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Mozic

Mozic

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Mozic
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  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3014788#Comment_3014788

    You dont need Stridor.

    Pre-Nerf Stridor lowered the power level of Iron Will A LOT. Now this Power Level is the new state of Iron Will. And it is sad.

    Stridor is a fine luxury coffee - of course folgers is fine, too. But I like my audio tracking with some strong aromas ☕️

    in Iron will Comment by Mozic
  • This change will not outright prevent killers from tunneling, but it will discourage it.

    * 100% of unhooked survivors will have a 5s endurance + 7% haste effect

    * 4 perk slots per survivor team per game that do not need to be dedicated to BT and can be allocated to other perks

    * Survivors may be running OTR or facing a survivor team with Real BT, which seems tasty - waiting out basekit BT for 5 seconds only to activate real BT or OTR and have wasted a lot of crucial time baiting.


    Sure, some killers will still tunnel. It's a worse deal now than it was before, which is good news.

  • * Killer gets a score event

    * Killer can activate on-hit perks like STBFL

    * Survivor gets deep wounds

    * Survivor cannot rely on being able to use DH to extend loops after revealing they have the perk, because DBD Twitter confirmed the animation will still be there and the killer can just track who has revealed DH and bait it out like we already are used to doing


    Seems like a better exchange overall than the current DH to me

  • Stridor gang rise up

    in Iron will Comment by Mozic
  • @Fantasy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3014720#Comment_3014720

    Yeah actually nevermind. DS is pretty much going to be replaced by the Off The Record changes I missed.

    That's my thought too - Off the Record seems like a healthier version of what Decisive Strike used to do at its peak.

    in Closed Comment by Mozic
  • I sense they feel the 2.5% kick will encourage killers to make a priority out of making the rounds to gens and kicking everything after hooking rather than lingering around, but I guess we'll see how it plays out in the PTB.


    I like these changes, though. Bloodlusting will probably become a more viable strategy in chase, since the unchanged floor (15 seconds) means killers will probably view committing to chases instead of kicking palettes mid-chase will yield more dividends


    Overall, being in chase with killer is a lot, LOT more dangerous. I'm really interested to see how it shakes out!@

  • I don't think they made an explicit mention of it because they want to see where the meta forms following these changes, but if dependency on second chance perks is no longer reliable, survivors are crafty and will find new (or old) methods to avoid death by hook.


    That said, I sincerely hope that the perk & base game changes are enough to make killers feel like their home is not next to a hooked survivor.

    in Closed Comment by Mozic
  • They cited a disapproval for the current kill percentages - this is overall meant to be a killer buff, but still taking a big interest in making sure that the perk variety & gameplay avoids "taxes" in terms of builds and fun. Hopefully it feels better to play overall, but also keep in mind this is not the final update to the game! New perks & more changes will always be coming.

  • These changes seem super exciting to me and I'm really jazzed to try it all out!

  • Hey!!!

    Now that we have the update: https://forum.deadbydaylight.com/en/kb/articles/337


    Let's see how many I got right?


    Tinkerer: Correct!

    Barbecue and Chili: Correct!

    Hope: Correct! Wow!

    Iron Will: Correct!

    Lightweight: Correct-ish! I undershot the amount the value would be increased, but I got it right that it'd be improved!

    Monstrous Shrine: Correct!

    No One Left Behind: Correct!

    Overzealous: Correct-ish! I got the double effectiveness for cleansing a hex perk right, but it's just indefinite (Until you get hit)

    We're Gonna Live Forever: Correct!


    9 out of 39 seems like a really wild success rate. BHVR, let me know if you're hiring designers 😄

  • @TheMadCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/3010513#Comment_3010513

    You can choose what to show without having a private profile. Mine is public but you can't comment, you can't see my games nor my friends... Just my avatar with my country and the description.

    👀 I'm content to keep it private. Don't need anyone feeling entitled to snoop around in my yard.


    Similarly would prefer the option to not display my prestige levels if this hits live, haha.

  • I'm echoing worry about displaying prestige ranks in postgame - people really do claw for any opportunity to both justify to themselves that the match wasn't fair, and to look for any available avenue to put down others they're unhappy with. Prestige levels I think will open up a lot of opportunities for these kinds of players to be more of a sourpuss in postgame chat.

    I mean, I pretty commonly see unhappy small-game TTVs immediately open up steam profiles in postgame just to find things to scour off of that to use as insults! It's part of the reason why I keep my profile private which, of course, leads to them concluding that I'm a possible cheater instead.

    😕

  • You can turn it on their head by running tombstone with bps. I was doing that on a whim to clear out my addons pre-prestige and hoo boy the amount of bitterness I got for "wasting" them...

