Jarky
Jarky
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- Jarky
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Very few things are as simple as "This works" or "It doesn't work" - every change they'll make to this game will come with positives and negatives from both an objective and subjective point of view (though hopefully more positives than bads is the goal) and they can't do them all, so expecting BHVR to implement every potential change to see if they work and remove them if they don't is unreasonable and unrealistic.
That said, I'm not going to try and convince you otherwise, I've presented my opinion on why I don't think it's worth BHVR investing their time into giving survivors passives and that's just my point of view. If you think it is, you're also entitled to that.
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Because it changes the dynamic of the survivor side 6+ years into the game's life.
Survivor players suddenly may start going "I'm not playing with any Feng's - useless passive." as an example, or "Switch to Laurie or I'm out." Killers don't have that issue - you go into that match knowing you're playing a comparatively weaker killer to Nurse for example, that is your own solo choice as a player. Killers also know what survivors they're going against, so if they hate seeing a particular survivor because of their passive, you then introduce the problem of them going, "I'm not playing Wraith against that, I'm lobby dodging this."
You also then put the killer player into a situation in-game where they're potentially thinking , "Well that survivor in particular has a strong passive, and the others have weaker ones, I need to get THAT survivor out of the game ASAP." which just confounds the tunnelling problem we have already.
When people have spent many months or even years levelling a particular survivor and spent money or time unlocking cosmetics, etc. on them because they connect to that survivor and you introduce passives many years into the game's life, and people suddenly don't want to play with that survivor you introduce something I don't think is personally worth it.
Had it been from launch? Maybe - or if survivors just had a 'passive slot' in general that you could equip and unlock as a teachable across survivors as a whole? I might be more on board with. I just don't personally agree with individual survivors having passives this far into the game's life.
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Unfortunately, I think it's far too late in the game's life to introduce this kinda thing to the survivor side. I understand the sentiment behind it, because it makes the survivors more than just skins, but as Scalacious has pointed out, it would turn the game into 'meta survivors' and the variety of the amount of survivors you see would go down. People would also feel pressured to 'abandon' the survivors they main to pick one that is meta.
I do like your ideas though.
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It affects the survivor as soon as they are hit by the gas and become intoxicated, regardless of whether they're healthy or injured.
To answer your second question - yes, it stays when you injure the survivor and stays until they've healed 1 health state.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/3048796#Comment_3048796
what do you find intrusive about it? I must admit it's only really the audio I notice.
To provide some minor feedback on this myself, the only thing I and my friends find somewhat intrusive audio wise is when you're choosing not to wiggle for whatever reason (like the killer is taking you to hatch, or taking a long time to hook you and you're the last one left), and you hear that constant 'missed skill check' noise playing. It doesn't happen all that often so it's a nitpick, but if I were going to provide any feedback on that at all, it would be potentially nice for that noise to get quieter and quieter until it disappears if you choose not to hit the skill checks.
EDIT: I appreciate that the above two scenarios will be a non-factor when the mori change comes out, so I understand investing development time into that potentially be a waste.
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I've always kinda liked the idea that burning map offerings does the opposite of what it does now - which is take a realm you don't want to play for that match out of the random chance of you getting it rather than send you there 100%. That said, it would be somewhat frustrating if you were trophy/achievement/etc. hunting and that map continuously got removed via offerings.
It's a difficult one - because I also understand that some killers enjoy certain maps for builds, i.e. if you're doing Scratched Mirror, Amanda's Letter, etc. and removing map offerings takes it away from them, too.
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@Ricardo170373 said:
https://forum.deadbydaylight.com/en/discussion/comment/3048722#Comment_3048722
Ok but, still need a lot of time, dedication and bp for p3 in this game, and, honestly, a little sparkles in the menu is a completly disrespect with any person did spend all for this, and, really? 9 prestiges for receive perks charms? The charms are so bad, for a lot prestiges? should be more gourgeous, shine and big, is just red with a low definition white picture. All rewards about prestige are so disappointed, so, BHVR already saw feedback about this, but, just ignore and fine.
