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Coffee2Go

Coffee2Go

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  • Soo uhh im not familiar with the folklore, will the head detatch and possess us attacking our own teammates? And floating head

  • @HolyDarky said:

    So, usually a PTB drops on Tuseday and even in the developer update they said next Tuseday (September 2nd) is the release of the PTB. However, the social media accounts just dropped a new teasers that says the PTB will be on September 3rd (Wednesday).

    So, which one is true?

    Prolly tuesday... or both xD

  • My question here is since actual pain res would become a bit obsolete since it can proc 4 times on unique hooks how would community balance it to fit both killer and survivor.

    Like would it follow the general rule of gen being able to only be regressed by any perk + that pain reso proc on any hook?

    So 8 gen regresses and then it wont work anymore on same gen

  • @Memesis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992435#Comment_3992435

    I would be fine with 10 or even 15, but most aspects of actual pain res would have to not occur. For one it would be incredibly irritating for every match, regardless of perks, killers, etc, if every time a nonconsecutive survivor is hooked the gen you're working on, which will most likely be the one with the most progress, explodes and interrupts progress, makes you scream, blocks the gen.

    I would make this basekit "pain res" simply instantly take 10 or 15% from the highest progress gen without making it explode. Instead, it would just do the little electrical buzz and lose progress the same as it would if no one were working on it.

    Then, I would think pain res would be fine over a base kit pop. It would absolutely be better for weaker killers without the mobility to get to the gen they would need to kick, so I hope something like this comes with the anti tunnel changes.

    Yeah that would be fine too since its basekit so we should only request mini version of it.

    Fine by me!

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/455131/how-about-instead-of-basekit-pop-its-pain-resonance-thoughts

    So basically the basekit pain resonance, it would save time a lot of time actually than just having basekit pop that requires you to hit a gen.

    Without numbers to compare, its impossible to say, and thus impossible to get into a balance discussion.

    Would a basekit PR of 5% be stronger than a basekit Pop of 10%.

    Also, what are the survivors getting in this scenario? How much is the gen speed boost?

    Then you have killer issues. Teleporting killers would benefit more from a stronger pop they can use more frequently, slower killers would probably like the guarantee of a PR.

    First you would need a goal of what balance you are trying to achieve (i.e. are we just balancing out the survivor benefits, do we want the killer stronger, or do we want the survivor stronger post change, just not as much), then you need specific numbers, even with numbers it differs from killer to killer.

    That's all you would need to get into to have thoughts basekit PR vs. Pop.

    Though from a design goal perspective, which is a little simpler, the goal of the basekit changes is to be anti-tunnel, thus giving a buff that encourages killers to move away from the hook makes more sense.

    What im trying to achive is a way to balance out

    confirmed kill = gen completion

    Gen comp = conf kill

    Because with these changes non mobility killers wont benefit from pop unless they are close to the gens so you can probably forget about it and lose 1 to 2 outer gens by going to them

  • @Memesis said:

    If it were a pain res proc, what value would you set it as?

    It depends on what the pop will be set at, if pop is like 15% then pain res should be 10% or match it with pop value.

    Again were waiting for ptb changes

  • If its gonna be like pyramid head then we can hope and expect that his new addons will have an option to focus more on stalker mode than pursuer mode which i would really love to still have access to rather than losing it completely similar to how using vanity rn locks u out of tier 3.

    Soooo i do want 4.6ms speed in pursuer mode with addons ofcourse and the usual benefits of what vanity allowed while puruser mode will only allow lesser lunge dashes, and lesser of pursuer benefits of faster vaults etc.

    Since if they dont do it then they kinda killing out users that liked jumpscare myers

  • @Pulsar said:

    I feel like I just commented on a post asking the same question.

    Similar most likely!

    This one is more changing up pop for pain res

  • @Shroompy said:

    why am i summoned

    Thee post requires your opinion

  • If you ask me ill rather have a basekit pain resonance than pop due to the fact it saves a lot of time for all type of killers in a roster.

