Advorsus
Advorsus
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I think it'll still do what new DH was supposed to, which is be a niche perk that's specialized to affect certain killers more than others. Mainly the ones with tells or wind ups to their powers.
The increase to 1 second of invulnerability led to the same issues as before where it timed properly it could still be used to guarantee safe pallets and windows due to the travel time within that 1 second. So the Nerf wasn't really helping the weaker killers as much as it was originally intended.
Is the perk a catch all use in every build perk now? No. Is it still good in certain situations? Yes. I think it's more just geared towards specific builds now instead of just being an every build perk, and is much more in line with other exhaustion perks now.
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Here's the thing, and I really had to think about this for a while and from their perspective.
They can't just reduce the grind a lot and increase the BP gained at the same time. You'd end up with no grind or sense of progression.
You also can't increase the BP you gain by a large margin and then take it away later when you realize it's too much. Everyone would riot and lose their minds.
Their removing bonus BP from perks because they don't think it's a healthy way to gain BP in the game. Agreed.
But they're adding bonuses and penalties in a controlled way so that they don't give too much to where it completely nullifies the grind. Because once they give it, it can't be taken back without major backlash.
So they implement a bit at a time to see how it holds up in live servers. Not enough? Reduce the tax, or increase the queue incentives rates, or give a slight bump to post match BP earned. And you do this little by little until you get to that healthy medium.
May not be the greatest thing in this moment, but may be healthier this way in the long run for the game.
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I will say that I'm one of those where if I'm playing solo, if it's not gonna be an easy save or if it's just hook trading, I'm not wasting time with it. I'm just opening the gate and leaving.
I think that's just in the whole design of the game. In DBD as a survivor you could win while your teammates lose. The killer could lose against you but win against the rest of your team. Because it's not really a team game. It's booked as a 1v1 against the killer. You've just got 4 survivors helping each other in their 1v1's. Even their match making system is based upon the game being 1v1, with you having 4 1v1s per trial if you're killer. So most of the time, if you're not playing with friends, people have to consider whether they're willing to lose so that this other random person can win. And usually, if it's not something that's easy or guaranteed to work, they're not gonna risk it.
Compare that to a game like the Evil dead or any other actual team based game. You either all win or you all lose. In the evil dead, even if I die in the end game and can't be brought back, if my team wins then I win. If they lose then I lose. There's no just escaping by yourself.
Which is why there's a lot more cooperation and consideration given in those games. If I see someone else getting attacked or they go down, I HAVE to go help. Because there's no finishing it by myself or escaping through hatch. If half my team dies in the beginning I'm screwed. So if I want to win I'm required to help them and try to work together. If we're not working together at all then the killer is going to just win very easily because the demons in that game are an actual threat at almost all times.
DBD doesn't have that. I can go wait in a corner for everyone to die so that hatch can spawn if I wanted to. It doesn't matter if everyone else died, I escaped so I won. That's the 'goals' and win conditions they've set. And the way they designed their game makes it not a requirement to work together.
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Fun tid bit. 360ing was originally a bug in early stages of the game where survivors were able to turn faster than they were supposed to. Instead of fixing the bug, they left it in and called it 'skillful' gameplay lol. Much like blights hug tech, it wasn't intended initially.
To me I think it's pretty ridiculous that these supernaturally strong and powerful killers are completely countered by survivors standing in one place and turning in circles.
Like if your goal is to make killers feel powerful maybe remove some of those things that break that immersion and that make them feel weak?
Like, yeah I'm a super powerful killer that can turn nearly invisible and rip out spines, but for some reason I can't see my toes and am absolutely destroyed by repetitive left turns πππ
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@KweenPlease said:
https://forum.deadbydaylight.com/en/discussion/comment/3044133#Comment_3044133
It's NOT a pirate costume. ( I hate it too but I also just don't like Twins )
It's a historic war costume worn by the French. Go look up French Revolution costumes.
