AhoyWolf
AhoyWolf
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- AhoyWolf
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The weird connection can be seen here the best.
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Very bad changes, they created tons of new balance issues just to fix cases of toxicity.
The mori transition also completely breaks the immersion of the game you could have had up until that point, it removes all the fun stuff you could do in the game like slug races, carrying to hatch, etc just to see a mori animation.
They should really go the simple Cypress Mori way which is fair and optional and not overcomplicate things when they don't have to be.
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@danielmaster87 said:
Not sure. I never tried that. I do remember though Wraith getting shadow nerfed in that his Shadow Dance add-on lost its locker opening speed.
Iirc I think that nerf was even mentioned as an unintended feature in the patch notes' bug section lmao
(even tho it was mentioned in the description of the add-on) -
I wish he just got his old 24 meter terror radius back, keep the longer ADS, 0.4 seconds with the ringing warning sound is enough to give a Survivor warning when he's about to shoot, but for the love of god just reduce his Terror Radius, it feels awful, if not 24 metres then at least 28 metres.
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What a good and valid reason! Let's nerf him alongside The Pig!
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I had an idea for an add-on that let's Demo Shred twice in quick succession, but decreases Shred distance by 3 metres + you're not able to use Shred if it isn't fully charged.
But then they added Wesky so yeah.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/3209096#Comment_3209096
The beta tab is meant for features which affect you, not everyone. Something like the Finishing Mori is not a good fit for that tab since it affects everyone in the match. For example, if you opt into it as the Killer and I opt out as a Survivor, what happens when the last Survivor is downed? Does it trigger the mori because you had it enabled, or not because I have it disabled?
Beyond that, other aspects of the game change as a result, such as perks, offerings, and even achievements, so it would not be possible on a technical level either.
Ah, alright, I understand better now, thanks!
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@Peanits said:
We mentioned it in many places, but to make it abundantly clear: The Finishing Mori system is not going live in the Mid-Chapter. This is a preview of a feature that is not ready to go live yet, but we wanted to get feedback on it early. There will be bugs.
Work in progress features have bugs, which is a big part of why this is absolutely not going live yet. Getting feedback earlier in the process is incredibly helpful, but there will be more bugs as a result.
Sure, but did this require a whole PTB? It seems that these changes are what the beta tab was made for.
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@malatruse said:
https://forum.deadbydaylight.com/en/discussion/comment/3209074#Comment_3209074
They had to overhaul a lot of perks for these changes, it seems like it'll take more than one match on each side to try it all out.
Overhaul is quite a strong word here, since they only removed moris from mori related Perks and self-recovery from self-recovery related Perks, they didn't even make the bad Perks better, they have just been adjusted for the mori changes.
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@malatruse said:
Nothing to test? Isn't the finishing mori thing going up today?
I mean, this PTB is literally just to test the new mori changes, which are pretty simple, and after one playthrough you can just go back to the live servers.
Literally the most thrilling part of this PTB for me is that Wesker will no longer get yeeted to the side when a Survivor is dropping a pallet.
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I mean, they literally have a beta tab for testing stuff like this.
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@GentlemanFridge said:
Well, at least that's indicative that they're working on them.
Or they'll just leave some of these bugs for the live release.
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It's quite sad, well, it looks like we have to wait for another 3 months.
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I had a bug happen recently that let me instantly get the nodes by clicking on them once, the drawback however, I wasn't able to level up, thus I had to restart the whole game :(
But it was nice while it lasted.
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I think it wont, since you need healing progress to activate renewal and for the people sets the health state of a survivor to injured/healthy, so no healing was technically done.
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While in Frenzy you already have a 40 meter terror radius tho.
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Remember when Hag used to be pretty damn bad Killer? Slow set up time, smaller tp range, bigger terror radius and more!
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@Mat_Sella said:
they need an update anyways, this is a win-win.
The Twins are only good at the least favored things in the game, slugging and camping.
Yea, I hope they'll get an update as soon as possible.
This mid-chapter maybe?????? -
@MrT1412 said:
Twins rework most likely, maybe some smaller Sadako tweaks.
I really hope the Twins will get some update soon.
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@FilthyLegionMain said:
Wait... I've never heard of a proposal for new healing and cleansing animations anywhere. Where did you hear this?
I cannot really find the stream, but in there they said that they want to change the "interaction" animations in the future, it was around the time when the locomotion animations changed.
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@LapisInfernalis said:
On indoor maps her screams are so long that I can hear exactly where she is.
