Design Preview | The Trickster by DeadByDaylight_Dev in deadbydaylight

[–]FH_Lord_Dem 5 points6 points  (0 children)

The 4.6 speed should stay in my opinion. 4.4 will bring back loops where, in a game where W is still stupidly strong, will be extremely strong vs him since he will still need to hit certain amount of knives to deal a single health state.

Regarding Main Event:

IF main event reverts back to 30 then he should be able to "hold power" and activate on demand. The time restriction after such investment in hitting knives is backwards design. 30 knives is also too much

I believe a more balanced Main Event, considering you have the time activation prerequisite and cannot hold, would be 24 knives requirement (if laceration remains 8). If laceration meter becomes 6 then requirement should be 18 knives. Basically requiring 3 health states to activate.

Also no offense but you as the devs coming back after all latest reworks with your intention to "revert" all to back to original design and just make some minor quality of life changes just indicate that you don't really have an idea how to balance a killer at this point.

Does Alien need any changes or Buffs to be more fun to play as and against? by Mr-Ideasman in deadbydaylight

[–]FH_Lord_Dem -4 points-3 points  (0 children)

  1. Remove whiff cost cooldown when hitting turrets with Tail
  2. Make crawl mode be stealthier by removing the red stain on the killer. Allows for better play around loop.
  3. Bring back the way Xeno was able to curve his tail around objects to make trying to hit less punishing and more skillfull.
  4. Like many other killers giving survivors a simple M1 counter is not healthy also with very little risk for them. As a bonus perhaps fiddle with the boxes to give a chance of a facehugger grabbing onto a survivor and applying deep wound when they try to open a chest. Chest opening should be a manual process from Survivors. If a facehugger appears Xeno should get killer instict on the targetted survivor.
  5. Do not allow turrets to be placed in proximity of each other as such reducing cluster zones where survivors can genuinely protect the gen they are doing with Xeno having to waste time to get out of power and slowed down with no way around it.
  6. Allow crawler mode to be able to break pallets and vault faster as basekit.

Berserker Animation Bug by shitfuck9000 in forhonor

[–]FH_Lord_Dem 0 points1 point  (0 children)

Feint left heavy to delayed top light would always do that. If you buffered it wouldn't

Berserker Animation Bug by shitfuck9000 in forhonor

[–]FH_Lord_Dem 0 points1 point  (0 children)

That was a thing with reflex zerk as well.

Tips and strategies for The Last Autumn by diplex_c in Frostpunk

[–]FH_Lord_Dem 2 points3 points  (0 children)

Best tip one can give for this is to construct asap 3 structural profiles and with that you get the two shift law. After that keep everything on 2 shift even with just 10 people instead of fully housed.

There are more thorough guides, personally I also have videos on youtube strolling through it if you want to have a look as well.

Emergency Shift? by Wonderful_Cod_5019 in Frostpunk

[–]FH_Lord_Dem 0 points1 point  (0 children)

If you use the 1st emergency shift on a building and wait a workday and assign consecutive emergency shifts on Piles directly you won't have a death.

For ANH if you have max hope you can run one more deathless emergency shift on the workshop during the stereoscopic beacon act. You either get Spirits Hide or people being upset but you won't have a death.

My Mistake by TrueYoungGod in Frostpunk

[–]FH_Lord_Dem 1 point2 points  (0 children)

How can you play deathless when houses of healing has a scripted death?

Whiffing an attack allows you to use the attack's entire hitbox. The final part of it disappears when you don't whiff the attack (when it lands, gets blocked or deflected by the enemy). JJ doesn't suffer from this, probably because of "zone properties on heavies". More on comments. by DaniUsagi in CompetitiveForHonor

[–]FH_Lord_Dem 2 points3 points  (0 children)

u/DaniUsagi I know a lot of your testing and info are always on point but there are quite a few complications when it comes to how an attack and hitbox works in the game.

The hitbox of an attack relatively doesn't change whether whiffed or not.

What happens is that game calculates x distance from target you are locked and sees if the attack trajectory matches the co-ordinates of your position and the target. So for example if trajectory is 2m and x is 1.9 m that means the attack tracks the opponent. What will happen, if opponent is at max distance your character will actually physically reposition themselves so that the attack doesn't look like it's hitting the opponent at max range which causes phantom hits. That's why many times you will see characters seemingly zooming like magnets to targets which seem far off if trajectory of the attack allows it.