Whilst I respect your opinion on the sparkly icon (personally I think a blood drip effect would have been more fitting, but that's just my opinion) getting to P3 has always been extremely transparent for the last 6 years and people who have gone for P3 for the vast majority of the last 6 years have known that they're doing it for the Prestige cosmetics whilst losing their perks/items in the process. We've all known what that encompassed. The reward for P3-ing before this upcoming midchapter was always transparent that it wasn't a cosmetic skin/charm/etc either.
I understand and empathise that it can be frustrating now seeing people get those same bloody cosmetics without losing their items/add-ons/perks, but likewise, I think ultimately it's a beneficial change for the game overall for prestiges to no longer lose progress. Additionally, people who now want to get those cosmetics now have to get to P6 instead, so they're still investing a large amount of bloodpoints on a character to get the bloody cosmetics*
*Side note, as a Brit, saying 'Bloody cosmetics' always has a double meaning in my head.
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For requests like this you want to type /ticket in the Discord server to open a modmail and you can talk to the Crew directly there to make a request such as this.
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@Juniper_Autumn said:
https://forum.deadbydaylight.com/en/discussion/comment/3048061#Comment_3048061
I must admit I am guilty of the hiding when the killer gets closer style of play so did not see that as a negative, but I did not even think about the idea of a killer camping knowing with full certainty they have a length of time of safety, damn.
To be clear, I don't think it's a negative for your playstyle to be hiding when the killer approaches a generator (or in general).
I absolutely think that's a valid and decent strategy, as it wastes the killer's time out of chase, which buys your team time. I just think currently you have a more interesting gameplay choice as a survivor when the generators aren't blocked which is "Do I carry on progressing this generator with the killer approaching and risk the chase" or "Do I hide, and does the approaching killer have things like Pop, or other regression kicking perks", etc.
If they get blocked automatically, the survivor's choice becomes less varied, which I think from a gameplay perspective is less 'exciting' so to speak.
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I agree that just straight making gens take longer than 90 seconds at this point would be a frustrating and non-interactive way to increase objective times but I'm unsure if blocking all generators when one is completed is the right answer either.
Doing this in some respects would buff camping as you could camp a survivor and know for (x) seconds no objectives are getting done after one is completed.
It also reduces the potential interactivity between the killer and survivor as it will encourage the survivor to walk off and hide near the blocked generator and the killer (if they're not camping) will take time to look for them instead. Whilst stealth is valid gameplay, it's currently a choice a survivor makes if a killer is approaching a generator, whereas I think this somewhat makes that choice the more 'correct' one to do. Ultimately, I think gameplay design choices that encourage survivor/killer interactivity (i.e chases) are more interesting than encouraging hiding.
I also think from a gameplay interactivity perspective, it's somewhat frustrating to be working on a gen and have it just be blocked because of your team-mates action. I appreciate this is already a perk (Deadlock), but this extends it to all generators rather than just 1.
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It does yes. Gifted Bloodpoints have a separate pool than the 'earned' 1 million bloodpoint cap.
If you have 1 million BPs earned, and you get Iri 1 both sides, you can have 3 Million BPs stored when the reset happens.
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To answer your original question though, much like DoritoHead said they're effectively all somewhat remixes of the main DBD theme in general, so I can see why you hear similarities between them. The first 10 seconds or so particularly of Nemesis and Oni's menu theme do have the same 'feel' to them but I think they start to differentiate much more the longer the song goes on.
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This may be a hot take, I don't know - but I don't think killers need a compensated buff if they give kindred basekit (again, potentially without the aura reading, potentially with).
Whilst, sure, this information would make solo q stronger when a survivor is hooked in particular, it's only an element of what makes SWFs strong compared to Solo Qs. They still will not have the slew of information that a SWF team gets in general throughout the match, such as who is being chased (assuming it's not the obsession), who is almost finishing a gen, which gen is almost finished, where they're leading the killer too, where that stealthed GhostFace currently is, etc.