It's bad is what it is lol
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@Remedicist said:
I find the grind makes me want to play less because I cannot play the way I want if it takes too long to get the perks and add-ons I need. It's a frustrating feeling. I'm feeling the grind all over again after switching to pc as well. And knowing the new prestige work wont make the grind any less is not very appealing.
I agree. One of the best aspects of this game is being able to theory craft different builds and try them out, or to create a build that suits your playstyle. But having that aspect blocked for a lot of new and potential players because you think it'll keep current players is bad game design and management
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It'd be cool if you could stack those all at once lol
Flan 2: Return of the Super Flan, Mystic Bugiloo
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I liked the way tofu explained it. Yes it's weaker, but it still shouldn't exist in the way it does. The ability to press a single button and be granted a free health state is just bad game design. The perk should've been changed completely from that concept
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@luvcraft said:
https://forum.deadbydaylight.com/en/discussion/comment/3044068#Comment_3044068
seriously?? Survivors get a notification??
Yup. It feels like it's a perk made for a different version of the game, one where map tiles are actually balanced. Most tiles right now are built in a way to where they're really strong while the pallet is up but weak once it's broken, with almost no mind game potential. So your options as killer are to either break it immediately or bloodlust until you hit them, at which point they're down and you can just break the pallet anyways. So it makes the perk have 0 value.
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If they just removed the notification that survivors get it'd be better. Still wouldn't be extremely powerful, but it'd have it's uses. Right now as soon as you hit a survivor they see that you have it and they just don't do it then, so it never activates. Another case of great on paper, bad in practice
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I rarely get the rifts because I care 0% about charms, and the cosmetic rewards are usually very bad or just color swaps of existing ones. Not really worth spending the money on.
There are a few cosmetics that were winners though.
Like trappers marrow miner skin, or wraiths wood wraith one like two or three rifts ago. They're original, have a lot of detail, and look really cool. Heck even huntresses burnt skin one. Yeah she's wearing the same clothes and mask as the original skin, but the way she's burnt and clothes being tattered and burnt, the story within those cosmetics, all of it gives her a more dynamic character change . From being a feral hunter of the forest to being a scared fallout victim.
These kinds of skins and changes are what I'm looking for in a rift.
This rift however? An ugly pirate suit for twins and a color swap for nurse and trickster skins? Nah I'll pass. Not worth the money
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@ClumsyTrapper said:
https://forum.deadbydaylight.com/en/discussion/comment/3044014#Comment_3044014
It's supposed to be a reward for plays that have been p3ing over the last 6 yrs last second shoppers. And the BP of a cake plus a bbq is plenty to p3 a few between day and the update in a few weeks
It takes 4.8 million to P3 a character.... To even P3 a single character in a day with cake and bbq and max points every single match, you'd need 48 matches a day to P3 a single character. So no, you're not p3ing a character a day. Since the average person plays 10-15 matches, it'd take 4 days of straight perfect matches to get One character to P3. And since there's only about 18 days left that's about 4 characters. So 4 out of the 58? Characters in the game.
It's simply not enough time for players who never prestiged, which a lot of people didn't because of how bad the old prestige system was.
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Regardless of you think the grind is reduced (I don't think it is) it's also part of the principal of it all.
You say you're wanting to reduce the grind, then add a bunch of stuff that contradicts that. You remove bp bonuses from perks which were a reliable way to get more bp and put the player in control of their additional bp, and replaced it with something that is based upon queue incentives. The problem with this is that it's 100% out of the players control. It's based upon a system that behavior created. So if it's a role you don't want to play, or if there's simply not an imbalance of players, you get nothing. You also don't control how much of a bonus you get. It could constantly be a 25% bonus and then what?
We did want the queue incentives, but that was in addition to what we already have. We didn't ask to have our ability to earn bp cut drastically, and then add in a smaller bonus to play a role we don't want to play.
Then you make prestiging mandatory, not a bad move by itself. Then require you to pay bp to prestige, knowing that it's now mandatory.
