HPhoenix
HPhoenix
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- HPhoenix
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If there was a "does it need a rework" I would vote for it in a heart beat as I had killer patrolling their group of gens in one side of the map a few times.
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@SvenDaMan said:
The addon is a mess. Too many bottles and its OP, too little bottles and its near useless. It simply needs to be reworked.
Top clown player Arinad on youtube mentioned a nice Idea for this addon, it being somewhat similar to the old alch ring from blight.
After a direct bottle hit, if during the intoxication the clown can get a basic attack, automatically reload all the bottles.
Definitely strong but maybe warranted for an iridescent
Someone said the same thing but it reloads as soon as you hook someone.
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@ChaosWam said:
Question, would this stack with other boons? Because that would be a massive waste of time to snuff every time if it's paired with boons you may wanna break like a Exponential against bully squads or a really well placed Shadow Step.
Also I suppose it'd make Shattered Hope slightly better, but you'd still have to take 25 seconds of stun if they boon every totem.
hmmm, perhaps you're right. I though abut it and that's why blessing will take longer than the usual 14 seconds. Maaayyybe increase it to 30 second to bless will be reasonable? 🤔
But, I am also like the idea of boon not stacking as well.
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@solarjin1 said:
These solo q threads are endless lately. The DS buff better be magical 🥴
I will not be surprised if basekit DS comes to the game in June with the perk having a different effect.
you watch, lol.
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I click the wrong thing, I meant to say that is balanced. (Just saw that Sanctum has it's separate forum post)
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Can confirm that it happening in NA East as well.
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@jesterkind said:
I'm also concerned about that change, yeah.
I think the Pinky Finger needs to get the same balancing as the Iridescent Hatchet and it's wild to me they didn't do it that way in the first place. Hard set the bottle capacity to 1, maybe 2, and make bottle-increasing addons not affect it.
having 2 on his arsenal won't be bad tbh.
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Preetttty sure is this one xD.
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@Peanits said:
This was done because Freddy's Dream World effects (when a Survivor is asleep, or all the time as the Killer) conflict with the darkness effect used in this modifier. We tried to keep as many Killers available as possible, but he is sadly not compatible with Lights Out.
I would like to see a picture on how it would Freddy's Dream World look like in Light Out mode just out of sheer curiosity.
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@Pulsar said:
I don't really want to lose a hundred games in a row to learn Billy.
I haven't gone back to learn any of the old Killers I didn't play because of MMR and the lack of a decent learning environment.
It really sucks because Billy seems fun but I literally can't learn ######### in 5 minute matches.
Just seems like BHVR's matchmaker encourages you to never diversify your character roster.
I belive you can in customs, I would start there before going live with what you learned.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3637233#Comment_3637233
Designer has confirmed my answer above is correct
"Soo brine will continue to regress the gen if they don't do the 5%?" < twitter user.
Last question/
I thiiink if you tap the gen, CoB deactivates or do they need to do 5% to fully stop CoB?
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3637233#Comment_3637233
Designer has confirmed my answer above is correct
Thanks again, Mandy! I'll let this person know!
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They are aware of cheaters.
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@Raptorrotas said:
I dont think many killers would enjoy the whisper sound effects. Although I'd guess some sort of whispers tracking (without being annoying, maybe more visual like the survivor heart) would make for a fine unconditional addition, if balance tweaks ever make such an addition necessary. (such as after the solo-swf-gap-closure hyperbuffs to all survivors lol)
As both survivors simply just stop doing objectives because waiting for the other to die is less risky than doing gens, just make idle crows more agressive. A hidden timer that spawns crows whenever these lazy shits dont do objectives for X seconds, the difference to regular idle crows being they follow the survivor until they interact with a gen, chest, or similiar object. Obviously not vaults, pallets or Lockers. Identity V spawns crows on survivors who arent doing stuff for 80 seconds (no poisition checks but "go do stuff or the killer gets pinged")
yep, punish survivors for not doing their objectives.
Basekit Whisper has low volume on the whispering parts, which i forgot to mentioned.
As for the crow part, I like it.
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@Mandy said:
As far as I'm aware Survivors would have to repair the 5% as gen tapping no longer stops regression across the board. However, will double check in with the designer on it just in case.
Do let me know when you get the chance plz and thanks for the answer! <3.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/403694/a-solution-to-prolong-2v1-scenarios
Additionnal function needed, detects survivors through lockers. Whisper's doesn't trigger if a survivor is in a locker, the last 2 survivors could just play musical lockers the entire time to keep the match prolonged beyond what it should be.
That is something I never knew was a thing. Hmmm, perhaps it works though locker as well to avoid such shenaniganry.
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@[Deleted User] said:
Please no. I use Whispers from time to time but I think if it was always active the voice would drive me insane.
They would have to lower the volume of the noise or flat out remove it if that the case.
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@MikaelaWantsYourBoon said:
So pretty much we are giving free win to killer.
Last 2 survivors are not doing anything because they can't do anything. If they sit on gen, killer will find them and kill them easily. That's pretty much suicide, what survivor have to do here? So your suggestion is just not fixing the real issue here. It's just giving free win to killer.