Calm Spirit Rebecca meta :pog:
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Not a good idea tbh, since you could rebuild god pallets and I think that could cause big issues, I myself don't want to deal with the RPD stairs pallet or the shack pallet 2 or more times in a row.
What should be done is to decrease the cooldown of AMN even more. 40/35/30 seconds should be alright.
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I agree, there is a huge difference between SWF Head On and Solo Q Head On, so I think this is a much needed change!
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Good idea for a Killer, terrible execution, Victor is half assed, Charlotte is literally just a body carrier and their cooldowns are horrendous.
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Lab Photo is an interesting add-on, I like add-ons that change your power in some way, what I don't like are the endless exposed add-ons
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Instead of completely annihilating the overheat mechanic (which I think took some time to make), they should make it an anti-camp tool only instead. The overheat would only go up while you're revving, pauses while chainsaw sprinting, regresses extremely fast after a chainsaw sprint, regresses slowly if you haven't chainsaw sprinted and only revved.
Maybe we could also make Billy's curving a bit more interesting, since he's quite easily dodgeable without engravings, let's say that for the 0.75 second curving period, his movement speed is increased to 345%, but after that period, it slowly goes back down to the default 230%. (This wouldn't be affected by the engravings, only the eventual 230% movement speed)
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@MrDardon said:
I remember back in 2016 and 2017 where Wraiths actually used Noed every game because he was the weakest Killer.
126.5 % speed while cloaked.
No speed burst after uncloaking.
Slower speed and action while cloaking/uncloaking.
No 20 meter total invisibility, visible from across the map even while cloaked.
And also way louder breathing/footstep sounds.
But at least he used to have built in Bloodhound *cough*
I think he also couldn't do almost any actions while cloaked (like opening lockers), but not 100% sure.
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Would be cool, maybe they could give a new voice to Susie and Joey aswell.
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@AntiJelly said:
Yep. In the code, while using a Virulent Bound, his normal acceleration gets a x15 multiplier so that his Bounds can actually reach top speed quick enough, but when using a Bound to vault a pallet or window, it seems the x15 acceleration multiplier does not get reset.
Ah, didn't know that it works like that, pretty interesting!
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@SackoXA said:
The new RPD map is terribly designed - the random palets in the middle of the hallway? Why when you have an isle next to it that makes it irrelevant. Loops in general on the new RPD map are terrible. I can't say that I've seen any jungle gyms. It's such a smaller map now with everything blocked off, it would be better to remove this from the map rotation until you brought the old one back, or improved the current version of it.
The feature store - Are you even trying? You have bad text on the store.
https://us.v-cdn.net/6030815/uploads/11UKASZAZJSI/dbd-lame-1-jpg.jpg
The 'featured characters' are still the same as they were 3 years ago. Have you given up?
https://us.v-cdn.net/6030815/uploads/Q8AUFYKZYUZK/dbd-lame-2-jpg.jpg
The new killer boxes for RPD look exactly the same as the nemesis ones. Is there a difference here? What am I missing?
Let's talk about the new killer I guess. His power looks fun. But also he removes the ability to loop. It's wildly powerful. So now not only on the new RPD map can I not loop him, but I have no where to loop him. Is the goal to just have survivors give up and die?
Anyways, just my feedback.
The featured characters just default to Myers and Laurie, probably because you already own all characters, so what characters should they feature otherwise?
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Got 5 grabs canceled on a completely flat surface, the Survivor just got infected instead, which obviously sucks.
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I think the recharge time is alright, I only wish that it charged up while channeling his power (kinda like the Artist)
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@sluc16 said:
https://forum.deadbydaylight.com/en/discussion/comment/3159241#Comment_3159241
The description does not say while injured anywhere
The description is worded quite poorly, but in short, if you're injured, he will insta pick you, if you're healthy and fully infected, he'll also insta pick you.
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I think it's alright that his first is a bit shorter and the second is almost twice as long, makes it more interesting.
But if you really dislike that (which I can get why), there is an add-on that basically normalizes his dashes to be almost the same length. (I like that add-on personally)
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Blast Mine takes ages to charge, thus it was perfectly fine that you kept it after it timed out, if you didn't get it, you still had a chance somewhere else, but now it still takes ages to charge, but you no longer keep it and you need to charge it again. What a joke.
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Make her blinks special attacks, adjust her second blink to have shorter lunge, give her some fun add-ons that don't really buff her power, but change her playstyle and are not complete trash, that's all she needs.
