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DawnMad

DawnMad

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  • That's a problem with the human being controlling the survivor, not the game. Also naming and shaming isn't allowed as @Xyvielia mentioned.

  • I can hear you over the sound our beloved Ace makes.




    (This is a joke I know you asked for girls.)

  • Dude, chill. Ruin + Undying isn't destroyed, Undying still is only strong if you don't know where it is. If you find Undying early you get rid of Ruin, if you can't you don't get rid of Ruin, nearly nothing changed?

    They said long before the Knock Out change that they don't want direct synergy between killer powers and perks so Knockout change was expected for a while.

    Many survivor thing do need urgent changes though like keys and the whole DS situation (but tunneling needs to be nerfed for that to happen). Completely agreed on that.

  • To be honest if a good killer wants to tunnel neither of these perks will stop them. They just punish him for doing so, also DS doesn't have anti-camp ability while BT isn't that reliable since the killer may be undetectable or simply too far away, it's a good idea to have them both usually.

  • Absolutely Blight, might be because of his awful PoV but I feel like I'm missing many attacks that should have hit otherwise. Also his ability has a shorter hit range than normal so it's harder to hit through windows but that's intended design, his PoV needs fixing though.

  • I really think we should wait until the PTB to judge the Clown changes, mind you that there have been very few killer releases and changes that initially got a good response from the community and most of these were accepted through time.

    Also I would like to add that "An ability that can aid survivors" is most abilities in the game if you think about it: Spirit's phase removes vision so they can trick you, Pig's crouch slows you down so they can make distance if they see you before you see them, Blight's rush reduces your cornering a ton which let's survivors just circle an object and dodge it etc... but none of these actually make these abilities bad, some are even very strong despite them. Like these Clown's ability could benefit survivors if used wrongly, but most of the time it won't if the Clown player know s what they are doing, but again lets just wait and see.

  • @Rydog said:

    https://forum.deadbydaylight.com/en/discussion/comment/1864573#Comment_1864573

    My emblem system rework:

    SURVIVOR:

    • Did you die?

    KILLER:

    • How many survivors did you kill?

    (OK, I'm being a little cheeky and I understand the need for SOME granularity to curb dead weight survivors etc., but this should be the foundation of everything.)

    Well the changes will turn the ranks to a reward system rather than a skill measurement system, so I'm happy with the fact that it rewards players for doing various things in a match. Lets just hope it improves some way or another.

  • It basically improves his power in chases by making him faster on top of making survivors slower. It can maybe fix one of his core issues which is the "just drop the pallet early" strategy but I can't see a way it will fix another one of his core issues, map pressure. His reload buff will definitely help reduce his downtimes but the bottles give too little speed in general to be worth being used to traverse the map. I am excited for the changes too, he will at least be up to B tier with them I believe.

  • @Rydog said:

    https://forum.deadbydaylight.com/en/discussion/comment/1864570#Comment_1864570

    It's so baffling that the logic is not just "Dead survivor = 3 hook states" in all cases where a survivor dies or leaves the game, for emblem hook-counting purposes. The emblem system is so bad and counterintuitive.

    Emblem system on a whole is awful at it's job to be honest, which is measuring skill. I hope they rework most of them when they do the rank reward stuff.

  • @Lycidas said:

    https://forum.deadbydaylight.com/en/discussion/218362/what-with-this-emblem

    You get 20 Devout points each time a survivor is sacrificed

    10 points if you hook all survivors at least once

    10 points again if you hook survivors a total of 9 times

    You killed 3 survivors so yeah, 80 points sounds about right

    An addition to this, 9 hooks means at least either 1:2:3:3 or 2:2:2:3 set of hooks. So if you kill someone on first hook make sure at least 2 of them doesn't hit stage 2 or die on hook. And if everyone dies on 2nd hook you don't get this either.

  • I think exit gates are good as a mechanic, it gives the killer something to defend at the end of the game. Of course they are much harder to defend than generators since at that point the survivors have won, it just gives the killer something to work with and a chance to maybe secure a kill or two. Exit gate locations should be changed though, them being too close or too far away can be unfair for either side, they should be made static and far enough away that survivors have barely enough time to open it if the killer is running between them. This would allow a 50:50 mechanic on a last survivor left situation where they would have to guess if the killer will come back immediately or go look at the other gate.

