GoshJosh
GoshJosh
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We desperately need this, plus generic avatars for the survivors in the pre-game lobby like DbD Mobile has. Because @sleepy_knight‘s stories above are unfortunately not unique. There’s no reason a killer should have the possibility of stream sniping, or that level of advantage going into a match (knowing exactly who a previous survivor is, targeting them because of how said match went, most likely knowing their build, etc.).
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Making friends who have game sense and use comms in a full SWF. I won’t even bother with solo queue too much anymore. And it used to be just about all I did. Too tiring and frustrating.
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@Squippit said:
You can grab them out of the locker, carry them away from lockers, drop and pick back up until they auto wiggle out, then mori once they're standing again. Best results with PWF so you can catch up from the stun
They’re always going to reach a locker again, unless maybe you have Iron Grasp and/or the PYWF stacks to take them to a dead zone. But there’s no guarantee that they won’t get back to a locker even with those things. It needs to be changed for both sides.
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The punishment usually falls on the next enemy player. Map offerings, strongest builds, etc.
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Especially given the typo (purpose instead of propose), it’s impossible not to read this in Samination’s Trapper voice.
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So glad I got this during an entirely different era of DbD. Before the dark times. Agreed that the achievement and functionality of Tombstones need dire changing.
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3064396#Comment_3064396
https://us.v-cdn.net/6030815/uploads/5JD0S26WFKQT/20220711-133232.jpg
Yes she is OP I got basically 4K playing her last time (one dc:t after he was downed) This is result how it ends in majority of soloQ matches as well in my experience.
So you had an early DC, a survivor without maxed perks or even a full loadout (presumably a brand newer player)... and put that forth as good data to prove Nurse is OP?
Thanks for the chuckle.
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I’ve proposed some ideas in the past to help scoring in the survival category:
- Searching chests now awards survival points (this is not an objective, but could lead to your survival)
- Escaping a chase now awards survival points (just the “Escaped“ scoring event... the time lasted in chase will still award boldness points)
- Change all scoring events for removing Pig’s RBT to survival (this is also not an objective.. you will die if you don’t remove it, except for a hatch escape)
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@DBDVulture said:
You have nothing to worry about; literally no one is going to use NOED after it gets changed in the upcoming patch.
Press X to doubt.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3064188#Comment_3064188
I don't get the logic personally
Devour and NOED both do the same thing so they should both be revealed or not revealed in the same manner
I'm 100% sure I've seen NOED get revealed by special attacks before, I had a huntress hatchet hit me, injure me but the 'exposed: NOED' thing popped up.
The only caveat I can think of is that NOED gives a permanent speed boost as long as the hex is up, whereas Devour only gives a brief haste after hooking a survivor. But I agree with you it should be consistent across both hexes in either revealing themselves on special attacks or not.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3064049#Comment_3064049
It's not
I'm pretty sure Huntress hatchets reveal NOED, I've had it happen before
According to the wiki, only Devour Hope is revealed by special attacks. Not NOED.
Hex: Devour Hope is a Teachable Perk unique to The Hag .It can be unlocked for all other Characters from Level 40 onwards: Rework: replaced the Repair Speed penalty at 1 Token on Tier III with a 5 % Haste Status Effect at 2 Tokens. Quality of Life: all Token effects now apply across all Tiers. Buff: changed the Haste Status Effect percentage to a variable 3/4/5 %. Unlike Hex: No One Escapes Death , Hex: Devour Hope will be revealed to the Survivors upon damaging a Survivor in any way, includingAs to the topic, I personally don’t see why either of them should reveal themselves outside of basic attacks. Since special attacks never utilize exposed.
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I don’t know any other game that gatekeeps prestiging - or forces it. It’s always been that you reach a certain level, then on you can go - if you want.
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I previously wanted Distortion to block it, but not now with an infinite number of tokens available on it.
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A very truthful post with an amazingly balanced idea. Thank you.
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/3063083#Comment_3063083
Yes it does. I tested this on the ptb. The wiki description is wrong.
Appreciate you letting me know! That makes it even crazier. Wow.
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/3062800#Comment_3062800
Except you don’t have to stealth at all because unlike stakeout it recharges in chase too as long as you’re in the terror radius. That’s what makes it too strong imo
Edit: According to multiple reports, Distortion will recharge tokens in chase. The wiki incorrectly specifies it does not.
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@Biscuits said:
If you run distortion against a pig with Amanda's letter, your stacks get eaten up in about 5 seconds.
