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Blueberry

Blueberry

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Blueberry
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  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/501029#Comment_501029

    i heard sixty. i'll probably re-watch it later to check if it's 60 or 16

    It is 16 seconds when you pick a survivor up and it is also not all generators, it is ONLY the generators NOT being currently worked on AKA pretty bad. It is literally a a much worse version of BBQ without a blood point component.

    It's quite bad.

    If the timer was longer and it blocked the generators that were being worked on, now that would be something.

  • @zaozaoxx said:

    https://forum.deadbydaylight.com/en/discussion/comment/502927#Comment_502927

    If it's killer only, then it sounds kinda good.

    It will be an incentive to encourage people playing those classical M1 killers.

    Exactly!

  • @zaozaoxx

    Well firstly this is only for killers. It wouldn't make sense for survivors as they are only skins.

    Red ranks wouldn't be only nurse and billy because it's pretty easy to get to red ranks with all the killers. The difference is how viable they are while there.

    "But to normal game playing, it is totally nonsense, and even worsen the game inviroment"

    Based on what I've said above I don't see a downside.

  • @Chaemeleon said:

    What it all sounds like is what League currently does with their Mastery system. For instance if the average jungle graves plays X kind of way and you exceed those expectations then you get a mastery rank based on your performance throughout the game. This sounds like a much more accurate way to base someone's rank off of to be honest.

    This sounds like a good idea

  • @zaozaoxx said:

    It is not a course of separate or not for just ranks.

    I prefer no teachable perk in separate rank mode for this.

    In another words, in separate mode, all players can use only their character's perk.

    You're talking about a completely different game. That would never happen.

  • If you look at each killer or survivors bio it will show you which of their perks you have unlocked there.

  • @Visionmaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/502884#Comment_502884

    I still like it. But no worries, MoM will be joining it in the trash bin.

    Yeah, but they said that years ago, lol.

    Not quite. They stated this just a few months ago during the DS rework.

    I'd rather MoM not end up in the trash pile, but that's kind of the devs own fault for designing a perk very poorly to begin with. If they had asked any red rank players about that perk before hand they would've been told how unhealthy of a design it was.

  • @Visionmaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/502855#Comment_502855

    There's only two good survivor Obsession perks (MoM and DS) and two good Killer Obsession perks (Remember Me and STBFL). Being the obsession could be bad with Remember Me or good with STBFL.

    They are just gravitating toward it being a potential core factor in the game rather than something innately good or bad for survivors...

    Remember Me is not a good killer obsession perk, it is currently trash.

    "They are just gravitating toward it being a potential core factor in the game rather than something innately good or bad for survivors..."

    I would agree however the devs have been quoted stating otherwise. They said that it is supposed to be a downside and survivors should be scared being the obsession.

  • The devs for some reason think being the obsession is a downside to the survivors. Bar the killer just happening to be running a couple specific perks it has no downsides. Not to mention those couple perks aren't meta and very rarely ran in the first place. It does need an actually downside at base as there isn't really anything negative about being the obsession currently.

    If ANYTHING I'd even say there's actually more positives to being the obsession.

  • The downside to being asleep is something I'm still waiting to hear. The only thing mentioned is that it makes you vulnerable to the dream pallets and dream snares. At first impression that doesn't sound like a reason to want to wake up at all. It all depends how dangerous and viable they make them though.

    They also mentioned when asleep you will hear the lullaby instead of a heartbeat, but I don't see how that's any better. Both are louder or quieter based on distance and neither are directional, so I don't see the downside here.

  • @CashelP14 said:

    I got the impression it had to do with rewards for being at higher ranks.

    I hope they don't implement that every killer has an individual rank. I feel at high ranks you usually face the same killers and this will become even more apparent if this change is implemented. Also how would this work if you join a lobby as killer but then change to a different killer after?

    I'm hoping the archives force more variety with killers at these ranks. Also more BP depending on your rank.

    "Also how would this work if you join a lobby as killer but then change to a different killer after?"

    Hmm that is a very good point. I'm not sure what they'd do about that.

