Luigifan64
Luigifan64
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@JephKaplan said:
So the new Nea skin Graff-Crafter is yet another set, is this the future of cosmetics? Are we about to see them locking every new cosmetic from now on, mixing the cosmetics is 1 of the best systems in DbD so why lock it. They could've easily made the hoodie go with the torso and u can use whatever head u want under it, or even like Bunny Feng (which was not executed quite as good the hood should've been with the torso not the head but whatever)
Yup, was going to buy this until they pulled this cosmetic set bullshit. It's a shame because I really like how this looks, oh well, guess I saved $10.
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@Scourge said:
I think this is entirely Konamis doing. Probably in the license there was something similar to the Halloween license that the characters have to be „exactly“ the same as depicted in the source material (that was in the beginning why it was hard for behavior to give Michael and Laurie some skins) and if Konami made a similar agreement and keep in mind this is Konami, getting a Konami license for a camo/playable character is hard af in the gaming world, than it would be totally reasonable that they had they had the final say in what you can mix and match and not Bhvr.
Aaaaaaaaand now they released a Nea skin that you cannot customize at all even though you easily should still be able to. There is no excuse for this and it's really dumb on their part to think that this is a good idea. I was going to buy Nea's new skin until I found out it was a cosmetic set, couldn't care less about it now; and I can guarantee that I won't buy any more sets in the future either. Not about to spend $10 on something I can't customize at all.
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@Scourge said:
I think this is entirely Konamis doing. Probably in the license there was something similar to the Halloween license that the characters have to be „exactly“ the same as depicted in the source material (that was in the beginning why it was hard for behavior to give Michael and Laurie some skins) and if Konami made a similar agreement and keep in mind this is Konami, getting a Konami license for a camo/playable character is hard af in the gaming world, than it would be totally reasonable that they had they had the final say in what you can mix and match and not Bhvr.
But if that's the case, then why are her crop tops not accurate to the game? Not to mention her two "moving on" skins NEVER appeared in SH3, and PH's alternate skin never appeared in any SH media form. Plus with Halloween they let you still mix and match stuff. Do I doubt that Konami did some fuckery? No, but I'd at least like to KNOW that it's all Konami's fault and that Behavior literally can do nothing to let us customize Cheryl or PH; because if Behavior can let us customize them and is just refusing to let us, then that's just dumb.
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/1357791#Comment_1357791
Its not dumb, it is greedy. If they allowed you to get the individual parts, they will not get as much money.
Actually they would, because if you buy a whole cosmetic by it's parts you're spending more cells because you don't get the discount for buying the whole set.
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@kosmi said:
https://forum.deadbydaylight.com/en/discussion/comment/1356473#Comment_1356473
I would like that too.
Technically they did on stream, but the answer didn't make sense, nor was it something that should cause so much restriction
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@Luigifan64 said:
https://forum.deadbydaylight.com/en/discussion/comment/1376287#Comment_1376287
It wouldn't work like that, it's DbD math so instead of being an equal speed to a medkit, it'd still be 25% worse than a medkit. Botany takes the current healing speed and increases that by 33%, so if it WAS 50%, it would only make the healing 50% faster. this means that you'd still have an additional 4 seconds added to your heal if you were Self Caring. Personally I don't think the buff should be that large (more like 35%-40% at tier 3), but even if it was 50% it wouldn't be as busted as you think.
@Luigifan64 said:
https://forum.deadbydaylight.com/en/discussion/comment/1376425#Comment_1376425
Actually, no it wouldn't; see post above for why it doesn't work how you think does.
Actually, wait, sorry ignore that; I had done my math incorrectly. Apologies, I do still stand by Botany getting a buff (just not that big, a few percentages more at the most).
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@[Deleted User] said:
This would be extremely OP. WTBacon is spot on.
With that said, if you're looking for a boost to Self Care, I'd be curious about letting Auto-Didact work with Self Care. That perk is in need of a buff / rework and I think this would help out. Let's look at some numbers - there's currently a 10.5% chance of triggering a skill check while using Self-Care as compared to 15% for healing someone else without a medkit. It currently takes 32 seconds to Self Care. So, you'd expect to get about 3 skill checks per heal if you're using Self-Care. Given that the first two skill checks actually hurt your progress with Autodidact, you could very well finish up your first heal with like 3-4 tokens, depending on your luck. However, that first heal would take an extremely long amount of time. Given that the first two skill checks are -25% and -10%, you could easily be looking at a 50 second heal depending on how fast you get your first skill check.
