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Cancan71

Cancan71

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Cancan71
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  • @ShrekTheThird69 said:

    Title

    We have no idea. The devs haven't mentioned the rift cosmetics coming into the store since the Archives were released, and with the backlash following to give event cosmetics to everyone they might have changed their minds. We just have to wait until the devs make an announcement on it in one way or another.

  • If after the event there are some event items in your bloodweb you can still get them even after the event. Once you finish the bloodweb though the event items won't appear anymore.

  • As far as I know, you can't separate the new Nea skin as it is part of a set. Sets require every part of the outfit to be worn and they can't be mixed and matched.

    If you are talking about performing a bug to separate the outfit, then unless it provides a gameplay advantage I can't see anyone bothering to report it. Though you should be wary anyways just to be safe. If there is a bug to separate the outfit the devs will probably patch it out in a future update.

  • I play on Switch and I wouldn't say that the queue times are bad, but I do play against the same people again and again. I would probably turn on crossplay to face a wider variety of players than the same names I see all the time.

    I do hope however that they do a big optimization patch for consoles, including finishing the memory leak problems. I won't hold my breath though.

  • Ptbs usually take 3 weeks to go live so my guess would be the 28th of July, since updates usually release on a Tuesday.

  • @Trwth said:

    I had a similar idea for Technician, but instead it blocks your own aura from being read.

    https://us.v-cdn.net/6030815/uploads/HV4V7IBBEVLU/81ef0c3d-4848-4425-9d76-c348b652f3f3.jpeg

    Technician is kind of a stealth perk, but it shouldn’t to the point where it completely removes information from the Killer.

    That is a good idea but the thing is there are so many things that block auras like lockers and certain perks. However they is no way to counter perks that change generator auras so I feel that my change would help give the perk its own unique identity instead of being another perk that blocks auras.

    Plus with my version killer's can still see your aura or deduce that you have Technician so they know that they have to keep an eye on you so i wouldn't say that it'll be too overpowered.

  • @NuclearBurrito said:

    If it doesn't effect other people working on the generator then there is no point pretending it helps with discordance. I'd let it work for other Survivors on the same generator.

    How it works is that Technician acts like you are not working on the gen. So if you and one other person are working one the same gen and you have Technician then it acts like one person is working on the gen. Therefore Discordance won't activate. If there is two people working on the gen without Technician then it activates Discordance. So it does help with countering Discordance when working with one other person but not with two or three, unless they all have Technician.

  • @GreenPufferFish said:

    i dont think technicain needs a buff it is very good for beggginers

    The thing is that it's really not? When you start the game the perk is locked behind Feng, so unless you randomly pick Feng as your first survivor you won't have access to this perk. By the time you do get access to this perk it's likely that you are already good enough at skill checks to not need it.

    Plus there are perks that are good for beginners as well as experienced players. Bond, Sprint Burst and Windows of Opportunity come to mind. Why should Technician be only good for new players while being near useless for experienced ones?

  • The plague has a limited amount of fountains where survivors can cleanse.

    If survivors cleanse at every single fountain, then they all become clean again to prevent the Plague make survivors sick with no way to cleanse themselves.

    In return, plague automatically gets corrupt purge when this happens. It can benefit you as you don't have to go to a fountain, but it also takes away all of your fountains, which can harm you later on.

    Ideally you would want to make sure that a few fountains are clean as plague so survivors don't cleanse all the fountains and make them clean again.

  • See ya. Hope you find something else that you enjoy playing.

  • Just to clarify, if you see a thread that says "closed" in general discussions it wasn't actually closed, it was moved to the PTB subforum. They haven't deleted any threads they are all still there in a different subforum.

  • @Dead_by_Gadfly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1426857#Comment_1426857

    Yeah 15 seconds isnt sognificant imo. The games that are close enough to be decided by 15 seconds are very few and far between. Most games its either killer wins with 1 or 2 gens left, or all the gens get done and 3 to 4 escape. Im not saying theres nothing in between theyre just more rare from my experience

    I personally disagree as 15 seconds is almost 20% of a generator which could mean the difference between them finishing it or interrupting then to pop the gen. Although I say we have to agree to disagree.

  • @Dead_by_Gadfly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1426797#Comment_1426797

    The tool box change was so miniscule. Run a commodius with a bnp and watch how quick you get half a gen done. It had more of an impact on brown toolboxes which are basically useless now, and they have to be used a littke smarter, but tge change is almost nothing overall.

