GoodBoyKaru
GoodBoyKaru
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Far right in between the locker and smoke from the fire.
This was actually surprisingly easy to spot.
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you buff solos to give them information similar to SWFs. how can SWFs exploit this if they already have this information? stuff like "there are 4 totems done" bam totem counter on the HUD. not a SWF buff but solos can rejoice. "He's camping me, do gens" BAM more emotes for more situations solos can rejoice. "Shack pallet is down" bam have certain important pallets on a map have global sound effects when they're dropped and broken.
should clarify after this we take killers and superbuff them to the moon/
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1504128#Comment_1504128
Just run detectives and you'll eliminate noed pretty much every game..that perk is seriously bloated but hexes are so weak nobody notices
i do use it. again though when i have to carry altruism and chases and gens and totems itd be nice for teammates to do just one.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1504067#Comment_1504067
The issue is this is then just an even less impactful noed which isnt what I'm after as noed is a mediocre hex to start with..sure survivors will like it but now your punished for using it on top of the dead perk slot for the rest of the game..plus as the killer gets no bonuses unless a noed hex is cleansed and a hook was required beforehand I figured it'd be more fun that the current iteration..especially since dulls are usually cleaned on sight nowadays..plus anti totem perks are busted rn
My thoughts on reworking it were to fix issues people had with the perk whilst retaining the original design philosophy of the perk, being instantly downing survivors in the endgame.
also please come take my solo teammates away from me and give me yours. id do anything to have teammates that cleanse the ######### totems.
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okay several mains here bear with please:
KILLERS
The nightmare
So I main Freddy and have done since I started back in 2017. I liked his old power but he was really weak. Then along came the rework and oh boy am I in love. He's my most played still, and I find him so much fun. His map pressure is insane, he has anti-loop, and built in stall. I stan.
THE EXECUTIONER
Coming up in close second is Pyramid Head. I find him really fun and rewarding to play; hitting through walls never works but that one time it does you feel like such a megamind genius. He may lack map pressure but his cages are nice, his Punishment is surprisingly effective and fun, and he's just so satifying to play him well.
The wraith
Despite the fact many call him weak, I love Mr Bing Bong. He's pretty cute which is already a massive bonus, but I've mained him in #2 until Pyramid Head's hotfix released which is when I changed my #2 main. His SuperLunge^tm feels so rewarding to pull off and is surpringly good at a lot of loops (like Pig's dash). His stealth lets me get easy hits, which I love, and even if I do think he's a bit add-on dependent I still love playing him. It's a blast.
survivors
claudette morel
Blendie main at heart. Firstly she's an absolute ninja, which I love. Mained her since I started again, and even if self-care is no longer meta she always holds a special place in my heart. She has every single different event item possible on her (except legacy for obvious reasons) and a ######### ton of purple beamers which is just nice.
david king
Firstly, he's hot. Secondly, he's hot. Thirdly,
Okay moving on.
feng min
Her bunny outfit is just too adorable for me to not main her.
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@Seiko300 said:
True.
Thank God I do play both sides, and have hit rank 1 with both sides (though depending on who you ask this in itself isn't a wholly difficult task). In which case I'll continue to say Rework both DS and NOED, horribly designed perks. @Everyone has my official both-sides-blessing to continue complaining about these two problem perks until they get changed.
imo DS is fine, they just need to add ant-synergy with Unbreakable and Soul Guard. Make it so while DS is active, removes the ability to recover by yourself above 50% progress by any means.
NOED will be fine when soloQ gets closer to SWF levels of information. I'll still hate the perk but at least I'll be able to do all 5 totems before my teammates eventually do the final gen (and funnily enough the only gen they did all match).
again though both of these are my opinion and if the devs wanna rework both i wouldnt complain either :/
wait should probably respond to the op.
I completely agree. If you only play one side your opinion really shouldn't be taken into consideration in terms of balance. In terms of QOL changes and enjoyability, yes, just not balance.