    Synergizes more with the upcoming changes to how hooks and slugging works.

    Way more than pop

  • @Slan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992055#Comment_3992055

    Basekit corrupt would be interesting...although some though was bugging my mind. How about a basekit pain res integrated in the antitunnel instead of a pop. That way all killers can access it and make the most of it. It does not need the gen to explode and take off the survivor, just have the progress go back like 15-20% of the progress made, not the total progress.

    6 stages is wild, clearly 4 should be the go-to here. Because then it's guaranteed you did not tunnel to do the deed. It wouldn't feel like killers are being punished for doing their job efficiently, instead punishing the tunnelling for the 1st kill.

    Actually i would rather prefer basekit pain resonance than pop now that you mentioned it.

    It fits more to these changes than pop..

    We will see!

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992066#Comment_3992066

    See, the problem is that the things people are really upset about are the things that give the changes any bite and might actually reduce tunneling. No notification of an unhook, and heavy penalties for tunneling are probably the only things that MIGHT curb tunneling. But if they do go live, then the game is as good as dead. So BHVR is in a damned if they do, damned if they don't. They can't release an anti-tunnel patch after all this time that doesn't actually do anything, and they can't actually release the patch as-is, either.

    Also stop downvoting please for the love of god its doing way more harm than good pushing away the actual voice of the OP not me from being seen by Ryan and other mods.

    Best thing is to upvote any post about this matter too.

    And when and if these changes come in PTB without any explanation or adjustments play survivor and exploit it so it gets changed

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992066#Comment_3992066

    See, the problem is that the things people are really upset about are the things that give the changes any bite and might actually reduce tunneling. No notification of an unhook, and heavy penalties for tunneling are probably the only things that MIGHT curb tunneling. But if they do go live, then the game is as good as dead. So BHVR is in a damned if they do, damned if they don't. They can't release an anti-tunnel patch after all this time that doesn't actually do anything, and they can't actually release the patch as-is, either.

    Yeah but whats up with the downvote? I am in the same boat as you, i also only play solo q and can see how probably majority of this is not necessary.

    All i said is that this changed or values whatever has been shared by Ryan will be fully gutted, look at the poor fog vial, Ryan said for Fog Vial that they will be waiting a bit before pushing any major changes but community was pursuasive enough to demand and complain that its either too OP or broken etc.

    That was all within 1 week.

    Second thing do you really think the 6 hook state if a player dies by any means they gain permanent buff will remain? Like sure let the buff remain but the way it activated will be explained and changed to only trigger if the survivors are activly saving the survivors and not just minding their own business forcing these buffs to come while sacrificing the survivor on hook.

    It wont even remain number 6 it doesnt make sense with any of long term perks since game release, it will be shortened to 4 not 6.

    I do dislike the whole live real time update notification it was not necessarily needed because of elusive state lol.

  • Brother what is up with your downvote just say that you dont agree with me or believe me? The downvote system makes the post less popular and counterdicting what you want to achive.

    We are both in the same boat here lol, do you think i enjoy these changes?

    I play mostly killer as myers

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992058#Comment_3992058

    Suuuuuure they will. They're totally not going to push this crap to live with little to no changes.

    There is no way that SOME on the list will even make it to PTB and even if they do the 2nd final wave of complaints will hit BHVR as Ryan or Mandy are forced by PR team to request player feedback and collect stats.

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992058#Comment_3992058

    Suuuuuure they will. They're totally not going to push this crap to live with little to no changes.

    They literally will did you watch Otz video calling them out and Hens?

    Literally every single content creator is saying this is horrible raw values that have many loopholes and no explanation.

    And community is more rialed up than they have been for fog vial new item

  • Not sure who downvoted me but i hope you realize confirmed kill IS the main killer objective and so IS survivor completing a gen and opening the gate and escaping.