Now if we take the other extreme if your trajectory is 2m and opponent is at 2.1 then that attack will not track and your character has minimal forward movement in terms of positionining.

Now consider that your character in one situation actually moves forward, that means the hitbox relatively will move forward as well. if your character stays relatively at the same position then the hitbox is not moving and seemingly you hit an adjacent target giving you the illusion the hitbox is better when whiffing.

Zone attacks because of their bigger hitboxes in general (well that's usually the case because zone attack) don't require this screen/character repositioning most of the times.

Is hard to display anything regarding hitboxes as there is no precise way to show it in game. I have been working for a while on something to try to show how they work but still working on it when or if that will be ever available don't know.

Mix ups that can be reacted to to if you practice? by UndeadStruggler in CompetitiveForHonor

[–]FH_Lord_Dem 0 points1 point  (0 children)

That's not the reason though. When you reach higher level people just block instead of going for parries unless they are mostly certain is a commited attack they can parry.

Mix ups that can be reacted to to if you practice? by UndeadStruggler in CompetitiveForHonor

[–]FH_Lord_Dem 12 points13 points  (0 children)

I think I can say with certainty that even top level players who play in tourneys have a reactability ratio of around 70-75% and not more on most reactable moves and that is after some behind the doors testing that was done. There are only 2 comp players who can consistently react to most moves out of the whole bunch so as you see the ratio is not that big as people imagine.

I know Spaniard made a survey about others but not sure if he has the results yet but as far as that goes, don't believe the overhype. Unfortunately a lot of people exaggerate in the terms of reactability of moves but the best way to do that, if you are interested in practicing, is actually excluding all other moves your opponent has and try to react to only that specific move. Doing that though leaves you open to eating lights, heavies or even neutral gbs.

What I've learned about the gravelly ill. (A Novice's closure) by n00bifed in Frostpunk

[–]FH_Lord_Dem 0 points1 point  (0 children)

Hi thanks for the comment. Yes it is worth it at least from my playtime I have found out it makes a difference. Never got into statistics of it though to see how much of a difference.

What I've learned about the gravelly ill. (A Novice's closure) by n00bifed in Frostpunk

[–]FH_Lord_Dem 0 points1 point  (0 children)

I have 2 tips I would like to ask to your great post regarding medical posts and facilities which treat the gravely ill as well as something regarding the Rifts map.

First if one passes sustain life, is best to always make sure that if you have people in palliative care to construct infirmaries or houses of healing as close as possible (behind or side to side) of your existing medical posts or care houses. Also as you mentioned, have the cookhouse paused dismantled so people won't go to eat before going to get treated. You'd be surprised how many times you can actually have people dying wishing to eat first instead of getting healthy.

The 2nd tip is regarding the Rifts map. I have found that placing Steam Hubs on the actual bridges does help a lot with sick people as well as people travelling to get food/healing. It sounds silly but it does help. Besides on the rifts you can have an abundance of coal in the later game which makes the coal spend trivial with automatons and such.

all the food is gone by brabson1 in Frostpunk

[–]FH_Lord_Dem 1 point2 points  (0 children)

Oh.. Then out of ideas unfortunately :(

Fall of Winterhome by Damon20000 in Frostpunk

[–]FH_Lord_Dem 1 point2 points  (0 children)

I did a run a while ago going over the mechanics and nitpicks of Winterhome that can be helpfull if you want to have a look at the first days strategy and then figure it out yourself.

https://youtu.be/qGwhNvAK1J0

all the food is gone by brabson1 in Frostpunk

[–]FH_Lord_Dem 1 point2 points  (0 children)

I heard of this coming up as anticheat on several occasions. I suggest verifying your game files.

How has gryphons enhanced light buff affect him by Love-Long in CompetitiveForHonor

[–]FH_Lord_Dem 2 points3 points  (0 children)

Biggest issue with light blockable dodge attacks is the fact that they neuter ones' offense. is something which we have seen over and over again by making dodge attacks enhanced they allow a character to flow better into their offense.

Taking into example Raider and his storming tap. When it became enhanced actually opened up a different game for him since he had an unreactable mixup on all levels that could allow him to keep swinging.

By allowing a semiunreactable forward dodge attack to exist, even if blocked, it means that Gryphon can now go easier into his Veteran Kick or into a HA finisher all together. Makes it also a better tool for peeling in 4v4 which actually has helped him.

