GoodBoyKaru
GoodBoyKaru
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- GoodBoyKaru
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Hi can I introduce you to Twitter.
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I did. Oversaturation is a #########.
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@Rulebreaker said:
We cant tell if your being genuine or not and that worries us
..
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Why is there a censor? Because some words are absolutely henious and can never be justified.
Why is this censor so draconian? Absolutely no clue, but it's terribly designed tbh and lets through actual swear words while blurring out 'gg yun-jin you did well' to '## ####### you did ####'.
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@danielmaster87 said:
I gotta leave a like because of the dedication and thoroughness. Just be warned you can't make posts like these without hearing, "I'm sure glad you're not a dev."
Oh don't worry, I was prepared for those comments. I'm shocked there hasn't been more of them, actually.
And thank you, I appreciate it!
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@RonMan32 said:
https://forum.deadbydaylight.com/en/discussion/comment/3212700#Comment_3212700
Despising old 'slinger is fair. Poor guy needs changes more than most of the killers you did actual propose changes for though.
Oh, I don't doubt that. But like, I left Hyperfocus mostly unchanged because I don't actually know how to effectively nerf it without making it completely useless nor do I know how to rework it into something different. It's the same with Slinger, I just don't know enough on how to buff and/or rework him
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@Lochnload_exe said:
I'm curious, what is the point of Wesker's infection if it no longer hinders at max? Does it just do nothing? The hinder is a good threat of his power compared to other killers that just have things like exposed or perma injured.
At full infection you still get instantly picked up if he hits you with his power. What's essentially being Exposed is a pretty big threat regardless, especially with a slightly increased grab box.
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@RonMan32 said:
I'm a tad baffled at the lack of Deathslinger changes given the sheer amount of killers you did tweak. Every killer you mentioned needs changes and Deathslinger is perfect? You have a lot of interesting changes but as a 'slinger main I was disappointed to not find any wacky cool changes for him.
"Honestly that's one of the reasons there's nothing for Deathslinger. I just don't know enough about his kit, but unlike Artist I've never tried to learn more either, so didn't feel at all comfortable making any changes (and sadly I will not ever willingly revert the nerfs without changing a lot because that version of Slinger made me want to tear my hair out in frustration)."
From a comment on Page 2. You'll notice that Ghostface and Legion are also lacking (and probably some others) - I simply don't play them enough to know what I'd change, and I've never tried to either.
For Legion it's slightly different. My Legion consultant was my ex and since we broke up like 3 months ago (?) I haven't played them nor do I have someone to speak to about it lmao.
But genuinely, I don't know enough about Deathslinger to make proper changes and I'm not reverting the nerfs simply because I absolutely despised old Slinger.
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@Sava18 said:
Even lilith can't get everyone down fast with iri tag alch ring on blight. 22 second unbreakable or simply someone hiding nullifys any chance of 4 people being slugged. Only way it will happen Is with massive skill gaps. Though it does look fun on ptb, just infinite chase. And yeah 3rd best slugger is oni for sure.
@DatFastBoi managed it.
https://twitter.com/DatFastBoi/status/1575168081089163265?t=PUh49sjh718rVrJtH_SJOA&s=19 -
@Mooks said:
Where was I again? Didn’t find time to read more than one paragraph until now..
Map changes: I guess everyone agrees here though some changes need testing obviously with how the tiles actually turn out etc. Nothing notably to add.
Basekit BBQ auras I don’t like. It’s still very strong on certain killers while others can’t really utilize it. And the killers it’s strong on don’t need any buffs (well.. maybe some of them, but not this kind of buff).
Bloodlust removal I don’t know - depends on how the other changes play out obviously. But iirc even the test weekend kinda resulted in pretty much no noticeable differences? So yeah. Get rid of it.
Corrupt basekit - haven’t read the perk change but I agree in its current form it shouldn’t be broken if it was base.
For killer changes I am not in any way a killer main nor am I focusing enough on one/few killers to be good at them (I don’t even know most of the addons and just slap on whatever) - so not much input here from me but some specific ones
Nurse - idk I think she shouldn’t become another normal walking speed killer and should stay special. Always liked the idea to change some addon and turning her blink attacks into special hits. Also I think Hit detection needs some adjustments as I am pretty sure Mouse has super high advantage over Controller taking away much skill for M&K players.
Nightmare - pretty much in line with a rework suggestion I did iirc. Wonder how GeneralV approved the alarmclocks - was pretty sure they were against them completely.
Pig - still think her crouch/ambush needs some QoL improvements. Though I don’t think traps should automatically activate in EGC. Maybe they could get a different effect during EGC?
Pyramid Head - Obsidian Goblet seems pretty OP or am I missing something? Maybe make it so that it can’t injure and break something with one hit?
Onryo - permanent killer instinct could become pretty annoying/possibly abusable by swf squads?
Mettle of Man like endurance upon being unhooked sounds interesting and would definitely love to see it tested!
Medkit nerfs also agreed.
Electrified - I may not understand it correctly? Who is screaming/incapacitated if one electrified and another survivor ‚meet‘? And the status will jump over?
SoloQ improvements - too much auras for my taste, I would rather see the status indicators first without the other changes and see what changes/if further improvements need to be added
Blindness - i would leave the aura reading blindness with the restricted view
Perks - won’t read those today.
Map offerings - let them stay as they are and see if they are still a major problem with the map changes proposed
Deep Wounds - sure why not.
Server Validation - Yes.
not going to reply to everything but
Onryo - I meant while fully condemned. That was my fault for not making it clear.
Currently a fully condemned survivor has killer instinct for 6 seconds. This change would make it permanent while they're at full condemnation.
Electrified - so to explain it i'll use Survivor 1 and Survivor 2.
Survivor 1 has the Electrified status for 20 seconds. After 10 seconds, Survivor 2 comes within the trigger range, and so Survivor 2 screams and becomes Incapacitated for 5 seconds. Survivor 2 is now affected by the Electrified status for 20 seconds (which does begin at the same time as the Incapacitated), and will tick down independently from Survivor 1. Theoretically this could create an infinite loop of never losing your Electrified status but that requires a lot of terrible play and not being able to find a locker to hide in until it expires.
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Omg face reveal
For Holly of course
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@johnlikesguns2 said:
I didin't even bother reading the whole thing. But reducing the the gens to 85 seconds and even buffing prove thyself is beyond stupidity since gens are still pretty fast with Proves and hyperfocus.
...where did I buff Prove Thyself? Like I literally nerfed it later in the post lol
Also if you literally read any further you'd see why gens were reduced by 5 seconds. Like imagine willingly admitting that you're purposefully misinformed and yet still make claims lmfaoo
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@Leachy_Jr said:
I feel like this is one of the first posts about changing the entire game that I don't entirely disagree with. A lot of these changes are pretty good, with the only change I actively dislike being breakdown.
As one of the 4 artist enjoyers I gotta comment on her. :)
Birds can already go up sloped given they're on the flight path (when not colliding and when within 8m). Birds going down drops sounds like it could pull off some funny plays, but it would make her more map dependant as hitting elevated gens from another elevated position would be impossible. Such as hitting main gen from hangman on dead dawg.
