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MrMori

MrMori

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MrMori
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  • He would be very powerful if he wasn't 110, the distance he gains between shots, getting a first attack without shooting, both are very powerful things that would take drastically less time if he was 115.

    What he needs is to have some of those nerfs reverted to an extent. Make him have 24m terror radius and a 24m lullaby. There, no more stealthslinger, but now he at least has a reasonable TR.

    Make ADS 0.2s instead of 0.4s, but keep the 0.6s lower sights. You could even reduce his movespeed while aiming/lowering sight even more, to punish ADS spamming.

    Then rework his addons a bit, and he'd be golden in my book.

    I'd like a little crosshair too, but I guess that'll never happen. Just for quality of life.

  • @SuzuKR said:

    A good idea to prevent survivors from being able to be rewarded for trying to unhook in the killer’s face.

    If it’s removed, the unhook animation should become uncancellable in return. Therefore, the unhooker will always go down no matter what. Thus, it would make trades possible, but not reward hook diving.

    Yeah, that sounds fine to me.

  • Honestly I'll be too busy enjoying the queue incentives and cheaper nodes to care. If the incentives still work multiplicatively I'll be getting loads of items and addons by spending those BP boosters. Gonna be great.

    Either way I'm sure they'll tone the basekit BT effect down in midchapter if it turns out to be too much. It does seem stupid strong in endgame though.

  • Agreed on that. They could also add an option to skip the "Bloodweb Level" screen between bloodwebs since you can see it at the top of the bloodweb anyway. Both of these it would be super easy to implement and it could be hidden in the settings somewhere. I think a lot of players would be very appreciative of this. No complaints from anyone about that. Couldn't take long to implement either right?

  • Reassurance is still an extremely powerful perk that can massively punish facecamping. The only difference is you won't be able to abuse it as 2 people to force people to stay in the game indefinitely. There's nothing wrong with these changes at all.

  • Everyone is DCing I can confirm that. It's baffling because even after 1 gen, sometimes even 2 gens pop before the first down, some survs still suicide immediately on hook. Crazy. You'd think it'd stop but I guess its some form of protest or something. Protesting what, I have no idea. Solo queue is actually pretty playable if all four survivors actually try to win.

  • Devs are sided against my side with the BP cost changes, because my opponent will be able to bring stronger builds into the trial for less BP!

  • I'm not a fan. Why not just nerf things like Deadlock + Pain Res a bit? Remove unhook grabs from healthy, that's just an outdated feature that creates super awkward scenarios and feels very unfair to the player that loses the scenario.

    I think they'll probably tweak it in midchapter though, if its too powerful so no worries.

    8% av 8 seconds would be a lot more fair. Then we could boost guardian to be 8% as well. And BT to be +8 seconds instead of +10, totaling 16 instead of 15 from before. But as mentioned I bet this will get changed.

  • Odd post. I've been enjoying DBD a lot more after that july update. The perk diversity is far better now.

    Solo Q is hard, but it's surprisingly common to have one guy immediately give up, and then the remaining 3 stick it out to get to 1 gen left and lose there.

    I think 10s + 10% is going to be too much though. How about 8s at 8%? That seems more fair. Then BT could grant another 8 seconds increase instead. I don't know. I just feel like it'll be oppressive lategame. You can always trade and all, but I still don't like it.

    A much better solution is to remove unhook grabs and nerf some of the most powerful slowdown, like Pain Res and Deadlock.

  • It's both. It went from 1.8s CD with max stacks to 1.62s CD. 1.62s would take 46% reduction before, so a little over 1 extra stack. That's a lot faster, when you reduce a small number to be even smaller, then it starts to add up.

  • It's to make sure survivors that go to comp corner that just lost a hook can force you to bleed them out instead of getting hooked after everyone else are dead.

  • @zarr said:

    Slugging for the 4K has been a thing for ages, and it doesn't have anything to do with queue times or bloodpoints, it's simply people that for some reason feel the need to kill every last survivor every time and are willing to spend 4+ minutes searching rather than risk getting a 3K + potential hatch escape. I almost never do it (pretty much only if I need it for a challenge or whatever), and not even just because I don't care that much about the last kill, but also because it's simply more exciting to enter into the race for hatch than it is to search for a survivor for minutes on end.

    That said, as a survivor in this situation you obviously have the option to hide until the other survivor bleeds out. Apart from this being boring for yourself too however, there's the issue that the killer can pick up the other survivor and either carry them around or have them wiggle off, meaning they can prolong the game indefinitely. Healing the other survivor up usually serves no purpose either though, it will just result in an even longer game the conclusion of which is foregone, with the potential of you then ending up on the floor slugged for yet another 4+ minutes.

