CaulDrohn
CaulDrohn
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@SackoXA said:
https://forum.deadbydaylight.com/en/discussion/comment/2994197#Comment_2994197
I disagree, and we have empirical evidence to show that having the hatch spawn with the former limitations was good for the game.
Oh, we have "empirical evidence" for that claim? Show us, please!
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2993411#Comment_2993411
It does make them more brave with an open profile because most of the toxic weirdos are beta as hell. Irl they are that guy getting annoyed but too afraid to speak up. On the internet, they are finally free to be who they really are without the fear of a pimp smack.
I'm really impressed how you know all that from complete strangers! /s
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@D3spair said:
https://forum.deadbydaylight.com/en/discussion/comment/2993411#Comment_2993411
We're gonna have comment wars? idk it seems normal for my region to have a profile comment war... I guess coming from having dota 2 and csgo, it was normal to have a nice and toxic salty comment war once a day.
OK, whatever suits you ...
But, if they have their profile public, but friends only comments, do they still count as "cowards"? Just asking out of curiosity ^^
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The prestige system will likely not come until the next mid chapter, so in July/August, maybe even later. I would say just prestige him, if you play regularly you will get him to P3 easily until the prestige reworks is finally there. So you could get the "reward" for dredge as well ... whatever that may be.
If you have other maxed out killers like me, thats another topic. This ones I wouldn't level for the new common or Dredge perks but wait for the rework to happen. You will get Dredges perks for free then on every other killers (if you P3 Dredge, that is).
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So? It's their right to keep it private. And it's their right to write salty messages to you, if you allowed that for all steam players. That's got nothing to do with cowardice. What does it change to you that the salty ones have a profile you cannot look at? How does it make their salty comment any more brave if you can look t their profiles?
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I'm all in for 2-3 dailys per role ^^.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2986819#Comment_2986819
I don’t think cooldown has anything to do with it. I’m looking at scenarios where Spirit can pinpoint a survivor with no thought whatsoever. Part of what makes her fun (or was fun) and what makes her skill cap high is the ability to predict and track survivors based off sound and game sense. I don’t think having a cooldown to perks like I’m All Ears is a good enough excuse to remove that feature.
No one said that tracking by sound should be removed as acompensation for phase auras. But I think I understand where you are coming from.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2986204#Comment_2986204
Do you know why Dried Cherry Blossom is unfun? It’s because it shows exactly where the survivor is with no counterplay. Imagine putting I’m All Ears and a 176% movement speed invisible killer with no turn restrictions can see exactly where the survivors is. I’ve played Spirit a ton, and I know this idea won’t work in the slightest.
Dried Chery Blossom has no cooldown and works without the survivors input, so no counterplay. It can trigger everywhere, in loops or off loops, and pretty much guarantees a hit.
I'm all ears has a lengthy cooldown, is triggered by survivors fast vaulting (so activation can be prevented/prolonged), so consequently can only trigger at a vault spot. If it's a rather long loop, chances are you cannot reach the survivor at the other side if they don't mess up / guess right. So the aura might help alot, but it's not as guaranteed as hit as with the addon, imo.
So I conclude, the addon is stronger.
But let me ask another, related thing: Why do you feel specifically that I'm all ears aura during phase would be busted, when we also have no aura restriction for nurse? Nurse can utitlize the info even better than Spirit. But still we see no Nurse + I'm all ears epidemic. Is it bc of the imbalance, that a surv cannot see spirit, but Spirit could see the survivor? Or is it the combination you described, knowing the location of a surv while being really fast and having an inc. lunge, without you being seen by the surv (at least the last aspect wouldn't be the case for a nurse playing the same)?
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It most likely only affects red auras, so hooks, gens, survivor auras and killer traps. Yellow auras are just altered white ones for killer, so they shouldn't be affected, I guess.
@GoodBoyKaru said:
Anything white shouldn't be blocked, considering that's the same rule for Survivors, because it's power related.
I guess Freddy will have gen auras blocked, but he'll still have that happy little arrow in the sky?
Interesting question, same applies to Dredge I guess, since their locker aruas are also red, or am I wrong?
