Jarky
Jarky
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- Jarky
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Technically yes if you get hooks when the EGC is active/mori people on death hook since you get additional bloodpoints for EGC hooks/sacrifices, and for mori-ing but it'd be highly unlikely in a standard game.
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Depends how you want to approach it - if you want to get every perk on one particular character, then I'd argue you want to P1 everyone at least first, because you can always find the T2 and T3 versions of the perks on that one character's bloodweb. Then you can start thinking about P2-ing/P3-ing etc.
That said, doing it that way means you're sinking bloodpoints to get T2/T3 versions on that one character you could otherwise get by prestige 2/prestige 3-ing the other survivors to get them T2/T3 unlocked automatically on everyone. There's not really a 'clear' answer to this unfortunately - it's down to how you approach it.
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In what respect? From a killer perspective, from a survivor perspective, from a balance perspective?
I think it's mostly fine as it is to be honest. 2 survivors on a generator isn't as efficient as 2 survivors (or more) on 2 separate generators - the only time its value is arguably better is when there's one generator left and the survivors can smash it out quicker. For the most part, though, I'm more worried about 3 survivors on 3 separate gens whilst I'm chasing one pressure wise than I am 2-3 survivors grouped up on a generator.
From a survivor perspective - I like it mostly because it gets me to 10k objective points way quicker - it makes doing gens with friends feel better.
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They moved the prestige cosmetic rewards to P4-5-6 after the patch went live, so if you were P1, got given the 2 bonus levels to P3, and then P4'd her, chances are they've just displayed the same reward again, since the top would now be at P4.
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Lucky Break doesn't prevent you from dropping blood orbs when you're injured against The Oni - the blood orbs are an entirely separate mechanic to the blood trails/pools you leave on the ground whilst running around injured, which Lucky Break prevents - the blood orbs drop when you're injured full stop, and no perk prevents it from happening.
In general, BHVR are moving away from perks that counter specific killer powers, so I don't foresee them ever adding a perk that'll prevent you from dropping blood orbs.
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Off the Record shouldn't pause when you're healthy - so that sounds like the bug rather than the boon depleting it. It should last 80 seconds regardless.
Unless you mean Lucky Break? In which case, if Lucky Break is depleting whilst you're in a boon aura whilst healthy, then that would be a bug.
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Got a Pigeon nesting in my garden's tree currently - so I may be having some baby pigeons soon.
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Similarly to survivors, it blocks survivor auras/generators/hook outlines when carrying/zanshin, etc.
The EXCEPTIONs are killer powers and exit gate auras, so you'll still be able to see most if not all white auras of your own power, i.e. your own traps as trapper, lockers as Dredge, etc. I believe pentimento placement totems fall under this but I haven't tested this to be sure.
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It's intended, because endurance doesn't stack through deep wound. If you're already in deep wound, then Off the Record won't protect against being downed. From 6.1.0 Patch notes:
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In my opinion, DMS needs to only activate if EVERY survivor lets go of the generator - yes this is a nerf to the perk, but it's absolutely awful in Solo Q for this reason alone, and makes survivors get frustrated and annoyed at their team-mates. I think it's a justified nerf to get the killer to pressure every survivor off of the generator for it to proc.
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I just gave this a quick test and can confirm that it doesn't light up when you're broken and cleanse a totem - here's a video: https://vimeo.com/735426880
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1) Yes - it works on all Scourge Hooks, those in the basement and those not in the basement. The reason people aren't using it I couldn't tell you - it's likely because they're favouring other perks that have been changed, like slowdown perks for example.
2) Found this video showing it off: https://www.youtube.com/watch?v=57kZQvOYw18&ab_channel=DStrike
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I've heard (I can't confirm) that if you're channelling his power or mid-teleport when the game ends, there's a chance you won't get the adept, so maybe attempt it again and make sure you're not using your power at all when the game ends? Hope it works for you.
