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Aven_Fallen

Aven_Fallen

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Aven_Fallen
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  • @TragicSolitude said:

    Using Plot Twist also takes away Iri Unbroken, because you technically went into the dying state.

    It would be better if Iri Unbroken went by not getting hooked.

    Disagree. Because not getting hooked is completely out of control of the Survivor. If the Killer decides to go for a bad slug, the Survivor still went down.

    @Topic:

    But I completely agree, Iri Unbroken is really stupid to achieve. It can still happen, but this means that there was some Matchmaking Issue for the most time. IMO Iri Unbroken should be an escape, since this is the goal after all. And then the rest depending on how long someone was alive.

  • @xGodSendDeath said:

    SWF is basically baby mode. It honestly blows my mind that 3 or 4 man SWF ever loses to anyone that isn't a comp Blight or Nurse

    Maybe because playing in a team does not make everyone suddenly good at the game? Or make them care enough about the game to actually tryhard?

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3913022#Comment_3913022

    Bingo. Hope to see it with more factors in the future, and the only issue is whether BHVR will give things adequate value to make up for removing stacking. Removing perk/item/addon/etc stacking allows them to make things more powerful since they will no longer be able to overlap, so its then just up to them to make sure things are worth using individually. They've done it in the past by nerfing addons and making a portion of them basekit, so I feel like they (probably) understand how to find that middle ground. I'd take stronger perks that don't stack over weaker perks that need to be stacked to get a decent-yet-necessary value any day.

    …If they keep things too weak after removing stacking, however, I feel like they'll learn pretty quick that goes. Their track record for over-nerfing has me skeptical but hopeful.

    I also hope that they do this with more things. E.g. Thana got nerfed not because it was too strong itself, but because it was used in Builds which let Gens take over 2 1/2 minutes to complete. If they would have added a maximum of Gen Repair time, it would have been fine.

    Another thing was healing - the problem was never that people were healing faster, the problem was that builds existed which let Survivors self-heal in 4 seconds or so. Having a minimum healing time required would allow for stronger things in the game, but keeps them from being busted.

    And this goes in both directions, there should be a min time for Gens and heals which should not be crossed and there should be a maximum time for Gens and Heals which should not be crossed. E.g. I am really not a fan of the Anti-Heal Build which is currently used more often on Killers with 40m Terror Radius (Distressing, Coulrophobia, Leverage, Gift of Pain/Sloppy Butcher). While I would not call it OP, I think there should be a hard cap to how slow healing can be.

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3913039#Comment_3913039

    Players demand better game balance then change their mind when it means losing their overtuned toys in the process.

    ^ this. It just makes sense to remove Haste-/Hindered-Stacking. Yes, players say that this limits build variety, but IMO something like stacking several Haste-Perks to be faster than the Killer should not exist. 9 out of 10 games it does not work anyway and in that 10th game a Killer has a miserable experience (and before 9 Survivor Teams had a miserable experience because of two people trying a gimmicky build).

    It also helps with future Perk Design. The Devs should not have to balance with old Perks in mind. They should not have to create a Haste-Perk and then have to make it weak because the Survivor could pair it with Power of Two or something like that.

    That being said, they can certainly buff more Perks when they remove the Interaction of Hindered- and Haste-instances.

  • If I am on The Game as Billy and chase someone far away from the Hook (or even search for someone or traverse the map), I am not camping, yet my 40m Terror Radius would make the Bar go up.

    Yet that Wraith makes Bing Bong and would be able to stand right next to the Hook.

  • @OPXtreme_ttv said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906049#Comment_3906049

    Dk why people downvoted this like its not true. If it really was a problem, then the meter growth rate would be insane

    Eh, not really. It got watered down due to complaints, because Killers feared that Survivors can "abuse" the system. Not the first time this has happened when it comes to camping. Reassurance as a pure Anti-Camp Perk is bad at Anti-Camp due to complaints.

  • @BirdiePlays said:

    I think they need to make it if you can hear the terror radius, the bar slowly goes up.