And also this will be buff for slugging for 4k. What is stopping the killer slug 3rd survivor and find the last survivor with base-kit Whispers?
They can still do a gen or get chase on purpose so the other survivor work on the last gen, if that comes to that, of course. The idea here is to stop them from prolonging the match by fighting to be the last person for hatch or doing it on purpose. As for the slugging part, it turns off if the killer slugs one person and they will have to look for the other one as normal.
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Lmao, I am so in with this buff. xD
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@Peanits said:
There were a few major gripes people had with the original Freddy. I'll try to name as many as I can remember in no particular order.
- Survivors had to be put to sleep manually before they could be attacked. This took 7 seconds. In practice, this gave Survivors loads of time to get somewhere safe, causing people to lose a lot of easy hits, so it was a major point of frustration for people playing him at the time.
- Adding to the above, Self Care was very popular at the time (still is in some regions, but nowhere near the extent it was then). Failing a Self Care skill check would wake you up, even during the Dream Transition. This gave you a reliable source of skill checks (even in a chase), letting you wake up at will as long as you got lucky with skill checks.
- He was a slugging machine at first. He could see the auras of sleeping Survivors outside his terror radius, making them easy to keep track of. Survivors who helped the person being slugged could not take protection hits if they weren't sleeping, making it almost impossible to rescue the person on the ground. And to add to all of that, sleeping Survivors had a 50% action speed penalty (and had their aura revealed), making it incredibly difficult to pick up a slug before he could return.
- Forever Freddy. Sleeping Survivors suffered from a 50% action speed penalty by default. There were no alarm clocks to wake up either, the only way was to fail a skill check (removing progress from whatever you've been working on and slowing it down even more) or finding an awake survivor to wake you up. This was also at a time where old Hex: Ruin was the meta, and hitting good skill checks would knock 5% off your generator. Cleansing the totem also because difficult because sleeping Survivors had their aura revealed and cleansing speed slowed by 50%. This, combined with the Dream Transition issue, made matches very long and drawn out. More often than not, the Killer would put Survivors to sleep and walk away if they weren't able to secure an easy hit.
The slugging issue was partially addressed shortly after he released, but the other three were the main reasons he needed a change. Stats aren't everything, but it's worth noting that his pick rate was also extraordinarily low at this time - even by today's standards, and there were far fewer Killers to choose from at the time. I know he's often remembered fondly, but the sad reality is that hardly anyone was playing him. (Not to dismiss the OG Freddy lovers out there! He definitely has his own cult following.)
The other thing to keep in mind is that he didn't have a lot of the QOL stuff that he has now, like teleporting to gens, Survivors passively falling asleep, and being able to hit awake Survivors to pull them into the dream world. This isn't necessarily a problem with his old kit, but they certainly make him feel better to play.
In short, the meta at the time may not have played well with him, but there were other problems that would have been an issue even today.
I miss the old freddy. I did not knew he was a slugging machine back then because I was new to the game. I did love the idea of putting survivors asleep manually. Was there other ideas to fix his old self? Say decrease time to sleep to say 6 or 5 seconsd? Everyone fall asleep as soon as all the gens are done and no longer can wake up? I would love to hear ideas that you guys had before the rework, if that make sens.
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There won't be a meta shake up till later this year.
you watch.
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@Mandy said:
The Kill Switch is there for issues which are game breaking - such as characters going invisible. We are monitoring the usage of the perks (they've actually dropped below their normal usage rates), so we do not feel this issue is being abused. The survivor is still able to find and cleanse the totems the regular way (without the auras being highlighted), so this is not something we feel is absolutely game breaking and therefore doesn't meet the requirements of the kill switch.
Noted
thanks mandy <3.
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@Peanits said:
There was an issue when the PTB first went live which left the system deactivated, meaning generators would never be blocked nor would the regression continue if someone tapped the generator. This was resolved later in the day.
As for your question, the first scenario is true. Regression events of greater than 2.5% are counted at any point in the match.
I got a quetion:
Do you only have 8 times to kick a generator or can you kick it 8 times per generator, if that make sense.
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Hmmmm...
Not really as it have the same issue ever since it came out: Hex spawns next to a gen, out in the open, or any open area.
Otherwise, the other problem is that survivors goes "oh it's ruin," and just work on a gen regardless.
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@TheArbiter said:
Definitely not, the regression amount was the problem. Anytime I see a killer use ruin I think to myself why didnt they bring deadlock instead
There nothing wrong with bringing Ruin and Deadlock as there survivors that will power though Ruin.
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I am pretty sure that if you P100 any killers, you'll get the same treatment. 😃
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@humanbeing1704 said:
Curious to see the answers
Distortion no longer required tokens. It will activate every time a killer uses an aura perk or add-on.
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I'll gladly give you a solid answer.
January's Dev Update haven't dropped yet. When it does, it will show you a clear date on when the next PTB is!
My guess is PTB next week after they drop the dev update after the Bone Chill event ends...
or Monday.
