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poujh
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@VibranToucan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950087#Comment_3950087
Nope. 4.0 m/s is treated as default speed. A killers normal movement speed of 4.6 is classified as 115%, and all haste speed bonuses are based on 4.0 m/s. 12% is 0.48m/s regardless of what side you are playing.
it literally is not, just look it up on the wiki. if a 4.6 killer has 10% haste, his final speed will be 4.6 * 1.1 = 5.06 m/s โ there was a total addition of 0.46 m/s
a survivor with 10% haste would have 4.0 * 1.1 = 4.4 m/s โ a total addition of 0.4 m/s
only bloodlust is a flat addition of 0.2/0.4/0.6 m/s (5%, 10%, 15% based on survivor speed i.e 4.0 m/s) -
@Leandralan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950070#Comment_3950070
The bonus speed is the same for both sides, it does not increase the movement speed to overcome the loop during the chase. You're welcome.
the bonus speed is NOT the same btw, as the bonus is based on the default speed of each one. The killer having a higher default speed gets more speed from the 12% haste than the survivor. so yes the killer does get more speed
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i don't know about your opinion but your math is wrong.
negative effects are multiplicative and positive ones are additive
so self care + botany is NOT 35% + 50% = 85%
it is [100% (base speed) + 50% (botany)] * 35% (self care) = 1.50 * 0.35 = 0.525 charges/second
so now you divide default heal duration by this speed: 16 / 0.525 = 30.7 seconds (self care + botany)
and now for medkit + botany, it is NOT 100% + 50% - 33% = 127%
instead it is: [100% (base speed) + 50% (botany)] * (100% - 33% (medkit debuff)) = 1.5 * 0.67 == 1 charges/second
so you divide default heal duration by this speed: 16 / 1 = 16 seconds (medkit + botany) -
@kaega2 said:
Post is 2 and a half years old but still hits today.
I already prestiged Houndmaster to 4 so it's not a big deal, but if I hadn't prestiged her yes I'd be kind of upset.
she's only killswitched in the event queue though, you can still level her up just fine as long as you're in the normal queue
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@UndeddJester said:
Confirmed BTW:
The 70% slow of TotH is applied after the positive buffs to totem speed. This annoyingly is not written in the wiki anywhere that I can find, so had to manual test and time it.
This means the 70% also applies to Counterforce as well, which means the +0.2c/s you get normally from Counterforce becomes +0.06c/s, so you effectively get 6% bonus speed from Counterforce (46.67s becomes 38.89s).
there's no need to manually test anything it's always the same old basic formula they use, wiki just hasn't been updated in a while i guess. have a look at this it's got you covered
https://forums.bhvr.com/dead-by-daylight/kb/articles/386 -
@Yoshirama said:
But this is not happening with only OoO, Alert and troubleshooting doesn't extended their aura either
this might be a bug then, make sure to report it with video evidence to see the lack of aura reading time increase (if you're indeed right and it is bugged)
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this is not a bug, as a self heal takes 24 charges because of the 33% efficiency debuff, not 16, as 16/0.66 = 24 charges
so if you wanted 2 heals out of one medkit you would need to have 48 charges on it, so just put on the iri gel dressing addon and the brown addon giving 8 charges
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this is not a bug, they said in the patch that they will add the feature to keep the item in a later patch as they didn't have time to add it to the update when dracula dropped
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@Mandy said:
That window was removed for a reason, it made for an insanely strong loop that was virtually impossible to catch a survivor at, even with bloodlust. So it was removed deliberately and will not be returned.
yes indeed but that wasn't my suggestion, my suggestion was to add "some kind of window" to compensate for the loss of this old one. i didn't mean this one specifically but to add a new one somewhere else in the dungeon.
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i think this could easily be solved if we get back the old version of franklins that used to destroy items and that weave attunement doesn't work on items that aren't empty
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@WashYourHands said:
How come I've yet to see a D20 VFX appear on screen when I use Bardic Inspiration? I've both canceled and completed the action, to no difference. I've yet to scream, so I don't know if I never rolled a 1 or the perk is completely bugged and doesn't work at all.
it appears on its perk icon when you activate it, do not confuse it with the big dice roll you get when opening a magical chest against vecna, this is not a bug
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@Strodie said:
I agree, it's too short of a range. I say increase it to 15 meters, and even make it 60 seconds.
I also wish for the perk to be basekit.
that might be a bit much for the range, the only issue i have with the perk currently is that when you're in the shack it's not possible to use it on someone bellow you in the basement that's why i only want a small increase in range. The time it's active could be increased to 40s too, although 30s is still good enough currently, with 60s it's way too much honestly
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there is already a counter to the killer's aura seeing ability (which includes gen auras), it's called residual manifest from haddie
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the shop feels great and super smooth (which i couldn't say honestly about the old one), one thing i don't understand is why you put the bio of the characters in the shop. Also it's a bit slower to access the menu with all the cosmetic items of a character than with the old shop.
