AGM
AGM
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The only real application of this rule is when the killer and survivor explicitly and premeditatedly enter a trial with the intent to work together.
Farming to complete challenges is not bannable. For example, if I see someone trying to complete a glyph, I wait until they're done to hit them. 100% okay. Even farming for bp isn't bannable.
Holding people hostage is a slippery slope, even if they're hackers. If they get a video of you holding then hostage and report you, all BHVR support is going to see is you holding someone hostage.
But helping the killer kill a hacker I'm fairly sure isn't bannable, because you didn't go into the game with the intent to help the killer kill them.
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The real "issue" here is that MMR now has such a generous soft cap that people are getting matched with opponents and teammates who aren't really on the same skill level.
Personally, I don't consider this a problem, because I want some variety in the skill levels of my opponents and teammates. I don't like going into every game knowing that I'm going to get a 2k or have 2 survivors escape. I want to go into games where any result is possible; a 4k, a 0k, 3 escapes, 1 escape, anything. Not only does it give me a chance to learn from my mistakes if I lose, but it keeps the games more fresh if I don't know what is generally going to be the result before I even start the game.
The soft cap of the MMR system has basically just replicated rank based matchmaking. There are so many people who are able to reach "rank 1" (i.e. the MMR soft cap) that it's a grab bag of player skill... and I kinda like it that way.
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You are a god damn community treasure 🤣
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Up the Ante does stack. Luck never affected chest loot.
The only use for this perk is going all in in a SWF with UtA + Slippery Meat + Vigo's Jar offering to basically guarantee a self unhook for everyone.
The only perk that affects chest loot item rarity is Plunderer's.
ANYWAY.
The whole concept of this perk is a waste, because Luck as a mechanic only affects unhooking yourself, and most other implementations of luck would be pretty unfair imo. Honestly I just want them to merge UtA with SM (but make UtA personal) and then go back to the drawing board on the perk entirely.
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The blessing action is less loud than cleansing but still makes some noise. Calm Spirit eliminates this noise, not the BOOM that indicates a boon has been lit..
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The arms race between hackers and devs is one thing, but it seems like they have put zero effort into common sense solutions that, for example, can at least avoid players being held hostage.
What legitimate game of DBD has ever gone over 30 mins? Far, far less than 1%. So why is there still a disconnection penalty when a game has gone on that long? As far as I know, no cheater can block you from disconnecting. So why are we forcing players to wait TWO HOURS for the server to shut down when they can just add a way for the penalty to sunset after a game has gone on for a certain number of minutes after the trial starts?
I don't want BHVR to start their own cybersecurity division. I just want them to add ways around the most common ways cheaters make people miserable. Even if cheaters eventually find ways around these efforts, the community at least needs to see that the devs are trying something.
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I could think of a few ideas for this perk. But first, its entire current effect I think needs to be scrapped.
Some ideas that haven't been mentioned:
survivors leave x% more scratch marks;
survivors leave scratch marks for X more seconds after they stop running;
a survivor becomes hindered by x% if they run on scratch marks they created while in the killer's terror radius (a small hindered value, like 2%, could make it a unique anti looping perk that could be fair if the survivors get a debuff notification telling them why they're hindered).
There are a lot of directions they could go with this perk.
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Yea, the amount of gen progress needed to get the ability to activate the perk is still way too high.
CAUTION: MATH AHEAD
Think of it this way: since the amount of time Blast Mine stuns the killer for is 4 seconds after completing half of the kick animation, and nearly every time the killer gets blast mined, they kick the gen afterwards anyway, the total time the killer invests into the kick is 0.9s + 4s + 1.8s = 6.7 seconds. 6.7s is equivalent to about 7.5% of gen time. Now we must take into account that since there is 1 killer and 4 survivors, a killer's time is (at least) worth quadruple the amount of a survivor's time. So if we take that into account, the 6.7s times 4 is 26.8s, or about 30% worth of gen time.
So, considering that the mine is not returned on expiration if not used, it really seems like at the very least Blast Mine should be brought down to 33% gen progress to be fair for both sides from purely a time investment perspective, regardless of the fact that even when Blast Mine's effect does activate it barely meaningfully changes the direction of the game.