None of this shows that they want to reduce the grind. It looks like a clever way to keep it the same and possibly increase it, while trying to convince their players that they're trying to help reduce their grind. Because they have this insane thought that it's the grind that's keeping players. It's not.
My second big issue is their reasoning behind it. "To keep players from having to feel like it's required to run it."
If that was the case you would've just made the 100% baseline. Instead of 32k being the max you could earn, make it 64k and change the scoring events to reflect that. You know, the same base 32k that hasn't changed in over 5 YEARS....
People didn't just run it for the BP. They ran it because it always has been, and will remain to be one of the best aura reading perks. Second only to infectious fright really.
It's the only aura reading perk that can activate 10+ times a match, with no cooldown, and shows you multiple auras, mainly those that are not near you. It allows you to be able to see where to go after hooking someone so that you can maintain pressure.
No other perk outside of infectious does this better, and yet that aspect wasn't touched. So a lot of people will probably still run it once people realize no other perk does what it does as good as it does, and I don't see it's usage dropping like they think it would.
If that was really their intention, they would've reworked it to be completely different. No it feels more like they wanted to increase the grind for anyone that didn't already have everything unlocked, or close to it. So they can say they reduced the grind! But in actuality it's much much longer for new players or even experienced players that are just still working on leveling characters up.
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If the ptb goes live without any changes, I don't think kill rates are going to go up like they think. I think they're probably going to get worse
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@ClumsyTrapper said:
Bra I have 3.5k flan on my Feng main if you don't have what you need at this point it's your own fault
Bruh even with a flan and bbq and getting Max bp, unless others also bring flans which has been 0/25 matches today and the event just ended, you're only getting about 100k.
It takes 1.6 million to get one character from 0-50. That's 16 perfect matches of max bp minimum per character. Just to prestige each killer once you need to have 432 perfect matches of max bp, or 43 million bp. That doesn't even include survivors.
My point is, they notified us right before the event ended. Unless you're dedicating your entire day to playing every single day for the next 2 weeks, you're not going to get there. And the people with lives outside of this game can't afford to do that.
They could've told us how the conversion would work prior to the event started and it would've been fine. But instead choose to wait until players can't earn bp as easily. It's a ######### move.
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It would probably stay on the survivor. Not really that useful though because Victor doesn't have a terror radius, and dark devotion is really best used to drop chase with the obsession and sneak up on other survivors.
There's almost no real value of using it on twins lol
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@emetSdidnothingwrong said:
Well that's a shame, slower to break pallets during his power than a basic kick seems backwards.
It's the same way right now. If you're already charging your power prior to them throwing a pallet, your power will still break it faster cause all you gotta do is let your power go.
However if the pallet is already down, and you're just walking around, it's better to just kick it.
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I don't think blight base kit is hard to deal with. However is addons are really strong, and most people run some combination of strong add-ons because he has so many.
But if you watch an average blight players with not strong addons, the difference is night and day
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Whoa guys. Love the ambition, sounds great on paper, but let's just get to the point where the actually add bots successfully first lol
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I don't think they should count addons, but they should take into account the fact that a lot of people have characters they they only ever got to levels 40-50 to unlock their teachables, but didn't mess with them after that due to there being no point because of just how bad their system was before.
It's great that their tier 1 perks will be available to every character, but you still have to grind even more now to get their tier 2 & 3 versions. And since they didn't actually fix the blood web, and the fact that it's now mandatory to prestige, you could get to 50 and be forced to prestige before you ever actually find their perks. Or you're forced to prestige the characters two more times to get their tier 2 & 3. Which is still about 1.6 million per prestige. Adding in the fact that you now can't farm BP like before and the grind is actually longer.
They didn't take into their own old ######### system at all for players and the ones who didn't prestige characters. And the conversion rates are completely jacked all to hell. So either way, this system doesn't help a good portion of players at all.
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After seeing it in action, it's not that bad, even when paired with call of brine. It's a slow ramp up to 400%, and then after 30 seconds it deactivates and it's only call of brine.
