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CakeDuty

CakeDuty

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CakeDuty
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  • I already feel like Badham is in need of another *minor* graphical update. Looking at how detailed Haddonfields and Thompson House' Houses are, with rooms full of furniture and such, makes it look like people actually lived there. Badham is already looking a bit outdated with houses that only have a single couch or bed and the rest of the 'furniture' are just pallets and lockers.

  • Boon: Indestructible: You don't bleed or make any injury noise while within the boon. The effects persists for 2/3/4 seconds after leaving the area. Pair it up with Shadow Step for the ultimate sneaky build.

    Boon: Iron Strength: Recover from status effects 50% faster. Recover from the Exhaustion status effect at 50% of the usual speed while running. The effects persists for 2/3/4 seconds after leaving the area.

    Since having Boons affecting gen speeds is a big no-no, I just thought of these two possible effects that wouldn't be game breaking, but still very strong.

  • I just think survivor challenges need a big overhaul in general. Most of them encourage a bad playstyle (Hide within 10m of a killer), to make dumb decisions, to compete against your fellow survivors (Unhooks/totems screwing over Boon users), have stupid completion conditions (unhook someone who already unhooked you) or are generally just boring and grindy (complete x amount of gens alone or with coop).

    Killers sometimes have to go a little bit out of their way to get challenges done, but still can get it through normal gameplay. Meanwhile survivors, most of the time, have to ignore the main objective to get them done and will be a liability to their team.

  • @Crowman said:

    It was removed because the ease of applying it. Exhaustion addons are both short duration and limited in how often you can realistically apply it.

    I know people don't like Dead Hard and Dead Hard being too strong is a separate issue. But they devs clearly don't want addons or perks that completely shut down exhaustion perks as a whole. Which is what the old exhaustion bottles did and even if they got nerfed to be 5 second duration, they would still create no real opening for a survivor to use any exhaustion perk (aside Sprint Burst) during the chase against clown.

    And idk why people are acting like the change was made to for dead hard when the removal was before dead hard validation.

    Yeah it's weird. Unlike GF and Huntress where people have a bit of downtime to walk to try and restore those 5 seconds Exhaustion, survivors wouldn't really have the some possibility against Clown.

    A Clown should preferably use multiple bottles during a chase and it's not like it's hard to get survivors inside the gas. So even if they somehow manage to recover, theyll get gassed again shortly after, rendering every other exhaustion perk but Sprint Burst useless against him. Meanwhile GF and Huntress are basically a one time use per chase.

  • Aw man, survivors can complete 25% of a gen super fast? If only killers had a perk that could remove 25% of a generators progress :/ it'd be cool if there were 2 perks you could combine that could remove 40% of progress from something as simple as... maybe hooking a survivor or something?


    Also BNPs have been bugged for a while and don't even work. Only the first skillcheck seems to give progress

    1. Nurse, mostly because most of the Nurse players I meet play Nurse, play like their family is going to die if they don't get a 4k. Also after her being deactivated for those 2 months, I've come to realize how much more I enjoyed DbD, when she was gone.
    2. Bubba, because most of them just camp and the way to counter his power is just to predrop pallets, where I usually like being greedy
    3. Trickster, because his power is probably the most boring in the whole game imo. Either you find a jungle gym/high wall loop where he can barely get a hit on you or you use a low wall loop/window and he'll hit you no matter what. Can't dodge 44 knives.
  • @Souplet said:

    Funny coming from a survivor

    In my experience, 90+% of the matches where i 4k, nobody says a thing

    Funny enough, 90+% of the matches where i 0k i got "ggs"

    Go figure :)

    @remoirel said:

    https://forum.deadbydaylight.com/en/discussion/comment/2976071#Comment_2976071

    thats just how it works in my experience

    Survivors only say GG if they 4 escape and Killers only say it if they 4k

    funniest ones to me is when a survivor gives up on hook or dcs at the start so everyone else gives up too and the killer will say GG lol

    Because most likely the 3 survivors who died first moved on to the next game vs 4 survivors escaping at the same time? It's obvious that there'll be a difference in the amount of people saying 'gg' in these two scenarios.

    When I die as the first or second survivor in solo queue, I don't stick around to see how my team does. If I'm the third to die, it's a 50/50 if I wanna see how the final survivor does. If I'm the last survivor I always say gg unless the killer played like a prick or tried to get a reaction out of people, then I just leave.

