Milo
Milo
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- Milo
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Or just to not waste anyone's time.
You unhook yourself... and then what? The killer will be waiting there. Alternatively that survivor can just be an ass and not even try to unhook themselfes for the entire minute.
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@HexSweetie said:
https://forum.deadbydaylight.com/en/discussion/comment/3120841#Comment_3120841
I understand but as I mentioned, it should be the only entity perk, so don’t you think it should be special? Like imagine bringing something so cool and creative like wielding the entity to only block a gen, isn’t that a waste for potential?
Overbloating isn't special.
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and it should be the ONLY entity perk to not destroy DbD loreI mean... technically if they added Vigo or someone who has just as much knowledge as him they could add some of these functions as new perks.
+This is just overbloating the perk at the moment.
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Not worth it in the long run imo. Those two are the only ones that are really affected by being lvl 1 (Discordance used to be like this but got changed).
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IF Prestige was based on time played then I would agree.
However those P0 could just be using cakes on their diffrent characters. P12 just means they used some bloodpoints after being P3.
If "tryhards" can't see the diffrence then it's their bad.
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They can go that route, or give extra points for hooking diffrent survs. Not tunneling. Either/or would work.
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How far away was that window?
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Why does Calm Spirit have to slow you down when you aren't even fully silenced doing these actions? Throw slow down out of the window or fully silence the actions.
Validation for dead hard seems to have gone out of the window. Fixing that will/should fix dead hard to be more reliable.
Yes.
Yes.
Idk, do feel like vault speed was kinda off, not really fitting the perk.
If they aren't post game these % changes won't matter (especially for wglf, how often do you not max boldness out?)
Hex: Ruin should be 100/125/150%, with it disabling after a kill change my mind.
Understandable buff, but I hate old tinkered on Nurse/Spirit/Blight so no.
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Huh, that's unique.
Nerfing CoH not because it's too stronk or anything but because... it takes time to place.
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/3107429#Comment_3107429
Why are you not happy with the changes?
Thana change does almost nothing to Legion and Plague, the two killers that can actually abuse the perk (and could possibly also buff them depending if "action speed" means everything). Other killers will have less value out of this perk.
Pain Resonance+DMS is back (Why didn't they just add a time limit for Merciless Storm???)
Mettle of Man is most likely a nerf.
And as a side note, Matchmaking incentives is still not on.
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I'll assume that if you activate dead hard while a killer misses in your proximity it would complete.
But yeah, this should be changed!
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/3107057#Comment_3107057
I mean, in the past 5 years of DBD have you ever seen a normal hotfix patch that changes so much, for a total of 5 perks, instead of only bug fixes?
No. If that's your take, then yes it's good that they included actual changes with their hotfix.
It doesn't however mean I'm happy with those changes and would even say we could've waited for next chapter update.
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/3106923#Comment_3106923
Yes, and keep in mind that this is supposed to be a hotfix patch!
Okay?
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I don't see how this patch in particular is that good? (You're talking about 6.1.2 right?)
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Their whole thinking seems wack tbh.
'We understand that Thana is annoying on Legion and Plague, so we will nerf it for everyone else and slightly inconvience those two killers'
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@MrJack20252 said:
before the update Mettle of Man was barely alive, but i used it because it is my fav perk BUT NOW if you commit to have it then you get wallhack on you 24/7 and you can't even do a gen or saving others, you can't even sabotaging hooks and get a use over it because it deactive itself after you start a consp. action this is insane why should i use it over a Dead hard now? it just doesn't make sense. i am so salty about it.
literally me reading the changes:
Wait I haven't even thought of that. They're kicking an already down perk.
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@Sally_S_gay_son said:
https://forum.deadbydaylight.com/en/discussion/comment/3106004#Comment_3106004
It does not make sense to me sorry.
Once again that could have happened because the killer decided to, it's their own choice not to eat ds early game.