    Their communication at times as absolutely atricious. Yes, its bullshit when people misquote them, that doesnt change how bad it is at times. That ruin notice was some of tge worst ive ever seen from a company. At least one i was actively giving my money to

    I disagree that the toolbox change was miniscule. Take a commodious toolbox for example. Looking at the wiki the commodious toolbox saved the same amount of time for a single generator pre and post change, around 10 seconds. However the new commodious only worked for half a gen, while the old one worked for two and a half gens. The old commodious would save around 25 seconds total when used fully, not taking into account add-ons. That's a difference of 15 seconds between pre and post nerf. In DBD 15 seconds can mean the difference between a win or lose. Of course whether that's significant for you is only decided by you.

    As for communication one problem is that they can be one sided when explaining a change. The Ruin and Doctor posts are viewed from a mainly survivor sided view, even though doctor got a massive buff overall. The hillbilly dev post wasn't bad in my opinion as they stated that they were mostly happy with his playstyle, but the problem there is that some people think they changed his playstyle too much. Now I don't want to talk about his overheat as I don't play Billy, but I do think that his add-ons are too weak at the current moment and that they need a buff. Of course it doesn't help that people love to overreact about the changes. It happened with Doctor, it happened with sabo and it's happening again.

  • @Dead_by_Gadfly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1426764#Comment_1426764

    Yeah months later and those changes had little to no impact on match speeds which means were still waiting for them to address the reason people ran it ultimately. We'll see what happens to tge beginning of tge match and how much differencd that makes

    And for the record i think ds and bt are mostly fine its just the principal of how they go about their communication and decision making

    Really? I thought that they did make some change. I even forgot about toolboxes, which were one of the big problems with the fast repair speed, were changed in the last few patches. Maybe the above two changes are minimal, but the toolbox change made a big impact in the total gen speed, in my opinion. Of course it's impossible to say without any hard data.

    Yeah I agree though their communication gets picked apart by the community. I remember when everyone was saying that doctor was nerfed because the dev post went on and on about how survivors found it hard to play against. Although I do feel sorry for them as I find that a lot of their communication gets quoted out of context which causes loads of misinformation. I remember when people got mad about them saying in an old dev stream that they were considering making slowdown perks not synergize, without hearing the next line about how they wanted to make them stronger individually. Or when they did that livestream about dedicated servers and all people got out of that was "LaTeNcY" memes for months. I don't agree with all their decisions but I do feel sorry for them when hey get misquoted all the time on the forums and reddit.

  • I remember Peanits has said before that they don't comment on feedback so they don't sway any opinions by accident. They usually make some sort of response in a few days though after all the feedback has been given.

  • @Dead_by_Gadfly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1426731#Comment_1426731

    The part of this that bothers me is you asked "why is it so frustrating to play against" and not "why do so many killers feel its necessary" and further, by that logic, why dont you ask "why is ds so frustrating to play against" or "why is bt so frustrating to play against?" I noticed you asked "why is Billy so frustrating to play against" though.

    Well they did ask "why do so many killers feel it's necessary". In the following patches they nerfed coop repair and great skill check bonuses while also balancing the more problematic maps towards killers. They have also said that they will do something to make the beginning of the game less frustrating for killers in their anniversary streams.

    It's fair to ask these questions about DS and BT but don't pretend they nerfed Ruin and left it at that.

  • It was one of multiple reasons, with other reasons being that it was too strong against new players but weak against experienced players, and that the unpredictable nature of skill checks meant that power of the perk varied dramatically game by game (though no buff to Autodidact yet...)

    I doubt they would change a perk based on usage alone. I remember them saying that Lithe was one of the most popular perks in the game but obviously that doesn't need nerfing. Perks usage change all the time even without directly changing them. Adrenaline isn't used as much as before because the meta back there was to rush gens while injured, which isn't done as often anymore. On the other hand, Play with your Food was considered useless a long while ago but became more popular due to streamers and new perks like Nemesis.

    I do think that some perks like DS could use a little tuning, but if they do change them I bet that the usage rate would be one of the lesser reasons why. There were a lot of reasons why Ruin was changed but people only really seem to remember the "80% usage in red ranks" one.

  • @VeNoM17 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1426415#Comment_1426415

    But the devs dont give a ######### anyway so what d lo green e does it make

    Whether the devs care about feedback or not is irrelevant. You asked why do they move the discussions and I answered it the best I can. I can't really say any more than that.