As a killer player, I don't think making this change would suddenly cause me to start losing way more games than I usually would have in general. That said, they've already given killers a fairly decent buff with increased gen speeds and slightly quicker catch up mechanics and I'd argue these things already make solo Q somewhat harder.
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It's Nemesis' menu theme when you select him in the killer lobby.
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It is one of the things I think should just be basekit by default (perhaps without the killer aura reading) as well as I agree that BHVR shouldn't artificially 'nerf' SWFs, but also that buffing solo Q by giving them more information that SWFs can have is a good step towards bringing them closer together as experiences.
Whilst I don't think all the information SWF can give to each other should be somehow given to solo queues, being on hook in particular is one of the biggest 'differences' between solo q and SWFs, as nobody knows if anyone's going for the save, so they can find themselves in awkward situations where they're questioning if they should go save or let go of the gen. Then they'll find that all 3 of them are there and no one's on gens, or they think someone else is going but actually their hooked friend is now second phasing.
I run it all the time if I'm going to solo Q regardless but I think in general a healthy step for Solo Q would be adding some form of kindred by default.
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They've not explicitly commented on this so afaik, we don't know if it keeps increasing your rarity beyond Prestige 3. It may do what it's always done and only provide that bonus up to Prestige 3 and then stop giving it to you, or keep increasing it beyond or not even be a thing at all but I don't think they've outright said.
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He isn't aware of the exact location of where the cage goes - but it generally picks a location furthest away from the Pyramid Head it can at the point of him using the power, so someone with enough game sense and map knowledge can probably work out roughly where the caged survivor would be.
There is no add-on that reveals cage auras to him.
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This is difficult to get into a single forum post, but watch people who are experienced killers at the game is one - Otzdarva and OhTofu for example. They both have plenty of videos on YouTube and their Twitch to watch and just generally watching their content will help you improve their game sense.
The other is to play survivor strangely enough. The better you get at survivor, the better killers you'll face and you'll learn how they counter you at loops and pallets.
In terms of basics that'll get you started - I'd say learn the 'best' way to run a loop/tile which you can find by looking up 'how to run tiles dbd' in youtube or something similar and also always keep in mind, "which is the best side to kick this pallet in".
What I mean by that is you are in control as a killer which side you kick the pallet on and therefore which side the survivor will have to be on when you kick the pallet at loops. If you kick the pallet on the side that puts the survivor on the edge of the map, you've 'zoned' them out and therefore it's harder for them to reach the next one, but if you kick the pallet facing the middle of the map as a killer, you've given the survivor the middle of the map to play with.
Also learn what are 'safe' and 'unsafe' pallets. Safe pallets are ones you SHOULD be kicking as soon as they're thrown and unsafe pallets are ones that even after they're thrown you can still get a hit in with some chase manipulation.
I'd basically just change your mentality from "I want to 4K" to "I want to get better at chases" and take each lesson a step at a time until you get good at it that you no longer have to 'think' about it frequently. Then you can move onto the more complex things like manipulating your red light mid chase to confuse the survivor.
Once you've got that nailed down it then comes down to thinking about the more 'game sense' decisions of "Do I need to abandon this chase?" which is sometimes the better choice than continuously chasing a survivor or "Should I even be starting this chase in the first place", etc.. These things come with time and practice, and I'm still learning how to be a better killer at 3k+ hours. Despite the simplicity of this game, there's a lot of micro things to learn. You'll get there with time and practice, just don't be too hard on yourself or expect too much from yourself.
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Since the world of the Entity is basically made of memories via auric cells, The Entity potentially just sometimes summons them back to the campfire with clothes it fetched from their memories.
It's also stated in lore that there are 'multiverses' that feature our characters existing via different routes/versions of Earth, or other planets etc. for example Haddie in the tome stories is different to the one we got in game, and the Observer has seen Dwight exist in a world where he was an Emperor, so it's possible that it reaches into these memories/versions of them and basically makes their outfits out of those potential realities.