    What I usually do in these situations if there's more than 1 generator left to be repaired (i. e. if a conventional escape is basically impossible) and if the slugged survivor is not already close to bleeding out, is that I simply spam a vault to let the killer know where I am in order to initiate a final chase. I don't care enough about escaping to spend minutes hiding either, I rather get one more chase out of it and call it a match. Plus if I end up holding the chase long enough for the other survivor to bleed out I still get the chance of a hatch escape.

    In general I think BHVR's approach to these and various other endgame scenarios is really rather lacking. The least they could do is implement some band-aid solutions to make them less tedious and boring. For the "slugging the second-to-last survivor for the 4K" situation, they could simply implement the option for the slugged survivor to kill themselves in that spot, forcing the game into the hatch game conclusion. Of course, the hatch game itself is another endgame scenario with design issues: if the killer finds the hatch first, they can simply stand on it indefinitely and refuse to close it until they spot the survivor, because that guarantees they get that last kill. So it too would need some band-aid remedies, such as making it so the hatch closes by itself if the killer is within a certain range of it for a certain amount of time. Then the players get forced into the 1V1 gate endgame scenario, which too has its issues. For one thing, the gate spawns can mean that it is completely impossible for a survivor to open a gate. The remedy for that would obviously be having set gate spawns on the maps, or at least gate spawn algorithms that make it so they are always more toward opposite ends of the map. There are also killer abilities that can allow players to guard both gates effortlessly (e. g. Bear Traps, Victor, Vile Purge), which could be remedied too. They could also remove the gate switch light indicators in the 1V1 scenario, or at least make it so that the first light only activates halfway through the opening interaction (which could be a global change as well).

    Hatch should auto close after 60 seconds, second to last survivor should get the option to sacrifice themselves as if they were hooked if they've been on the ground for 10 seconds or longer total, and last survivor should lose collision with the killer to prevent stalemates. That alone would help tremendously.

    Also give survivors a surrender option when everyone is downed or hooked, with no second chance perks to pick themselves back up, use decisive, or get a guaranteed unhook. No more slugging for 4 minutes for no reason. If the survivors surrender they're sacrificed as if they were hooked.

  • Getting chainblinded isn't necessarily BM. They're flaunting their skill and it's a little cocky, but they're also getting BP and extending the chase with little effort. Like mentioned, just look down After getting blinded and this won't happen. Spamming macro clicks is BM, but only people that have played a single frustrating match of killer would know that.

  • @FrostyEyesSusie said:

    Eighth month in the Year Of Our Lord 2022 and people are still whining about a nerfed perk that can be 100% countered by simply doing their secondary objectives instead of tunneling gens.

    No time for secondary objectives in solo q anymore man.

  • @IlliterateGenocide said:

    I just think it should count like old Mettle of man, that its not an endurance effect so you can actually use it against legion and partially deathslinger

    No, I'm fine with it not countering every killer power in the game. I think it's in a great spot now. It's actually pretty common to find it at higher level MMR, but only because these players know how to use it.

    I also think the 0.5s endurance, 1s animation is fair and prevents Lose/Lose situations near pallets, and instead turns it into a 50/50.

  • They should have just made it 4/8/12/16. Then it would be 107 seconds at max stacks. I don't personally mind the loss since I don't bother running slowdown but it'd be cool if it was at least niche to some builds where you can keep some survivors injured, rather than completely useless on most the cast since you have to keep all 4 injured to even get any value.

  • Yeah don't want to lash out at Mandy or anything but it was pretty clearly stated that the matchmaking incentives would at least be a "sort of" replacement for BBQ/WGLF.

    image.png

    Even with the Blood Rush, grinding feels real slow now man. I've got lots of perks now, and that's great. But I want addons, and that's gonna take longer than before.

    Maybe my mind will change when the incentives come back. I just watched an old VOD of Incentive BP gain and it does in fact multiply everything by 100%. So you can bring a BP offering and get huge value.

    But when people say that "there's something wrong with your game if there's a big disparity in killers or survivors" they don't take into account that a lot of players swap from killer to survivor when all their friends get online in the evening, and some players mostly just play survivor since killer is too stressful. I actually think both sides are very fun to play now.

  • It's a tactic to get under your skin and get you to make mistakes. Oh wait the game is over when they do this.

    It's just to troll you and taunt you. If you're not in the mood to go to gates, don't bother, get them open then go break stuff or tab out for 2 minutes.

    It'd be nice with a notification from the game client when the survivors actually left. It's hard to know if they're staying for 1:59.99 or leave after 1 minute. You'd be surprised at how many will absolutely stay till the last microsecond to really try and rub it in.

    A tip is to run Blood Warden every game and try to get the gates open as well as someone downed at the same time, then defend the slug. Or just run Blood Warden and keep gates open in endgame in general. Far more people just leave if they suspect Blood Warden. They're not exactly brave enough to stick around.