    They are 100% going to adress and change it into that either you like it or not to the person who downvoted me lol.

    Kill = gen

    Gen = Kill

    Both are the same seen as in BHVR eyes as main objective.

    And it makes sense if a killer is fully just tunneling even if gens are popping HE will get a debuff and no access to any of those basekit rewards + survivors should in theory get a repair speed buff if a killer is only going for slugs or tunnels and not changing their playstyle.

  • Most likely adressed sooner or later as ryan and mandy have been both quiet and collecting user complaints etc.

    My best guess is after each gen is completed these hook states will refresh so lets say u manage to do 2 hook states on same guy and they are still not doing gen and then it pops you can now kill that person.

    And same goes for 6 hook states if they die by any means will be changed to 4 hook states and if they die by their own hand by sabotaging skill checks on hook or being left to die will be adressed too.

    The value 4 will be more likely natural feeling due many killer perks needing 4 unique hooks to trigger the perk to reach full potential like grim or pain res.

    Uhh elusive will probably deactivate as soon as that survivor decides to pick up an item, use flashlight or any other item to sabotage killer.

    They will adress that elusive is intended to run away and get healed only to continue your objective as a survivor not to stay still and nearby or afk and be protected.

  • @Slan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992020#Comment_3992020

    The problem is that SWFs are sooo coordinated that they will find a bypass for thiese things. They always do. The moment someone goes down, the survivors will go into a locker or hide behind a gen to prevent their auras from being seen. Because now they know you can see them, and they don't have to speculate. The pop will for sure be 10% or less, knowing BHVR. The fact they hid the numbers is a bit…concerning to say the least. And haste will surely be around 5%, which weaker killers won't be able to use. Pig with 5% haste is not a big deal. Nurse with it is. And the pop won't do much if the gen is far unless the killer is one with high mobility. The bonus now becomes a useless feature since it has counter. And every value you can get out of the BBQ and aura reading, basekit or with perks, after hooking has the potential to be negated or drastically reduced.

    I hear you about those 3 basekit perks not being enough.

    Believe me i main myers with vanity at 4.6ms and i still feel slow and cant traverse the map.

    Most likely basekit corrupt will be added i made a post about it give it an upvote too.

    The only thing i can think of this being worked around with is if after each gen is completed its allowed to confirm kill as well so if the gens are popping so should kills in theory.

    Gen = kill

    Kill = gen

    They are both main objectives for each side.

    They for sure must allow 4 hook states instead 6, its also allowed to kill while game is progressing aka gens progressing too it refreshes hook cycles for debuffs.

    Im fairly certain they wont see light of day SOME of these changes while with others i think its great, i think 4k slug = win should be fully killed but 2k 3k smart slugs should be the play here and community should voice it once the PTB releases.

    Generally about BBQ, if they do all hide which is fully downside to them when killers can just run DMS, Pain Res (i run just pain res) the gens will just get blocked and killer can just rotate there and know a general location where they could be.

    This will be really good and i dont think bhvr will allow any wiggling room for swfs to figure out abusing strats for very long

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991980#Comment_3991980

    I agree many need buffs. That, or there should be basekit changes to some and not others to even things out, like how high mobility killers are getting some exclusions from the new buffs.

    But I disagree that tunneling and slugging are the only way. You have plenty of people in the forum saying they don't use those tactics, myself included. If I lose to better players then I lose. It's only people obsessed with stats and 4ks that seem to be worried about this.

    What I don't like is losing to worse players, and that happens to me a lot as surv but not as killer.

    The only thing that worries me if these changes fully go live without any changes (which wont simply due to history of what happened to fog vials so fast)

    Simply because the game has to be made in a way that at higher mmr killers can be on a equal footing rather than survivors having more power just due to being so highly cordinated knowing map tiles and such stacking perks now.

    So i like that these changes are going to help survivors againts weaker mmr killers that simply rely on tunnel and slug if one or more survs sabotage u shouldnt really get punished for playing well and they didnt.