Repelling not cancelling and increasing the repel time is bad for both sides IMHO. Firstly it buffs her pressure by like, a lot, and considering there's lots of map size reductions and call of brine (arguably one of her best perks) base kit this would make her far too annoying. Plus it removes part of her skill cap knowing when it's okay to use 2 birds due to repel being reset.
A buff to her repel isn't really needed, I would've personally went down the route of making festering carrion basekit (0.5s reduced cooldown) or reworking carrion and doing a flat 1s cooldown reduction on all times. Carrion is her "why would I use any other add on" add on similar to toy sword so something should be done to stop that.
The reduced burn time isn't a gamechanger but I wouldn't say its needed. The self burn is interesting and I wouldn't mind it tbh as long as you couldn't do it while running.
Also you can already burn crows off of other people, unless I'm dumb and just read it wrong.
Overall really good post. Love the accessibility changes.
I'm gonna be honest most of these things I didn't know because I really dislike playing her and none of the Artists I face know any of that stuff. Thank you for your input on all of these, I really appreciate it since with her I'm very in the dark and so my changes were more focused on finding the things I genuinely despise about her and tweaking them slightly to make it slightly more tolerable for me.
Honestly that's one of the reasons there's nothing for Deathslinger. I just don't know enough about his kit, but unlike Artist I've never tried to learn more either, so didn't feel at all comfortable making any changes (and sadly I will not ever willingly revert the nerfs without changing a lot because that version of Slinger made me want to tear my hair out in frustration).
Edit: Oh, and as for that comment on the Saloon gen, if you think in my dream patch I'm leaving anything about that hellscape untouched then you're wrong. Platform gens are being nuked, tiles completely reworked, and that main building is losing essentially all of it's strength. Me and that map do not get along.
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@kizuati said:
that's a great post. I ain't reading all of it because I read half of it already
Thank you for suffering through everything I sent you lmao
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So I've taken some feedback from the initial comments and re-read the post with an adequate amount of sleep, and made the following changes to my main post, but I'm putting them here too because good luck finding what changed in that monstrosity:
- Map Offerings have now been reversed. They will instead reduce the chance of going to a particular Realm by 100%!
- A Totem Counter has been added to the HUD.
- Small Game has been changed. It no longer has a Totem Counter, but instead will grant 1% Haste for every destroyed Totem on the map when not in a chase. This Haste does not stack with other effects, and Haste will be removed upon Totems Reanimating through any means.
- Adjusted the wording of some add-ons for The Nightmare and The Nurse to remove Choice Restrictions.
- Adjusted effects of some add-ons for The Nightmare to remove Choice Restrictions.
- Adjusted the effect of Dried Cherry Blossom to remove Choice Restricton.
- Mother-Daughter Ring has now been changed instead:
- -Mother-Daughter Ring no longer removes Scratch Marks, but only increases Movement speed during Phase-Walk by 10%.
- -Mother-Daughter Ring now allows Yamaoka's Haunting to be used, even when not fully charged.
- An actual effect has been given to Uchiwa, which I previously forgot to do!
- -Reveals the aura of any survivors within 16m of your Husk when you exit a Phase-Walk.
- Removed Choice Restriction for the following perk combinations:
- -New perk Sympathetic Torture with many hook-related perks.
- -Unrelenting and Save The Best For Last.
- -No Way Out and Remember Me.
- Hex: No One Escapes Death has received a buff. It now increases Movement Speed by 0.05% per Token, instead of 0.025m/s. This should be more in-line with the current wording and current effect, so it doesn't look like an objective nerf overall. NOED also now cannot be prevented from spawning as, similar to Hex: Ruin, if there are no available Dull Totems on the map but there are destroyed ones, NOED will Reanimate one Totem at random.
Choice Restrictions clearly weren't very popular, so while I liked them, a lot of other people didn't and thought they looked unprofessional and a way of lazy balancing. However, the Restriction has stayed with the perk "Hyperfocus" and it's many Restrictions quite simply because I don't actually know what to do with the perk without instantly making it useless except a full rework, and I also don't know what to rework it to since I've never played RE0 or RE1 and don't know the character of Rebecca all too well. If anyone has any suggestions I would love to hear them!
Thank you to everyone who's given feedback so far, and while I can't change everything I will gladly hear you out and change what people have greivances with (so long as there's, like, an actual way for me to change things without completely upending the entire post).
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@sulaiman said:
While i appreciate your work on this, and you have several good ideas, i think i might actually leave this version of the game, because stealth play other than hidding as soon as you hear a terror radius seem to be dead in this version. Better brightness, better fov, less optical distraction, and map changes seem to resolve around looping first and foremost.
thats simply not the game i want to play.
If it's any consolation I tried keeping stealth play in mind with the perk changed, but clearly I didn't do a good enough job on it lol. As for the brightness settings, that's already possible on PC through GeForce Filters and Reshade (which have been specifically whitelisted by the devs) or even monitor settings alone, so I honestly didn't think it was that bad.
As for the map changes... yeah no I see your point.
I think stealth is great and I've started using it a hell of a lot more recently ever since I started using Shadow Step.
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Well it's been over 6 years so if they haven't learned now I doubt they ever will.
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@YOURFRIEND said:
Other stuff while I'm thinking about it: why change the zones great skill checks appear in.... And then add an option to disable it? Everyone would simply disable it. Pointless.
Making it so certain perk synergies are outright disabled is inelegant and frankly boring game design.
You just juggled stuff around on nurse. She'd still be the best killer in the game by far.
Merciless storm on every gen is trivially countered by bringing a toolbox and only using it on the last 10% of the gen, dramatically reducing the duration of the skill checks. Pointless.
Overall incredible survivor buffs for the sake of BBQ base and nebulous map changes we both know wouldn't actually solve any problems.
Edit: oh yeah, blindness is now pointless. A neutered version of nightfall? Doesn't counter Windows, which is the primary utility of the status effect? In fact windows now counters it. Lol. Making a bad status effect worse for vague solo queue reasons.
There's one key word you're missing: fun.
People have complained about skill checks being boring. They've been completely changed, but some people will (namely controller players or those with reflex issues, because shockingly the dbd fan base isn't entirely 3 years old) be unable to deal with it. That's the point of accessibility.
And if people turn it off, they suddenly have no right to complain that gens are uninteractive or boring because they're not playing them like they should.
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Omg we've got the rock climbing gang back this bug is the only thing that redeems this map
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@Huge_Bush said:
I wish I had your patience and devotion to write this. I was surprise you didn’t completely gut the Nurse like so many on here would, then again, you do have a brain!
I am sad you had no mention of increasing Pyramid Heads dump truck with more cake.
To be fair I haven't had a Nurse main stop by yet to let me know if I have or haven't massacred her yet. Time will tell ✨
(though honestly I think I may have gotten a bit happy with the QOL and buffed her a smidge in places 🕳️👩🏻🦯)
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If you want the EGC started, then open the gate yourself. EGC exists exclusively to bring the game to an end under normal gameplay situations (aka no cheaters) and it does that job flawlessly.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3210261#Comment_3210261
oh god you're leaving me with my thoughts?!
You're either gonna wake up to absolutely nothing from me or another essay. No in-between.
I'm hoping it's an essay just because that'd be funny but if there isn't one then I also don't mind ✨
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@Pulsar said:
Well, I have to say, you've got me interested. You've gotten me up from my fever-induced 20 hour nap.