Nope. For the 10 seconds it blocks your scratch marks, it doesn’t consume any further tokens. Plus, I don’t think many of us can expect to go against an iridescent add-on Pig very often.
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Yes and no. Any nerf to NOED is welcome, but it didn’t address the root problem of NOED. Unlike any other hex perk, a killer with NOED always gets something out of it for zero input - regardless of how well or not they played. If the survivors did stop to make sure no dull totems are left on the map by the fifth gen pop, the killer got at least 70 seconds of extra time (this is just cleansing/blessing at base speed - not factoring in any speed up or slow down perks, plus the time to find the totems, etc.). If survivors just left one measly dull totem up, the killer is getting a speed boost and instant down ability until cleansed or blessed. It can lead to such fast snowballs upon a survivor team already running out of resources from a full match. And don’t forget hooking near NOED will still be a thing.
Like others above said, it needs some weight by killer input and/or power lessened by the number of dull totems actually still up by the fifth gen pop. It’s a very unhealthy perk design, and it’s upsetting it wasn’t massively overhauled in this patch.
Edit: And now that generators will take even longer to complete, I only suspect NOED to be even more problematic.
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I don’t know how they can think unlimited aura blocking is ok. Even with a 30-second charge time in TR per token.
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Just as soon as facecamping Bubba is nerfed, right? I’ll believe it when I hear it from BHVR. Until then, enjoy your Nurse matches! 😀
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@MrPeanutbutter said:
https://forum.deadbydaylight.com/en/discussion/334322/will-you-still-play-around-bbq-chili
BBQ is now useless and I won’t use it anymore. Thanks, devs
Useless? It has the same exact effect as before, minus bonus blood points.
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@versacefeng said:
https://forum.deadbydaylight.com/en/discussion/comment/3060604#Comment_3060604
I literally just said people have been complaining about her for ages. It didn't start recently, even the devs said she was a mistake.
Do you have a source for that? I would like to read it myself.
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@CluelessWanderer said:
It's crappy of them to D/C at that stage of the game, but out of curiousity, how could they have possibly known you were running Blood Warden and D/C to prevent it?
BW is pretty rare. The whole thing is that it's a nasty surprise that no one expects or can anticipate. It could have been they just rage-quit.
OP specified he opened the gate. Other than adding a timed pressure for the survivors, there's not too often another reason to do that than Blood Warden. Especially if said gate was not 99% opened.
Edit: typo.
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@katoptris said:
Off the record should have just stayed an immersive perk. Why they have to add endurance to it?
Because survivors shouldn't have to rely on other survivors bringing a perk to protect them from a tunneling killer - at least prior to the end game. This buff helps keep the survivor immersed from the killer after being unhooked. Perfectly fits the theme and fills a need.
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I mean, if you want a preview of how the devs would implement teleporting hooked survivors, just look at Pyramid Head's cage moving functionality. I can count on one hand the number of times I've seen a cage relocate against a camping Pyramid Head. And I've been playing since before his release with thousands of hours. So no, it really wouldn't work with this dev team.
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I'll probably have Distortion equipped most of the time anyways. Infinite aura blocking with limited scratch mark blocking is just too good to pass up.
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This unfound complaint again. Sigh.
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Because it also comes in the same set of teachables as Undying. And it actually is powerful enough to warrant being a hex.
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@Thr_ust said:
I hate to rely on streamers/content creators. But Scott Junds streams where he uses and abuses green medkits recently do a better job of explaining why this had to happen than any words can.
It’s a rare item with enough base charges for one heal, don’t see the problem. All they had to do was disable Botany when using a medkit - just like Autodidact (which I never understood why that is a thing, but that’s another discussion). Instead, a perk now nerfs one’s own item. It is stupid.
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@ColonGlock said:
If you are not interested in healing others faster then Botany is not a perk you should run. There are other more selfish perk options as well as just using a Medkit by itself.
You should apply to work for BHVR, if you don’t already.
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@Malkhrim said:
https://forum.deadbydaylight.com/en/discussion/comment/3059998#Comment_3059998
Survivors literally got a BUFF to Borrowed Time. Dead Hard, even though weaker, could actually have more value than its old version in certain situations before the new update nerfing it further. DS got weaker, yeah, but survivors got new options like OFF THE RECORD in return, just like Ruin was completely butchered to give room to better, healthier options.
So survivors get buffed BT and OTR.. ok. Here's what they lose:
- Spine Chill
- Iron Will
- Self-Care
- Botany Knowledge
- Decisive Strike
- Calm Spirit
- Pharmacy
Seems like a reasonable, fair trade. /s
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@Malkhrim said:
https://forum.deadbydaylight.com/en/discussion/comment/3058494#Comment_3058494
The change to Tinkerer is something survivor mains have been asking for a long time, too. Devs are listening to both sides.