So please, please, please. Bring Blast Mine's required charge percentage to 33% if you are unwilling to revert the nerf/bug fix that made Blast Mine unusable again even if the killer never kicked the gen.
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Overcome + Lightweight is a fun combo for losing the killer.
CoH + Botany Knowledge is great for getting off lots of self heals at regular heal speed, plus you get to heal others faster.
Built to Last + Streetwise is a fun combo for keeping medkits and toolboxes in use.
Deliverance + OtR/DS is fun, but beware the Deliverance curse.
This is a 3 perk combo, but it's incredible: For the People + We're Gonna Live Forever + Dead Hard. Get WGLF active, then FtP someone who goes down and use DH if they go after you instead. Just keep in mind there's a bug where you have to heal someone on the ground for at least one second before you FtP in order for WGLF to proc.
Hyperfocus + Stake Out is all the rage right now.
Wiretap + Repressed Alliance is a fun, cool combo.
Kindred + Open Handed is another good one.
Parental Guidance + Smash Hit can be a fun one but is very killer dependent.
Self-Aware + Vigil + Any exhaustion perk can help keep you ready to run at a moment's notice.
And lastly Alert + Any Means Necessary don't have any direct synergy but both can tell you where resources have been used and where (like Windows of Opportunity) with additional useful effects.
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Not only is its primary effect fantastic, its secondary effect makes so many aura perks that much better. I don't mind going against it because it gets the "fun" part of the game (chases) going more quickly.
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I definitely don't think it's problematic in solo queue. The only potential problematic situation would be in SWF. However I believe that there are two changes that they could make to this perk that would solve this issue. The first is, as others have suggested, to make it not work with toolboxes.
The second change I propose might be a bit more controversial but I believe that it would prevent SWF abuse without killing the perk for solo queue. And that change is: for every extra instance of this perk brought into a trial, the progression bonus from this perk is decreased by a stacking 25% debuff for all survivors using this perk, up to a maximum of 75%.
Therefore if a team of 4 is coordinating with this perk they won't get nearly as much value with a 75% perk progression bonus decrease, but if two people in solo queue just happen to both be running this perk they won't be overly punished with a mere 25% perk progression bonus decrease.
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I think they should remove it as a mechanic for most cases except: for the chance of unhooking yourself, and in map generation. I also believe they should remove all luck offerings except for Vigo's Jar to unclutter survivor blood webs.
The only other new place I could see it apply outside of the chance of unhooking yourself is in map generation. For example, if a survivor uses a luck offering (which, in my idea the only luck offering would be Vigo's Jar), it increases the chance of certain map generation occurrences, in addition to increasing the chance of unhooking yourself.
For example, for each X amount of luck offered by the survivors, when the map generates it would have: an X% chance to spawn an extra chest, an X% chance to spawn an extra pallet somewhere on the map, and/or an X% chance for a weaker tile to get upgraded to a stronger tile if applicable.
Additionally, they could introduce an offering for killers, that, when offered, has a chance to negate these luck based map generation events from occurring.
Other than that, I don't really want to see any more RNG introduced into the game where it doesn't exist already.
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@Carth said:
https://forum.deadbydaylight.com/en/discussion/comment/3170040#Comment_3170040
I cannot imagine getting BT for free esentially (13 sec vs 10) and saying "we need more anti tunnel".
I cannot imagine responding to a post mostly about camping with some nonsense about "needing more anti tunnel."
Tunneling isn't camping. They aren't the same word, and do not mean the same thing.
I hate to be that guy, but honestly, if you're not even going to read what I wrote why respond at all? It just makes you look silly and me like a jerk for pointing it out.
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@danielmaster87 said:
Please no more. Survivors don't need anymore stuff for free. This new base BT has made tunneling high risk low reward. If you needed to tunnel to win that game? Suck it up butter cup. Hope you get survivors weak enough to beaten next time.
"Survivors don't need anymore stuff for free," they said, after one of the most killer sided patches in history that increased gen times, buffed basic attack recovery speed, buffed gen and pallet kicking speed, added a base percentage progress reduction to gen kicks, buffed bloodlust, and nerfed survivors' post hit speed burst.