  • @KingB said:

    I think it sort of creates a casual mode everyone has been begging for. Like if you're playing competitively you play one of the top tier killers. If you're just playing for fun you don't have to get steamrolled and derank just for playing a mid-low tier killer.

    In a roundabout way it would kind of alleviate that issue I agree.

  • @NMCKE said:

    Blueberry, I hope rank requirements are based off killers/survivors at your rank because it would better reflect the game you had.

    For example, let's assume a rank 1 Nurse usually gets 14 emblem points. Therefore, if you played Nurse at rank 1, you would need 14 emblem points to pip and 3 more emblem points than that to double pip.

    For example, let's assume a rank 12 Trapper usually gets 8 emblem points. Therefore, if you played Trapper at rank 12, you would need 8 emblem points to pip and 3 more emblem points than that to double pip.

    For example, let's assume a rank 12 Pig usually gets 9 emblem points. Therefore, if you played Pig at rank 12, you would need 9 emblem points to pip and 3 more emblem points than that to double pip.

    For example, let's assume a rank 8 survivor usually gets 12 emblem points. Therefore, if you played survivor at rank 8, you would need 12 emblem points to pip and 3 more emblem points than that to double pip.

    Do you see what I'm talking about?

    I believe so. So in a roundabout way you're saying it sounds like a good idea to you as well?

  • @Visionmaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/502766#Comment_502766

    Yeah, something of that sort would be fair. I think the numbers could come from how Rank reset operates.

    It'd be nice if we could get an in-game profile too (shown in end-screen). Like seeing our Top 3 favorited/played killers/survivors and seeing which characters we brought to Rank 1 or something of that sort.

    @BoredByDaylight Character levels and time played are meaningless. Rank is the closest thing we have to a skill rating right now.

    "It'd be nice if we could get an in-game profile too (shown in end-screen). Like seeing our Top 3 favorited/played killers/survivors and seeing which characters we brought to Rank 1 or something of that sort."

    I'd actually love this as well. A little more customization and people could see what your favorites/most skilled killers are.

  • @BoredByDaylight said:

    All my killers are level 50 so based on this theory i'll be ranked with only survivors who are level 50? I don't think this sounds right or works in my opinion. Maybe they should think about using player level instead.

    That isn't what we're talking about. We're talking about rank, not level.

  • @Visionmaker said:

    There needs to be a general killer rank alongside it.

    If I am a high rank Legion, it makes no sense that I'd be allowed to hop onto the low rank queue to play Wraith. Even with no perks, I'd be unfairly destroying beginners. Then when I'm past mid rank, I could just hop onto one of the other 14 killers I didn't rank up to bully low rankers and ruin 20 games all over again.

    This is one issue with it I was thinking about as well. What if there was a limit to how low all your killers could be? Say for example like 10 levels. So if your highest rank killer was rank 1, then all your other killers would be sitting at rank 10 at the lowest when you started them. The number could be tweaked but you get the idea.

  • The matchmaking is still quite bad and the DC epidemic is probably worse than any time I can remember. That said, they are both getting huge revamps to fix the issues when dedicated servers are released in a couple months.

    If those are your only two stipulations on returning they are both still issues but will be gone very soon.

  • It's just cosmetics, what's the issue?

    It's no different than dropping money into the store for cosmetics there.

  • They said on the stream that the old Rifts will always be there to go back and do later so you will never miss any of them.

  • It's same reason the survivors DC. Neither side cares about the points, they just want to feel like the winner.

  • @Kees_T said:

    https://forum.deadbydaylight.com/en/discussion/comment/502472#Comment_502472

    Actually there is, it kinda works better with lunge attacks, if you try to hit someone that is dead on hook and is starting to fly towards the Entity, your camera will automatically aim up trying to hit the dead survivor. This will always happen while the dead survivor is still flying towards the Entity, do a lunge aiming on the hook where the Survivor was and it will aim. Problably the auto aim only works on someone that is like very near to you, like 1 meter or 0.5, thats how people do 360 on noob killers, because once the lunge starts, the survivor attempting the 360 will go into the range of the auto-aim and then get out of it doing the 360 spin circle, so the automatic lunge wil hit the air since the survivor is not on the range anymore. It does not works againt experiences killers since they use their mouse to turn around and not just do a lunge without barely moving the mouse. Also it works on people flying on the hook because the range is only the X(horizontal range only) and not the Y, so it doesn't metter how high the survivor is based where you are, the auto aim will still try to hit.

