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Annso_x

Annso_x

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Annso_x
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    • A daily challenge for both survivor and killer
    • Ability to see the cosmetics sorted by collections rather than by characters in the store
    • Ability to sort charms by collections
    • Separating in-game sound and lobby sound options
    • A visual effect on the archives' tomes to let you know you haven't redeemed a challenge (without having to go through every single uncompleted page of every single tome to make sure you didn't miss one...)
  • As much as like cosmetics, I'd rather the reward not be one because it usually means the licenced characters don't get anything, and I'm sure many people such as myself prestige licenced characters in priority bc they don't have many cosmetics (if any) and they can't be bought with iri shards. For eg if the reward was legacy it'd mean I would get a reward only for a third of the characters I've prestiged, so I'm not mad at all about the reward being portraits tbh.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3048754#Comment_3048754

    must admit, I forget it's beta as well. I switched it on and just never switched it off!

    Same thing, I was taken by surprise during a bot game haha, it made me realise how much better the new mechanic is and how little I missed the old one

  • @Peanits said:

    The skill check wiggle mechanic is still in the betas tab, meaning it is still subject to change. Once it has become official, the tutorial will need to be updated to use it.

    Oh my bad, it's been in the beta tab for so long it thought it was official already lmao

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3046618#Comment_3046618

    That's the thing, without the info and without being able to pressure survivors off the gen, then survivors are not getting off the gen, can just carry on repairing as usual, and the 15% regression is no more effective than blocking it for 16s, or no more effective than a single missed skill check (13% with notification).

    Absolutely Pain Res with the notification is stronger than Thrilling Tremors, but without the notification it's not only weaker than Thrilling Tremors, it's weaker than a missed skillcheck.

    I know I won't be using it anymore, it's simply not worth the hassle of finding a scourge hook, especially when Saboteur can highlight scourges to survivors. Back to good old Thrilling Tremors, back to the old meta. Such fun.

    Missing skillchecks is 10%, not 13%. Granted 15% isn't that much more anyways, but survivors don't usually miss skillchecks. Also 15% is now more than before because 15% of 80s is less than 15% of 90s, so the regression aspect of the perk was technically buffed bc of the gen speed nerf. I agree the perk will obviously be weaker now, but i don't think it'll be bad.

  • The current % is so low it doesn't actually change anything (or it used to but then it broke and never got fixed, i can't remember). I don't think it's going to change, aka prestige won't impact bloodweb rarity, but i don't think it's a bad thing considering the rarity system is a bit messed up (i'd take brown add-ons for medkit over an iri map or key for eg)

  • @Nathan13 said:

    What’s gonna be your builds after this update??

    Currently go-to build is: Lithe, Iron Will, BT, WGLF

    What i want to run: Fun altruistic builds, i'm not set on one yet, i'll test the perks after the update

    What i'll probably end up running bc of tunneling and camping: Lithe, OTR, BT, prove thysel

  • Killer: Vecna

    Survivors: Eddie Munson & Robin Buckley

    Legendary skins for Joyce & Hopper

    Map: Upside Down (with Vecna's "house" as the main building)

  • In custom games 100% yes i'm so excited for that, in live games only if they're here to replace someone who DCed, but not as a replacement for actual players when the queues are long or whatever.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3046574#Comment_3046574

    Thrilling Tremors has been doing that for years.

    It blocks gens so they can't be repaired, and it gives info on which gens are currently being repaired. Furthermore it works on every single gen at once.

    Additionally survivors will learn that you're using it, and let go of a gen before you pick someone up, thereby guaranteeing the 16s of slowdown which is comparable in effect to the 15% from Pain Res.

    Pain Res works on one gen at a time, and it requires A special hook.

    Thrilling tremors blocks generators, it doesn't make them regress. Also it blocks gens survivors aren't working on, so it's really just information. If survivors decide to not let the killer get info by leaving the gen, 16s of not being able to work on it seems like a fair trade.

    Ultimately, with Thrilling tremors either you get the info (which gens survivors are on) or you get the cooldown (gen that was being worked on is blocked bc a survivor didn't want you to know where they are), but you don't get both on a single generator, unlike PR.