  • @VeNoM17 said:

    Who gives a #########?its the general discussion section it should be fine

    https://forum.deadbydaylight.com/en/discussion/comment/1426388#Comment_1426388

    The purpose of the PTB feedback section is so the devs have one area where they can read all the feedback from the PTB.

    If everyone starts posting in the general discussion section then it'll be mixed up with the posts not relating to the PTB. This could lead the devs missing some feedback about the PTB changes. There are a lot of posts in the general discussions section so it's easier for feedback to get buried several pages deep.

  • I don't see why waiting for the PTB is a bad thing. It showed us how the killer works now as well as a full list of add-ons to base our opinions on instead of having a knee jerk reaction to a single blog. There have been times where the forums overreacted to a change because of a single day on PTB or a dev post, for example doctor and sabotage. I still think it's best to not have a strong opinion on a change until you can play/watch it.

    With that said, I think the add-ons are under par, there's way too many meme add-ons like Mother's Helpers and add-ons that are useless on their own and only work when paired with a certain add-on or perk. They need to change some of them. As for the overheat I have no opinion on as I don't play Billy.

  • I got it done on the main menu where you pick survivor or killer. Double check to make sure that you have the code right.

  • If I had to guess, I say that it's because Billy's design is outdated compared to the rest of the killers.

    A lot of the newer killers either have limits to their power like cooldowns or lethality, are punished if they play badly or have to prepare their power before using it. Spirit and Nurse have great map pressure but have cooldowns to limit it. Legion, Deathslinger and Pyramid Head are punished if they miss with lengthy cooldowns to their attacks. Oni and Demo need to collect blood/place portals before they can utilize their power to their full effect.

    Meanwhile with Billy he has none of these drawbacks with his power. He has the greatest map pressure out of all killers with no cooldown to his chainsaw, which can also one-shot. He doesn't have a long cooldown if he misses his chainsaw, which can be further reduced with add-ons. He also gets his full power from the beginning of the game, so he can cause pressure from the get go. His power is a low skill floor high skill ceiling power that doesn't really punish players for making mistakes, so my guess is that the devs wanted to raise the skill floor a bit so that the killer is punished more for making multiple misses in a row.

    As for why they did it now was probably because of the add-on pass. The devs are bringing the chainsaw bros add-ons up to par so they probably thought that if they want to make any changes now to their base kits they should do it now so that their add-ons can reflect the new power without having to make any changes to them further down the line.

    I don't really play Billy so I don't have much opinion about the change but when I play survivor a good Billy is my favorite killer to go against, so I hope that the change won't affect the killer's skill ceiling too much. I won't have an opinion on the change until the PTB comes out so I can see how he performs.

  • @Peanits Can you clarify this for us if you're able? It would be greatly appreciated.

  • You should read the July developer update. It mentions changes to the servers and their tick rate.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1408933#Comment_1408933

    the reaction to that was justified and the perk was rightly deleted. most of the other massive outcry at all changes (remember when map reworks would kill the survivor community lol?) haven't really been once they get to playing with it. everyone claimed doc would be nerfed- he got buffed. people said freddy would be weak, he's one of the best. the only time the general outrage so far has been correct has been with nurse.

    Exactly my point. Most of the controversial things that were changed happened after they were in the game for a while. We don't want the devs to massively nerf things from PTB just because people complained about it. The last time that happened we got old Freddy.

  • @Peanits said:

    That's actually where they're uploaded, but here's the links if those aren't working for you.

    https://www.youtube.com/watch?v=IcB3fSRGZs8

    https://www.youtube.com/watch?v=HJK95Srk5WI

    Thanks for the quick response. What's weird though is that you can't see it on the official channel while using the app. I took a picture of the channel which shows that these two videos don't appear on the list of videos.

    Screenshot_20200703-194845.jpg


  • @Valor188917 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1405852#Comment_1405852

    If you wanna discourage killers from fast hooking like this by taking away their info then please do the same for survivors, if a killer instadowns a survivor with for example Haunted Grounds or myers gets T3 etc, survivors should not get a huge "YOURE EXPOSED" warning and figure it out themselves, that would in turn make survivors way less cocky after for example rescuing somebody from a hook because they'd not know if MYC is on them or not.

    The reason that survivors are notified about exposed is so everyone is on the same page. You and I know about Haunted Grounds but new players coming into the game would just get insta downed out of nowhere and have no idea what happened. That would just frustrate then and widen the already massive gap for new players getting into the game. The purpose of the exposed status effect is to notify survivors so they can act accordingly.

