GoshJosh
GoshJosh
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Comments
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Would be nice. It doesn’t work for killers, but for survivors it will only show their ping in the end game scoreboard if they are still there.
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About as cool as the guy on my Steam friends list that named himself “RIP Eddie Munson” with an accompanying profile pic something like the day after part 2 came out. Which is not cool at all.
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@MrCalac123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3046935#Comment_3046935
Spine Chill shouldn't work on undetectable Killers. A single perk shouldn't ruin half of or even their ENTIRE kit.
All I’m hearing is that undetectable should grant killers free hits, downs, and grabs; and survivors should have no perk option to counter it. Not just undetectable killers, but the likes of Tinkerer, Trail of Torment, etc. Could’ve just made it that Spine Chill is disabled while killers are actively stalking, in the case of Ghost Face and Myers.
At least Tinkerer is getting a deserved nerf while still being viable. Spine Chill is dead.
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Yeah, it’s called map balance and design.
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It should affect all action speeds too. Especially now that Spine Chill is losing its action speed bonus.
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It would definitely help Borrowed Time maintain a niche in the new upcoming meta, and give us a good anti-camp perk.
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@KolbyKolbyKolby said:
Yeah, good idea to get a penalty when you get bled out or bodyblocked in a corner. You're really running the engine at full capacity wth that idea.
Remove idle crows from the dying state, and remove collision between all players after five seconds. Many problems solved.
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Not at all. All of these perks were fine. The only exception was Iron Will stopping regular breathing noises, which is a bug/not intended. But the devs couldn't figure out the coding.
Survivors aren't allowed to stealth, but they also aren't allowed to do gens too fast, but also can't hold W after taking a hit, but they also aren't allowed to have strong tools against tunneling.. you get it.
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@CodeDB said:
https://forum.deadbydaylight.com/en/discussion/comment/3046470#Comment_3046470
What is different about BT/Exhaustion Perks/basekit BT as compared to DS or OtR? Why should only those two perks/abilities be deactivated once gates are powered compared to others?
In the case of BT, it requires someone else bringing it for you (i.e. altruism); instead of an unhooked survivor being a self-sustaining tank in the end game (DS and OTR).
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Would a decent change be that any survivor losing another health state (after the initial activation with damage) within your TR would destroy all downed pallets within the TR? Too much? Ok?
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3045979#Comment_3045979
You have your hex up for 45 seconds? I only get 10
Heavy would like a word with you:
https://tf2.portal2sounds.com/#q=Possible
It would be at least 14 seconds, without Counterforce. Assuming the survivor starts cleansing the totem as soon as the match starts too . 😉
@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3046149#Comment_3046149
That...feels balanced, again, coming from a very survivor sided person, you sure know how to balance stuff, lol
Heavy has another word for you:
https://tf2.portal2sounds.com/#q=Thank%20you!&w=Heavy
May be a survivor main, but play both sides and understand killers need stuff for their objectives too! 😀
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It really makes no sense Victor can’t be recalled at the killer’s volition. The choices are to let the survivors crush him, or wait out that sluggish idle timer (think it’s 30 seconds?).
It’s one of the primary changes I would like to see for Twins in the future.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/3046166#Comment_3046166
Currently SC heals at 50%. If combined with BK it heals at 66.5% as the 33% is multiplicative not additive. With new SC healing at 35% the combined speed with BK is 52.5%.
Shame. So you have to run both together just to get old Self-Care speed.. and without any medkit bonuses.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/3045984#Comment_3045984
No it won't. They destroyed SC so badly even Botany can't make it decent.
I’m genuinely asking, do you know how the math works out? Because Self-Care is being nerfed 15%, but Botany is being buffed 17%. So will the combo be just a smidge faster than it currently is?
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I think as an alternative nerf that the regression rate could have stayed where it was, but only regressed a gen up to a certain point before stopping itself. Maybe up to 33% total progress.
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I’m somewhat indifferent. The thing that’s sad about it though is that it kind of inadvertently nerfs the Gauze Roll add-on. Because with Botany alone, it would turn that add-on into another full heal.
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That’s the thing, as you mentioned several second chance survivor perks will still be viable in the end game. Just not DS anymore. What is perhaps not considered by many to be second chance perks (when they really are) will still be usable, along with toolboxes and flashlights.