    "if you try to hit someone that is dead on hook and is starting to fly towards the Entity, your camera will automatically aim up trying to hit the dead survivor."

    This is incorrect. You are misunderstanding what is happening in the scenario you are describing.

    What is happening is the game is registering at the time you swing as to whether or not it is supposed to hit or not. If it is supposed to hit, the game will apply the "visual" to make the swing look like it landed. This is completely visual, not auto aim. The game had already determined whether it would have landed before you saw the hit.

    This has been explained multiple times on different streams for people who misinterpret this as auto aim.

    There is no auto aim other than nurse after blink.

  • Here's the change. Now it lasts 45 seconds.

  • The things we learned were quite vague.

  • @Andreyu44 said:

    Im...confused (?)

    He's referring to fixing the wording on the perk to make it more clear how it works.

  • The only auto aim that exists is the one after the nurses blink, that's it. All those other scenarios you are mentioning isn't auto aim.

  • @Bravo0413 said:

    https://forum.deadbydaylight.com/en/discussion/comment/502086#Comment_502086

    I agree that M&A can be more valuable with FOV and furtive chase wont really do much against competent survivors alone but I'm all ears combos with Furtive chase and it's going to be decent and especially good for Myers and ghostface....

    For spirit I can make the argument that the survivors knowing if your using the phasewalk doesnt amount to much if you're competent with her... you use charge addons on her and reappearance or MS increase with this perk combo it could be deadly whether the survivor knows your phase walking or not

    Edit: I will add that she doesnt really need it she already owns the loops with her power but she can make use of it because of her TR....

    "it's going to be decent and especially good for Myers and ghostface...."

    Both those killers that could make use of this perk would get more use out of M&A and you aren't stacking both.

    "For spirit I can make the argument that the survivors knowing if your using the phasewalk doesnt amount to much if you're competent with her.."

    This is just ridiculous. No red rank Spirit in their right mind would agree with that statement. Fake phasing and not knowing when she phasing is a HUGE part of her viability. That is literally the change that was made to her in the PTB when she was being released that made her actually viable. Before that change (which is what you would have if you used that perk) she was unanimously bad.

    "you use charge addons on her and reappearance or MS increase with this perk combo it could be deadly whether the survivor knows your phase walking or not"

    That is just a strength of hers in general. That exact same play without using this perk would just be better in all aspects.

    She is literally stronger not using this perk than using it. It is nerfing her if you intentionally equip it. Not to mentioned the perk slot cost.

  • @Bravo0413 said:

    https://forum.deadbydaylight.com/en/discussion/comment/501669#Comment_501669

    I'm all ears and furtive chase is a perk combo for the lower TR killers it's a pleasant sight to see the devs implement such perks.... at 4 tokens hag, spirit---> killers with 24meters for a TR will have a 8 meter radius in chase meaning im all ears will be more viable on them compared to a 16 meter radius on trapper while in chase you'll be less likely to get use out of it...

    I think this combo will be really good especially on GF and MYERS (Myers at TR2 while in chase will have a 0TR so lerys will be bloody scary AF for him :O) Spirit can make use of it...

    the combo has potential and the community should give them a chance to atleast see them in the ptb first before dubbing them trash

    All of the killers with lower TR that would would use this is overshadowed by M&A. None of those killers would want that perk instead. Reduced TR in chase WITH a requirement is not better than reduced TR outside chase with no requirement AND a field of view increase.

    For a M T2 to get use of that another survivor would have to be literally hugging his butt. How long do you think it keeps you in chase after breaking LoS? Not enough to do anything with it.

    Also, running that on Spirit would just be stupid. You are basically removing your mind game from phasing at that point because outside your TR they can tell when you use it. Anyone using that perk on Spirit doesn't know how to play Spirit.