There are also situations where what happens within the realms also provides them with their cosmetics, i.e. Blighted.
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There is usually a short break between a rift closing and a new one opening - they do teasers on their social media for upcoming rifts/battlepasses and let you know their release dates, so keep an eye out on things like their twitter.
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I agree, and I think even BHVR agree with this - more accessibility settings in games is never a bad thing.
To bring it up again, though, as I think it's important to share, they are going to change Spine Chill when the patch goes live so it provides an indicator when you're within the Killer's Terror Radius. They've also added that this change isn't the 'answer' to hard of hearing accessibility features or accessibility features in general, so I think they intend to look into accessibility in general.
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There's been no confirmation either way - but they (generally) do chase music updates to older killers when the killer gets some form of update or add-on pass, as per Ghostface/Legion recently.
That's not to say they may not choose to give her a chase theme without an add-on pass. I think it's down to scheduling, priorities and fitting it in between new content music.
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Awesome - thanks for checking that for us Maeek!
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I am loving that Artist one, it fits her so well. Really looking forward to being able to unlock it.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/3044595#Comment_3044595
There has to be some kind of adjustment though since there will be perks inside current bloodwebs that will be automatically unlocked on that character. Question is, if the whole bloodweb will be replaced or those nodes will be null/replaced
That's a good point and one I don't know again. Teachables/current perks you've prestiged are going to no longer appear in the bloodweb so they may equally just regenerate every bloodweb when the event goes live.
Until you get confirmation OP, or if no one does, I'd say just get your event items before the update goes live for safety.
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Similar to Mandy I played survivor mostly for the first year or so, but I branched out to killer now and I probably spend about 60/40 survivor to killer now, though I don't have the raw time to measure it.
It honestly depends on what mood I'm in - I find survivor more relaxing to play as the match has the ebbs and flows more naturally as you're not always interacting with the killer, but when I'm playing killer it's when I'm in a mood to focus the entire game and practice getting better at chasing.
I agree with what people have said, though, playing both sides is good for you to do, in my opinion - it helps you learn how to counter and learn from other players on how to play a particular side better.
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I don't know the answer to this 100% as I unfortunately had the progress reset error in the PTB, but I think they'll remain.
The Prestige level will be moved to 51 rather than 50, so my running theory is that your bloodweb won't lose your current event items. As said, though, I can't guarantee this or know the answer for definite, so hopefully someone who can check will provide the answer.
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I don't know 100%, but I think a BHVR employee of the forum can mark a post as 'BHVR read' and it'll increase that number.
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Whilst I agree that old Freddy was unique and more thematic, he was in an awkward position design wise.
New players who didn't know how to loop yet or relied on hiding went against a killer they felt was oppressive, and survivors who knew how to chase/loop/etc. found him extremely weak. Regardless of what some experienced players in this game think about balancing 'around the best', you still need to make the new player experience enjoyable, so just straight buffing old Freddy would have been awful for new players to go against.
He was also frustrating from a killer perspective, because you just had to sit there and watch your objectives get done in situations where you probably needed the pressure the most. Any person who's played old Freddy remembers putting survivors to sleep and watching for seconds as your last gen gets done in your face.
Could they re-work Freddy again so he's more a blend of old and new? Maybe, but I think the game has more important things they could be prioritising right now.
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Yeah I echo what WeenieDog says here - having a harsh penalty on the survivor being HEALED because of the healer's mistakes is frustrating gameplay design that could be used to troll, and it doesn't feel great to be the survivor on the receiving end of that, because you're punished for someone else's mistake (more harshly than a missed skill check already is anyway).
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I don't think people necessarily feel bad about the removal of BP from those perks in general, and more the consistent value of being able to get 40-64k of BP per match without needing offerings.
Perk gain aside, gaining a max of 32k per match feels low - it's about a single bloodweb at level 50 and people still enjoy earning offerings/items/add-ons, etc.
