CakeDuty
CakeDuty
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3375016#Comment_3375016
I would maybe add a caveat to this that you only guarantee a 1 pip on escaping, if the exit gates were powered.
It's entirely possible to do nothing all game and escape through the hatch or an exit after the hatch has been closed. That's not a 'win', and shouldn't be a pip.
Yeah, that's fair. Then only what you've done throughout the match would count. I mostly mean those games where something out of your control happens, yet you escape through the gates and don't get a pip cus the killers tunneled, camped or couldn't catch anybody.
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Hard agree. Something like giving 1000 survival points when a gen gets done (5000 for all 5 gens getting done + 5000 for escaping). Maybe everyone gets about 500 Altruism points when someone gets safely unhooked. Just something so it doesn't feel like a competition between survivors to get bp, and actually have it be a team effort.
While we're at it, I think it should be easier for survivors to pip as well. As killer I can reliable always double pip, if games go amazingly or a single pip of things go ok. As survivor it feels impossible to double pip and even in games I've done well, I barely pip, cus I'm either being chased all game, being the gen jockey, someone gets tunneled out, someone gets camped, someone takes all the hunook etc. It feels like a competition between survivors. Especially at red grade it can feel impossible to pip, unless you go out of your way to try. Since Grade Reset I've already hit Gold Grade 1 killer vs Silver Grade 4 survivor and I've played both equally.
I feel like escaping should be a guaranteed pip and then the second depends on what you did. It feels dumb that you can escape a game and only safety pip.
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It's funny because what you're describing is how Toolboxes used to work until update 3.6.0.
For example Commodious Toolbox only gave 15% speed increase, but lasted for 180 charges. The devs changed toolboxes because they wanted them to be a burst of speed to finish generators faster, like if you saw killer approaching you and the gen was almost completed.
I do agree that toolbox add ons need an overhaul since some have affects that do very little compared to the short lifespan of a toolbox, so the only ones worth using are extra charge add ons.
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Definitely feels like they played it very safe with these perks. 140 second cooldown, the haste speed is slower than the speed you get from Blood Pact, deactivation being either getting injured or going more than 12 meters away from each other (basically nothing) and one only activated when healing and the other only activating if having been healed, which causes them to have lousy synergy.
It's such an interesting concept but sadly, the perks have non synergized activation conditions, a lengthy cooldown, Power of Two basically being a nerfed Blood Pact and two very easy to happen deactivation conditions.
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?
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@bm33 said:
If killer isn't facing a wall you can run in front of them to start a chase and then away to escape chase over and over, this will help with evader points. If you have a friend with you alternate who runs in front and get "distraction" points which goes to altruism. As long as randoms don't just rush gens and immediately leave should have enough time to get enough to atleast safety pip.
It used to be like that, but they've changed the chase mechanics a while ago. Now both the survivor and killer has to be moving to begin a chase.
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If you blind a Legion who is in Frenzy, you'll instantly cancel it but without making them go into cooldown
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I'm pleasantly surprised that they nerfed Eruption. I figured they'd wait until the midchapter, but I'm glad they could see how problematic the perk was and prioritized fixing it asap. Though, I feel like they could've done that multiple updates ago, but whatever, I'm glad I can start playing survivor again and not fear games becomes way longer than they should be because of killers 3 genning from the beginning of the match. Though, the 10% of current progression seems like a bit of an overnerf. Nobody really complained about that part. 9% is only really 9 seconds of progression.
Any Means Necessary buff seems a bit weird to add into this chapter. Not sure why they didn't just wait till the Midchapter, unlike Eruption that was problematic and needing a nerf asap, Any Means Necessary could've definitely waited for a buff.
Map reworks look ok, seems like Mother's Dwelling has lost its blue tint, and become gray? I find Temple and Mothers Dwelling balanced maps, except Mother's Dwelling could need a size reduction, so I hope they make it a bit smaller. Otherwise loops and such on the maps are fair. Only downside is that I doubt we're gonna get a new map, since we're getting graphical reworks. :/ I usually prefer new maps.
Bot load out is gonna be great. I've been a killer main for a while, so I don't really need the practice, but I'm glad because I have a couple friends who are new to the game and still do bot practice matches before jumping into the real deal.
Overall a great update and to go along with a new chapter is just amazing! They rarely do so many things in a chapter update.
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@Veinslay said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341124#Comment_3341124
Dead Hard is complained about just as much, if not more, than Eruption
Not trying to defend Dead Hard, it can uncounterable in certain situation and affects some killers more than others, but it can't be used to take games hostage for an hour
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@RainehDaze said:
https://forums.bhvr.com/dead-by-daylight/discussion/362473/subtitles-for-survivors
If it was the new Blight skin, he has some barely-intelligible voice lines.