    So thats what i love as it happens to me too so we are in same boat there.

    What worries is mainly my killer matches at higher mmr which will have to get some noticable changes due to how Otz reacted and hens etc.

    Highly likely that some of the values will be tuned, perks adjusted.

    In theory if Pop, bbq, haste are all three decent values and not tiny, this by itself is generally a big bonus againts swfs in a scenario you do spread hooks there will be more at stake here where they will need to be playing strategically and the person going for save will need to hide in locker wasting time there instead repairing etc.

  • @Emeal said:

    Because why is it that us Killers tunnel? it makes the game easier, but why? 3 people are easier to manage than 4.

    So to make the power gained from tunneling worthless what do you do, well all it would need to do is rebalance the game from 4v1 to 3v1, this is why the 6th hook rule is so brilliant and not a nerf or a buff really. It just changes the speeds of the game, so that tunneling is functionally worthless.

    "But but but, my special Killer Sadako or Pig they have a special attack that will penalize meee :C"

    No, see this is why its even more genius, in the event that any Killers tunnels out a Survivor by accident cause they are not paying attention then it does not matter, because all it will do is rebalance the game rules from 1v4 to 1v3.
    So should someone die, the game is still fair and balanced for the 3v1 gameplay.

    Meaning the Game will continue and not be in the Killer's favor like usual. meaning tunneling wont give a Killer power.

    Its actually incredibly genius, but if you only look at "it buffs survivors" and panic, you wont be able to see it.

    Value 6 is way more unrealistic and unnatural compared to value 4 since if they lower it to 4 it would match grim embrace and pain resonance proc

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991815#Comment_3991815

    If I patrol the area it's to scope out a hook and a possible sabo. That takes seconds, yeah. If I find someone, I just whack them and they usually scurry off. It's pretty rare you can't deal with this in 30 or, even crazier, 90 seconds.It's equally rare as surv that I can even fill that recovery bar up.

    And sometimes they will in fact get back up, just like sometimes you lose a hook to a sabo, flashlight, or pallet drop. Saves are part of the game.

    If you down two people the new aura read is probably going to show you where the other down is once you hook. There are still perks that do this too. There's also still pain sounds and blood trails, as far as I know.

    60s is usually what it took for me with old myers well current myers with vanity and my off meta perks non bamb and they lead me to shack.

    So still below 90s.

    This was bare in mind high mmr matches they played very strategically taking protection hits, body blocking.

  • @Inosennatoki said:

    We now have anti slugging, anti tunneling and anti face camping.

    Hopefully the generator speed will be reduced to help the M1 killer after the latest patch.

    Most likely a mini basekit corrupt

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991870#Comment_3991870

    You said soloq players don't care about tunneling and slugging which is absurd. Why would playing solo make me want to lay on the ground for minutes at a time? If anything, you have better protections from these things in a party because teammates might try to help you, where soloqers often won't.

    You also make it sound like the goal of the match is to die as fast as possible so you can go to another match, where you can again die as fast as possible. The goal is to win by escaping fyi.

    People act like this will fully ruin the game.

    Maybe yes if some points of new changes dont get resolved like self sabo surv, 6 hook states needs to be reached minimum to confirm kill.

    But overall its so obvious they want survivors to have no collision, elusive just to escape far away so killer cant track them and kill them so fast like they are doing rn.

    When i play survivor there are games where i get tunnelled like that i didnt even tbag or use flashlight i run toolbox build myself and off meta perks

  • @Mushwin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991534#Comment_3991534

    Rob Zombie may of took his own road and turn, which I quite liked in a sense getting to know more about Myers as a child etc, but the famous One he was a silent killer.

    I do think however 4.2ms in stalker mode is not good at all ideally 4.4ms before addons and still undetectable, with addon 4.6ms but conditional undetectable upon starting a chase he loses undetectable like in movies gets into a frenzy and has enhanced abilities like shown by the devs but still focusing more on stealth.