  • A perk shouldn't be the only thing between a fun game and being tunneled to death. Tunneling needs to be nerfed and then DS can be fixed much more easily.

  • As a Spirit main I can say that footsteps are much louder than breathing. But yes this should be removed, it makes survivors standing still completely quiet and basically invisible to a phasing Spirit.

  • The problem I see is his map pressure isn't buffed by this much. If you look at it overall 10% speed bonus for 7 seconds saves you around 0.7 seconds worth of time. He can save around 2.8 seconds with 4 bottles but spends 3 seconds to reload, so this ability will be useless for getting around the map.

    It will be good for catching up to survivors though since instead of a 15% speed difference it will be 25%, so a 10 seconds distance will be down to 6 seconds etc. This is also without the Tonic slowdown.

  • @Slashstreetboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1859991#Comment_1859991

    I´m sorry but "much less likely" is a very strong overstatement, the change really benefits Survivors more than the Trapper. There´s still a very good chance they get out in 1-2 attempts but the max they will be stuck is now 10 seconds.

    The chance to get out in the 1st or 2nd attempt currently is 43.75% while in the new patch it will be 30.55%. If we look at 1st attempt only it's 25% now and it will be 16.6% after. It is a consistency buff.

  • @Terro said:

    https://forum.deadbydaylight.com/en/discussion/comment/1860577#Comment_1860577

    U're cutting out the while situation where you keep accidentally finding ruin over and over again. Do you not know how current undying works?

    There is no situation where you "break all 4 totems other than undying" with the new undying. That's the current undying. New undying shuts off the moment you cleanse any hex totem.

    In the current vesion finding Ruin over and over happens if you don't find Undying. In the new PTB you will just be finding dull totems over and over if you don't find where Undying is. Result doesn't change. Finding 3-4 ruins in a row turns in to finding 1 ruin and 2-3 dull totems in a row. Until you find Undying Ruin stays, both in current version and new PTB.

  • @Terro said:

    https://forum.deadbydaylight.com/en/discussion/comment/1860493#Comment_1860493

    Your scenario is very easy to understand. I'm sure that's true for everyone. What's hard to understand is the leap in logic to the conclusion you got. That's what we're all talking about. How is it easier to find and do all totems except undying compared to finding and doing 2 specific totems? The time expenditure alone makes it a decent nerf. That's without even talking about the aura stuff. Add that in and the whole "undying change isn't as bad as people think" argument goes out the window.

    You don't have to do all totems in the current version, you just need to find Undying and then Ruin. Maybe you find Ruin first, maybe a couple of dull totems but those don't matter if you think about it. Until you find Undying you don't get rid of Ruin.

    After the update you still don't get rid of Ruin until you find Undying, yes you don't need to find it again after breaking Undying, that's what I have been calling "1 extra totem" in my post and comments. So not much changes. It goes from "Find Undying then Ruin" to "Find Undying and Ruin in any order". It is a nerf but not a big one.

    I meant the "break all 4 totems other than Undying" scenario as an alternative, it is very unlikely but in the case that it happens the new Undying would be stronger. This is not my argument though, just an example on a situation where new Undying can be stronger.

  • @konchok said:

    https://forum.deadbydaylight.com/en/discussion/comment/1860493#Comment_1860493

    The difference is not how many totems found, but the effects that finding those totems had on the game. The first scenerio has them breaking 4 totems. While the PTB they only need to break 2 totems. The first game, you were able to protect totems, in the second scenerio protecting totems costs the game. These aren't fictional scenerios. I've run into the second scenerio just through bad luck, where I am out ruin and undying before I get a single down. But that would be every game, not just the unlucky ones.