Look at how Tinkerer was nerfed relative to the survivor perk nerfs, though. It's still strong and viable. It just doesn't have unlimited utility anymore. But it still gets the job done. It was a deserved and fair nerf, without butchering the perk.
Why couldn't survivors get that?
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3059382#Comment_3059382
This guy can pallet loop a Nurse!
That's awesome how do you manage that
And you can pallet loop a Huntress, Pyramid Head, Nemesis, and Artist?
Wow! 😲
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@ArchAbhor said:
https://forum.deadbydaylight.com/en/discussion/comment/3056072#Comment_3056072
Im about 99% sure its they refuse to put effort into a system to differentiate it. As i said all it would take is some basic coding to implement something to differentiate the two. Unless they have something that i am unaware of in place. Which i seriously doubt.
How would this system know if my Internet connection truly went out, or I pulled the plug myself? Are we really going to invest this much time and effort to try to encourage players to stay in a match they don’t want to be in anymore? Instead, focus on the things that lead to people DCing.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/3056450#Comment_3056450
yeah the whole patch ruined because of a few bad eggs
sure it would be nice if the patch could be perfect, but we both know everyone views perfect differently, meaning you cant please everyone
“A few bad eggs”... we see what you did there. 😉
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Yep. We’re going back to 2016 DbD, baby!
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/3058857#Comment_3058857
Efficiency effects charges so if you find a brown med kit in a chest you won't be able to fully heal yourself if you're running Botany Knowledge.
Or green (Emergency Medkit), as others previously stated in this thread. Goodbye Botany with a medkit. But at this point, probably just goodbye Botany.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/3058895#Comment_3058895
...Because they're perks that revolve around item efficiency and new Botany Knowledge is a perk that affects non item healing? I'm not sure what you're even asking here, it's not as though Botany had its one thing taken away and now it's useless. It's not even like Calm Spirit where its new downside actually affects what it's used for.
You bring Botany if you want to heal other people quickly, or if you want to make better use out of self-healing with something like CoH. Those are both very, very strong uses of Botany Knowledge, the perk has not been killed even slightly.
Also, solo queue players do not need and have never needed either Self-Care or Botany Knowledge. BK did help, but SC has always been an active detriment for all but the very few who knew how to use it properly. Solo queue players ""need"" a method to heal themselves in the clutch scenarios where teammates aren't around, and there are still plenty of those.
Yes, it was Botany’s one thing. It allowed a survivor to pair it with a First Aid Kit (yellow), with no other healing perks, and get two full self-heals out of 24 charges. It brought value to the Gauze Roll add-on, which adds 12 charges. If I want to heal others quickly, it’s going to be We’ll Make It for 100% faster healing or Circle of Healing so we can all heal ourselves.
Yeah, CoH and Botany will be a fast heal, but requires two slots. Which is fine. But this nerf kills any build that only featured Botany with a medkit.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/3058870#Comment_3058870
The people who thought that are the ones who understood that even current Botany with medkits is obscene.
It's not being baselessly nerfed, it's being retooled to an altruistic healing perk. It'll still affect non-medkit self-healing avenues too, so it's far from killing the perk; it's still going to be really good.
@SekiSeki said:
https://forum.deadbydaylight.com/en/discussion/comment/3058870#Comment_3058870
Medkit efficiency should not exist with current medkits, that's that. Medkits should be nerfed but they are not going to be nerfed so they nerfed botany. It is balance, don't use medkits if you are running botany, that's the goal.
Please explain to me how Built to Last and Streetwise - perks that benefit all items (and in the case of Streetwise, even those of all nearby allies) - are going to be more beneficial than a perk that currently only helps medkits. And how the devs plan to get around someone using or acquiring a Camping Aid Kit or Emergency Medkit with only Botany Knowledge equipped being unable to fully self-heal. All they are doing is killing Botany (at the very least for solo players, who needed it the most in the light of the Self-Care nerf) - which was not even meta!
It is simply illogical to make a perk handicap the user. It’s why you never see No Mither. Why we’ll never see Calm Spirit - an already obscurely used perk itself. Autodidact. We could be here all day.
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@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/comment/3056472#Comment_3056472
Yeah, Prob. it would be better to just disable botany for med kit heals? So you only get the extra speed for self care and healing others?