    This would make it unfair for Killers who have a large Terror Radius. I mean, sure those Killers are also the Killers who can get back to the Hook really quickly, but you might not even be near a Survivor and feed them Anti-camp. Especially on some maps.

    Also, Undetectable and Killers who can become Undetectable would just camp. Let alone that if you are oblivious, you would also not have a meter filling up, since you on Hook dont hear the TR.

  • @XDgamer018 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3912619#Comment_3912619

    issue is how do you fix this without destroying weaker end killers. (or small maps wich sometimes force you to proxy even if you dont intend to (midwich)

    I would rather go the route of Anti-Tunneling instead of Anti-Camping. Because I think Anti-Tunneling is easier to implement since you will have an easier time to limit the abuse and dont accidentally punish Killers who dont tunnel. Something like losing collision would be a thing, which can be looked at.

    The problem with camping is that you need to look at so many factors. And this is what the Devs did with the AFC and this is what makes it borderline useless. Because you will have to have some measurements to prevent Killers accidentally "camping" because they are on an upper floor, but this also opened the Doors for Killers to have it easier to camp since they can just stand on a Hill or camp the Basement.

    And I think overall Anti-Tunneling would be easier to change. Because you would not need to consider the map when it comes to Anti-Tunneling. And most of the time Camping and Tunneling go hand in hand, because Killers camp to tunnel.

    When it comes to Ghoul specifically, removing Deep Wound from his Kid should already be a thing. I dont know why they even decided to slap it on to him for no reason, he certainly did not need that extra build-in Slowdown.

  • Making things not stack is the way to go IMO, but it is also harder to implement. I think it would be the more elegant solution to have things not stack or not being used in synergy instead of nerfing individual Perks. Because nerfing individual Perks also hurts people who use only one or two of those, but it was the easier solution for the Devs. So everyone complaining about Slowdown-Perks being nerfed some time ago - you can thank those Killers who thought they need to bring 4 of them, when realistically one or two were enough.

    And ideally the Devs would have done something to prevent those Perks from working with each other, discouraging people to bring 4 of them while players who rely on one or two are not affected.

    Same with progression, there should be a upper limit how fast things can progress (and also regress/slowed down). I dont really see anything for Gens which would have been needed to be done, since outside of fantasy scenarios where 4 Survivors bring BNPs or stuff like that, Gens dont really reach the critical limit of being done way too fast.

    However, we had this with healing - here the Devs should have put a feature in place which limits healing to a certain max speed. There was never a problem with players healing quicker, there was a problem with players healing in 4 seconds by themselves. All the Medkit-Nerfs would have probably not been needed or at least not in that capacity if the Devs would have made stacking all the stuff impossible. Like, you can still stack Botany, Green Medkit, Desperate Measures or whatever was used back then, but you will not go under a certain amount of time you will have to spend to heal yourself.

    And things like that should just be the way to go - a Gen can only take a maximum and minimum amount of time. Healing can only take a maximum and minimum amount of time. Of course people would complain because it would remove "fun" and "interesting" builds (because it is so fun to heal yourself in 4 seconds or make Gens take over 2 minutes to complete, like both have been there in the past…/s), but overall it would be more healthy and would make it easier for future designs.

  • Wanted to comment here for quite some time. Because I feel that the example is not really good.

    It is obviously not good that Ghoul can proxycamp from the other side of the map because they are back at the Hook in just a few seconds. It does not make it better to see him standing there in the distance, knowing that he will be back immediatly once you get unhooked.

    And the AFC is also obviously bad and pointless. Facecamping has never been such an issue, camping and proxycamping was and both are not dealt with the feature. The Devs just spend a lot of time on a feature which barely mattered. And IMO it made things more frustrating, because you now see the Killer standing there a few meters away, easily able to be back at the Hook when someone arrives (so why would anyone need to facecamp anyway when the Killer gets back in time when the unhook happens? It does not matter if they were standing right there or a few meters away…).

    However, Ghould being able to get back to the Hook so quickly and basically camp it from a distance has nothing to do with the flawed feature. Since you cannot really expect that there are any negatives to it, because the Killer is far away. Should the Devs do something to protect the unhooked Survivor? Yes. But this is not a Ghoul-issue, this is a general issue.