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Rancor doesn't reveal the aura of survivors to the killer - it reveals the location of survivors, which is distinctly different and not what Distortion blocks. It's that static outline that happens when Doc makes people scream for example.
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I presume you mean instead of the slow gate opening rather than in addition to? If so, yeah I'm down with this.
It also synergises quite well with Blood Warden, which is Freddy's other teachable - because people will feel the need to open the exit gates rather than keep them closed giving the user the opportunity to use it. I like it.
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@Jasonisanicefella said:
https://forum.deadbydaylight.com/en/discussion/comment/3099512#Comment_3099512
I understand you need to speak the PR language, although it is very clear that this patch did NOT have the results that you were expecting. Time is at the essence of making the right call and not responding to the feedback provided is not a good sign.
I know you can just report back to the rest of team, but still NOT acknowledging the response that the majority of your player base is giving you is not fair.
The 'majority of the playerbase' isn't some homogenous entity that all share the same opinion. Many players of this patch have conflicting opinions on both the survivor and killer side, and regardless of what action they take, they're going to frustrate people and please people.
There have been numerous cases in this past of people thinking something is going to be overpowered or underpowered within the first couple weeks of a release and then once players have adapted and gotten used to it, it turns out the complete opposite experience is true. If you played this game at launch, there were NUMEROUS threads of people saying Billy was a weak killer and Wraith was overpowered. We've also had people knee jerk react to perks claiming they're overpowered like Any Means Necessary (which has been subsequently buffed since release), Power Struggle (which has also been buffed since it released), etc. Hell, I remember people saying Dead Hard was weak and easy to play around when it was launched and other than adding server side validation to it, and some animation adjustments to make it clearer to the killer when it's used, they changed nothing about it until the recent patch.
That's not to say that I don't think things could be adjusted with this patch (making the anti-tunnelling more effective and solo queue improvements for one), but I completely and utterly understand why they aren't rapidly changing things within the first couple of weeks.
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I don't think it's game breaking, or even a huge balance issue no. Knowing how close a killer is with this perk isn't going to make playing Killer that much harder - a lot of survivors with experience can do this already just by how intense the heartbeat/terror radius music is anyway and they're using one of their 4 perk slots to do this, instead of something else that can keep them alive (for those not Hard of Hearing to be clear).
As you've stated, this is a temporary measure and I imagine their permanent solution is going to be something akin to DBD mobile where there'll be an on screen visual indicator that does something similar without needing a perk.
The only part of Spine Chill I disagree with currently is it lights up when a killer is within 32m of you regardless, terror radius or otherwise, which counters stealth killers to a degree.
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It does with MOST aura reading add-ons yes, those that specifically have a duration for them. In Diamond Cufflink's case, it will indeed add an extra 2 seconds making it 8 seconds.
For ones like Michael's Scratched Mirror where it just allows you to see auras whilst you're 'holding stalk' for example, however, it does not (which may be a bug, but we've yet to get confirmation).
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I don't think it's as black and white as "balance should be about making it fun" and "balance shouldn't be about making stuff fun". In an ideal situation, you'd be able to make something more enjoyable to go against and more balanced, but that's not always going to be achievable - however if it CAN be achieved, then it should be.
Ultimately it's an assymetrical PvP game so both sides have different experiences, so it's almost impossible to make it equally 'fun' for both sides and it's going to be subjective. I think one of the biggest examples I can think of something being incredibly unfun to go against but wasn't even THAT powerful was launch Legion. Without add-ons it took them such a long time to down people that they weren't particularly 'powerful' to go against, but there's nothing engaging, interesting, or even exciting about being slowly stabbed to downed whilst being able to do very little against it.
I think they should always strive to make gameplay healthier - I would much rather they make decisions that reduce the unenjoyable gameplay elements from BOTH sides (camping, tunnelling, gens being completed before you can even reach them, maps that have lots of strong connected pallets, strong buildings, etc) and then balance accordingly if needs be elsewhere.
