ByeByeQ
ByeByeQ
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I just wish Pain Res was an 8% or 10% slowdown with a notification. Enough slowdown to be worthwhile but still give the killer useful information to get them away from the hook.
Keep the scream out though so its synergy with Dead Man's Switch and Merciless Storm isn't as severe.
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Clearly, they must want people to camp. The BBQ nerf so less people run it. The Pain Res info nerf.
Now when a killer hooks a survivor they often have no information to pursue so killers proxy camping the hook is happening more often.
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I think they just over-nerfed it. Self Care at 50% efficiency is fine.
They should have just removed the med-kit efficiency or made it a penalty because it would make sense. Imagine having a wound on your back and trying to treat it yourself with a first aid kit.
The changes to Botany Knowledge are stupid too. A survivor should be able to go pick flowers or something to recharge med-kits with Botany Knowledge.
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@Seraphor said:
Remember Me being worse than No Way Out means nothing when you can combine them for greater effect.
I would say this should be an entirely new perk.
"Show the aura of any survivors openning an exit gate. When exit gates are not being opened they regress at 200%."
How often do you see killers use that combination?
I could get behind a rework like this for Remember Me since it is so outclassed by No Way Out.
I think there should be a base kit regression to exit gates where an unattended gate would regress but it would stop regressing once it falls to 95% so it takes 2 seconds (base) to finish. This would stop people making gates 1249/1250 so a lone survivor with only ~5 metres distance from the killer can't just tap the handle and leave without another survivor to open the gate for them.
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@KolbyKolbyKolby said:
I think it would have been cool as a buff to Calm Spirit if they made it block killer instinct rather than gave it the silent cleansing/opening +more time ""buff"".
That would be such a hard counter to Legion.
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It's just easier for a game to feel hopeless with the recent changes.
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I don't think Killer Instinct should pop for an Artist sending birds through a locker containing a survivor but other than that it's perfectly fine.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/338474/opinions-on-sadako-and-dredge
Dredge is probably low A-tier. Sadako is probably with Freddy for worst killer in the game now
I don't even think Dredge is that strong. Without Nightfall he is just so slow and Nightfall takes forever to charge up. In bad games he only gets one Nightfall before the game is over. For me, I find his anti-loop almost painful to use. He is very map dependent as well, many maps have few lockers or dead zones.
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It's back and I love it as killer. It makes Enduring such a fun perk, especially on Legion.
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@jesterkind said:
Did people really run that perk often before, though?
I can only speak anecdotally, but in both my killer and survivor games pre-patch it only very rarely made an appearance- nowhere near as often as BBQ did. If survivors aren't saving their teammates from the hook now, I don't think WGLF is really affecting that decision either way.
(Though I am of course in favour of more BP gains, I just don't think you should feel forced to run one specific perk for BP gains)
Once they buffed the pickup speed I was running it more often than not. Prove Thyself firmly took its place now.
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@cyniChris said:
I love when people bring up Steam charts without actually looking at the patterns.
People come for events and new chapter releases, then leave again.
The average player count at the moment is still higher than before the anniversary event.
If you want to point out low numbers, look at April 2022. That was the lowest average and peak player counts since February 2020. What happened around that time? The Ghostface and Legion reworks (coupled with music issues), the Haddonfield update (lots of god windows, up to 4 pallets on "house of pain", and the bug where survivors couldn't be picked up next to fences), MMR changes (basically making newer players face more experienced ones for the sake of faster queues), and - most importantly - when the rubberbanding issues started.
But sure, because a patch that actually makes the game more fair is out, people clutch at straws to show everyone the game is "dying". I guarantee Project W will bring in thousands more players, and if leaks are to be believed (which I won't talk about here), even more will come in later in the year (or early next year). Oh, and don't worry - there'll be big dips a month after Project W and the next DLC as well, so I guess you can trot out the Steam charts again then :')
Ok, let's look at the the patterns then.
For the first 4 years of its life DbD enjoyed consistent growth in its player numbers and every time it peaked more players stayed after those peaks and DbD enjoyed continued success. The game grew an average player base of 10k on launch to 40k over that period on Steam.
Over the last 2 years DbD has stagnated. Despite the biggest DLC drop ever in Resident Evil which brought massive amounts of players to the game, there are less players staying to play DbD than 2 years ago. For a game that is unique, addictive and still without any serious competition, that's disappointing to say the least.
