GoshJosh
GoshJosh
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@KateMain86 said:
I don't even know what locking the lockers does yet. I wanted to go up against the new killer not knowing anything about them. I saw someone on my team lock the 2 killer shack lockers and had no idea how or why they did it, so I was curious how things would play out. I still don't know what all the dredge does, but I know he's super fun to play against.
It slightly increases the Dredge’s time to exit that locker, once per trial. Unless he goes by it from the outside and breaks the lock first. There are also add-ons that have consequences for survivors who lock lockers (reveal them in yellow to Dredge, reveal their aura to him, etc.).
Oh.. and also prevents any survivor from going into that locker or unlocking it themself. 🙄
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It was a serious mistake to not allow survivors to unlock lockers themselves. It’s not like they have a number of perks or other reasons to go into a locker at times - even against Dredge.
The lock barely adds any time before he comes clawing out anyways.
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(Tunneling Dredge player waits for unhook explosion notification to teleport right back to it)
🙄
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Rework? Yes. Buff? Absolutely not.
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No. It's doing your objective.
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@ad19970 said:
What does that have to do with the new kilker? This is just a big problem of the base game. One that will hopefully be impoved on in the future.
Could have something to do with a little thing called an explosion notification whenever a survivor is unhooked? And probably 80% or more of hooks having a handy dandy locker right next to it. Fun times indeed.
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Not sure why this got moved to feedback.. it wasn't feedback, just a question. But whatevs.
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See you there!
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@Viskod said:
https://forum.deadbydaylight.com/en/discussion/comment/2985921#Comment_2985921
Okay, so it needs to be changed to only work on killers who are currently Undetectable.
Why? 6% faster action speed while being looked at OP?
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Can someone explain to me the benefit of having to move my mouse further from the center of the screen to navigate a game menu? Another unasked for change that won't be reverted.. just like the HUD.
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I’m good with this. I don’t really have a reason to want higher MMR anyways, but also because it would dissuade someone from stealthing it out for a solo escape just for higher MMR.
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If you’re playing as casually as you allege, it shouldn’t matter how strong your opponents are. Casual ought to mean you’re unconcerned with the outcome of the trial, regardless of how you play.
So maybe you don’t approach DbD as casually as you think you do.
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I’ll personally be patient and wait for the prestige rework. Reduce his grind to basically zero and get to play him how I want right away.
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@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/2985921#Comment_2985921
It helps while vaulting, it helps with finishing gens/totems/heals when the killer is approaching, it helps during chase to react to moonwalking, it helps you to determine if the killer is losely following you (especially indoors)
Nobody is running Spine Chill only for 6% faster action speed while being looked at. That is less than eight seconds off a generator if you’re being stared at the entire repair duration. Take away its power against undetectable, you kill the perk. It’s that simple.
Edit: Same reason the new survivor perk Overzealous is complete garbage, and won’t be used outside of Adapt Haddie. Someone did the math that you would need to do over three complete generators without being hit after cleansing a totem to get return value. That’s 6% too.
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@RpTheHotrod said:
https://forum.deadbydaylight.com/en/discussion/comment/2985921#Comment_2985921
gives you early warning for 95% of the killers, and 100% of them if not in stealth mode. Gives you a boost to action speed if they are looking in your direction. That's absolutely useful. It's just the 5% is a huge problem for those killers. It removes them from play.
The counter play was already posted above. A survivor too reliant on their Spine Chill is in for a world of hurt if the killer employs it.
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Non-mobile killer powers need to be disabled within a small radius of a hooked survivor, outside of all gens already being repaired and basement. End of story.
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Spine Chill is fine as is. It serves no purpose if it doesn’t counter undetectable.
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It's especially miserable on Eyrie of Crows. It locked me onto some stupid bush by an exit gate with one of my Coup stacks, literally cost me the only kill I was gonna get that match. Happened at least twice that match.
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@Milo said:
I've seen one suggestion long ago that could work tbh (without the camping probability).
If you're atleast x meters (32? 24?) from the hook, you gain undetectable status effect as long as a survivor is hooked. This effect persists for 5 seconds after a survivor is rescued.
That is an insanely long undetectable status, it would be devastating on some killers. I don’t mind the triggering condition in this rework idea, but I would only allow up to 10 seconds once out of range to stealthily get away from the hook area.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2985269#Comment_2985269
The wording in the description of the yellow is wrong then, it just says it applies Mangled on a hit from the Redeemer which would be the spear hitting.
Exactly. Maybe this is how Honey Locust Thorns should function, considering other killer add-ons that apply mangled. And the Rusted Spike can remain only if you get a successful hit after reeling, as it functions now per @ReverseVelocity . But update the description either way.
