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Saitofox

Saitofox

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Saitofox
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  • @Yamalive said:

    https://forums.bhvr.com/dead-by-daylight/discussion/468775/petition-to-give-a-3x-4x-bloodpoint-multiplier-for-swf

    Your post is contradicting itself. With your logic a killer would never enjoy a game against SWF (that in itself is already a really hot take) but if the killer gets a bp multiplier AFTERWARDS he wouldnt be annoyed about the game he didnt enjoyed.

    Also SWF has never been an issue in this regard. Every statistic told us that even 4-SWF arent much of an an issue in comparison to every other combination. Its because just being a SWF doesnt make people more skillful in their gameplay. For a proper coordination you also require a decent amount of skill.

    Your post reads as really salty about losing most of the time. Just an advice: get better. If you play kilelr have have problems to win its 90% a you issue and not an issue of your opponents.

    Litterally everyone, OTz, ScotJund, Mintskull ect has told you guys that the statistics from BHVR is messy… and yet you keep clinging to the official Stats, I bet you beleive Sadako is S tier because she has the highest kill rate by their stats…. lul…

    Also No, If you look at litterally every Forum, Just search up "SwF" and you'll see this is one of THE MOST complained about thing in DBD. THE MOST COMPLAINED ABOUT THING.

    And no your leap of logic is a little wierd, never did i say "No killer enjoys going against a SwF" 3rd word in my paragraph is "I" perhaps adjust your glasses?

    Why are you against more bloodpoints? thats a weird take.

  • woops wrong person// edit redo:

    I play both sides, i have about 8,200 hours ish. mostly a pig main. but play everyone equally. really i just love pig.


    So i dont have any biases other than SwF's is the least fun i ever have ever.

  • @Aven_Fallen said:

    No need. Most SWFs are just the same players as you encounter in SoloQ, just playing together.

    And well:

    not once have i had a 4man or a 3man Death squad

    ^ this would be way more accurate most likely.

    your either Low MMR, Full of Poop or just a survivor main.

  • 1: it would'nt be a stretch or hard to redesign a set thing in game into a permanent feature. expressly one that would reset apon death. another thing they have for this already is Daily Rituals. They work exactly how Hope would keep track.


    2:

    So BBQ and Chili for Survivors is a no go for you for some reason?

    BPS, Cake, chili... And so on. These features already exist. and it would only proc on escape / doors. and would lose all of the stacks every time you die, having to GRIND to build up again.


    3: Once a generator is complete, not forever. and its for 25 seconds after. it would'nt be to strong as Sprint burst is a 3 second burst of 175% movement speed burst.


    4: i have seen very few people run it in almost 2,000 hours... anecdotal evidence should be thrown out. but i also don't hear people talking about it.

  • @OnryosTapeRentals said:

    • The mechanic of stacks transferring over into another match would be tricky to implement and be hard to keep track of.
    • Gaining 10,000 bloodpoints per stack when sacrificed is far too much. It would throw off the game's economy and make progression for survivors far easier than progressing killers. With the maximum amount of stacks, this perk would give 150,000 bloodpoints which is about 5 matches worth of bloodpoints.
    • 15% increased run speed for 25 seconds is an incredibly powerful benefit. This would make a running survivor (default: 4.0 m/s (100%)) move at 4.6 m/s (115%). Most killers move at 4.6m/s too which basically means that while this perk is active the survivor is invulnerable because most killers would be unable to catch up. With 115% movement speed, the survivor would be able to out-run killers with lower movement speed like The Huntress.
    • Hope doesn't really need a buff. It is a decent perk which helps you get things done in the end-game faster.

    1, The game already has a system for keeping track per game things. EI: The halloween & anniversary Events


    2: what economy?


    3: right now its 5% for 2 minutes, so no 25 seconds is fine with the condition.


    4: no one runs hope for a reason.


    5: This is a fan thing, an idea. im not a dev, try to have fun.

  • @WaffleFalafel said:

    Couple problems. The first one is the movement speed.

    If Dio is exactly as fast as survivors are, then he's screwed. The idea of looping only works because survivors have smaller hitboxes than killers. If Dio is the same speed, he can't chase in pallet loops or even catch up to people. Furthermore, his terror radius also dictates how much time survivors have to run from him, hurting him even more.

    Now let's move on to the THE WORLD. This is broken. How long does Dio have to wait to use this power? Is he slowed down when he activates it like Carter's shock? This is very important to know because if poorly implemented, you've got a better Clown with Legion's problems. What I mean is that in small loops, survivors are basically going to be like, "Well Dio pressed M2, so I guess I'll die." Just like old Frank's Mixtape Legion. This power is broken from a fundamental level.

    I'm going to to skip the perks and most of the add-ons real quick to get to the pink one's: they're both broken. First, Joestar poison has better tracking than Doctor or Plague does with the best add-ons with no initial effort of the killer being needed. As for Dio's perfect plan, I can see that being used to take the game hostage depending on the cool down. Even if it couldn't be abused, it sounds really weak since Dio can't actually harm survivors far away or waste enough of their time.