    I just see it as good sportsmanship to say gg if I stick around to the end of the game, I don't expect others to say it back and I definitely won't get mad if they don't. Even in killer matches where I get rekt, I still say gg, even if I feel it was the opposite.

  • @Clockwork_Enigma said:

    https://forum.deadbydaylight.com/en/discussion/comment/2973526#Comment_2973526

    That's what I was worried about. It does give a free hook state for the Killer if they do decide to camp. The original 30/35/40 seconds might still be good, but I do feel if that remains the same, the aura reading of the perk should be increased or changed.

    There are two additional ideas I had in the event that we instead keep the original 30/35/40 seconds and change the aura reading:

    • The aura reading duration could be increased from 5 seconds to 8 seconds.
    • Or the aura reading is now based on how close to a Generator a Survivor is, with a lingering aura duration of 3 seconds when they leave that range. The approximate range would be 8 meters.

    Would these sound better?

    I definitely think 40 seconds + 8 seconds of aura reading on everyone sounds fair. Discourages camping by giving you knowledge where everyone is and avoids the situation where the Obsession is the last hooked.

  • I don't think it's a good idea with a 60 seconds generator block. That's just a free hookstate the killer can camp, and survivors can't do anything about it. Otherwise I really like the rework idea! :)

  • In the beginning I was naive tried to take it easy as survivor, using an anniversary cake, bloodpoint perks instead of stuff like BT and DS and ended up getting tunneled and/or camped 4 games in a row and another game had a Nurse 4 man slug at 5 gens left when 2 party streamers and an anniversary cake was used. So these survivors probably encountered something alike

    Besides farming is boring.

  • I don't think you can buff the perk to 3%, because that means that + Hope/Blood Pact will make you the same speed as 110% killers. I already once had a game with Dark Theory, Hope and Blood Pact all active against a Hag and she just couldn't catch my buddy and I. We'd hug loops (with no pallets) so tight, we'd create distance on her and if she placed a trap we'd just run around a different loop. It was kind of surreal, but at least we sacrificed 3 perk slots to be able to do that in an endgame.

    It needs a secondary effect instead, like also making vault speeds 10% faster or something, but movement speed is not something that should be touched.

  • @[Deleted User] said:

    I'm guessing no, but can you lock a locker while another survivor is in there?

    No

  • I'm so excited for this change!

    As someone who has all survivors P3 lvl 50 and most killr P3 lvl 50, it means I only have to level up the new killer and survivor at each release.

    Also it only takes about 4 million to get a character to P3 so unlocking all survivor perks to P3 are gonna be so much faster compared to now where it takes about 15 million bp to unlock all perks on a single character.

  • It's tough to choose between the new prestige system or the 40+ perk changes.

    As someone with all survivors P3 lvl 50, and most killers P3 lvl 50, all I have to do is lvl up the new survivor and killer at each release, which makes the grind almost non existant for me (about 5 million bp for each).

    Tho I'm also hyped for the meta shake up, genuinely the first time I've actually been excited for the future of DbD for a long time. If they really can make gens take a bit longer and give means to counter camping and tunneling without need of bringing perks, then I can finally play both roles again without feeling like I have to bring slowdown/second chance perks to stand a chance.

    In the end I'm gonna have to go with meta shake up, the thought of not feeling forced to run certain perks to counter dumb strategies is just amazing.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2957844#Comment_2957844

    I think my number was wrong. Maybe it was top 20 or 30 perks? I Can't remember now.

    How I understood it as they are looking at the top used perks and changing them to mix things up. My assumption from that is they want to encourage people to start using less popular perks and the way to do that is to change how the most used perks function (that did worry me because some of the most used are far from OP). Maybe I misunderstood what there were getting at.

    image.png

    The way I understand it is that they're changing 40 perks, where the meta perks are included. Since we don't really have 40 meta perks in the game, they'd have to be changing some of the lesser used perks as well.

    I imagine it's gonna be something like they change Ruin but also change Insidious. One of the best killer perks and one of the worst to even them out and make both equal and viable.

  • @DangerScouse said:

    Genuine question. Do people really think bbq is so "meta" for the BP?

    Personally I think it's mainly for the aura reading ability.