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3912215#Comment_3912215

    Disturbed Ward main

    Dead Dawg main

    Gideon holes

    these are top 3 spots on maps where you can easily make an infinite as survivor using BL bug

    Most likely not. There are no upper floor windows on Disturbed Ward, so Balanced Landing will not really do anything there. WHen it comes to Dead Dawg Main, the only uipper floor windows have breakable Walls next to it, which need to be broken anyway.

    And Gideon is most likely too long.

  • @OmegaXII said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911890#Comment_3911890

    Wow, a trash perk you say. A single perk that's basically the pre-nerf FTP/Buckle Up Combo is trash?? You have no idea how strong it can be in right hands.

    Sure Buddy. We can talk in a few weeks when it hits live and once again does nothing. Like so many Perks with this glorious Forum Killer Tradition to choose one Perk which will be completely busted.

  • @OmegaXII said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911871#Comment_3911871

    Lmao everything for you is antitunnel at this point. 100% won't be used in SWF just to mess with the killer in their face.

    Nah, I just know a trash Perk when I see it. It is one of those Perks where Killer players make all the doomed scenarios of Survivors working together and yet you will never see this Perk.

    Just stop panicking and I will eat my words when it hits live and becomes a problem. But I know it wont.

  • @Hex_Ignored said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911871#Comment_3911871

    A recently unhooked survivor almost always won't be able to use it since it only triggers if the bodyblocking survivor is healthy, so I don't see a reason to deactivate it for unhooked survivors.

    True, I kinda skimmed over the part of being healthy. I just thought about that it should not be used by a recently unhooked Survivor so that they cannot bodyblock with Endurance and grant the other Survivors Haste, but you are right, this is not a thing.

  • "Solo Queue Killers"? This is a thing now?

    It is more like an Anti-Tunnel Perk than anything else. And even there I would say it can be even buffed a little (but deactivate when being unhooked so that the unhooked Survivor cannot use this). I am stupid and cannot read.

  • @Waynesl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911780#Comment_3911780

    I don't think this really warrants a PTB they could have saved time and just launch the survivor

    I mean, there is still other stuff to test. But personally… I dont see the point in creating 3 Perks which will not be used outside of an Adept.

  • @not_Queef said:

    Rapid Response kinda sucks.

    All of the Perks are pretty bad. Honestly, they should have released the Survivor without any Perks.

    I mean, with Rapid Response you can see the Killer at the start of the game if you run an Exhaustion Perk like Dramaturgy or Sprint Burst…But still, not good.

  • @Hex_Ignored said:

    The reason you get so much excess currency is because at the beginning of the event tome/currency system, you needed to complete almost every challenge to get everything. However, some diehard killer and survivor mains simply couldn't accept that they had to play the other role and complained a lot. That's why you get enough currency to buy everything even if you only play one side.

    This is one of the reasons, yes. They are doing this for quite some itme now and IMO it is good that they are doing it. However, it would not explain why there is so much excess currency.

    This is most likely the reason because some of the cosmetic were not ready for the Blood Moon-Event, which would have otherwise been able to be purchased with the event currency.

  • Flashlights have been bad Items for years. The only reason to take them is to have some Killer-Survivor-Interaction, but when it comes to efficiency, they are pretty bad.

    They were even bad when the game was survivor-sided, however, Survivors could afford that someone was not efficient and maybe even following the Killer (even tho this was already bad when I started playing DBD…). But nowadays, you dont have the time anymore to do a lot of this interaction - blinding at Pallets is always the worse move compared to just getting distance and lurking around for a Flashlight Save just benefits the Killer. This was the case back then already, but nowadays you need to be way more efficient as Survivor.

    We are basically at the point where you might have lost a game from the moment you spot a Survivor in your Lobby with a Flashlight, because if this person decides to only want to gather footage for their montage, the game is lost.

  • No? The kick where you apply PGTW and Eruption is one Regression Event, not two seperate ones. Then when Eruption triggers (when a Survivor is downed), it is the second Regression Event.

