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Clockwork_Enigma

Clockwork_Enigma

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Clockwork_Enigma
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  • @humanbeing1704 said:

    I doubt it’ll happen they’ve allowed leather face camping for 5 years now

    And they allowed Nurse to be this strong for 6 years now and look what's happening.

  • Well it happened, folks, Killer adepts are now much easier to obtain. Went from doing all that stuff to now just get a 4K.

  • @ByeByeQ said:

    No.

    Leave the achievements as they are.

    I achieved all my adepts the hard way and I don't want them cheapened just to please a few whiners.

    They are achievements not participation trophies.

    I've got mine the hard way, too.

    That's why they need to go. They're just stupidly hard for no reason.

  • @Milo said:

    The state of The Knight is extremely abysmal and is the lowest possible standard for any Killer in this game. He's unfun, he's broken, and he's in desperate need of a change.

    I'm actually curious, this take is from which side? Killer, Surv or both?

    Both. As a Killer, I feel like The Knight is in a poor state because I can't play him the way he was intended to be played, and his most optimal ways of playing are some of the most boring and exploitative ways to play. Even playing optimally on loops means I'm just a basic M1 Killer for many seconds because I can't just recall the Guards at will.

    As a Survivor, I feel like Knight's counterplay makes for an underwhelming experience because once he summons a Guard, I just know to start running to the next tile, invalidating his power and not experiencing the fun or intense parts of it. And if the Knight has the "funny build", I'll just be held hostage.

    @Devil_hit11 said:

    Iridescent company banner summons 3 guards is likely too demanding for the game. same reason why nemesis has 2 zombies.

    Knight Contract seems very complicated to make for a single add-on. Its is too complex.

    I think iri company banner is suppose to make the killer more dangerous around windows.

    Iridescent company banner

    -Survivors that are chased by the guard have their aura revealed to the knight.

    This would make knight more dangerous at windows when he successfully begins a guard chase.

    Knight contract is weird. Its impractical to use for an exposed add-on and expose has almost nothing to do with how his power works. The knight gameplay wise is all about restricting the survivor's movement. The add-on should reflect his strength.

    Knight Contract

    -Survivors suffer a -5% hindered penalty during the guard chase.

    The knight already has access to an instant down if the guard successfully hits the survivor. you can double hit the survivor. This add-on improves guard chase which would allow more opportunity to get an instant down with The knight.

    The current Knight contract is only good for face-camping hooks. This would be more exciting for survivor to play vs then current version of this add-on.

    Iridescent Company Banner's change from my notes is not demanding. We're talking about a game on Unreal Engine 4, and a game which some people have shown can have more than 2 AI assets at once without it breaking. If the developers cannot pull off just having one more AI than 2 zombies, then that is on them and not the game engine itself.

    Knight's Contract likewise is in a similar vein. My version would not be too tough to implement, nor would it be too complicated to add.

  • @Albus_Unbreakaldore said:

    so a 1% decrease in mvmt speed ( 3 stacks of pwyf give you 15%) is an appropriate trade of for making one of the most game breaking addons in the game almost uncounterable (counters: not letting him stalk up too quick/ just not die to an M1 killer)?

    For the sake of removing extremely degenerative and exploitative "counterplay", this would be the best change it could have. Makes the gameplay for Myers more fun, the gameplay for Survivors more intense, and removes all the dullness of going against it.

    So basically your only counters against this would now be:

    • Looping, and actually being good at it (includes vaulting and dropping pallets)
    • Not letting him gain his stalk (which is skillful due to using strategy to avoid him)

    Judith's Tombstone should make you feel fear as Survivor and have fun from that fear. Not "oh he popped it, might as well go into lockers and not play the game".

    @FMG15 said:

    I think those addons should be removed from the game. They are not good whatsoever for the game health. Judith's Tombstone maybe should remove the stalk cap from survivors but it takes 50% longer to get from tier II to tier III. Tombstone Piece should give him aura reading within 6m from the survivors but he is 8% slower

    I don't think Judith's Tombstone is remotely unhealthy for the game. Just the "counterplay" against it is. Judith's Tombstone is balanced in a way where it takes forever to earn it and it can be avoided by actually playing DbD like a hide-and-seek game. It changes the pace and makes it interesting.

