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Jarky

Jarky

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Jarky
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  • @Candy2610 You will get their Tier 1 versions on your other characters automatically is how I'm understanding it - basically if you have their teachables unlocked (I.e. got them to level 40 before the update), you're effectively unlocking their T1 versions on every other killer/survivor automatically, so sort of like a pseudo P1 in the new update.

  • Peanits has already answered this question thankfully:

    Peanits.png

    Which was from this thread: https://forum.deadbydaylight.com/en/discussion/comment/3020139#Comment_3020139

  • @jesterkind said:

    It's because the mechanics are designed with different intents.

    Hexes are a little inconsistent because they've been around longer and the devs have had more time to experiment with more non-standard hex concepts, but the core idea is pretty simple- the killer gets a flat, mapwide buff that sharply increases their power somewhere relevant to their objective, and survivors are incentivised to go hunt down the totem and cleanse it to remove that pressing threat.

    Boons, on the other hand, provide more limited-area buffs that aren't as directly tied to their objective (EG, a stealth boon or a healing boon, not a repair boon or an exit gate opening boon), and are designed with the intended effect being continual slowdown. The more survivors are relighting their boons, the more they aren't repairing generators and the more you'll be able to predict their location, at least in theory. Similarly, the fact that all the boons except CoH heavily incentivise being chased inside the radius means that the killer's always going to be in a position to snuff the boon mid-chase, bringing both players value; the killer gets to remove the buff for all survivors until its relit, gaining slowdown, and the survivor gets to escape the chase which is plenty of value on its own.

    It's not actually that relevant to this topic that a lot of hexes are a bit weak, because it's about the overall mechanic, not specific perks- it's also not relevant that CoH is way too strong, for the same reason.

    This concept does have a few holes, and there are some totem spots that weaken the intended effect for either side, but the core idea is pretty sound.

    I can't really say it much better than this honestly - I think this is very well said.

    When people complain about boons they are often and usually complaining about Circle of Healing, not boons themselves. If you change the core fundamentals of how a boon works (i.e. make it permanently removable), you're not just affecting CoH, you're affecting every boon that exists and every future boon they then make.

    I think the more reasonable thing is to reduce the effectiveness of the Boons people have trouble with (nerfing CoH for example, which they've done in the past and may do so in the future), or inherently change some of their application. I understand, for example, the complaint that some Totem spawns are often very out of the way and difficult to snuff (A good example being the library totem in the RPD) and affect a large area because of verticality. If they had much less verticality, for example, at least then the survivor would ALSO have to make the trip there to get its affects.

    Ultimately though, for as many games as Boons have helped the survivor, there have also been a large number of games where Boons have helped me as a killer because they're NOT doing generators and have to keep reapplying it each time.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029817#Comment_3029817

    No it won't light up if the killer has line of sight of you. Your action bar will have the the action speed bonus if the killer is looking directly at you - in Line of Sight.

    Right, I understand now - thank you!

  • So if I'm understanding this right (I'm slow, sorry, bear with me), the perk will have two parts when it goes live (hopefully).

    It'll light up when the killer has LoS with you AND it'll also change its intensity (which I assume is the brightness of the perk?) on the perk itself depending on the terror radius?

  • As Aven said, they've listened to this feedback thankfully, and it'll be based on the terror radius when it goes live. Twitch clip here: https://clips.twitch.tv/UgliestToughTruffleMikeHogu-QpojWJfPh0AARUb5

    Great change on this BHVR - appreciate this change.

  • If a SWF want to rush gens they're actually more effective splitting 3 people on 3 different generators rather than grouping up on one most of the time so survivors grouping up on generators isn't actually a bad thing for you as a killer.

    The only time I'd argue that Prove Thyself is more beneficial is when there's 1 gen left to complete and they can group up and smash the last gen out, but in that case, if you're already in a situation where 3-4 survivors are left alive and you have 1 gen remaining, I doubt the difference in Prove Thyself would have made a gigantic difference most of the time. Additionally, there is the odd situation where you spawn on the opposite end of all 4 survivors on a large map - but even then, I imagine they're going to get that gen done most of the time anyway.