No, they should just remove these stupid nerfs from it and Calm Spirit - period. The definition of a perk: “an advantage or benefit following from a job or situation.” So why are so many survivor perks being turned into something that actually puts the user at a disadvantage? Who in their right mind thought it was ok for Botany to go from giving a 33% medkit efficiency, to not only removing it but adding a 20% medkit penalty to the perk user? The devs are sacrificing perk variety all in the name of shaking the meta - which is still going to result in mostly seeing the same 12 or so perks on each side at the end of the day anyway!
Stop nerfing fine perks out of existence, BHVR!
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@Grigerbest said:
https://forum.deadbydaylight.com/en/discussion/comment/3057939#Comment_3057939
They said they gonna add this feature in the future, no?
Like a "command wheel" or something... It will be in the future updates. They asking about it even in tests.
Ok; but how long are solo players going to wait for this, while the game goes into its seventh year? Just as soon as facecamping Bubba is addressed, I guess.
Edit: typo.
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@Grigerbest said:
I think you understand 1 thing: They can't buff solo survivors, without buffing swf. Any buff for soloq is gonna affect swf on a worst possible way.
"Make people kill themselves on hook", my man, ppl already doing that, and the update didn't even come up yet. Only really bad survivors doing that imo.
I don't know... This whole post to me seems like a "Crying for overpowered survivor perks being gone soon".
Relax, stop overreacting.
Sure they can. Adding information that SWF already has does next to nothing for a SWF group on comms. For example, when any survivor is in chase and not just the obsession, basekit Kindred without killer aura reading, etc. None of those things really have any effect on SWF, but would go a long ways for solo players.
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@theboyitachi said:
https://forum.deadbydaylight.com/en/discussion/comment/3057824#Comment_3057824
yes i did but can’t edit it
You should be able to, if you click the cog next to the original post.
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@theboyitachi said:
https://forum.deadbydaylight.com/en/discussion/comment/3057800#Comment_3057800
how would it rise ?
Kill rate = dying. Not surviving. I'm assuming you made a typo.
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You mean rise. Not drop.
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No, we don’t have a date yet.
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As far as I understand it, the endurance remains if they are fully healed by another player. So they would take three hits to go down (or two if a one-hit ability is used). Which is fair, because if they still have OTR, it means they haven't progressed the game yet.
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@Viskod said:
I need some explanations for the thought process behind some of these changes.
Overcharge -
Why? Why would I want a generator to regress slower than just kicking it Perkless for 12 seconds. Why would I ever use this Perk on its own? I can take Call of Brine and get 200% from the beginning. Sure I can combine Overcharge with Call of Brine but outside of one particular build that focuses on that, what is the point of using Overcharge instead of Call of Brine? Or even *at all* since unless you're pushing people away from this generator in particular it's going to be tapped and the Overcharge skill check is not hard to hit.
Off The Record vs Borrowed Time -
So you've made Off The Record disable when the generators are powered because the reasoning is that its long period of Endurance creates situations where there's nothing the killer can do. But Borrowed Time is right there, giving 15 seconds of Endurance AND 15 seconds of 7% increased movement speed. Leaving Borrowed Time to do what you just kept Off The Record from doing implies that you don't understand that 15 seconds is plenty of time for an end game hooksave to result in the killer not being able to do anything about it.
Is the intention here to cover the very specific instances where someone is on their first hook in the endgame and then gets off of the hook by sheer luck or by using Deliverance?
Agree with Overcharge. Nerfing the initial regress value to be less regression than a normal kick is a bad decision. But with OTR and BT: BT requires altruism for a far shorter endurance status, compare to OTR giving 80 seconds of endurance to yourself being unhooked - prior to the end game. It will help BT maintain a niche.
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@Adjatha said:
It's perfectly fine for some killers to invalidate some survivor perks. If Legion ignores DH, that's great. Maybe fewer people will use it instead of 3 out of every 4 survivors in every game across all tiers of skill.
But survivors can't have Slippery Meat or Small Game for Trapper, Freddy, and Hag. Sounds about right.
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Now that Botany Knowledge is nerfed even harder, Circle of Healing and Inner Strength are the only viable self-healing perks in the game. Real nice. They aren’t undoing the Calm Spirit nerfs either, even after large outcry? What is with the devs giving survivors penalties for using perks?
It’s not like I can just decide to turn off Botany Knowledge to self-heal with a found medkit in the middle of a trial. Reminds me of old Camping Aid Kit (brown) - they used to come with less than enough charges to complete a full heal. Are we really going backwards here, devs? Why is my own $*#&#ing perk hindering me?