Looking at the the data since July 19th when the mid-chapter dropped DbD has dropped around 10% if not more of its player base. Granted the mid-chapter is not the only thing affecting player numbers, but if the the mid-chapter was an overall positive change to the game then DbD should not be experiencing such a large downward trend.
Speculation: Should another RE chapter drop for the next chapter we will see another spike of thousands of players. I predict that peak won't break 100k and will be firmly in the shadow of the first RE chapter. Why? Because many RE fans already tried DbD and then promptly left over the next few months. Some of those players are just not interested in DbD anymore. After that spike we will continue to see numbers that are stagnant or trend downwards. I'd love to be wrong, but unless the next chapter drop addresses some of the core problems DbD has I doubt I will be.
Perhaps I am just more cynical than you are about it.
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You drew the short straw, that's all.
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Highest I currently know of is 35. If he stays on his current grind and can continue to milk his viewers for flans he should be P100 by mid-September.
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If the Killer is within the Ritual Circle, the Struggle Timer pauses. It remains paused until the Killer exits the radius.
This would make unhooks completely free, especially if a survivor could be in that circle and still have the timer pause. I'm imagining scenarios where the survivors abuse the heck out out of this just looping near or literally around the hook.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3102636#Comment_3102636
i don't think it was meant to be a buff. i think the general consensus was that med-kit are overpowered and pharmacy provides a med-kit therefore the perk is too strong. it makes sense because if you look at self-care change and botany change, both remove med-kit efficiency. now even reduce med-kit efficiency.
so their general alignment was. let's weaken the perk that improve med-kits since they get complaints on daily basis that med-kit are too strong probably from redit killers & steam, twitter. I mean if they were looking to weaken med-kits, the perk certainly weren't what was making them strong. all they have to do make med-kits less powerful is remove the self-healing action on med-kits. it balances their add-ons, now you can't use purple endurence add-on on yourself, you can't use over-time heal in-chase on yourself and the med-kit won't help you when your injured, it only helps other teammates and you still need find other teammates to heal you.
instead they went and weaken perks that weren't problematic instead of addressing the item that other people find problematic.
They based their 39 perk changes on usage data. Pharmacy was one of the least used perks, so the changes it received were meant to increase its usage. They just have don't play their own game, have quality control or even run it by a few 10k hours gamers, so they thought they buffed it. Self Care and Botany were overused and thus received nerfs to decrease their usage and med-kit efficiency was the low hanging fruit.
That's why many of the perk changes are horrible for the game. BBQ & Chili was an extremely good perk for the game both for survivors and killers as it encourage healthy gameplay while giving killers an incentive to use it. They just thought "It's massively overused, must nerf."
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Agreed. In addition:
- The chest might already have been opened by the time you can even try to collect a med-kit.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3097279#Comment_3097279
Add a hard cap to match time, it's quite ridiculous to have no time limit in a game with DC penalty.
Seriously It won't hurt anything, and even if it does, the things that gets hurts with this change isn't important enough when we compare that to game health.
Hell holding the game hostage has been a thing even without hackers, I seriously don't get why they are so stubborn about NOT having it.
I agree. Currently the hard cap appears to be a ludicrous 2 hours. How many nail biter games would be ruined if the hard cap was reduced to 45 or even 30 minutes.
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@roundpitt said:
https://forum.deadbydaylight.com/en/discussion/comment/3100705#Comment_3100705
My suggestion is to integrate discord into the game.
https://discord.com/developers/docs/rich-presence/how-to
It's super easy to setup and basically allows for everyone to jump into the same lobby together whenever the game starts.
That's never gonna happen, for a multitude of reasons:
- They can't censor it and you know how they love to censor.
- It would cease to be a horror game. (It usually isn't but still.)
- They'd have to pay Discord. Nothing is free.
- Just imagine the squeakers yelling racial slurs all over people's streams.
- There are a lot of people like myself that don't want it.
- It's easier to make perks like Eruption not so awful for the SoloQ.
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We shouldn't be pandering to solo queue survivors because it will lead to bullying the killer in discord squads. That's the easiest way to alienate the entire killer community and kill the game. No killers = no games.
Eruption panders to SWFs. BHVR shouldn't be pandering to SWFs at all.