In return, survivors got 10 seconds of endurance and haste after being unhooked. And, their biggest incentive to not get camped (the bp bonus from BBQ requiring that you hook each survivor once) got removed.
You need a reality check bud.
Killers are tunneling and camping more than any time in recent memory, and solo queue is miserable because of it.
There's a reason why the queue bloodpoint bonus stays on survivor for 95% of the day, where as previous to the mid-chapter patch, in my area, survivor queues would be good during the day, while killer queues would get better at night.
Solo queue needs help, and badly. They've partially addressed the tunneling problem, but have done nothing about camping, and actually made it worse by extending gen times and changing BBQ. And I shouldn't have to bring a mediocre perk (behind a paywall) every game just to have some small way to discourage it.
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I mean, next patch they're finally going to implement bp bonuses for the role that is more needed. I believe that will fix a lot of queue time problems.
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@blue4zion said:
It's just a case of SWF will have too much power with it. Similar to killer perks getting nerfs to avoid High Tier killers from being too oppressive with em.
It's a sad cycle thats getting really old.
But now instead of Solo Queue and SWF being able to use it, now it's pretty much only useful for SWF. There are so many things they could have done to address the issues with this perk that wouldn't have nerfed it into uselessness for solo players but here we are.
I really have to say, as a whole, compared to the perks they released for the first RE chapter, this is a massive step down in quality. The only perks I'm looking forward to are Hyperfocus, and Wiretap. Maybe I'm wrong and Wesker's perks will be useful/fun, but I'm pretty disappointed, because the new perks are literally half of why I buy a new chapter. At least Wesker himself looks fun and strong. Maybe I just need to wait and see how the perks feel after playing with them before judging so harshly.
I'm just so damn tired of all the camping! Not even for me, but for my teammates too. I appreciate the steps they're taking to address tunneling, but so far Reassurance is literally all they've done to address camping.
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I think it would be odd if it didn't make any noise base kit, however now that there are so many sources of Deep Wounds that aren't applied JUST from Legion and Slinger, I wouldn't mind a buff to Bite the Bullet that also removes sounds of mending and grunts of pain while mending. (Though, I wouldn't go overboard on introducing too many perks that affect mending.)
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100% buying day 1. I can't wait to stick it to campers with Reassurance, and Hyperfocus and Wiretap seem like pretty fun perks with some good synergies.
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That trench coat! Dang, might actually have to buy that for Ada for the sheer drip of it all.
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I dislike the trend of completely deactivating perks in the endgame. I can understand it for DS and OTR because they resulted in free escapes, but in this case I'd still like to see this perk used in the endgame as there is a component of teamwork that this perk promotes.
Therefore I'd suggest something a little more... gentle: Once all the generators have been completed the duration of Reassurance decreases by 50%.
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@Sava18 said:
https://forum.deadbydaylight.com/en/discussion/comment/3138053#Comment_3138053
uh, is that true? 90 second gens and prove thyself takes away the negatives of being a gen with another survivor. 45 is 100% correct for 2 suvivors at least and 1/3 of 90 seconds is 30 so that adds up too. What numbers are off. Prove essesially takes away the need for survivors to spread out and pressure multiple gens at max efficiency. If you and another survivor hop on a gen when another survivor starts a chase the gen is done.
Time to complete a gen w/o PT is: 1 surv, 90s; 2 survs, 53s; 3 survs, 43s; 4 survs, 41s.
Time to complete a gen w/ PT is: 1 surv, 90s; 2 survs, 46s; 3 survs, 33s; 4 survs, 28s.
Values rounded to the nearest second for simplicity. Vast majority of the time PT only gets value with 2-3 survivors; i.e. PT will "save" at most 7-10 seconds per generator if and only if they decide to group up for every gen. But this "time saved" is really an illusion, because: 1) It's still less efficient than if the survivors were to split up on different gens (check out these wiki pages on PT and Generators for info on how the generator charges per second change when more than 1 survivor is repairing at the same time) and 2) If the survivors do actually split up on different gens, you'd be "losing" this time anyway as the killer.