    Also I'd argue not being able to work on a gen for a certain amount of time is weaker than actively losing progress, bc once the gen stops being blocked it hasn't lost anything, but if you're not here to stop a gen from regressing it'll go back to 0. In that aspect PR isn't just 15%, it's 15% + whatever the gen loses until survivors come back to it, and it's stupidly easy to get them off of it when the perk also lets you know which gen you need to go to.

  • No tbh a perk shouldn't be both an info perk and a regression perk at the same time (and be very good at both).

  • I'd take an extra 5 minutes if I don't have to play against Wraith and Clown (also Trickster, and Dredge) ever again. But also there's no way this would be implemented, bc four ppl toggling 8 different killers off would make SBMM very complicated, also some killers (Nurse & Blight in high MMR for eg) would be matched against newbies bc everyone their level has them turned off. The queues would be super long for everyone (not just the survivors who decide to toggle a killer off) and the matchmaking would be atrocious.

  • Either change your username and hope a killer has pity on you or find a swf, bring a hatch offering/ left behind / key, the swf immediately DCs or dies and you go get the hatch (i've seen people do this for adepts)

  • Baby Blights (and baby Nurses) are easy to win against. People who are really good at them are very difficult to counter, i mean the best strategy against them kinda feels like "make random movements and hope for the best", which only relies on luck and on the killer making a mistake, so that's not ideal.

  • We already knew it wasn't going to be a cosmetic, also even it does look really cool it would mean licence characters wouldn't get rewards for their P3, which would be very disappointing.

  • I think they'll make it desactivate in end-game like DS, bc it's stupid to make one desactivate but not the other (and they're not going to revert DS nerf)

  • Not sure this counts as an immediate surrender, but if my teammates don't come to save me when the killer isn't facecamping me i'm not going to bother struggling during 2nd phase. And if they're not coming but also not doing anything, or crouch / walking from the other side of the map to me i'll attempt the 4% and speed up the entity's process.

  • Finished P3 Nancy

    P2 lvl 50 Meg, Dwight, Nea, Kate, Elodie, Demogorgon

    Finished the rift even tho i was very late on it

    Got all the event's rewards

  • ...okay thank you for this, i was wondering if i should p3 my jake or not. Guess i've made up my mind now lol

  • @graveyard_7777 said:

    They look like garbage

    so i've heard, but i can't find any pictures :'(

  • I just want Stranger Things back with:

    Killer: Vecna | Map: Upside Down Hawkins | Survivors: Robin & Eddie or Joyce & Hopper and the other two as legendary skins

    Other than that: Misery, It or The shining (all by Stephen King)

  • to me it's "sigh at least it'll be over quickly"

  • @PhantomChimera said:

    Many of you probably heard about the rumor from a couple of days ago that Netflix is once again teaming Behaviour and bringing Stranger Things back to Dead By Daylight and possibly with new content.

    With the final two episodes of season 4 only days away I don't know about anyone else however I would like to know if and official answer can be given on this. Even if it is just a yes or no and comes with no details.

    As much as I would love for the leaks to be true, i highly doubt they are. And even if they turn out to be true BHVR wouldn't confirm leaks anyways, so I wouldn't get my hopes up for an answer. (but if we get Eddie & Robin i'm never complaining again lmao)

  • that's unfortunately not a bug

  • prestige 3 is the only requirement. level doesn't matter, si you'll get it if you're P3 lvl 1

  • If everyone is healthy but they're not all at the exit gates they may be gaining time for whoever is left to open the other gate. If they're all here i don't know, some survivors just like you to watch them leave ig.

  • Am i the only solo q survivor who enjoys going against Nurse? She's literally my favorite killer, even if it's a complete wipeout at least it's short lmao

  • @tendyhands said:

    https://forum.deadbydaylight.com/en/discussion/comment/3025593#Comment_3025593

    Really letting people escape more from camping wouldn't help anything? Really? So if you are camping right now you get a 4k pretty easy, but if you got a 2k it wouldn't be any difference? 2k is the same as 4k? Wow you should be a game dev!