  • @TheLastHook said:

    https://forum.deadbydaylight.com/en/discussion/comment/3005281#Comment_3005281

    https://deadbydaylight.fandom.com/wiki/Residual_Manifest

    • After a successful Killer Blind, the Killer suffers from the Blindness
    •  Status Effect for 20/25/30 seconds.

    People usually take 'stun' to mean 'loss of control of your character' like 'palette stun' or getting hit by decisive strike.


    Blindness affecting killers is a pretty neat addition to the game and so far, without survivors also being prepared to chase me with sabotage tools when I'm trying to hook, it isn't that debilitating on its own.

  • Flans are even more effective when you bring one, too! 😁

  • I think both changes are worthwhile and make sense to me - especially because opening up avenues of counterplay also opens up avenues to make the thing that now has a counter even more powerful in the future.

  • @emetSdidnothingwrong said:

    Welcome to playing Killer in DBD, you are a plaything, something to be toyed with then discarded. You are not a person and therefor have no rights, you can accept that this is how the dev team wants the game by design or you can not, it doesn't change what the role is though: something to bring amusement to others even at your own expensive.

    Sounds like someone could use some Hythlodaeus-like teasing to cheer them up 😀

  • @YOURFRIEND said:

    Most of these are absolute nonsense.

    Which do you dislike? 👀

  • @Blazelski said:

    https://forum.deadbydaylight.com/en/discussion/comment/3004992#Comment_3004992

    I actually read a comment in another thread that said Fearmonger actually helps people 99% their Sprint Burst, and I think they have a point. I'm not sure it's a good counter.

    It depends on the context -

    If the survivor has sprint burst off cooldown, then it's great because they can use that 5 seconds of exhaustion to try and time a sprint burst mid-chase.

    If the survivor has just used sprint burst to escape a chase, they can't work on gens and recover sprint burst at the same time, which is potentially a lot of forced downtime.

  • @PigMainBigBrain said:

    Players will just find another perk that has power creep but been under the radar.

    Probably! Before the hit registration fixes boosted Dead Hard it was Decisive Strike's no-win scenario interactions with Unbreakable and before that it was Sprint Burst recovering while running.

    There will always be a "worst offender to the meta" and DBD will always get a little better, or at least a little different, as they rise and fall.

  • @PigMainBigBrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/3005059#Comment_3005059

    Plague doesn't stack BP the same was as other killers, you get points for deviousness in mass but thats about it. Her other scores are usually terrible. So if you get gen rushed, you're out of luck.

    Not the way I play her 🕷️👀

  • @jesterkind said:

    I'm not personally convinced that everyone is going to swap to Sprint Burst. On top of it requiring a lot more micromanaging than Dead Hard, it also provides a different kind of value- early chase value, specifically, when Dead Hard is used for mid chase value. A better replacement in my view would be something like Lithe, or maybe Balanced Landing.

    Some players definitely will, especially skilled players who are comfortable micromanaging their exhaustion status, but I don't think it'll be as overwhelming as some people think, at least not long-term.

    The most important and value outcome in my mind is the idea that we might genuinely see a healthy variety of exhaustion perks - they all fill their own little niches, where Dead Hard is (was?) too valuable by comparison to all of them.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/3004844#Comment_3004844

    There's no way they're going to turn it off when interacting with Killer objects as long as the Pig is a thing.

    On the one hand, you're 100% right. On the other hand, if I have to deal with one more survivor who guns for the lament configuration off hook knowing that they can make an obvious target out of themselves with it while DS is active... 🤬

  • @hailxsatanxeveryxday said:

    https://forum.deadbydaylight.com/en/discussion/328792/if-dead-hard-is-dead-what-changes

    Why do people think that "hold W to win" is a thing? When I try to hold W as a survivor, it usually just gets me killed.

    All of that is far preferable to the current state of affairs. I actually think we'll see more Lithe and Balanced Landing than Sprint Burst since they don't require you to tiptoe across the map half the game, but that's fine since they're also not an on-demand third health state that constantly guarantee escapes all game.

    As someone who plays M1 killers almost exclusively, I can't wait. I defended Dead Hard until it became impossible to defend.

    I play a lot of Sadako, and I guarantee you she'll be much happier without Dead Hard. I play Freddy occasionally, and I hardly think that he'll suffer much, either.

