Cancan71
Cancan71
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@Joao_Bandicoot said:
Killers simply can't be that great at keeping track of time, multiple hooks can have variable time (sabotaged in different times) multiple Survivors can have their own DS times.
All while the other side can have voice chat so the work of keeping track of time could be distributed and shared throughout the match.
If one side is balanced towards low skill level, why the other has to be balanced towards high skill level ? Either find a middle ground or change one way to fit the other, preferably all high skill level, but that's just my opinion.
You do raise a good point but I think they are some key differences between DS and hooks. First sabo is shorter obviously, so it's easier to keep track of then DS. Second is that wiggling takes 16 seconds at base, so if you miscount your broken hook you have a bit of wiggle room (pun intended). If you miscount DS by even a second though you face a much heavier punishment.
You are right that it might be difficult for a killer to keep track. It might be too stressful for lower ranked killers who don't have much in way of game sense.
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@HellDescent said:
It has no counterplay since it's possible to just sabo the hook during killer pick up animation. You can't hook a survivor if you don't have hooks, which is one of your primary objectives. On azarov's resting place for example there is usually only 1 hook in a middle of a map. They also did a massive nerf to killer by increasing hook distance recently. I can see now why they did it early. Perks like breakout will make it even worse. It's also a huge nerf to perks like pgtw.
Sorry if I'm just forgetting something, but which patch did they increase the hook distance? I've read all the patch notes when they came out and I don't remember reading about increased hook distance.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1110693#Comment_1110693
That is part of my meme build, and there is a reason I call it a meme build. :P
My issue is when a Killer manages to reach the hook in time, hit the sabotaging Survivor, but before the Killer can recover and hit them again, the hook gets broken. I don't see why a Survivor that can't sabotage a hook before the Killer successfully attacks them should be allowed to finish the sabotage.
I agree with that part also. If you fail to sabo a hook before the killer hits you you shouldn't be able to sabo it during the attack cool down.
Also, does anyone know how long a successful attack cool down is? I tried to look it up but I couldn't find anything.
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@kcwolf1975 said:
What do you think about mad grit+agitation as a counter?
I do think it's a great counter and very fun to boot. However I do understand that not all killers want to feel like they have to run these perks so I would only classify it as a soft counter.
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@Exerlin said:
https://forum.deadbydaylight.com/en/discussion/comment/1104626#Comment_1104626
I checked, and none of them have been changed in any way.
Shame, they're probably being changed in the next update then. Thanks though.
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@Exerlin said:
Also, I completely forgot to post this little bit of information. He has a slightly lower speed and terror radius than normal killers.
Can you check the following perks for me?
Slippery Meat
Small Game
Vigil
Any Means Necessary
Technician
Cruel Limits
I would do it myself but I play on Switch so I can't access the PTB. Thanks in advance.
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Well that means we're probably getting bunny Feng soon.
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Well put. After being on the forums for the few weeks after the Ruin rework it seems like quite a few people take the things the devs do as a personal attack to them. So when something they like gets change they blame the devs and say that they're "biased" against the side that they main, while ignoring all the changes that have helped them or will help them in the near future.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1043127#Comment_1043127
I mean, let's just take a scenario where I slap that bad boy on with We'll Make It.
I unhook a guy, I start healing them. I get a guaranteed skill check, that instantly finishes half the heal. Because I'm healing twice as fast with We'll Make It, I get that remaining half done in only 4 seconds.
That'd be pretty nutty if you could do it every time.
You would be running two perks just for healing though, and with how fast We'll Make it is, adding Autodidact to it would only result in diminishing returns.
Plus the effect is not what's wrong with Autodidact, it's the perk's reliability. If you heal someone and no skill checks pop up then you just wasted a perk slot that could have been used for Botany Knowledge or another healing perk. Plus you need 5 skill checks to get the full effect of Autodidact, which is a lot for an action that only takes 16 seconds.
Plus Autodidact harms you in the early game. It only has a positive effect when you reach 5 tokens due to the healing penalty the perk has at the start. So if you don't reach 5 tokens you actively hurt your team.
I'm just saying that a perk that's not reliable in the slightest isn't a well designed perk and it should be updated to reflect the current status of the game. If the effect gets nerfed so the perk is more reliable I would be okay with that. That's one of the reasons why ruin was changed.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1030064#Comment_1030064
That's rediculous...there is not 1 useless survivor perk...every perk can stack to decent effect
Up the ante, slippery meat to name 2 since Deliverance exists.