    Tombstone Piece, I don't care, it's meh in balance, but Judith's Tombstone is perfectly fine aside from how unfun the counters are to it.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/357463/reload-speed-from-iron-maiden-should-be-basekit

    So why do you not want anyone to use Iron Maiden? Super tired of being exposed when you try to hide in a locker?

    Iron Maiden's Exposed effect can be cheap at the times it's used and the whole perk itself needs an overhaul to be good for Killers to run, but that isn't my issue. My issue is the fact it buffs a core mechanic of the game to a point of being integral to two of its Killers. In fact, I don't like the fact it buffs all locker speeds in general when that should be a base feature of the Perk.

    I've even made an alteration in another thread about how I want Iron Maiden to be altered to better suit a healthier state of the game. That's how much of an issue I have about its design.

  • @not_requested49 said:

    https://forum.deadbydaylight.com/en/discussion/357309/the-next-killer-perk-pass

    Please do not nerf beast of prey, just leave it alone please because any "buff" to it will be a nerf because then they will remove the BP bonus to justify it

    Just leave it be and focus on others like territorial Imperative

    Bro, first off, you don't need to multi-post to try making a point. You could've just done one post.

    Second, my version of Beast of Prey is a significant buff since:

    • Survivors won't know you're coming when you're undetectable AFTER hooking a Survivor.
    • You gain a massive buff to your basic attack speed; which can stack with STBFL and Unrelenting.

    The reason you don't like the idea of the change is because it gets rid of the BP bonus, which is more than compensated for with other perks, including the Perk before it in my Perk changes.

  • I've altered some of the perks to be a little more powerful than my initial drafts of them. Take a look while you can.

  • @GrimReaperJr1232 said:

    Let's go at it one at a time...

    BBQ - Pointless. I'm all for encouraging spreading hooks but actively punishing tunneling like that? No.

    Beast of Prey - Not much to say considering how awful it's current state is, anything is an improvement.

    Blood Echo - This... actually feels more like a nerf. Exhaustion is shorter (30 vs 45), needs to be a Scourge Hook, still requires them to be injured, and the only killers that can keep a team injured (Legion and Plague) don't care much for Hemorrhage.

    Claustrophobia - same as Beast of Prey, although I imagine this can be pretty nasty on Legion, especially with Blood Favor.

    Deathbound - Eh, still has a major problem of only working on altruistic heals in a self heal meta so there's very little that can make this perk work.

    Dragon's Grip - I'm already having nightmares about a Nurse or Spirit with this and Overcharge. Touch it? You scream with Exposed and possibly miss an Overcharge skillcheck. Don't touch it? Dragon's and Overcharge nuke it.

    Eruption - How much hindered? Because Hindered ranges from 3% to a brutal 20%.

    Fire Up - Not sure how to feel about this. I feel the mechanics of Fire Up are fine but the percentages are too low.

    Grim Embrace - Sounds a bit overly complicated with percentages to keep track of when you'll only see an icon on the bottom right of your screen..

    Hanged Man's - Sounds like a combo of current and previous iteration of the perk, which is pretty nice.

    Maiden - I think Maiden is fine. It's a niche perk but it does its niche well enough.

    Monitor - I don't like the idea of having something that adds movement speed during a chase. It's number isn't huge but the lack of risk or conditions makes me dislike it, especially when it's already a decent perk.

    Predator - I'd rather just rework the perk entirely....

    Shadowborn - Add an FOV Slider!

    Territorial - So, still only good if you're a MYC Demo/Dredge...

    Trail - 1% of regression? 1% of a gen is 0.9 seconds and gens regress at 0.25c/s. So, to get 1 extra second, you'd need to wait 3.6 seconds. So... it's not really extending the timer.