If you pay that price up front, though, you'd expect the rest of your heals to go pretty fast. At max stacks, you'd expect a 50% boost every 10 seconds or so. With the best luck in the world you could heal in a couple of seconds. With the worst luck in the world, you'd get zero benefit whatsoever and continue to heal at 32 seconds. I don't have math on this, but my best estimation is that you'd average around a 15-18 second Self-Care, although there'd of course be lots of variation in the time of each individual heal due to the luck factor. This would actually be pretty balanced when you compare it to Botany. Botany + Self Care gives you consistent 21-22 second self heals without the need to build up stacks at the start of the game. Botany also gives you increased medkit efficiency and can be used with medkits, unlike Autodidact. So, if we're only talking about perks to pair with Self Care, I'd still probably prefer to run Botany than Autodidact. You'd have to heal yourself a whole bunch of times in order for Autodidact to be worth it, and the inability to use a medkit with it is pretty constraining.
However, since Autodidact also applies to healing others, and you'd expect a skill check every 6-7 seconds while doing that, sacrificing all of that time at the beginning of the match would give you a powerful tool at the end. You could go for some risky rezzes on slugged survivors because a timely skill check would let you get someone up. You could efficiently heal others through Sloppy & Thanat. It'd be extra fun with Spine Chill, since that'd increase your odds of getting skill check right as the killer's bearing down on you. I think that could make for some really exciting moments when you're trying to decide whether to keep hoping for a skill check or whether to run and cut your losses.
I actually don't think this would be OP, given that you can't use medkits with it, it synergizes poorly with perks that buff healing speed, and the amount of time you lose at the beginning of the game on that first heal or two is only going to be balanced out later if you are healing a lot. In most matches you still probably wouldn't get your money's worth versus Botany. It'd be a super fun perk to run, though, and I think it'd get a lot of play!
Actually, no it wouldn't; see post above for why it doesn't work how you think does.
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@WTBacon said:
https://forum.deadbydaylight.com/en/discussion/164227/botany-acknowledge-buff
"and healing yourself with botany+selfcare will be less painfully 😅"
Not happening.
Healing yourself with Botany Knowledge + Self Care (50% + 50%) would then become identical to using a Med-Kit (100%). There should be a downside to getting free unlimited healing.
The following is incorrect, I had thought that I had done the math correctly at the time; however I am keeping these posts here for preservation's sake.
It wouldn't work like that, it's DbD math so instead of being an equal speed to a medkit, it'd still be 25% worse than a medkit. Botany takes the current healing speed and increases that by 33%, so if it WAS 50%, it would only make the healing 50% faster. this means that you'd still have an additional 4 seconds added to your heal if you were Self Caring. Personally I don't think the buff should be that large (more like 35%-40% at tier 3), but even if it was 50% it wouldn't be as busted as you think.
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@Science_Guy said:
I'm still baffled that they thought the perk needed any kind of limit. Oh no, no blood! How will a killer ever find them, it would be like....like... oh right, it would it would be just like chasing a Survivor who isn't injured.
Ridiculous.
And that's only if they're also running Iron Will, if not they still moan super loudly.
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@Mosey said:
https://forum.deadbydaylight.com/en/discussion/comment/1374941#Comment_1374941
Yeah oath man if I bought some cosmetics and noticed they clipped I'd either suck it up or opt out using that cosmetic until it was fixed etc. Also I agree with the other SH3 additions to those out fits choker etc. they definitely should've been uncommon outfits considering theyre all just slight deviations of eachother but brightside atleast Cheryl has some unique cosmetics that can be swapped. Locking these behind a link system just removes some enjoyable factors about making your characters unique to you and your fashion sense etc. It's a bummer and I really hope they don't continue with this and/or it is a licensing issue.
The funny thing is that some of her cosmetics STILL have clipping issues even though they're in locked sets xD
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/1374861#Comment_1374861
I would say Cheryl/Heather's perks are even worse than Yui's.
Especially after they nerfed them unnecessarily
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@GoshJosh said:
Considering it's only active for a limited time during end game, I think Hope should be reworked to not have the timer ticking while hooked or downed. Kinda silly to be on your first hook as the last generator is popped, and have the timer running...
Or better yet just make it not have a timer seeing as EGC exists (which is already a 2 minute timer)
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@Mosey said:
https://forum.deadbydaylight.com/en/discussion/comment/1355989#Comment_1355989
The crop tops are apart of SH3 where as you beat the game on certain modes or possibly certain ways it rewards you with an alternate outfit for Cheryl/Heather. Only thing is instead of her skirt they came with jeans so it's a bit of a bummer you can't combine it with atleast her rare cosmetics. Also I do believe on the Q&A live stream they mentioned something about linking these new cosmetics due to clipping issues which doesn't make sense considering the amount of clipping issues you can create with Nea alone, most of her singlets clip with skirts from memory and on some of David's pants the charms just get lost inside them. I feel like if it was due to clipping issues then they should've held off releasing the cosmetics till they found a way to reduce or fix it like how they move the charms to the front of the survivor from the side if something blocks them most of the time.