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I'd suggest removing the mori aspect tbh, and you'd need a way to tier the perks too.
If I was to take this idea and try and improve it here's what I'd say:
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Hex: No One Escapes Death
A hex rooting it's power on hope.
Every time you hook a survivor, one dull totem becomes a hex totem. This hex totem cannot be cleansed. When the final generator is completed or the Endgame Collapse is initiated, the totems are able to be cleansed. For every hex totem on the map, all survivors suffer from the Exposed status effect.
Putting a survivor into the Dying state turns 3/2/1 random hex totems back into dull totems, prioritising Hex: No One Escapes Death totems. If too few hex totems remain, consume all available hex totems instead.
Whilst any hex totem linked to Hex: No One Escapes Death remains in the trial, the perk remains active.
~
I wanted to keep your original idea and kinda combine it with current NOED. With this idea, you keep the whole insta-down shebang but remain at 115% speed now. I liked your idea of slowly adding more and more hexes to the match (as it gives survivors an indication that NOED is in play) so I wanted to keep this in there, and so as to not be able to kill the perk too soon NOED hexes can't be cleansed before the last gen is done or EGC is initiated. I added both conditions there to ensure a situation like Rancor won't occur, where if you close hatch the perk doesn't acitvate.
With this, you can keep getting hexes to re-light if you keep re-hooking survivors, which will discourage end-game slugging. It has a tier-able effect this time, and consuming the totems seems pretty cool to me. At tier 1 you'd get 2 downs if all 5 totems remained (5-3 brings you to 2, then if you hook another survivor you go up to 3 again, then 3-3 = 0, deactivating NOED) however only one if survivors cleansed 3 or more totems before you were able to build up the hexes. At tier 2, 4 downs if all 5 remain (5-2=3, +1=4, -2=2, +1=3, -2=1, +1=2, -2=0) and at tier 3 all 5 downs. I think this is pretty fair.
Also, I wanted to allow synergy between other hexes (if they manage to stay around that long), so I just made it any hex perk but prioritising NOED totems. Removed the mori aspect since I feel that's a tad bit unfair.
Thoughts?
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Hey @DudeDelicious what are your thoughts on this?
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AFAIK wraith's been a tree for ages actually. I don't get the fascination with making hag a cabbage though
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@Hopesfall said:
https://forum.deadbydaylight.com/en/discussion/comment/1502015#Comment_1502015
How do you counter dead hard if they use it to gain distance to a pallet they otherwise wouldn't have gotten to?
explain how you counter that.. I'll wait
-Mindbreaker
-Exhaustion add-ons (Clown, Huntress)
-Blood Echo
three counters there.
Additionally you can run tiles as killer in a way to force survivors away from other tiles, which often times ensures even their dead hard won't be enough.
Killers like Spirit, Wraith, Pyramid head, Huntress, and Deathslinger also counter this by being able to hit straight after the down (PH, H, DS) or catching up in time to ensure that the dead hard meant nothing (S, W). Freddy can place snares slowing the survivor and making dead hard less impactful, same with clown but bottles. Trapper could have pre-set a trap there, same with Hag. Nurse would teleport and it doesn't really matter. Plague could have corrupt making it useless, Demo can shred the distance, and Oni has blood fury available.
The only killers properly affected by it are Billy, Bubba, Doctor, Michael, Ghostface, Pig, and Legion,
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@SCP_FOR_DBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1503325#Comment_1503325
Actually, the creative commons licence does allow people to sell SCP stuff, the devs could sell it provided they give credit.
Damn I thought they'd CCed it differently but good to know
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@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/comment/1502015#Comment_1502015
Just out of curiosity: When I play an end game build, I sort of rely on Noed to get me one or two downs as well. Does that make me a bad killer then?
I'd class this as slightly different because your entire build is made for endgame. I'm referencing killers who get little to no downs before all 5 gens are done and then need NOED pressure to bring themselves back from it, facecamping and praying on altrustic solos. Also people who just facecamp then use NOED for a second kill. They're also ######### killers.