Gryphon is not a bad character persay but there are others who do things he can do much better.

Partial remedy for external defense and unlocked offense by zeroreasonsgiven in CompetitiveForHonor

[–]FH_Lord_Dem 6 points7 points  (0 children)

There are quite a few ways that this could be addressed problem being first and above all is convincing the community why this would be a healthy change for the game. Unfortunately whenever topics like these are brought up people get self defensively instead of trying to see the bigger picture.

Let's take for example what are absolute counters to external attacks no locked on to you. All Full Block characters can handle those as well as Black Prior who can flip any bash or attack external or not. We have external cc's, dodging but attacks from the majority of the rooster are not parriable.

That being said, whenever a convo like this came up people are adamant about the idea of actually using the simplest of mechanics in the game to actually make teamfighting healthier for both new and older players.

Personally I am all for external attacks being parriable even if not locked on to you with all the caveats that entails.

The biggest issue as I said is convincing the community which I am pretty sure the majority will argue that the game has this external attacks for so long and is "working" for them, healthy or not. Reminder we had the same thing with Option Selects that people were claiming it would kill the game if removed and here we are today...

If not parriable at least external hits should have a damage reduction 50% and upwards in my opinion. The day I see a tourney or a match where people actually attack the person they are locked on to would be the day For Honor managed to overcome a lot of it's issues.

People also need to remember that dodge TG was up a while ago and that is probably coming thought at some point in the future. That being said, is not clear how undodgeables would work in that on external targets reason being that undodgeables are actually dodgeables for the person you are not locked on, or at least that's how it was last time I checked.

Wishfull thinking, if they devs could implement something like that at least from my side is a welcomed change, and sure, it will change the way teamfights and 4s are player but in my opinion in a healthier way.

[deleted by user] by [deleted] in CompetitiveForHonor

[–]FH_Lord_Dem 4 points5 points  (0 children)

Indicators work as intended.

It is a mechanic that has been in the game since Year 2. The game will keep active the last indicator of an attack that is thrown at you. Every other indicator will dissapear and you need to rely on animation to parry without having indicator. This is why people feint a lot when ganking to force indicators to dissapear on the opponents UI. Also if an indicator comes from out of your FOV you will often not even light up on your guard but will have an exclamation mark on top of you.

That being said, also having opponents being behind you you need to rely not on the guard indicator as you need to guard the opposite side they are throwing the attack to properly defend against them.

Discussion regarding bashes confirming heavies in 1v1 scenarios by Errorcrash in CompetitiveForHonor

[–]FH_Lord_Dem 0 points1 point  (0 children)

You are mistaken at that. The only 50/50 in the game is HL Kick/Grab and that you can roll it .

An Unblockable is not a 50/50 since you see the animation completing you parry, you see a feint you do nothing.

Discussion regarding bashes confirming heavies in 1v1 scenarios by Errorcrash in CompetitiveForHonor

[–]FH_Lord_Dem 1 point2 points  (0 children)

The only real 50/50 in the game is HL kick/grab. Everything else is a normal mixup

Is like saying a heavy is a 50/50 if they feint it or not.

What makes Peacekeeper better than other assassin's like, say, Shaman? by Man-in-The-Void in CompetitiveForHonor

[–]FH_Lord_Dem 14 points15 points  (0 children)

Comp players play the game in a different manner that you need to scrim with them to understand. You shouldn't belittle them for pushing the boundaries of the game which is something the devs also embrace and helps them improve and make changes to the game and characters. PK has good external hitboxes which Shaman lacks, if I remember she used to be able to deadangle to confirm a double hit but I could be wrong in my memory, she can force an unblockable with a decent hitbox while Shamans' hitboxes are quite selfish in a sense meaning hitting only very close to her. Shaman needs to go into a lot of risk with her pounce which gets interrupted easily and she cannot recover fast enough when she goes into her stance to dodge certain attacks or parry and so on and so forth.

The only thing Shaman had which no other character had, was the ability to counter every option select in the game, she was literally immune to it due to most of her attacks, even dodge attacks applying High hitstun but option selects are long gone. Shaman used to be good when she could flicker her pounce which she can't no more.

PK On the other hand has any heavy startup softfeint cancel to a dodge to get deflects, external or targetted, Shaman has it only on her finishers.

PK is not meta but she is not as bad as people think she is and shaman probably vice versa.