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Maybe there was shadow step active. That one will remove scratch marks in a quite big area. And you can easily overhear the boon sound in the heat of the match.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/2985428#Comment_2985428
That is still way too good.
It would mean that Perks such as I'm All Ears would instantly become meta and anytime they triggered it'd basically be an undodgeable hit.
Maybe we could find a middleground by saying auras outside of a, let's say, 32m range of her current location, but even then I'm unsure how to feel about it.
I doubt that it I'm all ears would be meta, and even so, don't we all want some shake up from the usual stacked regression perks? I also don't buy the undodgeable aspect, esp. if you know the spirit might have it and can plan for that. Sure it would help get some hits, but I'm all ears still has that lengthy 40 second cooldown. The more experienced the spirit player is, the less impactful that perk would be, imo.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2985428#Comment_2985428
So how is it fair an invisible killer with a big cooldown-less lunge can see exactly where the survivor is while in her power. That wouldn’t be fun for anyone.
It's not that she would have aura vision all the time, but only when a perk triggers. And how many perks are there that would help reliably in a chase? I can only think off I'm all ears, since that triggers in a chase typically. But that can be somewhat countered by slow vaulting, which is already a tool used against phasing spirits. Sadakos Scourge hook might also be triggering in a chase more often, but thats not guaranteed.
Don't get me wrong. I'm not super invested into this idea, I don't really want to see this happen as well. But I see it as an interesting proposal, to think about what such a change would bring to the game. And all that the rejectors have brought forwards is an unspecific no, not really engaging in a discussion, what problematic combinations such a change would enable. That's a bit sad for me.
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2985428#Comment_2985428
I know they meant perks. That's still a big fat no from me.
The whole point of spirit's power is that neither side can see exactly where the other is, they can only rely on audio cues and things like blades of grass moving. Allowing the spirit to see the auras of survivors during phase would completely remove almost all counterplay survivors have.
If anything, Nurse SHOULDN'T be able to see auras while blinking.
Nurse not seeing auras while blinking would be nice ^^,
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@GentlemanFridge said:
https://forum.deadbydaylight.com/en/discussion/comment/2985428#Comment_2985428
The wording seemed to suggest it as seeing all survivors aura when phasing. I.e., literal wallhacks just for holding M2. I’m sure you’ll agree that’s broken.
As for what they actually meant, I’m not sure. As someone else said, it goes against the idea of spirit stripping herself of information in favour of speed and invisibility. Moreover, when considering perks like Sadako’s scourge hook perk I forget the name of, it would still be literal wallhacks + speed.
I don’t think she needs it, I’ll put it that way.
I didn't think about Sadoko's Scourge Hook Perk, that might be a bit troublesome yeah.
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2985428#Comment_2985428
I know they meant perks. That's still a big fat no from me.
The whole point of spirit's power is that neither side can see exactly where the other is, they can only rely on audio cues and things like blades of grass moving. Allowing the spirit to see the auras of survivors during phase would completely remove almost all counterplay survivors have.
If anything, Nurse SHOULDN'T be able to see auras while blinking.
But still there are just a handful of ways to get an aura mid chase, and then not even very often (looking at the I'm all ears cooldown). It might be giving you a surprise down from now or then, but that's far from being consistant. Watching the environment / hear for grunts or steps will always be more reliable.
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@DoritoHead said:
- No, that’s broken.
- Gann and Spirit are done. Over. Cancelled.
@GentlemanFridge said:
Literal wallhacks, plus her innate speed boost? Way too strong.
@Mister_xD said:
The whole point of her power is predicting where the other side is going.
She should definitely not see auras while phasing, that would be busted.
@GannTM said:
First of all, this won’t work and would be way too broken. Second of all, I’m never playing that killer again :)
@sizzlingmario4 said:
No. That would be completely busted.
Let me remind you that op spoke about auras from perks, not as basekit. You do not have direct control over perk auras, since that usually requires the survivors to do certain actions (vaulting for I'm All Ears, Finishing gens for bitter murmur, healing for Nurses, cleansing for retribution). Undying might be troublesome, since the survs only have to be in range, but thats always the first hex gone. And for perk auras under your control, like BBQ, they typically activate when not in phase. So giving auras in phase does not change much for such perks.