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@dugman said:
Yeah that is definitely weird that the Yellow add-on is objectively better than the Green add-on since any situation the Green add-on would trigger the Yellow one already would have triggered too but the Yellow also triggers in other cases as well.
See @ReverseVelocity 's comment on this above!
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@ReverseVelocity said:
You're not missing anything, it's a weird addon. I think it should do something else, like give Broken on a chain break or something, I don't know.
For Rusted Spike, you have to hit reel them in and hit them to apply Mangled by the way, if the Chain breaks or if you miss the swing, it doesn't apply.
Thank you for this information! I did not know this either. The Rusted Spike add-on description really needs to be updated then; because it simply says "The Reedemer's shots inflict Mangled." Nothing about reeling in, if they break free, etc. Funny, the rarer add-on rewards letting them go free (i.e. failing to use your power to its best potential), and the uncommon add-on rewards successful reels...
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The red stain being hidden is already a part of the undetectable status, so that won’t happen. The main change I think blindness needs is that all add-ons apply it for at least 60 seconds. It’s pretty stupid that some only apply it for 15 seconds. They should also streamline the rarity of them all to uncommon or common.
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Mandy mentioned in a prior thread that there isn’t a date, but that we will be given some level of notice before it happens.
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She may be a better proxy camper than Bubba, because of her ranged ability... but no one beats Bubba at facecamping.
There are many problematic killers with camping. Need baseline game adjustments ASAP.
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@ChuckLit said:
https://forum.deadbydaylight.com/en/discussion/comment/2984269#Comment_2984269
Umm no. A hook state is 60 seconds. Also, what's the big deal with Kindred? You could still see other survivors for example. That is what makes Kindred good lol.
Sorry for any misunderstanding, I meant the entire Insidious duration.
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The only reason I would see to not prestige a character is if they have unattainable things in their inventory. But then you’re sacrificing whatever this new unknown reward is on that character. I already either used those up or gave them to the Entity by prestiging, so I’m getting everyone to P3 ASAP (or P2 50 and using up strong BP offerings).
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@FilthyLegionMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2984220#Comment_2984220
Do you not know what it's used for now?
Current Insidious requires standing still for a couple seconds though. This would totally bypass Kindred the entire duration.
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Eh.. that’s a pretty lengthy undetectable status just for getting a hook. But would be nice to have something other than indefinitely enabling camping just for standing still, like it does now.
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@ShinobuSK said:
Just make them aura in different colour
This. It is good information to have, but should be differentiated by its aura color.
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@MandyTalk , this bug is weeks old, been reported a few times. Could we please get an acknowledgment on it?
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@egg_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2983635#Comment_2983635
No, the killer can down them, pick them up and risk/eat the ds too
That’s not happening. Not anymore since the nerf.
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It’s really not that difficult: survivors should have the option to accelerate their bleed out timer when all survivors are dead, hooked, and/or in the dying state. That way the killer can still slug for pressure, but can’t keep them hostage for up to four minutes ‘just because’.
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@[Deleted User] said:
I do think the healing contingency should be a bit more nuanced. It shouldn't deactivate on partial self-heals. That seems like an oversight with the way it's coded that goes against the intention of the perk. It deactivates when you perform a healing action but doesn't deactivate if someone heals you. What exactly is the difference if you heal yourself vs have someone else heal you? Why does DS deactivate in one instance and stay active in the other?
There's no functional difference between being 50% healed and 0% healed. There's no such thing as halfway healthy when the killer's weapon connects. It would make more sense to have DS deactivate upon recovering a full health state (via self-heal or teammate heal) or with a healing action on another player.
I respectfully disagree. So a killer is supposed to just sit there and watch a survivor self-heal in their face to completion, then attack? Survivors are not guaranteed the privilege of being healed immediately after an unhook.
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At the very least, a minimum distance between all four is in order. RNG is ok for them, but only to an extent.
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I only stick around to teabag if the killer ‘deserved it’ in my eyes (which is subjective to everyone’s personal opinion). I won’t just do it unprovoked. But it only prolongs the game if you choose to ignore it and not push them out, though.
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Coming from someone who’s been playing since 2016, scratch marks are nothing like they once were. I don’t want to assume every time I get confused by them that the survivor is cheating, but how scratch marks sometimes function today is simply inexplicable. Perks aside.
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/2982691#Comment_2982691
Scourge hook pain resonance is very reliable you should use it and it also good back up if ruin gets taken away. Corrupt also is very good but I don't use it as I always miss it from shrine and im not planning to buy plague. But what I've seen as survivor it's slow downs the game. Deerstalker is good perk if you slug people and especially when there is 2 left so you always find them. I have used it lot with oni.
Pain Resonance is good, but not always reliable. Scourge hook spawns can be unusable sometimes, and are gone if a survivor is sacrificed on the hook.
