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Milo

Milo

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Milo
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  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/770257#Comment_770257

    The heavens have answered one of my prayers (maybe, assuming this isn't just a bug that will be fixed).

    If it wasnt mentioned in the patch notes its either a bug or hidden buff.

    We'll see

  • @8obot1c said:

    https://forum.deadbydaylight.com/en/discussion/comment/770304#Comment_770304

    And apparently Snap out of it and mending are also healing?

    Snapping did count for Nurse's but they decided it's best to not count them (which also means Coulrophobia etc doesn't work on those too)

  • What is that supposed to mean?

    in Hatch Comment by Milo
  • .. you're whining

    @XeroIdea said:

    Since I play both sides of the coin, I can see from both sides. The doctor is not underpowered and that is what doctor mains more than likely say.

    As for your perks: Barbecue & Chili, Thrilling Tremors, Hex: No One Escapes Death (after it was buffed), Hex: Haunted Ground, Infectious Fright (its like the step child of BBQ), Cruel Limits, Rancor (it's literally BBQ but minus hooking and more on gens), Mad Grit (It's already hard for survivors to struggle out unless they have decisive strike but even then..), and Mindbreaker.

    I have been playing the game since the beginning, thank you. If you have wish to expand my view by explaining yours, then feel free too. The reason for the main post as such is because the game and the forums are full of toxic and troll like people who would rather ruin another's experience than let them enjoy the game.

    Mindbreaker... Mad grit, Rancor, Cruel Limits?

    You have to be joking

  • Because it would be busted.

    Autodidact only needs more skillchecks, or atleast one guaranteed during a heal.

  • Oh wow Iron Maiden would be almost impossible :p

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/765657#Comment_765657

    Exactly... but you can't get a lot with shards regardless, and it would be cumulative, just like Bloody Millionare. There are people with Devotion Lv. 8 already anyway, so it's not like it would be hard on the player's part. It's just a time investment one.

    But those players play everyday and mostly only that.

    I play the game pretty consistently from the level update and i have devotion 4 only.

    (And still devotion 8 would be only 200k shards your suggestion is way too high

  • @Raven014 said:

    The Adept killers should be a 4k without any moris. That way it's difficult, but not impossible.

    The Where Did They Go? achievement change would dilute the achievement for those that have it, and isn't necessary. Some achievements should be difficult to get.

    Left for Dead absolutely needs a change, but I'm not sure how.

    That is why you play killer, to burn a Red mori offering.

    Possible names for the proposed achievements:

    The Foundation of Misery: Complete the Generator in the foundry of Ironworks of Misery.

    Crow's Eye View: Complete the Generator on the Balcony of the Thompson House.

    Just Needs Gas: Complete the Generator in the Garage on Gas Heaven.

    Power it Up!: Complete the Generator in the Treatment Theater.

    Iridescent millionaire: Raised from 10,000 to 1,000,000. This keeps it in line with the Bloody Millionaire achievement, since neither are difficult, it just matters how much time you put in.

    I would also like the level achievements (become killer/survivor at ranks 10/5/1) to be added to console, just for consistency.

    Okay you must've added 1 too many zeros or something.

    100k is almost 4 devotions. Imagine 1 milion shards

  • Look how they massacred my boy.

    ? They didn't do anything yet tho.

    in Spirit Comment by Milo
  • @yandere777 said:

    https://forum.deadbydaylight.com/en/discussion/comment/752958#Comment_752958

    Problem about that suggestion is once dying light is deactivated it loses all its stacks so he'll have to start from scratch if it happened mid game.

    Also the 3v1 aint the problem. The problem is how one dc can screw over a build. Although i feel when the survivor husks get added things will be better. Or worse. Who knows lol. I could just never kill the husk and I'll always have dying light up. But we don't know how it'll work soooo

    Didnt they change that?

  • @Bloodlust_Gamer69 said:

    No. It would be op to get exhaustion back while running

    Unless it was only not during a chase. That would be okayish i think

  • Ruin would become close to useless.

  • @zodbones said:

    Yeah mettle of man isn't getting tokens correctly from protection hits.

    Had the protection thing trigger 3 times before and only got 1 stack.

    I like the idea of the tokens for mettle resetting upon getting hooked to balance it out if safe hooks applied a token.

    Because you need to get 200BP Protection score. 100BP one doesn't count. (dont ask my why there are two protection scores ...)