No one here is asking SoloQs to be pandered to. However, recent stats show that over half of the survivors playing DbD are SoloQs, so they certainly shouldn't be alienated either.
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@RpTheHotrod said:
https://forum.deadbydaylight.com/en/discussion/comment/3098453#Comment_3098453
Also surprised considering it's inflating killer success numbers. I usually use overcharge, but I swapped to eruption until it's fixed. Rather not have a cheated edge.
As a SoloQ I'd rather go against broken Overcharge than Eruption.
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I agree with the OP. If a survivor dies in the trial for any reason, then the killer did their job and prevented their survival even if they didn't directly get the kill.
If a killer slugs me for the 4K I like to fully recover and then get crows. I just want to go next asap.
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@BubbleBuster said:
if they killswitched all the things that have a gamebreaking bug in them, half the perks and killers would just be gone
I agree though, they really should use killswitch more and just fix these issues
Would you care to list some examples?
They already killswitched the Clown. I would have liked to actually meme around with that and I would like to spend some bloodpoints on Clown but I can't because he's killswitched.
If perks are broken as hard as Overcharge and Devour Hope are they should be killswitched immediately. Killswitched perks can still be bought in the blood webs at least.
Screw it. I'm going to go play some games with Devour Hope and Overcharge. Why not?
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If the killer was allowed to ban 1 map and not get sent to it I could get behind it. Often when I load into RPD as killer I often watch a Youtube video, surf these forums or Reddit or go do a chore or something while I wait for the match to end. I do know the RPD map quite well by now but it's just not enjoyable to play on.
Survivors being able to ban killers though? Nurse mains would never be able to play the game ever again.
Banning perks? You're joking right?
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Playing as killer I have been validated a few times since new DH dropped. On my screen I see the hit land, I got blood on my screen and sometimes I even seen the survivor fall to the ground and a fraction of a second later they are up and gone.
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in my opinion, DBD is not rng based. it never was. all pallets that spawn are normally always static placements and all tileset location are generally static. Sometimes filler pallets have very slight differences in position but these are very easy to account for as survivor in most cases.
I disagree. DbD has always been RNG-based, as long as I can remember and I've been playing since 2018. Without a map offering we are always playing map roulette. Tile roulette still exists on most maps. You can be sent to Shelter Woods which is a very killer-sided map, but have 3 of the new user-generated tiles spawn which are the the long C-wall with a window in the middle paired with a strong pallet and walk away from the match with only 2 hooks. Every time a killer swings at a survivor vaulting a window we play ping roulette to see if the hit lands.
if you ask me, i think that having such long-walls on all the pallets is super unhealthy from game design perceptive because it makes every killer feel like they need an incredible game-breaking power in the chase otherwise, the killer will feel like half of their chase gameplay is entirely meaningless from safe pallet design. It proves to be a difficult challenge to make unique killer powers that feel different, fresh(like old freddy). you can try plaster-fix on m1 killers by creating perks that increase lunge velocity and perks like coup the grace that increase lunge distance by a lot(since walls are very long) but it goes back to perks fixing basic-kit gameplay design.
I agree that long walls in loops are not particularly fun, especially on loops where there is almost no mind game potential. And many tiles and loops exist where that is the case.
So when your entire post is talking about map rng and rotation of tiles, its mainly removed because of DBD developer incompetent and misunderstanding of the entire problem that players were complaining about.
I think laziness and them putting DbD on the back burner while they work on other projects are to blame here too. Making it so using certain offerings guarantee you get sent to certain maps is horrible too, a killer's game can be ruined on the offering screen.
They have never made a good, balanced Map
I like the Yamaoka and Crotus Prenn maps, among others. There are some good maps in the game where both sides have a decent chance to win that could be used as models/templates for good map designs.
I mainly made the post because whenever I go to Dead Dawg, Midwich, Haddonfield, RPD, Eyrie of Crows or Garden of Joy I pretty much know exactly what the map layout is without having to explore. It's boring and repetitive gameplay.
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@tamsmi said:
https://forum.deadbydaylight.com/en/discussion/comment/3095920#Comment_3095920
you clearly dont know how OTR works..... unhooking is a conspicuous action so endurance is deactivated upon unhooking someone
I know how it works, I just forgot that detail.