    Taking into account some of these, I'll be changing the OP, but I'll clarify a few perks that I think aren't as bad when changed:

    • BBQ: The reason I added this new measure is to reward not tunneling. There's no hugely direct punishment FOR tunneling, but you're not gaining the benefits from it. Also, the effect works like Distressing, where you're not getting Bonus BP, just increased score event scores.
    • Fire Up: The reason I changed this is because Fire Up itself needs some sort of substantial change. It's far too weak in the current state of the game for the way you have to earn it.
    • Grim Embrace: It sounds complicated, but think of it like this; it fills 1/4 of your Perk icon for each unique survivor, and 1/8 of it for tunneling people. This is to give it a way to actually activate outside of 4 unique Survivors.
    • Iron Maiden: I'm just trying to give people one less perk meant for Exposure, but one cooler perk that gives an interesting effect on Leon and Dwight mains.
    • Monitor: The reason I added the speed boost is to give Killers who have less mobility to be able to catch up slightly faster and make chases a little more interesting. Though I'll likely add a cooldown to prevent resets.
    • Predator: No.
    • Territorial imperative: I'll find a way to change it to be more interesting.
    • Trail of Torment: The effect can stack with any regression perk, including Overcharge, Call of Brine, Eruption, Oppression, Jolt, etc. It works in a similar vein to Potential Energy, which works in the same way with progression.
  • @Mr_K said:

    Might have something to do with knives. But I could be mistaken.

    But we're fine letting characters move at 115% who:

    • Spew projectile vomit that can make you one-shot downable, with add-ons that increase that lethality and a part of their power that actually injures on contact with a long duration time (Plague)
    • Have ranged attacks that go through walls, with add-ons that increase the range (Pyramid Head)
    • Can actually just use a projectile that slows you down considerably, with add-ons that take health states (Pinhead)
    • Literally can snipe you from the entire map through walls and box you in with their projectiles (Artist)

    And not a character who:

    • Has to build up a certain amount of knife damage before inflicting actual damage
  • @Emeal said:

    https://forum.deadbydaylight.com/en/discussion/comment/3278210#Comment_3278210

    Nope, bHVR knows, but they are not making rapid changes to Killer based on forum complaints.

    https://us.v-cdn.net/6030815/uploads/KZ8OS1INKOU0/image.png

    Once they have a clear picture over time, they can make changes.

    The thing is that bHVR should have a clear picture because The Knight released in practically the same state as he was on the PTB. Bugs, issues and poor balance in all.

    So they SHOULDN'T have to wait AFTER the release of Knight since he's practically remained the same since PTB. To me, that sounds like they're trying to cop out of making immediate changes on Killers that desperately need it.

  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/3273062#Comment_3273062

    When you have a problematic interaction, you should fix the source of the interaction. Not whack in a bodge job elsewhere that A) doesn't properly address it (i.e. that only the person cursed could pick up and solve the box) and B) leaves a random piece of balance nonsense elsewhere in the code.

    Like, the issue is a combination of interactions that prevent anyone else from solving totems etc. etc. Twiddling Pinhead's power in a weird way is not a solution.

    It DOES tackle the source of the interaction. It's literally the box that causes the interaction to happen, not the perks. You can probably prevent the perks from doing their thing as long as the BOX isn't being camped.

  • @RainehDaze said:

    that nerf doesn't even make sense as a proposed fix for your problem.

    If the issue is perk interactions, the solution is not "randomly make an object teleport if the Killer is nearby it".

    Considering that Pinhead could make the games last a potentially incredibly long amount of time when this occurs BEFORE the patch, it's the Power that needs a significant change.

    Besides, the intention to use the Lament Configuration is to instantly either start its main effect or the Chatterer's Tooth effect. Not camp it out and make peoples' lives miserable.

    @GrimReaperJr1232 said:

    "Here's my solution to a problem!"

    "What's the problem?"

    "Can't tell you or it might get worse!"