  • @zodbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/761284#Comment_761284

    So it was in an old test build, but never made it into the live version. Odd, wonder why that change didn't make it through.

    The mettle of man token bug should be addressed asap.

    What bug? Protection hits not counting?

  • @zodbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/761173#Comment_761173

    They could start by implementing just the safe hook portion, and if it becomes a problem then they could up the token requirement.

    @PatBrutal said:

    FEATURES & CONTENT

    • Feature - Added the ability to rotate characters in the lobby.
    • Content - Added a new Killer (The Ghost Face).

    BALANCE

    Audio adjustments:

    • Adjusted the chase volume for Survivors.

    Gameplay:

    • Added stun VFX for Killers when hit by pallets.
    • Adjusted fast vault conditions: Players can no longer trigger fast vaults when beside windows or in contact with the wall. Please note that the fast vaulting mechanics are still getting tweaked and could change between the PTB and the official update.
    • All Killer swing animations have been modified to match the distance at which they can hit a survivor. This was done to help mitigate situations where a Killer would hit a survivor but their weapon/ hand would not look like it was reaching the Survivor.
    • In addition to Killer swing animations matching their hit distance we have also added swing VFX to mitigate when hits looked like they should have missed targets when in fact they found a target and hit. (There will be more work done to make hits look better when they connect)
    • Survivors will now turn their heads where their camera is looking. This happens when a Survivor interacts with an object in the environment and when they are not downed or incapacitated.

    Survivor perk changes: 

    • Mettle of Man: We have changed the condition for getting stacks from being hit by a Killer's basic attack 3 times to perform a combination of safe unhooks and / or protection hits a total of 3 times to activate Mettle of Man's Endurance status effect. Survivors no longer have to be injured to receive Mettle of Man's Protection. This means that Mettle of Man will work similarly to Borrowed Time and will require more work from the Survivor to trigger Mettle of Man's Endurance status effect.
    • Streetwise: Increased efficiency values to 15%/20%/25% up from 10%/12%/15%
    • Unbreakable: Increased recovery speed to 25%/30%/35% up from 15%/20%/25%
    • Windows of Opportunity: Reduced cooldown values to 30/25/20 seconds down from 60/50/40 

    Killer perk changes:

    • Enduring: Updated Enduring to a flat reduction in pallet stun duration of 40/45/50% rather than an increase to stun recovery speed of 55/65/75%. Enduring will now only affect pallet stuns.
    • Pop Goes The Weasel: Changed Regression values from 15%/20%/25% to a flat 25% across all tiers. Changed window of activation from 30 seconds to 40/50/60 seconds
    • Territorial Imperative: Reduced cooldown to 30/25/20 seconds down from 60/45/30

    Regarding Enduring, the previous increased recovery time at 75% would reduce a pallet stun (2 seconds) to 1.14 seconds. The flat reduction will reduce a 2 second pallet stun to 1 second. Even though the numbers would suggest that 75% faster recovery is better, halving the stun time of 2 seconds to 1 second is actually an improvement, and much clearer to understand. As more stun effects have made their way into the game, we decided to make it only effective against pallet stuns to reduce confusion and maintain consistency with varying stun times.

    Map changes:

    • Edge Object repopulation pass in The MacMillan Estate maps, there are more obstacles in between the map tiles now. 
    • Introduced new maze tiles for the Yamaoka Estate theme.
    • Removed the RNG factor from the window setups in the rooms of Lery's Memorial Institute; each small room now spawns with the same window configuration. 

    Survivor Emblem changes:

    Added events for Lightbringer emblem scoring:

    • 20 points for cleansing a dull totem
    • 5 points if a dull totem is cleansed while you are in a chase
    • 10 points if a Hex totem is cleansed while you are in a chase
    • 1/3 point for each 1% of a generator repaired while you are in a chase (Capped to a maximum of 33.3 scored for each generator)

    Added event for Benevolent emblem scoring:

    • 10 points for sabotaging a hook within 10 meters of a Killer carrying a Survivor, if the carried Survivor then wiggles free

    Added event for Evader emblem scoring:

    • 50 points for stunning the Killer with a pallet

    We have added some additional scoring events for Survivors that help to reward different types of gameplay, including those where you act as a diversion for the Killer, allowing your teammates to perform certain actions. We will closely monitor how these additional events will affect the emblem results for Survivors, however, these changes will help bridge the gap between Killer and Survivor emblem scoring.