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P100 is there to show dedication to a particular character or characters, it's not meant to be something you can get on everyone. I understand (as a completionist myself) that it's frustrating knowing you can't 'finish' everything, but this is just one of those "I can't do everything" sort of situations we have to come to terms with. I'd rather the really grindy thing be a completely optional cosmetic number than anything gameplay related.
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It's a user role that BHVR can give members to called 'Trusted'. If that user posts in a thread, the thread will be given the 'Trusted' tag, and if you click it, you'll be taken to the post the trusted member made.
It doesn't mean what the user said is correct necessarily, they're just members of the community BHVR have labelled as a trusted user. I don't know what the criteria is or if they're still handed out but that's effectively it.
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It's not within 10 seconds of escaping the killer, it's within 10 seconds of the chase starting, so you need to do this mid-chase in less than 10 seconds after the chase has started.
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I don't really see a yellow gen and typically think "I need to run towards that generator" or even "I shouldn't" - it depends on context a lot of the time or what's happening in the match. Since it can be yellow due to Blast Mine, Better Together/Situational Awareness or Trail of Torment, it is down to a bunch of factors if I'll approach it or not, i.e. if I know where the killer is, how many gens are left, etc. etc.
You could use it this way, but you risk it expiring before the killer chases you off it and then inevitably kick it before you can reapply it, so I'd argue if you want the max amount of value out of it you should probably wait until you know the killer is approaching the generator.
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As the others in this thread have mentioned, doing this won't change much.
People will still want to 'win' in Unranked, people have different definitions of what being 'competitive' or what 'fun' is, so it's going to end up being fairly arbitrary.
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I don't have DBD on Switch or Gold Points to confirm this for you, but judging by their Gold Point page, I'm going to say no:
Gold Points can be used toward purchase of eligible Nintendo Switch digital games, DLC and Nintendo Switch Online memberships, excluding certain passes, automatic renewals for passes and Nintendo Switch Online memberships, in-game items, and virtual currency.
Source: https://my.nintendo.com/about_gold_point?lang=en-US
Note that it says EXCLUDING virtual currency, which is what Auric Cells are.
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The most effective way currently is to record it happening in-game, and then after the match is over you must use the in-game report system. After you've done that, send additional evidence (such as the video) to their support team via a support ticket here: https://support.deadbydaylight.com/hc/en-us
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It does not. From when it was introduced:
"Key interaction takes 2.5 seconds, and does not lose progress when interrupted"
Features System to support event content within The Archives Content Added a new Survivor: Mikaela Reid. Updated the Character Select portraits for several Survivors. (David, Jake, Nea, Kate, Quentin, and Feng) "The Midnight Grove" Halloween limited-time event (starts Oct. 21st 11AM ET) Tome IX of The Archives (starts Oct.… -
I don't think Bond or Empathy are necessary to be basekit - whilst sure, that's information SWF get, I think that's hand holding the survivor side too much as even when I play SWF, I still have to describe where I am/which gen I'm on as I'm moving around. Granted me and my friends don't play like Seal Team 6, but I'll still run into them/they'll run the killer to me unintentionally even with comms just because we're not constantly feeding each other information.
Kindred base kit, however, I think is great - even if it's just a temporary basekit change until they can schedule and release the information changes they spoke about in January, because I think one of the biggest negatives Solo Q has compared to SWFs is that dance Solo Q survivors have on deciding whether or not they should be the one going for the rescue. It's frustrating to be on the receiving end of that as the hooked person, and it's frustrating not knowing if your team-mates are going for the unhook or not. Release it without the killer aura stuff first potentially if people think it's too strong - it's just removing that awkward unknown/time waste around making the decision to rescue or not.
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Yeah Unnerving Presence is an odd one - to a new player it's probably annoying to go against, but after a bunch of hours in this game, I find that hitting great skill checks in Unnerving Presence is actually easier than hitting them without it - it's odd, it almost feels like a buff to me when the killer runs it.
I like your idea! It's a nice buff to the perk that'll make doing generators in the killer's TR slightly more difficult for both experienced/new players without being overly strong since it only works within the TR.