Killers are now the strongest they've ever been, and survivors are adapting. PT doesn't need a nerf. If you don't like this perk, run Discordance. This isn't directed at the person I'm responding to, but stop blaming your loses on a perk if you still can't win after all these killer buffs. The perk isn't the problem; try learning from your mistakes if you want to get better instead of whining for nerfs to a perk.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/3134075#Comment_3134075
Actually I've mostly played survivor after this patch because of q times on killer it's really not that bad.
Those base kit buff of 10% are equal to .2 of a second item really not as big as people suggest.
10% off pallet breaking time, gen kicks, the basic attack cooldown, and survivors' speed boost on hit, an extra 2.5% off of gen progress upon kicking gens, plus an extra 10 seconds per gen (notwithstanding any potential regression perks) adds up to quite a bit of time, actually.
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Keys could really use a base secondary function imo. Being able to use them to open the hatch is cool but you're in that situation so rarely with a key unless you bring one every single game.
Broken Key needs a buff. Prayer Rope and Eroded Token should really get a new effect since there are add-ons that strictly outclass them. And Weaved Ring and Milky Glass are a bit useless these days considering how little value keys have, so I'd give them new effects as well.
Idea: Being able to use a key to "lock" a generator at the cost of X key charges for 15 seconds as a kind of budget Repressed Alliance would be kind of cool.
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The killer killed 3 other survivors AND got to the hatch first. And NWO only lasts 1 minute max, while the EGC is 2 minutes minimum. You had a minute to open the gate and failed. Even without NWO it's not supposed to be easy to escape at that point. You lost. Move on.
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I hate to be contrarian but sometimes this can actually be a good thing. For example, if I'm injured and the killer is chasing me, and I run past a gen with a sizeable amount of progress being worked on by a healthy survivor, this often gives me enough time to escape and heal up instead of taking a down, as the killer will usually go after the survivor on the gen, and then I can go back to the gen that got interrupted and make sure it gets finished.
Most of the time, yea, it's incredibly annoying, but there are some situations where this can be a smart play to avoid losing hook states unnecessarily.
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Getting hit while the endurance from Dead Hard is active prematurely ends the animation. This makes it pretty hard to tell when it's been used until after the fact, but at least from then on you know they have it and can bait it out next time.
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they are general perks now. it's as if they have no teachable perks anymore.
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Just had a hacker hold me hostage and I had to dc. You want steeper dc penalties, then you can have 'em, I'm good with where mine are. There are too many extenuating circumstances that make longer dc penalties a bad idea. Just give it some time for things to settle.
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No ETA given, but it really all depends on:
1) how hard the bug is to sort out
2) if they do a 6.1.3 bug fix patch and
3) if they decide to just wait until the next chapter
At this point 6.1.1 is probably already out the door and off for console verification.
They are probably putting the finishing touches on 6.1.2; if the bug is easy to fix they might be able to squeeze it in just in time. If not then it could be a long time, as they don't usually do 3 or more bug fix patches (but it has happened).
My money is on it being fixed in the next chapter patch but that's just an educated guess and I could very well be wrong.
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Submit a bug report on these forums. They're more likely to see it there and take action.
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I just find this perk to have so much in conflict with itself and Calm Spirit...
Like, Pharmacy decreases the sound range of searching chests by 8m, but now you have to be injured to get the medkit, yet this perk doesn't do anything about injured sounds while opening chests. Meanwhile Calm Spirit now makes chest searches silent, but take longer... and still nothing to help you if you're injured while opening a chest.
It's all nonsensical.
Take the speed penalty off Calm Spirit, take the 8m sound range reduction off Pharmacy, and instead add to Pharmacy a 100% grunt of pain sound reduction while unlocking chests. Done.
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Needs a buff or weak secondary effect or both.
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The only ones I agree with are Bamboozle and Flashbang.
But the one I'm most against is Inner Healing. Being able to heal multiple times very quickly would be problematic, and it also encourages someone to potentially screw over any teammates running boons.
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@Megmain80 said:
https://forum.deadbydaylight.com/en/discussion/comment/3066591#Comment_3066591
Your logic doesn’t track. WGLF got the secondary effect because it’s almost never useful. It depends on a killer slugging and you having already taken a protection hit.BBQ with a hook activation is useful constantly, adding another effect would be over powering.