There's a lot here that I like, a lot that I'm indifferent towards and a bit that I dislike.
There's an absolute mountain of information here and it took me like 3 minutes to read which is insane, so I'm not really sure how to best respond to it in a clear and concise manner.
Well it's 2:30am so I'm gonna go sacrifice an offering to David King and then go to bed so you have plenty of time to digest the abomination that was my depression getting so genuinely horrific that it accidentally made me productive again
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@JustAnotherNewbie said:
https://forum.deadbydaylight.com/en/discussion/comment/3210203#Comment_3210203
What about Small Game and Clairvoyance? I feel Clairvoyance offers better info than Small Game and outclasses it. The only time Small game is better is at the start of the game with finding your first totem. Why would someone run Small Game and not Clairvoyance? I would assume Clairvoyance also reveals auras of reanimated totems.
Would small game need a secondary effect maybe?
Small Game helpfully functions as a totem counter (that I honestly forgot to slap into the solo improvements but with my NOED change I don't think it matters), but also that Small Game exists exclusively as a totem hunter and is very good at it, whereas Clairvoyance is a much better general aura reading perk but requires the first Totem to be found manually, requires your teammates to not cleanse any totems, and while Small Game users may want to demolish any totems on sight ASAP Clairvoyance users would likely want to pace themselves to get consistent aura reading all game
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@[Deleted User] said:
I really like the idea of the electrified status effect. Obviously it's essentially just Iri Queen, but having an info-based status that isn't a direct aura reveal/killer instinct built into add-ons/powers on other killers would be sick.
Thank you !! That's honestly one of my favourite things from this list so I'm glad someone else enjoys the concept of it! ✨
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@ohheyitsbobcat said:
https://forum.deadbydaylight.com/en/discussion/comment/3210169#Comment_3210169
Yeah, I mean, it's not something I'd rage quit the game over or anything but it just wouldn't sit right with me is all. I have globophobia, not to the point I'm deathly afraid but enough that I get very uncomfortable and nauseous in the worst case but it's never really stopped me dead from doing something or powering on. Maybe if I had a more common or severe fear I might feel differently about it. If a spider killer ever does get added, I wish you the best.
The other thing was the Choice Restrictions but I misread that. I thought you meant it as a permanent thing with some perks never being allowed together but I see you meant it more as an alternative to kill-switching until they get fixed. I wouldn't mind something like that, could be used with add-ons/items as well.
With some of them it honestly kinda depends on the situation. Some combinations would be permanent (like if you look at the Nurse, her iridescent addons can't be used together. Not because it would be imbalanced but because they physically couldn't ever work together, so a choice restriction is best). Others wouldn't be- say if Oppression applying PGTW and Overbrine to 3 different gens was a bit much then, say, Oppression could be taken from the combination until a more permanent solution is found. If that solution is just leaving Oppression as-is because it's actually really cool and just leaving the restriction in place then that's the outcome, but if there's actually an even cooler solution that hadn't been tried yet but worked even better than that would be the case instead.
I hope this makes sense?? It's 2am and my phone keyboard hates me.
(I didn't pick oppression because that's the one idea that wasn't mine here but that's also a funny coincidence lmao).
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@JustAnotherNewbie said:
https://forum.deadbydaylight.com/en/discussion/comment/3210183#Comment_3210183
Couldn't someone with 5 hooks be able to get 3 instant downs too?
Yep, they could. But someone with 4 hooks couldn't.
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@JustAnotherNewbie said:
https://forum.deadbydaylight.com/en/discussion/comment/3210154#Comment_3210154
So basically it's the haste effect that has been nerfed? Because if someone has not been doing well, like say, they have only 2 hooks so far therefore 2 tokens they don't gain that much movement speed right? Since currently they gain like 4%. But at the same time it got buffed cause it always activates.
They'd only get a small amount if haste and, crucially, a single down.
Each time a survivor is hit with a Basic Attack, 4/3/2 Tokens are consumed from the perk based on the level it's at (level 1, 2, or 3). When all Tokens have been removed, NOED automatically deactivates.
So with your example, they would have 2 hooks and so 2 Tokens, giving them +0.05m/s movement speed. Also, they'd only be able to down one survivor before NOED automatically deactivates itself.
Meanwhile, if someone got 6 hooks and had NOED tier 3, they'd be able to get 3 separate instant downs before NOED deactivated itself, and would begin with +0.15m/s movement speed (going down to +0.1m/s, then +0.05m/s, then 0 when they run out of Tokens).
I think it's an objective nerf? I'm not 100% on movement speed but I think it's more than 2%, but at the same time if you played well it's guaranteed value since the survivors cannot stop NOED from activating now.
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@ohheyitsbobcat said:
https://forum.deadbydaylight.com/en/discussion/comment/3210130#Comment_3210130
Vehemently was probably way too strong a word but the thing I disagreed with the most or at least had the most internal emotional backlash too was the Phobia mode.
I'll be the first to admit DBD is more a hide and seek with horror themes game then an actual horror experience but having a mode where you can just turn off common phobias just doesn't sit right with me for some reason. Like, if anything it's a good thing people are scared of certain things since it'll keep the horror aspect longer for them and being able to just turn off doesn't seem right.
Not the best comparison but it's like if you could just turn off all jumpscare animations in a FNAF game. It would turn it into something it's not. It's hard to put into words what I mean but I really dislike the idea of a horror-themed game having a way to turn off the horror themes.
I'll skim through it again quick, there was another one I didn't care for. For the record, I'm very impressed with the amount of work you must of put in this. I attempted something like this once after watching Otz's Killer change video a while back and I got to Nurse and just gave up.
Thank you !! I really appreciate it.
And I kind of get what you mean about phobia mode, but at the same time I know that if they ever implemented a spider killer then without a phobia mode I'd have to quit. It's not so much the enjoyable horror as the I feel like there's spiders in my room on my arms under my skin etc, and I really couldn't cope with it.
To me, at least, horror is good when it can make you deathly afraid but at the same time you're still having fun. Your heart is racing and you're on the edge of your seat, tension has been building and you just know something will be around that corner, but then it isn't and you relax and that's when it gets you. And with some things related to dbd, ie claustrophobic corridors on Lerys/Midwich, or the suspense as you repair an inside gen vs a Stealth killer, you can never get rid of them but I'm also not sure anyone would want to. But a serious phobia isn't one of those things that either integral to horror (how can it succeed so broadly if phobias are subjective to everyone) so I don't feel that bad about the phobia mode
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@JustAnotherNewbie said:
I have read some part of it, I haven't read all the killer Perks (I play survivor atm).
About deep wounds, I would prefer it when they are self-inflicted they give you a different screen effect (as in from dead-hard or borrowed time). Sometimes if I'm playing on a dark map, deep wounds make it very hard to see where to go next after dead hard. Which I don't think should be the case.
For killers inflicting you with deep wounds due to their ability or their perk, the screen effect should stay as it is currently. Making it harder to see until you mend.
Vigil sounds strong. I mean I really wanna run it anyway but I don't have Quentin atm. But it would be really strong reworked. And like the proposed change to Clairvoyance. I'd really like it if could show totem auras, but I'm not sure why one would choose Small Game over Clairvoyance in that case. Maybe it should offer a secondary effect?