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It's still a set of 4 perks each week, it's just you can now purchase them to Tier1/Tier 2/Tier 3 across all your characters. You can't purchase any perk you want at any time from the shrine.
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That's not necessarily them breaking anything. They made a change a while back (I think around the 5th anniversary) where they split bloodpoints into two pools. You have the 'earned/match' Bloodpoint pool and the 'Gifted' bloodpoints pool BHVR give you via codes/login rewards.
The 'earned' pool is 2 million currently, but you can ALWAYS earn towards that if you've yet to meet it, even if gifted bloodpoints have pushed you over 2 million.
For example:
You have 1 500 000 earned bloodpoints out of 2 000 000. BHVR then gift you 1 million bloodpoints so your total is now 2, 500 000.
Since you have 500 000 left remaining in your 'earned' bloodpoints, you can KEEP earning 500,000 bloodpoints from matches until you hit the 2 million earned cap, bringing you to 3 million until it stops.
Where it gets slightly complicated is if you start spending bloodpoints between matches, and I think it takes from your 'gifted' pool first, but I don't know for sure.
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I presume you mean the Orange glyph that gives you a screen effect and sound effect?
Yeah it's a little too much I think, and apparently going to have more effects in later levels. I appreciate BHVR going for some variety in these glyph challenges, but since this one hinders gameplay and is giving people auditory/sensory problems it's probably a bit too much.
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I'm in two minds about this change.
On the one hand, she's able to utilise basic attack perks easily (such as exposed) just by nature of her power, which puts her already immense advantage at an even bigger advantage. That said, if you remove her ability to use basic perks Nurse players will gravitate more naturally towards slowdown perks instead since they're now basically down to information perks/slowdown perks in their arsenal.
I think ultimately, it's a healthier change for her design to make her blink attack not a basic attack in the long run without redesigning her completely. They could change some of her add-ons if they make this change to apply things like haemorrhage/mangled on blink attacks to at least make up for her not being able to use some basic attack perks via add-ons alone and also just to increase some of her add-on variety.
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Man, now I want a DBD TV series. That was a great - loved the production quality too.
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Let me preface this with - yes I think gen slowdown perks are too much at the moment, considering the idea of shifting the meta was to change killers from favouring gen slowdown, but favouring gen slowdown is still the thing killers are doing.
However
Looking at Forever Freddy from a pure statistics point of view isn't telling the whole story as to why that build was exceptionally unfun and frustrating to go against. The primary difference was he could do this with add-ons AND then stack up to 4 additional gen slow downs on top of it, which were both slow down AND regression AND damage.
On top of that, to remove part of one penalty you had to go and constantly either wake yourself up, or ignore it, which slowed down your time on generators (running towards alarm clocks/team-mates), which synergised with ruin/pop 'cause he then had time to make those perks work and also do any of the things to prevent the slowdown of the other perks (healing, breaking totems, etc). FF was WAY more than just 105 seconds on a generator most of the time.
Genuinely though, I don't think generators are ACTUALLY taking a huge amount more than they were pre-patch, I think it's more a perception of gen slowdown VS gen regression/exploding/blocking. I think it's that slow down FEELS worse, because your previous 80 second generator now takes longer to complete. If you factor in the time of regression/exploding/blocking preventing you from finishing a generator (Pop, Ruin, DMS, Pain Resonance) the time to complete all 5 generators probably isn't THAT statistically different to how it is now, it just FEELS way worse because you're holding M1 on a generator much longer.
But again, that said, I do not disagree with the overall point. Whilst the perks may have changed, the overall 'gen slowdown' meta hasn't unfortunately.
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This is primarily one of the major reasons why they removed distance from Dead Hard - because it being used whenever the survivor wanted (albeit injured) made it exceptionally strong - hence Dead Hard for distance. The iframes didn't matter as much in that scenario.
I think exhaustion perks having conditions beyond your complete control isn't a bad thing balance wise.