After having played with call of brine many times, and seeing how little it gets to actually regress before it just starts getting worked on again, I don't see it being that bad. Now when paired when you're using those with say eruption and oppression, yeah it's probably going to be a lot stronger. But you have to think, that's a whole build focused on one thing and only that thing, nothing else, it's gonna be a little strong. Still nothing compared to current meta.
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Don't prestige. Just get as many perks as you can on the ones you want all perks for, that way when the change goes through you'll have all perks tier 3. Anything beyond that is pointless
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@Kaitsja said:
Yes, because technically with the basekit change it's 22.5%, so you only lost 2.5% from Pop.
πππ 22.5% of current as opposed to total
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No, not at all. Even if the generator is 90% completed, which is 81 seconds, you're only removing 18.45 seconds from the gen. And that's with the added 2.5% base. Which seems like a lot, but the amount just goes down further the less it's been worked on. If they have 50% progress done, or 45 second worth of progress, you're only removing 10 seconds. That's at base if only 1 survivor is working on it with no toolbox and no perks that go towards gen speeds.
Not worth for having to go out of my way to kick a generator.
Simply put, all other perks are just better
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It's not going to be a new meta. It's the same piece of crap in a different wrapper and called chocolate. Survivor is all about free health states and killer is all about gen slowdown. Everything just shifted, partly to new perks, somewhat kinda stayed on the same perks.
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@DY86 said:
Like Im forced to pay 50k to prestige, will get basically nothing out of it and unlike what the devs said before will NOT cut down the grind, is this right? I might be getting something wrong cause it canβt be
That is correct, and it's what people have been saying for a while. If you don't already have everything unlocked and been hoarding for a while, this change does nothing to help you.
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They did. It's nowhere near that close, and it doesn't help a majority of players. Mainly just those that already have everything. It's a fake fix.
Removing tiers still would've been better
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@DBDVulture said:
Maps that are larger than 9000mΒ² should only be playable by killers like : Freddy, Ring, Nurse, Blight.
Yeah it's just sad that after so many years they're still making the same mistakes and refuse to fix it
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@AshInTheTallGrass said:
https://forum.deadbydaylight.com/en/discussion/comment/3032313#Comment_3032313
Jesus that's terrifying!
Exactly! Let's see them clicky clicky their flashlights when I'm crawling on the ground at mach speeds π
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Mine were both silent Hill and hellraiser. Although poorly done in some aspects, I do indeed already have them. However I'd also like either
Laura from the evil within
Or Mama
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I don't see a reason to change perks. Outside of infectious fright, which is probably the best info perk in the game, BBQ is right after it for info. Floods is okay, but it's tied to scourge hooks which are wildly inconsistent, mixed with the fact that if someone just got unhooked I already know where 2 people are, and might already be in chase or pressuring the other 2. So it's kinda meh. Thrilling is okay but it's information and slowddown are both mediocre and on quite a bit of a cooldown. Bitter murmur is good but can only activate up to a maximum of 5 times in a match.
BBQ however is consistent with constant information, can be activated 10+ times per match, and the only cooldown being how fast you personally are able to down someone. It's still one of the best aura reading and information perks, the bp was just a bonus.
Also I main doctor and love BBQ on him lol. Pair it with his blast range addons and iron maiden, then once you hook someone you'll either see them from BBq, or they'll be in your terror radius so you can just blast, if that doesn't hit then you'll know they're in a locker so you just wait for iron maiden to go off. 0% chance of hiding
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Meh I enjoyed lithe more. And now with the new lightweight effects, good luck trying to catch up and find me
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For example, I started playing elite dangerous for like a month. It was my main game and is all about flying in space lol completely different
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I disagree. I've been playing for years and they've made tons of changes. Some good some bad, but that's video games for you. I will say that it does get unfun, but that's more from playing it constantly for long periods. Not unlike pretty much every other online multiplayer game ever lol
The only thing I will agree on is that the main mechanics and objectives of the game haven't changed since release. But neither has Halo, world of Warcraft, league of legends, Diablo, every call of duty and every MMO almost ever. And all of those can be very rage inducing and unfun at times, yet still have millions of players lol. Especially in players that play it more than anything else
My point is, take a break, play something completely different for a few months, then come back.