  • I thought Survivors just have to adapt? And apparently they do this with bringing MFT and using RPD-Offerings. So should they not adapt?

    RPD is clear, simply because it is probably The Ghouls worst map. Even tho he is obviously still busted on it.

    And when it comes to MfT… It is not even THAT good against Ghoul and overall not really good against most Killers. In fact you mostly hurt a Legion or Deathslinger more with it than a Ghoul. (I am using MFT myself, but it is not like you can get that much advantage against a Ghoul-player who at least somewhat knows what they are doing)

  • @KolbyKolbyKolby said:

    Nemesis is a pretty capable killer without his zombies even in play. No other killer can effectively ignore pallets pretty quickly into a match and also have 2 units in the map that pressure survivors off generators at no cost to the killer. Unless his win rate is massively struggling, any buffs to zombies would have to include nerfs for the killer itself so I don't know that it would be worth asking for.

    ^ this. Nemesis would work pretty well without Zombies actually. I see them as a little bit extra, but most of the time when I play Nemesis (and I used to play him a lot when he came out), I only care about them as a small boost to Infection Rate. Most of the time I dont care about them and they are also added because it is a RE-Chapter anyway.

    But for some reason people want the Zombies to be way stronger, possibly because it is the part of Nemesis which requires no input from the Killer…

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911166#Comment_3911166

    That's original BL. Old BL had Exhaustion but didn't have a cooldown on the stagger reduction, which turned Haddonfield (and others) into infinites.

    Returning that, especially after so many years, into maps that were not designed for it will create infinites.

    Personally I would rather say that Balanced Landing would be better to deal with nowadays, even if the stagger is removed, simply because Maps are far weaker. I dont really know of any location which might become problematic since almost all two story windows have a drop nearby so the Killer will not lose much distance. A few windows on Dead Dawg would need drops (some houses have balconies with only a window), but thats about it. And even then I would say that BL would be one of the weaker Exhaustion-Perks.

    (In general, the goal should ahve always been to make the maps bearable, not to nerf Balanced Landing, since the nerf did not make things like Haddonfield actually good for Killer)

  • @100PercentBPMain said:

    Theoretically, could I tap gens to never get a skill check?

    We dont know how exactly it will be implemented, but it could be possible. However, it would be very slow to repair this way. And why would anyone even do that?

  • @SkeletonDance said:

    I wish the devs could finally acknowledge how terrible solo q is. It's getting worse with each update. There's literally no point in playing survivor over killer

    Maybe they will do so for FNAF. Because in the end, SoloQ is currently the worst experience and most players are SoloQ. And most likely the vast majority of new players will be SoloQ as well. And if you want to keep them, you need to have improvements for Solos. (Which the Devs start to do, e.g. with the Pentimento-Nerf)

  • Yeah, this is also one of the things I am most excited about. This is something I have a problem with for years now, especially because they said at some point it is not a Bug that you get an auto-failed Skill Check when you stand up from a Gen.

    Worst example was my SWF-Mate and myself repairing a Gen and we both needed to let go of it because the Killer arrived. We both got an auto-failed Skill Check, 20% Regression for nothing.

  • @SoGo said:

    Just because she talks in the teasers doesn't mean she will talk in game.

    Yun-Jin is an example of that.

    To be fair, every Survivor for quite some time, including the original ones (see Sable and Taurie) talk in the Lobby.

    @Topic:

    I hope the new Survivor does not talk, but I am sure that they will. And once again I hope for the option to disable all that blabbering…

  • To be fair, 5 Million BPs should be enough to bring a new character or two new characters to a decently high Prestige. If you spend 2,5 Million on a new Killer and new Survivor, you will have lots of Offerings, Items and Add Ons to be used. I dont think that saving Tome Challenges would be as important anymore.

    Even tho I have read that some people have saved over 20 Million BPs in those old challenges, but this just shows that you dont even need those saved points apparently if people are still saving them. Let alone that I dont know why people are doing it, when I reach two million BPs I am already dying internally because I dont want to spend them since it takes so long, I cannot really think of someone really wanting to sit in the Bloodweb to spend 20+ Million BPs.