My guess is either : Jan 9th or 16th.
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@dance said:
From Snowmen and Snowskulls to Frosty Trinkets and chilly Challenges, we'd love to hear your thoughts about what worked well - and what didn't quite hit the mark - during this year's Bone Chill event.
All constructive feedback is welcome and the more detailed it is, the better!
Not going to lie, the addition of Snowballs made it mad fun as well as the jumpscare snowmans xD.
The only thing I would like to see is the addition of Snow on some of the other map instead of Ormond. Imagine Yamaoka or Macmillan estate cover in snow?
Otherwise, I enjoyed it and I am looking forward for Bone Chill 2024.
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@ABAEX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614821#Comment_3614821
you open a gen killer close the hatch, you dead.
That the idea!
You camp hatch while I do a gen, pop it, then you close the hatch then you try to find me, simple!
Also uh...how do you open a gen? That's a thing xD.
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@adsads123123123123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614813#Comment_3614813
In many maps gates spawn right side by side and killer can patrol then just turning his head that's what you want right?
That's exactly what I want. If I kill 3 survivors at 5 gens and close hatch, why should the last survivor have a chance to escape when they did 0 gens just because I closed hatch? If hatch never spawned and survivors still had to finish all gens, the last survivor would die 99.99999% of the time.
Hatch stand off only exist if killer wants to waste incredible amount of time.
False. Hatch stand off exists when both sides wants to waste an incredible amount of time. The survivor can come die any time and is equally guilty in prolonging the game. Why is it wrong for the killer to want a kill as much as the survivor wants to escape?
Kills or escapes should not be automatically quaranteed it's fine how it is now.
Not automatic in the slightest. As I said in my post, it is merely giving an equal outcome for both sides. Survivor gets an escape when they find the hatch. Why doesn't killer get the equivalent, which is a kill, when they find the hatch?
Also, if I kill 3 survivors at 5 gens, I've already worked for my overwhelming victory. Hatch is a pity mechanism that survivors literally did nothing to deserve.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614821#Comment_3614821
Great! Then I close hatch and come kill you.
This is, assuming, you can find me first :P. Granted, I'll die to EGC before you get me :D.
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@Mandy said:
Pallets are not an infinite resource like windows are.
Part of learning how to play survivor is understanding the strength of each pallet and the loop it creates, for example that particular pallet in midwich room is next to unplayable when upright, not even looping it really helps, but is super strong when dropped. (room upstairs with a gen in, library I believe it is) That's a rare pallet though, most strong pallets you should loop to the maximum to avoid dropping them especially early in the game where survivors are already at their strongest.
Seeing someone dropping a god pallet casually in the early part of a match hurts my soul especially as they go down a couple of seconds later anyway.
Pallet can be an inifnite resource!
If your running Any Means Necessary and the Killer is lazy to kick it. Otherwise, I agree with you, Mandy.
Although.....
I like the idea of having a perk that allows a survivor to restore 1 pallet per trial, however, it will take them 30 to 50 sec to restore. For example, if a survivor drops god pallet mad early, you can use that perk to restore it. However, it will take half a gen progress to restore it back. After that happens, the perk get disabled though out the trial.
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Crazy how they haven't kill switch that perk yet along with Hex; NoEd, which is having the same issue.
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hmmm, I just got that done. Try throwing a snowskull from far away. You need to hit the one that scares you thou.
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1)Clown: P100
2)Felix: P100
3Chucky: P72
4)Cage: P21
5)Wraith: P22
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If I see a killer camping the hatch, I just do a gen.
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Nothing wrong having a little fun! Btut let me ask you something.
How often does that happen? Cuz I have yet encountered that problem.
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Hmmm....
Deathslinger? I think?
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@Coordi said:
Dredge because I don't have any lockers in my house.
Surely Dredge will manage to TP to closts xD.
True never the less....till he learns the arts of teleporting into closets.
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Yup, I just encountered this bug. I wonder if the dev can kill switch things while they are in their Winter Break. 🤔
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If you want Blight to be 4.4 speed, there better be compensation. Say, "Increase speed in his first rush." or something like that.
As much as I hate blight, I don't hate him THAT much, lol
Otherwise, no. His add-on need to go, not the base kit.
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I honestly agree. The pippping system needs a rework due to how stressful it is to get a pip on both sides. Why don't we get a pip for x amount of hours plaing the game instad? Use emblems for tome challenges and extra XP for your player level, but that just me.
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A perk that get heavy countered by Distortion and jumping into a locker :P.
I think that perk it's fine as it is thou.
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I was wondering were the hell was my tottem and I know why.
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I call it. "Hallow Clause"
I only wear this cosmetic from Oct 1 to Dec 25.
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I use map offering for meme reasons.
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@Mooks said:
It’s available now as a log in reward, isn’t it?
maybe you need to restart your game to get it
Someone told me that and I did like 3 times, I still got nothing.
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This is something that I noticed when I was playing Chucky. I let them blind me at the exit gate after every match and I never get blinded.