    Meanwhile, the obsession mechanic is supposed to signify which survivor you should keep in mind for your perks or add-ons, however some killers just use it as a signal of when they can tunnel or not, which is not it's intended purpose. If there was an forced obsession every game new killers wouldn't notice, it would only affect the killers who use it as a sign to tunnel, just like how the Pyramid Head change mainly affects tunnelers and campers. Its original purpose remains intact.

    Also balance shouldn't be approached as "we change one side, so now we have to change the other." Each side gets their own buffs and needs without having to do anything to the other side. We don't say that since Ruin was nerfed so survivors need a nerf or that maps were changed in favour of killers so killers need a nerf. Change can happen on one side without needing a change on the other.

  • @Valor188917 said:

    The survivor gets hooked on the OPPOSITE side of the map, how is that even actually tunneling, if the other survivors are neither on gens nor unhooking then the only thing for PH to do is look for the only objective which is the caged guy.

    There's no need for further nerfs to PH.

    If you don't want the freshly caged survivor to get tunneled go interact with the killer or with other objectives so he actually has something else to do.

    I think you misread my post. This isn't a discussion about the Pyramid Head change, this is about the obsession mechanic and how it encourages tunneling. I only talked about Pyramid Head to draw similarities to how the obsession mechanic encourages tunneling. I was looking at this mechanic from a general killer view, not a Pyramid Head view.

    Plus Pyramid Head would be the one killer unaffected by this proposed obsession change, as he can use his changes to avoid DS.

  • Just to add, if you're using Detective's Hunch with a green map then the totems are added to the map even if you don't have any add-ons to track killer belongings. This is my favorite combo ever time there's a totem challenge.

  • In the 4th anniversary stream they mentioned how they are looking to do crossplay, a huge graphics update and a new feature to fix the problems associated with the beginning of the game. I suggest you watch it yourself to see what they'll be doing.

  • @mottigedel said:

    https://forum.deadbydaylight.com/en/discussion/comment/1387301#Comment_1387301

    that's including the bug where you sometimes don't see the perks from other survivors (or yoruself) and/or killer after the match

    That's an old bug though. This new bug has only occured today, after I downloaded the new patch.

  • @KingFrost said:

    It seems you get a bonus now even if you didn't offer the cake, though? Seems they still don't stack, though.

    I didn't see a bonus though. Everything seems the same for me bloodpoints wise.

    I did see something new though! The update added a bug where it unequips your killer add-ons even if you have multiple of them. Hooray!

  • Just tested it out, the cakes still don't stack.

    Also a picture for those curious.

    15931169179761143298335248397817.jpg

    Edit: I just remembered that my game crashed last night while playing. Maybe it was a patch to fix that.

  • @mottigedel said:

    try it out and report back?

    I'm playing right now and I don't notice anything. I'll keep an eye out if they fixed the cakes or not.

  • Just to add, last game I healed 3 survivors (1 coop, 1 full and 1 half) and only got 2 stacks of Autodidact. Maybe I'll keep a record of my games with Autodidact in this comment.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1364436#Comment_1364436

    1, itll work on demand , 2 itll be slowed almost none by anti heal which makes it even more powerful than we'll make it in that regard, plus this perk could easily stack faster through rng and running spine chill for extra skill checks , all you've done is make a garuntee. It could always get more..so in theory it could stack up nearly instantly and basically provide near insta heals all game..doesnt sound like a perk I'd enjoy facing ngl

    Read my post again, I said that the timer resets if you get a skill check. It's not a bonus skill check if you already got several, it's a failsafe in case you get unlucky and don't get any. This change only guarantees one skill check per heal, the others you still rely on RNG.

    Also, have you tried playing with Autodidact? You get on average about 2 skill checks per heal so you would need about three heals to get the full effect. There's no way you could get all the stacks instantly as you claim. It works on demand yes but you need to build it up and it actively harms you in the early game. And you know what other perk counters slow heal perks? We'll Make It.

    All I'm suggesting is to make the perk consistent. This change would help you if you were unlucky and does nothing if you're lucky. Imagine if Pop Goes the Weasel just didn't activate at random hooks people would be upset, so why do we leave Autodidact in a similar state.