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@IIITweedleIII said:
https://forum.deadbydaylight.com/en/discussion/comment/1503316#Comment_1503316
Yea, and while we wait for this to calculate. They'll break something else in the game in the mean time. Buffing something or nerfing something. Still not even fixing the auras yet and it's been how long since?
Yes I know things take time but during that time....
Why work on anything else before the fixes 😖
It's been 5 days since the aura changes. BHVR, as far as I know, don't force employees to work on weekends, which is why patches are always on Tuesday not Friday. They usually hotfix one week after a patch releases.
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I also hate this challenge with a burning passion and solo Q makes it worse. I'm literally considering asking 3 friends to form a SweatSquad^tm with me so I can get it done.
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@PigMainBigBrain said:
https://forum.deadbydaylight.com/en/discussion/comment/1503288#Comment_1503288
as in what is an SCP?
SCP, standing for Secure, Contain, Protect, is a fictional organisation based upon capturing and containing "Anomalies", things which defy the laws of nature. It can be anything from an orange blob that loves chocolate and cures depression (SCP-999) to a globe that causes everything man-made to decay (SCP-804) to an IKEA that never ends.
It's completely fictional and based upon fan submissions. I believe it's also liscened under CreativeCommons not Copyright (although I could be wrong) meaning DBD is free to use provided it shares the license, gives credit, and makes no money from it.
Although recently there was a legal battle over copyright and monitisation in Russia so yay more lawsuits first.
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Trapper and Wraith must put you to sleep if you find those two boring.
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Congratulations the devs are working on moris and keys as we speak! This was confirmed by Peanits in a different thread.
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@DwightsBrokenArm said:
https://forum.deadbydaylight.com/en/discussion/comment/1502015#Comment_1502015
I don't rely on second chance perks. But I still use it. Why? Because as a solo Q survivor I always have to carry the entire team, do 3 gens by myself, need to do unhooks while being on the other side of the map, get chased for 3+ minutes and have to deal with the frustation of no gens popping in the meantime and on top of that I have to be absolutly greedy and minimalistic with dropping pallets because my team mates are usually total trash and need 10 pallets to survive more than 30 seconds.
Yeah. And at the end with all the carry they don't even save me once but buttdance at the exit gate. Or throw the entire match by dying one by one because the killer was skilled enough to equip noed in his build.
Nah, as long as I get trash mates I will use these perks and won't feel bad at all. Give me good team mates and you have point.
Using second chance perks and relying on second chance perks are completely different.
If you can still do well as survivor without using Dead Hard, Adrenaline, Smol pp^tm, then you're a good survivor. If you can do well with off-meta builds you're a good survivor. If you can't play the game without those perks you're a ######### survivor.
That's my stance on it for both sides. If you use NOED okay. If you rely on NOED you suck.
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@Respectfulnancymain said:
Puppets?
The mean the dolls you get in the rift. With there being 4 characters per archive but 1 doll per side they're wondering if we'll get the dolls of other characters later.
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i like how op never did respond to me after i said that i actually streamed me playing killer and provided proof that i wasnt just some bIaSeD sUrViVoR mAiN. interesting.
Edit: hey did you guys know I'm an entitled survivor main despite the fact I main killer?
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only bannable if you kept here there and did nothing. you hit her and downed her and hooked her. not bannable, you're in the clear.
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If you have to leave immediately the dc button is there. A 5 minute penalty won't mean anything if you need to go ASAP. If you just don't want to play you can just afk until all gens are done.
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Type "ggs" and move on trying to be mature.
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She's been unfun since her 2nd set of buffs. I've been complaining about her since her 2nd set of buffs. This is nothing new.