This was done only to artifically help killers who at that point were probably doing badly or were looking at a draw. Unhooks in end game happen mostly when at least 2 other survivors are alive, and if they go unook and then perfectly coordinate a ds play by body blocking, everyone included deserve to escape.
gen speeds were increased, other qol life changes implemented to all killers, powerful survivor perks being disabled end game is not only an overkill but honestly sad.
The only acceptable way to disable perks would have been to also time limit other killer perks end game perks like noed/rancor and nerf blood warden and no way out duration at least
I also forgot to mention, there is counterplay to ds end game - mori.
The only acceptable way to disable perks would have been to also time limit other killer perks end game perks like noed/rancor and nerf blood warden and no way out duration at leastEndgame perks. Perks that should trive at the endgame. Why should these perks be more limiting than that?
and if they go unook and then perfectly coordinate a ds play by body blocking, everyone included deserve to escape.How do you perfectly coordinate a ds play? Body blocking sure but usually even body blocking wasn't needed with ds in hand.
(Also just gonna let you know, I disagree with 3 second ds but I will stand with it disabling at endgame)
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@Sally_S_gay_son said:
https://forum.deadbydaylight.com/en/discussion/comment/3105908#Comment_3105908
All of this is on the killer, once again survivor finishing their objective of doing 5 gens is literally resulting in a perk slot removal. It does not make any sense and no if/buts/lack of counterplay will change the fact that this is a fact. If you designed the perk let it be in the game or remove it altogether
It is in the game. Till endgame. And
lack of counterplaymakes sense. If you haven't been tunneled for 5 gens the perk already did it's function. -
why was the hook near the gate, and why was not it in the basement? Why did the unhook happen to begin with at least without a trade? Why did the survivors reach end game? If the killer played ''fair'' and did not eat ds during the game earlier it's their choice - not the survivor's faultAaand you lost me. Also fyi you could also escape even from the basement on certain maps.
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Eruption's main issue in soloq imo comes from 25 seconds of non-avoidable incapacitated. Reducing that to before buff (16 seconds) or lowering it a bit while keeping 10% regression would be good.
And if Overcharge started from 100% then sure ig.
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@FlamingFurball said:
If you google dbd devotion, more iridescent shards is what you'll find listed as the reward for leveling up your devotion on basically every forum. It's usually debunked by the end of the page though.
I did google it, found nothing. Just people asking if Devotion does literally anything.
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This wouldn't change as much as you think it would. Tryhard players can still enter unranked and stomp casuals.
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Just so you don't feel sad.
@_kostas_pap_207 said:
https://us.v-cdn.net/6030815/uploads/51JL4L04PBZC/s03-charselect-portrait.png
I sais that i would put an image so...
of course this is edited but this is exactly how i thought it but the images should be more accurate. also the circle around the prestige level should be removed since i have putted the number which is way more understandable because now you must go on your character to see the exact level.
even if no one cares i just putted it to give an example and maybe an idea for bhvr if they want to put it in the live game . but i think that this image wihtout the prestige icon would be better ...
This I like (without P3 Icon).
The whole OG weekly event is not good imo.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/3089039#Comment_3089039
YES
something like this definitely! Or incorporate rummage like someone suggested.
Actually, gonna make a post about this change.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/3088613#Comment_3088613
but with your normal match, the perk wastes time anyways - or did you just heal yourself in front of the unhooked and left him standing there without points? And you already „wasted“ time (your word) to get the medkit at the beginning.
in the end, it’s a rework and it didn’t outright ruin the perk but changed it. Now you can actually get potentially more value out of it - before you only had one guaranteed heal. Now you have as many heals as you can find chests
btw, you can memorize locations of chests so you don’t have to waste time searching for them - after all you already have been in the match for a while and have been running around.
i agree it still needs some qol change and the rework wasn’t only positive. But it’s still possible to give feedback without making up theoretical scenarios while completely leaving out any other scenario possible.
