GoshJosh
GoshJosh
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No.
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Finally, two killers in one trial in DbD.
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@shiroo said:
https://forum.deadbydaylight.com/en/discussion/comment/3183057#Comment_3183057
So if someone is running Cleansing build and is cleansing a dull totem they are throwing? Oh please enlighten us how is that throwing?
It’s already been shared. You don’t need to cleanse dull totems to power the exit gates, but you do need to get five generators fully repaired. By spending time cleansing dull totems, you actively take precious repair time away from the team. You don’t know if the killer has NOED and/or Pentimento or not. Further, if it’s an obvious totem spawn, it may leave NOED for a more obscure totem spawn later. You may also be denying a chance for a teammate to boon a totem, especially the most powerful boon: Circle of Healing.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3183033#Comment_3183033
Nobody said they can’t vault back over. The patch notes say they’re supposed to take damage if they’re too close to the pallet when Wesker vaults though and that’s apparently not happening so it’s probably a bug.
I searched bug reports this morning, and someone actually reported the opposite as a bug: the survivor going down when they vaulted as Wesker. So sometimes it works, and other times not it seems.
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@shiroo said:
https://forum.deadbydaylight.com/en/discussion/comment/3183029#Comment_3183029
Who are you to tell people what perks to run? Running same meta perks over and over is boring. Just because you can't get value from off meta perks doesn't mean others can't.
You’re welcome to run whatever you want. But for reasons previously discussed by myself and others, you are throwing by cleansing dull totems outside of a few scenarios. For that reason I would advise not running perks that require cleansing dull totems. Plenty of other non-meta options for you that fit that criteria.
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@shiroo said:
https://forum.deadbydaylight.com/en/discussion/comment/3182358#Comment_3182358
You do realize there are perks in this game that require you to cleanse totems, right?
But you and your team are better off not running those perks, unless you have a Rift challenge to cleanse totems. Run a more impactful perk.
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@RinsDoormat said:
https://forum.deadbydaylight.com/en/discussion/comment/3182519#Comment_3182519
That is literally how it works LMAO
- Survivors standing too close to a vault point or dropped pallet will now be injured when The Mastermind vaults it
from the Project W patch notes.
It's a bug.
@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/3182519#Comment_3182519
That…is exactly how it works, though. The survivor in the video should’ve been downed.
On the PTB it was even easier to vault back after Wesker like that, so they made it so that the survivor gets injured if too close to the pallet specifically to prevent survivors from doing this.
@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/3182519#Comment_3182519
That was actually a change they made from PTB to live servers.
On the PTB a Survivor could just wait right at the pallet, Wesker would vault and clip into them and then the Survivor could vault back while Wesker was still in the cooldown animation for his vault (similar to how you see it in OP's video).
Due to this rendering the vaulting aspect of his power completely useless, BHVR implemented a new mechanic that has Wesker instantly hit anyone who was too close to his vaulting location whenever he vaults something with his power.
What OP shows here is, that the hitbox for this attack is still a bit too small, as a Survivor can still clip into him after a succesful vault without triggering the attack, basically repeating the issue he faced on the PTB.
EDIT:
- Survivors standing too close to a vault point or dropped pallet will now be injured when The Mastermind vaults it
Touché. But what is defined as “too close?” Enough that Wesker’s model wouldn’t complete the vault animation otherwise? Because it looks to me that the survivor is staying a safe distance until Wesker’s vault animation is already over - then going toward him.
I dunno if he’s supposed to lose collision or not when vaulting with his power.
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@Marik1987 said:
Since when can humans walk through each other?
You did not just say that in the context of a fictional horror video game forum...
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All players should lose collision with each other after five seconds. Anything beyond that just allows stupid grieving like this.
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“You can’t hide forever!”
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Wait.. that’s not the job of the other three survivors only?
/s
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I didn’t think killers with pallet vaulting powers were supposed to be able to get damage out of it too.
Edit: I was uninformed and therefore gave misinformation. Taken out.
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I’m not a big fan of this string of recent perks from the devs losing their power upon taking injury as a survivor. Yeah, just don’t get hit for the rest of the match, ok?
Meanwhile, Plague and Legion exist...
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Blast Mine is probably the most “fun“ perk of the teachables for the survivors you’ve listed. But Wiretap is real good too! And you can get some meme value out of all of Cheryl’s teachables, although those instances are going to be much rarer.
I still crack up at that CowsIAm video where he used Blood Pact to loop killers with his friend Barbie. Miss that guy, is he still making content?
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If Pentimento is in play, yes. With the NOED nerf, debatably yes. If someone in the team has Circle of Healing, yes. If you have Inner Healing and no CoH in play, no.