    Why are you being rude to everyone saying anything remotely negative about your idea lmao? You didn't come up with an easy way to fix camping because there's no such thing as a magic solution. You didn't even take into account my feedback which is: camping will still get you a 4k in solo q, and swf usually don't give 4ks to killers, so your suggestion, albeit nice, wouldn't work. Also if it's not helping camping at all and survivors can abuse it would actually make the game worse.

    Finally even if this somehow worked (it wouldn't) camping getting you a 2k instead of 4k is a band-aid fix bc it wouldn't actually stop it, and BHVR claims they don't like those, and if fixing camping was that easy they would have implemented this years ago (and im pretty they tried to implement something similar and it did not go well at all).

  • This is nice, but wouldn't actually change much of anything.

    The person on hook is still forbidden to play the game and walks out with 3K BPs and a de-pip, the killer still gets a free kill, assuming the rest of team didn't try to save the first guy, in which case the killer will probably get at least 3k.

    SWF would benefit from this for sure, but solo q wouldn't, not knowing if the guy on hook wants to be saved or if they're just stalling so the rest of them can get out. And that's without mentionning ppl who DC/ kill themselves on hook when they're camped (again a massive problem in solo q that doesn't affect SWF).

    Also a bunch of killers would just stay right over the limit, which is not a problem for mobility killers who can basically camp from afar. And those who lack mobility (Hag, Huntress, Deathslinger) have means to protect the hook without being close to it.

    Finally this could be abused by survivors. If one is hooked and one is being chased around the hook, the 2 others that are on gens could get the bonus when the killer isn't actually camping (well they technically are but for a good reason so they shouldn't get a negative effect)

  • I mean I'm definitely not going to quit the game until i've tried the changes for myself, but they don't sound good at all for now. I think i'll play and leave for a couple weeks if the changes are bad (the time for the devs to tweak them), and I'll decide to stop playing or not depending on the balance changes made then, because i won't have the patience to wait an other year (at least) for an other "meta change".

  • Nope you're right, every perk & add-on increasing the speed for actions that have been sped up have been buffed, and every perk & add-on related to gen speed has been buffed as well (or not as nerfed as it looks, for eg Ruin speed wasn't actually halved even if the numbers were divided by 2, bc the total is higher)

  • @imakepeoplehateme said:

    https://forum.deadbydaylight.com/en/discussion/comment/3024755#Comment_3024755

    How many meta killers are in the game?The only ones that can really compete are blight and nurse,they aren’t getting buffed in this patch and yeah that’s a good thing,but neither are the other killers.The point I tried to make in my post was that the survivor meta perks got buffed while the kiler ones got nerfed.

    Bt is stronger and not mandatory to run,OtR is a stronger ds.

    Yeah iron will,spine chill,self care got nerfed but it doesn’t matter,they aren’t the perks you fear at a high level.As mentioned in my post above you mostly run these for comfort they aren’t the strongest perks.Ds,bt stops tunneling you can’t compete with them.Prove makes gens pop faster,and makes breaking a 3 gen so much easier.COH is beyond broken as you can place it far from the killer/obj.1 unbreakable completely kills a slug.All of these perks are stronger than spine chill and self care yet they weren’t nerfed.

    The fact that Bt is basekit means you have an extra slot for one of the aforementioned perks making games even harder for killers.

    The extra 10 seconds per gen won’t mean much as during you first chase you will lose a lot of gens.Losing 2 gens for your first down is the norm,that’s why killers stacked regression so that once they got the pressure going they could keep it.They nerfed all the viable regression perks without significantly buffing other to compensate.

    The buffs they gave to m1 killers isn't significant enough for them to be feared in chase.M1 killers are weak due to the bad map design,the changes won't do much and the nerfed reggression will hit them harder than other killers.

    Also bloodlust,really?B1 is still the same,and that the only relevant one,if a chase lasts long enough for it to get to tier 2-3 thats either a broken setup,bad matchmaking or a killer bloodlusting a pallet,in which case they lose to much time for it to be worth it.

    I mean you wrote en entire paragraph about how the basekit killer changes would affect Blight & Nurse the least, so it sounded like you were saying it was a bad thing to me, but my bad ig.