    "Hold W to Win" gets labeled in a reductive manner but when done well it is just as skillful as running loops - it's not just about gunning it in a straight line, it's about doing so with the right destination in mind, as well as leaving a loop but routing in a way where you can circle back around to the safety of a palette just in time for the killer to reach you. In the context of countering someone like Artist or the Dredge, it's about picking the right times to abandon the loop while the killer has no line of sight on you and is maneuvering on the assumption you're still there - while you're gaining significant distance in the time it takes them to realize you've left and get back to chasing you.

    Lithe and Balanced Landing will make a comeback too, I assume! I think Overcome will be the attractive "Well I dont wanna manage Sprint Burst" option - Smash Hit too, maybe?

  • I genuinely feel for your situation but it doesn't reflect my experience even slightly - I legitimately don't know how its even possible to score under 10k as a killer.

    Escaped survivors get 5k points, so these are survivors who otherwise have in many cases 5k to 10k points in other categories.


    Are you starting enough chases? Infecting gens? Breaking palettes?


    These scores are low enough that it's nearly an uninteractive game. Like others have said, your MMR might be too high and need to get dragged down some (which is a painful feeling, but we all encounter it universally from time to time) or you might not be approaching the match in the right way.

  • The best I can guess since it's not cosmetics or currency is that it'll be either keeping the existing prestige icons on the character selection screen, or getting a fancier border for those characters. So like, a little interface thing.

    It probably isn't worth straining yourself over.

  • @Blazelski said:

    I have no idea how accurate your guess are, but I have to say that I LOVE your guess for a Coulrophobia change. I'd be so happy if that was actually the change.

    If a lot of these are pretty accurate, I don't actually see the meta shifting much. For instance, right now no one runs Off The Record because Decisive Strike exists. If your guesses were close, this would still be the case. I'm hoping Off The Record gets at least partially reworked.

    I feel very deeply that Coulrophobia should be a very funny perk (and in general, that the 'phobia' perks make a lot of sense to be tied into forcing the survivors to scream)


    As for the meta-impact, I think I agree with you. I've seen some other people's perk change predictions that seemed just WAY OFF THE CHAIN to the extent that it's functionally just inventing 20+ brand new perks and calling it a day. I've done a few 'this is a new perk' designs, but I'm assuming that the biggest meta shifts will come from

    * Unannounced base game changes (that will apparently puncture interest in current killer incentives tied to camping, tunneling, and stacking gen control) - I omitted changes to Borrowed Time and Corrupt Intervention because, to the best of my design knowledge, these changes would have to reshape the killer's early game experience & the high risk involved in unhooking in the killer's presence.

    * Literally just Dead Hard getting fundamentally removed from the game. People have dealt with it for so long now that we've forgotten what old chases are like - and they're a lot shorter on average.

    Also at the end of the day I expect that the game is still gonna pretty much feel like DBD. A meta shift might change how it's played, but probably won't change the objectives - if you catch my drift.

  • @TheArbiter said:

    Many survivors who relied on dead hard suddenly realize they are much worse than they thought they were

    I imagine many killers who have convinced themselves they are being cheated out of wins thanks to Dead Hard alone may also realize that they might not be the undisputed masters of the fog that they believe themselves to be 😛

  • @Dream_Whisper said:

    As interesting as your proposal are, I do not think these predictions are exactly what the top 40 perks uses perks are, in fact you also miss alot of exhaustion Perks too.

    Remember, the Devs are working on Rework/overhauling of top 40 used perks in high MMR level games. Some of these perks you added are too weak or useless to be widely used in high MMR, like..... Off the Record for example; yet Iron Will is mostly like used and not mention at all in your list.

    If only the Devs can gives a complete list of perks that will be changed; it would very appreciate to know what perks will be changed, so that we can do a proper prediction.

    Also, some of these perks are fine; it just other perks that it tries to counter is not effective enough. For example, Spies in the shadow would have been the perfect perk to be counter by Calm Spirit; if only crows in general are very strong and it pressure Survivors to be mindful of crows and worry about Spies in the shadow more; by running Calm Spirit more.

    My issues with perk balance in general is...

    1.) Most perks are cannibalize other perks to stand out; yet do not make it a decent perk; like Off The Record vs. Iron Will and Lucky Break.

    2.) The Meta perks for either side either involves Gen Regression, Slowdown, bit of Endgame for killers; and for Survivor; second chances perks that can be exhaustion, Healing, or even killer detection/ team communication perks (Spine Chill/Kindred). Also, Survivors relie on 2nd chances perks to counter Camping and Tunneling killers too; which is more common now because of MMR.