    The reason I'm only mentioning it and not outright SAYING what the builds are is because I'm not going to tell people what to use and what to exploit.

  • @Archol123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270143#Comment_3270143

    Oh I completely overread the part with two hook stages... That sounds terrible then dude XD

    With the amount of power and synergy it has, it incentivizes actually trying to stay alive. Otherwise, it'd be busted.

  • Pretty much. Except with the huge downside that you can just die faster than normal, which is its major counterbalance.

  • Oh, mein Gott...

    I didn't expect to come back to huge walls of texts for this. You guys went off on a completely different tangent than the original post.

  • @not_requested49 said:

    https://forum.deadbydaylight.com/en/discussion/354011/iron-maiden-makes-no-sense-in-current-dbd

    So basically nerf an already pretty unused perk? (outside of huntress and trickster)

    With the increased opening and reloading speed basekit it would make running this perk worthless

    It wouldn't nerf the Perk entirely. The aura reveal (alongside being paired with Lethal Pursuer for longer reveal) is significantly better than its old incarnation once was, even with the removal of the locker speed.

    @Milo said:

    Why is your version better than current one?

    If they slow exit, they still scream and get exposed so...

    The reason my version forces them to fast exit out of a locker is because it would feel a little more appropriate than a Survivor screaming. And it revealing the aura would be able to give the Killer some more capability to actually go after the Survivor that went into the locker. They now know the direction the Survivor goes, therefor they can plan accordingly.

  • @Sharpefern said:

    I feel like comparing trickster to artist is not the right comparison. I think the three better comparisons are Huntress, Deathslinger, and Plague.

    Huntress and Death slinger are both 110 because they can damage someone on approach from a long range, huntress being infinite, Slinger being 18m. And Trickster can as well... theoretically but not practically. Realistically the only time that trickster is going to get a damage state on a survivor from a considerable distance is either in the middle of a chase when he is already using and being slowed by his power or if a survivor is greeding a gen or save.

    But a killer who actually has a power very similar to trickster is Plague, a 115% killer. Her vomit builds up like the stacks of laceration that dont fall off. Yes Trickster can hit the survivor 2 using his power, but plagues damage doesnt provide a speed boost.

    Again I think the main difference as to why trickster should be 115 instead of 110 is he cannot snipe damage the same way huntress or deathslinger can. His main power comes from catching people in dead zones which he cannot even do stealthily because of his lullaby. He also is unable to compensate for his loss of speed with PWYF because a single blade costs a stack.

    I also compared him to Plague, Huntress and Deathslinger with very similar arguments on them.

    It just doesn't seem to make sense that Trickster should be slower to begin with when his Power is weak enough to justify a higher movement speed. And a 5% movement speed change would do a whole lot of good for him, but it wouldn't cause him to be oppressive overnight.

    And to anyone below or above that think him being 110% is justifiable, please consider the fact that despite his mid-range ability:

    • He has slow activation and deactivation time on his power (0.35/1.25 seconds to enter/exit).
    • He still moves at 3.86m/s down to 3.68m/s while using his Power.
    • He still needs 6 shots to get 1 health state in.
    • When using his Power, he is literally extending the amount of time he and the Survivor need to rotate around the loop until an interaction occurs; these interactions include either causing an injury, down or pallet drop from the Survivor's end.

    Does this sound like a 110% Killer to you?

  • @Laluzi said:

    Hm, is it? I can't remember what his theme is and I've already taken off the PTB.

    Though I can find Dies Irae in Ghostface's theme. They add two more notes in the middle of it, but it's there.

    Trust me, I've tried to look for Dies Irae in Ghost Face's theme. It's just not there.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/349217/wesker-needs-these-changes

    No. The killer does not need any buffs. He is already pretty strong as is. Giving him any more buffs and we have a new blight. If anything, then minor (and I stress the word MINOR) nerf should be OK. But it's not really needed

    Most of the buffs are more or less quality of life changes to make Wesker actually feel just a little better to play and fix some of his design issues still left inside of the game.