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@Friendly_Blendette said:
https://forum.deadbydaylight.com/en/discussion/comment/3030388#Comment_3030388
hahaha its gonna happen you'll be like 5 meters away too close to change directions and the start of the animations gonna play xD
I know it is, and I'm gonna cry lol
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@Friendly_Blendette said:
https://forum.deadbydaylight.com/en/discussion/comment/3030345#Comment_3030345
It is a shadow of its former self (which is deserved )but still useful. Nurse blinks on you deadhard and let her go to fatigue, huntress hatchet coming your way deadhard is still gonna work against it, almost maxed knives vs a trickster once again a deadhard, pyramid red line showed up deadhard, arist about to launch her crow deadhard. I think you are starting to see my point. Against killers where its predictable when you will take the damage state I would argue its even stronger since you get the on hit speed boost. Versus M1s it is much much weaker but against powers as long as you are good with the timing as most of them either have a limited time to hit you(blight, nurse), can't be canceled(billy, huntress, trickster, twins) or have some kind of warning beforehand(artist, PH, twins, demo). Personally I think survivors who can use it well and time it well will get a lot of use out of it.
I swear if I finally pull off the perfect cross map billy chainsaw and it connects just for a survivor to dead hard and not go down I'm gonna DC and uninstall instantly π
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@tippy2k2 said:
Did I punch/stab/bonk/claw/weird symbol/slash you with a M1 attack and you went down right away and it made a BWAA noise and tell everyone they're now exposed and a Hex symbol has shown up on the screen?
If so, I probably have NOED on
Just kidding, it's devour hope and I'm already to 5 stacks. GGs everyone!
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/3030254#Comment_3030254
Can you tell us how exactly you'll be calculating the prestige catch up. Like how will you be calculating what level of prestige everyone should be that didn't prestige before the update? Some of my non-prestiged characters have max perks while others have about 50% and it varies the amount of tier 1/2/3 perks on the ones I haven't maxed out. Will the ones maxed out just be p3 with the catch up or will they be a higher prestige? Do you need to be maxed out on a character for them to be p3 in the catch up?
This is a question I had as well that was never clarified. I'm in the same situation with a handful of killers at level 50 with all perks tier 3, and then the rest are level 50 with 1-2 pages of tier 3 perks, but none are prestiged yet. Will only my ones with all tier 3 perks go to prestige 3? And the others to just prestige 1? Most of them I feel I've invested way more than enough to prestige 3 them prior to upcoming change, but never did because I just wanted every killer with every perk tier 3. But I feel I'll have wasted a lot of time and bloodpoints on a lot of killers if they only go up a single prestige
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I think I'm gonna use it more now so that I can teach Ash how to superman that hoe. I'm really hoping they add the Dougie next π
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@DeadByCommunity said:
I just don't want to play bully simulator as killer nor be punish for my teams actions because MMR match me with them who just hid in corner an self care. High or low is pain regardless of sides.
I can understand your sentiment, but it's an online pvp multiplayer game. You're always going to be punished by both your teammates and the opposition is always going to punish you for any mistakes you make.
Take for example, League of Legends, one of the most successful online competitive games in history. You're constantly put with people that you don't feel are good enough to play on your level, and your opponents almost always feel like pros that punish your every mistake, kill you 10 times and hit you with CY@ or spam mastery emote after every one of your deaths. Heck Halo was built on 12 year olds that teabag and tell you random odd facts about your mother.
It's the nature of online games. It sucks every time. And as much as a developer tries to mitigate that unfun aspect of it, it's still going to be there.