  • IMO there are two reasons for it. And with the first I assume that they are at least testing out a new possibility to complete generators (which does not mean that it will ever come to the regular queue):

    1. They want to have good data how many Gens get repaired without any Slowdown-Perks in the mix. Are the Gens too fast? Are they too slow even without Slowdown-Perks? Maybe they will bring a similar mechanic in the future, but allow Perks to affect them or make it take longer to fill them up. But Slowdown-Perks would just make it harder for them to actually see the required time it should take for the Blood Gens to be completed.
    2. Their spaghetti code makes it only possible to disable all Gen-Interactions (by not letting the Blood Gens count as Gens) instead of only Slowdown-Perks. This means that they had to go this route becausae it would be too hard or not possible (in its current state) to let only a portion of Perks affect the Blood Gens, therefore all things which affect Gens do not work on them.
  • @Green_Sliche said:

    For people who complain that his grab is so generous - try playing him with controller or on handheld. You'll stop using his M2 entirely because dashing, then turning a screen and landing an aim feels almost impossible. Add a fatigue that Ghoul has when canceling ability and you'll have an unbearably painful experience on anything but PC.

    It's that case where ''crutch'' is pretty much needed due to how things work in the game. The only adjustment that could be added is better heigh detection. Anything else will render this killer horrible to play on non KBM.

    The generousity of his hitbox looks more like it is intended for people who play DBD with a steering wheel or a dance pad.

  • First of all, you dont have to deal for 6-8 weeks with the increased tunneling - the feature is planned for Phase 2 of the changes and this can be as late as December.

    However, the announcement that some Anti-Tunneling is coming does not really mean that tunneling increases. Tunneling is at an all time high because it is a very easy way to play the game, even the worst Killer player nows that the game is way easier when it is a 3v1 and depending how early it happens, even a guaranteed win. And they can even bloat their ego and go for Hooks after the tunneling, because they are in no real fear of losing the game.

    The reason for the increase is certainly not the announcement of an Anti-Tunnel. First of all we dont even know if and how impactful this Anti-Tunnel will be. And second, an increase in usage usually happens when parts of the game get nerfed - e.g. Items or Add Ons (you see more used because people want to get use out of them before they are nerfed), maps (more map offerings for that realm) and other things. But people would not really start playing a Killer or adapt a different playstyle because of that.

  • @Iron_Cutlass said:

    Honestly, I think my issue with the Pentimento changes is that they were not as specific about the changes they made. I would just like to know the %s of each totem, that's it.

    IMO you can expect that the Perk will probably be like 5-6% per Token, so you will only get the full effect on 5 Token. Maybe they buff the full value and give it 8% per Token or something like that, but I would doubt that. Overall it will be a nerf.

    @Topic:

    I think nerfing it is fine. It depends on the numbers, but personally I dont mind if it is dead. I think it is a terrible designed Perk, because it does two things which are just bad:

    • It punishes doing Side Objectives (and doing Side Objectives is already advantageous for the Killer)
    • It is more impactful against Solos than it is against SWFs (for SWF - less need to cleanse Plaything-Totems, coordination where a Totem was cleansed, you dont have this for Solos… Yes, you can (and should!) ignore Plaything, because cleansing it will just make it worse, but it is more risky in SoloQ)

    Also, there is the new player experience - there will a bunch of new players with FNAF and I guess the Devs want to tone down a few things. When we look at what they are doing, it looks like new players really struggle to pick up the game and having a Perk, which punishes them for cleansing Totems, could really hinder the new player experience (since you first have to now what a (Hex) Totem is and also would not know what Pentimento is and does… Let alone finding it when you are just learning the Maps and dont know where exactly you cleansed your totem).

    So yeah, it depends on the numbers how severe the nerf will be, but I would expect something like 5 or 6% per Token on Pentimento.

  • Obviously the changes will come rather soon - sales have been good and they also know that the Killer is overtuned, since they intentionally overtuned him. There is no way they did not know.