    In your scenario they didn't have to break all 4 of those totems. They could break the 2 Hexes they found and IF they broke Ruin first they would have to break a 3rd hex. Also don't look at it like "breaking" totems but more like "finding" totems because that's what actually matters. In the current version no Dull totems you find and break before the Hex's matter unless you find all 3 and in the PTB they don't matter at all. Both times you have to find both Hex totems unless in the current version you break all dull totems first (then you only have to find Ruin) which is a better scenario for the new Undying (because you will still have to find both Hex's). Otherwise you will have to find 1 extra Hex with the current Undying which is a better scenario for it. This is why I don't think it's a big nerf but a slight nerf.

    I'm not really talking about the aura reading change, that is more significant and I personally wanted it removed even as a killer so it would be an opinion rather than a fact. I'm going to sleep now, I hope I got my point across.


    Also why was this moved to feedback. This isn't directed at developers but to players in an attempt to change their opinion.

  • @konchok said:

    https://forum.deadbydaylight.com/en/discussion/comment/1860461#Comment_1860461

    You didn't bother to read either scenerio. In my first scenerio. 4 totems were broken, and none of them were ruin. Your reading comprehension is as poor as your ability to read through the whole comment.

    Yes, in your scenario 4 totems were broken, 5th was Ruin so it would take finding 5 totems to break ruin that game, if it was PTB it would take finding 4 totems to break Ruin that game, that is exactly what I said. And if Undying wasn't the 4th broken perk but the 5th not found totem, which is an as likely scenario, new Undying would be better, just like I said in my previous reply. Please read more carefully.

    @Terro said:

    https://forum.deadbydaylight.com/en/discussion/comment/1860461#Comment_1860461

    So you're saying that it's easier and faster to find 4 totems and cleanse them with undying's original aura reading than to just do 2 totems?

    Nope then I would call it a buff not a slight nerf.

    Also calling it "do 2 totems" is misleading cause it is "find 2 specific totems in the map" instead of "find 2 specific totems in the map and maybe 1 more if all dull totems aren't gone and you didn't break them in the right order". If you don't understand it read my scenarios again, I labeled the totems so exactly this is clear.

  • @konchok said:

    If you think it's a slight nerf. You're straight up delusional. Not to say that undying was fair, it wasn't but this isn't a small nerf.

    Let's use a more realistic scenerio than the one you posted. You've spawned into the map and you're looking around, a survivor has spawned near a dull totem, their team mate has told them that ruin is causing gens to regress and they go to break the dull totem. You as the killer move towards the dull totem, they break the totem because they're greedy and you get a hit. While in chase with that survivor, 2 other survivors are working on 2 different generators, 1 is looking for totems. You down the survivor, you hook them, and with BBQ you prevent 1 survivor from finishing their generator while the other generator gets finished. You are down one generator, You are down 2 dull totems, and 1 survivor is on hook, and the survivor that you're chasing is injured while they're generator is regressing to nothing. While in chase you see the aura of a survivor going to break the totem and you hear the sound notification of someone completing the rescue. You change targets to the the one breaking the totem. You're able to protect this totem (because you knew where the location of the totem was and you were soft patrolling it. While you may have protected it, they've found the other totem and broken it. But it was undying, and ruin moves to the last dull totem on the match. The match progresses, the survivor that was on undying remembers the location of the totem and goes back to break the totem. But it doesn't matter, ruin has moved to the 5th totem in the map and breaking undying doesn't matter.

    This scenerio of having ruin being the last totem broken is a very likely scenerio. Precisely because survivors will break any totem they come across to prevent the totem from moving to another totem. And if you protect your totem and they find the other, they will come back to break both totems. This is true even when undying is the only totem in play, many survivors will still go to break undying.

    If you can't understand how much of a difference this is compared to the changed ruin, there's not any point in having a conversation with you.

    But let's look at the new undying scenario.