    Ultimately, I don't think SWFs are really abusing Prove Thyself that much - they're more effective splitting up on 3 separate gens whilst 1 is being chased if they want to get gens done as soon as possible.

  • I don't know 100% but if it works anything like the previous Halloween event tome they did, then no - once the event ends, the tome challenges also become inaccessible.

  • They have not provided an ETA for it, no. Keep an eye on their socials and it should hopefully be in the patch notes.

  • Doing this wouldn't prevent camping, let alone end it - if someone wants to camp they will do so.

    If you find that some windows in this game are so strong that they can't be mindgamed and have to just be brute forced, then I'd argue your actual feedback should be for reducing the strength of those windows via map design rather than implementing this base mechanic that will make very strong windows weaker and weaker windows incredibly weak. I also don't personally want the devs to implement a new mechanic that encourages survivors to just pre throw a pallet and hold W to another loop as I find playing tiles/loops far more interesting than that.

    To reduce camping, BHVR would need to implement base game mechanic changes to camping that make camping an incredibly detrimental thing to do that clearly communicates to the killer that doing this IS sacrificing further kills to just get one. The problem with it currently is it can actually be effective because the team-based side don't want to just see their team-mate die, so they approach the hook and try to rescue them which means they sacrifice their objective time to attempt to counter it, as it can often take MULTIPLE team-mates to rescue the camped survivor. The most efficient counter to it is slamming generators out, which isn't an enjoyable or engaging thing to do when your team-mate is hanging on a hook. This is made much more effective against Solo Qs.

    I don't know what the answer to it is unfortunately (though I'd argue adding Kindred base kit would at least help towards it from a Solo Q perspective), but I do know that changing chase mechanics isn't the answer. There are people out there that camp for a multitude of reasons, from someone clicking a flashlight at them, to a survivor being decent in a chase, to the simplest form of "I just find camping funny." and the solution you've proposed does very little to prevent that.

  • OoO is one of those perks where pretty much anything works with it - but you probably want to favour certain things that help you in chase since the likelihood of you being chased increases, so your favourite exhaustion perk for one.

    I used it recently because I was Prestiging my Laurie and I did also find that sometimes when you lost the Obsession you stop getting much use out of it (either because someone transferred it to themselves or you just didn't start as the obsession), so you could also take a perk that makes you the obsession, such as For The People as a backup though obviously keeping in mind this makes you broken and now you're revealing your location to a killer.

    Maybe also Botany to keep yourself healthy with a decent medkit if they're going to continuously chase you and you don't have to rely on your team-mates.

  • Other than what you've posted they have not outlined the details of the 'catch up' mechanic other than it'll be based on your unlocked perk tiers. We'll find out on Tuesday most likely (potentially on Monday's stream).

  • 1) Biggest one is a search bar for perks now for me. I have discovered since I played DBD that I don't know the alphabet order at all. I've sung the 'ABC' song multiple times over the past 6 years.

    2) Solo Queue buffs - They've mentioned they're in the early stages of doing some solo queue information back in January, so I know it's part of BHVR's intentions. Just some indicators of what survivors are doing, some indicator of, "I'm going for the save", etc. Just stuff to bring solo queue closer to the SWF experience.

    3) This is like a 'dream' feature that I know is incredibly unlikely to happen and I'm not expecting BHVR to do it since there's far higher priority things, but a way for you to store a cosmetic per realm that automatically applies if you go there. I quite like themeing my survivors, and it'd be even nicer if I could theme them around the realm they're in. Wear some winter clothes for Ormond, wear some more urban clothes for RPD, etc.

  • I have a soft spot for more survivor behaviour than specific survivors.

    If they did a really good job outplaying me in certain tiles and I've got the option to let them go, I normally will just because I respect that. Likewise if they're meme-ing or having some fun, I'll let them go too.