  • @immortalls96 said:

    Autodidact is a dangerous perk..consistancy could make it way too powerful

    Let's compare Autodidact to We'll Make It. We'll Make It has an easier condition, is active for a long time and has no penalty attached to it. Autodidact requires five skill checks, which is easier said than done, only reaches full power late into the match and punishes you for your first two skill checks. Even if you do get 5 stacks Autodidact saves 8 seconds, which is the same as We'll Make It. My change doesn't even buff it a lot, all it does is make sure that you can use the perk's full power and not get cheated out of it just because of RNG. And before you say it, you can't combine Autodidact and We'll Make It because Autodidact works best if the heal is long, which We'll Make It does the opposite.

    Even with the change above, how could you say that Autodidact is a stronger perk than We'll Make It? If Autodidact is weaker than We'll Make It, then it not overpowered.

  • @DrDeepwound said:

    https://forum.deadbydaylight.com/en/discussion/comment/1359341#Comment_1359341

    Oh I never said devs dont care, I simply saw you say you barely got a few hours rest between shifts, and thats not right. Thats why labor laws exist, in the USA that is illegal.

    UK labor law states 11 hours between shifts, USA is 8 hours.

    As he said, it's their volunteer hours. As I believe, Mandy works as a mod on the forums and probably is one of the people looking at the feedback or bug reports and judging by their earlier comment he lives in the UK, which is far away from Canada where BHVR is located. They probably decided to do that on their own.

    BHVR is actually pretty good when it comes to treating their employees that work in their offices as far as I know. For example they don't allow crunch time in their offices, a problem that plagues many other game studios.

  • Someone else made a post about how this happens if you press ready to start on Xbox. I'm on Switch and all my loadouts were saved so this might be a problem exclusive to Xbox.

  • @GodDamn_Angela said:

    The "nerf" to Blood Pact just makes sense. It was, and would be, completely busted if you could tap heal for haste (for both players) every 8 seconds with no cool down.

    Yeah but I feel a better way would have been to put a cooldown on the perk when you got the haste. This change just ruins a lot of the value this perk had of quickly getting away from the killer after being interrupted.

  • @GodDamn_Angela said:

    https://forum.deadbydaylight.com/en/discussion/comment/1356210#Comment_1356210

    Exploited? Never. 🤭

    "Its a feature of the perk. Its intended and is totally balanced."

    Well I thought the purpose of the haste was that if you were interrupted while healing you could get away using the haste. With this change though the haste becomes less useful.

    I know it could be abused but you could prevent this by putting a small cooldown on the haste to prevent survivors tapping the survivor multiple times to get the haste. Instead they just made it worse overall, which is a shame as I was looking forward to this perk.

  • @csandman1977 said:

    Does it consider for the people as a full heal?

    I don't know but it doesn't for Second Wind so I wouldn't bet on it.

  • @supersonic853 said:

    I mean spam tapping the survivor to get the speed boost was kinda annoying.

    Yeah I can get that but they could have put a 20/30 second cooldown on the perk to prevent abuse of the haste. Instead the way they went about it severely weakens the perk.

  • @Peanits If you could tell me the reason behind this nerf I would appreciate it.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1356082#Comment_1356082

    Eh that sucks. I still think it's a good perk since 10 seconds is a good amount of time for a status as strong as Haste.

    The nature of haste is such that it's still useful even if the Killer never actually shows up too.

    Yeah but what sucks is that before if the killer interrupts your heal you could use the haste to get away to safety. Now you can't do that as reliably as you need to finish the heal just as the killer is coming towards you to have the same effect.

    I was looking forward to using this perk but now I'm not as excited. I guess this is how people felt about Gearhead in the last chapter.

  • You should also add that Blood Pact got nerfed as the haste now only activates if you complete a full heal. This severely weakens the perk from its PTB state.

  • It should be an hour after the update releases so around 5:00pm GMT.

  • I'm glad that they are buffing the perks after release. I wanted Forced Penance to apply Oblivious but at least it isn't useless anymore.

    Trails of Torment though is still bad as it highlights the gen.

  • All For You:

    If the obsession is about to be sacrificed on the hook the perk activates. You trade places with the obsession, putting you on the hook and the obsession where you were previously located.

    Being put on a hook at any time deactivates the perk.

  • Well I think the first LGBT character will be revealed in a tome so I'll remove all characters that had a tome thus far.

    The killers rumored to be in the next tome are Wraith and Hag but I don't imagine them being LGBT, Wraith has been shipped with Nurse and Hag's backstory is about being eaten alive so I don't think it will fit in her tome.

    So I'm going to guess one of the survivors. Therefore I'll guess Jake. I have no real reason for it tbh but he's an original character so therefore he's more likely to appear in a near future tome.

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