    3.) MMR incentives Kills and Escapes now; instead of what I prefer Hooks and Team Contributions (Distraction the killer, fixing gens/powering exit gates, cleansing Hex totems, going for saves/hook trade, etc.). Because of that, it more incentives to Gen Rush and escape but more incentives to camp/tunnel as it the most effective (yet toxic) way to win for kills. The meta perks are there to maximize success for those win conditions; so these perks need nerfs/complete overhauls; while changing everything about the match making or the base game in general.

    While the list might not be exhaustive, I pulled the list of perks (and the image at the top) from BHVR's tweet earlier today: https://twitter.com/DeadByBHVR/status/1537812402854674432

    The impression I get is that these are the 39 we're seeing change - and itll be a mix of buffs, nerfs, and reworks - not all nerfs!


    That said, I agree with much of what you bring up in terms of the challenges involved in balancing perks! It's especially daunting when the nature of the game itself has transformed over so many years, so it makes sense to me why we're seeing a lot of the original perks getting attention in a bid to make them more relevant to the way the game is played now.

  • I agree as well! Though I think it's kind of inevitable that some "meta" will form and that a lot of people will adhere to it - that's how it works in all competitive spaces. The real tells will be about how much variety there is, and how likely the meta is to see more shakeups of this scale in the future.

    Like, I am definitely bound to get tired of seeing the signature "survivor is just walking away for the first few seconds you see them" sprint burst tell, but I'll adapt accordingly.

  • @DoritoHead said:

    https://forum.deadbydaylight.com/en/discussion/comment/3004901#Comment_3004901

    I would be very happy with that, honestly I used to hate stealth but now I’d be a big fan of it

    I think if Iron Will and other "Hide your grunts of pain" perks get to remain at a lofty 100% I'll be a little worried about a stealth-heavy meta, but if it gets capped at something where there are always at least some amount of audible sounds to track, I think it could be pretty interesting.

  • As killers we do have to accept that survivors ultimately do need some manner of survival tools. Sprint Burst (and I expect Overcome) will probably see a sharp rise if Dead Hard can't do what Dead Hard currently does anymore. That said, knowing that your target is exhausted at the start of a chase gives you a much better deal to consider strategically when deciding whether to commit or disengage than discovering it at what would otherwise be the endpoint of a chase (with Dead Hard).

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3004901#Comment_3004901

    A new stealthy meta would be nice but wouldn't they have to do something about chases?

    Presumably! Perhaps neutering Dead Hard will make chases an overall deadlier proposition?

  • A ton of survivor perks that deny info to the killer (Distortion, Sole Survivor, Off the Record, Lightweight, Iron Will, Calm Spirit, & Lucky Break) are getting attention, which suggests pretty strongly that they want survivors to have more tools to evade the killer rather than rely solely on outrunning them. Spine Chill is also on the list as a plausible nerf.


    I suspect the intention is to make the game scarier and reward survivors for playing in a high risk, stealthy style.

  • I'm really just guessing that DS will now also deactivate when interacting with killer objects and the exit gate to really emphasize that when DS is active, you are "out of play"

    Until it runs out of ways where it can be used on the offense, it's probably going to keep getting jabbed with needles.

  • @theTARNavsky said:

    I have similar predictions about them.

    For the DH I was thinking it might give you some sort of immunity against just special attacks without getting the distance, so that stronger/ranged killers are still counterable with it and the M1 killers won't be as annoyed.

    I've considered the same for Dead Hard, though I think I keep coming back to the idea that Dead Hard's usage went from 3rd to 1st most popular in the game after they fixed the issue with hit recognition causing Dead Hard to be unreliable based on ping, and I don't have it in front of me but I recall BHVR describing Dead Hard's narrow usage window as a frustration in the design that I assume they intend to change.

  • Plague's Butterfly outfit and Trapper's krampus skins definitely enticed me into giving both killers a fair shake, and I'm super fond of both now for that reason!

    Looking stylish is a DBD essential.

  • Territorial Imperative gang got SHAFTED! SHAFTED I tell you!!!

  • @Persephone_ said:

    It works the other way round too though. I've been playing super chill with non gen slowdown last night. All I was going for was 4 stacks of BBQ and my tome challenges - which I would sometimes not even get because gens were just flying by.

    I don't go to the gate to watch butt dances but some of them were spamming noises to try and get me to come and watch - even in games where I repeatedly slugged ppl on death hook or even just ran past them rather than killing them.

    I don't want to outright farm because it's boring if you get that over and over. But playing chill has that repercussion where a lot of survivors seem to think they "beat" you and make sure to let you know. 😅

    This is why my policy has become just playing as normal and just being okay with bad outcomes rather than ceding control of the match and expecting every team of survivors I face to fawn over me for it. If the match becomes a clear win, then I'll start considering whether I'm feeling merciful.