Ok, but clipping issues aren't an excuse for restricting customization (not directed at you). Fact is I won't buy any of her cosmetics if I can't mix and match them, because there's no point. I know where the crop tops are from, but it doesn't explain why they are the only cosmetics you can customize; and as you mentioned, it doesn't even include her jeans, choker, different arm patterns, and different hair/eye color. There is no excuse for this, and I agree that they should have let the cosmetics sit in the oven longer (hell the whole PATCH should have been worked on more).
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@ingridves said:
Yeah I agree 100%, I don't mind having to buy the full set but I got pretty upset when I saw that I couldn't mix that with other sets.
Yeah, thankfully we're only getting one in the foreseeable future (for Oni), but I really want them to just let us customize Cheryl and PH (besides Lisa).
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@animalmak said:
Agreed! I like the idea of the perk, but I always felt that it disappeared when needed most - toward the end of the game when most killers might start snowballing.
Yuuuuuuuup, all of Yui's perks need buffing in some way, none of them are that good. (But hey at least they're not as terrible as Zarina's or Steve's perks).
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I agree, it's dumb and I don't know why they thought this was a good idea. I won't be buying any of these new cosmetics because I'll be forced into a set and not what I actually want to wear
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@katerbater said:
Yeah but Alessa doesn't actually wear Heather's/Cheryl's clothes?? She's a separate being. But it still doesn't make sense that they would restrict these so much. maybe forcing us to buy them together? yeah ok, but not being allowed to customize further? that's dumb.
But Alessa does in SH3, seeing as Heather IS the reincarnation of her & Cheryl from SH1 after she dies trying to save her dad and Cyble.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/1356179#Comment_1356179
Or just make it so you can do it faster. https://forum.deadbydaylight.com/en/discussion/161465/buff-to-blood-pact#latest wink wink
I know, I already commented on that post
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@katerbater said:
It makes sense for Lisa/Alessa, but the Cheryl cosmetics?! I should be allowed to use the top with the original hair/pants or any other combination of the Cheryl cosmetics. I wanted the longer hair but with the original outfit. It's so stupid that we can't mix these like we can with other survivors.
Well it doesn't make sense for Alyssa because spoilers
Alyssa IS Heather/Cheryl. With Lisa I understand, but I still don't think the cosmetics should be restricted to that degree -
Yeah, that'd make me actually want to run the perk seeing as the nerfed it unnecessarily.
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@Alexinbox said:
I TOTALLY get why you can't put Cheryl cosmetics on Lisa, but the fact that you cannot mix and match cosmetics with Lisa, Pyramid Head, and the Legion cosmetics was truly a terrible idea. I think that you should have the freedom to dress your characters however, and that's one of the things that keeps this game so special to me. If you feel like we should buy all the cosmetics together, fine, whatever. However, I think we should be able to customize the outfit once we own it. If I had known this before I was purchasing I would not have bought the cosmetics.
I actually made a very similar post to this and I agree 100%, the fact that they limit Cheryl's outfits (not just the Lisa one) and Pyramid's ONE outfit to not be swapable is mind boggling to me. I hope they make their outfits interchangeable because I'm certainly not buying them if I'm locked down to just the sets.
(My Post about it):https://forum.deadbydaylight.com/en/discussion/161393/legendary-skins-cosmetic-sets-are-a-terrible-idea#latest
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@SkeletalElite said:
If the condition is going to be a completed heal the effect needs to last much longer. No shorter than 30 seconds for sure. No longer than 1 minute.
Yeah, the perk was already meh on the PTB so why they'd give it a hard nerf like this I have no idea. Well, off into the pit of worthless perks no one uses I guess...
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@Aven_Fallen said:
It is entirely possible that this is not something which came from BHVR. Maybe it was part of the LIcense Deal that Outfits should not be mixed with other Outfits.
But then why does she have some crop tops that can be switched around with her default and P3 outfits?
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1353783#Comment_1353783
I'd be inclined to believe you if this bug didn't actually start affecting me until recently. All the times I ran Solidarity before, I self-healed for the correct amount.
Also, it happened again last night and both of the Survivors I healed took the usual 16 seconds with no speed alterations whatsoever—are you sure you're being legit with me?
I'm being Legit, that's been my experiences with it on the rare times I've used it. It also used to be a problem with Second Wind (but they fixed that perk to actually work), so maybe a completely different problem came out with this perk. Again I use this perk very rarely so it could be a different reason for the bug now.
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@Demogordon_Ramsay said:
Hello, it is I, the only person in the universe who actually uses Solidarity. Today I found out that this Perk is bugged and does not heal you the correct amount.
