you were even provided with the literal texts of the perks and the definition of channeling and you still think you "destroyed" someone when you cannot even supply any credible reason as to why other than "I said so".
Edit: If you require more proof for why it applies to Kindred, try having a friend run Kindred and then see how when any survivor gets hooked you get a buff icon from Kindred which should tell you that it is applied to survivors and not the hooks.
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@SunsetSherbet said:
https://forum.deadbydaylight.com/en/discussion/comment/3170236#Comment_3170236
No it sounds like the perks are mislabeled. Sorry you defend bad development.
Yeah, I defend bad development.
No, I am pointing out correct reading and grammar.
Edit: If you cannot even read the definition of channeling, which is what you do when using a key, I cannot help your ignorance only you can do it by educating yourself.
Edit 2: How was my argument destroyed? All you have done is write keys without any justification of why it should not affect keys, while I once again clearly pointed out the definition.
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@SunsetSherbet said:
https://forum.deadbydaylight.com/en/discussion/comment/3170177#Comment_3170177
Shouldn't that mean open handed shouldn't work on keys, since the key is doing it?
The perks are simply mislabeled and should be fixed. They very much seem like they should work as per description. They don't need to make it so these work together. All they need to do is put "The aura reading of this perk cannot be enhanced" and it would be fine. I personally don't like stuff like this where a player is likely going to have a match with a bad build/strategy because of something the game didn't properly tell them.
Sounds more like the keys aura reading addons needs their description changed then. I cannot see anything mislabeled in any of the perk descriptions.
But does the key read auras when it is an object on the ground or when channeled through the survivor holding it? I think that should answer your question.
In the case of keys, the second bullet of first and the second point applies.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/3170177#Comment_3170177
So should we make it so it doesn't effect survivors with kindred. Since it's the hook reading the aura.
No? It is the survivor on the hook which is reading the aura. Just read the perk description, the most telling part is, "If The Killer is within a 16 meter range of the hooked survivor". Notice how it states hooked survivor and not the hook.
Edit: Further clarification, the reason it increases the range of Kindred aura reading and not Wiretap, NoED, Plaything is because if one survivor brings Open-Handed that buff is applied to all survivors not objects like totems and generators.
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@Chocolate_Cosmos said:
https://forum.deadbydaylight.com/en/discussion/comment/3170196#Comment_3170196
https://us.v-cdn.net/6030815/uploads/KSJVNHBSM210/image.png
I think I found the problem that I read xD
Ok, now that is outdated. :D
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@Chocolate_Cosmos said:
This is the same case with NOED, at least according to wiki. Open Handed does NOT increase the aura that reveals the NOED totem as well. I quess all these are for balance reasons, however it makes the perk:
- Confusing for unaware players since it says "Open-Handed increases ALL Aura-reading ranges by..."
- It creates inconsistency with the perk... something just works with it and something just not.
It would be great if Open Handed description is update to date so it will tell in which cases it doesn't increase the range.
You are clearly misquoting Open-Handed, see my post above. Nowhere does it say ALL aura reading perks. It only affects aura reading perks that originate from a survivor.
The Open-handed perk description is up to date if you actually read it.
Slightly off topic, if you want to talk about out of date perk descriptions it you should look at Reactive Healing where the description states loses a health state but it only applies when another survivor is going from healthy to injured, while Injured to downed which is also losing a health state does not trigger it.
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This has been confirmed as intended.
Edit: added screenshot.
Second Edit: For clarification the open handed perk states that "Survivors may only be affected..", considering wire tap makes the generator do the aura reading and not a survivor it makes sense. Since Open-Handed does not affect generators it does not increase the range of Wiretap.
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@FeryGEN said:
https://forum.deadbydaylight.com/en/discussion/comment/3170030#Comment_3170030
I agree, in our region bonuses for survivors are active for 23 hours, closer to 12 at night the bonus for survivors is already 25-50%, from one to two in the morning bonuses for killers. The rest of the time it's a 100% survivor bonus. A little dishonest I think.
Well considering the current surge of killer players it is only natural, partly because of Wesker and partly because of patch 6.1.0 where the average killer(character), i.e. not nurse or blight, now has more of a chance against survivors.
Leads to both the matchmaking algorithm failing for the most part, needs to get matches fast enough so that people don't wait for hours, which leads to sometimes the weird matchmaking were you get a teammate that has less than 100 hours with no perks as solo survivor.
And before 6.1.0 it was similar but with the game lacking killers.
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@SunsetSherbet said:
https://forum.deadbydaylight.com/en/discussion/comment/3169972#Comment_3169972
It's pretty bad on US West coast if you happen to play in the dead of night. I mostly play after midnight and most of my teams have VPN's from China and thus multiple people with 200-300 ping.
Europe is not much better not only do you get American/Chinese/Australian players that use vpn you also naturally have russian players with insanely bad ping.
Edit: And what makes it even weirder, sometimes I have been put on a server where both me and all four survivors had 200+ ping.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3169350#Comment_3169350
The question is, how?
If you have high killer/low survivor or vice-versa, and both are in need of players, how does it determine where to apply the bonus? Why not both at once?
Individual killers have different MMR. How does it know to apply the bonus to killers? My Pyramid MMR is through the roof, my Huntress MMR is through the floor, and yet a killer bonus applies to both of them. How?
Time of day and region are the 2 I can see really affected it. I don't logistically see how MMR can impact this current implementation.
Individual killers have different MMR.
They do, but their MMR is also based on what your other killers MMR currerntly is, so that you don't start from the beginning with every new killer since a lot of skill is transferable between killers, nurse being the biggest exception were you would be unable to play here as an M1 killer.