  • Yeah I've had that thought a thousand times. My exact idea is a "Dark Glyph" spawns for killer in the same spot the "White Glyph" spawns for surviors in the basement that can be interacted with as soon as gates are open. You have to interact with it for 3 seconds, then the game ends. Anyone who isn't dead getting a free gate escape.

    Not sure why this isn't in the game already. Similarly for survivors, they could detect if there were 0 players who can self-pickup, 0 players who have active decisive strike, and 0 players with an active Deliverance, and everyone is downed or on hook. If this happens, it gives the survivors the option to "Surrender", needing only 3 votes if there are 4 survivors, otherwise unanimous vote. If the survs vote "Yes", everyone gets sacrificed as if they went on a hook.

    It would need a few restrictions so you couldn't prevent a mori by instant surrendering etc, but I really don't see the point in the whole "walk around the map to find survivors who have crawled to hidden spots for 3 minutes after everyone is downed" part of the game. Kinda stupid. Same as getting slugged for 4 minutes.

    If they're so desperate to improve queue times, it's kind of sad they don't understand that players being kept in a match for 4 minutes when they were slugged the first 2 minutes means fewer players in queue, as well as longer queues for everyone.

    in Endgame Comment by MrMori
  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/3113002#Comment_3113002

    Need more people like you honestly.

    https://forum.deadbydaylight.com/en/discussion/comment/3113338#Comment_3113338

    Slugging for pressure is perfectly fine. Slugging for the 4k is boring and happens more often than it should. It could be mitigated with other solutions like being able to bleed out faster, or basekit Unbreakable, or BP incentives.

    I'm tired of these "strategies" that just end up being frustrating experiences. Hatch creates a situation where the killer has to choose between potentially getting a 4k or getting a 3k, which is why I don't much like the Hatch mechanic. There are chill killers who decide to do the whole "see who gets hatch first" but in my experience, they have been few and far between, whereas there's no shortage of the ones who slug to guarantee the 4k.

    I've mentioned many times that I want hatch to auto close after 60 seconds. It feels kinda ######### when the last survivor waits for you at hatch, same energy as survs waiting at gates. Forcing the survs to enter hatch if they find it would probably cause less killers to slug for the 4k.

  • @dugman said:

    There are no perks that increase Brutality scoring events. However Meyers' Scratched Mirror and Vanity Mirror add-ons increase both his Brutality and Deviousness scores so if you like Meyers you could run one or even both of those add-ons and get those bonuses. (And yes, even though it's obviously really silly to run both perks simultaneously since Scratched Mirror prevents you from ever getting to Evil 2, their bonuses will stick presumably stack if that's the gimmick you're going for.)

    So I guess a possible "Ultimate Scoring Event" build would be something like

    Meyers

    • Scratched Mirror add-on (Increases Brutality 100% and Deviousness 200%. Permanent Evil 1 with auras)
    • Vanity Mirror add-on (Increases Brutality 100% and Deviousness 150%. Other effects unavailable with Scratched Mirror in play)
    • Distressing (100% Deviousness bonus. Normally increases terror radius but Scratched Mirror makes that moot)
    • Hex: Thrill of the Hunt (10% Hunter event bonus per totem still on the map. 10% speed penalty cleansing totems)
    • Beast of Prey: (50% Hunter bonus. Other Undetectable effect is redundant with Scratched Mirror)
    • Agitation or Iron Grasp: (There are no perks that give bonuses to Sacrifice, but these will make it less likely that you will miss reaching a hook)

    Didn't know about the brutality BP bonus on mirror. Pretty cool. Shame it's a purple addon and makes getting hits so difficult. It's also a shame how Tier 3 hits don't even give Deviousness BP or a Brutality Bonus like Ghost Face. Seems kind of like an oversight.

    Either way, for Sacrifice, Blood Warden is an idea. Inconsistent, but if you open gates, then hook someone, you could get quite a bit of late hook/late sacrifice points. Assuming the game goes to 5 gens of course.

    I find Legion to be the best at farming points too. But he does in fact struggle with Deviousness. He only gets 250 per Frenzy hit. No bonus for instadowns, chain hits, nothing. Honestly the bonuses from Sleeping Pills could be made basekit. Maybe even give him a 200 bonus or so for downing a survivor afflicted by Deep Wounds, so he can still get some points if the survs split up.

    Either way, Distressing + Beast of Prey + Monitor seems to give quite a few points to me when I play it. Blood Warden so you may get some extra "late hook/sacrifice points". Monitor helps cancel out Distressing a bit. But on bigger maps and against better survivors you'll find they'll often simply start running really early. Go for chain hits, hit to get out of Power even if it gives speed boost to the survivors, and go for hooks and downs normally outside of that.

    You could also use Forced Penance if you want to, that gives 300 Deviousness points when it triggers, 600 if you run both Forced Penance + Distressing. But you'll mainly get these protection hits if you camp hooks. Works with your power, of course.

