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@Mr_Myers said:
This immediately reminds me of 20 second Sprint burst. Myers is ######### in chases now
Not at all. It's not the old recuperation time with the machinegun build: while running, no recovery from Exhaustion; within the terror radius, no recovery from Exhaustion. Two situations block the Exhaustion perks, and mid tier killers have more map pressure.
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@not_Queen @Patricia Please, protect people from being punished by other players' misconduct.
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I'd like cross play with dedicated servers!
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@JoLo If you like it, please give me there your honest feedback. :)
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Yeah, cleanse the totems, but Small Game should reveal their number.
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My idea is six perks each, with appropriate balances: https://forum.deadbydaylight.com/en/discussion/28160/six-perks-system
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Other opinions?
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@Kind_Lemon @MisterTIBS I did several tests: Small Game's detection cone is wider than Premonition's, despite the text referring to 45^.
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It's necessary to give six perks to each player, otherwise you'll almost never see something different from the standard, boring meta.
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@not_Queen @Patricia Any news about the totally unlocked KYF mode? I'd like very much to do some experiments with more perks each, and to explore alone the maps. :)
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@Ihatelife Have you read this paragraph? <<Maybe also Recovering (to know if the dying survivor is full or not), Sabotaging a Hook or a Bear Trap, Snapping Out of It and Using a Generic Item (map, aura reading key, flashlight...) should have their icons...>> What do you think about it? Would you add these icons in the OP, please? :)
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@Master I'm not against your idea: you are against mine. If the Devs want to add in game voice chat, nothing to object. I'd prefer the @Ihatelife's icons and passive skills for both roles, linked and explained in the OP.
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@Peanits I love you. :) P.S. I didn't get any notification of your reply...
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@not_Queen @Patricia Please, don't tell me Dead by Daylight is going to die within three months with a complete edition which will stop the development of new contents! :( I love DbD, I want at least 666 chapters with the Entity herself as the final killer with unlimited power in KYF mode...
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@KWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/383307#Comment_383307
but if you were a killer nothing would change, survivors would still know what the offering is
Secret offerings should not appear at all, until the trial ends.
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@Luigifan64 Once upon a time there was the sabo meta and Bond was changed not to show the Aura of the survivor on the killer's shoulder. Today that risk is over. SWF people know where their friend is being hooked, so the Aura is irrelevant; on the other side, solo players could get some extra info from that slight Bond and Empathy rework. With the new ranking and matchmaking, solos need some love from Devs.
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Any news about these brilliant ideas?
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@Master Solo players can create parties with unknown mates on PS4: they have 1 minute to invite the other three guys and to play with voice chat. The same thing happens on PC with third-party apps. Again, what's the difference between in game and out of the game voice chats?
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Very interesting! I'd try it as soon as possible! :)
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@ModernFable What do you think about my proposal?
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@Master What's the utility of an in-game voice chat if there are parties, skype, discord and so on? Who wants it can just today have it.
Voice chat destroys the immersiveness more than extra icons or numbers: you feel to be in a safe place with happy friends, no killer can scare you.
Written English and spoken English are quite different. Moreover, to know some insults it's very less demanding than formulating sentences about game events or strategies.
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@Master A voice chat is available with PS4 parties, skype, discord and other free tools. There is no need to put it into the game with a lot of programming effort. Moreover, not always French people want (or are able) to talk with Chinese, Turkish and British players. The Devs should give more in-game info to the survivors and more power in the endgame to the killer by implementing some passive skills, as explained in the OP.
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I have a more simple idea: secret offerings are hidden to all people except the owner in the foggy screen.
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Solos need the same amount of info of SWF, and killers to be buffed to SWF strength, by adding passive skills: https://forum.deadbydaylight.com/en/discussion/46538/definitive-solution-to-bridge-the-swf-killer-solos-gaps
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@tatterz My problem is balance, not particular cases or interests. I play solo, I play SWF, I play killer: in every situation every player deserves a fair trial.
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@TheBean Aside the lacking patch note, there wasn't any download between 2.6.0 and 2.6.2 patches on my PS4 Pro. Maybe, as @XenorPlays has just explained, 2.6.1 was released for Steam only.
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@Aven_Fallen Read the post before yours: you'll find there the reasons why I suggest this change.
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@Sprinkles Why?