    I generally want a better unique way of stuff, i want his lunge dash to have a unique grab animation that shows he lifts them up by the neck and stabs them and throws them on ground or pins them at wall.. so much potential

  • @Mushwin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991534#Comment_3991534

    Rob Zombie may of took his own road and turn, which I quite liked in a sense getting to know more about Myers as a child etc, but the famous One he was a silent killer.

    Yeah we dont have him as a child version xD.

    Ah sarcasam i see... carry on.

    Either way lots of people wanted a different way of michael going on demand in tiers and now we have a sort of combo of tier 1 and 2 and then 3.

    I myself just want better addons thst would widen his gameplay and allow more of his lore to shine through since he really is not a lunge dash in movies and in lore buut in the newest official ones he kinda is shown to charge up out of nowhere and lunge at the cop and held him hostsge which i find odd.... anyways its all funky lets focus on og halloween instead which is chefs kiss

  • I mean he does not speak not in the usual og movies and newer ones, different director ones he does slightly to dr loomis at the end.

  • @Mushwin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991516#Comment_3991516

    Uhm not sure how this is relevant to Myers doing a forward flip *s

    Its not really relevant but majority of people say its a good rework not necessarily one that people hoped though.

    The mode switching is a yes for me.

    And sounds would be a good addition if they give him really juicy addons similar to pyramid head

  • Also for ogs, he used to have this as his tier up imminent sound made it way more scary and enjoyable as myers

    https://youtu.be/SpbcUb-Jj7k?t=1s
  • @Mushwin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991513#Comment_3991513

    Yeah is what I saw, that clip. Add ons, fine, rework? no.

    I mean he needs something apart from tomb to be viable, you can still play the old og myers but not get healthy mori to make it 3v1.

    Even if he remained the new changes would hardcore ruin him if he gets rid of survivors after he gets ability to kill.

  • @Mushwin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991505#Comment_3991505

    Eh, another thing I dislike "just run this" when has he been a lunge Killer? Sorry confused, when I have played him, yes his stabbing motion is a sweep, downy but lunge? idk

    Similar to this sound when he spots survivors in his stalker mode when using reworked addons:

    https://youtu.be/_KhCcp7I9n0 https://youtu.be/xOq2T4SGdfA
  • @Mushwin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991505#Comment_3991505

    Eh, another thing I dislike "just run this" when has he been a lunge Killer? Sorry confused, when I have played him, yes his stabbing motion is a sweep, downy but lunge? idk

    Im hoping so badly they will keep the whole breathing heavy intensified and og sounds in game and add some few more...

  • @Mushwin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991500#Comment_3991500

    Evolved and tweaks sure, but to do something not many seem to want or like, it's like Killers can no longer be unique no more and tweaked more so then the kardashians. If it works. Leave it, add a little, not a lot, seems like more killers are morphed into others to suit this, envoling.

    Im gonna be real with you, i was kinda hoping that he would have mode switching on demand but not like exact this in mind, me and other few myer mains talked about this after reddit ama and talked it out and agreed if he can from oppressive mode to more stalk mode with undetectable on demand that will be really dope so now its in game.

    Upon looking at this gif:

    Untitled Image

    You can see its not much know if this is just cinematic movement slow movement like similar to how usual dashes work or is it more like a lunge which is fully 100% controllable snappy and like a amplified coup + tier 3 lunge.

    If they can make it be like coup + tier 3 lunge type of ability instead hard clunky to control because he has fast reflexes in general in lore.

    And lets touch down on rework of his addons.

    If this is what i think it is, this is dream come true for many of us where we can decide to stick to one mode ideally and lose the lethality of other or other way around that will be really really cool.

    His stalking i hope it feels similar with addons which are not published yet.