    BUG FIXES

    Audio & Localization:

    • Adjusted Ash's VO in the menus.
    • Fixed an issue that caused The Shape's stinger theme to play and overlap the menu music. 
    • Fixed an issue that caused no interrupt audio stinger when being pulled out of a locker.
    • Fixed an issue that caused the Entity gargle noises to remain on the hooks when a Survivor was unhooked.
    • Fixed an issue that caused the loud noise notification from Spies From The Shadows to have a muffled sound effect in comparison to the other loud noises.
    • Fixed multiple audio issues related to the environments.
    • Minor localization and translation improvements.

    Killer related:

    • Fixed an issue that caused The Clown to clip through most vaulting windows. 
    • Fixed an issue that caused The Clown's Redhead's Pinky Finger add-on to apply the Exposed status effect on Survivors without a direct bottle hit.
    • Fixed an issue that caused The Hag's Rusty Shackles add-on to play the terror radius when the trap was triggered.
    • Fixed an issue that caused The Shape's camera to become slanted and allowed him to walk on assets when cancelling his mori.
    • Fixed an issue that caused The Wraith's "The Serpent" - Soot add-on not to fully uncloak him immediately after breaking a pallet or damaging a generator.
    • Fixed an issue that could cause Survivors to become stuck for the rest of the match when The Trapper placed a bear trap under them while they were already performing an interaction.
    • Fixed an issue that could cause permanent Exhaustion when affected by The Clown's gas bottles with the Solvent Jug add-on equipped.

    Map specific:

    • Fixed an issue that allowed Survivor to cleanse the hill totem from on top of the rocks in the Mount Ormond Resort map.
    • Fixed an issue that caused a generator to clip into part of a maze wall in The Pale Rose map.
    • Fixed an issue that caused blood and dirt wall textures to disappear at certain camera angles in the Lery's Memorial Institute map.
    • Fixed an issue that caused grass to move when a player was above or below the area. This issue was most commonly seen around the basement when it was in the Shack.
    • Fixed an issue that caused some assets to have missing textures on the slaughterhouse building in the Rancid Abattoir map.
    • Fixed an issue that caused the Entity not to appear on a specific hook in The Temple of Purgation map.
    • Fixed an issue that caused tree branches and leaves to clip through the walls on the top floor of certain houses in the Lampkin Lane map.
    • Fixed an issue that caused tree branches and leaves to clip through the walls on the top floor of the farm house in the Thompson House map.
    • Fixed an issue that could cause a desync between clients and host around the Ferry Boat in The Pale Rose map.
    • Fixed an issue that could cause the right door on lockers to appear warped.
    • Fixed an issue that made it impossible for Killers to interrupt a Survivor repairing a generator from a specific side in the Wretched Shop map.
    • Fixed an issue that made it impossible for The Nurse to blink around the exit tiles in the Temple of Purgation map.
    • Fixed an issue that made it impossible for The Nurse to blink around the exterior of the temple tile in the Temple of Purgation map.
    • Fixed an issue that made it impossible to open the hatch with a key when it spawned facing a car pile in the Gas Heaven map.
    • Fixed an issue that made it possible to get stuck in the basement stair collision under certain conditions, when the basement spawned in the office building in the Azarov's Resting Place map.
    • Misc LOD fixes.

    Miscellaneous:

    • Fixed an issue that caused only Billy's hair to show in the Jigsaw box aura when within 5 meters.
    • Fixed an issue that caused Survivors vaulting over windows during the Dream State transition to clip through the window.  
    • Fixed an issue that caused the Entity blocker to sometimes not block windows.  
    • Fixed an issue that caused a window to block directly after the initial Entity blocker timer had ended.  
    • Fixed an issue that caused the Survivor camera to become offset when interrupted entering a locker by the Killer.
    • Adjusted the flashlight items aim when held by Ash's Ashy Slashy hand customization item to be more in line with regular cosmetics.
    • Adjusted the smoke opacity LODs that caused the hatch and Hex totem VFX to be visible from far away. 
    • Fixed an issue that caused the notification bubble for a Survivor stepping in a bear trap to be misplaced and wobble.
    • Fixed an issue that caused the Sealed Envelope Offering to not be personal.
    • Fixed an issue that caused The Hunt Ritual to generate with progress already applied.
    • Fixed an issue that caused Killer's to lose 4 pips when disconnecting through a cable pull and re-establishing a Network connection on the splash screen.
    • Fixed an issue that caused progress on the Deranged Pursuit achievement when downing a Survivor with the Deep Wound status effect from the Borrowed Time perk.
    • Misc cosmetic clipping and improvements.