So, could you elaborate why you think auras from perks would by such a big issue? Esp. considering that Nurse gets all that auras, too, and she can blink through objects, right onto your aura. Spirit can't do that in phase, is even hindered by windows and thrown down pallets.
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Pls elaborate:
Do you mean for her to get auras with her base kit? Then HELL NO!
But if you mean she should be able to see auras given by perks even in phase, II would say why not? You could equip I'm All Ears with her phase nicely. Or if we say auras are too strong, we could think about her getting killer instinct in place of auras whenever she is phasing.
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P3 Survivors: Dwight, Meg, Claud, Jake, Nea, Bill (All Perks except Ring perks), Laurie, Tapp, Kate, Adam, Jeff, Jane
I stopped prestiging survivors since all play the same.
P3 Killers: ALL OF THEM except Ring which I don't own. Also all Kilers are full Perks (except for Ringus perks, for obvious reasons)
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I'm all in for this nerf. That would allow to buff some perks without having to mind what it would mean with Nurse. E.g. removing the cooldown of Surge / Jolt.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/2975380#Comment_2975380
Yes hitting them counts, same as them exiting a locker with Iron Maiden or a Pain Resonance explosion among other things but Doctor blasts can give you the challenge in one trial, just find someone and zap them to oblvion the entire match, I got the 50 screams one in one trial.
Yeah sure, I will play Doc for the challenge everytime as well ^^. Just wanted to point out the rather unrecognized effect screams due to regular hits count as well.
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Just play killer, it's really easy for them. Esp since you are way faster at channeling the glyphs.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/2975328#Comment_2975328
Autodidact regression makes 1 heal count as 1,3, its not much but it can reduce the amount of times you need to heal someone for the "heal the equivalent of X health states".
Prove Thyself makes the "fix X amount of gens while cooperating" go faster.
Head On and Decissive Strike work towards the "Stun Killer X amount of times".
Stake Out forced great skill checks count towards the "hit X amount of great skillchecks".
Not a perk but Myers EW3 and Ghostface exposed count towards any "down X exposed Survivors while using Z perk", also Ghostface and Myers EW1 undetectable status count towards "Do something X times while undetectable".
Nemesis perk (not the Killer) helps having plenty Obssessions and they help with the "hook/kill obssession X amount of times".
Doctor M2 and Static Blast count towards the "Make Survivors scream X amount of times".
About the "Make survivors scream", I'm fairly certain just hitting them counts for the challenge (as long as they do not have Clam Spirit). So you do not even need to use Doc's shocks and blast (but sure that helps getting the required count earlier).
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2971718#Comment_2971718
- I'm...unconvinced. I don't think that this would achieve the goal I mentioned.
- I'd love bots to replace DCs/AFKs. Another thing to consider is how powerful an AFK player can be with certain killers/perks. For example, I got 3 free Pain Resonance/Floods of Rage procs that turned a losing game into a winning game earlier, because a Dwight went AFK after a Meg did something silly and got downed.
1.) And I'm not convinced giving out flat BP bonuses achieves it either ;).
2.) Ok, so in this scenario you might have gotten more out of th afk than if they would have been a dc. But on the other hand, you were facing only 3 active players, so you likely would have won without Pain Res, right?
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2971028#Comment_2971028
If you are getting that high of a DC penalty. might be a you problem
I guess you did not understand my point, read again.
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/2971698#Comment_2971698
Of course, that's fine, but the sounds these Killers produce cannot be heared from a large distance like the Sadako's static.
@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2971698#Comment_2971698
All of those are up-close cues, though; you'll only hear them when the killer is a few meters away from you. Sadako's effect is large enough to be a terror radius, which kills the point of stealth (especially when she isn't hard to see, either.) All of this together, demanifestation has very little point besides being the thing you have to do so you can teleport to a TV.
As an aside, Ghostface's giveaway sound effect is so quiet that it may as well be perfect stealth. Pig's breathing is also pretty soft, but she'll make a louder sound cue by uncrouching or ambushing, so it's not as useful.