    BT isn't "stronger AND not mandatory to run". Either it's stronger if you bring it, so you don't win a perk slot, or it's 5s the killer can very easily wait it out. Either way those changes discourage tunneling but don't do anything about camping / hook trading, killers can just go after the unhooker instead, and tunneling the unhooked survivor is still very possible considering killers already have no problem waiting out current BT + DS.

    I agree the survivor meta won't change: BT + OTR / DS + prove thyself bc gens will be longer to do + exhaustion perk (DH if it's still good, SP if it's not). However the survivor meta isn't buffed. OTR is really not as op as it sounds, and as i as said i think it'll be nerfed before going live (probably will desactivate during endgame like DS). Even if people keep bringing prove thyself, and they will, gens take longer to do so it was ultimately nerfed. Also, unbreakable was very good bc of DS, but ppl will stop running it so less killers will slug. And yea BHVR seem unable to come up with a CoH rework that wouldn't nerf every other boon to the ground...

    For the killer meta, tunneling will be a tiny little bit harder, but camping will be more rewarding. Literally only two slowdown perks suffered big nerfs (Ruin and POP) the others are still very good or were even buffed. Overcharge literally has 400% regression, how is that not "significantly buffed enough to compensate"? Also compensate for what? Gen speed was increased, saying they want to nerf meta slowdown perks while making an other slowdown perk op is stupid (and they did it anyway). CI is still very good if you have a problem with losing gens before your first down and getting the pressure going.

    Also how can you think 5s BT is an extra slot bc it'll stop tunneling all by itself but 10 extra seconds for gens "won't do much" ? And you can't say the changes to M1 killers won't be sufficient enough when we have no idea how they'll actually perform yet (even if they're still weak, they won't be as weak as before and kill rates will at worst stay the same)


    Survivor meta (second chance perks) will stay the same, but will be weaker because the killer meta will also stay the same (gens slowdown + camping + tunneling) but will be more efficient.

  • 1 - That's the goal? Why would you want to buff meta killers? There's no point in making M1 killers better if you keep the gap between them and meta killers the same. Also bloodlust has been buffed too! So killers who know when to break pallets win bc it'll take less time to do and killers who don't kick pallets because they're bad also win because BHVR said so.

    2 - The kick means survivor can't tap generators mid-chase anymore. It means kicking gens is actually useful now and also it takes less time to do. Also 10s gen increase means every single thing related to gen speed slowdown (add-ons & perks) has been buffed, because x% of 90s is higher than x% of 80s. 4 stacks of Thana alone will mean a gen takes 115 seconds to complete, that's insanely good (for killers, survivors will cry themselves to sleep thinking about forever plague and legion)

    Ruin has been nerfed too hard I agree, it shouldn't be a hex anymore or the desactivation effect should be deleted, but both is way overkill. And the slowdown speed hasn't actually been reduced by half, bc 90>80.

    POP is still good if you use it properly. Also it probably gets the extra 2.5% from the kick buff?

    PR and DMS are stil veryl good on their own, but they were way too op together. The combo still works if you actually make the effort of pressuring the gen instead of getting free pressure + block a gen + know where the survivor is. You can just equip BBQ and still gain the same effect, if you work for it a little bit.

    Also overcharge, jolt, thana, eruption have been buffed, and they're all gen perks, you'll be fine. Monstrous shrine buff is also very good.

    On the survivor side, 5s BT is nothing if the killer wants to tunnel. DS won't be used anymore, DH for distance is dead (we'll have to wait for the ptb to judge the rest), OTR will probably be nerfed before it goes live, IW and Spine chill were nerfed to the ground, Self-care is even worse and calm spirit got the nerf it desperatly needed (I'm still not over it). Only lightweight and botany got actual good buffs on the survivor side (and OTR, but again i doubt it'll make it live).

    In conclusion killers will be stronger in chases and survivors will take longer to do gens. Camping has been buffed unintentionnally (survivors can't "just do gens and leave" when the gens take longer but the hook stage weren't increased, and monstrous shrine makes it deplete a whole 20% faster). So no, i can hardly imagine how the kill rates would drop.