Now, for those of you who don't know what Solidarity does: If you heal someone else while you yourself are injured, you will heal yourself for half the amount you heal the other Survivor. For example, if you have 25% progress on your healing bar and you heal someone else from start to finish, when you finish healing that other person, your progress bar will have jumped to 75%.
At least, that's how it should work.
I don't have any video evidence, as I wasn't expecting Solidarity of all Perks to be glitched and preparing to record it, but I can describe the situation as best I can: It was a Nurse on Shelter Woods. I was playing Jake. The Nurse was running Sloppy Butcher. I healed a David from start to finish, then without letting him heal me, unhooked a Meg and fully healed her using We'll Make It. Now, if you self-heal for half the amount you heal others, that should mean that fully healing two Survivors will fully heal you, correct?
Well, it didn't fully heal me. When I finished fully healing the Meg, I was still injured. I went down because of it.
For reference, I healed both of these Survivors completely on my own, and I healed both of them from 0% to 100% progress. By all laws of mathematics, I should have been healthy when the Meg was fully healed, but I wasn't.
Yeah, this perk hasn't worked properly since release, which sucks because the perk already is pretty terrible on its own. But the bug stems from healing time, so the quicker you heal, the less % heal you get back. Honestly it should receive a buff of 75% conversion and actually work to be based on how much you actually heal instead of how long.
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@6yXJI0 said:
Oh yeah! I noticed it too. Its like a 0.25 missing charge to finish second heal.
Yeah, hopefully it's fixed in tomorrow's update, but I kinda doubt it will be.
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@MiniPisa said:
Idk what everyone is getting so defensive, I find it silly too.
In fact I think it's silly that they didn't do it the other way around - letting killers keep addons too
IMO they should do this:
Killer - 2k = 1 addon saved. 4k = 2 addons saved.
Survivor - only you escape = 1 addon saved. All (or 3) including you escape = 2 addons saved
I think this is a good idea, but until Iri Head Huntress gets nerfed it should be tied to emblems, seeing as any huntress can 4k super easily with that; but they would have to actually try to get emblems.
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@Desh said:
https://forum.deadbydaylight.com/en/discussion/comment/1352161#Comment_1352161
Annnnnnnnd I only read what you specifically tagged me for. I'm not going to read the reply you made for someone else.
My argument was that killers should be able to keep their addons as well, should they meet a certain requirement (get a certain grade of emblems) in order to actually make it more fair. If I was making the claim that killer's should still lose addons, it would still hold up because of how much easier it is to get addons on a killer. Not to mention a killer is guaranteed to use addons during a match, while survivor addons could go unused and yet are still lost even though they did nothing to help in the trial. A survivor still has to get items, which a killer doesn't have to do, and they have far more addons per survivor than every killer put together. Leveling a killer and getting everything you want is far easier because they have less in total. The whole idea behind different powers is that you play the couple you like and possibly just try the rest, it is inherently less grind than survivor because they have locked in powers with fewer addons. When I do focus on leveling for survivor addons, guess what? It's a significantly more arduous process because you will waste far more time trying to get what you want, killer doesn't have that trouble nearly as badly as survivors do.
In my most recent reply I had mentioned survivor's breathing, which Iron Will does not counter, seeing as a survivor still breaths while healthy; and you can very easily hear certain survivors over others. Even if you run Iron Will, that's still using up a slot for something that could be more helpful, which is why it's better to play as one of the three (soon to be four) quieter survivors. That doesn't even take into account if the killer runs Stridor which on certain characters (Ash, Jeff, Meg, Jane) makes it sound like you don't even have IW on. All survivors have bright clothing sure, but not every survivor has dark clothes, you listed Tapp and Adam, but their footsteps are far louder than the common male footstep sound so it makes the darker clothing pointless. They're also much taller, so they're easier to spot by default. Most of the darkest clothing for a few survivors comes from P3ing them, which inherently takes a lot of time if you want every perk on them. Also, almost every piece of dark survivor clothing has some sort of way to see it easily. Dwight, Meg, Nea, Bill, David, and Steve have parts of their arms or heads uncovered making them much easier to see. Most other survivors (Kate, Yui, Zarina, Laurie, ect.) have some sort of pattern to make their clothing brighter and more easily spotted. Some don't have a dark thing at all (Nancy, Cheryl, Laurie, Ash), while the rest have fairly dark outfits but are so loud (with or without IW) that it makes the clothes mute (Jane, Jeff, Meg, Jake). There is not a single survivor that has everything going for them, which you have to take into consideration before deciding who to play because it will impact your matches and not every survivor has a good variety of outfits, regardless of how bright they are.