If you’re going to do it, just make sure you’re not leaving remaining dulls near the basement and/or exit gates.
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3182191#Comment_3182191
You couldnt mori on first down, it was after first hook.
I still maintain my point is valid and fair based on the premise of your point.
Way back in the day, you could.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3180793#Comment_3180793
The CURRENT system still allows you to level in the old fashioned way. They might of just bought the perk in the bloodweb once, and quite possibly just forgot. Or bought it in the shrine.
Either way. There is nothing attached to demo or Nancy or Steve anymore
Yeah, I know they don’t have teachable perks anymore. But in the thread title, OP says only Surge is level II on all killers. And general perks don’t appear in the Shrine, right? One can only ponder without knowing everything that led to this.
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@BrokenSouI said:
I can't stress this enough. DEMO DOES NOT HAVE PERKS. His prestige has nothing to do with anything
How do you explain OP’s situation though?
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@Viktor1853 said:
Solo survivor is not unplayable if you are good at survivor
Good one.
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@MrsGhostface said:
I’ve been playing for 3 hours and haven’t escaped once lol, bad day I guess
I’ll give you props for enduring through that...
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@Friendly_Blendette said:
https://forum.deadbydaylight.com/en/discussion/comment/3180335#Comment_3180335
What I dont get is why jolt is randomly level 2 then
Did you only have his Surge/Jolt teachable prior to 6.1.0? I don’t know what order his teachables were. Did you buy it in the Shrine?
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Great idea! It will allow you to maybe proc it twice per match instead of zero.
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@SilentShepherd said:
https://forum.deadbydaylight.com/en/discussion/comment/3180020#Comment_3180020
Bruh, they even added a cooldown. It's a nerf.
Glad to know that you are up-to-date with the changes. If you had bothered reading the perk description as I said, you would know there is no cooldown on the perk.
Again: please review the perk as it actually is before further commenting. This is embarrassing for you.
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@SilentShepherd said:
https://forum.deadbydaylight.com/en/discussion/comment/3180012#Comment_3180012
bruh, old Spinechill was more powerful. No killer is going to walk backwards towards Survivor's in random matches in the offchance you have Spinechill. Old Spinechill allowed you to know whenever Killer even looked in your direction from across the entire map.
The current spinechill is a gigantic nerf. The terror radius notification is trash by comparison. It's already too late if the killer is that close anyway.
You’re not listening, lol. Just read the full perk description - slowly - on the wiki.
Also, even old Spine Chill had the 36m range? What is this across the whole map you speak of?
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@SilentShepherd said:
https://forum.deadbydaylight.com/en/discussion/comment/3179996#Comment_3179996
Nah it was nerfed. Old spinechill would light up whenever killer looked in your direction from anywhere on the map, and it worked through walls/objects, so you knew when killer was coming to your location even though killer cannot see you yet (walls/objects). It was useful to know when killer was headed your direction. They thought it was too strong because had lots of time to hide.
Current spinechill needs clear line of sight... so basically, killer already sees you. Idc about terror radius notification, it's already too late by then.
Oh, you missed that they changed course on that. It now functions like Whispers but for survivors: if the killer is within 36m it lights up - regardless of the direction they’re facing or if undetectable.
So now stealth killers can’t counter it by looking away.
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Real easy: just make it so holding shift (sprint) while hooked prevents an unhook by a teammate (same as when a survivor wants to reject healing). Particularly annoying when you want to use your earned Deliverance.
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@SilentShepherd said:
https://forum.deadbydaylight.com/en/discussion/comment/3179968#Comment_3179968
Playing survivor is really bad right now. They nerfed everything. Even perks like Spinechill got ruined, I never use it now
Spine Chill’s speed bonuses were nerfed (especially removing the vault speed bonus altogether); but its information aspect was buffed.
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/345893/reassurance-qol-changes
DOnt bother asking for surv buffs
Or in this case, more information to help solo queue more than it would SWF.
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I hope they don’t totally rework them. They just need some buffs, a few QoL changes, and a longer recharge time on Victor (at least when crushed by survivors).
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I’m just waiting for my survivor perk to slowly drain the killer’s add-ons away the longer they chase me.
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Basic attack = M1 without the help of blinking (M2). A lethal blink just means you hit them by using a blink.
No further Nurse changes are needed.
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I can get behind this. Or at least an option for either/or.
Wiuld be really cool if they could be filtered by perk type too, such as in DbD mobile.