    You've spawned into the map and you're looking around, a survivor has spawned near a dull totem, but not near enough to see the aura of the survivor (after all the survivor basically has to be touching it to see auras). their team mate has told them that ruin is in play, they ignore the dull totem. You never see their aura, You never get the hit because they were greedy about breaking it. You don't even know where the survivors are but in reality 3 survivors are on generators and 1 is looking for lit totems. Let's say you decide to protect your 2 hex totems. You can't see the auras of survivors who find them so you must be near by. While patrolling the totems all 3 generators pop. You have no hooks. Well that's a dud of a strategy, let's not do that. Alright, new plan you decide to patrol gens. You push one individual off of a generator. As you land your first hit, the first lit totem is broken. It doesn't matter which one it is, hex ruin will continue to be in play. You get your down, you put the survivor on the hook. On BBQ you see the aura of a survivor on your second lit totem, but it's too late. You see it just early enough for it to be a foretelling of what will happen in the next 6 seconds. Your second totem is broken. And now to top it all off. two generators pop. You have to protect 3 generators with just 2 perks for the rest of the game.

    For your first scenario, best thing Undying can do is to make survivors need to find 1 extra totem. That is my point, in your scenario they break 5 totems and Ruin is gone, if it happens in the PTB it would be 4 totems and Ruin is gone. Also that situation could have easily gone with that 5th totem being the Undying and the totem you protected being a dull which Ruin just teleported to. In this case the upcoming PTB would be better since the Ruin would teleport to the 5th totem they have no idea about.

    Sorry it's late and there are so many replies so I won't read your second scenario but I hope this was enough.

    @Terro said:

    https://forum.deadbydaylight.com/en/discussion/comment/1860371#Comment_1860371

    Undying deactivates after ruin gets cleansed and ruin teleports to where it was. That means that you only have to do one extra totem with undying whereas before it was a minimum of 1 extra totem.

    You're also arguing the idea that it isn't a big nerf. The aura reading, regardless of if it was necessary, plus the other stuff is a big nerf.

    Doing totems isn't the problem, finding them is. Before you had to do 1 extra totem after breaking Undying or break all 4 other totems, now you HAVE to find Undying. This is maybe 1 less totem and maybe the last totem remaining so either a slight nerf or a slight buff depending on the situation.

  • @[Deleted User] said:

    It's actually a bit worse, taking it with ruin might actually be detrimental now instead of beneficial.

    Since the first totem cleansed will remove undying thus all it's benefits; that means you only need to cleanse 2 clearly lit totems on a map to disable half of the killer's perks entirely. Ruin before, on its own, often was gone in like 20 - 60 seconds of the match, with this current undying that might be extended to 60-90 seconds or maybe 2 minutes.

    If they are blind or less...experienced survivors sure it might last; but it will be totally unreliable against anyone who has played the game some.

    Now; keep in mind there is no aura for lit totems now, which even if there was it would be gone after cleansing just ONE totem. That at least would let them defend a totem ONE TIME at least; however now they cannot even do that.

    So you can, without interruption, likely break both totems no problem disabling again, 2 of 4 killer perks early on; probably faster than corrupt intervention even lasts.

    The nerfing of its primary effect, sure I get it that makes sense; however that also nerfs it's secondary effect which would also be fine except they basically removed it's secondary defense mechanism in the process. Had they left it, it still would be gone after one totem, so in no way would that be "too powerful" and also it would at least buy enough time, if the killer chooses, for it to have some merit as a perk slot.

    If they wanted to do it more justice, give it the thrill of the hunt notification sound, and move the aura reading to Thrill instead; thus buffing thrill of the hunt in the process of a manageable undying nerf.

    But the strength of Undying is that those 2 are specific totems now, in the current version you only need to break more than 2 totems if undying is hidden and until you find it, you can also break dull totems you see and not even have to find Undying. In the new version you will still have Ruin until you find Undying so if its again hidden you will get nearly the same effect maybe better if they can't find it but every other totem. If Undying isn't hidden then it's just the same both cases.

    Bringing Undying is already basically throwing away a perk slot to make another perk more reliable so losing it and Ruin shouldn't be seen as losing 2 out of 4 perks but more like 1 out of 3 perks much later. Yes it has aura reading but it is way too weak to be seen slot worthy on its own, which is staying btw on dull totems.

    @JasonS said:

    I don't think you went though the full scenario you're talking about.