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@Desh said:
https://forum.deadbydaylight.com/en/discussion/comment/1352094#Comment_1352094
First off, it's been nearly 3 months since this post was created. Let it die. Second, I've stated before that perks can be swapped between characters on Survivors, so any Survivor can run Iron Will if you learn the teachable. On top of that, Iron Will is the Meta anyways due to it removing grunts and pains at 100% when tier 3, regardless of which character you play. Most Survivors have some form of clothing that is dark and can easily hide you but ALL Survivors have bright clothing. I'm only saying most because I don't know if they all do and I'm not going to lie to you. If you the only character that has nothing but bright clothing, that's on you.
You're going off your own subjective opinion on which characters are easier to see. I've lost sight of Detective Tapp and Adam Francis multiple times more than a Blendette depending on the map. A player's cosmetics are again, universal and in a way, swappable. If you want to be a bright target for the Killer, you can wear that on ANY Survivor. If you want to blend in, MOST (don't want to say all) Survivors can do so. Killers on the other hand, have SPECIFIC powers that are UNIQUE to each INDIVIDUAL Killer. And yet they still have to lose their add-ons when going into a game. If a Killer wants to be flexible, they level up multiple Killers and train on them to get specific add-ons, which requires more BP use than a single Survivor who has no powers. You can argue that you get more useless add-ons before any good ones and that they may be true. But at least it's all central on 1 character instead of spread out between 3-5.
If you want to have different Survivors maxed on stuff, that's fine man. Play the game you want. But stating that Survivors SHOULDN'T lose their add-ons when Killers have to is just ridiculous. Especially when now, you don't even lose your items, just the add-ons you walked in with. Which means you can focus your BP more on add-ons than regaining items you lost in a match.
Aaaaaaaaaand someone didn't read the previous posts.
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@Desh said:
https://forum.deadbydaylight.com/en/discussion/comment/1150312#Comment_1150312
Your logic only applies to killers because they have different power and the comparisons between the two aren't a thing. I play Jake Park all the time, never get bored. If I do, I change his perks to try a different play style.
That's just blatantly incorrect survivors have major differences between them (as I previously mentioned), and they can be as impactful to you as the killer you're facing. Survivors need Iron Will on at all times because they're so loud, others only have bright clothing available, male survivors are far easier to see, some survivors breath really loudly which really puts you at a disadvantage (even more so if you're playing a dude), their hit noises are also different (making you super easy to track if you have a long one), and for better or worse their P3's are different (which impact their games FAR more than a killer P3). So no, they are comparable because they both have gameplay impacting differences. As for playing one survivor, switching perks does nothing for me, I need that visual, audio, and game feel difference that they bring. I know I'm not the only one that feels this way and with each survivor's inherit advantages and disadvantages it makes it way too boring just sticking to one.
@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/1150299#Comment_1150299
I'm well aware of how time consuming it can be to get teachables, I have them all unlocked on everyone on both sides, and a few on each side fully maxed out at prestige 3 with all perks (minus the two that came out today, obviously)
But yeah, if you pick one character to level and just put points into that one, you won't run out of items/add-ons unless you stop spending points on that character and use them to level someone else. But that, too, is on you. I have some survivors I play because I like them more than others that are out of good offerings, but it's my fault for dumping the points into other characters, you don't see me bitching and moaning about it.
Which I have done, but you are very incorrect on running out of addons. It takes far too long to find what you need, regardless of what method you use. Killer doesn't have this issue nearly as bad, it's not even comparable with how much worse on survivor it is. With a survivor, when you get every perk, there's no reason to keep leveling them seeing as what you gain is mostly worthless and you'll get like 2 of what you want out of 500k BP. Even if you decide to just level one survivor, you still have to level every other survivor to 40 to get all the teachables, but doing so means that you are more limited by your main survivor's disadvantages (as I've mentioned before). And when challenges require you to use certain survivors who you have nothing/not much for, it inherently puts you at a disadvantage. So regardless of whether or not you focus on just one versus multiple survivors, you are wasting points regardless; either through going too many Bloodwebs just to get one specific addons or leveling a new survivor. It really says a lot when you can have 1,000 moris or Iri heads long before you get 500 keys on just ONE survivor. The grinding does not equate even if you ignore every other survivor that exists in the game. The problem is not spending points, the problem is getting nothing for it and losing what you might get even if you win the match.
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Perk still seems to not be working
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1271754#Comment_1271754
Last I checked it takes arounr 30 million BP To get every Perk in the game on one character
Never did the math my self but holy ######### that's a lot. If they did do the 20% off per prestige idea it'd cut it down to only 12 mil (assuming you P3 the character).
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@1300 said:
And sometimes the prestige outfits are ugly af... i.e. Feng... why couldn't it have been her purple cardigan outfit? Smh
At least Feng's looks darker and it looks semi-decent, especially compared to Jeff, Zarina, and Nancy. Their prestiges are absolutely terrible, you can barely tell that they even have a prestige.
