BattleCast
BattleCast
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Up The Ante is bad, but I don't see how it could be detrimental, therefore I would rank it as D.
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Monstrous Shrine
After hooking a survivor in the basement and while 32 meters away from the hook, Monstrous Shrine activates and grants you the undetectable status effect until the survivor is unhooked or sacrificed.
If the basement has 2 spawn locations on the map, both basements will spawn.
Monstrous Shrine can only activate once every 100/110/120 seconds.
Vigil
Allies within 8 meters of you do not suffer from Blindness, Hemorrhage, Mangled, Broken, or Oblivious status effects. Once they move outside of this range, the status effects return to them with the remaining duration.
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Maybe reduce the time it takes to switch from Victor to Charlotte? I have to wait like 3 seconds to play the game every ~45 seconds and it feels really bad.
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Legion :)
But I wouldn’t call him low-tier. He’s more like mid-tier.
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Bonus points for each survivor chain stabbed with Feral Frenzy.
Feral Frenzy vaulting should also award a small amount of points.
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I'd take the extra range over the reduced item rarity any day.
why would I bring a perk so the survivor can loot more chests.
Searching is a waste of time. More chests = more potential time wasted for survivors. On top of that they also get their location revealed too.
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salutes
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@DaKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1803986#Comment_1803986
Yes getting a few notifications throughout the game at the expense of other massively impactful perks is a good trade-off. I know for a fact you would get more location notifications overall with spies from the shadows.
They are not wasting their time if they are running a chest looting build. And two extra chests? That's barely any time added into your game, less than a single pop goes the weasel.
I already felt neutral about this perk. Now it's meme tier only and probably will only ever be worth anything if you get a basement hook from it.
@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1803986#Comment_1803986
At that point you already won my question was how impactful was this perk? how did it help you win? You can't seriously tell me you would run this perk over others if it's info you want there are way better perks. whispers does what this perk does but better for cleaning up survivors.
Also as said they loot chests during the trial not only when they are losing and because there are more chests that means more chances for a key you can't deny that a survivor can find a key before they are at a point where they need one. Also if you are going for survivors doing chests in the open unless you have already won your kinda dumb, getting survivors off gens is a higher priority, if your going for the guy looting chests the other 3 will get the gens done and you'll lose for not pressuring them.
Also keys are not that hard to find, i get one in every few games like 1/5 and that's if im not using anything regarding chests and there is the normal amount of 3.
I’m not saying this perk would be better than whispers or BBQ I’m just saying in a scenario where there are survivors actively searching chests Hoarder would help you win. Probably not more than BBQ would help you win, but it would help you win. I never said Hoarder was better than the other options, but you don’t always have to run the meta. Running niche perks can be a lot of fun :)
Looting chests is a waste of time. 10 seconds of doing nothing is wasting time even if it’s only 10 seconds. The only way searching a chest cannot be a waste of time is if you get an item that makes up for the 10 seconds of wasted time like a purple med kit or a commodious toolbox and you use the item.
You have about a 7% chance to loot a key without Plunderers and a 14% chance with plunderers according to the wiki. It is still unlikely a survivor will loot a key with 5 chests in play, and it is even more unlikely that the key will see play within that game. I rarely ever find a key without Plunders.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1803924#Comment_1803924
but did that perk help you win?
And what survivors don't loot chests in between doing gens or right before they do a gen near a chest.
the only good chest is the one at basement all others are in the open and going after that survivor isn't better than chasing survivors off gens.
They’re wasting time and alerting me to their location. So in a scenario where all survivors are searching chests looking for a key Hoarder would have helped me win. Searching is a huge waste of time unless you get a key which rarely happens unless someone has Plunders. Even if they do have Plunders I’ll just kill them anyway because they are constantly telling me where they are.
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If the survivors are searching every single chest on the map looking for a key because I have Hoarder then I’ve already won.
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@Almo said:
This requirement will stay. There are things we don't want, like someone going into dying state due to a Bear Trap with Honing Stone triggering stuff like Surge. The alternative to the basic attack requirement is making exceptions. For example we could say Surge works for Demo Shred, but not Trapper BT/HS. Now every time we add a new Killer, we potentially have to through and update every perk with these exceptions. It's just not a maintainable design with the vast amount of perk/addon/power combinations available.
Since every Killer can basic attack, we can create the perk, and know exactly how it works with every Killer without having to check a ton of different interactions. If this means some perks don't work well given some Killers' powers, then that's just the way of it. Not every perk is exactly as useful on one Killer as it is on the others. Learning to choose your perks well to synergize with your chosen Killer is one of the important skills in DbD.
