Annso_x
Annso_x
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any idea is better than what they're currently planning tbh. i'd take that any day over it being utter garbage
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@Plsfix369 said:
https://forum.deadbydaylight.com/en/discussion/comment/3019018#Comment_3019018
Have you never heard of Breakout? You only need to tank 3 hits and the killer wouldn't be able to hook a single person. Meanwhile, thanatophobia requires four survivors to be injured at the same time, which if you're playing with a competent team, they will not be sitting around doing gens, but instead heal before returning to gens. What are you talking about?
lmao what does breakout have to do with the off the record buff (or thana?) ? You're just going to complain about every single viable survivor perk bc someone said new thanatophobia would be strong on Plague? Also if your team tanks 3 hits so the 4th survivor wiggle out then they'd all be injured wouldn't they :p
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@playhard said:
because nobody playing killer anymore thats why they nerfing all survivor perk. try to learn killer while this quantity of player of both sides become equal
You need 4 times the amount of survivors than you do killers. Also, that probably depends on regions but for most the day my survivor queues are instant and my killer queues are over 5 minutes long, literally never witnessed the "killer shortage" i keep hearing about.
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Idk if i'll play Ace but I'm definitely not playing Feng Min and Meg anymore
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@Walex90 said:
https://forum.deadbydaylight.com/en/discussion/comment/3019044#Comment_3019044
What's the purpose of the game other than playing it?
Maxing every character and getting all achievements.
How do you max every character now? P3 and all perks.
How do you max every character soon? P100 which will require WAY MORE GRINDING.
Grinding refers to having everything playable unlocked, it refers to new players not being able to get all the perks, it refers to people having to pick one survivor because there's no way they could get all the perks on all of them, it doesn't refer to you being a completionist and wanting everything maxed out. The grind is better because you can now have all the perks on every character without having 3k hours in the game. It's not worst because they've extended the prestige cap solely for bragging rights. If they max out the BP cap at 100 billion or something bc they need to put a number in but they don't want it to bother players anymore are you also going to complain about how that's worst? Like you're literally not making sense.
Grind = how much BP you need; not how much you can spend to max out everything.
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I'm pretty sure you're going to keep the perks you've unlocked. Also the amount of BPs you've spent will be translated in prestige amounts, so if you have enough to be P3 you'll have them T3 even on the characters who don't have them unlocked already.
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@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/3019028#Comment_3019028
Maybe a buff that make both intangible fpr camping.
Yeah but then it'd probably be too op for survivors. I don't think any mechanic preventing camping could exist without being abused by the survivors tbh. I think the only way for killers to give up camping is to simply make it not worth it, unfortunately with the upcoming update it'll be more rewarding so that's not going to help.
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@Walex90 said:
https://forum.deadbydaylight.com/en/discussion/comment/3018920#Comment_3018920
Because that's the new max? That's the new goal?
What will you do once you reach prestige 100 on one character? Ofc you'll go for another one. And then another... and it will take forever!
That's a goal you set for yourself lol, BHVR has nothing to do with that. They probably have to put a limit, and they purposely set it super high so very few players would reach it. Like for real that's like complaining there's too much cosmetics because you can't get them all... that's just not what's it for. If you want to get everyone to P100 that's your problem.
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Camping can't get fixed by perks activating after the survivor is unhooked. Killer can still very much down you before you get the unhook, or trade survivors and still have one on the hook, even if it's not the same bc tunneling is made impossible.
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@Plsfix369 said:
https://forum.deadbydaylight.com/en/discussion/comment/3016094#Comment_3016094
you're afraid of a 2% buff meanwhile survivor gets a 3rd health state for 80 seconds?
80 seconds of survivors doing nothing but running behind the killer hoping to get a protection hit or literally hiding in a corner sounds like a killer buff to me.
Fr tho, it's good against tunneling but it's definitely not op lmao it goes away the second the survivor does literally anything. And bc a bunch of ppl are already crying about it it'll probably be nerfed back to being useless anyway.
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I'm afraid it's a big fat "no" all around. The only nice thing we got was the 5s basekit BT, and even that is really not that strong.
At least we got a calm spirit nerf, the rest of survivor's op perks should watch out! They're coming for poised and up the ante next!