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@TheButcher said:
I don't understand this. Prestiging is so un-rewarding, you get a bloody outfit and a slight better chance at better add-ons, but the loss you get after putting 50 levels into one character is ridiculous. You lose everything, perks, add-ons, and offerings. At least let us keep the perks when we prestige a character, so the character is still playable after we prestige it.
I’d be fine with this, but I’d personally prefer a 20% cost decrease for bloodwebs per prestige. So at P3 everything would be 60% cheaper and you waste less points leveling a character you already put so much time into.
Look I know P3-ing someone is far easier than it used to be, but with how many perks we have now; it takes ######### FOREVER to max out ONE character (and that doesn’t even count item and addons).
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@Twenties20ka said:
@Luigifan64 Was this fixed in version 3.7.0?
I have since checked, and no, they did not fix it
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Ok so update: since I've taken the perk off (been trying to get use out of it ever since the mid-chapter) I've actually gotten noticeably better items and I seem to self unhook more. It feels like this perk is bugged to give you negative luck, seriously, it's ridiculous how it hasn't been touched even though it's so ineffective.
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@Twenties20ka said:
@Luigifan64 Was this fixed in version 3.7.0?
Haven’t checked, unfortunately her suit coat is still bugged
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This is what For the People shoulda been, perfect perk change. As for Buckle Up, I think that it should heal downed survivors 40% faster AND other people heal you while you’re on the ground 40% faster.
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@Entità said:
@Peanits @not_Queen @PatBrutal Spine Chill continuously signals you if the killer is looking in your direction, and accelerates whatever action you are taking (except the speed of running, walking, crouching or crawling on the ground). The penalty of the skill checks is negligible.
Premonition, on the contrary, only tells you that your camera has, perhaps fortuitously, framed the killer in a 45° cone, without further effects, after which you must wait 60/45/30 seconds to be able to use it again. But Premonition is not an Exhaustion perk: it gives you simple information, partially useful mainly in closed maps and against stealth killers, but still to be interpreted with care (where the killer is exactly and where he is going, especially in the labyrinths of Lery, the Game, Hawkins..., it is up to the survivor to guess), and almost always useless in other cases. It doesn't help you to hide (like Iron Will, another perk with a continuous effect) or escape from the killer.
A friend of mine, who I convinced to buy DbD recently, told me that he finds it useless compared to Spine Chill, and he's right.
Premonition's cooldown deserves to be reduced accordingly: I suggest 30/25/20 seconds, like Quick And Quiet's, Territorial Imperative's and Windows Of Opportunity's are (and like Zanshin Tactics' should be, in my opinion).
Premonition could have no cooldown and it’d still be terrible.
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@PigNRun said:
https://forum.deadbydaylight.com/en/discussion/comment/1206787#Comment_1206787
To be fair, Kate's has been the one improvement that came out of it.
Kate's happened before all of this, that was a model change and not an optimization one. Her hair changes from that update did look better imo
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@Jota said:
https://forum.deadbydaylight.com/en/discussion/comment/1206787#Comment_1206787
I think DEVS have liked it LOL. But seriously they need to do something about it, and bring the old AA back
I dunno how, it's a graphical downgrade on every level, it even makes NEW hair pieces look worse. Look at Yui's cosmetic with a mask and ponytail on Low settings, then switch it to ultra; it makes it look like her hair was burned off.
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@Jota said:
https://forum.deadbydaylight.com/en/discussion/comment/1206570#Comment_1206570
I miss the old hairs :(
Everyone does, there hasn't been a single person who's liked this change.
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They are still bugged like this in the PTB
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Yup, it's not just his hair either, it's a lot of survivor and killer hair. Their "optimizations" make the hair look worse while not improving FPS at all.
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@Fem said:
I noticed that Yui's arms clip through the sleeves of the Sakura Happi torso a lot when repairing, searching chests, wiggling, healing others, cleansing totems and resetting pallets. These are all the actions I had problems with, couldn't notice or think of anything else to try.
https://us.v-cdn.net/6030815/uploads/463/BMVO21RRPTG1.png
Tested on PC, happens with all the graphics options.
Thanks.
Zarina's been having similar problems with a lot of her cosmetics too, guess it's hard to code things not to phase through survivor bodies.
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I have since notice different clipping issues on both sides of her new cosmetic as well. As you can see on both of the above pictures, Zarina's white shirt and skin clip through the green cardigan. This happens all the time when she does various actions and it's very annoying to see.