@Veinslay said:
How about a little consideration for us low to mid MMR killers that are routinely getting matched up against multi thousand hour SWFs? Make those teams wait for Nurse and Blight because they're the only ones that can deal with it. Stop matching me against them when I'm playing console Trickster. Thanks.
They're trying to. They stated that in the patch notes and live stream. The imbalance of players can cause matchmaking to be a bit imbalanced as it tries to both balance matches but also keep queue times healthy. Which is why they're giving incentives to players for queue up for a role that is in need of players at certain times, to help take some of the load off the system.
Because of you just narrow the brackets for MMR more regardless of queue times, you end up with situations like other online multiplayer games for instance, League of legends. If you've never been master-grandmaster tier in that game and tried to queue up, it's horrendous. 30-40 sometimes even 60 minute waits times to queue for a match. Just for someone to back out before the game starts and you end up going back to waiting. No thank you! Lol
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@Fuzzycube said:
Pyramid Head's add-ons are a real issue since it seems to be universally agreed on that his best ones are those that increase his Punishment of the Damned attack range and none of the other add-ons even come close despite being of higher rarity.
I think they should increase the base power of it slightly and just get rid of all those add-ons so they'll be some variety.
I'm not sure about being worse than Nemesis though since he needs two hits with his whip attack to do damage and Pyramid Head can attack through walls.
I think they're only his best addons only due to his others being so bad. But they themselves aren't that great. Yeah you get longer range, but 90% of survivors don't dodge backwards, they dodge side to side. His problem is the very long animation and easy tell of his power. It's so bad that it's literally useless in most situations unless they're in a very slim choke point. In 90% of situations his power hurts you more than it helps you. Which is sad because very few killers have powers that are actually more detrimental to them. Mainly him and pinhead. In most situations they're better to use them as just normal m1 killers because using their power would hurt you more than help you. And they're both carried by having good passive abilities.
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@Hannacia said:
I hate the iron bushes the map has. I thought we got rid of the iron bushes when haddonfield was reworked but nah they are back and they are everywhere. That mainhouse is dark and so many good windows in it.
Get rid of the ones on yamoka estate too lol. Like you have some you can pass through and some you can't, and you never know which ones which lol
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It's okay perk that activates inconsistently. I say that with all the love in the world cause I love using it, it's one of my favorite unpopular perks. But it has its flaws.
If they put something like a 4 second aura reading on it for the person that disturbed the crow, it'd be a lot better and more consistent.
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@GoshJosh said:
Just remember that a conspicuous action will disable OTR. You really think theyβre going to stand around all day to tank a hit with it, while being unable to repair gens or do anything else to progress the game? Itβs way more appealing to be healed up and continue doing gens. It will punish tunneling while not allowing the survivor to complete any objectives, which is a good thing.
The only adjustment I think it needs is disablement in the end game. At least the endurance aspect.
Survivors will spend the entirety of the endgame waiting inside the exit Gates just to teabag, I'm pretty sure they have no problem body blocking or running around trying to get your attention lol
But yes, it does need to disabled in the endgame.
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I think there's a lot of problems with map balancing in this game, and it's one of their biggest issues. Yeah they look nice, but they're pretty imbalanced one way or the other.
One of the main issues is the way they handle loops. Instead of loops that are 50/50 and can be mind gamed or used as a way to outskill your opponent, they're taking a lot of safe loops that cannot be mind gamed, and they're just stringing them together.
A lot of them are extremely safe and your only two options is to either break the pallet immediately or bloodlust to get a hit. By the time you break the pallet they're already at another loop and you have to repeat the process just for them to go to yet another loop. And some of these maps are so filled with these safe areas and loops that you could do this all game and they'd still have safe areas after the gates are opened.
Then you have maps where one side is packed full of 12 pallets and 4-5 Windows, and then the other side has 2 Windows, no pallets, and nothing for safety.
But instead of balancing maps to make loops more reasonable, they're buffing breaking speed and hit cooldowns in the hopes that it'll make up for the terrible balance most maps have.
