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TunaDBD

TunaDBD

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TunaDBD
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  • @[Deleted User] said:

    No chapter takes a year to make. We get one every three months.

    It was a mistake, it was remade, check my discussions.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2681074#Comment_2681074

    Those rumors were based on Map Pieces, which in fact were used for the new Map which was released with The Artist. So I would not give that much on those rumors anymore.

    @Topic:

    There will be a Midchapter. Those usually happen 6 weeks after the Chapter Release, however, Chistmas is coming up. So a Midchapter-PTB will not launch before January, so the MidChapter can be expected late January to mid February I guess. And from this onwards it will be six weeks until the Chapter 23 will be released.

    The past Chapters around this time:

    Demise of the Faithful --> 19th of March 2019

    Chains of Hate --> 10th of March 2020

    All-Kill -->30th of March 2021

    So a Release around March is something which would make sense.

    I updated the dates. CHeck my discussions.

  • @dugman said:

    Next patch should be the mid-chapter, which if my thinking on the timing is correct should include a balance pass on Mikaela and her perks, including Boons Circle of Healing and Shadowstep. (Does anybody use Clairvoyance? I hardly ever see that mentioned in the forums.)

    I'm making a new date theory right now.

  • @Phasmamain said:

    That would bring back the core issue she had. Her lack of feedback from the survivor end

    Considering that she is a SPIRIT, it would make more sense in this way. Like, ghost hunting, you get a signal from far away, but when closer, you lose the signal.

  • @ShinobuSK said:

    Yes. I have 14k shards saved already so I buy Artist for her perks. And I will also get survivor with shards when I get the rest because he has a good perk as well.

    But thats only if they dont change them too much from PTB

    That's nice! I always spend my shards on the Shrine. She will be released next Tuesday in a week!!

  • @Dilif69 said:

    we have victor

    an older child

  • @bjorksnas said:

    Power struggle being a guaranteed 2nd chance with no need to earn it is a definite no go

    all the other changes are weird, what is a tall structure,

    why does circle of healing need a downside that makes it so you can't use a medkit with it,

    why does any means become a pallet version of windows of opportunity on top of getting a really short cooldown,

    self preservation being renamed is weird, but the buffs to it are fine

    removing the activation from smash hit shouldn't happen but also why did it need to be renamed

    deception change is ok but id rather just see the cooldown shortened not the scratch mark effect lengthened

    Honestly I only really like 1-2 of these changes but most of them just seem to be a bit weird and all over the place from free 2nd chances to removal of activation requirements for strong effects

    Oh no, you can heal with a medkit with circle of healing, it just says you don’t have to.

  • @StarLost said:

    I'll start.

    Nemesis:

    • Empty Rocket Launcher (Uncommon). You now have 4 zombies active on the map, but you no longer gain mutation from killing zombies.
    • Poisonous Hunter Claws (Uncommon). Infecting a survivor with your tentacle strike also injures them.
    • Purified Virus (Common). Any survivor that is killed while infected spawns a zombie at their location.

    Hag:

    • Human Effigy (Uncommon). The illusionary Hags spawned by traps will now pursue survivors for 3 seconds after spawning. Teleporting to your traps incurs a 20 second cooldown.
    • Rare Swampland Fish (Ultra Rare). Instead of summoning traps, you raise a clone of yourself that actively seeks out and attacks the closest survivor. This clone moves at 80% of your movement speed, is destroyed if stunned or blinded and lasts for 20 seconds. Summoning a clone takes 3 seconds, and you may have 3 clones active at any time.

    Wraith:

    • Diamond Dust (Ultra Rare). You can no longer decloak. Instead, you can attack while cloaked, but you move at your base uncloaked movement speed. Your terror radius is no longer suppressed while cloaked.

    Pig:

    • Hoffman's Final Trap (Rare). Jigsaw boxes no longer spawn. Instead, the trap must be disarmed by another survivor, and imposes several difficult skill checks. Failing any of these will place the trapped survivor into the dying state. You can only have one active trap at a time.

    Doctor:

    • Bloodstained Paddles (Uncommon). Your illusions now turn to follow survivors, and have a terror radius and stain identical to yours.

    Twins:

    • French Beret (Iridescent/Ultra Rare)

    When Victor Lands A Pounce, The Survivors Cannot Remove Him For 15 Seconds

    The Trickster:

    • NO SPIN Group Photo (Iridescent/Ultra Rare)

    Every Knife Hit By Trickster Doubles The Laceration Meter

  • @icemancat said:

    Hi,

    I came across this while looking through the forums and felt like giving some feedback specifically on the chapter idea.

    Hell's Fever Power:

    This seems like a cool concept, but I feel like it would be way too easy to kill survivors due to how powerful this ability currently is. First, the Aching Status Effect's properties carry the same problem that old Legion had, that being old Legion had no counter. If you hit a survivor with a fireball, then it is basically a death sentence. Since the survivor will most likely still be in a chase with the killer, they won't have time to find a water bucket, meaning the Aching Status Effect guarantees a free down for little effort. On the other hand, if the survivor wanted to find a water bucket, then the killer would just stop them anyways. This leads to a "Die if you do, die if you don't." scenario, which could make facing The Pyromaniac frustrating. The only counter to this that I could think of would be the survivor using the perk, Lucky Break, but even after Lucky Break's duration is up, they're screwed.