    Soo hands down i expected something else maybe like a power of him putting up shimmers mirages of him that stalk and jumpscare and fade away if u lose LOS with them and it notifies michael but this is okay too as ability

  • @Dwight_Fairfield said:

    I would like it so if he equips scratched or vanity mirror he is guaranteed an indoor map. The map offering change killed jump scare Mikey.

    That would be nice change something that we will have to fight for sadly, as in all stealth killers in game should get indoor maps more often than outdoor and large ones.

    I do however think the mirrors wont be called vanity or scratched but renamed and reworked and these addons will most likely sacrifice one mode to get stronger improved mode soo still allow users that only loved tier 3 myer gameplay to have pursuer type of style but without whole mori at fully healthy state.

    Soo thats all im hoping i want ability to play how i did before on him and that is an addon that leans more on stealth but still benefits of tier 3.

    Even if its 4.4ms speed at pursuer and evil incarnate is either fully gone or half usable and his dash is for much shorter time usage, im all for that

  • Well they confirmed that they want ALL killers michael wasnt excluded to be modernized with new and evolved dbd since devs confirmed dbd is more or a chase and loop than hide and seek game now with many variety of perks etc.

    I do appreciate them not fully removing his stealth and allowing og tiering

  • @cogsturning said:

    I'm okay with some variation of this concept. I think it should be the three gens closest to the survivor spawn (instead of the furtherst from the killer cause thats wonky sometimes), to force people to move inward and not all hop on the first gen they see.

    But if killers get more basekit perks then I would also like the slugging timer to be less than 90 seconds to make things a little more even. 90 seconds is kind of a joke. You can slug and hook everyone in that amount of time.

    That would be really cool actually that instead of usual all outer gens the ones closest to survivors.

    So if only closest ones to them have this effect and have to outplay killer by being somewhat sneaky.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991418#Comment_3991418

    Yeah they seem to be getting better with add on design recently. I have faith :)

    Im hoping to see something like a trade off for lethal pursuer mode for more powerful stealth mode that locks u in 4.6m/s + undetectable while making pursuer 4.4m/s and slightly less lethal dash that wont be long lasting maybe slightly slower and stuff.

    Same stuff how he was before but more modern like what they made him into now!

  • @crogers271 said:

    We kind of got mini-corrupt already with all the survivors being grouped together at the start, it slows down getting spread out on gens. It also make normal corrupt stronger, because when survivors used to spawn spread out there were times I just spawned on the edge of corrupt with a non-corrupt gen nearby.

    It's not a bad idea if KR dropped below BHVR;'s target, though it does make the beginning of every game the same. The initial game is no longer a choice of whether to do the gens or not, its to spread out and stealth. Not sure a slower start is what people want.

    No gen increaser early: Takes out the risky strategy of getting across the map and breaking a three gen off the start. I think that's an important game element that would be removed.

    Generally the whole point of this is to give all types of killers and playstyles a chance to break through that 3 gen zoning.

    So this should by paper definition allow killer to have a chance which gen should be done first if they dont pay attention then they still lose that gen that was started on by survivors in start.

    So you dont lose 1-2 gens (extreme situations) with these new changes that are coming

  • @crogers271 said:

    We kind of got mini-corrupt already with all the survivors being grouped together at the start, it slows down getting spread out on gens. It also make normal corrupt stronger, because when survivors used to spawn spread out there were times I just spawned on the edge of corrupt with a non-corrupt gen nearby.

    It's not a bad idea if KR dropped below BHVR;'s target, though it does make the beginning of every game the same. The initial game is no longer a choice of whether to do the gens or not, its to spread out and stealth. Not sure a slower start is what people want.

    No gen increaser early: Takes out the risky strategy of getting across the map and breaking a three gen off the start. I think that's an important game element that would be removed.

    From my experience the swfs or just high mmr randoms tend to rush the gen they spawn together if its generally a non high mobility killer like nurse blight ghoul and other mentioned killers that Ryan mentioned in post.