I like the Wiretap and Repressed Alliance perk. I guess with the slowdown increasing, it would be better to be more in control of when gens unlock.
Excited for the removal of Bloodlust.
I just wanted to add, what is the thought of removing or reducing breakable doors/walls from buildings?
I'm a bit confused over NOED. So to get tokens you need to hook before exit gates are powered. When do you gain the movement speed, after gens are done or everytime you hook? What about the Exposed status. Can it happen at any point in the game now? How can you get a maximum of 8 stacks? If I am getting this right, you start at 0. Then you put a survivor at a dying state and hook them. You gain a stack. Then you down another survivor now you lose 2? Or do you stack before gens are finished and lose stacks after gens are done? Or do you slug everyone first and then hook to get all the stacks?
Okay with the less pallets, it isn't necessarily less pallets, just weaker ones (and then on maps such as Eyrie of Crows or The Game, where there's more pallets than I can shake a stick at, actual reduced pallets too). With the less breakable walls it's because 99% of them are boring and uninspired and simply create a god window if left unbroken. A few of them (ie quite a lot on Midwich actually) are pretty nifty but most of them serve no purpose so they can go.
With NOED, you gain Tokens before the Exit Gates are powered and the Totem spawns. Then, the Exit Gates become powered and a Totem spawns, either by binding itself to a random Dull Totem or creating a Reanimated Totem out of the remains. You cannot gain any more Tokens at this point, however this is when the Exposed and Haste Status Effects come into play.
Hope that cleared it up ✨
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Had to keep these changes realistic after all, why else do you think there's no optimisation mentions either.
They'll be here in about 2070, and that's an early estimate
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@DoritoHead said:
Wow, this is a ton of stuff!
loving the accessibility features. I think there could be better solutions than turning the killer into an amorphous blob in phobia mode, though it’d require the phobia mode to be tailored uniquely to killers that it’s activated on.
By the way, what kind of phobia would Artist trigger? I’m just curious because I don’t hear her mentioned in conversations concerning killers and phobias.
I believe it's called ornithophobia, though I could be wrong. Definitely not one of the more common phobias, and though I'm pretty sure Jane (the streamer) has it I could be wrong.
It's just one I know can cause an issue, so I mentioned it. If I knew of any others I'd mention them too
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@ohheyitsbobcat said:
There is way too much to go over so I'll just say there were things I loved, liked, were meh about, disliked and vehemently disliked.
The power cords on gens was the thing I found most interesting. I don't know for sure if I like it or dislike it, but I found it the most interesting and something I wouldn't mind seeing in-game so I could form a better opinion.
Though them needing 3 cords to power a gate seems redundant with the 2% bonus per cord. That would mean every gate always has a minimum of 6% increase. I'd have it as every cord after 3 offer a bonus of 5% up to 10% that way it's all the same.
out of sheer, morbid curiosity what were the bits you vehemently disliked (if there's not too many to mention)? For no reason other than I'm wondering lmao
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@Spirit_IsTheBest said:
One other thing I would add for Deep Wound is when being in Tier 3 madness when versing the Doctor, the Deep Wound timer doesn't run out when snapping out of it, I died many times from that happening when facing him.
Overall, good ideas!
Thank you! I really appreciate the time you took to read this monster
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[This post is Part Two. If you somehow missed all of Part One above, I'm actually impressed. Please note that technical limitations prevented me from posting it all together. If you notice any formatting errors, they will be edited out swiftly, and simply exist to give me time to claim the top comment.]
The plague | vile purge
- The Plague is now able to activate Corrupt Purge from anywhere on the map. Doing so requires a short channel of 2.5 seconds facing any Pool of Devotion on the map, and will slow The Plague to 1m/s during this time.
- The Plague's Corrupted Pool of Devotion will now spawn as close to the centre of the map as possible.
The executioner | Rights of Judgement
- Completed generators and broken hooks will no longer cause Trail Elements to become Restricted Trail Elements. A hook returning from being broken will automatically cause all nearby Trail Elements to become Restricted Trail Elements.
- Increased Cage of Atonement Relocation radius to 13m.
- Leapord-Print Fabric replaces Killer Instinct with aura reading for 1 seconds.
- Misty Day, Remains of Judgement now replaces Killer Instinct with aura reading for 1.5 seconds.
- Scarlet Egg now replaces Killer Instinct with aura reading until the Survivor steps out of the Torment Trail, and for an additional 1.5 seconds.
- Rust-Coloured Egg now increases the width of Punishment of the Damned by 0.5m either side.
- Obsidian Goblet now causes Punishment of the Damned to automatically break any pallets or Breakable Walls it comes into contact with, as well as blocks any windows it travels through.
- Iridescent Seal of Metatron now causes Punishment of the Damned to also apply the Tormented status effect onto any hit survivors.
The blight | blighted corruption
- Reworked collision to prevent sliding along obstacles.
- Reworked how framerate interacts with moving the camera to prevent excessive flicking. This change should also apply to The Hillbilly and The Executioner, to name a few.
- Reworked The Blight's hurtbox post-swing to hopefully make hits more consistent.
- Increased the cooldown of missed Lethal Rush attacks to 3 seconds.
- The Fatigue duration of Blighted Corruption will now increase by 0.25 seconds for each additional Rush Token consumed after the initial 2.
- Fixed Compound Seven to be less buggy and less jarring.
- Fixed the indicator on Chipped Monocle to be less obtrusive.
- Canker Thorn now reduces the additional Fatigue by 0.125 seconds.
- Blighted Rat now increases movement speed by a flat 4% regardless of rush.
- Blighted Crow now increases movement speed by a flat 5% regardless of rush.
- Adrenaline Vial no longer increases available Rush Tokens.
- Summoning Stone now also blocks dropped Pallets from being vaulted.
- Soul Chemical now causes the Survivor to face continuous skill checks for 3 seconds.
- Alchemist's Ring now increases Rush Token recharge rate by 50% for 3 seconds after hitting a Survivor with a Lethal Rush.
- Iridescent Blight Tag now reduces available Rush Tokens by 1.
- Compound 33 no longer causes Hindered. In order to break Pallets and Breakable Walls, The Blight must connect with a Lethal Rush.
The twins | Blood Bond
- While Charlotte is Dormant, she will slowly move closer to Victor's current location at a speed of 0.25m/s.
- Victor's Shriek Range is now 2m larger than his Killer Instinct range.
- Increased time to re-grow Victor to 15 seconds.
- Increased time to crush Victor to 0.55 seconds.
- Reduced successful Pounce cooldown to 3 seconds.
- If Victor is within the anti-camp zone when a survivor is hooked, he will be automatically crushed.
- Reduced time to switch between Victor and Charlotte to 2 seconds, including reducing the time it takes for Charlotte to awake fully to 1 second.
- Added a new special ability: Blood Transfusion.
- -75 second cooldown. Activatable as either Charlotte or Victor.
- -Brief channel of 2 seconds before the ability activates.
- -Teleport location of Charlotte and Victor.
- -Victor is automatically exploded and begins the period of regrowth. Charlotte takes control, instantly waking up if previously dormant.
- -For each alive survivor, reduce the cooldown of Blood Transfusion by 15 seconds.