    His power solves issue 1

    His movement speed solves issue 2.


    And i modeled his addons after the same power as ghost faces addons.


    Read the entire thing again as a whole.

  • until someone has OoO and then you're power is completely ruined.

  • Huntress
    Wraith
    LF

  • @TheTimeMachine said:
    Okay let’s all be honest here. TrapMan would win a foot race with BigFunny any day.

    I mean yes.... a fit, Swol brute Vs a fat smoker / drinker and child molester. he would win anyday.

    :U

  • @weirdkid5 said:
    Lmao I swear even developer confirmation from Jeff isn't enough

    nice spam, Unfortuantly you have no idea who jeff is, that proves your Green-ness.

    jeff is like Not_Queen, a Community manager, Has nothing to do with the game, or coding.
    He would only know what we know, the patch notes.

    I have also asked you before
    What do i have to gain to lying about clown being slow?

    I have nothing to gain, so stop being a toxic Human.

  • @Peanits said:
    I can confirm that they're both the exact same movement speed, 4.6m/s, and I don't believe the clown has a larger hitbox than other killers.

    It seems to me that it's just a matter of human error. (No offense, I still love you.) Each time you adjust your mouse-- even slightly-- you're adding more distance to the path. The difference between a straight line and one that zigzags ever so slightly might be subtle, but it'll make a difference in the end. You can see that most in the Haddonfield example. You only get there a split second sooner as the trapper. Hitboxes would have nothing to do with that one because it's a straight shot all the way across, no obstacles to maneuver around.

    Lery's, of course, has a much larger margin for error because there are far more obstacles to weave around. You'll be gaining and losing time constantly as you wander around it.

    Basically just wild coincidence. If you were to run the same test a few more times, you might find it swing the other way as well.

    i've done this test 4 times, and posted them each time.

    trapper was always consistantly faster.

  • @robin said:
    how many threads have you made about this lol does it really matter that much

    Yes. Clown being slow and no documentation or confirmation is a big thing.

  • @Dragonredking said:
    First and foremost both of them have different path the only way for you to really prove anything would be to restart the game until you have the same rng along wall for both game and take the exact same path for both killer.
    Wich you don't in your video.

    AT 0:6 you cut short with the trapper by passing to the left of an obstacle when you reach a similar point with the clown you hug the wall making the trapper take a way shorter path.

    At 0:42 you take once again a shortcut with the trapper by taking left at the tree instead of huging the wall like you do with the clown

    At 0:46 you stop for a second in a map corner with the clown for no reason

    This is no evidence at all of any speed diference since you don't apply the same standar for both killer.

    as i said before, the issue comes with recording them 2 separate times, the only way to prove this 100% is to
    perform the 2 killer glitch.

  • @Jack11803 said:

    @Saitofox said:

    @Deverer said:
    This isn't really any proof. You start them in different spots plus there's the fact that tile spawns can make their paths different which messes up their times. You can't draw any conclusive result when they're run in completely different test environments. Like in your test video Trapper never had to walk around a rock in the corner and back up like you did with the Clown in his test.

    Need to have it in a place where there's no obstacle difference like a Haddonfield hedge or the Bedham hallway. A place where the distance is easily measurable and human error nor map RNG can play a part.

    thats the thing, you kind of just debunked your own debunk.

    Trapper had more ######### in his way, and still won the race.
    also it was the same spot, the map just generated mirrored. so one is going north and the other is going south.

    Obstacles could’ve also made trapper win, as he may have QUITE LITERALLY cut corners. Either way video is not good evidence.

    the issue is nothing is good evidence, unless someone can perform the 2 killer glitch and have them walk beside eachother.

    And i can't perform it for the life of me. we tried for a good 2 hours

  • @Deverer said:
    This isn't really any proof. You start them in different spots plus there's the fact that tile spawns can make their paths different which messes up their times. You can't draw any conclusive result when they're run in completely different test environments. Like in your test video Trapper never had to walk around a rock in the corner and back up like you did with the Clown in his test.

    Need to have it in a place where there's no obstacle difference like a Haddonfield hedge or the Bedham hallway. A place where the distance is easily measurable and human error nor map RNG can play a part.

    thats the thing, you kind of just debunked your own debunk.

    Trapper had more ######### in his way, and still won the race.
    also it was the same spot, the map just generated mirrored. so one is going north and the other is going south.

  • @MineAntoiya said:
    I'll see if I can get TydeTyme to do a better quality comparison

    good idea. i love tyde

  • @weirdkid5 said:
    He clearly stops holding W. You can see with the last clip he continues to follow through with Trapper, and on the right he lets go of W to abruptly stop.

    i clearly didn't.

    i already invited you to come "test" it out with me, but you keep declining.

  • Pig, Shes really skinny.