  • @Chocolate_Cosmos said:

    These buffs are so overpowered. Also none of these perks are joke. There are far worse perks.

    Name a worse perk than a perk that permanently makes you one health state and has its self-pickup ability removed.

  • People are paying money monthly for Twitch Prime just to get this loot. You know that, right?

    Just earlier this month, you gave out a free code that gave people 300,000 Bloodpoints. And people who pay for a monthly subscription where they can get rewards from you get 400,000 Bloodpoints.

    • Not 4,000,000 Bloodpoints
    • Not a new cosmetic
    • Not even a new charm

    Just 400,000 Bloodpoints.

    Absolutely disgusting.

  • They should not buff Decisive Strike that way--never again. It's not fun that the Killer gets to have 5 seconds taken away from them just because someone was running it.

    However.

    That said, I think Decisive Strike should just instead grant the Haste status effect for 5 seconds after stunning the Killer with DS, at a speed of 150%.

  • https://www.youtube.com/watch?v=WeHyxFd4jd8

    Once more I would like to re-iterate something.

    Nurse is the only reason that Killers cannot have fun with Perks in this game. This game would be better if:

    • Nurse was finally hard nerfed to the ground (Blinks are shorter, post-blink attacks are special attacks)
    • Nurse was completely removed from the game (and all players are refunded for her cosmetics)

    This game's design is suffering because of one Killer. She either needs a nerf or needs to be removed by this point.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3114728#Comment_3114728

    Are you factoring in the three levels?

    For example, Gideon and Midwich which each have two floors, are roughly 4000 square meters each.

    RPD has in some places three levels, the areas without multiple levels likely round it out to an average of two levels. So at 6000 square meters, this would make it over 12,000 in total, making it the biggest map in the game.

    Personally I'm expecting something a bit like this:

    https://us.v-cdn.net/6030815/uploads/DRHALP0GG0WM/rpdeast.png

    This would probably put it roughly on par size/orientation-wise, to Midwich and Gideon. Actually it's kinda like an inside-out Midwich Instead of having two levels around the outside of a central courtyard, you three! levels would be roughly the center of the map, with the single level areas (outside courtyards and main hall) stationed around it.

    The Raccoon City Police Station only has two primary levels and a "third level" on the library that is practically negligible in size. Because of this, I did not count the third level of the library due to its small size, and thus my measurements remain.

    Again, here is what I measured:

    • Main Hall - This was combined as one single area since the main hall connects into itself on both floors and makes a perfect rectangle.
    • West Wing, 1F
    • West Wing, 2F
    • East Wing, 1F
    • East Wing, 2F
    • Exit Gate Areas

    I did not, however, measure:

    • Library, 3F - This area is small enough to be considered negligible space.
    • The Dead Zones - Basically every area that is seen in black on the map or any area that is cut off by desks or assets.
    • The Red Zones - These cannot be accessed.

    This could mean that my sizes are off by at least 100 to 200 square meters at the very most. It being the size of the Red Forest still seems ludicrous considering these factors.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3113900#Comment_3113900

    I am incredibly curious how you figured that one out since it's literally twice the size of Mother's Dwelling, which was infamous for being the largest map in the game for years after they shrunk Swamp in Patch 2.3.0 that released on 16th October 2018.

    First of all, the claim of it being twice the size of Mother's Dwelling is fallacious at best since end-to-end (east to west), RPD would still take less time to get to each side. Even if it did take more time, you need to remember that Mother's Dwelling is a giant box, while RPD is a thin rectangle, so north to south would make RPD even smaller, even if "combined".

    Second, my method of ascertaining the size of the current RPD was simple: use Scratched Mirror Myers as a reference. Since his maximum aura reveal range is 32 meters, I used that as a basis once I saw that he could see a Survivor from nearly end-to-end (north to south, corner-to-corner) in the main hallway, give or take a few meters.