    I'm surprised whenever I see people write they don't care about the aura reading part or they only use BBQ for the double bp. Like I use the perk for the aura reading and with the double BP as a bonus. It's always nice to know where to go after hooking someone.

    Though, they did say there were gonna look at why these meta perks were being used this much and make some changes to the base game. I could easily see them making BBQ basekit, since one of their goals is to encourage killers to camp and tunnel less and BBQ is perfect at that.

  • @[Deleted User] said:

    I don't have an issue with them wanting to change up the meta but I'm not too keen on the way they are doing it. Just saying "Oh let's take the top 50 perks and change them" Just because they are in the top 50 doesn't mean they are meta, some are far from it. So what exactly will they change about them those perks?

    I doubt they're nerfing all of the perks. I'm sure it goes both ways, they're gonna change the meta perks and buff some of the weak perks, that never get picked. Meanwhile making some adjustments to the base game.

  • Yeah, I was waiting for some kind of news about that. Was what I was mostly waiting for :/

  • Regarding perk overhaul, they said they are aiming for it to be this summer, but might change.

    image.png

    So I guess it counts as kind of an ETA?

  • Proud of you Meg

  • An "No Exhaustion Weekend" sounds interesting, but the "No Meta" test is just an invitation for killers to tunnel and camp with no repercussions. Killers have plenty of other slowdown perks (tho they're not as effective), but survivors don't have any other way to counter tunneling and camping.

  • Mandy said in another post that so much work was put onto GF, Legion and Haddonfield, that they didn't have time for perk changes and such. So I'm gonna assume that's the reason they didn't do anything for Artist.

  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/comment/2886371#Comment_2886371

    Don't call that a lack of skill, call that a lack of training.

    Also, "God" Nurses are a legend, they don't exist. The Nurse will try to guess what you'll do based on what you have already done in that match and on what the thousands of survivors he has versed did in your place. If he guesses right and you don't react fast enough, you are toast. If he guesses wrong you get to live a bit more.

    If you get consistently downed, it's a "you" problem.

    You know who gives me the most trouble (as a Nurse main)?

    • Very experienced survivors who have versed Nurse enough to know her many weak points.
    • Very inexperienced survivors who are moving like headless chicken.
    • Other Nurse mains.

    Or of course you can start playing her, get your a** handed to you when you pass a certain MMR threshold and learn from them how to play against a Nurse and improve both your Nurse and survivor plays.

    I love to see how much this has pissed you off and just has lead to you insulting my lack of skills :) I've played plenty of Nurse myself and played both killer and survivor consistently since early 2017.

    I just stated that she breaks everything DbD is and that's just a fact. A good Nurse with meta perks and strong add on can consistently down survivors fast in a chase cause there's nothing they can do against her. Pallets don't work, windows don't work and walls don't work.

    Anyways, you can't change my opinion and I can't change yours and I respect we have different views on her and I'll leave it at that.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/2886371#Comment_2886371

    And here we have an example for too high standards/wrong expectations in DBD.

    "Completely counter her and her power" should never be a thing in the first place for any killer un this game.

    It's still a 4vs1 and when one of the 4 is able to completely counter the 1 then something is broken. (Nowadays still most often the, due to long queue times, deactivated matchmaking)

    Sounds as unbalanced as wanting to get consistent 4k just because of character or perk selection.

    Yeah, I put it the wrong way, apologies. Of course there should never be a way to consistently counter something in DbD. English isn't my first language, so I didn't see my mistake.

    But Nurse is a clear representation of killers created back in 2016, she would've never been released in her current state of DbD and she is holding killers back from reaching their maximum potential, because every general killer buff or killer perk buff, the devs will always have in mind 'how strong will this be on Nurse?'

  • @MigrantTheGreat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2885524#Comment_2885524

    You say that a nurse running good add-ons meta perks and is solid with her wants easy 4k's yet you suicide against her.

    Have you considered that maybe the games balance pushes killers towards that?

    You say that she isn't DBD and has no counterplay! Have you tried changing your play style like your suppose to in a pvp game?

    Not trying to bust your chops, but your comment is literally justifying giving up because "You" lack skill

    Please do share with me how you consistently win against a good Nurse running all the strongest perks in the game! The one killer that ignores everything that survivors have to defend themselves! I'd like to hear about that one playstyle that completely counters her and her power, cause my 'lack of skill' sure can't figure it out. :)

  • I think it depends on what kind of Nurse it is.