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Buffing perks helps both sides. It one of the new buffed perks makes it into the meta it will relieve the boredom of facing DH/DS/BT etc.
Plus you're forgetting that many killer perks have been buffed in recent patches. Pop and Infectious Fright come to mind. I'll be interested in seeing how Cruel Limits will work with the new update.
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Thanks for all your work. It's nice to have an accurate transcript of the Q&A because I've seen too many people misinterprete or freak out against one change while failing to consider the Q&A as a whole.
Edit: Ignore the tag @Fibijean I was mistaken. Also does anyone know how to remove tags because I don't.
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@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/1027419#Comment_1027419
The fact that they did not include the monstrous shrine really shows that they don't play or care about killers
Peanits said in another thread that they're looking at Monstrous Shrine but it requires more work than other perks because just increasing the numbers would make basement camping more obnoxious, so it would need an entire rework.
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I think that designing maps for Huntress in mind is difficult because while she benefits from being able to see survivors on loops, all other killers benefit from line of sight blockers such as walls so that they can mind game survivors. This puts the Huntress in an weird position because situations that benefit her hinder other killers.
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@Bravo0413 said:
https://forum.deadbydaylight.com/en/discussion/comment/1020965#Comment_1020965
I think the pallet teleport wasnt recorded.. I may be mistaking but pretty sure it came into the game and then became a feature for 6-7 months
You mean the pallet vacuum? I wasn't around back then so I wouldn't know. I remember something about how it was added to prevent players being stuck in pallets but I don't know how true that is.
Anyways that was fixed around the Clown's release I think and I didn't hear anything being added into the game secretly since then.
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@HellDescent said:
https://forum.deadbydaylight.com/en/discussion/comment/1020887#Comment_1020887
If it is a bug, shouldn't it be listed in known issues? Or at least acknowledged by a mod? I haven't seen them make any statements regarding the issue. According to them there are currently only 2 bugs in the game, otherwise it;'s perfect.
They just didn't catch the bug yet, just like how they didn't catch the DS bug until the patch was released. Unless I'm mistaken they have never buffed or nerfed something intentionally and left it out of the patch notes.
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I think the answer is because Static Blast makes you go up a tier instantly while Static Field was slower at raising madness so to counter how fast madness rises now they make it so that you go back to tier 1 when you snap out of it.
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In the next update there will be the option to hide post game chat.
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I'm just glad that the splinters won't pollute my bloodweb so I can get red add-ons. It was extremely annoying when I had all killers.
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Another note is that you can get them for free by obtaining 9000 shards each through gameplay so you should keep that in mind.
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Anyways I think the Ruin change will be better in the long run as the devs will hopefully see if killers have any problems will kill rate and don't have to worry about Ruin affecting the stats. You have to wonder how much of those stats that the devs released that showed kill rate were influenced by Ruin, all killers were above 60% in the red ranks.
Although I have to say I'm tired of nerfs, whether justified or not. Next patch should focus on buffing weak perks or items.
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@Khallaria said:
Long term plan is to make as much money as they can off cosmetics before killing the game with changes so that their next release will pick up all the players who jump ship from dbd
If the devs lose players by killing their own game then those players will definitely not play any new games from BHVR because they would be wary of what happened in the past.
I understand having criticisms of the new changes but don't make up stupid conspiracies.
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@Dr_Trauts said:
https://forum.deadbydaylight.com/en/discussion/comment/970000#Comment_970000
yep, but it makes it fun for survivors soooo...
seriously i agree its too much of a cooldown
I don't think it's all about survivor bias as both sides have received nerfs. I think people are tired of the nerfs to be honest. I actually think the Ruin nerf will make the game better in the long run but we had nerf after nerf that, while I agree with some of them, will make people fed up and wary. Nurse, Spirit, Legion (somewhat), Balanced Landing, Doctor (somewhat) and Ruin have all received nerfs since the last mid chapter patch.
I would like the next patch to be mostly buffs of low tier perks and killers. It would bring some positivity back into the game.
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@Dr_Trauts said:
https://forum.deadbydaylight.com/en/discussion/comment/969880#Comment_969880
Its been pointed out that as the shock takes 1 second to reach and affect the survivor after usage, and that initially the cooldown for the killer is 3 seconds whilst the interaction block is 2.5 seconds for the survivor (after the 1 second it takes to reach the survivor), the killer wouldd have approximately 0.5 seconds to react and try to hit the survivor.
Ive worded this rather poorly but essentially the killer would have around half a second to hit a survivor, making it technically better than not shocking, but quite harsh in gameplay for the killer.