    But I must say, it is a bad business practice - todays Dev Update showed that they care for the new player experience (expected with FNAF around the corner and a big influx of new players), but before they release a Cashgrab-Killer. Ghoul will definitely be nerfed rather soon, 100% before FNAF comes out. Imagine new players want to face Springtrap and go against this unbalanced mess instead? They will drop the game immediatly.

  • Gameplay-wise the Devs can change things without the license holders. Obviously there are restrictions (e.g. they cannot suddenly give Pinhead a Chainsaw or something like this), but in general they can do changes.

    Personally I would not expect any drastic changes tho. Simply because new players cannot obtain the Chapter anymore outside of some overpriced Key from Scalpers. So I would not expect that Pinhead would receive Buffs which suddenly make him a Top 5-Killer.

  • @Bodark said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909337#Comment_3909337

    PTB Reasurance was NOT fine and was insanely busted. It allowed survivors to be insanely greedy with little punishment. I shouldn’t have to explain why it was very problematic. Common sense should show you that.

    Or the Killer would just not camp and would not have to deal with Reassurance.

    @Topic:

    Reassurance was always mid. It was worth running in its PTB-State, but suddenely Killer feared that Survivors might be held hostage on the Hook. And then it got changed into a Perk which is basically meaningless and the only time I see it used is when someone is unhooking right after it.

  • @Zakon05 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909325#Comment_3909325

    Yeah but they also clarified that archives challenges were separate and distinct from quests, and still needed to be selected and completed one at a time.

    From my understanding this only applies to the Archives which are currently in the game, so up until the Tome/Rift which is active right now.

    And moving onwards the Archives will use the Quest-System for Challenges.

    But I could be wrong, however, this is how I understand it.

    • [NEW] Upon completion, players receive quest rewards automatically without needing to return to the Quests menu. 

    IMO this reads as if you cannot save the rewards anymore. But personally, I dont think it would really be needed. I am usually doing the same and save Tome Challenges for the next Chapter Release, but now with the BP Cap at 5 Million, you should have enough to bring characters to a decent level (If I am correct, should be P6 for one character or P3 for two Characters with 5 Million BPs).

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909281#Comment_3909281

    Chat not available for console does that mean BHVR should disable chat for everyone? Or enable chat for everyone but make it possible to type 1 symbol every 3 seconds because console players can't type faster? Why should PC players suffer because of console limitations?

    Super bad argument, but at least you tried. A Chat does not really have any gameplay-relevant implications. Unless you now want to say that Survivors actually talk in the pregame lobby to change their builds. But dont make me laugh too hard.

    And no, you did not understand it - it was never intended. That it is not possible on Console is a big sign that it was not intended. And I thought people want exploits and bugs to be fixed? The Devs made it a feature, useable by everyone. Which should be the best outcome.

  • @GoodBoyKaru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/442512/do-the-new-haste-stacking-rules-mean-that-clown-s-haste-addon-won-t-work-anymore

    I don't think that's how it works.

    Sticky Soda Bottle says it increases Invigoration by 2%. That doesn't mean it's 10% + 2%, it just makes Invigoration 12%. This will still work just as normal. However, let's say you've got NOED equipped, and then you use a yellow bottle. Previously, this would get you a +14% boost (10% + 4%), however now will probably only give 10% because this is a stacking buff. It comes from 2 different sources, while the Invigoration buff is still just one source.

    What I am interested about is Bloodlust. I'm almost certain this will work the same as current, because Bloodlust and Haste are technically two different status ailments, but I'm not sure I trust the spaghetti code to realise this, especially as both have been in the game so long that any changes will probably turn Nea's hair bright pink and allow Nurse to be pallet stunned mid blink.

    Bloodlust should be handled differently. It also has a different status indicator than Haste.

  • @Choaron said:

    Streamlining everything for the sake of console players/FNAFers will eventually kill this game, BHVR.