I cannot see how they coded the matchmaking incentive, but considering how loose the matchmaking is, where someone in the middle of the mmr can be matched pretty much with players from both the extreme edges of skill I doubt it is that strict of a range.
@Bot_Salvo88 said:
https://forum.deadbydaylight.com/en/discussion/comment/3169463#Comment_3169463
That's a good question actually. I wonder if a Dev may comment on this. If all killers have their own MMR, how does the bonus apply. Maybe it's based on the total players playing killer? No idea
If all killers have their own MMR
The killer mmr is not completely separated though, it is both based on their own performance but also based on your others killers mmr, a lot of the skill is transferable between killers.
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@Rogue11 said:
Can you even activate it on someone from above basement? I tried a couple times on different maps and couldn't get close enough.
You cannot use it from above into the basement. It does work through floors of RPD, Midwich, The Game and Léry's though.
And honestly there is no reason for it to be usable like that. Boons are already too strong being usable endlessly up and down.
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@Friendly_Blendette said:
https://forum.deadbydaylight.com/en/discussion/comment/3169390#Comment_3169390
If it was % of health total with its curret numbers you could create an infinite bodyblocking train with only 3 people .
Surv 1 takes the 1st hit and uses no colision to get to the front of the train
Surv 2 takes the 2nd hit and uses no colision to get to the front of the train and now surv 1 is at 50% healed
Surv 3 takes the 3rd hit and uses no colision to get to the front of the train surv 1 is now healed and surv 2 is at 50%
Surv 1 takes a 4th hit and uses no colision to get to the front of the train surv 2 is now healed and 3 is at 50%
And you can see where it goes from there. Granted it would need coordination in a SWF but still even if it is pretty much locked to just SWFs it would be a definite possibility since it doesnt even need the RNG, skill or timing needed from something like locker saves just basic assigning of role and 3 people rocking the same perk.
It would need pretty big numbers nerf to avoid it as anytihng equal to or greater than 34% still can create the train it just needs 1 more person
I would like to see it changed like that and maybe be 25-30%? I would say 33% but that would make them literally 99ed so they can tap a self care and still likely keep chaining althought probably a bit harder.
Granted it would need coordination in a SWF
Barely, I am pretty sure I have been part of a group of solo survivors doing that body block train after a rescue during the end game multiple times. I know for sure that I am solo queue survivor at all times at least, no way to tell if others are in a group or not.
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@KayTwoAyy said:
https://forum.deadbydaylight.com/en/discussion/comment/3164908#Comment_3164908
Anyone ever taught you what happens when you assume?
I never said the problem was Awakened Awareness.
Stay mad, tho. You talking down to me like I triggered you for throwing your words back in your face. I can read--maybe you should choose your words more carefully.
Anyone ever taught you what happens when you assume?
Interesting, and then you go and do the usual internet assumption of "u mad bro?"
Stay mad, tho. You talking down to me like I triggered you for throwing your words back in your face.
You acting like you were not hostile in your response and trying to act like you were sitting on some moral high horse? Maybe you should go and calm down a bit.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3164757#Comment_3164757
Why are you still staying in the locker after carrying ended? LMAO
https://forum.deadbydaylight.com/en/discussion/comment/3164900#Comment_3164900
My bad, the incredibly intelligent survivors that knowingly stay in a 20m range against a Nurse with Infectious and Starstruck.
knowingly stay in a 20m range against a Nurse with Infectious and Starstruck.
This is pretty much it, they know they are facing nurse and when this happens they know she has Infectious and Star Struck and still stick around in her terror radius. I do not think the biggest issue is Awakened Awareness when they offer themselves up like this.
They got all the information they needed, Infectious when the survivor was downed and then a second piece of information with Star Struck and both of them scream try to spread out.
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@KayTwoAyy said:
https://forum.deadbydaylight.com/en/discussion/comment/3164858#Comment_3164858
Barely did anything? Give me a break.
Here is Awakened Awareness showing Alf the free kill he is about to get...
https://us.v-cdn.net/6030815/uploads/AAHJXCMHD5YD/image.png
Here is Awakened Awareness showing Alf that the meg went nowhere in the 10 seconds she had to hide after screaming from Infectious...
https://us.v-cdn.net/6030815/uploads/9Y04L6IVJ4TE/image.png
Here is Awakened Awareness showing Alf that the other survivor is about to commit to unhook, allowing him to proxy camp with a survivor on his shoulder and prevent the safe unhook...
https://us.v-cdn.net/6030815/uploads/CQUASO58G0OI/image.png
Who are you trying to lie to? Me or yourself?
Because it's indisputable how much more value Awakened Awareness gave over Infectious.
Cannot read huh?
I did write that it confirmed what he knew from Infectious Fright triggering. And yes, I will still argue that Infectious Fright gave more information than Awakened Awareness, it told him where all three survivors were and then as previously stated Awakened Awareness showed that they stuck around.
But it is really funny. You like everyone else is so obsessed that Awakened Awareness is the problem. I realize it is hard with almost everyone having one collective brain cell here and are only able to parrot what everyone is complaining about, but do you not see what it all has in common?
It absolutely is not nurse. Oh, wait it is nurse.
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@skylustv said:
https://forum.deadbydaylight.com/en/discussion/comment/3164830#Comment_3164830
who i'm going to report if with the new option you can only block the player? no option to report ingame
I made this mistake as well, considering how integral that step had been to reporting I kind of forgot about the thumbs up/down button that deckyr above mentions.
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As someone that likes the perk, it is absolute bull that you can use it through the floors on RPD, The Game and Midwich.
Just like how its Circle of Healing being usable on different floors as well.
The perk is absolutely not trash.