I mean, I respectfully disagree; not only does BBQ require hooking a survivor, it has a range requirement to only show auras outside 40m, and then it's only for a measly 4 seconds. With this in mind, now it is essentially completely outclassed by Floods of Rage except MAYBE on a handful of super mobile killers (e.g. Blight, Billy), and even then that's only arguable. It really needs some kind of additional effect to remain an even semi-useful perk.
Anecdotally, I would get a ton of use out of WGLF's 100% healing speed buff to downed survivors, regardless of the point increasing aspect of the perk, and this was before it got buffed.
The era of people comparing BBQ to WGLF is coming to and end, as they are no longer the "extra points" perks. However WGLF got a buff in compensation for the removal of its extra points mechanic, while BBQ didn't, and I believe this will just relegate BBQ to the dustbin of mediocre-at-best perks, unfortunately.
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@Obelt said:
https://forum.deadbydaylight.com/en/discussion/comment/3066005#Comment_3066005
live version is 3 secs to kick a pallet with bs its 2.5 secs ptb pallet kick is 2 secs BS shaves 20% off 2 secs which is 1.8 secs
That's not correct. Live is 2.6s to break a pallet; PTB was 2.34s (i.e. 10% faster). PTB with BS is 1.87s. So .47s saved per pallet when using BS next patch.
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As fun as it would be, the moonlight offerings would not only disrupt map balance and cause performance problems, but I vaguely remember them saying that those offerings considerably and unsustainably extended map development time. So that's a no from me; even though I'm on PC, I don't want people to have their consoles explode, and enjoy more maps... mostly. (*cries in RPD*)
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It may not have been intended at first, but imo, the fact that it has become a "team helping" strategy akin to body blocking is a favorable outcome, as survivors should have some tools that help their teammates by disrupting the killer's intentions.
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I mean, that's fine I guess? But if we look at what they did to WGLF, where (in addition to the 100% healing speed of downed survivors) upon unhooking someone or taking a protection hit, the next time you pick up a survivor in the dying state that survivor gets 10s of endurance, I believe BBQ needs either: a massive duration buff (think like, 8 seconds or so), a good secondary effect that actually affects gameplay, a slight range limit decrease, or a little of everything.
Since its niche is "information" perk, I might make it something like this:
- After hooking a Survivor, all Survivors who are farther 44/40/36 meters away from that Hook have their Aura revealed for 6 seconds. Whenever a survivor is unhooked by another survivor while you are farther than 44/40/36 meters from the hook, the aura of the survivor who performed the unhooking action is revealed for 6 seconds.
The first effect is the Barbecue, the second is the Chili. 😁
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@AshInTheTallGrass said:
https://forum.deadbydaylight.com/en/discussion/comment/3066531#Comment_3066531
Thanks for the thorough reply! Appreciate it! :)
Happy to help. I just hope BHVR is paying attention and will consider some of these changes.
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@AshInTheTallGrass said:
https://forum.deadbydaylight.com/en/discussion/comment/3065415#Comment_3065415
Do you have any opinions on his laceration meter?
Honestly only a few small numbers changes that I would like to see but aren't revolutionary. 6 blades to injure seems mostly fair; the time it takes to start decaying and the rate of decay feel pretty reasonable for both sides except for some reason the normal rate of decay (0.4 laceration/s) is reduced to 0.3 laceration/s while the survivor is running - I'd get rid of that, to make it 0.4 at all times just to simplify things. In exchange, I'd reduce the laceration loss on basic attack (-3 blades worth of laceration on basic attack against a survivor with laceration) to just -2 blades worth lost on basic attack.
But yea, at this point Trickster is a (mostly) functional killer, especially in the right hands (check out CoconutRTS for some crazy Trickster gameplay), and so he doesn't need any crazy new mechanics introduced; just some numbers changes, QoL updates, and some simplification here and there.