    Perks:

    • Fixed an issue that caused Mettle of Man to give the Killer a point in the Malicious Emblem category when activated.
    • Fixed an issue that caused The Legion's Killer Instinct not to be visible with Dark Devotion.
    • Fixed an issue that caused the Resilience perk not to affect window vaults.

    UI & HUD:

    • Fixed an issue that caused the inventory pages to revert in a Kill Your Friends lobby to the last one used in a Public match when a Survivor joined or changes characters.
    • Misc UI improvements.

    KNOWN ISSUES

    • Cannot change graphic settings in Fullscreen mode.
    • FPS drops when using various items.
    • Lag Spike when The Ghost marks a Survivor. 
    • Proficiency buffs and debuffs do not appear on the user's progress bar. 
    • Survivors have auras displaying incorrectly on their heads from their point of view. 
    • The Chinese Firecracker and Third Year Party Starter items do not blind the Killer when brought into a match.
    • The Nightmare's Unicorn Block add-on has the wrong description.
    • The Pig's stinger audio does not play when she starts moving.
    • The Stake Out perk does not grant the 4th token. 
    • The Vigil perk does not reduce the status effect duration accordingly.

    3.0.0 PTB.

  • MoM would then require 4/5 tokens to be "balanced"

  • @Mochan said:

    Sounds more like an "Animal Friends" perk now than "Calm Spirit."

    Which works for me.

    Frankly though I rather it keep its "Anti-Scream" design so it continues to work on all the scream effects:

    • Doctor's Electric Screams
    • Clown's Fart Gas
    • Infectious Fright
    • Iron Maiden

    Etc.

    Basically everything that makes you scream. Your rework to be honest is a nerf in my opinion.

    I just hope they remove the "You die faster on hook with this perk" .-.

  • @Gibberish said:

    https://forum.deadbydaylight.com/en/discussion/comment/761137#Comment_761137

    Im not talking about the Anti-farm nerf, Im talking about the stacking % nerf.

    Originally WGLF gave you a 50% bonus per stack, allowing you to get up to a 200% total multiplier. But it got nerfed to only a 25% bonus per stack, making it only up to a 100% multiplier.

    I dont care about the anti-farm nerf, that can stay.

    ... That % was reduced because people were farming as crazy (even before the safe-hook requirement)

  • Oh so this is anti-stealth or altruistic actions too. :c

  • Huh, Then imagine this:

    You get Second Wind, You get tunnelled for like 15 seconds, you d-strike the killer (still technically in dying state), you stun them for 5 seconds then you run for 10 and you got healed.

  • WGLF was nerfed so you don't just farm. (even though you still can with BT >.>)

    Objectives Edition: I would like to see you max it out.

    Survival Edition: This would be basically the "meta" one. And promote not letting other survivors heal you faster

    Boldness: Again, i would like to see you max this one out.

  • @cosmicvolts said:

    https://forum.deadbydaylight.com/en/discussion/comment/760528#Comment_760528

    IT SHOULDNT MATTER IF YOU CLEANSE OR NOT. Then youre broken the whole match and a one hit down damned if you do damned if you dont she needs balanced. ######### is OP as #########

    Chill! It is like that but i would prefer being one hit against 115% killer, than being 2 hit against Plague with blood puke.

    Also she ain't OP unless you start cleansing, then she becomes good. (or she uses her red add-on/apple)

  • It takes 10 seconds. It's just you being impatient.

  • So basically, you want to make Trapper Jason

  • There are many questions:

    • What rank were you playing at?
    • How competent were your teammates?
    • What killers were you facing?
  • You still missed a skillcheck and progress got reverted. Just without the notification.

    So it does make sense (in regards of Freddy's dreamworld)

  • I've noticed (atleast for me) i get dailies for whatever side i played less in previous days.

  • So let me get this straight, just a random situation:

    You see 3 survivors, pop on your FF, stab everyone and then... turn into 110% without a power? Unless you see someone that is healing/mending with Nurse's (from what i can understand that's how you want it to work)

    And punish survivors for not healing against a Legion even more (and yes im counting as if the Legion in situation had Thana/Sloppy)

    I know Legion needs something to be a little more threating, but personally i dont think this is it.