    So what currently exist is more like QoL in terms of spawning than a corrupt since corrupt itself is oriented to prevent outer gens to be started on aka the gens that are near where survivors spawn.

    It would not be fully fair if it fully locked the gens and highlighted them because that would be like fully hand holding new killers so thats why i just went with ability to repair but not get any speed bonuses from toolboxes or BNP.

    We will see more if this is needed or not once the values and features drop in PTB.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991282#Comment_3991282

    the fact that 2 survivors can go out of their way to bully the killer with this, and there is nothing the killer can do, with out loosing the game, is a huge red flag.

    killers dont have a hook state indicator is another red flag

    That part will be main priority even Otz, and other creators confirmed this, the community is in high alert way more than what they did for fog vial.

    You can see that they are silent which means silence speaks more than words

  • @Shroompy said:

    Im gonna guess this is how both of these add ons will work:

    Scratched Mirror

    -Increases movement speed by 5%

    -Stalking reveals Survivors within 32 meters

    -Cannot switch to Pursuer

    Vanity Mirror

    -Grants the ability to stalk while in Pursuer mode

    -Stalking reveals Survivors within 16 meters

    -Cannot switch to Stalker mode

    -Cannot gain stalk points towards Evil Incarnate

    So basically nothing changes

    Good guess! Love to see peeps speculating.

    Im having high hopes for his addons since pyramid head and freddy got some juicy addons especially pyramid head

  • @Pulsar said:

    Its alright, but it just shifts the pain until the mid game. Which is fine, I suppose.

    Oh you actually give an approval for once haha, damn.

    Yeah it shifts more to mid which is where it should be honestly like outplays and skill based gameplay, better side wins in short

    Cheers!

  • @Jade_Merrydown said:

    A good way to stop these massive gut reactions?

    Give us the damn numbers of these effects, infact stop it with the whole vauge language BS in any patch not GIVE THE HARD NUMBERS

    They are silent mode right now which means collecting our opinions and giving it to the devs…

    Going to assume that Ryan will post another post sooner or later prior ptb comes giving more explanation.

    The truth is there are only few change points that need some vague explanation

  • @SnakePVP said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991282#Comment_3991282

    I think many people have little trust and faith in the devs at this point. Some most likely think the basekit pop is going to be some token buff like 5% me somewhat included. I worry all these let's wait for the numbers guys will be disappointed.

    Yeah im worried for the % values.

    If its as low as 5% thats not good at all for pop that is lol

    For haste that is a noticable difference to be able to flick before they vault over.

    Bbq wise they have to keep it as it is and adjust the existing perk into being viable to run along side existing baseline one

    Pop just has to be like 10% ill be grateful for that or that it stacks perk hook it starts 5% then +2 +2 +2 until it caps 4 unique hooks

  • @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991278#Comment_3991278

    That's actually kind of a nice view on this.

    More perk slots for other things like chase or stealth is more than welcome, but we need to see how all this plays out in the PTB.

    Plus, we do know there's a killer improvements update in the horizon too, so we at least have that in case things are the worst case scenario.

    People fully sadly overlooked the fact Ryan put at end of each anti tunnel and slug changes a slight dev note we are going to see perk re-adjustment for both killer and survivor in this area.

    I think we just have to wait and see because if fog vial got extreme treatment because people on forums and streamers complained less than this then we are just bound to take over as community voice and guide the changes.

    Two things worry me only and which is that killer side of mains that dont see this as a good thing aka freeing up 2 to 3 perk slots for them so they can run other perks for their builds because many many people always say Pop is a must and BBQ Is like a mid perk that can come in handy especially againts swfs that like to spread out all across map and bait for chases and force your attention on people nearby and not survs on gens.

    The other side is survivors demanding killer changes to get nerfed on the other side.

    Soo same stuff but worse scale will happen what happened to fog vials aka we can expect some stuff to not even hit PTB or worst case scenario get removed within 1 week of play testing.