It was a basic Blight, so could possibly be a bug? Not sure what lines the Birkin skin has
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Depends on time for me. Evening time it's either 50-100% for killer, but daytime it's 50-100% for survivor.
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I think you mean Glass Bead, the one that makes the beam, right?
I had the same bug too with my Rainbow Map, when doing a challenge. I used the add on but didn't get the prompt to make the beam and no matter how much I tried, it wouldn't work.
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A silly idea I got a couple days ago for s new and unique exhaustion perk is that instead of a short boost of speed, it gives you a small speed burst for a longer period of time (kinda like Darl Theory without boon).
"Expert Runner:
You are permanently exhausted for the whole gsme. But your average running speed is increased by 3%"
My original idea was that it was a perk that constantly gave you a small speed, with the payoff that you are constantly exhausted, so you won't be able to combine it with perks such as DH.
A possibly more balanced version being
"After being chased by the killer for 20 seconds, you get Exhausted for 40 seconds but gain a 7% speed boost for 60 seconds."
Basically rewards survivors for surviving in a chase for an extended period of time, by giving them a speed boost.
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Wait these were streamed? Where? I can't see anything about it on here or Twitter
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You're probably reading it wrong. You have to Mark (Expose) 4 different survivors. Not chase them
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I think Ruin could be buffed to 150 (or maybe 200), but keep the deactivation on death. It might be weird ro have a Hex deactivate without being cleansed, but having deactivate on death, makes it encourage not tunneling and camping one person out of the game, if you want any value out of it
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Reminds me of the other day. I was playing survivor with a healing build (purple medkit + charge add ons, WGLF, Botany, We'll Make It and Desperate Measures)
They all kept going down in like 10 seconds or so, against an Oni and I always went for the unhook and heal, I ran the killer long enough for the last 3 gens to get done.
After the last gen got done and the survivors just escaped, while I was being chased. I die and in endgame chat I ask why they just left me to die (i hadnt been hooked before), then one of the survivors accused me of subtle cheating. Apparently they were a 3 man SWF and had been talking about how my healing speed was too fast, I lasted so long in chase so I had to be using wall and speed hacks + apparently when they watched me get chased, they noticed I vaulted pallets and windows 5% faster.
They were so pissed at me for no reason. Even the killer told them to shut up. Never felt more confident in my skills.
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People have suggested that before, but the downside to that is basically 60 seconds means that killers get to camp a whole hook stage for free and there is nothing the survivors can do about it, cause all gens are blocked.
I'd rather the perk got some kind of secondary effect or it revealed the auras of all survivors for like 10 seconds. Killers will get 40 seconds of gen blocking + encourages them to leave hook cause they get to know every survivors current position. Atm if the obsession is your 4th hook, then you just get no value out of that aura reading.
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Well, Yun Jin is voiced by an actual Korean actress, so I'm sure she'd had influence on why she sounds like she does.
Probably just a difference in culture what people sound like
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Curious as to how you went against the same hacker three times? Wouldn't you be able to see their name and dodge? Or if they're playing in Streamer Mode, recognise their cosmetics(most of them are basic, messed up linked sets or some ugly match of cosmetics) or just dodge when you see people using streamer mode? That's usually what I do. I don't trust streamer mode peeps.
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@BreadSilence said:
https://forum.deadbydaylight.com/en/discussion/comment/3183832#Comment_3183832
How is killers being able to straight up tunnel someone and only get "punished" with a measly 2-second stun at all healthy for the game?
I'm curious too. I agree with the removal in endgame, but saying the duration was healthy for the game is weird, since now it's just a minor inconvenience for most non M1 killers
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So thus wasn't in an actual match but I used the build Hyperfocus, Stake Out, Resilience and This is not Happening with a green toolbox + charge add ons and I managed to finish a gen by myself in 36 seconds.
Super crazy perk in best case scenarios, but it also means you have to be in the killers terror radius for 45 seconds (most of the time doing nothing) to get a full 4 stacks
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It might be like how it works with double bloodpoint events. For example if there's a double bloodpoint event happening, but it ends while you're in a match, then you don't get double bloodpoints for that match when it ends.
Could be what's happening here. You were promised those 100% incentive bloodpoints, but the extra bloodpoints don't get added until after the match has ended. So in the middle of your match, the game would change from needing survivors to needing killers and your incentive bonus got removed because of the sudden change in queue times.
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I think Hyperfocus is that one new survivor perk that killers freak out about how broken it is qnd abused its gonna get, that happens almost every patch and then gets released and barely used, kinda like Any Means Necesarry, For the People, Power Struggle, Build to Last Boon: Exponential etc
I doubt anyone is gonna ditch their current build for Hyperfocus and Stake Out, but if they do, they also gotta spend 45 seconds in the killers terror radius doing nothing before being able to get full Stake Out stack, unless they're lucky enough to find a gen inside the killers terror radius, that the killer for some reason doesn't check.