    I personally find an average Nurse fun to go against, but a good Nurse with good add ons slowdown perks and I give up immediately, they clearly just want an easy 4k, so I'll just give it to her and get to the next game, cause survivors aren't going to stand a chance or have any fun. She is the one killer that breaks everything DbD is. Pallets? Useless. Windows? Useless. Walls? She ignores those as well. There's nothing you can do against a good Nurse.

    So I assume that's why most people just wanna die and go to the next game.

  • I know that? Chime isn't the blue screen efffect. It's the sound that the Boon lets out, which is pretty easy to track

  • Hexes cover the whole map and don't make a loud noise that's easily trackable, take 14 seconds to be cleansed by default

    Boons take 14 seconds to set up by default, has a 24m radius, let out a chime so it's easy to track and takes a second to snuff

    Boons aren't a problem. Circle of Healing is.

  • Not sure what you mean by the killer having to be nearby to give value to survivors?

    Sure Shadowstep removes scratchmarks, but also removes aura reading so perks like BBQ and Nurse's Calling can't be used

    Exponential benefits from killer leaving you and not nearby to pick you up

    Your CoH idea is interesting tho, not sure if I fully agree with it, but I can see both good and bad things about it

  • It's all fun and games until Bubba/Billy pick up a speed limiter 😂

  • Well, someones mad that the Pig scored a hockey goal smh

  • Just don't go for the survivor that's seeking your attention? If you're chasing someone and they're following you around, trying to get your attention, then they're not doing gens and wasting time.

  • @ukenicky said:

    Once DH finally gets nerfed what are we going to complain about to get nerfed next?

    Sprint Burst. I'd rather see 4 DHs in my game than 4 SBs. If DH gets nerfed so hard it becomes non meta and everyone changes to SB, killers will realize how easy they've got it now.

  • @randonly said:

    https://forum.deadbydaylight.com/en/discussion/comment/2853379#Comment_2853379

    I agree with everything. There were better ways to nerf the keys than by changing the hatch mechanics.

    And if the CoH gets more nerf in healing % and not overall totem blessing time, I think few will use the other booms (except in purely niche and situational builds), self-care, medical kits and botanical knowledge will return = more time spent on gens

    Nothing felt better as survivor than when 1/2 of your teammates had died and you happen to find a key from a chest, which let you and the other survivor escape through hatch (if enough gens had been done). Kinda miss that feeling of defeat and then randomly finding a key in a chest being a glimmer of hope.

    Though I understand the hatch nerf, I just don't understand why they'd remove it for when all 5 gens had been done. I get multiple survivors escaping through hatch with gens still left feeling unfair for killer, but if all 5 gens has been done, surely it's fair if survivors wanted to look for hatch, instead of going for gates.

  • It's just hard to please DbD players sometimes.

    First survivors do gens too efficiently, so the devs nerf healing speed, which created the no healing meta + Adrenaline meta, which killers complained about, survivors needed more objectives and spend time healing and such. So the devs release boons, which encourage survivors to spend time off gens to set up boons and heal, but now suddenly that's also a problem, when survivors have been told to 'do bones' for ages.

    Same comes to pallets. First it's boring the survivors hide, so they make tracking killers/perks, then looping becomes meta and 'boring cause it's not fun running in circles', so came a bunch of anti loop killers and now the current meta is drop early and hold W.

    Killers complain about the current meta, devs release perks/killers to help with the meta, survivors adept and suddenly the new meta is complained about.

  • @Exxodus21 said:

    https://forum.deadbydaylight.com/en/discussion/314160/the-nurse-needs-a-rework

    I agree but only for the fact that BHVR says they have to scrap a lot of good ideas because they'd be far too powerful on Nurse.

    I've been thinking she should only be able to blink through vaults and survivors but not walls, floors, or other objects. They could get rid of or reduce her massive fatigue and give her a movement speed buff.

    Yeah, it's the same reason they changed Ruin in the first place. Whenever they made a slowdown perk, they had to keep Ruin in mind and see if that perk and Ruin would be too strong a combo.

    Now they're having the same issue, just with a whole killer. It's sad they're gonna have to hold back on good killer perks, because they'll be good on average killers but OP on Nurse.

    Other than that, I just don't think a killer that ignores survivors only source of defense (pallets and windows) is healthy for the game in the long run, and I'm surprised she still exists. She's a relic of 2016, cause there is no chance they would've released her in the current state of DbD.