Some of my greatest memories in DbD are from times when I managed to pull off getting a save from a camping Bubba in DbD. Yes there are a lot of times when it didn't turn out well for me and they were frustrating, but that's not unusual in DbD. But when you pull off a miracle play with a pair of tightly clenched cheeks... that's why I continue to play DbD.
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BBQ only activates at 40 meters distance and the killer only sees your aura if you're not hiding behind a gen or in a locker. Even if they do see your aura they still have to close the distance and then at least they're not close to the hook so a teammate can safely rescue.
Since they took away my BBQ stacks I've replaced BBQ with Save The Best For Last on most of my lower mobility killers... do you really prefer that?
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@BubbleBuster said:
https://forum.deadbydaylight.com/en/discussion/comment/3096952#Comment_3096952
no, positive incentives do not work. Just literally look at this patch, killers got some huge buffs yet senseless camping and tunnelling has been more prevelant than before.
Literally in any online game positive incentives do not work. Winning is the thing people want and if tunnelling and camping gets them there, they will do it.
also i am not your man
Positive incentives do work, they are just not 100% effective.
I have the perfect example: Barbeque & Chili. Before 6.1.0 I always tried to get my 4 stacks, usually as early in the game as possible. With BBQ stacks now gone, if one or 2 of the survivors resist to fiercely I will target the weaker survivors until they either start dying or the stronger players start taking big enough risks that I find a good opportunity to pursue them.
There are no positive incentives for a killer to not tunnel and there are no disincentives either. If either were implemented, (I imagine some sort of bloodpoint bonus for hooking all survivors before one dies or a penalty for straight 3-hooking one survivor before hooking anyone else) you would see a drop in tunneling. Would it eliminate tunneling? Certainly not, but tunneling can't be eliminated without completely overhauling how DbD works.
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I don't mind this change but if you're gonna give base kit 10 second Borrowed Time, they would have to disable it once the gates are powered. The survivors should not be able to get a nearly free escape from an ability that does not fill a perk slot.
Also how would the Borrowed Time perk be altered to accommodate this change?
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I forgot to mention Garden of Joy's lazy hook design. All other hooks in the game (even the event ones) drop the hook structure to a easy recognized 90 degrees whenever the hook is sabotaged or permanently destroyed by sacrificing a survivor on it. The Hooks of Joy feature a fixed horizontal support and the actual hook itself is slender enough for a killer to assume the hook is there when it is not. The worst hook design in the game. They lazily forgot their own hook design philosophy.
I also would like to add the Temple of Purgation to the list of shame. The Temple itself always spawns in the same direction, with the the windows in the same spots and same 2 very bad pallets down stairs. Overall this structure is very empty and killer-sided and it becomes even more so once the generator is finished downstairs and all the doors open up. This building would be greatly helped by more window and pallet slots so it's not always the same predictable death trap. It's a square structure that doesn't have any strong tiles or loops spawn near it, it is a prime candidate to add rotation to.
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Do you really think they care if you stop playing as long as you keep buying DLCs and cosmetics?
I play DbD a lot and I don't plan on stopping as long as I have fun playing.
I haven't given them a cent since the RE chapter dropped over a year ago. If you want to send them a message you gotta hit them in the wallet.
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Bubba is not a high tier killer. In areas where there is a lot of windows he might as well not have a power at all if he isn't using Bamboozle. His strength in unhooking scenarios was nerfed with 6.1.0 as now any survivor can run up and usually trade hooks thanks to base kit BT.
You complain as if you can't get that unhook and have both survivors get away.
Well you can. And it only takes one perk: Off the Record. A healthy survivor with Endurance from OTR can unhook and Bubba saws both survivors and both turn white and run away. Yes it's hard and yes sometimes Bubba will get 2 chainsaw hits on one of the survivors, but it is an option. If Bubba can't use his power near the hook survivors can just run up and save in his face without fear as long as they can avoid getting grabbed.
If you take away Bubba's strength in the unhooking scenario by making his chainsaw not function within 5 metres or more of a hooked survivor, he is no longer a killer to be feared. He would become a laughing stock and the worst killer in the game. Survivors would point and teabag at him all match long every match as if he were a toothless old lion.
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What incentive do killers have to play nice? There is less incentive now than pre-6.1.0 because BBQ & Chili got nerfed and that's not even that much of an incentive. Killers don't even have an in-game tool to track how many survivors they've hooked with BBQ stacks being gone... unless they run Grim Embrace.