Ok, I guess I have not played enough against sadako, bc I really don't know what sound effects you talk about. That might also be the reason why she always surprises me :-/.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2971324#Comment_2971324
- The issue isn't just that you lose - it's that getting camped is a literal lose/lose situation for you. The correct response is to hang in there, to waste the killer's time while your team does gens. However, this means doing literally nothing but getting hit on the hook for ages - and you'll generally depip too. So you either DC or suicide, which means that now your team is going to lose. A multiplier wouldn't help, because you're multiplying...well, nothing. At least if you got some portion of what your team does (as it's supposed to work like if you lead the killer on a long chase, but that's another topic) it gives you some incentive to stick it out.
- This would only apply if you go AFK for ages, just move a bit in the basement and you'll be fine. The issue is more that right now, you can basically AFK out a dozen games to drop your MMR and stomp lowbies - and there is absolutely no way to prevent this.
https://forum.deadbydaylight.com/en/discussion/comment/2971252#Comment_2971252
It's more that you'll get a higher penalty if you DC a lot proportional to matches where you don't DC. Right now, it seems to reset pretty fast - so you can squeeze in 2-3 DCs every day without issue. So for example, I DC - now I have a 5 minute wait. But I play 5 games out and it'll reset.
However, if I DC again during those 5 games, the matchmaking queue goes up to 5 minutes before I can play gain, and I'll need to play out 6 games to reset it.
If I DC during those 10 games, it'll be a 10 minute timer and 7 games. And so on.
1.) You shouldn't get rewarded with direct BP (like 1k BP for one minute or something like that) for doing nothing (when being camped). You are not proceeding the game, so there's no action to reward, imo. Thats why I brought up the multiplier. That rewards you more for the things you did before you got downed. So someone who was harder to catch before being camped would get overall more bonuns BP than someone who was found in a locker without any chase (and then camped).
2.) If we had bots filling in for disconnected / kicked players, I would agree with kicking afk players. But until such a things gets added, I still think its better for the remaining players to not kick afk players. I wouldn't be against a post-game penalty, though, so when the game recognizes that a player never moved, they would get a significant penalty.
The thing aber the DC's penalte length depending on trails played i guess i got now.
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Not sure about Sadako, but you can hear EVERY stealth killer when they are near you:
Wraith gnarls.
Myers breathes.
GF has flappy clothes.
Pig can be heard when she unsheathed her blade.
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@StarLost said:
With the upcoming deep reworks to much of the game, I thought I'd throw my proverbial hat into the ring with a couple of simple suggestions that would improve the game massively for both sides.
- A 'Bravery' Bonus. Right now, as things stand - it's easy to get into a situation as a survivor where you can't do anything to earn BP/grade points, such as getting camped or slugged. However, the only real way to handle being camped is to sit there, because if you quit or suicide, the entire team loses. Asking random strangers to sacrifice their time, fun and progress for the sake of 3 other strangers is a bit silly. Solution: you get bonus BP and grade points based on the BP earned and objectives performed while you're on the hook/ground.
- The DC penalty reworked. As things stand, I'll see a deliberate DC at least once in every 3 games, often more. This is so, so frustrating: if I'm on survivor, it means we now have to play out a losing game, which sucks. If I'm on killer, it means I either now have to dial back substantially to give the survivors a chance, or wipe them out as fast as possible. Either way - less BP, less grade points and less fun for everyone. Solution: the DC penalty now decays based on matches played out without DCing, rather than time. This is how other games do it, and it seems to work better.
- AFK players penalized. I see a lot of people AFK from the start of the match right now, likely smurfing down their MMR, which sort of breaks the system and is almost as annoying as DCers. Solution: if you're AFK for 3 minutes, you are disconnected and the game treats this as a DC.
DCs are annoying and far too prevalent, but on the other hand there are situations as a survivor where you really, really want to DC (getting facecamped is the biggie). If we could at least give some compensation to the person sitting on hook and waiting around for the good of the team, while at the same time discouraging rage DCs, it would go a long way to improving the experience for both sides.
1.) I'm against giving out bonus grade points. If you lose, you lose. But I wouldn't be opposed of bonus BP, maybe a BP multiplier increasing with the time you are unable to do something meaningful (so when hooked or slugged), something like 1.1 to 1.5.
