JimboSanders
JimboSanders
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- JimboSanders
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@AngelFlash said:
I just had to look this up to see if anyone else hated it. First time playing since Houndmaster and the sound got old after 2 bloodwebs. Also I still think the new rarity colors are terrible. I'm always confusing greens and blues and purples now.
Honestly I'm kinda surprised to see nobody else really talking about it lol
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@100PercentBPMain said:
Nicolas Cage is one of dbds most powerful survivors. There's no way this man is getting a flat buff.
Scene Partner isn't popular but it has a dedicated fan base who swears by it. Buffing it with Eyes of Belmont sounds like a disaster.
Sooo it has to be a nerf..but I'm lost as to what could change without killing the love and soul that went into Nic? Were all the Screaming Steves simply too powerful?
I didn't want to make a post but I can't stop thinking about Nicolas Cage when I should be working right now.
I could see them doing something where scene partner no longer interrupts player actions, considering that's a common complaint of the perk. No more getting kicked out of vaults mid animation or being forced to miss flashlight saves due to screams would be a wonderful change that would make me run the perk more.
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@tenoresax said:
I've just tested it on the PTB, tapping M2 to delay hallucinations still works without slowing you down (thank god).
Blurry Photo however is just slightly worse by a few milliseconds, but it does make it a little nicer to run other add-ons without Blurry Photo.
Good to know that you can still delay hallucinations without slowing down (I'm really hoping that's intentional and not a bug on the PTB lol)
And yeah the 15% basekit does feel nice, I just wish they'd made Blurry Photo 35% so the 50% recover was still possible to get.
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I've had this happen to me also, I've attached a screenshot of what the "windows" look like incase it helps. (The screenshot is from November โ6 โ2023 though, and I've only encountered this bug one other time on Shelter Woods after the Skull Merchant update)
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3473735#Comment_3473735
Yes but Id prefer if both perks worked the exact same. Not to say that I have OCD, but them being different bothered me, idk why.
It is a nerf, but I dont really mind it, it's not that huge of a deal me though.
Maybe they could change it so clicking the activation button on a gen just uses whatever your gen perks were from left to right on the selection screen? That way you could put on Blast Mine and activate Wiretap when you know the killer is coming. It would also allow you to Blast Mine into a repressed alliance which would be GLORIOUS! Idk just thinking of a way to get the best of both worlds.
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@Ayodam said:
I understand why they did it, but the change to Wiretap definitely feels like a soft nerf.
I feel like the heart was in the right place for the change, but the extra 22% gen progress to charge it is just not worth the extra 40 seconds. The best case scenario would be Wiretap going back to 33% charge and keeping its 120 seconds of activation, but I know that would probably won't happen. I would be happy with it just staying as it is right now in the live version of the game.
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@Iron_Cutlass said:
Counterpoint: I want to advertise my Blast Mine stuns to the entire team. I like the durations being the same.
Oh yeah broadcasting a Blast Mine is a wonderful thing to watch, but the 80 seconds already gives more than enough time to do that.
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Now realizing I should have put this in the PTB Feedback section of the forums
How do I move it over?
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@tinycrow said:
They've done this before too with Jake (Lucious and Washed Up Washed Out heads) and they've never addressed it. It would be great for a statement to be made about it and to get insight on if these identical pieces are an oversight or a bug or are intentional. It's hard to have good faith when it's been a repeated issue that hasn't been addressed. Charging twice for something identical is a scam.
Yeah some old items are definitely a little... weird, to say the least (looking at you ice-capped jeans for Hillbilly!). But these aren't even rift outfits, they are straight to store cosmetics, there shouldn't be any issues with making each item unique in some way. Really hoping it's just a bug in this case.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407577#Comment_3407577
disagree. its not stalemate after the perk adjustments. first of all, there is no reason disable her drones in a 3 gen at base-kit because exposed status effect does absolutely nothing because skull merchant has a normal terror radius of 32 meters. what this means that you can hold-w around 15-20 meters ahead on skull merchant meaning that skull merchant has to catch-up if she wishes to chase a survivor. it does not matter that you are exposed because expose means nothing if killer cannot confirm hits. I am not entirely sure what to call this, but you are holding-w pre-chase and having good positioning. Otz tend to call this technique yoyoing generators because survivor is standing at perfect distance where they will get to a pallet if killer commits to chase but is able to come in reach of a generator if killer moves away. All you need to do is stand 15 meters away as skull merchant places drone and keep gen-tapping the gen until you finish gen. You avoid taking any hits to avoid wasting time healing. The killer kick regression is laughable without perks. you can beat killer regression by gen-tapping and yoyoing generators. The skull merchant drones are nothing more then distraction. you can entirely ignore their existence. The only time i would say disabling drone is good is when skull merchant commits to a chase and there multiple survivors the drone area, you can disable drone to decrease m/s bonus while you push the generators.