    50% chance Undying will be cleansed first, 2 totems total

    25% chance that Undying will be cleansed 2nd, 3 totems total

    12.5% chance that Undying will be cleansed 3rd, 4 totems total

    12.5% chance that Undying will be cleansed last, 5 totems total

    With a little math, the "Expected Value" of Undying is that they will have to cleanse, on average, 2.875 Totems to remove ruin.

    Of course the math gets more complicated if the survivors are also cleansing Dull totems, but even if they cleanse 2 dull totems, there's only a 25% chance for that to actually matter.

    Also it has become much weaker as an information perk because it won't show you when survivors are cleansing your Hex totems.

    Overall its a significant nerf. Is undying useless now? No, you'll still get value out of it, but to say its a slight nerf is an understatement.

    But you are not including the order they find totems, finding totems is the problem not breaking them. Just because a survivor needs to break 2 totems doesn't mean they will find those 2 first. In the current version, no matter which order you find totems, best case scenario is that Undying will make you find 1 extra totem because any totems you find and break Undying won't destroy Ruin in the PTB and it only destroys Ruin if you find all 4 in the current version.


    Yes the information is much weaker I agree but I believe it is necessary, it just provides way too much totem defense since you can see anytime a survivor goes on it and even if they manage to it goes to another totem.

  • @DemonDaddy said:

    It puts hex perks back to before undying released, gimmick perks that disappear once survivors are notified of their exsistance.

    Please read my post and maybe my first comment, however strong Undying is in the current version it will not be changed much in the PTB. If you can think of a scenario it will be much weaker please tell me.

  • @Nosferatu3145 said:

    Okay, but we need to ban survivors for doing gens as well

    I hate facecamping but this ^ is the answer. Facecamping is a strategy like it or not, if you are gonna ban killers for it you may as well ban survivors for using flashlights or pallets.

  • @Terro said:

    Isn't this exactly as bad as people are saying it is? The only thing you've added is the idea that it's a slight nerf in your opinion.

    No, people are talking like ruin spawning on dull totems 3 times before undying is gone is something insane, but if you read my post you can see that for that to happen Undying totem needs to be not found before the other 4, obviously, which means it would actually be better for Ruin to be swapped with Undying since it would be found after the 4 other totems in that scenario. My point is that the change is only a slight nerf, in some cases even a buff.

  • If the Solo Queue and SWF gap is ever going to be closed perks, totems done, which gens being worked on, where the killer is being chased and many more things need to be made basekit. Perk setups would be a good standalone change.

  • Completely agreed. The information is just scattered around everywhere, it will be annoying to have to keep tabs on every corner of my screen. Like, why do I need to look at 2 opposite sides of my screen to see my bloodpoint progress whenever I do an action, that's just bad design.

  • If they ever do this let's instead make it like an "upgradable" cosmetic so even if you take a break for a whole month you don't miss out on much. The Bloodpoint rewards are pretty low too, getting both roles from 20 to 1 in a month rewards only 500k which is less than 1 day worth of playing for me and I don't play more than a few hours a day.

  • @TheBus4K said:

    https://forum.deadbydaylight.com/en/discussion/comment/1859991#Comment_1859991

    Exactly what has changed in your "rephrase"?

    • The Clown now takes less time to reload, but more mobility? I give you an example that I saw earlier in the forum: if you want to travel 50 meters, at 4.6 m/s it will take 10.9 seconds. At 5.0 m/s it will take 10 seconds. It's a second of difference, not counting that later you will have to recharge the bottles (+3 seconds).
    • The "buff" to the Wraith would seem like a "buff" to me if it weren't because when you are less than 24m away they can see you again as before (it appears that less, but the thing is that they continue to see you).
    • With the Trapper you are also more likely to get out sooner from his traps (many times it has happened to me that they have been in a trap for a long time).
    • Iron Maiden will remain unused, and Undying now if instead of breaking Undying they break, for example, Ruin, it can respawn up to 3 times (in addition to the totem it occupies at the beginning of the game), so Ruin can go through 4 totems different. Now with this change if they break Ruin, they just have to search Ruin one more time and it will disappear. It will not appear in 4 different totems as before. You don't seem to know how Undying works 😂
    • Now with the buffs to the perks of the survivors, new combos will be created.
    • Trapper traps are a nerf and a buff.

