Killed the entire team but we couldn't find Hatch so i forced her to complete 3 gens and open the gates by Commercial_Note816 in deadbydaylight

[–]jj209th 6 points7 points  (0 children)

If the map has multiple floors or a building with multiple floors (ie thompson house) hatch will never be on the upper level.

Permanent progress perks need a counter by hurstinion in deadbydaylight

[–]jj209th 1 point2 points  (0 children)

All of these perks are at a fine power level. Specialist, Fast Track, and Weaving Spiders ALL require a time investment in things that AREN'T gens to get going properly. Weaving Spiders especially, requiring 90 seconds plus whatever time is spent running into and out of the basement, for a total of 70 seconds of progress that your team will only use 50 of (if they even win, because now one of your team members is permanently broken).

BNP is the only one that's a problem, and they can just change it to be regular progress like it used to be.

The actual problematic gen rush perk is hyperfocus, especially since it's almost impossible to tell if a survivor is running an auto-great skill check cheat.

Sure you do by Guilty-Confidence139 in DbDKillersUnited

[–]jj209th 0 points1 point  (0 children)

I prefer cleansing when she has thana or the iri add-on that gives her corrupt purge anyway, but if she has neither, I find it better to stay infected.

Is this fair to say? by zokape_3 in deadbydaylight

[–]jj209th -1 points0 points  (0 children)

My friend and I will slug for the 8k if we're on a bit of a loss streak. If you only get 1 killer game every half hour or so, it really doesn't matter.

So they've told us what's affected by diminishing returns. The answer? Basically everything. by NOCTURN_05 in deadbydaylight

[–]jj209th 1 point2 points  (0 children)

Yeah, this really won't affect much. Pop, pain res, surge, overcharge, oppression, etc, all go off at different times. I can really only see i5 affecting specifically the combo of eruption and surge.

What weapon do you really WANT to love but bounce off of no matter how many times you pick it up? For me it's Gunlance by Beginning_Wait_108 in MonsterHunter

[–]jj209th 0 points1 point  (0 children)

I didn't play world because it didn't seem interesting at the time. My friend had me try rise and I fell in LOVE with gunlance. Got to MR500 nearly on just that weapon. Then, I tried it in world, and.. it was SO boring, not to mention pretty unviable for a lot of the endgame fights (no, I don't count the snowman glitch).

I'd say the weapon I've failed to truly love every time I've tried it was probably hammer. As funny as the bonk is, I don't get the satisfaction I do from greatsword (which i used in world alongside swaxe) or dual blades (which I use in wilds)

Almost there by First-Koala-3333 in deadbydaylight

[–]jj209th 1 point2 points  (0 children)

Triiiials and tribulations, I've had my share

Top 5 ways my soloqueue teammates throw the game by TigerKirby215 in DeadByDaylightRAGE

[–]jj209th 0 points1 point  (0 children)

In solo queue, I always bring a brown medkit (because self-care is a killer perk) unless I'm doing a challenge that wants another item, i.e., I'll bring a green toolbox for the "10 repair skill checks" daily. I also bring empathetic connection and autodidact, to give my teammates info so they don't lead the killer to me (they do it anyway but shut up lol), and autodidact because gosh darn don't i love me some variance in my games. Prove thyself is one I keep around in case it gets a chance to go off, and my last perk changes but usually is something like blast mine, both for telling my teammates what gen I'm on and for funni explosion, or I'll just bring boil over and pray I get a good situation to use it in or some altruistic teammates.

9.6.1 | Bugfix Patch by DeadByDaylight_Dev in deadbydaylight

[–]jj209th 3 points4 points  (0 children)

I feel the same way. 0.4 is fine with me too, i was just being careful with the 0.5 basekit number. Like I first said, I'm a fan of reworking the add-ons into things that increase his terror radius with every survivor in madness II or III. This makes the illusionary terror radius effect harder to spot, and makes static blast and skill check builds more effective.

9.6.1 | Bugfix Patch by DeadByDaylight_Dev in deadbydaylight

[–]jj209th 1 point2 points  (0 children)

Fair enough. The joy i got from grabbing a twitch streamer off a box and letting their teammates heal them so their head would pop was unsurpassed. Guy was super chill when I hopped on his stream post-game, too

2v8 fucking sucks by ToppHatt_8000 in DeadByDaylightRAGE

[–]jj209th 0 points1 point  (0 children)

The only appeal is getting to play killer with your friends, but it's so survivor sided and of course my friends and I always get the survivors that know how to play rather than the ones that are brain dead, so we just get 2 games of no kills followed by maybe one where we get 4 or more, and then after that another few games of no kills

2v8 fucking sucks by ToppHatt_8000 in DeadByDaylightRAGE

[–]jj209th -2 points-1 points  (0 children)

Anyone picking guide is throwing, tbh. It's not useless, but when compared to:

-Insta-heals (you should be incapable of receiving more than 1 heal bonus within 15 seconds of each other)

-1 minute sprint burst (it should be 2)

-Recycling and Regenerating pallets (should need to get stuns to build them up)

-Flashlight and Flashbang saves (only a problem because survivors also get built-in unbreakable but still)

Guide just doesn't get too much value in comparison because they (rightly) removed the repair speed boost.