3.) I'm not sure kicking an afk player is a good solution. With afk killers, survivors have nothing to fear and can get the more difficult dailies done (opening a gate / escaping the trial). Also I have games from time to time, where the survivors are so incredibly toxic that I just want to chill in the basement and wait for them to leave. Forcing me to continue with a game where I get heavily abused / bm'ed is not feels very wrong. For afk survivors, kicking them is worse for the team then just leaving them so the killer might waste some time hooking / downing them.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2971028#Comment_2971028
You wait it out.
Then you play a game out.
Then you play another game out.
If you aren't DCing frequently or deliberately, you won't have an issue. If you are, then you are an issue.
DCs should be rare - the occasional 'cat attempted to eat my router' or 'I got walled in by a griefer/trapped in a game by a hacker' moments don't happen often.
As things stand, the DC penalty is a joke. You get 2, maybe 3 'free' DCs every day, before the penalty becomes at all impactful - and it really shows.
So you mean, you get a higher penalty when you DCed more often in your recent matches? But thats not much different form the current solution, counting DC's for a day. I feel I don't understand you point there :-/
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"the DC penalty now decays based on matches played out without DCing, rather than time. This is how other games do it, and it seems to work better."
How are you supposed to play matches to decay your penalty, when the penalty PREVENTS you from playing a game?
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Why is it so important for you to play a "strong" killer?
Just choose one were you like the power / design, and get good with them. Then you will be able to dominate most of your games.
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Sluzzy complaining day in and day out about killers using BBQ and stacked regression perks.
Also Sluzzy complaining about a new, situational perk working against boons. It would be one regression perk less used by the killer, but who cares.
I guess killers should just not be alllowed to use perks at all, right Sluzzy?
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2965089#Comment_2965089
Noobs complain about the aura reading on bbq, even though there are 4 ways to counter it. You can bet they will remove that, even though it gets the killer away from the hook.
Or they remove the bonus BP for it, since you won't need so many BP anymore when the prestige reworks hits live, and you also can get bonus BP for playing a certain role. Removing the BP bonus would really drop the usage of BBQ, I guess.
Currently I play all my killers with BBQ just bc of the BP. If that were gone, it would give me more build options. Sure I could replace BBQ right now, but it always feels like a gianb BP waste for me :-/.
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@kisfenkin said:
https://forum.deadbydaylight.com/en/discussion/comment/2958849#Comment_2958849
I understand entirely how it works.
I have all characters at level 40 or higher. In the current system I can level a new character to 40 and then level a main character 12 levels and I will be done. Total levels required = 52
In order to use the new system at all you have to level 110 more levels. Total levels required = 150.
How is this so difficult to understand. OH, I get it, you are one of those people that ONLY use four perks on every single character. Okay, now let me explain in terms of META PERKS!
You leveled those four characters to 40 to unlock those four perks. Now you have to level them 440 more levels to get access to the grind relief.
440 MORE LEVELS. NOW DO YOU UNDERSTAND THAT 440 is not a reduction of grind? What happens when an old perk becomes META? Now you have to grind another 110 levels. What happens when a new character has a meta perk? You have to grind 150 levels to get these rewards.
This is not a reduction. Not even a little bit. What will now happen is that we will see even more amazing perks on new characters that everyone will want to grind prestige-3 for, then they will be nerfed into oblivion. Don't think they use this strategy to sell? I have one thing to say to that, Mettle of Man.
No, it seems you do NOT understand how it works, and what a great reduction it actually is when you want to P3+AllPerks every character (which is commonly done for the killer grind):
CURRENT SYSTEM:
You have all killer maxed out (P3 Max perks), and a new killer gets released. You have to P3 this new killer, get him all the perks from all the other killers, AND level all the other killers for the new killers perks:
A) Leveling from 1 to 50 roughly takes 1.5-1.6 million BP. So to get to P3-50, its about 6.0-6.4 million BP.
B) You will have reached about 60 perk tiers (~ 20 tier 3 perks) on level 50. We are currently at 279 perk tiers (or 93 perks). So to max out the perks, you will have to get another 219 perk tiers, or 110 bloodwebs if the entity never srews you (by eating up your second perk). One bloodweb takes 50k if you spend BP wisely, so its 110*50k BP = 5.5 MIllion BP to max out the perks on the new killer.