Overcharge and call of brine were only perks that made 3 gens difficult to break. they could stall out the game if the survivor make a mistake and take unnecessary hits in 3 gens. As the survivor spends time healing, the two perks would regress generators potentially leading to stalemates especially against high-tier mobility killers that counter shift-w and yoyoing tactics from survivors.. Higher-tier could use these perks to stall out the game and kill survivors while low tier killers like skull merchant could stall out the game for 60 minutes if the survivor was incompetent at defeating 3 gen-lock. As a result of killer taking game hostage, they weakened the perks to make them less obnoxious to go against.
If your struggling to beat 3 gen's post-update, I would say its skill issue from survivor side. Not a problem with the game balance.
I would agree with this IF her drones didn't give undetectable.
Since her 3 gen is close together, as she walks around she is spending alot of time being undetectable. The only time she really wouldn't be is when she catches a survivor off guard due to undetectable, hits them, and returns to her 3 gen.
This is made even worse with the addon that makes you oblivious if you enter the drones active zone, as if you were to stay on the gen you would have 0 clue if she is coming while being exposed. Furthermore, this lingers for a couple seconds once you leave the drone area, making it even harder to tell if she's coming.
This isn't even factoring in maps with verticality. SM on The Game or Midwitch is the most unfun experience in the game. If she places a drone on a separate floor, it's gonna take forever to disable it, and if you try and stick the gen she walks over with no terror radius knowing your exact location and instadowns you. Even if you wait for the drone to go into scouting mode, she can just quickly re-enable it and put you back into a lose-lose situation.
Is this to say she shouldn't have undetectable and vertical drone height? I have no clue. If you take that away from her she's gonna suck, and thats why she's in such a weird place. If you remove the things that make her unbearable to play against now she sucks, you need to balance it out with substantial buffs to her kit. She just needs a complete power overhaul in my opinion.
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@Caiman said:
I'll look forward to people running anything different than what we have now. We'll Make It is a fine perk, go ahead and have at it.
Exactly! I'm just excited about the variety we're (hopefully) going to start seeing in loadouts!
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@Iron_Cutlass said:
At times, I question why Inner Focus is even a perk. Most of the time you are better off running Empathy if you want to tell if someone is in chase.
But overall, I think the range requirement for Inner Focus is what really holds back the perk, other than on Midwich you will rarely get value from the perk purely from the range alone.
Exactly! I'm very confused why it had the ranger requirement in the first place because like you said, empathy just straight up does its job better lol. At least removing the range requirement would give it something.
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@ShadowsVale said:
I really hope that a P1 Lvl 1 character prior to the update, will be P3 after, making it so all my characters will have ALL perks at tier 3.
You and me both lol, the amount of killer and survivor build diversity that will come from this will be immense if its true!
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@[Deleted User] said:
This is such a massive change and will absolutely gut the grind for current players, especially on survivor. I just wish I would have known beforehand instead of p3ing all of my killers.
I feel like its such a massive change to the grind for us because we already have everyone lvl 50, and are going to be able to benefit from simply prestiging once before the update to get teachables on everyone. I definitely have sympathy for all the new players though that aren't going to be able to do this, since their still gonna have to prestige a whole lot to get the perks they want.
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/3057768#Comment_3057768
The resulting prestige levels is: Your current prestige + prestige bonus + perk tier bonus.
Prestige bonus is 2 for each prestige levels you have before the update.
Perk tiers bonus is based on those numbers you wrote.
Okay so just to 100% make sure I got this understood, I'm just gonna make up a random example.