- Fixed Cat Figurine's marker to be less obtrusive.
- Cat's Eye now causes Victor to shreik only when holding a fully-charged pounce or idle.
- Bloody Black Hood now reduces the time for Victor to regrow by 2 seconds.
- Spinning Top now causes Blood Transfusion to be active from the start of the Trial. Now causes Victor to begin the Trial detached and Charlotte to begin the Trial dormant. Survivors still hear the sound effect.
- Iridescent Pendant now causes Exposed regardless of what state Victor was in when crushed. Reduces duration to 30 seconds.
The trickster | Showstopper
- The Main Event can now be activated whenever once charged. Reduces duration of The Main Event from 15 seconds to 8 seconds.
- The Laceration Meter now only decays automatically while within The Trickster's Lullaby range.
- Decreased time for the Laceration Meter to begin decaying to 8 seconds.
- Survivors outside of The Trickster's Lullaby will have to manually remove blades in an action similar to removing Pinhead's Chains, except they must be stationary during this time. Removing blades while injured will cause the survivor to be affected by the Deep Wound status effect.
The nemesis | T-Virus
- Made it easier to reach Mutation Rate 2 (requires 4 Contamination Points)
- Made it harder to reach Mutation Rate 3 (requires 20 Contamination Points)
- Increased the duration of the Hindered Status Effect upon initially Contaminating a survivor to 0.6 seconds.
- Decreased cooldown of Tentacle Strike if it caused survivor Contamination instead of dealing damage.
- Increased number of Supply Cases to 6.
- Massively improved Zombie pathfinding AI.
- Removed "Linger tech".
- S.T.A.R.S. Field Combat Manual now reveales the aura of the affected survivor.
- NE-a Parasite now causes permanent Oblivious until the survivor cures themself with a Vaccine.
- Jill's Sandwich also applies after a survivor has vaccinated themself.
- Broken Recovery Coin now removes 2 Supply Cases from the Trial.
- Shattered S.T.A.R.S. Badge now increases Zombie movement speed by +2.5m/s for 60 seconds whenever a Generator is completed.
- Iridescent Umbrella Badge now applies Exposed until any survivor is Contaminated.
The artist | birds of torment
- Crows are now able to fly up slopes and down drops. They cannot fly up a sheer surface, though, and will instead pass through.
- Survivors can now complete the Repel action while vaulting a pallet or window.
- Increased Repel action duration to 11 seconds.
- Reduced Lightburn time to 0.5 seconds. Crows are still able to be Lightburned by other sources, including Flashbangs or Firecrackers.
- Survivors with a Flashlight can use it on themselves while they are Swarmed to Repel the crows at 200% speed.
- Survivors with a Flashlight can shine it on other survivors for 1 second and repel their swarm for them.
- Both of these interactions also work with Flashbangs or Firecrackers.
The onryō | deluge of fear
- Hitting a survivor after Manifesting or Projecting grants 1 stack of Condemnation. Survivors cannot receive their 7th stack of Condemnation in this way.
- Increased range of Projection Condemnation to 20m.
- After gaining a stack of Condemnation, a survivor cannot gain another stack for 7 seconds.
- Killer Instinct granted by full Condemnation is now permanent.
- Increased post-Projection speed boost to 7.8m/s.
- Increased post-Projection speed boost duration to 2 seconds.
- TVs turned off by survivors have an 80 second cool-down.
- TVs turned off by Projection have a 50 second cool-down.
- If all TVs are turned off, then 4 TVs at random are automatically powered back on.
- Reduced Teleportation time to 2.5 seconds.
- Increased time to insert Tape to 4 seconds.
- Inserting a tape no longer removes all progress towards the next Condemnation stack.
- Capin Sign now reduces the time it takes for a TV to turn on after Projection by 8 seconds.
- Well Stone now reduces the time it takes for a TV to turn on after having been turned off by a survivor by 12 seconds.
- Sea-Soaked Cloth now instead applies the Electrified Status Effect.
- Ring Drawing now applies the additional Condemnation on anyone who begins healing them, even if they don't finish. If the same survivor is interrupted and tries healing again within 45 seconds, they will not get another stack of Condemnation.
- Mother's Comb now reveals the aura of a survivor who turns off a TV for 4 seconds.
- Bloody Fingernails now also increases the post-Projection speed boost to 8.6m/s.
- Combined the effects of Telephone and Distorted Photo into Telephone.
- Tape Editing Deck now ensures that their highlighted TV will always be the farthest one from their location.
- Distorted Photo now makes survivors begin the Trial with 3 stacks of Condemnation.
- Remote Control now reveals the auras of survivors who are carrying a VHS tape for 7 seconds after Projection.
- Iridescent Video Tape now increases total TV spawns on the map by 4.
the dredge | reign of darkness
- Changed the VFX of Nightfall to cause less eye strain.
- Nightfall now causes the Blindness Status Effect.
the mastermind | virulent bound
- Removed the Hindered upon a survivor reaching Critial Infection.
- Once an Infected survivor is unhooked, their Infection is removed and up to 50% is transferred to the unhooker.
- Decreased power charge time to 1.25 seconds.
- The Mastermind Chain Bound window now begins after he vaults a pallet or a window if there is another token of Virulent Bound, allowing him to reorient himself and perform a Chain Bound.
- Increased survivor collision detection to 35cm.
- Leather Gloves now decreases recharge time by 7%.
- Bullhorn now grants the Electrified status effect.
- Maiden Medallion now inflicts the Oblivious and Exposed status effects for 30 seconds, or until they use a First Aid Spray.
- Dark Sunglasses now grants Undetectable for 20 seconds upon infecting a survivor.
- Iridescent Uroboros Vial now reduces the First Aid Spray uses by 1, but spawns 50% more Supply Crates on the map.
survivors
- Adjusted hitboxes when moving, healing, or being healed to better reflect the actual survivor position, rather than have the capsule remain stationary.
With this change, and the move to more server-sided validation as explained in our blogpost on cheating and later in this post, we hope to allieviate frustration arising from latency and mismatched hitboxes.
- The basekit Endurance upon being unhooked is being changed to an effect similar to Mettle of Man.
Tunneling is still very easy and very rewarding to pull off, and with us changing perks and powers to help incentivise spreading damage around the entire survivor team we also want to help give reasons not to tunnel and camp. Off The Record very quickly became the favoured anti-tunnel perk, however if the killer were to hit you as you were being unhooked then the perk would actually do nothing against tunneling because Endurance doesn't stack. Therefore, we are making the decision to convert the basekit Endurance into an effect more similar to Mettle of Man- a 10 second window where they are immune to one instance of damage and do not need to mend. We have adjusted relevant perks accordingly and will be watching the effects of this closely.
- Medkits have had their speeds decreased and now no longer stack with perks.
Medkits are incredibly powerful in the right hands, and often times a little too powerful. We are decreasing the healing speed of Medkits across the board, and preventing them from getting out of hand with perks. We will be watching these closely too and seeing if further adjustments must be made.
new status effect: electrified
A survivor who is Electrified carries with them a shock of electricity. Another survivor getting within 2m of the Electrified survivor will also electrify them, cause them to scream, and interrupt whatever action they are doing, as well as Incapacitate them for 5 seconds. Electrified survivors can safely enter the 2m zone of other Electrified survivors. Electrified will fade away after a set period of time.
solo queue improvements
We know that solo queue can be a slough, and while we know these won't fix the issues that stem from bad teammates, we hope they can at least help alleviate some frustration and help close the solo-SWF gap:
- When a survivor changes health state, their aura is revealed to the entire team for 3 seconds.