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Tombstone Piece trumps Fragrant Tuft of Hair - you'll get sent back to T2. Only way to get infinite T3 and do a mori is use Judith's Tombstone + Fragrant Tuft of Hair.
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Why do you feel it's not healthy?
I think allowing debuffs on perks actually opens up BHVR with more avenues to make a variety range of perks. If they want a particular powerful effect, but it has to come with a downside, I think that's more interesting than only exclusively creating weaker perks with zero downsides. The extreme example of this are Hex perks - the downside is they CAN be broken.
I think the difference is, the downside has to be worth the upside, and that comes down to balancing the perk effectively.
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It's misaligned for the killer.
If you click on their score, you are presented with the options to view profile, etc. so that's the workaround in the meantime until they get it to also happen when you click the killer name/username.
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Unless I'm misunderstanding you, this is something that can happen if you happen to break Haunted Grounds first RATHER than Undying's totem first.
Scenario A: You break Haunted Grounds, it activates, then Haunted Grounds is transferred to Undying. You break the Haunted Grounds totem again (which was previously undying). Haunted Grounds Total activations: Twice.
Scenario B: You find Undying first and break it. You then break Haunted Grounds, it activates. Haunted Grounds Total activations: One.
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Typically it's at the bottom of patch notes, so here for the above ones: https://forum.deadbydaylight.com/en/kb/articles/342-6-1-0-mid-chapter
They also update this page with known issues: https://forum.deadbydaylight.com/en/kb/articles/299-kill-switch-master-list
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It has, it's just not been updated via the tooltip. It's in their known issues list.
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It's been 100% since yesterday's patch for survivor so something does appear to be wrong yeah.
The incentive notes state that the shorter queue should be the one that has the bonus bloodpoints (since there are fewer players playing it) but as others have stated in this thread, the killer queue for me was much quicker and yet didn't have any bloodpoint bonus.
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According to the following, you should have unlocked the Cadet Corps Crest Charm, the Military Police Regiment Crest Charm, the Wall Titan Charm and the Garrison Regiment Crest Charm.
I've heard that restarting the game grants these charms if you haven't already got them, but it maybe hasn't given you the pop-up? You may have to re-check your charm list to see if you have them.
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Might just be me, but I don't quite understand what you mean by bypass the Deep Wound effect.
If a Legion Feral Frenzies you for example, then what would happen if you had No Mither? Would they just hit you, but you wouldn't have any Deep Wound applied?
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You can affect more than one generator at once with Overcharge. There's no 'limit' - so long as you kick each gen, it'll be affected by Overcharge, even if the first generator has yet to be touched by a survivor.
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If the Chain Hunt has started (if the yellow circle around you is full) the box holder will be attacked by 3 chains and then there'll be a small break before the next 3 start. You need to start solving the box during the break after the 3 chains have attempted to latch onto you otherwise you'll get chain'd continuously and interrupted.
If Pinhead isn't nearby, one of the easiest ways to get this done is to just let the 3 chains latch onto you (rather than break them 1 by 1), break them, and then start solving the box. Also, using the environment to break chains causes an additional one to spawn (2 if he has the add-on), so be aware of this when you're attempting to solve it. It's often easier just to not use the environment.
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Any teachable perks you unlocked prior to the update should be Tier 1 on all characters who didn't already have them.
For example - this is my Yoichi. Note: It'll say his Tier 1s are locked because I haven't prestiged him yet:
However, this is my Ash's perk list:
He has Yoichi's perks at Tier 1 because I unlocked his teachables prior to the update going live.
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As far as we know, they are available permanently until BHVR say otherwise. They have not provided any end-date.
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You can still get Infectious Fright from Plague without owning her - perks will still show up in rotation in the Shrine of Secrets and you can unlock their T1/T2/T3 versions on all your other characters via Iridescent Shards. It will cost you 2k for T1, 4k T2 and 6k for T3 for a total of 12k Iri Shards.