  • @Chiky said:

    https://forum.deadbydaylight.com/en/discussion/comment/3023276#Comment_3023276

    technically yes, but idk, it'd be nice if someone from BHVR addressed it to know if it was considered

    Literally everything that has to do with generator speed & slowdown has been buffed on the killer side bc of the extra 10s, and the devs definitely know that so yea I'd say it was considered to an extent, but even if it wasn't it still got buffed in consequence so i don't see why'd they adress it tbh (or buff it further)

  • @lemonsway said:

    https://forum.deadbydaylight.com/en/discussion/comment/3023780#Comment_3023780

    You can get rid of Ruin really fast... How strong is 400% regression if you can destroy within 20 seconds of a match starting!? If Ruin lasts a long time then survivors are doing something really wrong. IT's easy to know if Ruin is active and it's eas to get rid of it. There's 4 guys looking for a totem vs 1 guy to scare 4 guys away from gens while protecting said totem... Yeah Ruin is so problematic...THe only reason Ruin was ever good was because bad survivors sucked at skillchecks and Ruin affected skillchecks which made bad survivors scared of ruin and bad survivors meant good survivors were being affected... Even tho Ruin still had the exact same pathetic weakness.

    Endgame is only over cause killers get nothing from it unless they run NOED. Hope is basicly NOED for Survivors. 7% movespeed is way too freaking much. If you have Hope and you get unhooked you have the haste from base kit BT + hope, you're gonna dissapear from killers in endgame. They can't even tunnel you if they tried...

    THe point isn't the timer per se, it's the ability to have a "you can't ouch me or anyone else" weapon. Should a killer dare to tunnel then they still have to risk DS so what's the point of the timer? The timer is just rubbing salt in the open wound, it's ludicrous. Plus it can havven MULTIPLE TIMES A MATCH. And the only requirement is , you getting caught by the killer...You can let yourself get caught by the killer on purpose so that you can then use your protection to protect someone else. How does that make sense? THe injured and vulnerable guy is protecting someone else. THA'TS IMUNITY, that's not good at all for the game.

    Spinechill needed to go. Killers can't even look at where they wanna go cause 32 meters and bamn you know im coming with basicly 10 seconds of advance. Spinechill was high value for 0 effort just equip it and whenever the icon pops up you have 10 seconds to get to somewhere extremely safe or hide in a corner or locker before the killer even knows where you went. PLUS YOU WERE VAULTING FASTER ASWELL. IF that's not free real estate then idk what is...

    I was talking about the buff overcharge is getting, not ruin (RIP Hex: Ruin btw, never to be used again)

    As you said, endgame basically means game over unless the killer has NOED, so hope being useful will be niche. Why would someone bring a perk that doesn't help them until they've completed their objectives, aka basically already won the game? And "oh no the killer won't be able to tunnel": good.

    Finally OTR... you can literally hit them and go back to your chase you keep chasing them if you want to tunnel them. Killers basekit buff will make chases so much shorter it's not going to be a problem. They're not invicible for 80s if you give them a smack like you would with BT. And bc yall are crying about it so much there's no way it's not going to be nerfed before going live anyway.

    As I said, you just want all survivors perk to be useless so I'm not surprised you think a perk that alerts you of something you can literally see on your screen is a good change.

  • Survivors got 3 buffs out of the entire thing and yall are crying about it?

    Hope "cannot go live" bc a speed boost when the game is basically over is too much, while a perk with 400% gen speed regression is fine?

    No one is going to run hope. Also if you think survivors will wait 80 seconds to take a hit with OTR it means you think they won't do anything remotely helpful for 80 seconds, which is a free win for the killer. Finally, lightweight buff is fine, god forbid a really bad perk becomes actually useful..

    Like seriously yall throw a fit everytime a survivor perk is made viable and then complain about them always running the same perks. We get it, you want all survivor perks to be absolutely useless. Celebrate spine chill's death and go ask for an other calm spirit nerf or something...

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3022965#Comment_3022965

    Not if that "not doing anything" is actually body blocking you and preventing you from hitting anyone else.