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@Ihatelife said:
https://forum.deadbydaylight.com/en/discussion/comment/1502386#Comment_1502386
Hope it's gonna be a different pre-objectives like preparing the gens to repair like collecting tools, gasoline etc. It would be cool 😍
I'd love that :D
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@forst said:
if your rank is 3 killer and 6 surv why you write? please dont write if you are new on dbd lol
Hey rank 1 on both sides usually (gotta grind up survivor since I haven't played this season much) I agree that we need a mixture of safe and unsafe pallets OK thanks for coming to my ted talk.
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More slowdown perks only makes the game boring (holding M1 for longer) for survivors and makes killers even more perk reliant.
The devs expressed interest in a sort of early game warm up, making the early game signicificantly less stressful. Hopefully either that happens or survivors get secondary objectives.
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@Enlyne said:
https://forum.deadbydaylight.com/en/discussion/comment/1502256#Comment_1502256
And why, pray tell, is this even a need?
They're people of their own, you don't need to create a whole topic just because a couple of "entitled survivors" hurt your feelings with it.
Not everyone is using a crutch only loadout in the surv side btw, so calm down.
thanks for coming to my aid but don't worry i literally stream dbd so ill gladly let op here watch it :D
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@Harlekin said:
https://forum.deadbydaylight.com/en/discussion/comment/1502015#Comment_1502015
always this suvivor
wrong NOED does not reward bad killers much more punishes NOED stupid survivor
who are too stupid or too lazy to destroy totems
Oh sorry I didn't realise that I was a survivor main.
Apologies thanks for telling me what I play and what I don't.
I cleanse totems. My issues stem from the fact the perk is a Solo Stomper and helps significantly less against the co-ordinated SWF groups you need the help with. It sucks doing 4 totems and my team can't even do one. Just add a totem counter to the HUD and I'm fine with the perk. I won't use it but I'm fine with it.
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@PerkyPerky said:
https://forum.deadbydaylight.com/en/discussion/comment/1502250#Comment_1502250
Those pictures prove absolutely nothing lol. Mind as well be from Google.
Stream high level killer gameplay please.
P.S: Like I said million times, no one here thinks NOED is necessary good/bad, it's not the discussion. Thread was made to "unshame" killers and let them use whatever they want, and do whatever they want.
Oh you want me to stream it? Okay.
https://www.twitch.tv/kareboykaruHave fun. Feel free to look through my vods, though be warned the most recent one I was not in a good mood and dbd wasn't helping so I'm pretty shirty.
I play killer and survivor, but mostly killer at this point.
also here's a screenshot with my steam name included:
here's a link to my steam profile, you'll see they match.
https://steamcommunity.com/id/realSailerTwiftKiddos/
@2ndBusiestmusicnerd @hahadrillgobrrr and @Respectfulnancymain have all watched me stream live. they can comment as further proof that i do, in fact, stream.
would you like some more or is this enough?
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@Dr_doom_j2 said:
https://forum.deadbydaylight.com/en/discussion/comment/1502148#Comment_1502148
That's just flat out stupid. "Oh, if you use this perk in a situation that basically it's unnecessary in or gets you the least amount of value, you're a good player"
Just saying, if it's not perk shaming it's tactic shaming, you really have a laundry list of opinions on how killers can play, but whenever survivor play is brought up, there's always an excuse or reason..
I don't understand why people have to tell others how to play, then have the nerve to call others smoll pp
Do forgive me if I'm wrong but If I can get to here
In less than 3 days playing two so-called "Weak" killers (Wraith and Pyramid Head)
Without using the perk once then forgive me for calling it a crutch perk people rely on.
If I can do it, so can you.
I critique both sides just as much. Curb your bias.
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@Demonl3y said:
https://forum.deadbydaylight.com/en/discussion/comment/1502056#Comment_1502056
I think Unbreakable is completely fine too.
Only perks i hate in its current state is DS and BT ( only in endgame or if they unhook straight in my face when i just hooked them.
DH etc is fine.
Unbreakable is fine provided you give it anti-synergy with DS.