C) We currently have 27 killlers, so when a new one gets released, all that 27 need to get the new perks. So 9 per tierks / 5 bloodwebs for each of the 27 killers: 27 * 5 * 50k BP = 140 * 50k BP = 7 million BP
So all in all, to be very optimistic, you need 18.5 (6+5.5+7) million BP to P3-maxPerk every killer when the new one drops. And with every new killer, that grind gets even worse (for B and C, A does not change). Imagine how much BP you would have to spend for B and C with 50 or 100 killers ...
NEW SYSTEM:
You have to level a new killer to P3-1 to unlock it's teachables for every other killer. You do not have to grind at all for the teachables of all the other killer, you just get them bc theay are already P3. You do not have to level the other killers bc they will get the teachables "for free":
A) The same grind as before, so 6.0 million BP.
B) You only have to grind for common perks, all others you will et via prestiging. There are 12 (+1 after next update) common perks for all killers, so 36 perk tiers totally you have to grind. Since you no longer lose perks after prestiging, you will have maxed out all the perks when still in P1. So no additional grind for maxing out at all.
C) No longer required, you will get the perks automatically after P3 the new killer.
So all in all, it's just the 6 million BP to get all perks maxed out for all killers. SInce it's not even necessary to reach P3-50 at all, you can evn stop at P3-1, so only 4.5 million BP. And the best of it, that amount does NOT INCREASE with more and more characters (killers) being added. Even if we had 500 killers already, adding another one would still only cost you this 4.5 million to get all perks again.
THATS the reduction we are talking about! As I've laid out, with the next killer to come you need about 18.5 mio BP to max that one and every other killer out again. With the new proclaimed system, its only 4.5 miliion NP, so just 25% of it.
Yes, you might have to level more in your situation (just having 3-4 charcters maxed out), but thats a laughable compared to the endeavour of maxing out all available characters.
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@_AdamFrancis_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2942485#Comment_2942485
The Hatch was a mechanic intending for the survivor to be able to have an alternate means of escape, something that can rob that is unfair.
The hatch was added bc of situations where the last surv(s) were not able to finish gens and prolonged the game by just hiding, with the intention of making the killer dc. To at least reduce such griefing scenarios hatch was added pretty early on (it was not there from the start).
So you could argue, if the survivor would just be good sportsman and admit defeat when it's unwinable, hatch wouldn't be needed.
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@ImHexyAndINoed said:
Bumping bump hello
In case you're wondering "what bug?" When michael loses tier 3 the exposed status remains up.
I've been away awhile sorry if this has been adressed
As far as I know, it's only a visual bug, you are not actually exposed. Just check Myers blade, if he holds it normally (pointing upwards) you are not exposed, if he's in "stabbing stance", you are exposed.
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@drsoontm said:
How could he acquire the Demogorgon is the only question I have in mind.
Could also use it via family share.
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@MyNamePete said:
https://forum.deadbydaylight.com/en/discussion/comment/2909416#Comment_2909416
so only gate escapes are counted as a win? Then are hatch escapes counted as a "tie" in the game?
Correct, hatch escapes do not get counted whatsoever, MMR-wise it's as if you never played against that person (for both sides). So if you really want to let the last survivor out, you gotta give them the hatch if you do not want to impact your or the survivors mmr to much. And it does not punish you so heavily in emblems as well, so easier pipping with giving hatches than letting tha last out of a gate.
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@dollidahlia said:
https://forum.deadbydaylight.com/en/discussion/comment/2904127#Comment_2904127
There’s literally no counter. No scratch marks, no noise. There’s literally nothing the killer can do but guess
You can just follow the blood. No one uses lucky break or off the record.
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@humanbeing1704 said:
It's ok I guess although smart people will figure it out that you have lightborn the first blind attempt then it's just a wasted perk slot
Why wasted? It's your insurance of not being blinded into oblivion.
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/2902019#Comment_2902019
I mean yeah but then they would need to make different affects for several addons. Twins has a hemorrhage and mangled addon so they would need to do something different.
Why give them a different effect? If you have some sloppy like addons, you are free to choose whether you want the perk and some ohter addons, or the addons and some other perk. I actually like that on Wraith, the budget sloppy addons allows you to use the perk slot for something else.