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@Alify said:
https://forum.deadbydaylight.com/en/discussion/comment/1191237#Comment_1191237
Actually, I don't think so. Because if the perk was what you suggested it, then it would be useful only if the killer is facecamping (well, or if other surviving are potatoes and do not go to save you). So, this makes the Perk very situational (such as it is now). I tried to make it useful not only for anti facecamping, but also in terms of an additional effect so that the perk was less situational. As a result, the Perk become very useful and unique
But it wouldn't only have that functionality, it could be used to save yourself or another survivor from second phase or death if you or another survivor just barely made it to the hook. Also if a survivor decides to run around you while hooked (where the killer isn't camping) then it can buy you and the survivor time to reposition and actually get the save.
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@BattleCast said:
https://forum.deadbydaylight.com/en/discussion/comment/1191201#Comment_1191201
eh, the main issue with Camaraderie is that pausing the hook timer is a weak effect. Personally I think that Camaraderie needs a complete overhaul.
Pausing the hook timer is cool in theory, but in game it's just bad and weak.
Well it's bad and weak because you can only do it once, if you could use it twice AND give other survivors that effect, it'd be way better. It'd be something that'd actually be helpful and useful and would pair really well with BT as you can be more risky trying to save someone
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@Alify said:
From the Stranger Things chapter there are 6 perks of the survivors, however only 2 perks are good, the rest need a buff
Why should perks be buffed? - A chapter costs money, and not small ones. Sometimes it’s sad to realize that free characters have better perks than paid ones, and I’m talking about all the chapters that you need to buy.
Now I’ll talk about Babysitter perk
babysitter is one of the worst perks in the whole game now
This perk is very weak due to the fact that the one who took it to the game does not get any benefit for several reasons:
- 8 seconds is very short. During this time, the saved survivor does not have time to do anything, and why did the developers make so little time for the perk?
- The fact that the rescued survivor leaves no bloodtrail and scratchmarks is good, but what about the groans of pain? If the survivor groans, then he can still be found. Yes, the Iron Will of perk can save the situation, but what if the survivor does not have it? The meaning of the perk is to safely save the survivor from the hook and prevent him from getting caught by the killer again, but the fact that the perk does not muffle the groans of pain contradicts his idea and this is bad. It turns out that the Perk did nothing
- 4 seconds to see the Killer'r aura and the Killer sees your aura is interesting, but what if the killers have undetectable status? Eventually, half of the action of the Perk disappears
- Why the unhooked Survivor can't see the Killer's aura too? It turns out that if you play solo and take this perk, there is a high chance that the Unhooked survivor will run towards the Killer and you can’t warn him in any way. Again, the perk did nothing, but only told the killer where you are and the chance that the killer will again stumble upon a rescued survivor.
perhaps this is all the problems associated with this perk. And this is just the first Survivor's perk from this chapter.
How do I suggest improving this perk? I will try to make this perk from useless to decent (I don’t know how it can be upgraded to meta level)
1. increase the duration of the perk to 12/16/20 seconds instead of 4/6/8 seconds
8 seconds is not enough to completely hide from the Killer, now there will be much more time and the rescued survivor will feel calm for a while. He will have more time to gather strength. Now perk is really doing its job.
2. add that along with scratchmarks and bloodtrails, the groans of pain are also muffled
Now the perk does what it should. The unhooked survivor will now be safe, because he will not be heard by the Killer.
3. make that you and the unhooked survivor see the killer's aura for 8 seconds (the killer still sees a rescuer for 4 seconds)
Now, thanks to the perk, the rescued survivor will not accidentally come upon the killer and he will be able to find a safe place where he can gather strength. Also, this perk allows the rescuer to come up with something so that everything works out for the better. Because another point of the perk is to distract the Killer. Now you can juke the Killer by running in one direction, and seeing that the killer went where you took him, go the other way.
4. make perk ignore the undetectable status
As I said earlier, half the meaning of a perk simply disappears if the killer has this status effect. Now everything is fine and the perk is working as it should.
I could already finish it, however, I also often saw on the forum proposals for boosting the speed of an unhooked survivor. The idea is very cool and useful and fits this perk, this idea would be great for preventing tunneling and make the perk very good, but, as for me, Babysitter already does too much. But who knows? maybe developers will think about it. I think this idea is suitable for another steve perk.
What do we have now:
While you have a reputation for being self-centred, you risk it all to help those in need.
When you unhook a Survivor, the unhooked Survivor leaves no Scratch Marks, Blood Trail and Groans of Pain for the next 12/16/20 seconds.
Both you and the unhooked survivor see killer's aura for 8 seconds
the killer sees your aura for 4 seconds
Here's another one that has a simple change, make it so that Babysitter makes the unhooked survivor COMPLETELY silent for 20 seconds after an unhook (in addition to what it already does). Also the perk shouldn't show the killer your aura when you unhook someone, instead it should just show both the unhooker and the unhookee the killer's aura for 4 seconds.