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@BubbleBuster said:
https://forum.deadbydaylight.com/en/discussion/comment/3094762#Comment_3094762
- imo it is weird to reward objectively bad plays more than good plays; doing gens solo is just objectively better in a lot of scenarios unless you need that gen done ASAP. They should be rewarded roughly the same because in the end, 1 gen has been done.
- ye that looks reasonable. imo sacrifice category should only give you 10k though if you actually killed everyone though sacrificing them all 3 times but that is just an opinion; your idea seems more forgiving so i like it as well.
- technically it is not losing BP, they just never gain it in the first place. Same as safe unhooks imo as you dont actually lose points if the unhook wasnt safe. IMO my system reflects the survival category better as "surviving better = less getting hooked" because getting hooked is like the one thing other than slugging that can kill you. You could also add the passive BP on top of that, making it easier to max out the category even if you got hooked once or twice. Sounds fair tbh as there arent a lot of ways to get Survival points.
Having the game last longer and be fun for both sides should result in more bloodpoints. Generally this is the case, with the only exception being baby Nea doing nothing but urban evading on the edges of the map. For the most part the system seems to agree with that sentiment.
Winning the game as fast as possible should result in gaining rank. Grade is a different thing altogether.
If both systems were tied together where only objectively good plays resulted in bloodpoint gains, then the games would nothing but sweat. Do you really want that?
By version 1.9.3 BHVR themselves seemed to have realized that Bloodpoints and Rank needed to be completely separate systems.
I just want it to be possible and not incredibly difficult to hit the 40k cap, hit it myself more often and see others get it more often. Now that we have the new prestige system to be a massive bloodpoint sink, this would only be a good thing.
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For Objectives that's why I said 1500 or more, currently it is 1,250. They could overhaul the category but I am ok with them keeping it as is with a better cooperative bonus so that if 2 people finish 2 gens together they max the category easily. I'm not sure if you really want to encourage survivors with bloodpoints to just split up and do gens, they do that enough as it is without needing more encouragement.
For Sacrifice, my proposed changes to hook score events would make 10,800 points possible from getting 12 hooks before EGC. 11 hooks would award 9,900 points. Reasonable and easy.
For Survival I put in a time survived score counter because it would encourage survivors to last as long as possible in the trial as well as make the 10k cap attainable in games where the survivor escapes. Currently the Survival category doesn't encourage survivors to stay in games where they are likely to lose because they aren't likely to get the 5k for escaping and thus get almost nothing in the Survival category. I don't think having players lose bloodpoints in the category for being hooked would be good for the game. They already lose pip progress on their Unbroken Emblem, I believe that is punishment enough for being hooked.
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I don't even know what Project Diva Mega Mix+ but I am down!
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As one who earned the portraits on all the characters I own I don't even care for them.
I'd love it if they made them earnable and instead gave us Legacy P3's something exclusive we could actually show off like:
All I have is shattered hope now.
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Forever Legion is torture to play against now. Having to hold M1 on a gen for 90 seconds is bad enough between mends but to add Thana and Dying Light on top, the bar crawls slower than a Jane hit with Knockout. Add in Jolt, Pop, Pain Res or Eruption and I certainly end up preferring a quick death over trying to escape.
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That breakable window idea is really intriguing and I like it. I think it should have a long animation at maybe 3+ seconds so the killer has a harder decision in chase.
I would love to be able to break some of the atrocious windows that made it into Garden of Joy and Haddonfield. Some of those windows are so bad I would automatically break them if I followed a survivor to them even if breaking the window took 4 seconds.
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@Bwsted said:
Yes. This is a well-coded bug-free game with a working MMR and fine-tuned balance, after all.
You forgot to mention the perfect dedicated servers.
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@Murgleïs 2,000 points is not nothing. Currently if you get 12 hooks in before the EGC starts, you get a maximum of 8,400 points in the Sacrifice category, so we need something added in to get the new 10k cap.
We're talking base kit here, so asking for 2k is reasonable when you're not burning a perk slot on it.
Killers might not have used BBQ for a multitude of reasons. They might not care about the bloodpoints at all or they might not have owned Leatherface or picked up BBQ in the Shrine.