    I still don't understand. What have you earned with your "rephrase"?

    • You are talking about the numbers on Clowns change before PTB is even released, all we know is that he WILL be getting a mobility ability on top of his current kit that may or may not be strong and may or may not get changed. But it is a buff that's coming.
    • Buff to the Wraith is a buff because it makes it much harder for survivors to keep tabs on where you are, that's a pretty big deal for stealth play in this game. The killer does need more buffs after this but that doesn't mean this change isn't welcome.
    • Do the numbers yourself, right now each attempt to get out of a trap has a 1/4 chance. After the change first attempt will be 1/6, second 1/5, third 1/4, fourth 1/3, fifth 1/2 and sixth 1/1 if you haven't escaped already. So it is a buff until 3 attempts which makes it much more reliable for a Trapper.
    • Have you really been bringing Undying to your games expecting Ruin to last until all totems are gone? That has very rarely been the situation in my games and it was very broken. The Undying still protects the Hex perk until it is found but without having to make you look for a 3rd, 4th or 5th totem in the map. That's not the perk being "destroyed", it's being streamlined in a somewhat weaker line.
    • Oh nooo, new perk builds are gonna be used instead of the DH, Unbreakble, DS, BT, Deliverance... perks. What a nightmare.

    @Bard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1859991#Comment_1859991

    ...nope.

    • The Clown change is good.
    • The Wraith change is nice, I guess, but he's still complete garbage. You can still see him when he's setting up to go on you, his map mobility is still locked behind add-ons, he's hard countered by multiple common perks, and his chase potential is still trash.
    • Trappers traps are not reliable now, they're just worse. They only got rid of the potential for Traps to high-roll; low rolls are still a thing, meaning Trapper got a straight nerf with this change. It's still entirely possible for survivors to vault the Asylum Atrium window into a trap and escape before you can vault after them.
    • Iron Maiden is buffed, but still worthless.
    • Undying is massively nerfed, meaning the only way killers had a hope of seeing reasonable gen speeds (which already had several weaknesses) is no longer strong. Undying was only "good" when survivors had to cleanse at least three total totems. The new Undying is effectively the worst-case scenario from old Undying set as the only possible outcome for the new version. Also, the aura reading is massively nerfed.
    • A few irrelevant changes to survivor perks, just so the devs can say "we did something" when we ask why Keys, DS, Unbreakable, Exhaustion, and all the other bullshit in their arsenal hasn't been adjusted yet.
    • A useless change to Deep Wounds that serves no purpose other than to stop people from Dying to a deep wound from Soul Guard while in madness 3.

    This reply is for you too I guess, saw your post while writing it.

  • You can record it, report them in-game for harassments and open a ticket in the Support page and send BHVR the video if it was actually harassment. Additionally a matchmaking system will apparently be implemented soon after the update fyi. Finally, try playing killer on more active hours, I've found that current matchmaking only ever works when the queue times are good. Maybe play something simpler like Wraith, Freddy, Ghostface etc while you are learning killer. Cheers.

  • @chieften333 said:

    The devs have this thing where they take a ludicrous amount of time to implement or even talk about the smallest of changes.

    Mori's could have been changed much earlier with how simple their change was. But it took them about 2 years to do so , god knows how long keys will take.

    It also took them about 8 months to implement a numbers tweak for a handful of perks.

    Don't have high expectations for the time it'll take them to fix flight's POV.

    I'm still hopeful, I really love playing him.

    @Moxie said:

    It won't be. Sorry.

    They would have mentioned it in the Dev Diary.

    They have done the thing where they left some important stuff out of those before so there still is a chance.

  • Now let me rephrase your post.

    Changes to killers:

    • Clown is getting a buff to his reload time and a new ability that give him mobility.
    • Wraith is finally getting a buff to his invisibility.
    • Trappers traps are now more reliable since it's much less likely they will get out straight away.
    • Deep Wound change doesn't matter much to be honest.
    • Iron Maiden is buffed, Undying is nerfed somewhat (Seriously survivors had to find both totems before and they will have to find both totems now, what are you all so sad about)

    Changes to survivors:

    • Made buffs to 5 perks that weren't strong before.
    • Trapper traps are now more reliable since you don't have a change to be stuck in them for an hour.
    • Deep Wound change makes it less likely to die to it before you Snap Out of It.