I have heard it said that this answer means we're "lazy"... that we're not willing to "do things that take work". Whole programming languages and paradigms have been based around preventing the same thing in code as we're trying to prevent in design with this strategy. You don't want a ball of yarn of a design where tugging on any little thing pulls a whole ton of others.
In a game as complex as DbD, there will necessarily be some of that. But minimizing it through smart design is still a worthwhile endeavor.
But what makes stuff like Honing Stone triggering Surge so bad? Why do you not want stuff like Honing Stone or a deep wounds down to activate Surge?
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New survivors bring much needed diversity to the game. Nothing is worse than looking at a roster of characters and thinking “none of these characters actually represent me”.
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@Elena said:
https://forum.deadbydaylight.com/en/discussion/comment/1801377#Comment_1801377
they tend to do 2 maps, so it's most likely going to be Coldwind Farm next and (I'm hoping) Father Campbell's.
They usually only change one map in the mid-chapter patch and they also tend to release killer reworks and balance changes in the mid-chapter. So I bet Clown will be changed along with Coldwind Farm next patch, but who knows. We don’t have any concrete evidence about anything coming in the next mid-chapter so I could be wrong.
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Probably, but I think they will do Coldwind Farm next to complete the 3 original maps. So if the Clown update comes next mid-chapter I doubt Father Campbells will change with him.
I personally like the duality of the happy but creepy carnival and the twisted and broken chapel so I hope they keep it relatively the same.
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@Ihatelife said:
https://forum.deadbydaylight.com/en/discussion/comment/1800465#Comment_1800465
Maybe because the team doesn't listen to the community? They need to finally do something about Legion, he's unfun and boring to play as and against. But no, instead they make the worst decisions and thanks to them we have updates like this one 😊👌
Amazing.
Many people currently enjoy playing Legion. We don’t want to be abandoned like old Freddy mains were.
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1798265#Comment_1798265
I think it already does work with breakable walls.
Oh wow I didn't notice that. I used Fire Up a while ago and it wasn't working with breakable walls so it must've been changed recently.
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Most players wouldn’t even be phased by this change.
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Increase the % buff for the first few gens, but lower the % buff on the last few gens. for example:
- First gen completed = +7.5% action speeds
- Second gen completed = + 5% action speeds.
- Third gen completed = + 3.5% action speeds.
- Fourth gen completed = +2.5% action speeds.
- Fifth gen completed = +1.5% action speeds.
Also make it work on hooking and kicking breakable walls.
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Yah I don't use Corrupt :)
I mostly play Legion and II don't like it on him because it encourages survivors to split up and conquer at the beginning of the trial possibly robbing me of 2-4 frenzy stabs at the start. There are also many ways to reduce Corrupt Intervention's effectiveness by just moving towards an unblocked generator at the start of the trial or just wait it out.
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He's boring because his kit is a mix-match of other killers, not because he's strong or that I can't bully him. I don't disagree with you, but in the future I would prefer they prioritize creativity over strength. It's what I would prefer at least.
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Hey that’s me 🙂
I never bm even if the killer is playing scummy or I’m in a real bad mood. I want everyone to have fun in the game, That’s why we play!
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@CustomerService said:
https://forum.deadbydaylight.com/en/discussion/comment/1791787#Comment_1791787
If they play and care for their game they do an excellent job and making it seem the opposite. Not only have they not fixed all the issues the game has had for years now, they won’t even fix the new DLC before releasing it at this point. They knowingly release broken content. They said so themselves in the patch notes.
I don’t care if they stream their game, they’re still selling us broken content.
They’re trying their best to fix all the bugs in time, but they have set themselves this unrealistic goal of a chapter every 3 months and they are too stubborn to change up the schedule. Or perhaps they want to have more time, but can’t because higher ups are forcing them into it.
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The devs do play their own game and some even stream it. They all seem to really care for DbD, and want the best for the game. Which is why I don’t think it’s the devs fault for chapters being released earlier than they should’ve.
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Calling it a nerf would imply it’s intentional. This was not intentional.
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/1789950#Comment_1789950
Think this is the clip you're talking about.
Yeah that's the one, thanks.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1789950#Comment_1789950
My understanding is that they've been slowly converting the blueprints over to C++, and that is why everything keeps breaking.
I theorize it's caused by a single minor change to one line of code (like a bugfix) causing a ripple effect and screwing over other lines of code. I'm not a programmer, but from what I hear that's how most bugs are caused.
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Maybe Victor should induce blindness.
It would be hard to see a generator aura if a tiny monster was clawing at your face and screeching.