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/2900476#Comment_2900476
Its not a matter of replacing perks, its the matter of I don't want to use the strongest stuff all the time. By removing the possibility to apply sloppy, surge, third seal, etc for different builds in a time where people are complaining about variety is just not a good idea.
We could make Nurse Lunge special and buff the named perks to compensate, for example. Like what was done with Third seal, make Surge and Sloppy work with special attacks as well. With Surge/Jolt, I think thats unproblematic, since there's still the cooldown. With Sloppy, it might be too much for certain killers (Legion) and maybe would have to be toned down a bit.
That approach would allow to nerf the problematic perk synergies (aka exposed perks), but keep the other perk synergies in tact. And it would increase the synergies of said perks with other killers.
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@Sudoxxed said:
https://forum.deadbydaylight.com/en/discussion/comment/2899756#Comment_2899756
You can't derank, that is true, but you CAN depip. ex. You CANNOT depip from Silver 4 to Bronze 1, but you CAN depip from Silver 1 all the way down to Silver 4. Depipping is still a thing, they just made it less of an issue, but still an issue regardless, as you can still lose potential bloodpoint rewards from the rank reset; that's the annoying part.
You won't go down from Silver 1 to Silver 4 either. You keep every grade you reached until reset, doesn't matter how many depips you collect. So you can loose at most 4 pips back to back, then you will have reached your current grade with zero pips and dont drop further.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2868891#Comment_2868891
To be fair to Unrelenting, how useful it is depends on how good the killer player is. If you are an excellent killer player and never miss swings then the perk is worthless, it never triggers. However if you are a bit clumsier (like me) and you sometimes get get juked while swinging then Unrelenting acts like Save the Best for Last in that it helps you stay closer to the survivor post-attack. STBFL is the better perk overall because hopefully you aren’t missing too many swings as a killer, but if you do find yourself missing a lot of attacks then Unrelenting is actually not that bad, it can definitely make up the difference.
So it’s a reasonable perk if you’re a new or maybe average killer whose timing is off, otherwise it’s worthless.
You can use Unrelenting to trick survivors into running an extra loop instead of dropping a pallet, hitting them halfway, bc they think your recovery takes longer so they get another round.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2890262#Comment_2890262
It takes a lot of coordination to use optimally, and contrary to popular belief, the vast majority of pub SWFs aren't that coordinated.
On top of that, optimal camping doesn't really happen in pubs to the point that Camaraderie is necessary. Most pub killers have no idea how and when to camp. They camp to camp, usually out of frustration in a spot that makes zero sense. You can often blast the gens and leave.
It's used in tournaments because those killers are good at camping and do it at optimal times with optimal hook placement, which means survivors need to maximize that time on hook.
Right, so more reason to buff kinship by making the longer struggle conditionless. And if it's gets troublesome in tournaments, it can easily be banned from usage.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2887309#Comment_2887309
Unconditional increase is completely busted, as there are a lot of situations it’s detrimental to not camp. In the hands of good players that can force the killer into situations it’s stupid to not camp, it’s even more exacerbated. Same with both phases. It’s already enormously strong as is in a coordinated team. The only change it needs is letting the other survivors see the survivor has it.
If it's so enormously strong, why do you NEVER see it even when facing 4-man swfs? It only gets picked in tournaments because there are restrictions in how often a perk may be used on the survivor side. The usual meta perks are just plain better. Kinship may do SOMETHING in coordinated teams, but it is a dead perk in nearly every solo game. And an icon that you have it does not necessarily help. Randoms far to often do not manage to unhook you even when bringing kindred and seeing that the killer is chasing someone else.
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@Crowman said:
All they need to do is give it kindred treatment. Allow it to activate when a survivor gets closer to you on hook and active it when you get close to a survivor on hook.
That would really improve the perk, yeah. But on a 4-man swf, that might be overboarding, since one survivor having it would be able to increase the timer for each and every (struggle) hook.
@Nicholas said:
The only issue is that killers will circumvent the 10 seconds, and just leave at 8 to 9 seconds and then come back. It definitely needs to eliminate the other survivor requirement but not sure how to trigger the pause. But then again, does the pause really need a trigger? What if it just worked?