- When a survivor is hooked, the aura of all survivors is revealed to all other survivors.
- When the killer is within 2m of a survivor being chased, reveal their aura for 3 seconds. This can only happen once per chase.
- Survivors working on generators, healing, or being healed have their auras revealed to all other survivors.
- Status indicators have been added to the HUD. This will indicate if a player is on a generator, running, in chase, crouching, healing, being healed, cleansing a Dull Totem, cleansing a Hex or Reanimated Totem, Booning a Dull totem, Booning a Hex or Reanimated Totem, or unhooking. Furthermore, it will reveal how close to the killer they are through the colour of the indicator. The more red an indicator, the more intense the Terror Radius they are hearing, and the opposite is true the whiter the indicator.
- After a survivor has been left in the Dying State for 30 seconds, the aura of all survivors is revealed to all other survivors.
- During the match lobby, loading screen, and in-game pause menu, the loadout and current item and add-ons of any of your teammates can be viewed.
- There is now a totem counter on the HUD.
blindness rework
Moreover, Blindness has been reworked completely. This Status Effect was often seen as a "solo stomper", impacing solo teams massively while impacting SWF teams far less. Therefore, Blindness shall be changed to the following:
- Restrict your view distance for the duration of the effect.
This effect will be the same as The Dredge's Nightfall. We've streamlined The Dredge's VFX to help deal with issues of eye strain, and so we feel comfortable implementing this effect in smaller amounts with other perks, powers, and add-ons. Crucially, the restriction will be less than what Nightfall grants.
perks
Please note that any perk changes previously mentioned, such as Spine Chill or Call of Brine, will not be repeated below.
survivor perks
- Ace In The Hole now grants a 25/50/75% chance for a second add-on of Very Rare rarity or lower.
- Adrenaline now only grants the 150% movement speed for 5 seconds if the survivor is Healthy. An Injured or Dying survivor will only receive the heal. Adrenaline also no longer wakes up sleeping survivors.
- Aftercare no longer resets upon being hooked.
- Any Means Necessary is now better at lower tiers, with it's cooldown being 80/70/60 seconds.
- Autodidact now always has a maximum of 5 stacks, and guarantees a skill check every 4/3/2 seconds spent healing a survivor.
- Balanced Landing now always reduces the Stagger duration by 50%. When not Exhausted, reduce the Stagger duration by 75%, suppress all sounds while falling, and upon landing move at 150% movement speed for 3 seconds.
- Better Than New now applies until the next time the survivor is placed into the Dying State.
- Bite The Bullet now also applies when another survivor without the perk is healing you.
- Blast Mine is no longer deactivated if the killer never triggers the mine.
- Blood Pact's range has been increased to 20m.
- Boon: Circle of Healing only increases the Healing speed when healing an ally by 50/55/60%. All survivors within the Boon's radius are able to heal themselves at 30% the normal healing speed.
- Boon: Dark Theory's Haste is now increased to 3%.
- Boon: Exponential's effects now linger for 3 seconds after the killer snuffs the Boon Totem.
- Bond is now better at lower tiers, revealing the aura of all other survivors within 28/32/36m.
- Borrowed Time converts the post-unhook immunity into Endurnace, and increases it's duration and the duration of the Haste by 2/4/6 seconds.
- Botany Knowledge has had the healing speed increase nerfed to 23/28/33%, but has had the efficiency penalty removed.
- Breakdown now permanently breaks hooks.
- Buckle Up has a new effect:
- -Buckle Up now reveals the aura of all survivors to all other survivors whenever you or another survivor are in the Dying State.
- -When a survivor is healed from the Dying State, the aura of the killer is revealed to you for 2/3/4 seconds.
- Calm Spirit no longer reduces the interaction speed of unlocking Chests, cleansing Totems, or blessing Totems.
- Corrective Action now transforms failed skill checks into Great skill checks, and you begin the trial with 3/4/5 tokens.
- Clairvoyance now also reveals the aura of any Totems.
- Dance With Me has had it's effect increased to 4 seconds.
- Dead Hard has had it's animation updated to better reflect the new ability of the perk.
- Deception now also silences your grunts of pain for the duration, and it's duration is increased to 4 seconds.
- Decisive Strike has had it's stun increased to 6 seconds.
- Distortion now hides auras and scratch marks for 7/9/11 seconds.
- Diversion now only requires 30/25/20 seconds to activate.
- Empathetic Connection now increases healing speed by 15%.
- Flip-Flop now converts 100% of your Recovery progression into Wiggle progression, up to a maximum of 40/45/50% progression.
- Guardian now applies the effects for 6/8/10 seconds.
- Hyperfocus now no longer works with toolboxes.
- Inner Focus now reveals the aura of the killer regardless of range.
- Iron Will now reduces Grunts of Pain by 40/65/90%, but does not work while Exhausted.
- Kindred now only reveals the aura of the Killer when they are within 12/14/16m of your hook or the hook of any of your allies.
- Leader now also affects Blessing speed and has it's range increased to 12m.
- Left Behind has it's aura range increased to 32/38/44m.
- Lithe now constantly increases vault speed by 10% when Exhausted. When not Exhausted, increase vault speed by a further 5%.
- Low Profile now is active until the 70/80/90 seconds have elapsed, or you are no longer the only survivor in the Trial not currently Dying, hooked, or dead.
- Lucky Break has it's duration increased to 60/75/90 seconds.
- Mettle of Man's aura reveal is now only active when the killer is further than 24/28/32m away.
- No Mither only activates upon your first time being injured, and now always suppresses your Grunts of Pain by 100%.
- No One Left Behind now grants the bloodpoints post-Trial, and also reveals your aura to all other survivors.
- Off The Record now also hides Pools of Blood, but the Endurance will only last for 40 seconds.
- Open Handed has a new effect:
- -Whenever a survivor within 28/30/32m of you would have an aura revealed to them, reveal it to you too.
- -Whenever you would have an aura revealed to you, also reveal it to all survivors within 28/30/32m of you.
- -Whenever the killer is within 10m of you and has an aura revealed to them, reveal it to you too.
- -Whenever you would have an aura revealed to you, and the killer is within 10m of you, also reveal it to them.
- Overzealous now is active until you are next placed into the Dying State.
- Parental Guidance has it's effect increased to 7/9/11 seconds.
- Pharmacy is now always active, even when not injured.
- Poised now also hides Pools of Blood and Grunts of Pain.
- Premonition has it's cooldown reduced to 30/25/20 seconds.
- Prove Thyself now increases your repair speed by 10%, up to a maximum of 30%.
- If Quick and Quiet comes off cooldown mid-vault, it will no longer send the perk back onto cooldown.
- Reassurance now lasts for 30/35/40 seconds, and can be used once perk Hook state.
- Red Herring can now be activated via the Active Ability 2 button.
- Repressed Alliance now blocks the generator for 80 seconds, but can be cancelled by you though the Active Ability 2 button.