    If they bodyblock you just take the hit and tunnel them it's really not that complicated. Yall are acting like they'll be invincible for 80 seconds, but you can literally just ignore them or hit them and leave them to mend, like with BT. They won't stun you like with DS, you can literally just keep chasing them and tunnel them out if it annoys you so much. For every second they're trying to take a hit they're not doing gens, or totems, or healing, you'll be fine (and again i highly doubt the perk won't be nerfed before it goes live, it'll most definitely desactivate in end-game like DS and the time will probably be shorter too)

  • Never once in my life did i imagine seeing someone asking for blight to be buffed

  • Usually no but these days yes, however i'm pretty sure it's a bug. I did the "sabo 3 hooks while in the killer's terrior radius" earlier, I saboed 3 hooks next to eachother (on coldwin, they were literally in a neat little triangle, insidious Bubba would have loved it), died in the middle of them and the killer didn't have any problem bringing me to an other hook, like i wasn't even close to getting out. Again tho, it's definitely due to a bug, i don't usually feel like they're too close.

  • Honestly I would be fine with Ruin disabling itself if it wasn't a hex anymore, it would even encourage to not tunnel to keep active as long as possible, if it wasn't a Hex constant regression would be op, but the new regression isn't strong enough for it to stay a Hex tbh, both the desactivation and the Hex effect is overkill.

  • I'm too lazy to do the math, but it's not going to lose 2.5% compared to now because the base speed of generators will be increased to 90 seconds, so it may actually last longer?

  • @Seraphor said:

    Protection hits, no. Fully healed, yes.

    The point of Endurance is to give you an additional emergency health state, well being fully healed is an additional health state too.

    "But Zarina took my BT away when she used FtP on me!"

    Oh boo hoo, you still get an extra health state.

    This is like complaining that your Unbreakable was wasted because David WGLF'ed you instead.

    Getting an additional health state via healing AND retaining endurance is broken AF.

    Being full health doesn't help with insta downs, endurance does. Teammate saves you, pops FTP and you immediately die to NOED, how fun.

    Nothing op about an extra health state when doing anything remotely helpful to win disables it. If you've been healed full health and decide to not do any objectives to keep it when the killer isn't tunneling you that's helping the killer, not your team. Also full heals wouldn't help when people can 99% their health bar anyway.

  • That's because it's a community challenge! You'll be able to redeem it when the community completes it (the bar over yours that's /900000)

  • Forbidding survivors to have a pre-chat and see what the others are bringing is yet again an other nerf to solo q that wouldn't impact swf at all. Also if killers are willing to dodge SWF and get back into a 5min queue they won't mind getting a 5min DC penalty once they load into the game and wish they had dodged.

  • @Urur said:

    Did people miss out that these 80 seconds will most likely be a total number per game and not 80 seconds each per hook?

    Even if it's per hook a survivor not doing anything for 160 seconds is a free win for the killer tbh.

  • That's stupid. Teammate sandbags you? No more perk. Teammate uses For the people, a syringe? No more perk. Teammate is nearby when you take a hit? No more perk. Teammate doesn't know you have OTR, tries to take hit but fails so you get hit instead? No more perk.

    Also your example requires someone to dedicate en entire build for trying to do something they could pull off max twice the entire game (and honestly unless you're in a swf it sounds impossible to even pull off once), and implies that this person isn't doing anything for 80 seconds but chasing after the killer to try to pull it of, idk about you but when i play killer and someone doesn't do anything for 80 seconds I'm not complaining and i usually win.

  • I've P3ed Nancy and have Meg & Elodie at P2 lvl 50 (waiting to use their flans before P3ing them), and Dwight, Nea & Kate at P1 lvl 50 (also waiting to use their flans before P2ing them). I think i'll P3 all of them before the update drops, maybe I'll even have time to P3 a couple other more people if I still have flans.

  • It's been fixed. The lipstick changed. Still not worth buying.

  • Agreed, we'll need to see how it performs in the PTB but it sounds like it'll be good only for ppl who can use it properly. Killers have always complained about dead harding for distance, which won't be possible anymore. People crying or claiming it's a buff when we haven't even seen it yet honestly just sound like they want it to be nerfed to the ground (like every viable survivor perk).

  • BT is not going anywhere

    Sprint burst will take over DH for people who used it for distance, the others will keep DH

    Prove thyself bc of the gen speed nerf

    Unbreakable / OTR

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