I was thinking the same. What if it just increased your hook timer without any conditions? I don't think that would be to powerful, since it would only come in clutch with camping. Or highly organized SWF, but they are difficult to beat regardless, and it also would drain out some other second chance perk.
I would also like it if the perk would activate on both phases, but that could proove problematic with swf as well.
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@FlameGNG said:
https://forum.deadbydaylight.com/en/discussion/comment/2880591#Comment_2880591
ok thats ur opinion but if you dont cleanse plague is a m1 killer sure you get insta downed but you just play it safe... its that easy and HOW DOES IT HELP TO CLEANSE AND JUMP ON A INFECTED GEN AFTER 10 SEC??? they are literally giving her free powers...
+ its so easy to infect someone that it doesnt help you can puke on gens, winows, pallets, hooked teammates, vaults, lockers etc.
Yes, it's pretty dumb to get yourself infected again just seconds after you cleansed. But thats not an issue with the cleansing, but with a dumb move of the player. Throwing the pallet down against a huntress with a charged hatchet is also a dumb move, but you wouldn't say "do not throw pallets against a huntress", right?
About the "free power", it's only really free if you cleanse in the Plagues face, so she looses no time for using the fountain. But thats also just a dumb move, and not an issue with cleansing as a whole. If you cleanse "smart" by using fountains at the edges, and using up fountains faster than plague can use them, forcing her to lose them, she will have a hard time using her power.
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@FlameGNG said:
so im posting the same question ONCE AGAIN WHAT DO I DO AGAINST A PLAGUE WHEN MY TEAMMATES CLEANSE AND JUMP ON A INFECTED GEN 10 SEC AFTER CLEANSING THEY ARE GIVING HER FREE POWERS FREE FREE FREE FREE!! what do i do????? they are cleansing next to the exit gates etc. its a joke i had to body block a mf fountain this game since one of them tried to cleanse 10 meters away from 1 exit gate...
Personaly when i play against plague i NEVER cleanse unless its the end and you can cleanse like cross map from a hooked person or from a exit gate to force her away... should i just spam cleanse if my teammates do it too, what do you do?
In my experience of playing plague, the survivors lose the game more often because they refuse to cleanse (until it's to late) than because they were "over-cleansing". The whole NEVER-CLEANSE-AGAINST-PLAGUE advice kills more (mediocre) survivors than it saves, imo. That advice does only pay off if all survivors are somewhat competent in looping. But rarely thats the case, usually there are at least two weak links to target, and thats usually enough to beat the whole team.
The advice is also more harmful than good bc. most survivors using it seem to be to stubborn to question that approach even in the most dire situations. They refuse to cleanse even when they are the last standing survivor to save the others, even when the Plague is clearly prepared for this non-cleanse scenario (using Black Incense and/or IF for snow balling), not even consider that cleansing might be more safe bc. it's RPD or something, etc.
Sure, cleansing always can be an equally bad decision, but aggressive cleansing might work out for your team way better than not cleansing at all. Using corrupt purge is not an automatic win for the plague (only when the survs play it dumb), so if you can force it on the plague by using all fountains, thats often a better outcome than playing the whole game half-life. Forcing the Plague to use her Corrupt Purge also allows you to play sneaky against it, a thing you cannot do when infected. Infection is great for tracking / finding survivors, but if the survivors cleanse fast, the Plague loses that tool. I feel it's more difficult for the Plague to play with only corrupt purge than no corrupt at all, given that the survivors play it smart.
Overall, both no-cleanse and always-cleanse games can be difficult / stressful as the Plague, but the latter tends to be more fun overall, for both sides, imo.
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@TypicalIllusion said:
rekindle totems inf times because boons can be blessed inf times, opinions? changes?
I would prefer to be able to rekindle boon totems. Boons are the bane of pentimento currently, bc. any incentive to cleanse a totem (bringing other hexes) can be circumventing by blessing. So if we could rekindle boon totems, it would create a boon-rekindled loop thats more time-investing for survivors than killers (since blessing a hex woul taske significantly longer than rekindling a boon). The survivors could also break the loop by just cleansing the totem instead of blessing it, but that would remove the totem as a boon target.
With this, Pentimento would work as some kind of counter to boons.