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Valik

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Valik

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Valik
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  • The fact that most lobbies have numerous of the same survivors creates a dissonance to this effect. it doesn't need to be stated in the lore or by developers, it is implicit in gameplay. Lockers, for example, do not need to be discussed and communicated by developers or hold dedicated mention in lore to be a practical and…
  • News to me - link to that information ?
  • Endurance. https://deadbydaylight.fandom.com/wiki/Status_HUD#Endurance
  • I think we're in agreement. You can no longer gain distance in the open - but as far as vaulting and pallets are concerned, the perk has been buffed.
  • It is not a moral failure to consider things as different. It is a moral failure to try to squelch someone's observations through external qualifiers, especially when such observations go against established faculties within the core aspects of the game - by the admission of both developers and professionals. "Killer being…
  • Then again - they thought at-launch CoH was a good idea, and that putting a hook in RPD 3rd floor was a good idea. Just because something might be a bad idea doesn't mean it's outside of their track record.
  • I don't think you understand - the 'distance' is exactly the same. "the "dash" no longer covers distance. You will be the same speed as you are running, but will be invincible for 1s." Dashing with invincibility for 4m - or moving forward with invincibility for 4m - the only difference is 0.5s worth of 'movement time'. You…
  • I get that - but knowing the track record of the developers, my best guess is they may be torn on the subject.
  • The mistake here is that you've just tried to use experience in another game to justify a position. Not just because you are addressing the position as though you have command or insight into it, but because you are using experience through an external factor to try and assert yourself as qualified to make an absolute…
  • Overall I agree, but it's a bit precarious. If you're talking about under a second difference, it's effectively the same. If you're talking about using Dead Hard while nowhere near a pallet or vault in a loop, then yes - you are correct. In the sense that you must be in the same general location as a pallet. To give you an…
  • I do not think we have the same definition of what 'Already reach' means.
  • Theoretically, but in practice - it will be negligible.
  • Killer is extremely stressful. If you're looking at kill rates, you're completely missing out on the content of the matches. Having to squeeze out 55% kill rate from the clutches of Dead Hard, DS body blockers, and proficient loopers is pulling teeth in the worst ways - especially on lower tier killers like Freddy or…
  • It is exactly the case, and I don't understand why you are not getting this. Old DH ferries you safely 4m - the killer cannot hit you. New DH ferries you safely 4m - the killer cannot hit you. If the killer swings with old DH, 1.5s animation. If the killer swings with new DH, 2.8s animation. You are no longer dashing super…
  • I do not think you're understanding. Survivors move at 4m/s - that's 4 meters in 1 second. Dead Hard grants 4m worth of movement. If you press the E key at the exact same location as you previously would have with DH - you approach the pallet with Endurance and close the exact same amount of distance safely. So long as…
  • Don't look at me, I'm not the one designing the game. History has proven that the devs have been reluctant to make these changes up until now - so if I had to bet on a horse, it would be that they're going to lock the change behind a perk.
  • They'd be a lot better if the boon shattered at the tail end of the animation with a satisfying crunch. It's not the animation itself, it's the lack of reaction or overlapping action. When the hatch is closed by these very same animations, the snapping of the hatch door and the bombastic sound punctuation signalling the…
  • Pretty much. I try to sleuth around or break line of sight. Give it the old college try - but I must accept that beyond my own inadequacies to evade Nurse players, more often than not my allies are ill equipped in the same area. Letting go on the hook is preferable than wasting time letting her slug and sequentially…
  • I'd rather Coulro gave people those reverse-skill-checks than 50% needle speed.
  • They may have had a change of heart. The biggest concern is redundancy. If there are icons, why do survivors need core information perks? What good are information perks? Knowing Behavior, they often lock these kinds of updates behind perks. You may see in the next couple patches a 'Inner Information' perk that allows…
  • Rework Wretched Shop, simple as that. Main building has 2 windows - turn one of them into a breakable vault (A window that can be destroyed to make an opening) Main building should be a bit larger. Where the basement does NOT spawn: Create a 'workshop' clutter where survivors can skulk. In the main building, killers or…
  • If Off The Record launches as is - BT is going to be a dumpster perk. Same reason you don't see Small Game or Counterforce anymore - ever since Boon totems came out. Same reason you don't see For The People or We're Gonna Live Forever being used as anti-slug with Unbreakable existing. Off The Record is going to eat…
  • Nurse is potentially the strongest. She is designed for perfection - but human meat brains have difficulty with perfection, and are really good at generalities. Nurse is designed to be played by a robot, not a person. The balancing factor is the human element. That being said, when players drill themselves and train to…
  • It is not at all a tighter window. Where it used to be a 'Use either right when you're about to get hit, or as you're approaching a loop interaction to gain distance, it's precisely the same here. Use DH in the open to save yourself | Still works exactly the same, new version is patently better in the open - if you bait…
  • It ONLY effects injured players, ONLY when you hook someone, ONLY for a short time, and ONLY if the perk is off cooldown. Removing the cooldown only shaves off a bit of those 'ONLY' drawbacks. ~ Upon hooking a survivor, injured survivors scream (Not revealing their location) and suffer from Hemorrhage and Exhausted for…
  • I really don't understand this 'Solo que is hard' mentality sprouts from. Solo que is a stress relieving experience, especially at higher MMR. Like trimming a bonsai tree - predictable, low-effort. Sure, when you're in a lobby with silly-nannies that throw chases or get their teammates killed, it can prove to be a…
  • There's a problem when a game censors words and titles that exist within the game itself. I get trying to censor racial slurs or strange, malicious phrases, but when you censor names of perks, core concepts of the game, and basic discourse - you've done goofed. This censor system would be pretty heavy handed for a…
  • Thanataphobia Hex: Plaything Jolt/Surge Scourge Hook: Gift Of Pain NEVER bring Dying Light on Legion. It does NOT affect the Obsession and grants the Obsession 33% additional healing! One survivor can heal up the rest faster than Thanataphobia can slow down their gen speeds to keep up. NEVER take Dying Light on an injury…
  • 1 - Meh. I'm not sure this reason is concrete. It's nice to know - but 25% of the time you get it anyway. It's powerful information, true - but both potently strong and absolutely unbalanced when looked at in a certain light. By simply having basic awareness of where certain survivors are, you can 100% of the time glean…
  • The worst thing is that the perk can still force lose/lose situations for the killer and in those cases - the survivor gains more distance than before. DH used optimally today: Killer eats 1.5s missed attack cooldown and survivor gains 4m. DH used optimally now: Killer eats 2.8s successful attack cooldown and survivor…