I absolutely entirely agree with BHVRs reasoning that having double bloodpoints assigned to perks is a bad idea - because you're right, it makes the player feel they 'have' to run it to gain progression, but there's the other argument there that I think BHVR whilst considering, haven't entirely thought through, and that's WHY people feel the need to run them, and I don't think gaining perks was the sole reason, I think it's that actually, earning more than 40k-ish BPs per match just 'feels' better. Progression through bloodwebs, for whatever reason, just feels slow when the average you're earning per match is about 18-25k on survivor and 25k+ on killer.
I personally think they would be much better off tying double BPs into basekit and encouraging healthy mechanics via it. You hook all survivors once? Great - have double BPs, no perk necessary. You do a mix of generators/saving/running the killer - great you get some extra BPs too, granted, making sure farming your team-mates isn't an incentive is a more difficult balance on the survivor side. I actually think a 'team based' objective to get Double BP would be better, though tying that in with people leaving the game before it's done is slightly harder
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They do yes - the Demogorgon perks are no longer teachables and now count as 'universal' or 'general' perks.
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The teachable perks via the bloodweb will no longer be a thing - you'll instead unlock their teachable perks by prestiging the character instead. If you have already unlocked the teachables before the update, though, they will be automatically unlocked at Tier 1 on other characters as per what Peanits said below and continue to work, so you're not losing anything.
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Correct, killers can't get 6 levels from the perk tier catch up - only survivors can.
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I assume you mean if you have the teachables unlocked at 30, 35 and 40?
Peanits said in another thread that they'll unlock at Tier 1 on other characters that don't have them yet:
To get them to Tier 3 automatically on characters that don't have them yet, you'll need to get the character to P3.
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Whilst I understand why you consider this a good idea, doing changes like this from both a development and gameplay perspective get very confusing and quickly unmaintainable long term due to the nature of core mechanics such as perks, gates etc. behaving differently depending on killer/map, etc.
The nature of the gates in DBD in general are very RNG (to a degree, I understand some maps are static) so sometimes they're going to be very much in the killers favour and sometimes the opposite. If you want them to behave more consistently, a more maintainable and long lasting change would be to request that the developers put 'spawn logic' (I presume they do already but...) in the gate RNG so that they're either changed in maps like Midwich to be less in the killers/survivors favour than they are currently, or where they ARE random, they are pseudo random and have 'rules' to make sure they can't spawn too close or too far away from each other.
When it comes to some perks working better on certain killers than others - that's just going to be the way it is because some killers just have innate advantages over others. That said, I don't disagree that the current DS isn't a good anti-tunnel measure and actually punishes M1 killers (who tend to be on the 'weaker' side) much more than killers who have ranged or catch up powers like Nurse/Blight. Again, this would be down to asking the devs to change DS to somehow make it effective against every killer. I've seen another post in this forum that making it disable the killers power for (x) seconds would at least make it somewhat more consistent across every killer, which I somewhat like, but making it behave differently in terms of numbers isn't good for the game long term.
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The data for the PTB was taken from June 20th as per the PTB Patch Notes:
So any progress you made after that won't be reflected in the PTB. When the mid-chapter goes live, however, your data will be up to date and characters you have P3'd before the chapter goes live will have the P3 character icon effect.
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It's kinda like a 'Group' you can create that you can invite members to, that you typically give a name. In other games, you would create this group, invite people to it (normally many people, dozens-hundreds), and you can view your guild, chat in it, invite people to game, etc. You can also search for guilds to join, and some have additional benefits.
That's not to say DBD would have all these if it were implemented, but typically it's a group you can invite many people into and then view/invite/chat to those people for games.
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If you only sacrifice/mori 3 survivors, then you'll have 6 points out of the 8 needed for gold. To make up the last remaining 2 points you'd need to do one of the following:
Either sacrifice/mori the final survivor for 2 points
Or
Ensure that you hooked all 4 survivors at least once for 1 point, and got 9 hooks in total for the other 1 point for a total of 2.
