New chapter information (from the stream)

This is probably not going to stop the deluge of threads asking about it, but oh well...

Vile Purge is the killer's power. It makes you throw up on objects and survivors. Both become infected. Survivors who are sick make noise and become increasingly sick as they exert themselves (running, vaulting, etc.). When "fully sick", they're damaged and become Broken.

To cleanse themselves of sickness, Survivors then have to interact with "The Pool of Devotion", which are fountains of (holy?) water. They heal survivors, not just cure them.

After survivors heal up, the fountains become power-ups for the killer. And then the power becomes different. It injures survivors.

The Plague moves at regular speed, and the power slows her while charging. However, while the power is actually being used, she moves at regular speed.

First perk, Dark Devotion:

Dark Devotion is an obsession perk. If you hit the obsession, the obsession will take on your terror radius. Meaning, they exude a TR, and you do not. The obsession hears the TR as well, and all TR-related effects trigger off of the obsession instead.

Second perk, Infectious Fright:

WIP name "######### your pants". Put a survivor in the dying state, and all other survivors in your TR will reveal their location.

Third perk, Corrupt Intervention:

The three furthest generators from you when the trial starts will be blocked by the Entity for a few seconds, making them impossible to interact with.

Survivor perks:

Solidarity - Healing a survivor heals you as well. 50% is the percentage they have now.

Poised - After a generator is completed, you leave no scratch marks for 10 seconds.

Head On - After being in a locker for 3 seconds, you stun the killer for 3 seconds if you rush out of the locker while they're nearby. Triggers Exhaustion and cannot be used while Exhausted.

Comments

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/348070#Comment_348070

    But mending doesn't actually heal, it simply cures you of a status effect (Deep Wound). If anything, that just supports my hypothesis that the fountains will not be affected by healing perks.

    I don't follow. Mending is not affected by healing perks because it doesn't actually heal from a gameplay standpoint, but drinking from the fountain actually heals, but it supposedly wouldn't count because the character is cleansing with water as opposed to physically healing their wounds. That sounds like applying two different standards to why each one would not be affected by healing perks.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/348072#Comment_348072

    I don't follow. Mending is not affected by healing perks because it doesn't actually heal, but drinking from the fountain actually heals, but it supposedly wouldn't count because the character is cleansing with water as opposed to physically healing their wounds. That sounds like applying two different standards to why each one would not be affected by healing perks.

    Think of it like this: the fountains don't "heal", they cure you of a status effect. Curing you of the status effect also happens to heal you if you're injured, but the interaction's primary purpose is to cure you of the status effect.

  • No matter how we twist this.

    Mending, Snap Out, Fountain drinking… all of that should be considered "healing".

    Anything else is just trying spoon feeding survivor and find a reason for killer perks not to trigger.

  • @Wolf74 said:

    No matter how we twist this.

    Mending, Snap Out, Fountain drinking… all of that should be considered "healing".

    Anything else is just trying spoon feeding survivor and find a reason for killer perks not to trigger.

    They should, but they aren't. The devs have defined healing as actions that directly increase your health state, and everything else is just curing status effects.

  • You cure/treat DEEP WOUNDS and it is not considered "healing"... yea, perfectly logic.

    :P

  • @Wolf74 said:

    You cure/treat DEEP WOUNDS and it is not considered "healing"... yea, perfectly logic.

    :P

    Have you ever played an RPG? Would you say defrosting someone is the same as increasing their HP? Same logic.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/348077#Comment_348077

    Think of it like this: the fountains don't "heal", they cure you of a status effect. Curing you of the status effect also happens to heal you if you're injured, but the interaction's primary purpose is to cure you of the status effect.

    I guess what throws me off is the idea that because it does something else in addition to healing (even if that other thing is the intended/primary purpose), the fact that it recovers health states is no longer relevant in the eyes of healing perks. When "Snap Out Of It" was no longer considered a Healing Action, it made some level of sense because it wasn't an action that recovered any health states; it simply lowered Madness states and removed some status conditions. Same goes for Mending: it just removes a condition/penalty and does not recover a Health State. But then we have this fountain that DOES heal a Health State (in addition to curing one of the sickness); it seems like if anything would demonstrate what is properly considered a Healing action and thus a candidate to be affected by Perks that care about Healing, it's this.

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