Yep and a rework could've gone like this:
You have a knack for finding medicine. Searches through Chests are 40/45/50% faster, increased to 80/90/100% while injured and the noises they cause along with their hearing distances are reduced by 8 meters.
Pharmacy guarantees an Emergency Med-Kit on your first completed Chest Unlock and everytime you unlock a chest while injured.
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This retains it's original function quality and gives it a new one.
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@DbDPlaya said:
https://forum.deadbydaylight.com/en/discussion/comment/3081315#Comment_3081315
I never made Dead Hard a problem when I was playing as killer. Same goes for Iron Will. Both perks were never an issue for me. I figured out how to play around both.
The future of DbD isn't bright, I just wanted to say.
The future of DBD isn't bright, but that's because of how easier it is to camp and tunnel. Dead Hard was problematic. Iron Will needed one of these but not both (75% or exhaustion disabling it).
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/3080679#Comment_3080679
There is a few killers where deadhard was basically required against, so im worried about that
Let's infinitely hope at end game that this will result in getting said killers nerfed a bit.
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I mean, how do you play around Iron Will?
But seriously "Dead Hard did not need a nerf"? It sure did.
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This.... must be unintented. Hovewer it's BHVR so idk at this point tbh.
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@BlightedDolphin said:
https://forum.deadbydaylight.com/en/discussion/comment/3077493#Comment_3077493
I agree. Their reason for changing it was that someone can take the medkit before you need it, but now you can't get a medkit because someone has probably searched the chest already now. It's the same problem as before except now no one gets a green medkit you can't be a medkit hoarder anymore :(
Also, because I refuse to even use this perk now, does the chest speed buff only apply when injured? Do you perhaps know that?
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@Chiky said:
so, you're telling me that cleansing a totem, and then using the boon thing takes less time? clearly that's not the case
What?
You can't cleanse then boon because there's nothing to boon. Cleansing takes less time than booning a hex totem period (it takes twice as long to boon than cleanse)
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@BlightedDolphin said:
If they remove the drawback of Calm Spirit, they should also remove the silent chest part and give it to Pharmacy. Quieter chest sounds is already apart of Pharmacy, and I don't think anyone would mind if Pharmacy was buffed again.
I still think Pharmacy buff is actually a nerf in disguise.
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Do we really need to see the character name in big bold letters?This ^. Either swap them around or change it to character portraits (adept ones would look so cool imo)
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It would take about... 219 Bloodwebs to get all perks on one survivor fully maxed out. 204 for killer. And that one perk you might to be purple might be on that 200th bloodweb.
This system overall is better for killers. You don't really care that much for survivors.
(but also sidenote, if you prestige someone to new p3 you would have almost most of the perks+tiers anyways so this system doesn't really fix this that much)
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@Lycidas said:
https://forum.deadbydaylight.com/en/discussion/comment/3074792#Comment_3074792
I'm not saying how you should feel, you can feel angy how much you want.
I'm saying that the July update that I posted WAS the final announcement, why would they need to do another one after that if nothing changed?
As a reminder? Last 24 hours left? I guess?
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@Lycidas said:
https://forum.deadbydaylight.com/en/discussion/comment/3074696#Comment_3074696
They did.
It was in the July update
https://us.v-cdn.net/6030815/uploads/FSTDN0AGZ0OP/image.png
Article linked in the post: https://forum.deadbydaylight.com/en/kb/articles/341
Screenshot of the article:
... As I said, yes they did do an update about changing it. Past me misunderstood it. Happens. I can still be angy about it. And I still stand that they could've done a final announcement about it.
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@Lycidas said:
My suggestion is the characters that are lv50 should be treated as prestige 3 as well as the characters that were just prestige 1.
Would you be fine with all your inventory being reset in order to gain prestige 3? Because that's what would have happened if you prestiged before the update.
https://forum.deadbydaylight.com/en/discussion/comment/3074070#Comment_3074070
That's on you, it's not like they hid the information and kept it a secret.