I'm glad the devs are letting it release in a decent state to see how it works, then nerf if it suddenly becomes meta (spoilers: it won't)
Also killers never stopped running regression perks. I see 2 to 3 of those almost every match.
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Twins is the Adam of killers. Forgotten by the devs
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Just don't camp and then the perk will be useless
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Behaviour giving already niche survivor perks random downsides for no reason.
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Sadly it's been like that since Sadako release. My favorite combo, but I haven't been able to use it :)
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I don't think they solved the problem with Thana. It wasn't really that big of an issue on most killers. It was an issue on Legion and Plague (they even mentioned it in their dev post), but now the perk is only reliable on them, since they are the only ones that can reliably keep all survivors injured.
So they nerfed the perk for other killers without solving why people wanted it changed in the first place. So I'm not fully sure what the devs thought process were on this change.
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I'm fine with stacking regression perks, that's kind of whatever now that most of them have been toned down, but being able to stack Thana, Dying Light, Gift of Pain and Pentimento atm is making gens take forever and makes it extremely boring to play survivor.
Buff them so they're strong on their own, but unable to be stacked together. Strongest perk takes effect.
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I also have a lot of success running towards a window/dropped pallet, baiting that I'm about to vault and then DH as they swing to try and reach me.
Usually only works once per match though, but it sure is useful (:
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@JakeCannon said:
https://forum.deadbydaylight.com/en/discussion/comment/3099045#Comment_3099045
I literally watch the yellow bar on their survivor icon/name . Anytime they have endurance there's a small yellow bar next to their names . When it goes away there's no more bar
Thats the Deep Wound meter. That appears AFTER you've hit a survivor with Endurance. There is no way to see if a survivor is affected by Endurance until after you hit them and they go into Mend
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How do you know they have Endurance for 10-15 seconds? You don't think it could be a well timed Dead Hard? It gives Endurance for half a second. Otherwise it could be a Styptic Agent, Mettle of Man or if they've been hooked they could have 80 seconds of Endurance from Off the Record etc
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Well, I'll exclude Nurse cause obvious reasons.
It's either Bubba, cause there's a 90% chance they'll facecamp their first down and then get more kills with NOED or Trapper, cause they always use the traps that damage you for closing them + auto setup after 30 seconds add on
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It is kind of a weird decision, I agree. For me going from 200% to 100% seems like the nerf it needed. Only reason I can think of auto disabling is, if you've already got one kill then you're already in a really good spot and the 3 survivors will not have time to look for it, cause likely one will be on hook, one will be chased and one will go for the save and they don't have time to look for the totem? Not that it's a good reason, but the only thing I can think of.
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I personally think Corrupt nerf was fine and reasonable. I kind of wish it had just become basekit then with this nerf added to it, so killers get some help early game by default instead of increasing generator times.
Corrupt, as the devs said in the post, is mainly to help killers that need some extra time to set up (Trapper/Hag) and it still achieves that, while also helping other killers protect 3 generators while in their first chase. Still a strong perk, but just tuned down a bit to not make it too oppresive with all the small buffs that killer get.
Regarding Sabo and Botany, I don't really care about either.
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It's such a weird thing to add. It's like Technician where it just has an unnecesarry downside. Imagine if Enduring was something like you recover from pallet stuns faster, but you break pallets 20% slower.
Also who's gonna open a chest/cleanse or bless a totem while the killer is around? You do that stuff when the killer isn't near, so it's basically useless.
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Grab games doesn't really need to be a thing imo.
If you're in a situation where you're camping a survivor, it'll just end up as a hook trade, if grabbing were removed. Sure they'd get a free save, but they'd take a hit beforehand and go through the unhook animation and by that time you can just down the unhooker.
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@I_am_Negan said:
Well hopefully the changes to gen speed, kicking of gens(2.5%), pallets, walls, basic attacks and bloodlust.
Will encourage killers to stop relying on camping
https://us.v-cdn.net/6030815/uploads/DXB5O95G1CK5/loathsomeaccomplishedgiraffe-max-1mb.gif
Only time will tell.
I'm sure some killers won't feel the need to, I'm mostly talking about the killers whose gameplay is to get into a game and camp survivors aka Basement Bubba/Trapper/Hag. Also the best you get out of a free BT against a basic camping Killer is just a hook trade. Then you're just the one that's gonna end up camped instead.
Also a 5 second BT is not gonna stop a killer from singling you out, like the devs intended. They can wait 5 seconds and afterwards you're vulnerable to tunneling again. Despite receiving a double nerf, DS is still required to be run, if you wanna stand a chance against being tunneled.