    I was playing on Gas Heaven the other day and there was a delightful Bill setting up shop in the Gas Station behind the counter. I came over and he served me, 'pressing' buttons on the register and provided absolutely fantastic service. After that, I felt that such a kind gentleman deserved to go back to the campfire via the hatch.

  • This is assuming you're the only person that has the challenge active as a survivor.

    When you're playing a survivor, you get 1 Green Glyph spawn PER generator you PERSONALLY finish. So if you manage to personally finish (this means just complete it, not hold it for 80 seconds) a generator, a Green Glyph will spawn on the map somewhere where totems can usually spawn. If you manage to personally finish all 5 generators, 5 will spawn.

    If you then activate the EGC, you can then see the locations of all the glyphs you've managed to not claim yet temporarily highlighted in green.

    As a killer, it's 1 per survivor hooked up until I think 6, so this is much easier to do as a killer than a survivor comparatively.

  • Yeah I thought when this was in the list they were going to turn it into a rummage perk like Residual Manifest, but I'm wondering if there's some technical reason/limitation around equipping both Residual Manifest/Pharmacy at the same time that makes it not currently possible?

    If it is possible, maybe it was down to design and rummaging giving you a flashlight when you want a medkit would be frustrating? Or vice versa?

    I suppose if that's the case, Pharmacy always giving you a medkit when injured allows the player to make that choice, i.e. get a team-mate to heal you if you want the flashlight.

  • Some of this will change with practice and just time. Even after I provide some of my own personal techniques, it's not going to be something you can just 'switch off' in one game.

    One of the biggest things is mentality - any recent competitive game out there, you're not going to be able to win every single game, it's just impossible, so some of it is just accepting that you WILL lose, and sometimes you WILL lose badly. On the flip side of that, however, is that you will also win and sometimes you will win so hard you'll dominate - in all these scenarios, someone else is on the opposite end of the coin you're currently on, i.e. when you're dominating a match, that other side is losing badly but human nature makes us remember bad experiences more than good ones.

    On the ones where you're losing, try to focus on what you could have done better - because that's another important thing, none of us are immune from mistakes. I've played this game for 3000+ hours for 6 years and I still make mistakes, all the time. Sometimes it's ones I even know I shouldn't be making because they're simple, but I'm human and it happens. I can always learn how to be better.

    Another thing is also accepting that DBD is a game that has RNG elements - sometimes the map you're on isn't going to favour your side, some stuff is not always in your control. That doesn't mean you can't win that match, it just means there's elements of the game that aren't always going to be in your favour as that's the nature of RNG.

    I echo Zeidokter has said above - if you're feeling yourself getting frustrated, change what you want to do and go for a 'fun' build or a 'meme' build - this is a game where you're EXPECTING the survivors to escape in, but you wanna try something out, or have some fun with some perks. I do 'Backpack Demo' sometimes - Mad Grit, Agi, Starstruck, Iron Grasp. With the build loadouts they've added recently, it's even easier now to just chuck a fun build in Slot 3 and give it a go.

    Also when it comes to survivors teabagging or clicking at you, or likewise a killer facecamping you, this comes down to mentality again unfortunately - not something you can change over night, it's something you have to build yourself up to not find frustrating. It's difficult for me to provide any techniques for that other than just say that it's someone pressing a key/button many miles away from you who you don't know or even will likely not speak to/see again. Sure their intent may be to frustrate you but try your best to reduce it to this - it's just a button click from a stranger. Them frustrating you is what will distract you from concentrating on the match so try your best to focus on yourself.

  • @BenZ0 said:

    Just as Nemesis and Pinhead Sadako will most likely receive changes in this upcoming midchapter. BHVR has a new trend to monitor the new killers for 1 chapter and then at the next midchapter they start adjusting them.

    Lets hope the devs will buff condemned and make it an ACTUAL mechanic cuz currently you can literally ignore it.

    So you're aware, Peanits has already confirmed that Sadako isn't receiving any changes in this upcoming midchapter as they had to prioritise the changes with the perks/base game mechanics, etc.

    sadako.png

    As to my thoughts on what they could do to improve her - I think the main thing is making Condemned more of a threat in general, since currently it's very very difficult to make it a threat on survivors and they can remove it far easier than it is to apply. Whilst I don't think it should ever be getting kills frequently (much like Pig head traps), it does need to be more threatening.