    Last night I had a couple encounters where a particular survivor stuck out as amusing or impressive and those were the ones I hand-picked to get their invitation & hatch.

    It's also worth noting that I unlocked four times more flan in an hour than I was able to spend in stockpiled cakes across the entirety of last weekend. Like, it's really easy for me to accept any match outcome from 4k to 1 hook and just move on to the next right now.

    Overall I'm feeling like survivors & killers alike are letting the event warp their expectations of how their opponents should play, and are turning very nasty against people who don't conform to those expectations. It's not a very kind or sporting thing to be doing - drink and be merry! (My beverage of choice is survivors)

  • @GodBLiftedUp said:

    I've thought about how someone could do this, and my solution was to use charms to indicate to survivors that I just want to play around. AFAIK, there's not an established system to do this (like there is for hook gymnastics for instance), but I'm curious to see if maybe that could be a solution to our problem.

    I've thought of something similar - like some combination of 3 charms that would signal to informed players that "hey! I'm not here to ruin your day"


    But there'd probably need to be a content creator-led movement to normalize some combination of charms that are accessible to everybody, and co-opting the pride themed charms for something like that might not be the best way to go about it.

  • @Leatherface1990 said:

    Why do you all do it? There is nothing to do in this game so why do people waste their life on it?

    I'm not sure my peers would take well to me recreating any of the things I can do in this game in a more permanent, high-consequence space.

  • I'm here for this message! Be courteous to your opponents - but also be careful not to mistake players trying their best to be the same as being rude to you! Ultimately, they're just playing a game. BM is another matter, but still - if you're truly playing to have fun, don't make it conditional on your opponents conforming to your expectations.

  • They're very reactive to audio! It makes perks like discordance, tinkerer, and call of brine especially handy on Nemesis, since it helps the otherwise pretty hopeless zombies get some clues on where to head.

  • It'd be neat if you could get some kind of consolation value if the survivors are clever enough to avoid the need to fast vault during the duration - why not something like 20% palette / gen kick speed, but that also ends the perk's effect if you use it?

  • @Jaxton2000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3002266#Comment_3002266

    You know I would but I absolutely hate being killer, I was that kid that hated being the seeker during hide and seek and would literally cry about it so, I really really really hate being killer.

    A lot of the negativity that I feel when it comes to playing killer comes from where I set my expectations - it's kind of embarrassing to be made the fool when you're in the power role, but that's also to some extent what's on the table when you queue in. If you focus less on things like "getting a 4k every time" or "never losing a chase" and more on goals that span multiple games, like "learn something new every time" or even "commit to chasing this one person for the entire match just to learn loops because I will literally never catch them", you'll start to develop a bit of that resilience to keep yourself from becoming tilted when you're encountering disappointing results.

    Queueing into a match doesn't cost you anything but time, for the most part. You don't lose anything even when you lose.

  • The most sincere advice I can give is that if you set yourself up with the expectation that everyone you encounter plays in a certain way, you're going to frustrate yourself when they don't - while you might encounter some players who want to just quickly unlock (and help each other unlock) the new content, not everyone will have that perspective & there is simply no way to realign the heaven and stars in order to filter out the one group in favor of other other, or enact whatever appropriate justice you think should befall the people who aren't playing the way you want.

    The event's been out for less than a day. They're not going to run out of invitations, and this event's easier to complete than former anniversary events since you no longer need to escape on every single survivor to get the cosmetics for each of them, respectively.

    Just play the game, get away with what you can, and find peace with the idea that you won't get to walk out of every match you queue into with everything you want to get.

  • @TAG said:

    Considering that my favorite thing to do in DBD is have Survivors die to the Reverse Bear Trap, that's a no from me dawg.

    Curious to know, on the topic of going for kills instead of hooks, how've you been feeling about the pig changes now that it's been a bit? We've had some back-and-forth evaluating the box changes leading up to the implementation of it.

  • @Seraphor said:

    I've had the opposite extreme so far, super sweaty PC master race seal team teabag SWF. It's like matchmaking is oversaturated with high level survivors so all us mid-level chill killers are forced to go against them.

    Always a bummer. I get caught in that swell occasionally - it'll probably even out in a few hours as the folks who can't play during daytime hours start hopping online.

  • My policy is "You be cool and I'll be cool" - making me search through every bush and dark corner of the map just to find a chase for an extra 6-15 minutes in a match is a good way to make sure I will go to the most extreme lengths I can fathom to keep everyone from escaping.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3002169#Comment_3002169

    Camping, tunneling, and slugging is not really performing better.

    What would performing better look like, to you?

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