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Absolutely.
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While it is clear killer daily rituals appear more frequently, I’m having a really hard time believing you never got one survivor daily ritual in over a year.
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@[Deleted User] said:
What? Does the cage move if you are being face camped? I never knew. I don't face camp and have never been face camped by a PH.
You never knew because it never happens. See this comment from earlier in the thread as to what triggers it:
@ChurchofPig said:
If an Executioner is within 5 meters for 3.5 seconds, then it'll relocate. So yeah you can literally be facecamped by a Pyramid head without being teleported because the range is insanely close. That is so stupid.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3044873#Comment_3044873
I see this all the time, but it's not as straight-forward as "2x16=32". Having two survivors spend 16s healing one of them is still more preferable to having one survivor healing themselves in 32s. The sooner anyone is healed, the quicker that person is safe from another hit, and the sooner both survivors are advancing other objectives or available to intercept or assist another.
It can situationally be better to be healed faster by another, but it may not be necessary. Let me ask you this: generators do or do not have co-op efficiency penalties? Assuming two people occupied with healing are often going to do co-op repairs together after healing.
@KweenPlease said:
https://forum.deadbydaylight.com/en/discussion/comment/3044873#Comment_3044873
It is NOT more effective nor is it more efficient. Because they spend time running somewhere else to do so when the other person is RIGHT there. So really it's comparing 16 seconds to something that is more like 40 seconds.
Then they could immediately go to a gen together and double-stack on a gen.
The other person is ALREADY at the freaking hook with you and honestly the amount of times I have Botany Knowledge or We'll Make it and they STILL turn down heal is aggravating.
and a 32 second heal ( which is really always +40 seconds either due to perks, or it taking so long they have to move around. OR them going down because it took so long thus putting their time to waste and they never get the second health state ) THAT IS HALF A GEN pretty much.
and no one uses SELF CARE ONCE in a match. They run around and hug corners all game and Self Care all match long and wait for hatch.
and SelfCare ONLY assists in Medkit efficiency by 20%. Just run a freaking Medkit by itself or with Botany Knowledge which has 33%.
If you're running all 3 that's too much because Selfcare will only be there for 20%. You might as well run Streetwise instead or Built to Last which are far superior. There is NO defense for Self Care. It encourages bad habits.
I can’t control how other players use it, but if someone is rejecting a heal by someone with healing speed buffs that is bad. Though in the case of Botany, it doesn’t reveal itself to other survivors. Not every survivor goes into a corner to use Self-Care either, but it could be the right play if the killer is trying to tunnel them out. The other three survivors, in the meantime, should be repairing generators and taking aggro.
None of this really matters in a couple weeks though, unless the devs have a reasonable change of heart about Self-Care and other perks on the chop block.
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@KweenPlease said:
https://forum.deadbydaylight.com/en/discussion/comment/3044673#Comment_3044673
Yes . . . yes it is. The majority of people who use it in Solo queue just want to opt to heal themselves in corners all game and plenty of the time turn down having others heal them.
They're nerfing it to encourage playing as a group and relying on one another as a party AS WELL AS kind of making up for their mistake of adapting seven different things without freaking testing them to see how each would affect the game.
Because self-healing with current Self-Care is more efficient than someone else healing them - unless they have active perks that speed up healing others. A 32-second self-heal isn’t all game, it’s as much effectual time lost as another survivor taking 16 seconds to heal a survivor unable to do anything while being healed. Like many other perks, Self-Care was made even better with other perks and/or a medkit. But it’s all being removed in one fell swoop.
Nerfing Self-Care is technically just another a buff to camping too, because you often can’t go for a hook rescue while injured (sometimes not even while healthy either though).
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@KweenPlease said:
https://forum.deadbydaylight.com/en/discussion/comment/3041634#Comment_3041634
I think the devs disagree. They want to buff Botany Knowledge to discourage use of Self-Care which is damaging SOLO QUEUE so heavily.
Also they don't want to revert changes they realize they messed up on. They made too many changes at ONCE when they hit everyone with . . . Hemmorage effect buff, Legion buff, Anti heal perks being buffed , Circle of Healing nerf.
4 things that slapped healing in the face and now SelfCare is being nerfed too.