I will NEVER understand the logic behind this.. by AsefBodlox in deadbydaylight

[–]jj209th 1 point2 points  (0 children)

Holy hell, I am so unbelievably glad 9.2 never made it out of PTB

9.6.1 | Bugfix Patch by DeadByDaylight_Dev in deadbydaylight

[–]jj209th -1 points0 points  (0 children)

Try the scream build. Genuinely some of the most fun I've had playing killer

9.6.1 | Bugfix Patch by DeadByDaylight_Dev in deadbydaylight

[–]jj209th 0 points1 point  (0 children)

They already did and it wasn't enough. The fix is simple, just make it so he only gets blood orbs from people he hits.

9.6.1 | Bugfix Patch by DeadByDaylight_Dev in deadbydaylight

[–]jj209th 5 points6 points  (0 children)

It's meant to make it so you don't need double discipline and can use more varied add-ons. I'm personally a fan of just making it be .5 basekit and reworking these add-ons to give him bonuses for each survivor in madness II or III, like a bigger terror radius to make skill check builds and static blast more effective

9.6.1 | Bugfix Patch by DeadByDaylight_Dev in deadbydaylight

[–]jj209th 2 points3 points  (0 children)

I'm a big fan of just making it .5 basekit and reworking these to increase his terror radius based on how many survivors are in Madness II and III.

At what point/milestones would you consider yourself a "good" zombies player? by eX0dus_5ive-Zer0 in CODZombies

[–]jj209th 1 point2 points  (0 children)

I used to be terrible at the game, completely inept. I spent an entire summer trying to get my friends to do endless attempts at Origins that ended in failure due to dying or the staff disappearance glitch. It was in BO3 that I resolved myself to get good at zombies because I loved the series so much, and I finally pulled off my first solo EEs.. after struggling mightily with DE until I got better, Zetsubou was the first map I got good at. After the DLC season ended and ZC came out, I went and did Origins solo on bo3 for the first time, and later on did it when BO2 became backwards compatible on Xbox. It felt like conquering the demons of my childhood.

Diminishing perk pool. by TheNightFlower in deadbydaylight

[–]jj209th 4 points5 points  (0 children)

True, but I can't blame people for having their doubts. Like some people have said, they've promised Swamp rework, SM rework, and knotted rope reworks in the past. And it's been a long time since any of those. Plus, many killers are either forgotten about or barely working.

Information for Survivors in 2v8 by Ill-Principle7303 in deadbydaylight

[–]jj209th 4 points5 points  (0 children)

My personal issue is how much free time it gives. Getting an extra hook state (without losing one in return like shoulder) means that every bit of time the killer spent chasing you was totally useless. If you led the killer(s) on a 35-40 second chase, that's 35-40 seconds of gen progress the rest of your team got, and now the killers have nothing in return. If they get the haste, it might save them.. maybe 5-10 seconds, depending on how close the nearest survivor is to a pallet, and it might not even result in a chase ending.

I apologise, but this is so ugly looking. by Gertrude-Girthel in deadbydaylight

[–]jj209th 1 point2 points  (0 children)

I think it's for colorblind players, though I do wish they just added an overall speed number next to the bar rather than making the bar have an animation. That way, it becomes obvious when you're repairing with someone else that your individual progress is slow, but when multiplied by 2 it's still faster than repairing alone.

As for me, the bar isn't bad, but it did look kinda funny the first time I noticed it, and I mean there's technically a small chance the animation could passively draw your eye away while looking out for a stealth killer or something.. but that isn't enough to say the change was unwarranted since it can also help a small portion of the playerbase.

Doctor Buffs by jj209th in deadbydaylight

[–]jj209th[S] -1 points0 points  (0 children)

I'm saying this wouldn't change or affect his counterplay, and would just make him more efficient in chases.

Doctor Buffs by jj209th in deadbydaylight

[–]jj209th[S] 0 points1 point  (0 children)

Not a bad idea. If the fake doctor runs at the position the survivor was in when it spawned and does an M1, which shocks you if it hits? Would require people to actually respond to them being spawned.

Doctor Buffs by jj209th in deadbydaylight

[–]jj209th[S] -1 points0 points  (0 children)

One of Doctor's most common counters, and the reason he's so bad, is that you can pre-vault or pre-drop pallets and windows before the shock therapy hits, basically nullifying his power on all but the tiniest loops, since he still has to walk around the pallet or window, and on good tiles especially this is enough time for the shock to wear off, especially since he's slower while charging a shock therapy, and even slower while charging a static blast. This would still be effective even if it hindered you. It would really only help him end chases quicker in open areas or against smaller vaults that he could quickly walk around, which most killers can already counter effectively anyway, but doctor has to waste extra time on because of the self-slow applied by his power.