    Maybe it's just the phrasing that's the problem huh?

  • @Levitika said:

    Something that's not quite clear from the dev update: They say that the Antidote and the Tonic cancel each other out for survivors. What about The Clown himself, though? Will The Clown lose the Antidote speed boost if he goes into a Tonic cloud?

    They said the antidote removes the slowdown and I think we saw that the slowdown overrides the speed if you touch it later. Clown will most likely be completely unaffected by the Tonic since that would be a very unnecessary and bad feature. Even if they do that mistake it won't likely make it to release.

  • Clown's speed bottles may help him traverse the map faster, stop judging the changes before they are even released in PTB.

    Teabagging isn't only used by toxic players, it's used very often to communicate or usually "thank" other players.

    Queue times have been good for me, depending on the time of day sometimes killers take a minute and sometimes survivors do but that's expected from a asymmetrical game like this, honestly it is much much better than a few years ago.

  • It's not clear how it will interact with Haunted Grounds since it creates 2 hex totems. The way it will work with others is that if Undying gets cleansed nothing is changed. If another hex is cleansed instead of a dull totem the Undying will be replaced by it, so it can only trigger once. But if you look at it, in both the current version and the upcoming version you need to find both the Hex you want to destroy and the Undying to destroy it so it's not as big of a change as people make it out to be.

    Aura reading of Undying was just too good. The perk gave you information that helped immensely at protecting your totem and even if you failed it revived it on another dull. Now you don't get that information but you can still see random survivors who pass dull totems which has always been nice.

  • @TheClownIsKing said:

    What they said makes sense.

    As it stands currently, Clown’s greatest asset is that he exerts WAY more control on where survivors go during a chase than any other killer.

    If there is somewhere I absolutely do not want the survivors to go, I already know where to throw gas in the survivors path to make that survivor change direction. Despite the survivor avoiding the gas, this planning still usually results in me getting in a hit.

    Adding in something I can throw that ENCOURAGES where I want them to go AS WELL, will give Clown even more chase control, rather than the current “well I know where the survivor ISN’T going, unless they’re suicidal”

    An easy example I can already think of is to throw a tonic at the shack if I can predict the survivor heading towards it. I can also quickly follow that up with throwing an antidote at another close by area that has no pallet or vault.

    It’s about tricking the survivor to go exactly where Clown wants survivors to go for an easy hit. The survivors speed boost doesn’t mean anything the moment Clown also runs through the same gas.

    This sums it up very well. I would like to add that it is also usable in straight line chases as shown in the video. Since the gas has a delay before giving the buff you can throw it a little ahead of yourself and the gas will activate by the time survivor passes it and Clown reaches it.

    Only possible problem I can see with this is the lack of map mobility it gives. Yes you can use it to get a 10% speed to traverse the map but you still get the pretty hefty 3 second cooldown after a few throws so it may hurt you more than it saves you time.

  • @AhoyWolf said:

    From the Dev Tapes and what Ethan said, it seems like it works now like Pig's Jigsaw Boxes, when you step in a trap it rolls a number between 1-6 and that's how many times you need to try to escape the Bear Trap, am I right or did I got it wrong?

    You got it exactly right. If it makes it simpler you can think it like the first attempt has a 1/6, second 1/5, third 1/4, fourth 1/3, fifth 1/2 and sixth 1/1 chance of escaping if you haven't escaped in a previous attempt.

  • It's not a big change though, you have to find both totems to cleanse Ruin now and you will have to find both totems to cleanse Ruin after the change. Only difference is that you won't go in a cycle of constantly cleansing Ruin.

  • This is not a bad thing though, a killer having a higher skill cap makes improving on that killer a more enjoyable experience and getting beaten by that killer feel more fair. You can still play Clown the old way with a wayy reduced reload time if you don't feel confident with his new bottles too.