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@roundpitt said:
https://forum.deadbydaylight.com/en/discussion/comment/3016475#Comment_3016475
This only happens if you have one person to unhook. If you have at least two people unhooking, it's nearly impossible for the camper to down the unhooker. One player takes a hit and zips away, while the other unhooks. The killer's recovery animation is too long to grab during this time and at most he may get two hits, but he won't get a down.
that just doesn't work if the killer knows what they're doing, or if it's an insta-down killer. Also if you need two players to unhook one person it means there's only 1 survivor on a gen, which still makes camping very good for the killer.
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@ChurchofPig said:
Can you explain how Camping got buffed?
"Moving forward, Survivors will receive a 5 second Endurance effect after being unhooked. This gives the unhooked Survivor an opportunity to reach a nearby window or pallet, or for another Survivor to position themselves for a Protection Hit.
Additionally, the unhooked Survivor will receive a 7% Haste effect for 5 seconds. This will make them harder to catch and encourage Killers to shift focus to the unhooking Survivor." which then also turns off if you do certain actions which if you're being camped and tunneled you wouldn't be doing.
This to me sounds like a nerf to camping and tunneling.
BT also seems to have been buffed despite them calling it a nerf right? Once again a nerf to camping (I am not sure why they think giving a mini bt will decrease BT's usage if it ends up making it better than it is now)
Personally, it sounds like a nerf to camping and tunneling. Mostly tunneling, but camping will also take some level of a hit.
BT helps with tunneling, not camping. It's not going to stop killers from getting a hit on you before the unhook and after the unhook to trade. It's not going to stop one shot down killers from getting multiple downs. Because generators now take longer to complete, camping will be much more effecient because survivors won't have time to "just do gens and leave". As long as the killer has someone on the hook they're good to go tbh, mostly if the equip slowdowns perks on top of that.
Also 5s BT is pretty useless (hence why BT was buffed to be longer than that), and bloodlust being buffed too means catching up to a survivor really won't be a waste of time if you want to tunnel them (even less if you're a high mobility killer). Sounds like BT will still be meta to me tbh.
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@roundpitt said:
Did everyone read the same notes? Everyone gets baseline borrowed time. They nerfed camping. What are you talking about??
Borrowed time helps with tunneling, it doesn't make camping any harder
killer can still very much trade the hooked guy for the unhooker, or get multiple downs. As long as they have someone on the hook they win bc the others won't have time to do the gens
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/3016310#Comment_3016310
My biggest concern is Survivor got nerfed super hard and Killer base mechanics got buffed super hard while they didnt fix anything about camping, they even made it worse with the new Monstrous Shrine and the extra 10 seconds per gen, the whole 5 seconds free BT and 7% increased speed while unhooked wont do anything, someone did the math, it gives you 1,7 extra meters...
I wouldnt mind all these perk changes if camping and tunneling where gone for good but alas, they are still on the menu and now are the cheff specialty...
Yep, it's my first time in my years of DBD i'm actually scared of an update tbh. If all these changes feel as bad as they sound when they go live I might actually stop playing. I don't have nearly as fun playing as killer as I do survivor so if there's no fun there anymore i'll just find something else to enjoy while waiting an other couple years for a new meta change lmao.
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@HectorBrando said:
The Survivor Meta change I dont know what will be, of the Meta perks all but DH and BT got demolished, most of them are unusable, like Red Herring level of unusable.
The supposed buffed perks to spice up the meta only Off The Record and Lightweight got buffed, the rest are not enough to be useful or are direct nerfs.
- Calm Spirit got nerfed masively, it was bad before now its an active hindrance to your team, you want hexes cleansed ASAP and nobody cleanses with the Killer around because odds are he will be able to see you anyway.
- Sole Survivor still garbage and still promotes letting people die, its only use is for escaping through the gates during EGC but by that point is better to just get Left Behind and aim for Hatch.
- Saboteur minor buff which acomplishes nothing, if you run it now and go for a sabo you are going to sabo the hook where the Killer is going, doesnt matter if its scourge or not, it will be the same, nobody presabos the hooks, they just wait until the Killer is close and breaks them, plus nobody sabos with the perk, sabo builds are done with toolboxes.
- Bothany got buffed but its just a 13% increase, We'll Make It still trounces it.
- Lucky Break got a minor buff, still you are going to run out of use and replenishing it is not going to be easy plus it collides with Lightweight.
- Pharmacy still garbage.
- Distortion got a minor buff, problem with this perk is except BBQ the stuff that consumes charges eats them very fast, Ive been playing with lately and things like Undying or Darkness Revealed can eat your charges before the Killer gets its second hook, having to stay around the Killer out of chase for 30 seconds is too much to make it worthwhile.