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IIRC Mclean said on stream that they use C++ for most things and only use blueprints for a few things, and that the majority of bugs aren't caused by blueprints. There was a clip of him saying this, but im too lazy to find it so if anyone else wants to post it be my guest.
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The m1 restriction is the one thing that bothers me with the perk. Remove it and you open Surge up to so many other killers.
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It definitely wasn’t because they wanted to make more money fast or because they’re incompetent. It’s most likely because they have to release the chapter in an unfinished state otherwise they risk screwing up the release schedule of all future chapters AND/OR they risk having to release an even more unfinished chapter to not screw with future release dates. One thing I’m certain on though is that the devs need more time.
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It's a bug not a nerf. If something isn't listed in the patch notes then it's a bug.
You can report it here: https://forum.deadbydaylight.com/en/categories/bugs, If there is already a report filled out for your particular bug then you can upvote it so it gets recognized and fixed faster.
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I wouldn't mind a price increase if each chapter brought more content than the usual. I would totally pay an extra $5 or even $10 if BHVR started a 4 month release schedule, but each new chapter has 4 new perks per survivor/killer and potentially more than one survivor/killer. They could even fit more mid-chapter patches in that address major gameplay issues in between chapters with a 4 month release schedule.
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Hopefully they hotfix patch this one out. I can’t bear to go more than a week without Legion 😖😖
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If it’s not listed in the patch notes it’s a bug.
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Killers get heavy nerfs every time? Oh really? I recommend you look at killer gameplay from 4 years ago.
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All of Steve’s perks are underwhelming. Babysitter needs a more powerful and longer effect because there is no point in running this perk over Borrowed Time. Camaraderie needs a tell for solo survivors. Second Wind needs an easier way to activate it.
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Usually a couple days after the chapter releases. I’d place my bets on either Thursday or Friday.
As for the exact time? No idea.
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Yah this would be a good change. I don't see why they suddenly become a ghost whenever they vault.
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Mindbreaker, Blood Echo, Gearhead, Surge, and the new upcoming Oppression are what I'd use on Wraith :)
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This could be another case where they don’t give us the full details of the changes. What if they made it only 60% longer, but now your speed also increases too?
They did the same thing with mindbreaker. In the patch notes they said they just up’d the exhaustion # but they also removed the 50% restriction.
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Im going to be playing killer tomorrow because I want to assist in the testing any way I can.
I don’t even think the bloodlust removal will be a horrible thing because it’s just not necessary anymore with all the map changes.
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@BastardKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1763008#Comment_1763008
https://us.v-cdn.net/6030815/uploads/IOL675CKWR08/4n6c7t.jpg
Legion honestly needs his speed add ons back. Once I see it is a Legion, I find it ridiculously easy to escape. Hold M1. Even with duration add ons, most Legion's can't catch up to someone at the far end of their TR if they just run.
ok I’d be down for speed addons returning. It’s honestly so much fun to go zooooooom around the entire map at light speed with Feral Frenzy. I still don’t know why the speed addons were removed :(
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No, killing Legion’s current design to make a better killer is NEVER going to be worth it. Reworking him would just drive people who currently enjoy Legion out of the game.
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Increasing gen times wouldn’t be a good solution even if it worked.
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I don't think Haunted Grounds needs a buff. Haunted Grounds isn't a bad perk at all.
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Cool idea. Reminds me of the League of Legends honor system which I think does an okay job at discouraging toxicity and rewarding sportsmanship. I’d totally be down for this idea.
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Personally I wouldn’t like this idea because it has potential to screw over really good survivors who know how to play against Legion. Picture this, your on The Game working on a generator and legion happens to stab 2 survivors, but the third survivor runs directly to you and gets stabbed. You, who knows how to play against legion, can do NOTHING to avoid the insta-down feral frenzy stab even if you knew how to play against legion and split up. You can’t avoid the stab if you start running the moment you hear the terror radius because it’s The Game and the Legion can just cut you off.
Even if you did make a mistake it still wouldn’t feel fair for the survivors, and that means he would just become Spirit or Deathslinger 2.0. It might work if it was an iridescent add-on though.
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He’s doing worse than all other killers, but that doesn’t necessarily mean he’s bad. He’s got like a 55% WR from what i remember.
He could use a few small buffs and an addon update, but a major is needed imo.
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8 hooks is a tie for me 9-12 hooks is a dub.
You can pretty much guarantee a 2k with a camping LeatherFace, and I wouldn't consider getting 2 kills with 2 hooks a tie.
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Blood Echo and Mindbreaker recently. Disabling survivor's exhaustion perks is stronger than most people think. It can mean the difference between a 15 second chase and a 1 minute chase.