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@Demonl3y said:
https://forum.deadbydaylight.com/en/discussion/comment/1502015#Comment_1502015
But just because someone uses NOED it doesnt mean you rely on it. Even the best player in DbD could use NOED because he like the perk or something but that doesnt mean he rely on it or need it.
Which is exactly why I stated rely on not use. If you rely on the perk to get kills you're not good. If you use it but get a 3k and close hatch for it to proc then you're a good killer or the survivors were ######### or both. It's as simple as that.
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@Talmeer said:
https://forum.deadbydaylight.com/en/discussion/comment/1502015#Comment_1502015
Well, sorry, there I go a stright line.
If I see a killer with NOED, or a survivor with the typical second chances perks, than I don't think they are good.
The only acceptable use for them is, if a beginner of DBD picks them up. But a guy who plays this game longer as a month... Well that shows deeply that he has not left the beginner stage in his mind.
I'd agree there.
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/1502015#Comment_1502015
I'd also really enjoy BT being disabled for like the first 10 seconds after someone's hooked. Very tired of it being used offensively. Both as killer, when the instant I hook someone they're unhooked and all pressure is immediately off, and as survivor when I'm farmed in the killer's face and smacked the instant I hit the ground. Yes I have endurance then, but I'm still a 1 hit down from the get go.
I think it'd be cool if it kinda had a For The People like effect. Like, you lose one health state to ensure the survivor who's unhooked is unhooked in the healthy state.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1502023#Comment_1502023
I really don't get OoO tunnelers tbh, as much as I think the perk need to completely change because of SwF, chances are that the OoO wants your attention/is good at looping, ignoring them has never betrayed me yet, in fact, it makes THEM mad.
The funny thing is I use it as the opposite; I want the killer to think I'm good at looping so they leave me alone for as long as possible. Just let me sit on gens and escape because I want my one singular archive challenge please I'm begging. Should clarify I don't use OoO in a SWF on comms, only off comms and solo.
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@clem1710 said:
https://forum.deadbydaylight.com/en/discussion/comment/1502045#Comment_1502045
So you agree that DS, borrowed time, unbreakable and basically every other meta perk need to be fixed
Yeah. DS and Unbreakable need to be fixed to have anti-synergy with each other, same with Soul Guard.
BT I'd like to be deactivated in the endgame, or to instead transfer a health state. If you unhook a survivor whilst healthy, you become injured and the unhooked becomes healthy. If you unhook whilst injured, you become downed whilst they become healthy. It'd be a good perk for hook trading then and help prevent tunneling of teammates because you make yourself an easier target.
Sprint Burst is fine if they can somehow remove the 99'ing caveat.
Dead Hard is fine.
Deliverance is fine.
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@PerkyPerky said:
https://forum.deadbydaylight.com/en/discussion/comment/1502026#Comment_1502026
Killer has one perk though that can be considered "crutch". Survivors, how many?
Oh, and it's 4 survivors too, so 16 crutch perks.
And once again. If you rely on the perk to get kills you're not a good killer. If you rely on the perks to escape you're not a good survivor.
Can I make this literally any clearer? Both sides have crutch perks with issues. Both sides need their perks fixed.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1502023#Comment_1502023
Have you used OoO against a Freddy?
Man...killer shack is an easy 3-4 gen loop.
I unfortunately haven't managed to yet but fingers crossed I do.
I've just stopped playing survivor at all recently though; the whole role is so frustrating even in a 4man swf as I try my best to have fun.
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@PerkyPerky said:
https://forum.deadbydaylight.com/en/discussion/comment/1502015#Comment_1502015
NOED is more counter-able than any survivor build, even if killer camps.
NOED doesn't make you more bad than when you are a survivor and you use second chance perks lol.
Again if you rely on the perk to get kills you're bad as killer.
If you rely on the perks to escape you're a bad survivor.
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Yes DS is still meta.
Also @BigBrainMegMain I use OoO like every game now but for a completely different reason- if I'm gonna get tunneled every game let's at least give the killer a reason to do so lol.