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I think the removal of the fog killed a lot of the ambiance the game had. That's the only thing I really missed was the fog and the darkness of the maps.
The balance was terrible though. It's still pretty bad, but not as bad as it was. So I don't miss that at all.
I did like the all around slower animations though. That mixed with the fog and ambiance gave a real horror movie vibe to it that it just kinda lost with each update.
I love some of the new maps like garden of joy, haddonfield, and midwich. And lerys is my favorite older map. All of them were created very well visually. Not balance wise but visually. Now imagine if they still had fog how much better it would be.
Or how cool erie of Crows or even the reworked coldwin maps would look with an ominous fog everywhere? I could decently forgive balance issues if it felt more like a horror game.
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I think pain resonance will still be used, just not as much and not in the dms combo that it was. It'll still be a decent perk. The Nerf was way more of a Nerf to DMS, and that perk will probably never see play unless you're something like a doctor or artist. It's just not worth it as you won't be able to actually activate it consistently anymore.
It is sad to see that such a neat idea of an old mechanic was handled so poorly. My personally I almost never ran scourge hooks because of their spawns. Every time I used them I'd get 3 on one side of the map where there's nothing, and then 1 completely on the opposite side of the map in nothing as well. Even now I still only really get value out of them in maybe 1 out of 5 matches due to hook spawns.
I do like the buff to gift of pain, and would totally use that in a thana build with say maybe pentimento and plaything. That way when they're injured they see thana and go to heal, just to get the debuff from gift of pain.
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@Witchubtet said:
https://forum.deadbydaylight.com/en/discussion/comment/3028705#Comment_3028705
It does feel odd that they do want to slow the grind down. Especially since some killers are Nigh impossible to play on 50% of the maps. Iβd think they would want us to have some sort of way of beefing them up before tossing them into the hell that is Pallet Factory.
Agreed. It's like hey we reduced the grind! And then added some more. Like.... Why? Lol
Like Bbq was ran because we chose to, not because we had to. Most of us did it because we were so used to it. Because when we started playing DBD it was one of the best aura reading perks in the game. The bp was just a bonus. I'll probably still use it because it's good on a lot of killers and just better aura reading than a lot of other perks.
Like I don't need 10 aura reading perks for within my terror radius. I'm there, I know what's going on lol. I need something for on the other side of the map so I can see where I need to go to. And until recently with Sadako, it was the only real perk that did that consistently, even still since hers is a scourge hook.
Yeah there was bitter murmur, but that could only activate 5 times a match. Where as bbq you could get to activate 10+ times. So I don't see it's usage going down. I think the removal of the bp bonus was to keep people still grinding because they think it's what's keeping people playing the game. But it's actually one of the things causing them to lose more players and not be able to retain players.
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It depends on what you're going for. If you're just looking to P3 all characters, for example all 28 killers, the grind is actually longer. Level 1-50 is about 1.5 million BP if done effeciently. So to get one character to P3 level 50 it's about 4.5 million, or just 3 million bp to P3 level 1. So right now it's 3 x 28 = 84 million to P3 level 1 all killers.
But if you're going for say just no prestiging right now and only going for all perks to tier 3 on every killer that's around 7 million per killer. 7mil x 28= 196 million bp needed.
So for the new system, to unlock every killer's perks at tier 3 you need to have each one at P3. So about 84 million as discussed above. This is definitely not a 75% reduction. It's about a 68% reduction. Which isn't horrible right?
Except that the time it takes to get those BP could take even longer now. Because you're removing one of the main ways people used to get bp. So instead of having 100% from a perk, and another 100% from cakes or pudding or whatever, you're effectively cutting that in half.
Now it'll be a bonus controlled by behaviour's system and you'll only get it if you play the role they want you to play at the time.
So yes the grind is reduced, but it's probably closer to 40-50%, not the 75% that was described.
And if your only goal was to get the bloody cosmetics, congrats your requirement has now doubled.
So yes but no