    Then I decided to be generous and measured the main hall from north to south as 36 meters (with a 4 meter margin for error either way), then used that to start determining the area of each section of the RPD; main hall (as one entity), 1F west hall, 2F west hall, 1F east hall, 2F east hall. Other areas were also measured including the exit gate areas.

    After that, I decided to calculate the areas of every section, add them up and got my results. Depending on which way you want to spin it, the RPD is one of three estimated sizes from where I calculated things:

    • 4699 square meters (if the main hall is 32 meters; this is likely impossible)
    • 6164 square meters (if the main hall is 36 meters)
    • 7899 square meters (if the main hall is 40 meters)

    Even in the worst-case scenario where I'm 8 meters off and it's 44 meters, that only makes the map 9915 square meters, almost a staggering 2000 square meters less than Mother's Dwelling. (By the way, if it was twice the size of Mother's Dwelling, it would be 24,064 meters large).

    I'm most confident, however, between either the 36 meter range or the 40 meter range from end-to-end from my observations, ergo either measurement would be best for reference in RPD's size.

    But you asked, so I thought I'd give my methodology behind it because the people at the wiki can't do their jobs I was mostly curious about the size myself since release.

  • @GannTM said:

    The map was already massive with both wings. I don’t see it being too small because it’s not like it’s getting cut in half since the main lobby will be there regardless of what wing it is.

    The map was either the smallest or second smallest map in the game already.

  • @Kasamsky said:

    just let go?

    I play the side that BENEFITS from the Pain Res/DMS change and I don't like it.

  • @jesterkind said:

    While I agree that the DMS/PR combo coming back is not great, Thanataphobia was absolutely nerfed for Legion and Plague. It will absolutely be less obnoxious after this patch, especially for solo queue.

    As for MoM, it's misleading to simply say it's "being nerfed" when that clearly isn't the intention, and I think it's a little early to be judging those changes before we've seen them in action. Even if it's weaker, though, I hardly think a bad perk being made slightly worse is reason to delay a patch.

    I'll happily take an obnoxious combo being brought back in a less obnoxious form and one bad perk remaining a bad perk in exchange for the Thana nerf and getting Clown back. It's not perfect, but it's extremely far away from the worst patch they've ever done and it is absolutely a net positive for the Thana change alone.

    You: "Thanatophobia was absolutely nerfed for Legion and Plague..."

    • You realize that this is the same game where Legion has the ability to cause Broken when Survivors self-mend with an add-on, and also afflict Mangled in two different ways with either a Perk or an add-on, right?
    • And also the same game where you're inherently slowed down trying to find a Survivor to mend you so that you DON'T get those status effects on you from those add-ons, right?

    You: "It's misleading to simply say it's "being nerfed" when it's clearly not the intention."

    • Nerf: Mettle of Man now deactivates when doing a conspicuous action.
    • Nerf: Mettle of Man no longer works against Deep Wound.
    • Nerf: Mettle of Man now reveals your aura when you are 16 meters or more away from the Killer, while it is active.

    You: "I'll happily take an obnoxious combo being brought back in a less obnoxious form and one bad perk remaining a bad perk in exchange for the Thana nerf and getting Clown back."

    • I would genuinely rather keep current Thanatophobia instead of having a combo that was too powerful to begin with back.
  • And to add something:

    • Apparently you guys thought that Dead Man's Switch needed a nerf without changing Pop's duration to match it. This means that Pain Resonance, DMS and Pop are going to be the meta.

    Good job. You brought back the meta from pre-6.1.0.

  • @KolbyKolbyKolby said:

    Actually, I'm fairly certain that just like Self Care, it was nerfed for no other reason than to make it worse so that the usage would drop. The only important factor in most of these changes was making them used less often, regardless of reasons they were used in the first place.

    That could have been an additional intention, but not the main reason why they nerfed it. They saw the perk reworks--and by extent the desire to make them less useful--as a secondary reason to finally revert the change that they made to Decisive Strike three years ago.

    We finally got the reversion that was promised, regardless of the reasoning behind it.