Botany Knowledge deserves that buff and to keep AT LEAST 25% of its medkit efficiency.
and HONESTLY I think Desperate Measures could use a MICRO-buff. You will only ever REALLY get it at a 2, maybe 3 person damaged stack. Another 3% on each wouldn't be that big a deal. It'd be 6-12% difference and the 12% would almost NEVER see the light of day. but that's just my opinion.
Self-Care in and of itself was not damaging to solo queue; neither is it a bad perk. Don’t think they’d be nerfing it if it wasn’t. Now it’ll be a worthless perk though.
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What’s hilarious is that the cage (on paper) is supposed to discourage camping and tunneling: it sends the survivor as far away as possible from the killer. Yet because it has set spawn points, denies perks related to hooks, still gives an explosion notification when someone is uncaged, and requires uncaging from the front (same reason swivel unhooking was introduced), it’s what gives Pyramid Head the deserved nickname Tunnel Head.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3044220#Comment_3044220
Do you mean 3 minutes for all gens or a single gen?
Here’s a video from Dowsey explaining and visualizing it:
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I mean, three minute long gen times can’t be all three of those words? Sometimes boring truly is... boring.
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He has to basically stay in your face for five straight seconds for the cage to relocate. It’s idiotic.
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Rework Legion.
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The hatch offerings should straight up be removed - at least from the survivor side. They could’ve just done that instead of gutting the hatch and keys. It should always be a RNG feature.
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Why only those specific things refunded? Seems weird.
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@CaulDrohn said:
I don't get why everyone claims that the overheat mechanic is the reason for billy to not being picked anymore. The overheat was significant in PTB, but for Live it was decreased massively, to a point where you really did not have to mind it at all if not for playing curve billy. They increased that a bit later as it is now, but it's still the same. If you are not trying some sick curves, you won't be hindered by the overheat at all. LIkewise, the only situations were I witnessed a billy player going into heat cooldown was for the curving billies.
The "real" reason for billies plummeted pick rates is his addon pass, with the instasaw addons being removed completely without compensation (tuned carboratur has a massive downside). THAT hit the casual billy player hard, bc many used that addons to get easy downs ( I did that as well). So many many billy players moved to some other, "easier" killer after the addon rework, and only the hardcore curving billy players remained.
Agreed. The overheat is hardly noticeable in normal gameplay. Only if the power is needlessly spammed. Another aspect to me though is that his movement and hit boxes became janky after the nerf. Not just for the chainsaw either, it’s weird.
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RIP Hillbilly and Freddy
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@ShyPirate said:
https://forum.deadbydaylight.com/en/discussion/comment/3043156#Comment_3043156
50,000 in the PTB. We can only hope they change it before it's live.
What the -*##?! Why? You already paid to get to level 50 - I thought the point was to reduce the grind!
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@cordonrouge said:
https://forum.deadbydaylight.com/en/discussion/332686/prestige-question
no, as a matter of fact you will have all the teachable perks of the killers you mentioned already T3 on the other killers too. even the ones you didn't buy yet.
No, that’s not how it works. He’ll have to P3 the character with the teachables he wants maxed out to be freely given to the other characters. If he doesn’t, he’ll still have to go through the blood web and level up those teachables on existing and new characters.
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@Mat_Sella said:
https://forum.deadbydaylight.com/en/discussion/comment/3043143#Comment_3043143
Deja Vu
Stake Out
Fast Track
True, thank you! I will edit my post. But these are even worse than the three I mentioned.
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@ShyPirate said:
https://forum.deadbydaylight.com/en/discussion/comment/3042587#Comment_3042587
Right. Two weeks ago if someone had asked "will it cost bloodpoints to prestige?" I would have thought "no, of course not", but here we are.
Anyway, to answer the original question, the developers have stated that nothing you already have will be lost when the new system goes live.
You have to pay to prestige in the new system? How much?
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@verysleepy said:
Right and this applies to every killer in the game, I don't see the problem.
No offense but gens ######### fly with any competent team WITH thanatophobia and 10s more ain't doing anything when killer can only be on 1 survivor at a time.
Thanatophobia can be nerfed when prove thyself and other perks that speed up gens are nerfed.
/Thread
After this patch goes live, survivors will have three primary perks to speed up repair times: Prove Thyself, Resilience, and Overzealous.