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Play whoever you want, if you want to play Artist, ditch Nurse and go ahead.
It will take a while to relearn her, it will be rough, but watching yourself get better and better feels great.
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@WeenieDog said:
At this point, they could partial revert it to version 1.0 with it requiring 2 basic attacks and it still wouldn't be good.
Version 1.0? I think you meant the previous version, version 1.0 was activated with 3 basic attacks, not protection hits, with 2 that would be hilariously overpowered.
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@Mooks said:
Duplicate, there is an already pretty highly upvoted report here:
Ah, my bad, didn't look hard enough, thank you!
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3108218#Comment_3108218
True; however, the information can make up for not repairing gens (especially in the case of a trapping killer). They can call out the killer’s every step in chase too, then decide when they need to draw aggro and take a hit from a survivor being chased that’s about to go down.
https://forum.deadbydaylight.com/en/discussion/comment/3108225#Comment_3108225
MoM is being reworked. You can read more about it, and other upcoming changes, here: https://forum.deadbydaylight.com/en/kb/articles/344
I mean, you can do that with the current MoM and OoO, even tho it takes longer, you can actually progress the game, which I think is more valuable than to have this information and not be able to do anything.
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New Killer: Nemesis but instead of tiers, he has a 6 meter tentacle right away, no zombies, also he can teleport for some reason because why not, every cool killer can teleport now.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3077946#Comment_3077946
I mean, IMO it is quite obvious. Because Lethal Pursuer is 9 second, and it is a Perk which shows the Aura of a Survivor, so its logical that it affects itself.
What is kinda dumb tho - it eats two Tokens of Distortion.
Tbh, I think it should say it there in a small text that it stacks with itself, since that would prevent 99% of people to ever ask again.
Also yea, it's quite dumb that it eats two staks of Distortion...
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@Rizzo said:
Valve?
Regarding Lethal Pursuer, yes it applies to itself, it's mentioned in the patchnotes:
Would be great if it was actually mentioned in the Perk's description aswell to clear any confusion with it all together.
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@BubbleBuster said:
this looks decent but the idea of making calm spirit stop killer instinct also seemed nice until you really thought about it.
some killers really suffer under that while most wouldnt be affected.
also visual indication would be weird. Is it Mettle of Man? Is it a bug? was that dead hard?
i am against it
also no mither is a meme perk so... no
I mean, meme Perks don't have to be completely bad.
Also Milo had a bit better idea, instead of completely removing Deep Wounds, let's just make it so it takes less time to Self-Mend.
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@Kaitsja said:
See, what you're suggesting and what would happen are two different things. If No Mither ignored deep wounds, it would just mean you just get downed instead. Deep Wound is a result of either a killer's power (Feral Frenzy) or Endurance.
I know not many people know this, but Mettle of Man doesn't give you Deep Wounds and still ignores the hit with Endurance.
Also in the Legion's case, he cannot down people in Frenzy until the minimum amount of hits is met (so that would be 5), there would need to be a meassure for this not to add up to this counter if the Legion hits you more than once.
Or maybe we could just do it like Milo suggessted and make Self-Mend take like 3 seconds with No Mither equipped.
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@Jarky said:
Might just be me, but I don't quite understand what you mean by bypass the Deep Wound effect.
If a Legion Feral Frenzies you for example, then what would happen if you had No Mither? Would they just hit you, but you wouldn't have any Deep Wound applied?
Yea, literally removes Deep Wounds from existance, so if the Legion hits you, he gets a stack to his power build up, but doesn't apply Deep Wounds. (There should be a meassure to this so the Legion cannot just hit you over and over again for an easy down tho)
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@sizzlingmario4 said:
It works, but it’s bugged. You have to heal for a moment and then use FTP. If you do it instantly, it doesn’t work.
Ah, alright, thank you, will try it!
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@ReverseVelocity said:
I had a David use it in game, I can say it definitely works.
Really? I used it on Quentin and the Killer downed him right after, maybe there is a period of time where it doesn't apply (like the going up animation), otherwise I have no clue why it didn't protect him.
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@SekiSeki said:
Wut? Why wouldn't it? You are reading the secondary effect of WGLF right? You have to activate it
Of course I'm aware of the activation condition, I unhooked I guy, I got the safe unhook score event, which activates the perk, then tried to pick up a guy in the Killer's face, but they got instantly down without any endurance and I right after. :(
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The change doesn't make sense, if you want to get a benefit from the silent actions, the Killer needs to be near you, if they don't make the silencing optional, than it's a straight up nerf.