All in all it's much better and i hope you'll soon add the remaining outfits from the earlier rifts to the shop !
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you're right, i just tried to do it, i did multiple sprints of more than 20m and it didn't complete the challenge. the archive must be broken
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the 3gen system is good. i don't think i've had a single gen blocked by it since the update and i haven't changed how i play. good job bhvr !
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his speed during recovery is much too high and should be reverted back to the slower one from before. currently a survivor doesn't gain any distance after billy misses. The recovery addons for a chainsaw use also need to be deleted
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please keep the max fov at 103, there is a reason why fov is limited
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i really hope they'll let us purchase the lunar event skins from past years, like last year
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these were already there before hawkins got removed. almost all pallets on hawkins are very unsafe except like the ones in your top image and 1 or 2 others
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i don't really see this as an issue as i can just look down and thus get blinded maximum 1 time. i don't think i've ever been chain blinded
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After versing him some more you definitely need to address scamper, it's a guaranteed hit everytime at the best usual loops, it's always a lose lose situation for the survivor . Cooldown after missing a slice and dice should be increased a tiny bit and you should really address his turning during slice and dice, he can turn so much more by doing some precise mouse movements (which i assume is a bug much like blight's hug "tech"), there's litteraly no counterplay as survivor. last thing is to make him louder as one can't even hear him when playing survivor. his slice and dice hitbox are also quite insane at some times which feels awful to play against
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@Caiman said:
The point of Killer Instinct is that it can't be countered. And it's very far from overpowered.
i think the only way i could see killer instinct as being "overpowered" is on the "dried cherry blossom" addon of spirit but that's an addon issue and not really a killer instinct issue
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i also completed the "decisive light" before it got changed but i don't have to do it again. I assume it's because i claimed the reward while you maybe left it there to claim it later ? idk but it's not a big deal anyway
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@Thale20 said:
So there is this new challenge on Tome 17 Level 4 "Decisive light" which requires you to blind the killer twice while carrying a survivor in the same game. Is there any chance we could change this into one time or not in one game? I tried it in 6 matches now and I didn't even get a single one. I am never using flashlights bc I am pretty bad with them. Doesn't work with flashbangs for me either bc I can't handle them at all. Normally I would ignore the challenge but there is a tome entry locked behind it.
I would appreciate a change. Thank you.
I heard that you still get progress if you blind the killer while he's hooking someone. haven't tried it myself but you might give this a go as this would make it much easier to finish the challenge.
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@saintjimmy456 said:
It's only empty if you don't buy the new DLC, if you do that you get a cool picture. Figured out why they've done it like this yet?
i mean of course they want you to buy the new dlc to make money, it's obvious. It's still "feedback" that i would prefer that there was an option to just show the current rank instead.
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@Alionis said:
Who at bhvr designed this challenge and thought this one could be done organically by a majority of the player base without leading to swaths of them throwing the game or wishing to uninstall out of pure frustration over it?
One blind while the killer is carrying a survivor is difficult enough for your average survivor player, but two? In a single trial? Seriously, whoever designs these challenges needs a reality check on how actual players play DbD.
I'm seriously considering to throw my games when I see a flashlight in the lobby and just let them farm this one, because this is ridiculous.
I heard that you still get progress if you blind the killer while he's hooking someone. haven't tried it myself but you might give this a go as this would make it much easier to finish the challenge. if it doesn't then maybe try using flashbangs, they work even if the killer faces the wall, though i recommend using flashbang with light footed from ripley otherwise the killer will hear you come
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i would love to have some form of counterplay to his power. there's litteraly nothing one can do to dodge an attack at any loop and there's no way of seeing him or hearing him. this is abysmal to go against. At least make him louder so there's at least some way to have some information about his position.
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/396880/nemesis-licker-tongue-buff
Hmm idk may be too op
Best to just make it 0.20001 and call it a day
yeah you're right, i was a fool to think that 0.3 seconds would be balanced, after thinking about it more it's much too overpowered, you're right. lol
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@ijetgemini said:
Oh poop. I wonder how that happens. Hope it gets fixed soon. Thanks for the confirmation so I'm not going crazy
you should definitely make a bug report then, they'll probably miss it because you put it in feedback!
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yeah i thought the same, the killer almost doesn't get slowed sometimes when missing. Also i totally agree with you for the second part, there's no way of knowing if the alien is about to use its tail unlike nemesis or pyramid head or any other killer which cleary shows if they're about to do a special attack.
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@dzonika95 said:
Hello,
I am a big fan of DBD and i really enjoy playing this game and so far the balance of perks has been relatively fair.