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I just did my Orange Glyph and I got to enjoy a neat little overlay and some some pleasant sounds. It didn't even feel like a challenge and I got it done quite easily in one game. Almost a shame I only get to do it once.
These are challenges not cakewalks. They are also optional.
I look forward to the next orange glyphs, I actually think they did a pretty good job.
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I definitely agree that killers should have some base kit incentive to hook all 4 survivors before anyone dies. It is good for the game. A reward like 2,000 bloodpoints in the Sacrifice Category would be good. This would be especially awesome if they added a base kit BBQ stack counter.
@feechima nuked your idea from orbit and I have nothing to add.
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@Notretsam said:
Off The Record and Decisive Strike get disabled in the endgame, but why is the penalty still a thing?
For the most part, hard camping is the only play a killer can make in the endgame due to the distance between hooks and the number of loops/pallets in between. Nothing wrong with hard camping in the endgame as survivors had a match and this play is like a match within the match, yet the killer can get punished by doing well here by this penalty.
The penalty should be disabled in the endgame and I've also heard that hard camping has increased since the mid-chapter release, so disabling it in the endgame does provide the option to massively increase the penalty during the match when hard camping shouldn't be done, granted BHVR doesn't want players hard camping which very much seems likely to me.
On topic: I would not expect BHVR to make any changes to the Emblem system especially now that it only affects Grade and not Rank.
However there is something you can do to lessen and possibly eliminate the penalty, and still be in close proximity to the hook. The wiki says this about the penalty:
- -3 points: deducted each second you are within moderate proximity (16 metres) to a hooked Survivor (only applied after 10 seconds)
- -7.5 points: deducted each second you are within extreme proximity (8 metres) to a hooked Survivor (only applied after 10 seconds)
So as long as you briefly go 16 metres from the hook every 10 seconds you will receive no penalties on your Chaser Emblem.
You've just been camping a little bit too hard, that's all. Have fun in the fog.
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The stagger is necessary. Realistically, the survivor should break their legs and go down. 🤣
Balanced Landing used remove stagger from all drops. There used to be loopers that abused this and ran Dead Hard and Balanced Landing and BHVR removed the feature from Balanced Landing for good reason.
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3072494#Comment_3072494
Hard disagree. SB was on par with DH before. Now DH gets countered by being in deep wound,has no distance and is extremely short.
It's on par with Overcome if not Smash Hit on the useful scale now.
SB in the hands of a skilled player who 99s it, yes it can be super strong. I just haven't seen many players doing that. Usually I see them sprint off and and then get caught up later on in a different chase when they are already exhausted. Old DH was just more versatile and far easier to use than SB.
New DH can still easily extend a chase by tanking a hit right before a pallet, that's where I expect to see it used effectively the most now, when the killer has no choice but to swing or eat the wood.
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I'm glad Dead Hard finally got nerfed. It was long long overdue.
Is it dead though?
It might still be the best exhaustion perk in the game, especially in chase. No other perk is on demand and it can still be used to absolutely rob killers and extend chases. I had a Nea wreck me pretty good with it earlier.
Other exhaustion perks are often more like getaway perks. If a survivor uses their Sprint Burst, Lithe, Balanced Landing, Smash Hit or Overcome well enough, the killer has an easier time giving up on chasing that person for now to look for better opportunities. Especially when used by a healthy survivor.
Not so with Dead Hard. The killer just hit the survivor and is still in pretty close proximity to an injured target.
Victor still quivers in fear of the inevitable boot to the face he'll get after getting blocked by Dead Hard.
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I'm glad Dead Hard finally got nerfed. It was long long overdue.
Is it dead though?
It might still be the best exhaustion perk in the game. No other perk is on demand and it can still be used to absolutely rob killers.
Victor still quivers in fear of the inevitable boot to the face he'll get after getting blocked by Dead Hard.
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I earned Adept on all the killers I own over the last few years by getting Merciless Victories.
You want to cheapen these achievements just so it's easier for you to get them?
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@HeyItsQuiet said:
No. Just don't camp. Lmao. Survivors have already had their most useful perks taken away as soon as the gate opens. There's no excuse.
What do you expect the killer to do once the gens are done and especially if the gates are open and they have a survivor on the hook and no one else in sight? Just take a walk and take the L?
You got base kit Borrowed Time now. Dive in get that save from that camper! Who knows you might have fun, Entity forbid.