  • The new Undying isn't actually as bad as people think. Right now to destroy a Ruin you either need to destroy the Undying or destroy all 4 other totems. After the changes you will HAVE to find the location of Undying either before or after cleansing Ruin but you will at least not have to find a 3rd hex if you cleanse Ruin first. I'm with this change, a slight nerf that makes it much less annoying for survivors.

  • My only problem with totems as a whole is how little information we get about them in Solo Queue. A counter on how many totems are left like gens would make it much better. Otherwise Ruin + Undying is a very strong setup that I like since I know that it's the only way for a killer to compete with very high level groups. If Undying lost its aura reading I believe it would be much more balanced since it's just a better Thrill of the Hunt right now in every way, the killer shouldn't be getting that much information from a perk that already protects totems so much without the information.

  • @Blazelski said:

    https://forum.deadbydaylight.com/en/discussion/comment/1856114#Comment_1856114

    We need to get rid of the ideology that perks are there to remove problematic gameplay elements. Don't wanna get slugged? Unbreakable. Don't wanna get tunneled? Decisive Strike. Want to save safely when the killer camps the hook? Borrowed Time. That leaves room for 1 perk if you don't want to deal with any of those issues that might not even be your fault and make the game unfun and even unplayable.

    "Just run the same perks all the time" should not be serious advice.

    You are looking at this too one sided. The killer also has to bring regression perks if they don't wanna deal with genrushing, information perks if they don't wanna be looking for survivors the whole game etc. Each side has strong strategies they can do and perks to counter those is just basic game design, just because you don't wanna deal with it is no reason to remove it. Slugging is balanced right now since it lets killer trade in late game pressure for pressure right now, and being able to get a perk and counter it is always an option if you don't want to deal with it normally.

  • @Traslogan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1856817#Comment_1856817

    And for anyone who wants a normal sane game? I don't want to watch SWF cheat so that everything I do in a match is nullified.

    Don't call that cheating, talking with your friends isn't an unintended feature, that is why SWF exists. If you are struggling that much with SWF I think you aren't playing as well as you can, and you can only solve this by facing these teams and learning. Yes, good SWF are unfair for the killer but it isn't as bad as you put it.

  • I only get toxic if someone is being attacked in the chat to defend them. Otherwise my endgame chats go pretty chill and friendly usually, red ranks and especially red rank swf are usually respectful, the once in a while toxic or racist comments just make me sad for them, I don't give them any attention to not encourage that behavior and move on.

  • Unless I am playing with a very weak killer I like the challenge. I don't really feel bad for losing against good swf teams since I'm at the disadvantage but playing against them is good practice in my eyes.

  • We already get points for recovering. Removing hatch would just make it worse with the last guy having to hide and seek forever.

    Slugging is a necessary strategy against very good teams since you need a lot of pressure against them, punishing a killer for it sounds lame to me. Maybe we could give survivors an option to make themselves bleed out faster but if your only problem is being slugged when 2 people are left, Unbreakable would be good enough for that.

  • Some days I feel like a toxic Dwight, some days I feel like a Dwelf and others I just go in as a Baby Dweet.

  • Yeah they are on the line, BHVR of course won't tell when like they didn't with moris since if they give us an exact date EVERYONE will start using all of their keys before they are nerfed.

  • @Msterflex said:

    The undetectable buff seems so good I just don’t see a reason to leave tier one. Ya I can’t chase as good but I’ve found myself walking right up on healing survivors and grabbing them while they’re working on generators lol

    I guess it’s possible I’m just not good at chasing and so I find myself more successful staying stealthy

    If you bring Scratch Mirror and get a good closed map then it is absolutely worth it to stay in T1(well you would have no other choice with the addon anyways). Otherwise on a general match that would literally be against his power, the stealth is there mainly to make it easier for him to stalk.

  • Many players just stand there to boast, that's sadly a given. There are also other reasons such as letting killer get hits to get him some points or to waste his time while your teammates escape (<-- my reason usually).

  • Only thing I did with them was report a cheater which took a couple days to process.

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