However, since the new Gabriel Soma perks have arrived and especially ''Made for This'' the game becomes totaly unbalanced and nightmarish for the killer and especially 4,4m/s killers. Survivors run at a very high speed while injured and looping is now 10 times more easy then before, making the killer lose drastic amount of time while in chase.
Moreover, nearly every team that i faced uses Made For This because it is just so strong for the survivor, and is litteraly even more effective then the old Dead Hard version. Looping becomes unmanagable, and the game is loosing balance. I am very disappointed with this and it basically makes me want to stop playing DBD because of the endless looping potential survivors have no matter how hard you try to mind game them they still have higher speed.
Therefore I urge the DBD team to reconsider this perk and to nerf it in order to make the game more balanced. I would really like to continue playing this game but at this rate it just won't do, there is no fun in endless chases with maximum loop potential, you just want to DC.
Please take note of this message
Best regards
"nearly every team that i faced uses Made For This because it is just so strong for the survivor, and is litteraly even more effective then the old Dead Hard version"
you know it's the first day right? people want to try out the new perks that's why you see them often no?
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@Blinckx said:
Are official stats ? Of course not
Are accurate ? Yeah i bet they are very accurate
Are we going to see official BHVR stats ? Lol no way
yeah i know about those, i'm just hoping that we could get the "real" stats as i don't think it would be that difficult for them to give us some stats like once every 3 months or so. I'm surprised we haven't gotten in so long
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@Blueberry said:
Why stagger though? The perk has nothing to do with stagger.
Resurgence is like a revival, you're coming back, not necessarily stronger but in this case you are. I think it fits the perk quite well as it is already only linked to being hooked
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yeah i also hope we could get more outfits for Jill, her RE5 BSAA and battlesuit one would be great to have.
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@PrincessCalla said:
Can we get a reply about this from a dev or someone please? o.O When is Claire going to get more outfits?
probably never as she is already a legendary skin but it would be nice if you could buy other outfits for a legendary skin once you've purchased it. For example once you buy claire you could then be able to buy a skin for her at a reduced price (not the full cost of the legendary skin but like the price of a normal "very rare" outfit so 1080 auric cells). Also devs don't really read the feedback, but there's the community manager Mandy that reads about every post and then relays the feedback she deems interesting to the devs
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can confirm, i used a bloody party streamers and in another game i used an escape cake and both didn't give any bloodpoints. only the queue incentive works.
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We need battlesuit Jill and BSAA Jill too. And also a "Hallowed curse" version of the RE survs for the halloween event.
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imo the only buff blast mine needs is to be able to detonate it remotely, that way you could get value even if the killer doesn't kick it although the stun and blind wouldn't last as long (maybe 2 sec instead of 4). Though it would only stun if the killer is within maybe 4 meters of the gen once you detonate it. This buff would honestly create some new fun ways to use the perk like maybe you could "gen save" by detonating blast mine after the killer picks up a survivor next to a gen, you could also use it like an on demand stun if you get chased near a gen maybe or even save a survivor that's getting chased next to a gen that also has wiretap so you can time the detonate. That would be so fun, although it may be a bit strong and to fix that i suggest that the killer could see if a gen has an active blastmine and that the killer can deactivate it with a basic attack on the gen.
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@Bran said:
12 meters of the killer is looking at the gen? That's very far.
A remote stun? If a survivor can get away with it they can do the gen and then easily get away as if it was sprint burst. Add this stun with sprint and that's a lot of not catching up the killer is doing.
Well 12 meters is the current range of the blastmine blind if you look on the wiki, I don't think that it's too big of a issue and if it is then the value can be adjusted accordingly for balance, maybe 5 meters like the stun.
Well yes a remote stun can be useful but the range requirement i suggested is still extremely small, it's 1 meter shorter than the reassurance range which is already quite short. If the stun is too long it can always be made shorter like say 1 sec or even 0.5sec and if that's not enough then maybe the progress requirement could be increased again to 66% as the perk is a bit stronger.
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@mizark3 said:
https://forum.deadbydaylight.com/en/discussion/comment/3172097#Comment_3172097
This would work for self heals and team heals, which can help bridge the 8->10k gap in two categories for a relatively simple change. I definitely agree with this change given the difficulty in getting Survivor BP compared to Killer (minus Sacrifice category).
Yeah i heard that getting max sacrifice is almost impossible. I haven't played killer in a while so i don't know if it's true but if it is, they should definitely also increase the amount of points per hook
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I think resurgence should make you immune to the haemorrhage effect. It would solve the issue of losing your healing progress after being unhooked and it could help you at other times during the game. It still wouldn't be too overpowered as you would still be slowed by the mangled effect from sloppy (i know that some killer addons applying haemorrhage would be countered but the situations in which players are affected by haemorrhage the most are the ones where the killer runs sloppy butcher). Even with that I don't think that the perk will see many more users as it still wouldn't have much of an impact in most games.