    The alternative would be to restrict it to 90 Degrees for everyone. It was never intended that Oni can do those Flicks on PC. Either they fix all those things which are possible on PC and not on Console so that they are not possible on any platform or they make it possible on any platform. They went with the latter here, which is completely fine.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909224#Comment_3909224

    You’re massively overestimating pentimento. Sure the number was high, maybe a bit too high, but finding it wasn’t hard and if your whole team isn’t paying attention on where it distroys the totem, then it is honestly deserved to suffer the penalty. Totems aren’t hard to find and pentimento isn’t used much in lower levels either since most people don’t own it there. By the time players actually use it, everyone should have understood how the perk works.

    I don’t have a problem with dying through unhooking someone if it is MY CHOICE. In so many situations it is not practical to unhook someone straight up instead of trying to get into a more advantageous position. With this feature you can no longer try to do that if the killer interrupts you multiple times, which takes away a lot of player agency.

    Can you tell me how I can see where one of my SoloQ-Teammates just cleansed a Dull Totem? So I deserve to suffer a 30% decrease in Repair Speed because I am matched with Teammates who a) think it is a good idea to cleanse Dull Totems (it is not) and b) dont bother to cleanse it?

    Pentimento is a really bad designed Perk because it hurts Solos more than it does SWFs and it punishes doing Side Objectives way too severe. (And it is already a big advantage for the Killer if Survivors waste their time on side objectives)

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909210#Comment_3909210

    Pentimento is already extremely easy to deal with. All these changes will do is that you’ll never see this perk again.

    Forcing someone to unhook you is still not a good change. In the end this feature will force you to unhook a person and kill you instead of them, especially since it is 3 cancels across all survivors rather than on individual survivors and it only rests after all generators are done. This will just make it easier for killers.

    Pentimento - maybe in an SWF. But not in SoloQ. In an ideal world people would remember where they cleansed their Totem and rekindle it, but there is not really a chance that someone who is not on Comms will be able to do this. I MIGHT see it if it is a Hex, but if I am occupied (e.g. in a chase) or it was a Dull Totem my teammate cleansed, no chance to get this Pentimento-Totem. And even if it is cleansed, it is just more time away from Gens.

    And if nobody runs Pentimento anymore… Good, honestly. The Perk is too good for a Perk which makes side objectives more punishable. Doing Side Objectives should never be punished.

    And when it comes to forcing someone to unhook… You know, you dont need to try to unhook in the first place if you dont want to risk to die yourself? Nobody is entitled to be saved. As I said, 3 attempts are enough in a camping situation IMO, if you are alone, you will trade anyway, if you are two people (which is the minimum required for an unhook against a camping Killer) you will get away with 3 fakes.

  • @Langweilig said:

    Do I see other players perks in this lobby perk preview as well or only mine?

    Pentimento is very questionable depending on what values we will get, because you almost never get over two totems. The removal of exit gate opening speed and recovery speed, just why? Seeing the aura of the totems will make it is useless together with all the other changes.

    Generators no longer making boom as soon as you leave it will be great as well as the pre-equipped items/addons and Rift/Quest/Archive changes.

    The unhooking spam prevention is questionable implemented again. It would be much better to allow survivors to unhook themself in those situations than limiting us to 3 unhook tries.

    Not a fan of the hindered/ haste change since it removes a lot of cool interactions and makes some perks even more useless than they already were. Maybe I change my view if they finally decide to buff boon dark theory and boons in general.

    You only see your own Perks. And yes, they really should implement a way to see other Survivors Perks, when not in lobby then at least ingame.

    Pentimento is a good change. Totems are a side objective after all and side objectives should not be punished like this. 30% Slowdown for just one Totem was way too much.

    Unhook Spam… No, there should not be a possibility to unhook yourself. This would mean that you can unhook yourself even if you are not griefed, but for example camped. IMO the Unhook Spam prevention is fine as proposed, even against a camping Killer you dont need 3 Unhook Fakes to get an Unhook, Grabs are not a thing anymore and it is really only used to grief at this point.

    They also said they will buff Haste- and Hindered Perks, overall it is more healthy to do it that way.