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3098581#Comment_3098581

    Well pyramid head has that helmet so for me he does not count tallest as it's not top of his head. Nemesis is clearly tallest bit shame oni is not that tall as he was showed to be so big in trailer.

    There is a reason he's called Pyramid "Head" and not Pyramid "Helmet", you know.

  • Survivors: (don't want the Killer to tunnel them)

    Also Survivors: (run BT, OTR and other perks to force the Killer to tunnel them)

    Killers: (tunnels the Survivor out of the game)

    Survivors:

    image.png

    Make up your damn minds, people. Do you want the Killer to tunnel you or do you not?

  • @Icaurs said:

    Why not. STFBL was pretty strong and used fairly often pre patch and now its been buffed even more. IF the goal is to broaden the use of perks, wouldn't it make sense to nerf it?

    Who ran STBFL if they weren't an M2 Killer?

  • @Jinxed said:

    You're kidding right? Killers whine about dead hard for so long but now you wanna give them one every 15 seconds?

    This is hilarious.

    I mean, Killers already have one that lasts about 0.5 seconds with a cooldown of 1.5 seconds. And it damages Survivors, too.

    This is basically more like a significantly quicker-acting Lunge Attack, if anything. Quicker burst mobility option and with the added effect of still allowing for a lunge attack.

  • @TeabaggingGhostface said:

    Looks like we need a score event overhaul

    This is definitely the case, and I had made two suggestions to fix it; basically increase score event point gains, or give BBQ and WGLF the Distressing/BoP/Prove Thyself effect of additional Bloodpoints earned.

  • @Dead_Harder said:

    This is Dead Hard

    Ironically, the lunge attack is a Dead Hard.

    So this would be Dead Hard 3.

  • @FriendlyKiller said:

    https://forum.deadbydaylight.com/en/discussion/336912/nurse-and-blight-are-a-problem-when-are-they-getting-changed

    You're actually speaking ONLY with the survivor perspective in mind. Please play some killer.

    You'd find it ironic then, when I say that I mainly play Killer.

    And from a Killer's perspective, the fact that Nurse and Blight are the two best Killers (inarguably and arguably, respectively) makes it so that there's less character diversity at higher to top levels. Since these two are clearly the best, players who want a competitive advantage will gravitate towards them since most Killers don't tend to have anything in their kits comparable enough to even hold a candle to these two.

    Spirit, maybe, since she's arguably the second best in the current patch (thanks to a few changes), but other than that, you'd be hard pressed to find a Killer remotely close to the viability of the two.

    And any other for the sake of being competitive is practically a waste of time since you're actively gimping yourself to play who you want to, not who you know is the best and the likely necessity for you/your team.

    What I speak is purely from an observational standpoint of players who verse these characters at at least high level, in addition to watching high level players of those same characters in a majority of their matches.

  • GHOST FACE'S CHASE THEME HAS BEEN CHANGED IN 6.1.0!

  • @Wampirita said:

    I don't agree with cages. Cages were introduces as anti-hook perk alternative. No hook perk should activate off it

    If you think of it like that, then perks like Blood Warden wouldn't get the best value. I think of my changes as "if something spills enough blood, the Perk activates". It makes the Perk feel more modern and intuitive rather than restricted solely on one action.

  • @Emeal said:

    You don't even need to have your perks be lvl 3 to be useful. and the grind is was smaller now as well as getting smaller over time.

    This is somehow bad?

    The grind is still bad, if not worse in the new patch.

    -From, the guy who spent 15 million BP just to test how it works

  • Just note, this post will consistently keep updating for every time the game is updated to remove Herobrine change Ghost Face's music.

  • @Zarathos said:

    https://forum.deadbydaylight.com/en/discussion/330597/barbecue-chili-needs-a-new-effect

    I like it have an upvote! Maybe trim the range to 34-36 meters 32 is a lot closer then you think

    32 meters is there to help give the Killer basically the ability to tell if Survivors are in their Terror Radius, which can help them in multiple ways. Mostly to know if the Killer can safely leave hook to get the secondary effect.