    On top of what I already mentioned, having the Aching Status Effect slow the survivors is a little overkill, effectively power creeping The Clown. In other words, there is zero point in playing The Clown when you could just play The Pyromaniac. Also, having the dying state bar only last 55 seconds could lead to very boring gameplay, with the killer only choosing to slug the survivor to kill them in 80 seconds at minimum. This is less than two hook states and would need to be adjusted to be balanced.

    Addons:

    I chose not to review the addons since I usually prefer to play without them. Also, things may sound good on paper, but need adjusting later on. This means that all of the time put forth into making addons could have been used for something else.

    Burning Sensation:

    I like this perk idea a lot! It offers an interesting alternative to existing gen-defense meta perks and spices things up!

    Fire Obsession:

    This perk is essentially Hex: Thrill Of The Hunt, but better. Fire Obsession power crept Hex: Thrill and essentially makes it pointless to run it. One of the bigger problems with killer perks is that the usage of killer perks is very small and the usage needs to be expanded, leading to more unique and interesting games.

    My Special Guest:

    This is an interesting idea, but it encourages camping. Also, this perk is just straight-up overpowered.

    Survivor Perks:

    Nerd Instincts:

    This perk has the same issues as the first version of Decisive Strike, essentially serving as a 'Get out of jail free card'. It would also make grabbing survivors even less reliable than it already is now.

    Objectified:

    This is a very interesting idea for a perk, but I feel like the effects for 1 and 3 tokens are too weak. Maybe the effects could last longer?

    Payed Attention:

    This perk is interesting. I'm not sure whether it is balanced, overpowered, or weak. I feel like the only reliable way to get use out of this perk would be for a teammate to divebomb the hooked survivor with this perk equipped. Even after this perk to work, Borrowed Time is just a stronger version of Payed Attention since the timer only starts after unhooking the survivor, not right when you get hooked.

    Overall, you have some pretty neat ideas! I suggest you take a second look at some of the perks and parts of the killer's power and adjust them to make them more balanced. After doing that, I think the changes would be very interesting.

    Hi, thank you for commenting, I really appreciate your comment, thanks and I appreciate it.

  • @ThiccBudhha said:

    But why not just run Starstruck and avoid the downsides?

    Well, if you ever wanted too, you can run starstruck and this perk and make it a insta down.

  • CONFIDENTIAL CANDIDATE:


    When You Become The Obsession, You Can Stay Near The Previous Obsession, Or Go By Yourself. You Will Gain The 5th Token, no matter what!

  • @[Deleted User] said:

    Remove Charlotte's Hatred entirely. Twins are about "split" pressure, not split pressure and Basic Attack insta-downs built into the same kit.

    Victor can only Latch onto Survivors, he cannot go from one Injured to the next, not without an Iridescent Addon. And he will always Latch onto Dying Survivors if he hits an Injured Survivor, pummeling them and replacing Recovery with the remove action (elbow jab), once again transferring control back to Charlotte.

    Charlotte as AI while controlling Victor is a good Idea.

    Victor being able to be made a Beacon still would need to be looked at, or if he would run back to Charlotte anytime the Player resumes control of Charlotte.

    Mother's Blanket is broken. But the idea of Aura knowledge transferring from Victor to Charlotte is an interesting idea to fiddle with.

    Thanks! I tried all I can, I'm just thinking about stuff lol.

  • @DoomedMind said:

    It's a fat nope from me, imagine, you have this perk, you just never drop any pallet, you die under them, you're carried and bam instant pallet save, totally broken, even old DS was not that broken.

    And imagine with allies that have Any means necessary. No, sorry but no, this would be a disaster

    Thanks for your opinion! Its fine, i just started to realize how overpowered it would be.

  • @Phasmamain said:

    Idea sounds cool but different voices are restricted to legendary skins

    Ah, Okay. Thanks for correcting me.

  • @[Deleted User] said:

    No, unless you literally stay in the dying state and are just banking on the added 25% wiggle progress to let you wiggle off if the Killer decides to pick you up instead of leaving you slugged.

    Ah, thanks.

  • @gnehehe said:

    "Twins suck ... twins will suck whatever their rework"

    I completely disagree. But your opinion. :)

  • Yep. Pretty much. So it brings more of a usage to this perk. :')

  • @AhoyWolf said:

    https://forum.deadbydaylight.com/en/discussion/267609/power-struggle-rework-suggestion-elodie-rakato-perk

    So it no longer has the requirement of 25% wiggle progression for the Pallet to be dropable? If that's the case, then it's broken, if it's still there, then this buff sounds interesting!

    Yes Sure! No Progress Requirement. This removes the needs of flip-flop. However, killers can still be worthy of not going threw pallets. So thats why I decided to add the bonus wiggling speed! Like a extra chance.

  • Hopefully Victor Will Get A Small Little Hat One Day. That will make me happy just like that.