For reference the perk would read like this:
While you have a reputation for being self-centered, you risk it all to help those in need.
When you unhook a Survivor, the unhooked Survivor leaves no Scratch Marks, Blood Trail, and does not moan in pain for the next 10/15/20 seconds.
Both you and unhooked survivor see each Killer's Aura for 4 seconds.
"I promised to keep you shitheads safe, and that's exactly what I plan on doing." — Steve Harrington
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@Alify said:
camaraderie is the worst perk from the stranger things chapter and one of the worst perks in the game at all
it needs to be fixed!
Before that I proposed an idea to improve the Babysitter, if you haven’t seen, I advise you to look:
https://forum.deadbydaylight.com/en/discussion/141189/babysitter-problems-upgrading-the-perk
The idea of the Camaraderie is very interesting, but the developers did not implement it very well.
Why is this perk is very weak and useless?
- Condition. Why does the timer stop only in the struggle phase? It turns out that you don’t even use this Perk if the Killer has a memento mori or if you didn’t get into struggle phase during the game.
- This perk gives only 1 effect and it does not cost the slot for the perk. Well, if the effect was strong then it's ok, but the effect itself is so weak, so creating a full perk with a weak effect is a very strange decision.
- The Timer stop is shown to the Killer and this is very wrong, because of this the killer realizes that there is someone next to the hook and he will simply find them. It turns out that the perk not only gives a weak effect, but also substitutes other survivors.
- Perk is called a Camaraderie, but what the perk does not exactly match its name. The name of the perk is camaraderie and in the current version of the perk, only those who takes the perk benefits.
- One more condition. Why, in order for the perk to activate, we need another person who will be near to the hook. This condition spoils this perk very much and because of this it is not activated in some of my matches.
These seem to be all perk issues, but I'm not completely sure.
How do I suggest improving this perk?
1. remove the condition that the other survivor must be next to the hook for the perk to activate.
2. remove the condition that you should be in struggle phase and make the perk work on any phase.
3. add an additional effects so that the perk can be taken not only due to timer pausing, but also due to other useful effects that can improve the situation for the better.
4. make the perk not only useful for the survivor who took the perk, but also for the rest of the survivors.
I'll try to turn this perk from terrible to almost meta
my version of camaraderie
Life has taught you the importance of friendship which has given you strength.
After performing a Safe Hook Rescue on another Survivor, camaraderie activates.
while the perk is active and you unhook a survivor, the unhooked survivor receives a boost of 150% of its normal speed for 5 seconds.
5 seconds of exhaustion is applied to the unhooked survivor, however, this exhaustion passes even while running.
While you are on the Hook, other survivors gain a 10/20/30% Action Speed bonus to unhooking and healing other Survivors and the timer is paused for 30 seconds.
if you are getting unhooked, camaraderie deactivates.
Perk can be activated several times per match
I decided to give such a buff to the speed of unhooking and healing, to resist the facecamping. So, if the Killer is facecaming and the survivors are injured, then they can heal faster and due to the boost to the speed of unhooking, the situation with facecamping can turn out for the better. I also decided to add to this perk an opportunity with boost to speed for unhooked survivor, which some people asked to do for the Babysitter, but I think that this perk already does a lot, especially for its rarity. Now the camaraderie can serve as an excellent tool against facecamping or just as an excellent altruistic perk.
Now, what a perk does matches its name and it is beneficial not only to the person who took the perk, but also to other survivors. However, to get this benefit, you must first activate the perk itself. Now perk brings variety to the game in the sense that now there is a benefit from the survivor, it’s true that something new.
This perk can also be combined with my proposed Babysitter, which makes it even better. If the perk was the way I introduced it here, it would be at the level of borrowed time and many would use it.
Here's a much simpler idea, you can use it on both hook states (you still need a survivor to come near you), but it also has a secondary ability. If you go to save someone, THEIR hook timer will also be paused for half of the time your perk tier is (so at tier 3 they'd get a 17-second delay). This way you could prevent going second state (or death) for both you AND your team. Personally I would run this perk a lot if it got changed like that, because the amount of times I go barely go second phase is aggravating (or the amount of times people run the killer around you, killing you in the process).
For reference here's how the perk would read:
Life has taught you the importance of friendship which has given you strength.
While you are on the hook or nearby a hooked survivor Camaraderie activates.
If another Survivor is within 16 meters of your Hook while Camaraderie is activated, the Struggle Phase timer is paused for 26/30/34 seconds. If you are within 16 meters of a hooked survivor, their Struggle Phase timer is paused for 13/15/17 seconds.
"So, remember once you get in there... pretend like you don't care. There you go, you're learning my friend. You're learning." — Steve Harrington