    Pop and BBQ will give me an insane equal footing due to the perks i personally run and i also run michael as my main sooo we will see

  • @ChaosWam said:

    So, SWF sided? We all kinda knew about that already.

    But, it's worth mentioning still. The aura read the unhooked survivor will get will make it easier on SWF to relay information as well. Not that I'm arguing against it, just stating fact.

    Good read otherwise, I agree with most of your points. Though, I do want this to go live to gather the information and show people that yes, while killer can manage even with these changes, there are things on survivor side that will make it tedious or stacked against them no matter what they do.

    And as a soloQ survivor most of the time, I am dreading the SWFs that may end up letting me die on hook for a minuscule repair speed bonus…

    And also @Lorisidir_Giichi as well good read too.

    I actually believe in them making some noticable changes that will punish SWFs now since baseline pop, bbq, haste is coming to the game.

    This is a huge thing if the values for pop and haste is decent and bbq actually does what bbq does.

    This free's up a slot or two for perks that wont be needed to run now you get free aura reading for hooking, you get an extra gen kick regress on top of existing gen kick value.

    Im kinda praying on the fact they add a hybrid mini corrupt baseline which wont affect lower mmr or avg lobbies even only prevent as you said SWFs to popping one or two gens fast in start, i made a post about this so feel free to check it out! Lets make it happen!

  • Some of these points that was mentioned here will be most likely defined and explained and later on adjusted to 4 hook states, and killing a survivor by any means and whole blocking gens and preventing regress will be adjusted according to the voice of community same as fog vials.

    Expect fog vial treatment if not a more extreme ones.

    They gave these values as a first hand raw factor to show they mean business and are "serious".

    I dont think anyone here thinks 6 hooks state before confirming a kill is fair and balanced once you move up higher in the mmr.

    Same goes for the whole HUD thing that was just poorly planned because even right now you cant really see hook states they did not explain if its that tiny hook icon on the person middle left corner.

    Only thing that is generally concerning is delayed notification that right there has no counterplay killer wise as of right now maybe only if you manage to HOOK and then BBQ proc for you and reveals person who did the unhook?.

  • What you can expect will happen is majority of killers now playing to get that free haste, bbq, pop then rotating constantly until the survivor gets unhooked and going straight for the person that unhooked you then downing them and hooking them, it gives you a choice of staying in elusive state until u do gen repair or open chest or heal others or yourself.

    My best guess is thats how they intend the system to work, if you decide to be in elusive state you lose access to doing actions to repair gen or heal others by staying "off the record" basically and making it 3v1 temporarily because killer cant find u through their bbq until u either come out of closet, repair gen or heal or clense or bless and stuff

  • And yeah this in short means if anything it wont be a likely easier free win, not unless killer fumbles and kills any of your mates at under 4 or 6 hook states by promoting face camping proxy camping.

    Which is also going to require slight re-adjustment so you cant leave your mate to die or else killer gets a free 3 v 1 now without any penalties

  • @k3ijus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991242#Comment_3991242

    Do you have any concept of how they will be changing related perks? Or are you just assuming bhvr will just change them accordingly like they say every patch, and having the most miserable meta for a good 3 months?

    Also for your 2nd statement your assuming the survivor feels the need to hide away from the killer for the 90s? Are you forgetting that the killer is punished if they hook the same survivor? And heavily punished if the said survivor dies on hook? These changes basically make hooked survivors have a free get out of jail card, with zero counter play for killers. Whats worse is they can also pick themself up, so killers cant just put them in the dying state and move on with their day.

    And them saying its being reduced to 4 isnt really impressive as it can be exploited just as it could before.. but good analogy though

    I didnt say they are reducing it to 4 just yet this all just speculation and collective feedback off of community.

    Im saying 6 hooks is unrealistic and way too brutal and extreme and 4 hook state is way more realistic number healthier to outplay even againts swfs when playing along as a killer getting free haste + bbq + pop

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