  • @th3 said:

    Looks interesting but the nerf to haste stacking is way more impactful than hindered. Aside from the obvious example of Hope + Made For this (only meta recently due to Kaneki being stupidly busted) it nerfs the teamwork power of two perk (which still sucks I never see it) and Blood pact. Oh also it makes Dark theory even worse somehow.

    Everything else looks cool i guess.

    Yeah, it impacts Haste-Stacking way more than Hindered-Stacking. Outside of some very specific niche situations Hindered-Stacking was not really a thing.

    But, they said they buff individual Perks, so maybe some Perks will be useable on their own. Overall it is the more healthy approach, because the Alternative would be to nerf the Perks individually, which also hurts players who run only one of those Perks.

    @Na1ts1rhc said:

    https://us.v-cdn.net/6030815/uploads/FO4S254GZ8CE/image.png

    " If all five totems are Rekindled simultaneously, all Totems are permanently blocked by The Entity. "

    Huh? Someone smarter than I, please explain. How does one rekindle 5 totems simultaneously?

    Basically "have been rekindled", so five Pentimento-Totems are up.

  • if certain perks are problematic with their speeds nerf them but killing whole builds is not it, who even complained about this?

    Disagree. IMO if combinations become problematic, removing the ability to combine things is overall more healthy than nerfing the individual Perks. E.g. if Made for This (old) and Hope were problematic together it is better to not make them stack instead of nerfing both. Because this will also impact the strength of Perks for people who only run one of those.

  • @Chilli_man2400 said:

    after play testing him on ps5

    Holy ######### he actually feels amazing to play with now. Him flicking 180 on a controller feels so much better and more smooth. It actually feels better and not clunky.

    The slowdown when canceling demon dash before you actually go is slow but it’s not severe enough to cripple him.

    He was literally shadow buffed for console and yet the patch or devs never said anything

    It is in the Patch Notes:

    The Oni:

    • Increased the Demon Strike Attack angle limit to 180 degrees (was 90 degrees)
      • Note: This applies to Keyboard & Mouse and Controllers

    Before it was only possible to do this on PC, now they changed it to also be available for Console. Which is the right decision.

  • This is just confirmation bias. There is an equal chance for every Survivor to become the new Obsession. Not just for the recently unhooked one. That being said, the possibility is 33%, so it is not that rare that it is the unhooked person.

    In general, going into a locker when Friends till the End is in play before a Survivor is hooked is the correct play.

  • @RainehDaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3908424#Comment_3908424

    Could do that with Blight, though.

    Going by the speed, I'm guessing they were just the top of the stairs and had Lethal. That's a very short split, tbh.

    Nah, I am very convinced by now that Ghoul has it way easier to close the distance like this. Let alone that getting that Hit is also way easier.

    And it is not only the starting point of the Match with Lethal Pursuer. A Ghoul can proxycamp so far away that you are outside of the Terror Radius and still be back at the Hook immediatly. And I have also seen Survivors getting hooked on the opposite site of the Map and was in a chase 4 seconds after that with him.

    Sure, Blight also has insane mobility. But it never felt that oppressive against a Blight, Ghoul is on a whole other level.

  • Cakes are better, but I just use the Eyes regardless. Simply because I can only use them in this event and every Cake I have can still be used afterwards.

  • @Bodark said:

    No. If anything it’s underrated. It literally hard counters all ranged killers at any window tile. Combined with Lithe and it makes a very unsafe pallet into a literal god pallet to use and get away from.

    It literally hard counters all ranged killers at any window tile. 

    Isnt that "a bit" too much? You basically say that equipping Finesse will make a Survivor immune against Range Killers on Windows. Certainly it can help, but you make it sound like a guaranteed "Get out of the Jail"-card against Ranged Killers, which is just not the case.

    @Topic:

    I dont think it is underrated or overrated. It is a fine Perk for what it does, but I would not say that it is one of the best Perks you can equip, but I would also not say that it is useless. It can help in some situations and I have seen it help in those (e.g. I once had a Survivor only get through the Window because of Finesse when I was playing Bubba, otherwise it would have been a Chainsaw-Hit mid-vault), but I have also been hit while fast-vaulting the window with Finesse… Its alright, but neither over- nor underrated.

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