@WaffleFalafel Maybe I expressed myself badly. Both the run and the terror radius block recovery from exhaustion: one of the two is enough to block it, you don't need both. Myers, the Wraith, Krueger and so on will be able to chase the victim for five minutes without the survivor recovering the use of the perk. No disadvantage for them: no recovery until they pursue their prey; if they lose him, it is irrelevant that the recovery takes place in 20 or 40 seconds, because they are already hunting for another target. On the other hand, the killers who do not have the advantage of stealth and are not as fast as the Nurse, Billy or the Spirit, can increase the map pressure by using the terror radius to paralyze the recovery of the Exhaustion perks (the same rationale of Coulrophobia).
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What are you talking about?
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@LowSodium I have seen many gen stops since the Plague was released, with Corrupted Intervention + Ruin. The killer wants 4 kills: to get them after 10 minutes it's better than within 3 minutes... more fun, more points, better emblems for all.
@Peanits Could you kindly move this thread to the Balance feedback section? :)
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Tunneling is awful and out of the unhooked guy's control: who is farmed uses DS to have a real protection, and deserves it.
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The new ranking system forces all survivors to do all things (gens, totems, rescues, chases, heals, escape): it's not possible anymore to have a specialistic role.
The killer cannot camp or tunnel or slug all survivors, if they want to pip.
Both sides must play seriously a complete and hard trial.
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@not_Queen @Patricia Playing solo, it is literally impossible to get a pip at high ranks: only well-organized teams have an opportunity, remote but real. The new ranking system requires more than ever a rapid overcoming of the gap between Solos and SWF.
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@Slayer For the reasons explained in the opening post. It's a slight buff, no META.
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I added a QoL improvement about Spine Chill in the opening post. :)
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@Poweas I didn't get your point, sorry: would you remove the hindered status when you stop running?
About old perks to rework or buff, I'd avoid to mention them here, otherwise it will become an unreadable list of two hundreds elements. XD I opened a specific thread about PGTW: https://forum.deadbydaylight.com/en/discussion/46299/pop-goes-the-weasel-buff
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@Wolf74 @Peanits is right: you cannot punish people because both they remain injured and they heal themselves. I'd use Corrupt Intervention to block 3 farthest gens for 120 seconds and my Thanatophobia to slow down their progression: it requires to make constant pressure, to spread damage, to create anxiety... that's the killer's role, no perk can do it.
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Good buff. Percentages are fairer, in my opinion.
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Thanatophobia should be really stronger, without affecting healing anymore: https://forum.deadbydaylight.com/en/discussion/51746/how-to-fairly-buff-thanatophobia-before-the-2-6-0-goes-live
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A technical question for @not_Queen and @Patricia: will the optimization patch bring specific or greater benefits for PS4 Pro owners? Thank you in advance. :)
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@Luigifan64 Wouldn't you try this reform in a long PTB, just to get concrete feedback from direct experience?
@projecteulogy If you fear a slugfest, you can add Unbreakable and Tenacity in the fifth and sixth slots, can't you?
@Raptorrotas Are you suggesting to bind one extra slot to one of the survivor's unique perks? Very interesting... survivors won't be anymore just skins!
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@Poweas I arranged Cruel Jailer and Fast Run and added four more perks: Damned Crows, Illusionist, Schizophrenia and Tangles in the Fog. Feel free to post your ideas: I'll add them in the OP, with your credits. :)
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@Milo @grisstyl @Hoodedfengm1n @Poweas @TheGameZpro3 @projecteulogy I added a lot of perks and some offerings, too.
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I think this topic has returned to great relevance after the reform of the emblems and the ranking: a more demanding increase in rank should at least correspond to a more favorable gain of BPs.
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No queues have lasted more than 2:30 minutes so far. I often, but not always, join the lobby almost simultaneously with other 3 survivors. I'm satisfied. :)
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Thanatophobia should slow down all actions except healing: https://forum.deadbydaylight.com/en/discussion/51746/how-to-fairly-buff-thanatophobia-before-the-2-6-0-goes-live
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Tuesday: Plague's lore;
Wednesday: Jane's lore;
Thursday: Q/A on Chapter 11;
today: Chapter 11? **
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I agree with @Peanits and suggest a fair and quick remedy: https://forum.deadbydaylight.com/en/discussion/51746/how-to-fairly-buff-thanatophobia-before-the-2-6-0-goes-live
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@Orion Not all maps have the Moonlight (Lery, The Game) and some have vast areas within buildings (Lampkin Lane, Badham...), so Bouquets cannot even operate there. The Fog is everywhere and is part of the lore and the atmosphere, the only natural element which can make a map a little different from its normal look. I like it very much and I'd like more environmental effects and even dangers in the external maps.