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The DBD Wiki has a pretty good write up on this, but I'll screenshot it for you here:
Effectively, if you sacrifice (or morI) all 4 survivors, you should be getting Gold in its simplest form.
You can also get some leeway towards it by spreading out your hooks to all 4 survivors (so hook each survivor once), AND getting 9 hooks overall, as these two actions will also award you points towards it.
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They do plan to look at wiggle impact in a future patch and addressed this back in 5.7.0:
"Dev Note: Boil Over's wiggle impact was causing some players to have significant issues navigating certain maps, beyond the intended impact of the perk. We are planning to look at wiggle impact more generally in a future patch, but for now we are toning down the impact from Boil Over to prevent particularly egregious cases."
So I think they do intend to re-address Boil Over, or the Wiggle sway impact in the future.
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They would need to change aura reading on other survivors in general if they were going to go down this route, otherwise the people that use Bond to grief would just move onto something else to use, such as Empathy, Aftercare, etc.
As Dsnooz has pointed out, the flipside is that other people actually use it to AVOID survivors whilst they're in a chase so they can ensure they're doing a generator in peace. Whilst yes, it's possible for a minority of users to use this to grief people, those people would likely move onto another method/perk to do so if Bond was changed, and I think the benefits of Bond being used whilst in chase far outweigh the smaller negatives of people who use it to grief.
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I P3-50 maxed Dredge on the killer side.
I have P3'd Haddie, Ace, Laurie, Bill on the survivor side.
Overall, I had a pretty good feast.
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One of the next QoL features I'd like to see implemented is the Perk Search Bar/Filter. Initially I thought about just having a search bar to search for perks, but I love this idea, too. Some form of 'filter' button that allowed you to filter by Hex/Scourge/Exhaustion/Boon, etc. would be great too.
Solid idea, and nice mock up too.
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If you mean what I think you mean, if you've already unlocked perks via the Shrine of Secrets prior to the mid-chapter update, they'll be available on your other characters at Tier 1 automatically.
They addressed it on stream which I've clipped for you here: https://clips.twitch.tv/HumbleSmoggyMoonDancingBaby-SJVxoXYriZfGwCfg
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The issue with Green Glyphs is it's not entirely clear how they work. Once I figured out how they worked, it was much easier to do from the survivor perspective.
The description doesn't state this clearly, but they work like so (this is assuming you are the only person in the match who has the challenge active): For each generator you personally complete (finish, not do 80 seconds worth, so you can top off a 99% generator), a green glyph will spawn where a totem can spawn. So if you don't finish a generator the entire match, you will not see any Green glyphs spawn. If you personally finish 4 generators, 4 green glyphs will spawn.
If you're a killer, it's 1 Green Glyph per hook up to I think 5 or 6. Therefore it's MUCH easier to do as a killer.
Again, I don't know if this is intended, but that's how it works when you're the only person who has the challenge active.
I don't know the clear interaction when multiple people have the challenge active, but I think so long as those who have the active challenge do their objectives (hook or finish generators), then you share the amount that spawn, i.e. if both a killer or survivor share this challenge, then I think the killer can hook a survivor and you can find a glyph without personally finishing a generator.
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You cannot drop a grade once you achieve it. So once you hit Gold 1, you can only go up until grade reset (13th of each month). If you lose a pip whilst at Gold 1, you will not drop to Gold 2.
Therefore, you will always receive the reward for the highest grade you managed to achieve.
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I would wait for an update on their socials (twitter for example) before contacting their support team.
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They addressed the unhook worry on stream yesterday - you still have enough time to hook trade if you bait the attack and then unhook.
Things on paper always seem way more scary than they seem in practice - a lot of people were very worried about Any Means Necessary on paper and it's been buffed multiple times since its release. Same with Dissolution recently - in words they always seem more scary than they sometimes are.
Those changes are there mostly to stop holding W to get a huge amount of distance - if it feels too oppressive in the PTB, I'm sure they can adjust the numbers. We'll have to see how it plays out.