  • I wouldn't say survivors are supposed to be 'normal humans', they can run nonstop without needing to catch their breath, they all somehow know how to repair generators (I guess you kinda learn to do that after a while), most of them have perks of seeing auras and other 'psychic' stuff. Also lets not forget that they can be hit by a chainsaw, put on a meathook and then get better by having their back rubbed.

  • @IrishKHGamingTTV said:

    im questioning on who found out that it crashes the game... who even uses the perk lol

    I think I was one of the first tho @GoodBoyKaru made a bug report before I was able to.

    I had a daily to open the gate as Nancy and chose Wake Up, after 3 killers in a row DC'ing at exactly 95% gate progress, I began getting suspicious of something being wrong with the perk.

  • I guess that's just the risk of Hex: Pentimento. Some perks are used to counter each other, like Remember Me and Wake Up. Or like when you wanna use a healing build or bring a medkit, then go against Plague.

  • I thought I was just going against super salty killers and they could enjoy their DC penalty, when in reality I was the one handing out DC penalties to them.

  • After some testing I did with a friend in KYF.

    Wake Up users has to be opening the game, doesn't matter if it's due to all gens being done or hatch has been closed. Once the gate reaches 95%, then the game will crash and close on the killers end.

  • Can confirm Wake Up is crashing killer games. At first I thought killers were DCing on me, but after 3 different killers in a row that DC'd at exactly 95% progress, I don't think it's a coincidence.

  • I just find it funny how people complain about the survivor meta being boring and stale, and then when a decent perk (that can't compete with current meta anyway) gets released or a bad perk gets a decent buff, people flood to the forum to complain about it. "This perk is broken, SWF is gonna abuse it!", only for the perk to get use for like a week and then people switch back to the meta.

    Happened to Lucky Break, Any Means Necesarry, For the People, Soul Guard, Built to Last, Power Struggle, Fast Track, Counterforce, Boon: Exponential and now Boil Over.

  • @ElmosPayPig said:

    https://forum.deadbydaylight.com/en/discussion/comment/2735318#Comment_2735318

    Both are ######### perks that got changes.

    Boil over got turned into a useable good perk, while coup isn't even what it use to be in its original ptb(100%).

    @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/2735336#Comment_2735336

    They're both being updated at the same time. I'd say looking at the difference in how this update is handled is a valid one.

    Buckle Up got a buff and is still completely useless, but Dead Man Switch got a buff that's making it actually good and worthwhile running.

    See what I did there? Compared two perks that got nothing in common, except they got changed in the same patch.

    People are totally overreaction with Boil Over. Just like they did with Soul Guard, Any Means Necesarry, For the People, Built to Last and any other perk that was considered "OP" and "Abuseable" before release. It's still a niche perk that no one is going to choose over COH, DH, BT or any other meta perk.

  • Yeah, I was wondering how much faster you're wiggling if you keep hitting great.

  • It sounds amazing being able to tell what your teammates are doing. Really hope they add this.

    Though I'm wondering if there'll be an icon for people attempting to save another survivor. Like what would the requirements be? Running towards a hooked survivor? Be within 10m of range?

    Knowing if someone is going for the save is probably the strongest asset SWF have and solos lack (without Kindred). Knowing who's repairing a generator or healing isn't quite as important.

  • Because headpops should be rare and the traps should just be for slowing down the game? Traps aren't meant to kill survivors, they can but only if survivors are unlucky or just don't try to get them off. They're meant as a passive to slow down the game.

    Tombstone piece is already a much hated add on on Myers, that people are asking to get changed. Nobody likes to die to that nor head traps.

  • As killer I tend to get put against newer survivors, despite quite oftenly 3/4k'ing.

    As survivor (I play solo 90% of the time lately) I tend to get total newbies on my team with barely any perks, meanwhile the killer is full on sweat meta. I'd say my survivor MMR should be high as well, but after suffering through these matches, I wouldn't be surprised my MMR has dropped to the gutter. Yesterday I played for about 5 hours and probably only managed to escape twice, cause the killer knows to ignore me and go for the weaker links, then I'll just drop eventually.

  • Anybody remember when Behaviour did weekly streams? I do. :(

    Heck I'd even take once a month streams, if it just meant they could share more news regarding future changes and updates.

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