  • @fulltonon said:

    Might be because they are trying to give usable killer perks to newer killers.

    But what's stopping them from adding it as a universal perk?

    And if that's not what you meant, I'll also ask; how is this not usable? It's literally just another statistic buff perk like Brutal Strength, Unrelenting, Save the Best for Last or Bamboozle. And if it's universal, newer Killer players would love it since it'd make pick-ups less punishing.

  • @Mazoobi said:

    Well, we have Fire Up :p

    That's the perk I was referring to as the second worst Killer Perk in the game.

  • @Peanits said:

    As with every update, this is by no means a list of every perk that we think could use some changes. We only have a certain amount of time to work on each update. If you don't see it here, it doesn't mean that we think it's fine or that we won't ever touch it.

    When a new chapter launches, we collect feedback throughout the PTB and live release. This doesn't always leave us with enough time to change a perk right away, since we need to submit our builds to the various platforms well in advance. It just so happens that our first opportunity to make the change we've been playing to Overzealous happens to be in the same update that overhauls a bunch of other perks.

    We added it to the counter because it would be much stranger if we quietly left it out and didn't mention it only for it to get changed by surprise at the same time.

    Also:

    https://us.v-cdn.net/6030815/uploads/JFI8WT86VP9R/image.png

    nice

    Are there any plans to look into Prove Thyself in the future, at least?

  • @Crowman said:

    They probably don't see it as a problem. Prove Thyself does what it's designed to do, counteract the penalty for working on a gen with another person.

    But that's also the PROBLEM with Prove Thyself. It makes Generator speeds much faster when repairing as a team and allow for gen rushing to exist.

    If they're nerfing or changing so many of the Killer's regression or slowdown perks, as well as two Survivor progression perks, they should have gone the extra mile and added Prove Thyself to the list.

  • @BenZ0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2995760#Comment_2995760

    I highly doubt this was an "accident" cuz the chase music is way much quieter, it seems like they wanted to give it another try with a lower volume but imo it was never the volume that was the issue.

    The chase music was quieter before it was changed to be the version from the pre-Dredge patch.

  • @Laluzi said:

    Yeah - of all of these, I think the biggest issue is that it doesn't do anything if survivors are injured. Which is a problem, because people are very likely to vaccinate as soon as they have the chance to. It's pretty common for someone to escape a chase or get unhooked and head straight for a supply crate. The other issue is that almost nobody is going to vaccinate when they're anywhere near you, so killer instinct is not a beacon so much as it is a vague idea of a survivor's location. Dropping everything to search for someone on the other side of the map is a risky proposition.

    Obviously it pairs badly with Broken Recovery Coin. It does pair well with Jill's Sandwich, for what it's worth, but it's not a great iri.

    I like your suggestion for a replacement, though I don't have much to say about it. It's threatening, but has counterplay by prioritizing healing, and it has to be built up over the game.

    Thanks for the input. Maybe if more people like this change, it could actually be seen by someone on the team. I think this version of the add-on would be super cool to have without breaking anything.

    I will add some more clarification about the add-on, too, that I neglected to post on the first thing:

    • Due to the increase in recovery speed from a successful hit, if all four Survivors are injured and contaminated, this results in a 1.5 second successful attack speed, down from his default 2.5 second attack recovery speed.
    • This effect applies whenever the hit detection detects that you hit a zombie or a Survivor.
    • This effect doesn't apply when missing a Survivor or zombie, hitting a pallet or hitting a breakable wall.
    • This add-on basically acts sort of like Save the Best for Last, as well as Thanatophobia, for Tentacle Strike. This means if a Survivor is dead, you can't earn that additional 10% reduction in cooldown from them.
  • @GrimReaperJr1232 said:

    https://forum.deadbydaylight.com/en/discussion/326677/devs-why-not-give-bubbas-power-a-range-restriction

    The devs actually answered this in a Japanese Q&A.

    TL;DR it's a drastic solution they don't want and are looking into alternatives.

    Can you find the source?

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