    I also think her TV cooldowns are fairly high when she actively teleports through them, so reducing them would also be beneficial.

  • If it gave no visual feedback and you just missed them when you hit them, it would be really confusing gameplay for the killer perspective - they'd have no idea if they missed because of Dead Hard or just missed because they got validated, or just missed because they missed.

    As to whether they should remove the endurance effect or not and just give i-frames for 1 second, I actually don't mind it - but I'll have to see how it plays out when it gets to the PTB, it depends if survivors can use it mid vault, or use it and then immediately vault afterwards before I can judge whether the endurance for 1 second is a good or bad thing.

    @WeenieDog said:

    I'm just wondering if it will have an animation that plays out or not.

    The twitter account confirmed that Dead Hard will still get an animation in its new form.

  • Yeah I can confirm this - this confused me too, I thought it was exclusive to add-ons at first, but it's a base part of his kit so it would be good to get it added.

  • The ones in week 1 were completed by the community, that's why you were able to progress them after completing your personal contribution. We need to wait until the 'Global Progression' bar is full to move onto the next one.

  • @Kev19915 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3021263#Comment_3021263

    Thank you for the response, I still feel the grind is a bit much.

    As someone who loves to 100% games and get platinum trophies, etc. I understand that wanting to Prestige 9 every single character is going to feel like a monumental amount of work to get all those optional cosmetics, so I may have to personally 'let go' so to speak and pick my favourites.

    I'm still glad that the most grindy aspect (especially if you want to get to prestige 100) is entirely optional and won't affect my gameplay however and that earning perks across all my characters will be much easier.

    in The grind Comment by Jarky
  • When they're referring to reducing the grind, they're referring to earning perks across all your characters, not the optional non-gameplay affecting cosmetics. Note when they mention the 75% reduction - it's in a section about earning perks.

    Optional cosmetic grind isn't a bad thing - having a long term goal for completionists that doesn't affect gameplay is something that a lot of games have and are good for people who want something to work towards long term.

    in The grind Comment by Jarky
  • This is a good question - and not one I think they've clarified.

    Since it's listed under 'Survivor Perk Buffs' and they haven't specified otherwise, my assumption reading into it is that you'll get Endurance alongside the aura immunity and grunts of pain immunity.

    They have specified that it's only endurance that will be lost if you perform a conspicuous action: 'The Endurance effect is lost upon performing a Conspicuous Action.' which implies the other two effects are kept.

  • Yes you will get to keep them - they're not removing anything from you that you've unlocked when the prestige update goes live. Additionally, prestiging after the update goes live will allow you to keep your perks/add-ons/offerings, etc.

  • tome-2.png

    Restarting your game will reload the Tome and potentially allow you to access it - it's worth giving a try, as I can access it fine.

  • I'm in two minds about this.

    On the one hand, having a gameplay element that encourages team-work and protecting each other isn't a bad thing, it's a good thing to add to the team-based side. On the other hand, using endurance aggressively rather than defensively seems counterintuitive to its design and can actually make it so killers who DON'T want to tunnel end up wanting to anyway.

    I'm not entirely against the idea of endurance making the survivor lose collision because it then allows them to avoid getting bodyblocked by the killer whilst the killer wait out endurance (for lesser endurance times) and bodyblocking, which also aids them in not being tunnelled. It also potentially allows BHVR to up the endurance numbers in general because then they don't have to worry about it being used aggressively.

    I think I'll ultimately have to see Off the Record in action before I can decide.

  • @Lycidas said:

    https://forum.deadbydaylight.com/en/discussion/comment/3018660#Comment_3018660

    Prestiging burns a lot more bloodpoints than keeping your characters at level 50, plus, you lose your event items and offerings in the process.

    They said that once the new system was in place they would compensate the efforts of people who went through that process.

    An icon is NOT compensation for that.