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NOED is for bad killers. If you rely on NOED to get kills you don't deserve to be high ranked.
If you have to stack second chance perks on top of second chance perks (like the infamous Smol PP Build^tm) then you're not a good survivor. If you rely on those perks every game you don't deserve to be high ranked.
Both sides have their issues. DS by itself is fine, and unbreakable by itself is fine. They need anti-synergy together and suddenly there's no issue with either perk.
BT is counterable by chasing the unhooker. I'd prefer it to deactivate during endgame but oh well.
Dead hard is counterable.
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@stargazer9 said:
https://forum.deadbydaylight.com/en/discussion/comment/1501893#Comment_1501893
The perk is still the same. Also, they’re currently fixing the auras.
The joke there was is that this was the secret BBQ shadow nerf by making it like WGLF.
Also no on Ormond it does nothing, as well as does nothing for anyone who is colourblind.
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I wish WGLF did more but honestly with the aura changes BBQ is now like WGLF in that it doesn't have another effect so there's that i guess?
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Judging by previous released I'd expect on Tuesday. Hopefully it'll bring aura changes with it too.
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@Peanits said:
https://us.v-cdn.net/6030815/uploads/409/320VJA64405N.png
Welcome to our Designer Notes, a series of blogposts presenting the fine details of upcoming design changes. Today, we’ll be going over the first update of 2020, which includes changes to The Doctor, the Gatekeeper Emblem, and Hex: Ruin.
DOCTOR UPDATE
In the next mid-chapter update, we will be changing core elements of The Doctor's gameplay. He's been a polarizing figure since his release, and we felt it was time to revisit his kit with an eye to making it less frustrating to play against him. We will keep his core identity as a Killer who shocks people with electricity and causes them to go insane, suffering several different kinds of afflictions and hallucinations. Some of his abilities and most of his add-ons will get an update pass.
We identified a major source of irritation to be his Static Field. The problem is that The Doctor gets periodic notifications of Survivors' locations in his Terror Radius due to their Madness levels increasing passively. It's the lack of action needed on the part of The Doctor to find nearby Survivors that makes it feel annoying to play against. With that in mind, the update centers around removing Static Field and replacing it with another ability.
The new ability replacing Static Field is called "Static Blast"; this is mapped to the Active Ability button. After charging the ability for a short duration, it releases a blast of static electricity throughout The Doctor’s entire Terror Radius. Any Survivors caught in the area of effect are shocked causing them to scream and acquire an amount of Madness. If their Madness level increases, they also reveal their location to The Doctor as usual.
While charging Static Blast, The Doctor's movement is significantly reduced, and the ability has a long cooldown. The idea behind the design of Static Blast is to make it powerful as a location tool, but very difficult to use while in a chase, hence the limitations on its use.
As Shock Therapy and Static Blast are now linked to separate inputs, we've removed the different Treatment and Punishment stances to improve the gameplay flow. The Doctor's base movement speed is still 4.6 m/s (the "regular" movement speed for most Killers), but he can now use Shock Therapy more easily as he doesn't have to switch stances to gain access to it. So we've added a brief pause after using Shock Therapy before he can attack or use another ability.
One last thing we've addressed is the frustration of using Snap Out Of It to drop from Madness level III to Madness level II. After the update, missing a skill check during Snap Out Of It will cost the player 25% of their progress instead of resetting it entirely. Also, if they stop the interaction before it's complete, they will not lose their progress and will continue from where they left off on the next attempt.
HEX: RUIN AND GATEKEEPER UPDATE
The upcoming mid-chapter update will also include a major overhaul to Hex: Ruin, and an associated update to the Gatekeeper Emblem. Recent data show that Hex: Ruin is used in over 80% of all games in the red ranks, and across the entire userbase it appears in about 45% of all games.
We took a close look at the perk to identify what makes it so frustrating to play against. Three key issues were identified:
- Its punishment of new players or those who can't hit Great Skill Checks. Newer players trying to help veterans with generator repairs tend to make the situation worse rather than better.