- Deja Vu still garbage.
- No One Left Behind still superniche and Solos are going to skidoodle anyway (which is the smart think tho).
- Dark Sense got changed, its change is... I dont know it looks bad but Ill give it the benefit of the doubt (the Killer entering 24 meters of you and showing its aura its only good if you are in Lerys or The Game, if you are in normal maps you will see him by that time anyway).
- Hope same problem that No One Left Behind.
- Tenacity doesnt work if the Killer doesnt slug and he will notice you have it so he will know you are up to something so you are most definitely getting hooked.
- Overzealous still garbage, if the Killer doesnt bring a Hex you dont get to use it and if you cleanse a regular totem for the effect you are essentially hurting the team which is even worse since now gens are slower, plus one hit and you lose it.
- WGLF it was bad before, it still bad.
Yeah survivors got nerfed hard and the buffs are for niche situations at best and encourage you to leave your entire team to die so you can escape solo. I'm so baffled that they put calm spirit in the buff section lmao, they actually looked at the 30% speed debuff and thought "yeah, people will definitely use it now".
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- Calm spirit: Was never used and got nerfed, wth BHVR?
- Iron Will: 75% means the killer can still hear you, and it won't work when you use your exhaustion perk or if the killer runs exhaustion perks / add-ons
- Spine Chill: Only works when you can see the killer with your eyes, useless.
- Pharmacy: Was barely used and now you need to be injured for it to work, which also lessens the chances of finding a closed chest
- DS: Was already nerfed hard, the stun duration will bury it
- Hex Ruin: Making it desactivate after someone is dead while keeping it a hex is just too much
- BBQ: Isn't the best aura reading perk out there, no BP = no point in running it
- WGLF: Most people only run it for the BP bonus
- Self-care: It won't die but it will definitely kill your entire team
- (Saboteur - won't die but will not be used more)
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@TheArbiter said:
I agree that Survivors were hit much harder overall, however I think Dead Hard actually got BUFFED
Honestly i've literally used dead hard three times in my life (1 for the adept, 2 for tome challenges), so i don't know how it's going to be affected but to me it sounds that the effect will still be strong but will be much harder to use, so we'll have to see in the PTB ig.
@Jay_K said:
https://forum.deadbydaylight.com/en/discussion/329953/wheres-the-meta-changes
I think the problem is the core meta for survivor is always the same 6 perks
DS, DH, BT, Unbreakable, Iron Will, spine chill (ish). So nurfing those will drasticly change the survivor meta
When you think about killer each killer has its own meta.
High mobility killers use tinkerer pop ruin but those don't work so well on something like clown or trapper.
I myself as a killer main run BBQ, Lethal, Franklins and Devour and if i roll on the devour and it doesnt get clensed it usually ends in the survivors having no chance.
The problem with killer meta is there is no one true meta everyone is running every match but instead it just depends on your MMR level and the killer you go against.
FYI i don't agree with Carrow on the whole NOED is a equip to win the game perk. NOED has always been so easy to counter....do bones.
That's probably it tbh, some builds are op on some killers but balanced on others so it's surely more difficult to decide which ones to nerf / buff... but i can't forgive that bloodlust buff lol
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@ShinobuSK said:
All I know is that Plague with new thana and pentimento will make me cry irl
fr I don't know why killers would stop running slowdown perks when they could be so strong with them
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@Thusly_Boned said:
It's a heavy nerf, but its previous iteration also totally neutered stealth killers, so it doesn't feel unfair to me. It'll still have some utility to players who like to sit on gens and not have to be constantly scanning around.
So yeah, it's essentially going to be a noob perk now.
Even now that te perk is bad it's still at its peak performance against stealth killers. I think making spine chill not trigger against undetectable killers would have been much better for stealth killers, and it wouldn't have nerfed the perk to the ground.
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@rororoxor said:
https://forum.deadbydaylight.com/en/discussion/comment/3015492#Comment_3015492
That's just assuming the survivor is bad
Not really no. Spine chill and premonition didn't kill stealth killers. Dark sense will be a weak version of spine chill, it won't kill stealth killers either.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/3015465#Comment_3015465
Well, remember what number that debuff is affecting, it's already quite low. But, even with that in mind, I don't think 30% is appropriate, I'd want to knock it down to at least 20%. A debuff is appropriate, but this one feels a little high.