I'm so frustrated cause I had hope for this update, the killer changes sound amazing, shorter cooldowns and longer gens by default, but survivors just get a budget BT, that's barely gonna make a difference against a killer than can count to 5 and that's it
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/3014413#Comment_3014413
We've tested a whole bunch of durations for them leading up to this, and often times they felt too long to be in the base kit. 5 seconds may not sound like much, but it can be a game changer. As long as you can reach a pallet in that time, it accomplishes the same thing. Alternatively, another Survivor can use this time to get in position and take a hit for you.
But this only really (weakly) addresses tunniling. Killers can easily count to 5 and if nothing is around, it won't help anyone. This also does not help against Basement Bubbas or other killers with strong camping powers. Killers got longer gen times, slower hit cooldown and faster breaking speed, meanwhile survivors get a 5 second basekit BT? We'd still have to run DS if we wanna avoid getting tunneled and Bubbas can still ruin the game for everyone by standing still in front of a hooked survivor. I was really hopeful there'd be some kind of punishment for killers staying around hook with no other survivors around to discourage camping. Survivors can still be easily singled out by killers, if the killers really want to. :/
Edit: The longer gen times are only helping camping killers
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Been playing almost nothing but Legion since the rework and I've never had an issue like that, you sure it isn't a connection issue?
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Probably did all the green glyphs, those give a lot of bloodpoints if you find multiple in one match. I think back when it was to find 5 (I think) I got a total of 16k bloodpoints in the green glyph category when I was done finding the 5th that round.
The more you find, the more bloodpoints you get.
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Been pretty instant for me since event start, even when I play with my friends it's pretty quick, where it usually takes a couple minutes
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/3004136#Comment_3004136
Unfortunately that is not the case.
Why do we have to have the challenge selected to contribute? Community challenges were just tracked by you guys back in the days and not through the Archives. Also not being able to contribute after finishing it, is just horrible design. Why set a limit to what each individual i nthe community can contribute? Just 2 really bad decisions that's going to punish your players. In 25 hours, we've only hit about 25% on the first community challenge!
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I wonder if I've gone against you??? I once had a killer say they were gonna report me 'just in case' in endgame chat
I don't have my profile fully private, but I have hours, achievements and friendlist private, because I know killers are going to see my 4k hours and dodge, or they'll see my achievements from 2017 and dodge or they'll check my friendslist to see if I'm in a SWF and dodge. I've also had my hours used against me like "x amount of hours and you play like that?" And I just don't wanna deal with it. I'm sure plenty of other people are privating their profiles for the same reason.
Also just as a warning. I can't remember when, but one time I read one of the devs say that they blacklist people who over excessively use the report button with empty claims. So, if you keep doing this, you won't be able to report someone who are openly cheating.
For hacking you also need video evidence that you have to send as a ticket on their website, otherwise nothing is gonna happen. The report button are mostly effective for endgame chat slurs, threats and such. I once reported a cheater, but only had screenshots of them flying above and under the ground and it apparently wasn't evidence enough, they want a full fledged video.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2994054#Comment_2994054
Heh, honestly. An event where you were less likely to score Shelter Woods, RPD, Cowshed, Swamp, and Badham would be a dream.
I was thinking more like it'll end up being a 'no indoor maps' week, since they're complained about a lot 🤣 I like your list as well
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One of the reasons why I haven't played much is basically because of the boosted map rates. Getting real tired of those 5 maps, especially since I've always disliked Coal Tower and Wreckers Yard, so it's been extra painful for me.
Instead of increased map rates, maybe next time you should let us vote for what maps we want less of? If you get exposed much of something you love, eventually you'll grow tired of it
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Thats kinda like saying survivors shouldn't be able to get hit while vaulting a pallet/window. It's cheap that they're locked into animation and can't dodge the Huntress hatchets or whatever other ranged attacks there are.
Without blinding killers in animation, flashlights will be completely useless. All you have to do to avoid getting double/triple blinded is to look up or down and they won't be able to. Try to track with sound while you're blinded.
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Myers has kind of a boring power and there's no worse feeling than when he gets 99% from someone else and then unloads on you. Literally getting punished for something out of your control.
Though, not like he's OP or anything (except for tombstone) just kind of vanilla and boring.
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Why are we making fun of people using map offerings now? I don't get it. Apparently survivors want easy games if they use an Coldwin, Badham, RPD, The Game (or any indoor map), Crotus Penn, Ormond and Eyrie of Crows offering. Now I'm also seeing someone is making fun about a SWF taking them to MacMillan?? Like, I rarely see people making fun of killers using map offerings that favor their killers, like Nurse or Blight on Autohaven, Wraith on indoor maps etc, so why is it so bad when survivors do it?
Besides there are probably many other reasons to use a map offering like, they like the map or they are tired of getting the same maps during this boost to the 'favorite' maps. Like, in one session I got Coal Tower 5 times in one session and just wanted a different map. Also she's playing a new survivor, and she's probably just trying to use the offerings before she prestiges.