    None of these uses you mentioned make any logical sense at all.

  • @[Deleted User] said:

    I’m surprised at the response. His perks sound wonderful and address a handful of SWF issues.

    They all look weak to me and none of them address any SWF issues at all.

  • @BadMrFrosty said:

    What the developers haven't figured out yet is that stealth killers -DO NOT WORK- in this game based on how it is played. Maps are also designed in such a way on average as to make most stealth downs close to impossible against non-potato tier survivors. Know what else makes stealth awful? The fact that survivors cameras are in 3rd person. They have no limited vision like killers do, and thus, if they have any environmental awareness, they'll always get a fairly sizable lead on you in a chase. That's not even factoring sprint burst into the equation.

    +1 this exactly. Maps are designed to where stealth killers just aren't viable against survivors that aren't potatoes. Lots of gimmicks with nothing practical.

  • @TheBean said:

    They hinted that skill checks will be hard to come by... so those addons for Freddy about seeing less skill checks will help.

    Plus survivors will fall asleep passively. So after a minute or so.. if you can still see the auras when they are in the dream world.. means hes gonna see everyone shortly after the match starts.

    Wonder when he uses generators to teleport if they have to be non repaired ones. So survivors can lessen the impact of his teleports by rushing gens.

    I very highly doubt they are keeping the aura reading. I wish though.

  • @No_Cluie_Louis said:

    https://forum.deadbydaylight.com/en/discussion/comment/502028#Comment_502028

    We do know the benefits. Fake pallets and dream snares only affect survivors asleep, and we still don't know which of the old elements are being kept

    Edit: by this i mean he might still be able to see people through walls, but also you have to remember sleep is passive now, so essentially his ability just gets stronger over time unless survivors do alternate objectives to counteract it

    Well I guess it depends how effective the fake pallets and dream snares are which is what we don't know. I hope he keeps some of the slow effect. I doubt they would keep the aura reading.

  • Well we still don't even really know what the benefit is to Freddy for having survivors asleep. I don't see why a lullaby is better than a TR when you're asleep. Both are non directional.

    All they mentioned was more susceptibility to the dream snares and dream pallets while asleep but no specifics.

  • @Jonathanskilz said:

    https://forum.deadbydaylight.com/en/discussion/comment/501071#Comment_501071

    If you know How to play killer right now its Very easy

    Said by no one who actually plays killer at rank 1.

  • We got such vague information as far as what we'd be getting on that premium track that I don't see how this question is answerable with what little information we have so far.

  • Yes it does. It shows auras of rushed actions, not noise notifications from those actions, which is all QnQ does.

  • @SpaceCoconut said:

    This perk is going to be interesting on New Freddy with his ability to teleport to gens, he can simply choose the gens that are being worked on and go from there.

    Imagine pairing that with pop goes the weasel to instantly regress the gen that they've been working on.

    The teleport warning is kind of lame, but the setup could be very powerful for slowing gen progression.

    Yeah to me this makes PGTW an auto pick for him. He'll be able to utilize it fully. I also think this is gonna make BBQ great. You'll know where to teleport to find the survivors and that will also be the gen to kick most likely.

    This all really depends what kind of cd they are putting on his teleport though. Idk if we're looking at 15 seconds or 60. Changes a lot.

  • I'm kinda disapointed they prioritized lore over rank rewards. I like lore, there are just so many more important things the game still needs though.

  • @TrueKn1ghtmar3 said:

    So did he lose his aura-reading? If so Im so upset

    They really didn't go into much detail. We have no idea if he did or not.

    Knowing how strong they like killers I'm going to assume it's gone.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/501051#Comment_501051

    I always love this comment. Killer being comparatively easier now doesn't mean the game is balanced, nor does it mean killer is easy now. It just means killer used to be more difficult.

    +1 Exactly.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/501349#Comment_501349

    Because you can’t determine the direction he is approaching with the lullaby

    You can't determine direction with TR either.