    You, who didn't prestige, already get your compensation by receiving automatically the outfits reserved for people who prestiged AND having saved a lot of resources in the process. You are already getting compensated, don't use this as an argument on this topic.

    Unless I've missed something, they did not say you would receive 'compensation' - they said you'd receive a distinct reward, which this icon is, even if it's something you're not a fan of.

    Additionally, we don't know what the catch up mechanic is even going to get people to - if at max it takes the user to Prestige 3, they will not get the bloody cosmetics, since those cosmetics are now being moved to Prestige 4,5 and 6.

  • From what I'm gathering yes - this will now affect add-ons. I think it's actually a cool side-effect, because it means you don't have to run an Aura perk WITH it to get use out of it.

    I do wonder if that means, for example, Scratch Mirror/Vanity Mirror Myers can just get 2 seconds of lingering Aura reading if he stops stalking.

  • Having an optional purely cosmetic non gameplay affecting 'grind' is fine imo - giving people something to work towards and show dedication to certain characters isn't a bad thing. If your goal is to Prestige 100 a character (or multiple), then sure it's gonna take a monumental amount of time, but it doesn't affect your gameplay in the slightest, so I think that's fine - it's a personal goal at that point.

  • I love facing a Billy, especially a curve Billy. They're a lot of fun to face and seeing some of the stuff decent Billies can pull of is impressive - also his chase theme is great.

  • It's a very good question - I believe they also have your average SBMM rating for all your killers stored somewhere, so it may potentially use your average to determine if your average is what people need.

  • I managed to get mine today - it was the 100, 000 bloodpoints, so if you've received that at some point today, you've already got them.

    Keep in mind the ones labelled Rift Fragments do not create an in-game pop up - they're just automatically applied to your Rift levels.

    dailies.jpg


  • In addition to what Peanits said, they've also changed the Shrine of Secrets to effectively work alongside your progress allowing you to unlock and use any perk at Tier 1 without ever having to prestige a killer (and even Tier 2 and 3 if you wish)

    Whilst I think the double BP bonus should be made basekit in some form via gameplay without a perk (because I think even with the massive reduction in grind, earning bloodpoints just feels less satisfying without it, but that's a separate point), they've absolutely reduced the grind with this change compared to the old system, even for newer players.

  • @Crowman said:

    It seems like Monstrous Shrine make basement hooks become scourge hooks while the other scourge hook perks convert 4 random hooks that aren't in the basement into scourge hooks. If you run Monstrous Shrine and another scourge hook you would have 8 scourge hooks. 4 in the basement and 4 outside the basement.

    This is also my take on it, otherwise it would actually be a potential detriment to run it as you're isolating all your Scourge perks in one part of the map rather than spread out, and I imagine their intent is for you to run it alongside other Scourge perks.

  • @Mattie_MayhemOG said:

    https://forum.deadbydaylight.com/en/discussion/comment/3016834#Comment_3016834

    Are you on PC? I'm on xbox and im afraid its bugged on that platform

    I am a steam user yeah, I haven't counted how many locker grabs I've had since the achievement was released however so - I can't 100% confirm if it's always counting them, it may very well be bugged in certain circumstances. If you think it's bugged, it might be worth making a report in the bug report forum.

  • All locker grabs count regardless of killer used. Before I used Dredge, I already had 5 contributed towards this achievement, so you can use any killer to progress this.

  • Prestige system, matchmaking incentives, the base kit changes to killer/survivor are all really welcome changes. Meta perks being shifted and made weaker is also a huge plus - I'm eager to see different perks. I actually think we'll see Overcharge semi frequently now, which is cool to see!

  • Whilst I don't disagree that it's probably a bit of a leftover mechanic to a weaker killer that doesn't necessarily need it , I don't mind it being in the game still. Flashlights having more variety in use than flashlight blinds and flashlight saves is a good thing, and it's not difficult to avoid a flashlight as a Wraith if a survivor is trying to burn you out of stealth now that his base speed cloaked is quicker.