After all, gameplay and fun is balanced around the survivor
Ah I forgot that there was a second delay, so at least you can hit survivors.
Still, I don't know why you can't attack straight away. A delay on the shock therapy I actually wouldn't mind as it would reward skill on the survivors' side, but a delay on attacking is just an unnecessary nerf and makes the Doctor clunky ànd not fun.
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@Peanits said:
The cooldown is only on the Static Blast, which covers your entire terror radius and gives any survivor hit by it a full madness tier (guaranteed scream). The normal shocks do not have a cooldown.
If it didn't have a cooldown, it would quite literally break the game. Find three generators within 32m of each other (or further with Distressing), stand in the center, Static Blast forever and nobody can possibly finish them and the game never ends.
They are talking about the cool down of 3 seconds after using shock therapy before you can attack. The shock therapy stops survivors from vaulting for 2.5 seconds so even if they're in a loop they can vault back before you can hit them, making the shock therapy more of a hindrance than a help.
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/954215#Comment_954215
Protection Hit Score Events can be triggered every 3 seconds under the following conditions:
- Be hit within 10 metres of an injured Survivor.
- Be hit by the Killer carrying another Survivor.
Copied verbatim from the official wiki. You already have your 10m range which is kinda silly to me as 10m is just a bit over 32 feet.
I never knew that they give an official range on it. 10 meters is a reasonable distance but I feel like sometimes it just doesn't register even if you're close to the survivor. Maybe a grace period of like 2 seconds where you can get a protection hit even if the injured survivor left the range would help it be more consistent.
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@Waffleyumboy said:
At least 4m range please devs
4 meters is tiny. That's the range you have to be in to use Prove Thyself, you would basically be next to them. I would hope for an 8m or even 12m range.
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New Detective's Hunch. That perk rocks with Inner Strength.
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@Thomasthetrain said:
But you can also meet great people on this game ,it would be a shame to not being able to talk to them :(
That is a negative to it but I'm not the type of person to start talking to random people on voice chat or whatever. But still it sucks for people who enjoy meeting new people online.
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@Aceonfire said:
Yes. Playing at 300% reduced scaling of an already low resolution with textures and shading from 1999, as well as having no mouse or keyboard support is definitely a worthy trade off of not having chat.
.........
I'm scared because after reading that I'm not sure if it was sarcastic or not, and more worryingly, I can't remember if I wanted it to be sarcastic or not. help.
Yes it was sort of sarcastic because Nintendo refusal to move forward with online has resulted in the unintended side effect of making the game a little bit less toxic.
Also, saying that Switch makes games look ugly is untrue. There are plenty of games that look wonderful on Switch like BOTW. Plus the console is portable which is great for a college student like me. There can be some FPS issues on Switch but that's on BHVRs part not on the Switch.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/951868#Comment_951868
OP didn't even mention what side they play.
I play both sides. I play Claudette cause she has the most perks and for killers I play different killers but I probably play Wraith and Ghostface the most.
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@Fibijean said:
I know what you mean. I was disappointed with the changes for the same reasons. Same with the changes made to level IV - they made half of them normal challenges instead of master, but they didn't increase the number of challenges, so we lost several tiers' worth of progress due to people complaining that intentionally difficult things were difficult.
Same, I only really wanted the EGC saves and the 25 unhooks challenges changed, the latter because it was the first challenge thereby making everyone compete for limited saves. I do wish I still had some challenges left so I have some objectives left to do.
I do look forward to seeing what challenges they come up with in the next time though.
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@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/950158#Comment_950158
I don't think the daily survivor and killer bonuses effect anything, but your player level Experience though.
I think they do. I do remember times when I gained a full level up due to getting the daily exp. Plus it's still exp why wouldn't it affect the rift?
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Actually a lot of people forget about this but you get an extra 600 exp for playing your first killer and survivor match of the day. Let's say that we have 10 days remaining you get 6000 exp from these bonuses. That leaves you with 42000 exp remaining.
That leaves you with 70 optimal games, 700 mins or 11 hrs 40 mins of game time.
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Trying watching some high level Trapper gameplay as Trapper is a killer that requires high game sense.
There's a YouTuber called notOzdarva that mains trapper, try watching a few of his videos to see if you can learn anything.
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I remember seeing a good thread on Reddit that made vigil token based, and whenever an ally is within a certain distance of you they get a status effect removed in exchanged for a token. Can't remember who made the thread though.