No debuff is going to be worth silently opening chests or playing around with totems. These aren't actions you do when the killer is close enough it could get you killed. Never once in my DBD gaming hours have i been found cleansing / blessing / opening a chest, it just doesn't happen. Calm spirit would only maybe be used by people running boons if the perk didn't have any debuff, otherwise it's simply not worth it tbh, unless you want to bring a third perk to compensate for the debuff, but then that's a lot of perks for a very niche situation.
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@rororoxor said:
https://forum.deadbydaylight.com/en/discussion/comment/3015418#Comment_3015418
The perk icon will still show the red timer and the survivors will know youre nearby.
Survivors don't have their eyes glued to their perks when they're supposed to show auras on their screens. By the time they notice it'll be too late, even if they immediately notice they won't know which way you're coming from. It's reallyyy not that bad. And considering spine chill was killed, i'd say stealth killers got buffed more than they got nerfed tbh, they'll be fine.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3015200#Comment_3015200
Wait...they came out with the perk reworks and stuff? Can someone link it to me please?
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@jesterkind said:
Calm Spirit still provides the exact same value as it did before, even if it now has a downside (paired with a gigantic buff) to another area, Saboteur is just purely a buff, and Iron Will was always going to be nerfed. I'm not sure I see what the problem is?
I'm sorry how on earth is a 30% speed debuff worth cleasning/blessing totems silently ? Not to mention it most definitely will stack with killer's speed debuffs. Also saboteur's buff is absolutely useless the aura being yellow won't change anything. Iron got nerfed to the ground as well, there's absolutely no way you've played survivor in your life and actually think these changes are good and necessary.
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Aura reading doesn't work against undetectable killers. This perk is still very useless against stealth killers don't worry about it.
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I don't even know why they put it in the "buffs" category. This is literally a nerf. No one is going to run calm spirit, ever.
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@Claudirt said:
The thing is, getting spine chill through a wall, how corny is that? Especially for stealth killers. Maybe they should have reduced the vault speed instead of removing it completely, but I'm not sure. You have to remember they want to shift these perks away from meta. So toning it down so it's used less often, it's also it's purpose. I do think Spine Chill will be completely useless, besides niche scenarios, maybe end gate or on a gen about to finish and that percent helps a lot. It will still help with stealth killers as well.
Huge difference between "toning down" a perk and rendering it unusable. They could have made it not activate against killers with the undetectable status to help stealth killers. Also the vault speed really didn't need to be nerfed, I never saw anyone say vault builds were meta.
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@Crowman said:
It's a passive perk with no cooldown that let's you know when you and the killer can see each other. It's still good at helping you aware of danger when you aren't actively looking at it.
Now there's a reason to us premonition to actively check for stealthily threats.
The perk being passive with no cooldown really doesn't change the fact that it's absolute garbage. If you don't pay enough attention to see a 2m tall dude coming your way you won't notice a little cat on the bottom of your screen lightning up.
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Yup honestly, didn't read a single killer nerf that i thought was way too strong, while not reading any survivor buff that i thought would be useful (did calm spirit really need a nerf...like really?). Not to sound dramatic but I'm actually contemplating leaving the game now, obviously i'm going to wait until the update comes out but if it feels as bad as it sounds i'm not going to have the patience to wait an other three years for a solo q buff tbh. maybe ill just become a killer main, but i hate bloodlusting and it got buffed sooo yea, disappointing stuff.
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Bloodlust is literally a tool to help killers who can't catch survivors. It rewards them for not playing well and it was supposed to be deleted from the game after the map reworks. The fact that they buffed it is so baffling to me. Definitely the worst thing to come out of this update.
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@MilManson said:
Maybe you'll have to get good and pay attention to your surroundings now and not have a free light which tells you that you might be in danger in a few seconds.
Especially with how it used to completely counter stealth killers and stealth builds.
Ah yes, let's make survivor perks utterly useless because they're simply not good enough. How unfair for a perk to be valuable against some killers, while being basically useless against the majority of them if you know how to turn your camera.
Also i literally only run spine chill for vault builds if you truly care, but BHVR killed that too so it doesn't really matter anyway.
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@[Deleted User] said:
I don't understand the Calm Spirit "nerf". It's not like it would become meta or overused if they kept the silent aspect and also kept speeds to do these actions the same.