- Residual manifest now has a chance to also spawn Sport Flashlights and Utility Flashlights. After blinding the killer, the killer is unable to see any auras for the next 20/25/30 seconds.
- Resilience now no longer affects vault speeds.
- Resurgence now instantly gives 50/65/80% healing progress.
- Rookie Spirit is now active from the start of the Trial, and shows Generators which are regressing, or have progress and have not been worked on for 5/4/3 seconds.
- Saboteur now has a reduced cooldown of 75/60/45 seconds.
- Self-Care allows you to heal yourself at 55/60/65% of the regular healing speed without the use of a medkit. This cannot be increased through any means.
- Self-Preservation has it's range increased to 32m.
- Situational Awareness no longer reveals the aura of the generator, however now activates whenever and reveals the aura to all members of your team.
- Small Game no longer has a Totem Counter. Instead, gain 1% Haste for each destroyed Totem on the map when not in chase. This Haste does not stack with other sources.
- Solidarity now works when using a Med-Kit, and has a conversion rate of 80/90/100%.
- Stake Out can now have up to 4/5/6 Tokens max.
- Streetwise has it's Efficiency bonus increased to 20/25/30% and the range increased to 12m.
- Technician now instead reduces the Regression penalty by 30/40/50%.
- This Is Not Happening increases the Success zone of Great Skill Checks by 20/30/40% and always forces them to spawn on the far right.
- Unbreakable no longer increases Revoery speed while in the Dying State, but reveals the killer's aura when they come within 8m of your body for 4/5/6 seconds.
- Up The Ante now also increases Good Skill Check success zones and Great Skill Check success zones for your entire team by 10/15/20% per Token, up to a maximum of 30/45/60% greater areas. The bonus to luck is now always 3% up to a maximum of 0%.
- Urban Evasion now increases Crouching Movement speed by 100/110/120%,
- Vigil now also allows you to recover from the Exhausted Status Effect while running at 20% the usual rate. This doesn't apply it's own faster recovery effect. Increase the range of Vigil to 12m.
- Visionary now has a cooldown of 8/6/4 seconds, and has it's range increased to 44m.
- We'll Make It now is better at lower tiers, with it's timer being 60/75/90 seconds.
- Wiretap is now refunded to you if it is left unbroken.
killer perks
- A Nurse's Calling now works within a 28/32/36m range, and the effect lingers for 2 seconds.
- Awakened Awareness now works within your entire Terror Radius, and the effect lingers for 1/2/3 seconds.
- Bamboozle now has a consistent 16 seconds Window block.
- Barbeque and Chilli now reduces the 40m range for the post-hook aura reveal to 32/28/24m.
- Beast Of Prey now provides 50/75/100% bonus bloodpoints post-trial. After being in a chase for 15 seconds, Beast Of Prey grants the Undetectable status effect. This lingers for 4 seconds after the chase is over.
- Blood Echo now grants the Exhausted Status Effect to all survivors, injured or not, and the cooldown is reduced to 75/60/45 seconds.
- Blood Warden is now active for 25/35/45 seconds upon hooking a survivor, but this timer will refresh with each subsequent hook.
- Bloodhound now also causes survivors who have been previously hooked to continue to bleed, even when fully healthy.
- Corrupt Intervention extends the duration of the Entity blocker on generators at the start of the trial by 60/70/80 seconds. The effect is still cancelled if a survivor enters the Dying State before this time has elapsed.
- Coup de Grâce now gains a token for each hook you get, and can be activated through the Active Ability 2 button. Once activated, the next time you perform a Lunge Attack, consume 1 token and have the Lunge go 100/110/120% further.
- Claustrophobia now blocks all Windows, Pallets, and Dropped Pallets within 40m of the Generator until another survivor is hit.
- Dark Devotion now works even when the Obsession enters the Dying State.
- Dead Man's Switch has it's duration re-extended to 35/40/45 seconds.
- Deadlock has it's duration reduced to 10/15/20 seconds.
- Deathbound now applies the Exposed Status Effect as well, and there is no range limit on healing. The effect applies to both survivors when the survivors are further than 20/16/12m away from each other.
- Dissolution now activates for 20 seconds instantly after injuring a survivor by any means, but now only works within a 24/28/32m range.
- Distressing now applies the bonus Bloodpoints post-trial.
- Dragon's Grip has it's cooldown reduced to 80/70/60 seconds.
- Dying Light will now also affect the Obsession.
- Eruption will only Incapacitate survivors for 10/12/14 seconds.
- Fire Up now increases all action speeds by 4/4.5/5%, up to a maximum of 20/22.5/25%.
- Forced Penance now works upon any Basic Attack, but only causes the Broken Status Effect for 40/50/60 seconds.
- Furtive Chase now permanently decreases your Terror Radius by 5m per token, up to a maximum of 20m reduction.
- Grim Embrace now can work twice per trial.
- Hangman's Trick has it's distance increased to 6/10/14m.
- Hex: Crowd Control now blocks a vault until a survivor is Injured or Downed by any means.
- Hex: Devour Hope will now only spawn when 2 Tokens have been gained. If there are no Dull Totems left on the map, a random Totem becomes a Reanimated Totem.
- Hex: Huntress Lullaby now has an increased Regression penalty on Failed Skill Checks to 6/8/10%. Also, reduces the Good Skill Check success zone by 10% per Token.
- Hex: No One Escapes Death has been reworked:
- -For each survivor hooked before the Exit Gates are powered, gain a Token, up to a maximum of 8 Tokens. For each Token, gain 0.05% increased movement speed, and affect all survivors with the Exposed Status Effect. For each survivor that enters the Dying State, consume 4/3/2 Tokens.
- -Hex: No One Escapes Death deactivates when the related Hex Totem is destroyed, or it runs out of Tokens.
- -Hex: No One Escapes Death will bind itself to a random Dull Totem upon the Exit Gates becoming powered. If there are no available Dull Totems on the map at this time, one random Totem will become a Reanimated Totem.
- Hoarder no longer spawns additional Chests.
- Hysteria affects all survivors.
- Insidious now grants Undetectable after not being in a chase for 45/40/35 seconds.
- Jolt now works whenever a survivor enters into the Dying State. The 32m range applies around where they went down.
- Monitor & Abuse no longer increases the FOV.
- Nemesis reveals the Obsession's aura at the start of the match for 4 seconds, and they are Oblivious for 40/50/60 seconds.
- Oppression now additionally applies all effects of your perks onto other generators if they are not being worked on. Cooldown reduced to 80/70/60 seconds. [Credit to @kizuati for this idea].
- Overwhelming Presence now decreases item Efficiency by 100/150/200% and reveals the aura of all survivors who fully deplete their items. The effect lingers for 2 seconds after leaving the Terror Radius.
- Play With Your Food no longer loses tokens upon performing Basic Attacks.
- Pop Goes The Weasel now causes a generator to lose 20% of it's maximum Progression instead of 2%. Regular Generator Regression applies afterwards.
- Predator has been completely reworked:
- -Once you enter a chase or leave a chase with a survivor, reveal their aura for 4/5/6 seconds.
- Remember Me is now able to gain a maximum of 6/7/8 Tokens, for a maximum of 24/28/32 additional seconds.