  • @TrueKn1ghtmar3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/500972#Comment_500972

    If Freddy keeps his aura reading he could use the TR perk make him a 12m TR killer from there throw up the paintbrush and you have a 0m killer with 0 chance of dropping a chase.

    Well I'm pretty sure he's getting his addons changed so he wouldn't have that.

    They actually didn't specify about his aura reading but I would assume that is gone as well.

  • @DBD_Pinhead said:

    Fake pallets that you have to set is a waste of Freddy's time. Where would you have time to set up such things on top of everything else? The Doctor's pallet setup is better.

    I was thinking this as well. Killers already don’t have enough time, much less to set pallets. I’d rather just have the decreased action speeds back to slow the game down increasing the more you were asleep. Seeing as how it’s even easier to wake up now I don’t see the issue in that.

  • @typervader said:

    We dont know for sure what it will do complety.

    https://forum.deadbydaylight.com/en/discussion/comment/501349#Comment_501349

    Because its not Direical and its harder to tell where he is coming from.

    Neither the TR or lullaby is directional so neither one is giving you a better direction or distance.

  • @Bravo0413 said:

    https://forum.deadbydaylight.com/en/discussion/comment/501323#Comment_501323

    Pig with I'm all ears is going to be interesting indeed... same with wraith.... and all the lower TR killers (24 meters) are going to be great with a combo of the 2 perks I forget the obsession perk name but that with I'm all ears is going to be good... the 24 meter killers will have an 8meter radius at 4 token... so hag with T1 myers TR while in chase...

    You are forgetting that it is only reduced while in chase, not at all times. IE you would never run it on any of the lower TR killers as you'd prefer M&A and using them both is counter intuitive.

  • @Horus said:

    https://forum.deadbydaylight.com/en/discussion/comment/500739#Comment_500739

    There will probably be addons to shorten teleport times

    Yeah I was wondering about that. Be nice if we could see what his addons looked like.

  • @TAG said:

    Being in the dream world makes Freddy's Heartbeat become the Lullaby, and it makes you suceptible to either Fake Pallets and/or slowdown traps, depending on which one the devs implement.

    So how exactly is a lullaby better than a TR?

  • @thesuicidefox said:

    Guys they said numbers can change. That means conditions can change too. They could add something like "failing a skill check" in there.

    That would be nice if they did, but they generally only change numbers from PTB, not add entirely new affects like "failing a skill check". I wish though.

  • @WolfPad06 said:

    PERKS

    Im all ears:

    -If a survivor performs rushed actions outside of you terror radius, their auras will be shown for 6s and (has a cooldown)

    Thrilling Tremors:

    -While picking up a downed survivor or grabbing them off a gen, it will block all gens not being worked on for 16s and highlighted them in white (also has a cooldown)

    Furtive Chase:

    -Hooking your obsession gives you a token (up to 2/3/4). For every token your terror radius is decreased by 4 meters. When your obsession is unhooked, whoever preformed the unhooked action becomes the obsession.

    @nunadventures Not trying to be rude but seemed kinda pointless to answer their question without having the right values, conditions or even names for the perks.

    "Furtive Chase:

    -Hooking your obsession gives you a token (up to 2/3/4). For every token your terror radius is decreased by 4 meters. When your obsession is unhooked, whoever preformed the unhooked action becomes the obsession."

    Keep in mind this decreased TR is IN CHASE. That is a big difference than just reduced at all times.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/501038#Comment_501038

    Actually we are both wrong.

    It's when you pick up a downed survivor or grab a survivor. So it would still be great for slugging, if you want to see what gens are being worked on you would just pick up the survivor, look around for a second, then drop them. Since you are slugging, this survivor will likely get saved anyway at some point meaning the extra wiggle bar progress should be moot if you are on top of keeping them slugged.

    https://youtu.be/JyWcUp8RcSE?t=8065

    Interesting. We were wrong.

    I don't really think it works for a slugging build though imo.

    I actually like this perk a lot. I just don 't think it needs a cooldown and the duration of the block needs to be 30 seconds.

    If it had those changes I think this would make the meta. At least worth trying on the PTB anyway.

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