I mean honestly i can't imagine any of the survivor buffs being useful. Some of them (calm spirit & wglf) are literally nerfs. And a lot of survivor nerfs will literally render the perks useless or are too strong (self-care, iron will, DS, spine chill...). The only good thing about the rework for survivors is the basekit effects added to being unhooked, and even these won't be enough to stop tunneling and don't actually have any effects on camping.
At least this update will definitely bring back killers...
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@humanbeing1704 said:
The saboteur change wasn't really a buff
Such a pointless change woo hoo I can see scourge hooks
Oh and yeah that new calm spirit effect is bad should be a 15% slow
They didn't buff anything they literally nerfed iron will and calm spirit to the ground... why on earth would you nerf calm spirit like wth ??? I mean they also buffed bloodlust which was supposed to get deleted so im not suprised at this point
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@Rythoriak said:
I was playing as Freddy for my daily.
They never screamed despite me having the Plague perk and were able to flashlight stun me through the corner of the killer shack window while not being in dream world (possible with Calm Spirit?)
They were able to walk over my traps without ever setting them off with the only exception being when they vaulted through a window on top of one (watched them physically run over them 2-3x straight through the center of it and it didn't go off).
Unless they had double batteries in the flashlight, used the flashlight for an ungod amount of time (wasn't able to see because of the next reason).
When I was getting close to winning the game (1 person sacrificed, everyone else on at least 1 hook if not 2 hooks), I lagged out then d/c'ed while in chase (DDOS?). My internet almost NEVER dies. I had to hard reset all my things to get my internet back up.
They didn't use Decisive on will, they weren't teleporting around, they didn't use the grab/hook lag hack. Couldn't tell if they were using the slight speed boost hack.
I'm not sure on this one. Am I just looking for a reason to believe so or do you think these things add up enough to a hacker?
I mean it'd be much easier to tell if we knew their builds, but without that info i don't think it's anough, there's probably many reasons that could explain these things. For instance, they could have found a new flashlight in a chest, survivors don't trigger snares when they're not in the dream world... I don't think your internet crashing had something to do with the game tbh, and for the speed hack it obviously can't be proven without a clip (and even with one it's usually hard to tell). I think from this info it'd be impossible to prove they were hacking if they actually were (which i honestly doubt)
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Copy/pasting a previous reply of mine on a similar post:
Vault builds:
- Lithe | Quick & Quiet | Dance with Me | Iron will or Windows of opportunity => vault to disappear
- Lithe | Spine chill | Resilience | Windows of opportunity => fast vaults
Locker builds:
- Head On | Quick & Quiet | Deception | Dance with me => locker mindgames
- Head On | Inner strengh | Iron will | Quick & Quiet => jump in lockers & heal mid-chase
Stun & Blind builds:
- Flashbang | Blast Mine | Head On | perk of your choice => Gens, Blinds & Stuns
- Blast Mine | Red Herring | Quick & Quiet | Head On => Blast Mine into Head On
Alstruistic builds:
- Empathy | Autodidact / We'll make it| We're gonna live forever | Botany knowledge / perk of your choice => Healer build
- Empathy | Saboteur | Breakout | We're gonna live forever => No hooks build
"Where'd they go?" builds:
- Iron will | Lucky break | Overcome | Self-care / perk of your choice + medkit => Get hit and disappear
- Bite the Bullet | Self-care | Botany knowledge | perk of your choice => Heal and disappear
One trick pony builds:
- Tenacity | Unbreakable | Soul Guard | We're gonna live forever => Anti-slug build
- Blast Mine | Repressed alliance | Spine chill / Resilience | Rookie Spirit / perk of your choice => Finishing gens in the killer's face
- Distortion | Diversion | Red Herring | Boon: Shadow Step / Off the record => Invisible build
Meme builds:
- Fixated | Urban evasion | Hope | Tenacity => I'm fast as f* boii
- Fixated | Spine Chill | Urban evasion | No Mither => Hide & seek (but if you're found you die)
- No Mither | Nothing | Nothing | Nothing => No Mither.
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Depends on the day, i'm pretty sure i didn't escape once yesterday while the day before i had like 90% escapes. Overall it's probably at least 50% tho, i don't really keep tracks bc i don't really care tbh.
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Honestly i don't get it either, i think it's fun getting chased by victor and if i get camped and tunneled oh well that's just regular DBD experience, definitely not something exclusive to Twins lol. The only thing that annoys me ig is if you're the last survivor left, the hatch is closed and they can just camp both gates, but again many killers can do similar things and it happens only rarely so it's not that bad.