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@ArchAbhor said:
https://forum.deadbydaylight.com/en/discussion/comment/2980940#Comment_2980940
You're trying to paint it in a light to justify it all of that doesnt take into consideration your rescuer. Which what everyone has an issue with. You need to be told the same thing the other person did so here ya go. Read, Learn
You dont seem to think that deep let me spell it out further. The rescuer is going out of their way, taking time away from other objectives, risking being caught by the killer to save them. So when they hop off of hook it makes all that risk meaningless and wastes the rescuers time. Not only that but I want to rank up every month to iri 1. This robs me of altruism and potential objective time, and in the worst case could cost me hook states
If they’re off the hook at generally the same time you would have unhooked them, how are you any more or less at risk to get hooked yourself? You’re just salty, should probably only play killer if you’re going to abandon teammates on hook. Or in a four-man SWF that feeds off that level of saltiness.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2981852#Comment_2981852
We will give notice prior the the update to the prestige system, and we will give as much notice as possible...but it's unlikely to be a few months notice for example.
Appreciated once more!
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@Mandy said:
We've not given the date yet I'm afraid.
Thank you for this! Do you think, or could you please ask that, we will be given adequate time to move our characters to P3 before the rewards are handed out?
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Thanks @MandyTalk ! Are you also able to confirm when the characters need to be in P3 by? Or when this update drops? I'm waiting until as long as possible on some of them, due to wanting to burn cakes and such beforehand.
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@Breadn said:
https://forum.deadbydaylight.com/en/discussion/comment/2981501#Comment_2981501
How could STBFL make it so they can't perform flashlight blinds? Half decent survivors will only blind you while in animations where you cannot move your camera (pickup, vaulting, etc). And if they do try to blind you while you're in attack cooldown... look down?
Like Fire Up, it throws off the timing. They think they have time to get in place for a blind while picking up, but with a good number of STBFL stacks you've already got them on your shoulder. Did also manage to get a window grab on a survivor yesterday with it myself. Injured them in the tile (think it was a T-L or something, I dunno it was middle of Family Estate), they tried to escape out the tile through the window, got 'em right on my shoulder.
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No rework required. Aside from a few obvious add-on nerfs needed, he should have at least one less rush token by default, and about 25% longer power recharge than he has now.
Don’t see how people can take issue with five blink Nurse with add-ons, but somehow five to seven rush token Blight is ok. On a killer that already moves at standard killer speed.
Dead Hard can extend a chase up to one time, but several rush tokens in chase is ok? And they break pallets by default? Please.
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@Bran said:
https://forum.deadbydaylight.com/en/discussion/comment/2980942#Comment_2980942
Dang, I don't even recall having said this anytime recently if at all 🤔
You either have a great memory for a guy named Josh
Or
Maybe my great ideas do actually just materialize...
I could’ve sworn it was you! But I am wrong, unless it’s in a different thread somewhere back there. I was thinking of this one: https://forum.deadbydaylight.com/en/discussion/320303/perk-rework-iron-grasp
Sorry! 😅
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@Bran said:
Let's remove the ability to be pallet stunned to 👍
But yeah, no wiggle progression on drop is okay.
I've already disagreed with you on this suggestion prior.. 😉 But thanks for viewing and contributing! 😀
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Some of y'all are what's so wrong with solo queue. You're really gonna leave a teammate on hook and throw the match, because they took a 4% chance for fun - assuming you were going to unhook them if it failed? Reasons to 4%:
- That survivor gets the survival BP - typically the hardest survivor category to score in and max out
- Self-unhooking can prevent a few killer perks from activating (Make Your Choice) or gaining power (Devour Hope)
- Fun, built-in feature in the game
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@Breadn said:
https://forum.deadbydaylight.com/en/discussion/comment/2980797#Comment_2980797
Don't you think that you would've gotten those same kills if you ran another slowdown in place of it, or NOED? (as much as I hate it, I must admit it's strong)
Possibly, but the thing is about NOED: once the survivors know you have it, the hunt is on for it (if it even activated). If not, the other survivors not in immediate danger will flee and leave the others to their fate. Some survivors don't anticipate STBFL, and rush hooks anyways. And I typically am running at least one gen defense perk as well.
STBFL works all match and not just during the end game too. I'll sometimes even run it on killers who can't keep the stacks, and let fate run its course with the obsession. I strangely seem to find the obsession first quite often when running it too, but not always.
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I've had this perk singlehandedly hand me 4ks I had no business getting, due to overaltruistic survivors in the end game.
Edit: It's also great to not have to wait out BT if you don't want to. Hitting a non-obsession survivor with endurance will get you another stack, and force them to waste time mending. Or eat a DS and let them go on their merry way.
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All-Kill DLC, RPD, Hag, Spirit, Plague, Dead Hard, reworked maps.