- The passive nature of the gameplay pressure it provides means that there is a huge amount of potential with very little effort or risk on behalf of The Killer.
- Its inconsistency due to the random nature of the appearance interval of skill checks.
We also looked carefully to see how it functions as part of a Killer's loadout. Beyond the obvious desire to slow down generator repair, Hex: Ruin functions as one of the very few perks effective as slowing generator repair in the first couple of minutes of the Trial. This is important to Killers' rankings because the Gatekeeper Emblem highly rewards keeping as many of the 7 generators incomplete as they can for as long as possible.
Because Hex: Ruin is one of the few tools a Killer has for getting an Iridescent Gatekeeper Emblem, the update needed to respect that. Just a straight-up nerf without considering the consequences for that Emblem wouldn't be a good plan. So before getting into the Hex: Ruin change, let's go over the Gatekeeper Emblem.
Currently, Gatekeeper's underlying points are scored as a number of points per generator remaining to be repaired multiplied by which minute the match is in. Additional points are scored for any remaining generators at the end of the Trial. This provides much less of a reward to a Killer who loses three gens quickly, but then doggedly keeps the last few until the end of the match.
The new version of Gatekeeper is simpler: one point is scored per generator remaining to be repaired per minute for the first nine minutes. At the end of the Trial, if both Exit Gates remain closed, additional points are scored. With less focus on keeping seven generators up, we can move on and change Hex: Ruin without making it significantly harder for Killers to do well in Gatekeeper.
The new Hex: Ruin is simple:
All Generators are affected by Ruin; if a Generator is not being worked on, it regresses at [1/1.5/2] times the normal regression rate.
The Hex effect persists as long as the related Hex Totem is standing.
This version of the perk has many benefits:
- Survivors who are working on generators are unaffected as the perk no longer affects Skill Checks.
- Killers must be active in pushing Survivors off generators to get value from it.
- It is less useful in the early game, but very useful in the late game. Survivors now have a more interesting choice about when it is necessary to find and cleanse the Hex Totem.
The changes outlined above, along with the Lery’s Memorial Institute rework, are slated for the mid-chapter update and will be available to test on the Player Test Build (PTB) starting tomorrow. Please be sure to let us know what you think once you’ve had a chance to try them out!
I swear to god it took me so long to find that post on my phone.
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I think Jane's releases on that day too??
BHVR TAKE ALL MY MONEY FFS
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As soon as solo gets some we'll-needed QOL buffs to bring them closer to SWFs level of information I'll accept this. Until then when I cleanse 4 totems and my team can't even be bothered to do 1 I'm going to continue complaining about this perk being a solo stomper.
Just put a totem counter on the HUD Bhvr. That's all you need to do.
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So this change would not only kill one of my mains (David because No Mither) but ensure I never play Feng or Kate again and makes sure the only perk I ever use of my Jane is Quick and Quiet. Claudette being rather hit or miss in terms of this change.
This idea would've been good 4 years ago. Now that I've got 5 survivors P3 50 with every single perk unlocked this change would be such a slap in the face (or, to be more accurate, being hit over the head repeatedly by Gibby holding a stop sign). Not to mention as killer trying to figure out their perks is half the fun. Sure if they dead hard ill be like "Oh ######### nice dead hard" but that's only if they go for a good one that works. Sure if I get dsed ill be like "oh darn shouldn't have tunneled" but I main Pyramid head so cages. If they're walking I'll know they have sprint burst or they're immersed, both of which can help immensely later on.
Not only is this change far too late, it'd remove a lot of the fun I have as killer. Not to mention a change this monumental would require something of legacy-status to be released to everyone but way more complicated because it'd be based on perks not prestige.
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@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/1500890#Comment_1500890
I really hope it stays that way. Add-ons, on the other hand..
They needed to be changed. Hopefully the upcoming hotfix brings some good fixes to them.