A prestige 3 Meg with 147 perk tiers unlocked.
This would be 3 + 6 + 2 using the formula you gave, so in this scenario I would end up with a prestige 11 Meg? However it would be capped at 9 for the update, I just want to make sure I am understanding how these are all added.
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@MadEyePopo said:
https://forum.deadbydaylight.com/en/discussion/comment/3057720#Comment_3057720
@fogdonkey claimed it would take 120 + 1 tiers, not 90 to be counted as prestige I and thus bonus bumped to Prestige III in 6.1.0. At least that is the math I am sticking with for now just to be sure.
Well now I'm just confused again.
From what I was just linked with the 6.1.0 PTB patch notes, it should go like this:
-If the character has 70 or more Perks unlocked (Counting each tier of a perk separately):
-1 level for 70-119 Perks
-2 levels for 120-169 Perks
-3 levels for 170-219 Perks
-4 levels for 220-269 Perks
-5 levels for 270-319 Perks
-6 levels for 320+ Perks
So a default lvl 50 character with no prestige with anywhere between 70-119 perk tiers will get p1 when the update hits, p2 if they have 120-169, and p3 if they have 170-219 perk tiers. From the developer update, I understood it as ONLY the prestige levels getting doubled in how they will count towards the prestige, NOT perk tiers. So from what I can gather, a prestige 1 character with 70 perk tiers on them will be p4 in the new Mid-Chapter. They will get p3 from having p1 before the update plus the 2 bonus levels per prestige, and then an added prestige to make it p4 for having 70 perk tiers. Am I missing something or is this not how it would work?
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@katapad said:
https://forum.deadbydaylight.com/en/discussion/comment/3057664#Comment_3057664
https://forum.deadbydaylight.com/en/kb/articles/340
Patch notes for 6.1.0 has all the numbers. Each rank of the perk counts as 1 point, so a level 3 perk is 3 points. 70 for the first catch up prestige, 50 more each level.
BHVR just confirmed that ANY prestige level will give two extra prestiges on twitter - https://twitter.com/DeadByBHVR/status/1546861237572702208?s=20&t=fGHANH2GlQKkFGCmpCOfhw
So it works out like this: Prestige level = amount of perk levels converted to prestiges + 3 times current prestige
Whether you want to give up all addons and offerings... I'm still debating on it. A killer at prestige 2 based on the perk count calculation would be easy to P3 after the patch, but killers that have only made it to 1 based on it may be worth to just prestige and take the instant 3 levels.
Well thank you very much that answers all the questions I had! Very glad BHVR confirmed on Twitter!
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/3057664#Comment_3057664
In the PTB patch notes:
https://forum.deadbydaylight.com/en/kb/articles/340
Search for section "Progression".
Thank you! And just to confirm, since its measured by tiers and not how many perks you have, a lvl 1 perk would count as 1, a lvl 2 perk would got as 2, and a lvl 3 perk would count as 3 perk tiers correct? So if I has 30 lvl 3 perks for example, that would be 90 tiers which would grant me a single prestige level?
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/3057391#Comment_3057391
Yeah... With killer you need to think a bit. What I did is to make sure that I have enough perk tiers for the next level. E.g. i had 110 perk tiers on one killer, so levelled up to 121, because from 120 is two levels of prestige.
Just curious, where are you getting these perk tier to prestige level convergence rates? I've seen some threads with these numbers being thrown around, I just haven't seen where they actually came from. If I could just lvl up the characters with event items to have a p3 giving lvl of perk tiers instead of P1ing them and losing them all, that would be great!
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/3057224#Comment_3057224
Yeah, would be amazing for us!
If this prestige conversion is true, it would make me play killer so much more. Right now I mostly play surv because I haven't grinded enough killers to get good perks on them, or perks that make for interesting and fun builds on specific killers. But if I had all the teachables at lvl 3? My goodness there would be soooooo many builds I would want to try out! This whole revelation is very exciting if it does turn out to be true!
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@fogdonkey said:
Based on the dev update it seems like yes. Originally it was just one bonus, i.e. 1->2, but with this update it is going to be 1->3.