You're right. The information was there. Could've done a final annoncement imo but whatever. What happened happened. I'll still be angy tho.
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But the other side of the coin is - Killers have Nemesis and Furtive Chase.
From a perspective of someone who doesn't have those killers then yes the only thing they can do is tunnel. But those that do will actually (most likely) not tunnel at all.
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/3073618#Comment_3073618
Yea, literally removes Deep Wounds from existance, so if the Legion hits you, he gets a stack to his power build up, but doesn't apply Deep Wounds. (There should be a meassure to this so the Legion cannot just hit you over and over again for an easy down tho)
Maybe, just to make sure it works well enough with Legion, NM could reduce the time to mend by 90%+.
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Actually, now that I tihnk about it, Colossal Titan Wraith would also work.
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@Seraphor said:
We've had a month of warning about these changes. I understand the feeling of 'missing out' but you haven't lost anything by not being aware of them.
You did technically lose a bunch of bloodpoints and time. I, for one, was not aware that Prestige 1 would equal New Prestige 3 so I did not prestige any of my lvl 50 characters.
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/3073999#Comment_3073999
See I feel like if that were true, I'd be seeing other Aura reading perks and I don't aside from Lethal Pursuer but that was also already a part of the meta as well from the time it released.
Every now and then, I'll see something like Nurse's on a Pyramid head for some cheeky hall hack snipes but that's it. What other Aura reading perks would you say are better and why is no one using them?
There's also a possibility people were using the old builds to see how they still function. Maybe give it a few more tries today?
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They didn't add TR requirement? Did anyone test that yet? Maybe they just forgot to mention it in the description.
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@Onyx said:
https://forum.deadbydaylight.com/en/discussion/comment/1729539#Comment_1729539
Pips have nothing to do with matchmaking, that is MMR
Last time I checked, in 2020 pips did still matter for matchmaking.
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@Seraphor
Almost all of the original, non-licensed content that is Auric Cell only, is usually only that way for a limited time. It's new content, so they want players to pay for it. Eventually it becomes available for Iridescent Shards as well.How come I can't think of any examples? The only ones that come to mind are Rift recolors.
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Damn, I was expecting a paragraph of how cool it is.
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Wow that sounds... even worse than old Freddy.
But i'm going to be honest - why do people like old Freddy's mechanic so much? It was so sluggish to play against and as him.
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@PaintedDeath said:
https://forum.deadbydaylight.com/en/discussion/comment/3045493#Comment_3045493
Yes.
That's the point, to force the killer to have to leave and deal with it, or continue to face the constant deluge of full health survivors. That's the point.
Also, I do not believe that CoH is that much more powerful than self care considering its limitations. 1)There has to be a totem. 2) The totem needs to be blessed 3) The totem needs to have not been snuffed 4) You need to get to the totems area of effect. If, in this theoretical situation in which a swf has ONLY brought 1 instance of CoH, the totem isn't up, then aren't receiving any benefit from it. Completely useless if the totems are controlled.
Alright I snuffed it. Time to go back to protecting my ge- And CoH is back alrighty.
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@Dreadnight said:
https://forum.deadbydaylight.com/en/discussion/comment/3045660#Comment_3045660
Thrilling Tremors doesn't measure up to other info perks, and its "slowdown" is highly questionable. Its a perk with a lot of counters.
Mad grit or other carry perks dont counter palet safe.
Why doesn't it? The only thing really holding it back is 60sec cd (could be 40). Otherwise it's fine? It's not meant for slowdown. It's for info.
Im saying Mad Grit or any other carry esq perk (Agitation or even a new perk) should do your suggestion.
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@tofurkey_jerky said:
https://forum.deadbydaylight.com/en/discussion/comment/3045617#Comment_3045617
True, but I would actually like a perk that blocks pallets for a couple seconds while picking up a survivor, or a perk that just nullifies pallet saves silently like Lightborn.
That would fit Mad Grit or any other carry perk. Thrilling is a gen info perk and it does its job fine.