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If you're on steam have you tried lauching steam as an adriminstrator and starting DBD directly from the library? i used to have this problem and it fixed it. Otherwise you should look at your computer overheating or something like that.
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Besides the whole thing being unfair to survivors, i fail to see how this would work, considering escapes rates drop significantly everytime someone dies (hence tunneling the first person out to play a 3v1 game being meta). I can't imagine 4 ppl escaping being a 1% occurence when 1 person escaping would happen 39% of the time, it's much harder to escape when your whole team is dead.
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good for that bubba, but i hope you reported them for the stuff they said in post game chat
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@Mazoobi said:
They did say that we are able to prestige over level 3 now, but my only concern is... what will be the benefit in doing so? All of my survivors are maxed out already so what will I get in return by spending more BP on them?
I hope they make the new prestige mechanic meaningful.
With the new system you won't lose your items & offerings & perks when prestiging, prestiging past lvl 3 basically means you're spending BPs on them for items or whatever. It just shows how much you play them, you don't get anything from it but it's free. You're not expected to grind prestige past level 3, it's supposed to happen naturally depending on how much you play the characters (or you can go crazy and decide everyone to prestige 100 if you want lol but yea there's no point in doing so)
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@whammigobambam said:
https://forum.deadbydaylight.com/en/discussion/comment/3008575#Comment_3008575
Bt hit does trigger overcome. Can confirm.
Good to know! I figured bc the perk says "whenever you become injured" BT wouldn't trigger it bc you're already injured but thanks for the correction !
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Honestly that would have been neat had it been implemented since the beginning. I can't imagine this being implemented now, too many survivor mains would be unhappy about the survivor they've spent their money on not getting the best stats, and too many killer mains would be unhappy about facing the same op survivor all the time. Also kind of unimportant but the lesser used survivors would probably never get an outfit ever again lol.
Pretty cool concept tho. And happy to know i'd still be maining Jake if the examples you've given were implemented haha.
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Good Hags are insanely strong, the big majority of players just use her as camping simulator. She's easily A tier, I think most people just don't have fun playing as her and against her so they don't bother learning her.
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@Murgleïs said:
https://forum.deadbydaylight.com/en/discussion/comment/3008575#Comment_3008575
Sure but you are less likely to get tunneled since you make so much distance in the first chase. You can easily go to strong area like shack and heal there.
I mean sure but you probably can manage that with sprint burst (and maybe get away without even taking a hit). I think you'd be harder to catch with overcome, but will be in more trouble once you're caught.
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Overcome has a major downside compared to SB tho, you need to be full health for it to work. If your teammates don't heal you, or if you shouldn't be healing (against Plague or Legion for eg) setting up the perk can be a waste of time. Also, and I think it's probably the most important aspect: if you get tunneled the perk is useless, a BT hit won't trigger the perk, and DS won't bring it back either, you'd need to run second wind (and you would get value out of it max 1 time per game..). On the other hand sprint burst doesn't require you to be full health so you can just yeet out of here when you're unhooked, which is powerful against tunneling.
(also i'll die on my "Lithe is the better exhaustion perk" hill)
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As stated above, both sides are sweaty. On top of that survivors need to open the gates to unlock their masks, so it may have to do with that as well.
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@GoodBoyKaru said:
It's funny you should call them bad when Dead Hard For Distance™ relies on them strategically routing correctly to a tile they know they can hit and then loop. DHFD isn't correcting a mistake, it's enabling a play they can make knowing they have Dead Hard, and there's a world of difference between the two.
This^. Dead hard extends chases. If you can't loop without it you're not going to be good with it, at most you'll earn a few seconds if you don't dead hard into a wall.
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@BlightedDolphin said:
The roadmap is missing some stuff like the RCPD rework and the Attack on Titan crossover. So hopefully it's just not included but still coming.
yea but both these things were announced in the anniversary stream anyways, there was no mention of solo q improvements tho :/
I think the massive perk overhaul will tell us what we need to know. Either perks will be reworked to cater to solo q, or nerf it further in hopes of nerfing SWF which would be very disappointing.
Besides the perks rework that could help solo q, i hope we'll hear about the icons showing what your teammates are doing that have been mentionned in the past, and that we'll get them early next year (considering we're most definitely not getting them this year).