- Save The Best For Last has had it's maximum Tokens reduced to 6.
- Septic Touch now applies mapwide, however only lingers for 3/4/5 seconds.
- Spies From The Shadows is now better at lower tiers, with it's range being 26/32/36m.
- Stridor: Increases the volume of Grunts of Pain by 25/50/75%. Increases the volume of regular breathing by 25% across all tiers.
- Superior Anatomy now increases Vault speed by 40/45/50%, and has it's cooldown reduced to 15 seconds.
- Terminus now applies Broken for a consistent 30 seconds, and activates when there are 3 Generators remaining (1 Generator needing to be powered).
- Terrortorial Imperative no longer has a range requirement or cooldown.
- Thanatophobia now grants an initial 10% slowdown for one survivor who is injured, dying, hooked, or dead. The second survivor grants an additional 5% penalty. The third survivor grants an additional 3% penalty. The fourth survivor grants an additional 2% penalty, up to a maximum of 20%.
- Thrilling Tremors is now better at lower tiers, and it's cooldown is now 80/70/60 seconds.
- Tinkerer now grants Undetectable for 16/18/20 seconds.
- Trail of Torment has it's cooldown reduced to 40/30/20 seconds.
- Unnerving Presence now also reveals the aura of any survivor who fails a skill check for 2 seconds. The effect lasts for 2 seconds after leaving the Terror Radius.
- Unrelenting now also reduces the cool-down of successful attacks by 20%.
- Whispers is now better at lower tiers, with it's range being 40/36/32m.
other changes
This section is reserved for any changes which do not fit into other categories.
map offerings
- Map Offerings now reduce the chance of being sent to a certain Realm by 100%.
Map Offerings have very recently become a very heated topic, so we're flipping them around.
deep wounds
- Added continuous skill checks to mending.
- Reduced self-mend time to 8s.
- Reduced time to mend others to 6s.
- Failing a skill check or cancelling the action reduces mend progress to 0.
server validation
Added server-sided validation to the following actions:
- Power useage.
- Movement speed.
- Actions completed.
- Current position on the map.
We have also added a latency cap. If, at any time, the Killer's ping reaches over 150 for more than 7 seconds, the match will be cancelled and all players returned to the lobby, keeping all items, add-ons, and offerings burnt. They will be rewarded 5,000 bloodpoints per minute spent in the Trial, up to a maximum of 40,000 bloodpoints.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/3209948#Comment_3209948
Does circle of healing/selfcare help against the slug tactic though? Since someone has to get them off of the floor. Spreading it to them?
Provided they watch their Condemned bar then it doesn't matter. You won't be applying it often enough for it to truly matter, especially against players that know what they're doing.
That's, what, +2 condemned for a teleport + slug pick up. Survivors remove 3 condemned for delivering a tape and them turning TVs off this way doesn't allow iri tape to turn them back on.
So long as the survivors are good, you will struggle a lot with this tactic.
I faced it not too long ago. teammates were absolutely useless. I don't think my Condemned ever went above 5 and I managed 2 gens and lord-knows however many heals.
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@supersonic853 said:
I don't normally like to ping but @GoodBoyKaru you play a lot of onryo right? Whats your thoughts? It feels like a myers tombstone case where just because there's one way for myers/onryo to win easily doesn't mean they aren't weak overall. But my knowledge is limited.
I don't like playing it, because it feels like a win more tactic. Like I'm sure that it can work against good players, but it doesn't often do so, and the entire strategy is hard countered by the team playing smart with medkits or Circle of Healing of even Self-Care. Simply have another survivor 99' your heal and then finish yourself off with a medkit or any other method of self-heal.
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@HoodedWildKard said:
https://forum.deadbydaylight.com/en/discussion/comment/3209749#Comment_3209749
Not saying games shouldn't be accessible, but I doubt flash lights are the only thing in game that can trigger seizures.
Oh they aren't. But they're also a massive cause for them in DBD specifically, next to Doctor/Onryo VFX and a bug that makes lights in houses flicker far faster than they ever should. They've been complained about for literal years as a massive seizure warning. It's about time it got fixed.
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@HoodedWildKard said:
Well it's one less way for survivors to be toxic I guess. Maybe they should apply the same cool down to crouching 🤣 doesn't induce seziures but it would be nice to have it in. Also can they seriously actually be making this change to prevent seizures? Correct ne if I'm wrong but I thought general advice for people prone to seizures was not not play video games.
Accessibility exists to ensure that as many people as possible are able to play video games. They shouldn't be alienated because of something out of their control and when it's this easy to do, it makes sense for them to do so, since it allows more people to buy and play their game, and thus makes them more money.
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If bhvr goes bust and dbd dies before they can bring it out then it wouldn't come out.
I can't imagine that licence is cheap, considering it's currently owned by Disney and game development rights are with Sega right now
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Yes essentially this means you've changed your IP address in the course of typing. Could be you've changed from WiFi to data or vice versa, or you've just moved a step too far, whatever. Copy whatever you've written then refresh the page and paste it and you're all set.
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@ThePolice said:
https://forum.deadbydaylight.com/en/discussion/comment/3204988#Comment_3204988
So a bunch of very weak and minor buffs, you cannot believe that 2.5% regression is not a good thing as for years kicking a gen was literally useless, how many people do you know that run tier 1 brutal strength
Show me where I said it wasn't a good thing?
Also, show me where I advocated against increasing base regression speed to make it actually do something?
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@BaschFonRonsenburg said:
https://forum.deadbydaylight.com/en/discussion/comment/3207142#Comment_3207142
How would you know they were banned? I’ve never gotten a report back to me saying if they had been banned or not, and I’ve reported a handful of obvious cheaters with video evidence. No touch back or anything
Sometimes they just can't help themselves but to stalk your socials and taunt you daily and then lose it when they actually get banned.
Massive minority, I know, but also very satisfying to watch lose
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@YOURFRIEND said:
These are vast survivor buffs. You've reverted most of the killer buffs from last chapter and given survivors catte blanche to bang out gens at all times, constantly knowing what both the killer and your fellow survivors are always doing. I don't understand why anyone would want hold W back.
good lord
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@GentlemanFridge said:
https://forum.deadbydaylight.com/en/discussion/comment/3206919#Comment_3206919
https://forum.deadbydaylight.com/en/discussion/comment/3206950#Comment_3206950
Just a small update, I have arrived safely. Thank you both, this was needed.
im so happy to hear it !
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@GentlemanFridge said:
Hi I am in desperate need. My trains have been delayed three times over, I am still at least half an hour away from my room and am currently standing in the cold wind, thanks
birb
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Prove Thyself, COH, Deliverance, BT
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/3206264#Comment_3206264
While your Wraith idea sounds cool, and I’d love for the devs to implement Mortal Kombat style Moris, I don’t think they would go that far. At the very least, I’d like to see him place a bell on the Survivors head and bing bong them to death.
To be honest I thought more Hag/Demo style. The actual bodies are still left untouched but it looks sick
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Trapper - Imagine if instead he grabbed the survivor's head and slammed it into an open bear trap
Wraith - Instead of literally Trapper 2.0, he literally rips open their back and pulls out their spine
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A P100 Meg (was cheating)
A P100 Jane (was TheJaneRomeroShow)