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Yes, but they aren’t obligated to play as such.. and often don’t in solo queue. Sure you have altruistic perks; then on the opposite end of the spectrum, perks completely for oneself - best examples being Self-Preservation and Sole Survivor.
Watch all the official trailer videos and see how many times a survivor sneaks away from another in trouble. It brings a lot of salt, but also much of what makes DBD such a unique experience.
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Bloodlust tiers II and III should go. No idea why they were buffed. STBFL should also get some kind of nerf, even if just to make it maximum 40% cooldown like it was pre-6.1.0. It might honestly need more, it’s a very over-tuned perk in my opinion.
Everything else I think was fine.
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Don’t play survivor if you’re not ok dying. Or at least don’t run blood point offerings that benefit the killer.
Simple as that.
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That appears to be a bug to me.
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Not a bug...
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@sluc16 said:
https://forum.deadbydaylight.com/en/discussion/comment/3178804#Comment_3178804
Classic unnecessary toxic comment. What wrong of me asking for an explanation of how that happened?
I originally thought it was a grab with his power, then edited that out.. what is toxic about that?
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Edit: Never mind, it was a normal grab. My mistake. Disregard.
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@Ivansanchez224 said:
https://forum.deadbydaylight.com/en/discussion/comment/3177632#Comment_3177632
Disagree his cool down is non existent and range is ridiculous
Non-existent? He has to go through an animation every time he uses it.. it’s like Nurse’s fatigue. It requires direct line of sight to use though, and a nearby object to ram or throw the survivor into for maximum value.
He’s not a high tier killer at all, for the input required.
Edit: typo.
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@dinomazing said:
https://forum.deadbydaylight.com/en/discussion/comment/3178652#Comment_3178652
They already made those changes.
The only thing they did different after people called them out on the accessibility issue was add the visual indicator (red overlay) to the perk of terror radius.
It's already been nerfed as a counter to undetectable because they added in the los factor like they said they would. The only thing that would change if we got a base game terror radius indicator is that people wouldn't HAVE to run spine chill to get that feature. They'd just have it.
Nope. They actually buffed the information aspect of it, by making the perk only light up if the killer is within 36 meters (as opposed to that plus looking at you) - on top of the red overlay you mentioned. This even if the killer is undetectable. In exchange, the vault speed was removed. The action speed bonus is the only part of the perk that requires LoS.
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@Mr_K said:
Escapes
Through an exit gate only.. as BHVR says that they need to raise kill rates higher than what they are.
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@[Deleted User] said:
He's just kinda trash against good survivors right now. Windup's too long, can't "glide" along objects. If those 2 things weren't the case you could probably use him at more tiles but nope.
I feel like people calling him A tier are being way too generous.
I would place him in high C tier after his buff to 30cm hitboxes. Bottom end of B tier at the absolute highest.
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@dinomazing said:
https://forum.deadbydaylight.com/en/discussion/comment/3178459#Comment_3178459
honestly a weird take.
Spine Chill is only a stand in for accessibility because it has to be for how the game exists today. Making the game more accessible shouldn't have anything to do with perks, and saying you don't want the game to be accessible because of one perk (regardless of how it might cause the perk to be reworked) is weird.
Spine Chill is the best available perk option survivors have to counter undetectable. BHVR was going to obliterate it, but decided not to because of concern for a lack of accessibility for deaf and hard of hearing players. So in an unfortunate way, if the heartbeat is ever added, Spine Chill likely gets thrown into the garbage bin for all survivor players.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3178561#Comment_3178561
Temple and Midwich map chests are additional. Temple is easier to access since it just requires completing the temple gen. Midwich requires getting lucky with gen spawns and completing both required gens and activating egc.
But those chests are not counted as part of the chest limit since they are just part of the map.
Thanks for the correction and info!
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Only for disconnecting prematurely.
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@BlackRabies said:
It's always been 3 chest. The only exception i believe is the Silent Hill map having 4, the 4th chest being locked with in a secret room that's only opens under certain conditions. Can't remember if plagues forest temple map also have 3 or 4 since one of the chest is locked in the temples basement that only be accessed if you complete the gen down there.
Correct me if I’m wrong: I thought the secret chest on Midwich was the third chest? Same for Temple of Purgation for completing the temple gen, or all five gens.
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They should give the Broken Key the Blood Amber function by default, and if equipping Blood Amber to it, the duration is 10 seconds longer. It needs something base if it’s not going to be removed from chests.
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Sad to say but if it means Spine Chill getting gutted as originally planned, I’m all for it never being added.
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It’s always been three to my knowledge. You can increase or decrease these numbers with offerings in both roles, as well as Hoarder when playing killer.