Btw, i think even with 1->2 it is worth to prestige if you are around level 40+ and don't care about losing items. With 1->3 it is definitely worth it.
For sure, honestly if it is true that P1 will become P3 I'm still comprehending how much grind that will cut down. I will be able to play any surv or killer I want with any perk build that I want, and that's just plain amazing to me.
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@supersonic853 said:
Im making sure its confirmed before i jump the gun.
Yeah same, really hoping a dev or community manager will pop in and give us 100% confirmation so I don't end up screwing over all my characters for nothing lol.
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@OpalescentHare said:
It's difficult to see, but there are teeny detail differences between the faces. The earrings, nose piercing, and lips change between the three. The ear rings are the easiest to notice: a red, a green, and a yellow. So BHVR gave us uncommon Jane heads part 2 (and both are conveniently thiccer than other survivors; they're doin' big girls dirty with these cosmetics).
But still, the cosmetics and rollout are unsatisfying. At this point, the only remotely worthwhile cosmetics are her locked set or the limited time prime and masquerade sets (heads aside, her common and uncommon tops and pants are all lackluster). By mid-july, she will only have her common, uncommon and single locked set cosmetics available. And I also cannot understand a reason for locking a cosmetic with such great pieces.
I guess they were too busy making the Dredge look so stunning
Yep, as of the new update the head cosmetics were fixed. I'm a little disappointed that they just changed the earrings and stuff when they could have done a change in the tint of her hair, but oh well lol. I am concerned about where her other green cosmetic is though. I thought they were gonna pull an artist and release both her green outfits in one month, and both of Dredges in another. However, we only got one green outfit, and the second one (which is finished and in the files) is nowhere to be seen, which sucks cause that's the color that I actually liked ๐.
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Really hoping this doesn't become standard when a new chapter drops. We'll have to see if these green cosmetics show up on Amazon Prime in the next couple of months, lol.
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@Laluzi said:
I'm almost certain that the missing green outfits were once again yoinked for Amazon Prime. I'm really not fond of that business practice, and wish they wouldn't poach outfits that should be available to everyone (and will now be permanently unavailable to anyone who joins the game in the future or just doesn't have this third-party service), but it's not like I can stop them.
Haddie's identical heads has to be a bug. If I had to guess, the real pieces will probably involve her highlight being a different color to match the necklace.
While we're on this topic, can I also express my irritation about Haddie's purple being yet another unjustified linked set? It's a really nice outfit, but as usual, it being a set ruins it for me and I have no interest in it now. Judging where the pants line is, it could have been split without issue, and I see zero issues involved with the hair.
100% to all of this.
If the outfits do end up becoming locked behind Amazon Prime, I hope that at the very least BHVR will start releasing the prime content to the store like they do with rifts. Then at the very least I know the outfits wont be lost forever and I can actually do some creative outfit combos.
I also hope the Haddie heads are just bugged, but the descriptions and cosmetic names don't mention the hair color at all, just the necklace and its color. I'm thinking maybe the necklaces WERE supposed to be apart of the head pieces, but maybe just got connected to the torso by accident? However, I'm pretty sure all survivor neck accessories are just static objects with no physics, which the necklace does actually have, so I just cant think of a reasonable explanation on what happened here.
The sets are just getting sad at this point, I agree. Back when that cosmetic bug was in the store, the one that allowed you to mix and match items before buying them (plz make this an actual thing BHVR), I tried on all the Twins cosmetic with different pieces from the Blood and Guts outfit equipped, and didn't see a single clipping issue. Genuinely 0 clue why that outfit is a set. Haddies set I also agree on, that belt buckle seems like it would be a perfectly fine place to split the cosmetic without there being any clipping, but I guess they just wanted to keep the swimsuit in 1 piece since it would look weird mixed? Idk.
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@CrimsonMothKing said:
To be fair, the Dredge cosmetic isn't part of a set, which I think is pretty damn cool. I love the weapon on it.
Oh yeah all of the cosmetics for Dredge look amazing, I think the design team knocked it out of the park with his design and cosmetics. If Haddie's head cosmetics didn't have issues, and if they both had green cosmetics, or atleast get them down the line (not locked behind Amazon Prime), then I would be absolutely loving this chapter lol.