EDIT: It was u/Marshako
The problem with Vigil is that it makes status effect go away 20% faster but most status effects are permanent (Sloppy Butcher). It needs to do something against permanent status effects.
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I'm level 62 and I just need to complete two survivor challenges to complete the tome.
I overall enjoyed the tome, I didn't find any challenges to be impossible and it made use a few new builds that I found that I enjoyed. I loved running a medic build for the healing challenges (too bad the bloodwebs hates me and won't give me any more med-kits).
I look forward to seeing what they do with tome 2.
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I say that lockers are fine as they are. Their purpose is to hide until the killer is away and have a huge risk to them, there's no need to nerf them further.
Knock out should get a different buff rather than Oblivious as it wouldn't affect the downed person much while the other survivors can hear the terror radius. Maybe it should slow down the speed of healing downed survivors.
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@UbiSubject17 said:
I've been bringing Shroud of Binding & Bond but I'm all out of Shrouds now. Always do try to do gens together but when crazy killers are lurking around every corner, I'm finding that everyone just splits, which makes it harder. If 2 people do two gens, you're done for.
I just think this needs to be reduced to 3. I'm doubting if this one got tested properly before they patched the last one.
Were you solo or SWF?
I was solo. I brought a commodious toolbox to quicken gen speed and I went around finishing gens with other people.
Another suggestion is to use Kindred. If you see someone leaving their gen to go save, you can swoop in and complete the gen. You don't need to repair all of the gen just be on it when it is repaired.
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Try to do gens together. Try taking prove thyself and better together and an offering that spawns survivors near each other. That's how I did it.
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@Peanits said:
I've always liked it with Play With Your Food on Wraith. It's a good way to keep the obsession changing so you can go fast without worrying about tunneling. Definitely not meta, but it makes fun builds, and I'll take a fun build over something powerful any day.
Well now Nemesis does the same thing but better as you'll be in a chase with your obsession, so unless you really want to run Furtive Chase as well it's kind of pointless.
Now Nemesis + Furtive Chase + Make Your Choice could be a fun combo.
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I assume that you're on PS4 or Xbox as Switch has the DC penalty test. I haven't seen anyone DC since the test started and I was able to get the challenge on the first try.
Unfortunately this is going to be a problem until all platforms have dedicated servers so I say you just have to keep on trying. It sucks but there's nothing else to do.
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Just to add to the conversation, I was playing killer just now when I downed all 4 survivors under the same hook (they stupidly rushed the hook against a Leatherface). From where I was I could have reached 5 different hooks without any carrying perks. This was one of the farm maps and no oaks were used.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/906961#Comment_906961
It just started downloading for me a few minutes ago
https://forum.deadbydaylight.com/en/discussion/comment/906963#Comment_906963
I believe so, but I've gotten stuck on a Gen interrupt and have the wrong music as killer on the Xbox hot fix version
I got that update today. If you press plus on the home screen it shows that it only updated it to 3.4.0.2. It didn't fix the basement nor wiggle bugs.
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@[Deleted User] said:
Hey look, we finally got it
Are you sure? I'm on the latest version and they patch isn't live yet.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/110354/has-3-4-1-been-released-on-switch
Are you sure, mine says 3.4.0 and I'm seeing the bad glitches?
If you go to the home screen and press the plus button on DBD it says version 3.4.1.
Although on the startup screen it says 3.4.0 and the glitches are still there so we have to wait for the hotfix to come through
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A tea bag charm for survivors.
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@Coriander said:
https://forum.deadbydaylight.com/en/discussion/comment/871191#Comment_871191
Perhaps, but it leaves the other non-Kindred teammates running around (or not) like chickens because they don't know if anyone's going for the save. I honestly think they should make current Kindred 3 basekit for all players, but that's just me.
Yeah I get that but now if they're running around like headless chickens you know that you have to make the save. This will be a powerful perk for solos.
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@Coriander said:
The change is decent, but I liked having a perk that helped out the rest of the team (or the entire team, like Ace's Aura Range perk). I'll definitely use the new version since it will go great with a support build, but I'll miss the others getting sudden info when my bacon is on the line =D
It still has its old effect but now you can see other people's auras when someone else is on the hook. It's basically old Kindred but better.
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@RWoodrow said:
Sorry but there are too many things not accounted for in the statistics that make the statistics meaningless.
How many of the games had at least 1 DC?
Are DC's counted as a kill?
Also, tome challenges are a factor (focusing on the challenge, not escaping or suciding on first hook after completing the challenge).
DCs are not counted as kills. Peanits said this in a different thread.