  • @8obot1c said:

    https://forum.deadbydaylight.com/en/discussion/comment/753547#Comment_753547

    balanced landing is stronger because of the bonus recovery it gives you.

    At the same time, BL has very specific locations it can get used (except Haddonfield and The Game), Lithe can be used almost anywhere.

    And i don't think head on should be cd, but increase the stun to like 3,5 wouldn't hurt that much.

  • And you will be able to get 2 free full sets from levelling up the rift

  • @SinfulHarlot said:

    Meg has enough comestics tbh. Give someone else a turn. *cough*Laurie*cough*

    Good news then ;)

  • @Nurse10 said:

    His secondary attack should bring down the survivors ..

    It does tho... And surge seriously doesn't need that much. Like back to 12% and remove the "basic attack" requirement. There fixed.

  • It's cool idea for Slippery Meat... but you won't be able to use it like ever (unless you mean to combo it with DS but then still just once when you could use Lithe/Sprint Burst and get the same effect). And it exhausts you. And you need to not be exhausted.

  • 1) you dont need to buy it

    2) free track still offers you charms and cosmetics

    3) after buying one rift you can get enough auric cells to buy the next one

  • @Aikanaro said:

    https://forum.deadbydaylight.com/en/discussion/comment/744284#Comment_744284

    Specially that part where he has no cooldowns and once he is close to you charging while losing no speed you are down.

    He misses? in two seconds is right there to try again.

    So what happens to "where did they go?" Achievement?

  • Just a question - how would you tier Distressing?

  • I like new Head On waaaay more than old one. The old one felt way to inconsistent most of the times. But i agree that getting the a 0,5/1 second more wouldn't change much. I think.

    And cool to know im not the only one to remember about Pharmacy while reading about Emergency Medkit! They could still add so the medkit comes with some charge add-ons but... yeah.

  • This should be posted in PTB changes.

    Also i dissagree. Those add-ons effect can really turn the tide of a chase quickly, while BNP can only do that IF everyone uses it on 1 generator and hits all skillchecks.

  • Bubba ans Billu will be getting those... Sometime SoonTM

  • @HidingRightBesideYou said:

    Slight increase to gen timers? Are you okay?

    Each gen should take 20-30 seconds more as standard.

    Instaheals should work overtime and keys shouldn't be able to open the hatch.

    You're seriously thinking a tiny increase to gen timers will make up for the efficiency of SWFs in red ranks???

    YOU WANT KILLERS TO BE RAN OVER BY EVERY SINGLE SWF IN RED RANKS WITH NO CHANCE OF WINNING AFTER TAKING THE ONLY TWO KILLERS WHO CAN BEAT THEM IN SPIRIT AND NURSE?

    AND YOU WANT TO NERF BILLY INSTEAD?

    Jesus Christ man what is wrong with you?

    So what are keys suppose to do?

  • @Chubster said:

    the PTB is not out yet, can't we just wait until tomorrow to try out the changes before grabbing the pitchforks and properly shove them up BHVR's ass?

    I swear some of yall really make me go totally bonkers yeh

    Its kinda sad, that this needs to be reminded everytime

  • @Elk said:

    https://forum.deadbydaylight.com/en/discussion/comment/740325#Comment_740325

    Do you mean Adam's perk? I don't think you can unless that has changed. You throw it and wherever it lands it makes the noise notification for the killer. If it started getting scratch marks that would be interesting.

    It did get that buff a while back now

  • @Elk said:

    For me it's mindgaming the killer. I can see what they see. However it doesn't work on more experienced killers. I personally like though.

    Btw, do you know if you can see pebble's scratch marks?

  • Nope.

    Its basically a reset (still kinda a bummet)

  • @Auron471 said:

    Delete Claudette then delete Nurse. The most powerful character for both sides are now gone.

    There are still Adam and Spirit :p

  • Hidden power

    You gain another health state. When taking a hit for another survivor you dont lose a health state

    "The game is balanced" - Meghead

  • If the last survivor runs into me when there's 2 left then i will tryhard. When i close the hatch i just patrol, see if they can escape.

    After i did my achievements i dont care that much anymore what i do in games :p

    in 4k Comment by Milo
  • Doctor and Leatherface also wield their weapon diffrently but is that necessery tbh?

    +Maybe that's the way it is so it doesn't clutter the top right of your POV

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