And I know you didn't ask about this, but while I'm thinking about it: his add-ons are mostly pretty solid, there are just a few that I would redo. I'd give the add-ons that extend main event per successful knife hit a new effect, as they are pretty much completely outclassed by the add-on that just offers 50% longer main event. (At the very least, I'd give the weaker yellow one that adds 0.2s per knife hit a new effect, as sometimes the 0.3s per knife hit can be comparable to or surpass the +50% duration add-on.) In addition, the add-ons that extend when laceration starts decaying don't really have high enough numbers to make them worth it for the most part, so either their numbers need to be increased or they should be scrapped for a different effect.
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Trickster could use some love.
The first thing I'd do is get rid of the recoil after throwing a blade; this isn't CS:GO.
Second, I'd make it so once you charge main event, you can use it whenever you want, but then I believe its rate of fire and/or duration would need to be reduced.
Thirdly, I'd change the numbers where the movement speed gradient after taking out knives begins and ends. Right now, when you take out your knives, you move at 3.86 m/s (96.5%) and gradually slow down to 3.68 m/s (92%). I'd bring that up a bit, so that you start at 4.4 m/s (110%) and then quickly go down to 3.8 m/s (95%) over the course of 2 seconds, but then increase the knife sheath time to 1.5s.
Those are all the changes I would make at the moment.
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The only things we got out of the chapter are Call of Brine and Floods of Rage. All the other perks, as well as the killer, aren't nearly strong enough. But it didn't make the game actively worse so... 5/10.
Why haven't we gotten any changes to Sadako yet? Is her kill rate really good enough to not warrant changes?
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@Nos37 said:
I'm confused...
In June, the devs said:
"When the system releases, we’ll be automatically awarding existing players an appropriate number of prestige levels based on how many perk tiers they’ve unlocked. If you’ve left all your characters at level 50 and focused on unlocking perks, your work won’t be for nothing."
But now, here in July they're saying:
"In the PTB, we awarded one bonus prestige level for each prestige your characters had prior to the PTB. For the full Mid-Chapter release, we have increased this to 2 bonus prestige levels."
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Do we get awards for perk tiers unlocked and Prestige Levels earned prior-to?
Or do we only get rewards for Prestige Levels earned prior-to?
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I left some of my characters sitting at P0 50 with many perks unlocked, but after the July Dev Update dropped, YouTubers/Streamers are telling us to ditch all our items, addons, offerings, and perks to get Prestige 1. (This grants 2 bonus Prestige Levels when the Mid-chapter patch comes, totalling P3 and unlocking all their teachables at Tier 3).
They were probably saying if the character is p0 50 and doesn't have a bunch of perk tiers on it already that you should just prestige before the update drops. Or they forgot about the perk tier based part of the catch up mechanic; streamer doesn't mean all-knowing. Don't worry. If you have the perk tiers you'll get the prestige levels promised.
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If Sloppy is regressing heal progress so fast that you lose it all by the time the unhook animation ends, then at the very least the heal progress granted by the perk should be applied after the unhook animation. Because as it stands, if you're afflicted with hemorrhage from Sloppy you don't even spawn with any heal progress completion. (Not sure about other forms of hemorrhage as I rarely see hemorrhage from sources other than Sloppy.)
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@Seraphor said:
Healing deepwounds is still recovering a health state.
Sometimes perks clash and that's entirely by design, such as the new haemorrhage changes and Resurgence. Not everything is designed to work 100% of the time, some perks working together like free endurance states and Renewal could be too strong, or if the other side brings a counter perk, then it counters it.
Deliverance and Renewal don't work together for example. And Inner Healing has the exact same issue with deepwound.
Though I'm not sure if your example is really the best, because you don't come off hook with a 50% full health bar that slowly loses progress. You just get... nothing. And I'm really not sure that's intended, especially considering how the perk is worded. ("After being unhooked or unhooking yourself, instantly gain 40/45/50 % to your Healing progress.") Certainly doesn't sound like it.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/3061146#Comment_3061146
I think it is one of those things that if you'd been around from the game from the beginning when perma sabo was a thing, that you knew about it, otherwise not. As I was surprised so many people didn't know about it when the change was made in the patch notes.
I do think with perma sabo being long gone from the game, that it's a base mechanic that wasn't really needed in the game any longer.