  • Might be that they just move at normal survivor speed but still do the animation, i.e. they'll do the Dead Hard animation without the speed increase.

  • @Peanits said:

    We're Gonna Live Forever also increasing your healing speed on dying Survivors. There's also an additional effect that was forgotten, but we've updated the post to include it.

    Oh this is a nice change! I like it. Thanks for the updated information, Peanits.

    in WGLF? Comment by Jarky
  • Whilst I absolutely agree with removing the BP bonuses from perks, and am hugely appreciative of the shrine of secrets and prestige changes that absolutely reduce the grind, I still think those bonuses could have been moved to potentially game conditions that encourage team work from the survivors side and not tunnelling/camping to the killers side to promote healthier gameplay at base kit.

    For example: Perhaps if the killer hooks all 4 survivors once per trial, they get that double bloodpoint bonus at a base kit without needing to run a perk.

    For survivors - I'm unsure what it would be (and appreciate it's much harder to create one so you don't promote griefing your team-mates), but I think some form of team condition that the survivor side could achieve would unlock a double bp bonus for them, too.

  • It's keeping its double speed pickup bonus on dying survivors.

    in WGLF? Comment by Jarky
  • At tier 3, It's 8% if you cleanse a dull totem, but it'll be 16% if you cleanse a Hex totem.

  • I think their intention is to make sure survivors don't gain too much distance on killers in general in this update - so I think it was a change with the changes to the successful basic attack cooldown and speed boost on hit reductions in mind.

    That said, I actually don't mind if a killer gets punished too harshly for tunnelling a survivor, so I personally think the nerf to the stun was unnecessary.

  • I think it's understandable to feel a mix of nervousness and excitement - change can be scary, and it's inevitable that perks you enjoy or find comfort in using are going to be changed, potentially for the weaker.

    Overall though, I think this is going to be a positive thing for the game, a meta shake up and adding some new variety to gameplay (with the potential base game changes) should give some freshness and interesting new elements.

  • Edit: Corrected some information regarding Stranger Things perks. Why will Stranger Things content not be available for purchase after November 17th at 2PM EST? As with all live-service games, frequent updates, additions, and the occasional change are to be expected. With Stranger Things, our focus continues to be ensuring…

    From the below, it seems unfortunately you're out of luck. Unsure if BHVR can still help you now that voucher is no longer valid.

    I purchased the physical Nightmare Edition of Dead by Daylight on PS4, will I still have access to the characters after the removal?

    The content included in the Nightmare Edition will still be available on PS4; however, if you wish to transfer the content from the Nightmare Edition to PS5 you will need to reach out to our Support Team here for a free voucher which you can use to reclaim the content of the Nightmare Edition on PS5.

    Once I receive a voucher for Nightmare Edition content on PS5 from the Support Team, how long will I have to redeem it?

    Vouchers will be valid until March 1st 2022, so make sure to redeem them before then!

  • I'm also in a very similar boat - prior to the anniversary, the only Prestige 3 I had was Dwight (legacy even, my original lad) Freddy and Nemesis.

    Other than that, I'd unlocked every single perk on every other killer and a chunk of my survivors without engaging with the prestige system because it didn't feel worth it to me (at the time). I was worried about it until they announced the catch up mechanic, so I'm looking forward to seeing what they'll now be once the update goes live.

    Additionally - I'm glad now that prestiging characters to P3 will have some beneficial effect that'll make me want to engage with it beyond the bloody clothing.

    That said, I think if people start judging people based on the amount of prestige levels they have based on skill, that's on them rather than yourself. At the end of the day you can pour millions of bloodpoints into a killer without ever actually playing them - so it shouldn't ever really be a reflection of skill - more just a reflection of a character you really like (in theory) playing.....or feeding with lots of bloodpoints.

    EDIT: I should add there are likely also going to be people who P3 a killer/survivor purely just for their teachables being available to other characters yet aren't a fan of playing that character in general.

  • Probably around 50% as well. I don't have the stats recorded but if anything I think I escape less when I'm playing with my two mates, but we are a chaotic bunch when playing together.

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