Prove Thyself simply offsets the 15% repair penalty for multiple survivors on one generator. So while it may speed up that one generator, it is still less efficient than survivors spreading out on multiple generators.
Resilience is 9% faster, which is less than 10 seconds off of a full generator repair and requires staying injured.
Overzealous will require cleansing a hex totem for its strongest value (16%), and deactivates upon losing a health state. You will have to cleanse a hex totem then do one generator from start to finish uninterrupted just to break even. Two generators if it was a dull totem.
Also brought up by @Mat_Sella are Deja Vu, Stakeout, and Fast Track, which are even less reliable than these three.
I don’t see a problem with any of these. Especially considering killers are still getting a ton of gen defense perks buffed, even if a couple are being nerfed.
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/3042097#Comment_3042097
https://forum.deadbydaylight.com/en/discussion/comment/3042099#Comment_3042099
https://forum.deadbydaylight.com/en/discussion/comment/3042100#Comment_3042100
https://forum.deadbydaylight.com/en/discussion/comment/3042103#Comment_3042103
Once I posted an idea about shared hook counts, i.e. there are 12 hook states in total just like now, but the survivors who are hooked first can use more than 3. I think it could solve tunneling and camping.
It is described in this post in more detail:
https://forum.deadbydaylight.com/en/discussion/308850/solving-tunnel-and-camp-shared-hook-counts
I don’t like that idea; because then when it is my turn to be camped on hook, what is left for me?
I would like them to consider fluctuating the sacrificial timer based on the killer’s proximity to the hook. Obviously goes slower when they are too close, but perhaps it could also be sped up if they go away. The only problem with the latter part may be teleporting killers, who can start a faster timer sooner, but also go right back to the hook.
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While I’m not sure it works that way, I hadn’t thought of the other way around: pounce Obsession with Victor, undetectable on Charlotte when you switch back.
That is, after you already lose five seconds from the pounce, and a couple seconds switching back to her… yeah, poor Twins. 😕
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The update will presumably be in two Tuesdays from now, or thereabouts.
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@Gorgonia said:
https://forum.deadbydaylight.com/en/discussion/comment/3042567#Comment_3042567
As if you didn't leave blood pools or marks haha
I know right? I posted this yesterday too…
- They can still see you
- Still leave blood pools
- Still leave scratch marks
- Still scream
- Still have aura revealed
- Still susceptible to killer instinct
- Still make running sounds
- Negated while infected by Plague or Nemesis
But no.. Iron Will OP BHVR PLZ!!!
Edit: Oh, and only does anything by being and staying injured of course. Isn’t that to the killer’s advantage?
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You scummy Nurse player, running Distressing with Starstruck and...! Oh.. that’s Beast of Prey.
🤣
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Double iri Trapper dislikes this.
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@WesCravenFan said:
It is so you cannot abuse a dead zone. If you could use the same hooks over and over again, you could run something like Agitation, use a corner hook, and now every future chase can just be lead or ran around here, where all resources are already expended and lost.
This, not to mention how much more it would encourage camping. Easy to camp someone to death a hook when you know you can plop the next downed survivor near it right onto it again.
So while it’s not fun for either side when you can’t make it to a hook, remember there is a reason it functions this way.
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No, of course not.
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@Khelendrose2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/3042547#Comment_3042547
Not so true. When I try to avoid the unhooked player, but they block a doorway while I'm chasing someone else, thats not a choice, it is either swing or be stupid and let both go.
Survivors really jave zero room to complain about tunneling when they insist on body blocking with DS and BT.
Then you can get pressure by slugging them or forcing them to mend.
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Not because they used DS on me; if I do, it is in spite of it, because I’ve decided they are the best target to chase in the moment.
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@Norhc said:
Here's an even better suggestion; Revert the perk to how it was. Nobody was complaining about IW.
Plenty of people were. It was considered OP by some ‘because it had no downside’. Or something like that.
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@emetSdidnothingwrong said:
Well that's a shame, slower to break pallets during his power than a basic kick seems backwards.
Just remember that you also aren’t required to literally touch the pallet and spam the action button. So all in all I would say it’s still saved time, or an even break (pun intended) at worst.
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The only nerfs I want to see are not activating after the fifth gen is popped, and possibly deactivating upon being fully healed by another survivor. Otherwise, it’s good.
Also, L-E-L at current devs being “survivor-sided”. Get real.