A bit off topic... but speaking of old mechanics not relevant... luck. Now, there is a build that is possible only if you can coordinate with your team (i.e. are in a SWF), and I don't want that killed as it's just for fun, so here's my plea. Please, merge Up The Ante and Slippery Meat, remake Up The Ante, and discontinue every luck offering except for Vigo's Salty Lips. It would free up a new perk for development, and remove a lot of clutter from survivors' bloodwebs, and free up room for possible future offerings you may want to introduce. (And these aren't the only offerings that could stand to be taken out to pasture.)
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@NomiNomad said:
https://forum.deadbydaylight.com/en/discussion/comment/3056533#Comment_3056533
https://us.v-cdn.net/6030815/uploads/5PNC9MQAFHIA/image.png
Again, from the Wiki. Gens don't regress while blocked.
As to your other points, I don't really care about Ruin getting deleted after a survivor is dead. Sounds fair to me. The 100% regression nerf, imo, is what makes it bad.
We agree on info and totem perks, so hey, coolio.
And dor chase perks, it depends on what you count as a chase perk. If the killer does that, they are placing their entire build on chase. Nothing on regression.
But as for Survivors, they could bring a exhaustion perk. Let's say Sprint Burst, in this scenario. They can bring Windows of Opprotunity. This is a info perk, but I think it aids in extending chases pretty damn well. Let's add on Vigil to help the survivor lose exhaustion faster, and maybe Fixated (or whatever the hell it's called now). Or maybe Resilience, since I beilieve that perk still makes you vault faster. I might be wrong, though.
The wiki says how it's supposed to work. There is currently a bug where CERTAIN perks that block generators still allow them to regress. If I can find the video from the bug report I'll update you.
Couldn't find the video but here are some bug reports:
@Mew said:
sadly i dont have the clip, but i was against a pinhead who had ruin and deadlock- and when the gen got blocked it regressed for the entire duration of Deadlock
not too sure if its an issue with deadlock only, or if DMS/repressed alliance also causes it
@MrDardon said:
Hello. I wanted to share and report a bug which happened to me just now. I play on PC, we played on Ironworks against an Artist.
She used Hex: Ruin/Pain Resonance/DMS and BBQ. I was planning to let a gen get blocked by DMS so it doesn't regress with Ruin. The gen was around 60 %, Resonance triggered and got rid of 15 % progress and blocked the gen, so the progress should have been frozen at 45 %.
But no, Ruin actively regressed the generator while it was blocked, once the gen was unblocked the gen had only around 10 % progress.
Generators regress through generator blockage, please fix it as it makes gen slowdown even stronger than it already is.
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@Mandy said:
With the new reduction in grind when it comes to gaining new perks, the Bloodpoint economy had to be tweaked with regards to where and when they should be spent. While players now need to spend Bloodpoints to prestige, ultimately the grind is still heavily reduced and results in an overall improvement to the entire system.
People might be more inclined to pay the prestige tax if it gave something in return (say, one of every add on available on that character) and wasn't a transparent bloodpoint sink.
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Of course. The devs are just being stubborn about it for some ungodly reason. Not only would not having perk tiers reduce the grind, it would also open the door for perks that don't have some sort of number component attached to them.
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Due to the upcoming changes, Nurse now starts recharging her blinks 0.2s faster, survivors will make 1.2m less distance on her after getting hit, and she will have 50s extra worth of gen time to operate with.
That's not even considering things like Lethal Pursuer which will make her start the game off ready to start being aggressive immediately and make any other aura reading perk on her (like I'm All Ears or Floods of Rage) even more effective.
Meanwhile now everyone knows that her blink range add-ons not only increase her blink range (duh) but also her blink travel speed (which was confirmed as intended by the devs btw), which makes whatever little counterplay she had before nearly nonexistent as she is nearly unreactable to.
This is on top of the fact that, despite most of her add-ons being garbage, she still has a few other VERY strong ones, namely blink recharge speed, and 1 extra blink.
TL;DR: Nurse, the strongest killer by miles: ignores the normal mechanics survivors have to fight back against the killer; has some add-ons that make her even (some might say unfairly) stronger; is getting basekit buffs; and is getting buffs to some of her most effective perks.