  • The answer? Use Nurse. And if that don't work, use Omega Blink Nurse.

    image.png


  • @EternalSinOfCain said:

    I mean, sometimes Killers don't have a choice. I had a Trickster match, It was a 4 man SWF. They brought RPD offering and Sacrificial Oak offering. They ALL had Breakout, Breakdown, Boil Over, and Flip Flop. They also all brought Tool Boxes. They also went to that stupid upstairs "Comp Corner" in the Library.

    I literally couldn't get them to a hook, so I had no choice but to let them bleed on the floor. One dead on hook, 2 bled out on the floor. All that work for a Black Pip. Talk about doing well, even though the Survivors made your objective impossible, and the game telling you it was a draw.

    Yeah that's fun, I experienced that except they all had No Mither + Soul Guard so for every 30 seconds I would have to wait 8 seconds to hit them every time to get them down.

    But they're reworking RPD anyway so that should help. Still idiotic that when someone has died on the edge of the map on a hook, you can't hook survivors in the corner. Just make hooks respawn after people die on them. That would solve 99% of these issues.

  • Not sure why the survivors can't surrender once they're all downed/hooked with no way to recover. Why not get the option, and if all remaining survivors choose to surrender, the killer gets sacrifices as if they had hooked them?

  • Probably, I tried him out a bit but I don't really like playing him. It's cool to get power back with absolutely zero effort.

    Also note that yesterday Otz and the gang played against Oni and took note of how incredibly fast he got his power back thanks to the bug once he got his first hit like 3 gens down. And I think he killed one of them. So people are probably also trying him out thanks to that.

  • Dead Hard and Decisive Strike got nerfed. I think we can all agree that survivor is unplayable now.

  • Seven minutes. Seven minutes is all I can spare to play with you.

    image.png


  • Me too.

    Why not add a bonus for killer that works like BBQ basekit? 25% bonus for 2 unique hooks, 37.5% for 3, and 50% for 4 hooks.

    Same with survivor, but for every 50% gen progress you've done, same as emblem, every safe rescue, protection hit, grasp save, and gen completed while you were in chase.

    That would help a ton.

  • Don't remove hatch, make the hatch close automatically after 60 seconds. What's ######### about hatch is it feels like a bit of a loss for most killers when a survivor is camping it. This game is full of people with thin skin. But we can make small changes like that to cater to them that still make sense from a gameplay perspective. What about blocking the last survivor in? Making hatch auto close after 60 seconds would solve this problem.

    If hatch auto closed, the killer could be 100% certain that the game would be over after 3 minutes if they did nothing, but more likely 60 seconds if they don't find hatch, since the last survivor would probably jump in before it auto closes.

    You could also remove collision between the last survivor and the killer to prevent some awkward scenarios, but I think with hatch auto closing this isn't necessary.

  • It's for balance reasons, BHVR knew this back in 2016 which is why it hasn't changed since.

    The highest form of stealth is a survivor flinging their camera and walking into your face to make you miss, just like getting out of the killers sight in a real horror movie.

  • The role incentive being multiplicative, aka doubling whatever BP you earned might be a saving grace. So if you bring a cake, earn 30k in game, then instead of gaining 30k from the cake and 30k from the incentive, you'll actually gain 30k from cake, then incentive doubles you 60k to 120k. When the incentives come back, I truly hope the calculations stay this way.

    That means BP offerings in general are twice as strong when incentives are at 100%. That's kinda huge.

    But I agree they should simply make the WGLF and BBQ bonuses basekit. Also add "for every 50% generator progress you complete" to the WGLF bonus, as well as "being in chase as a generator is completed". It doesn't have to be 100% extra, it could be 12.5% per stack up to 50%, considering it would be doubled by the incentives anyway right?

    If they did that, then the grind would be far, far better.

  • @Seraphor said:

    Allegedly is exactly cancels out.

    Mathematically that would imply that Streetwise is increasing efficiency by 25% (total 125%) and then Botany is decreasing efficiency by 20% (20% of 125 = 25).

    That's wrong. Streetwise is a 25% reduction. That's the same as a 33% increase, because 1/0.75=1.333.

    1.333*0.8=1.06666

    So you it does cancel it out, and you end up with around 6% more charges.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3087662#Comment_3087662

    80 seconds with 2% is 2.5 seconds, but 90 seconds with 2% is somehow 5 seconds? that doesn't really makes sense.

    I asked it to google and I think 2% is 2.5 seconds prior patch and 2.8 seconds post patch, 3 additional second is pretty small.

    https://forum.deadbydaylight.com/en/discussion/comment/3087670#Comment_3087670

    Probably, but buff is so small to the point it pretty much has no effect on actual gameplay.

    maybe it should've been nerfed just like all the strong slowdown perks because it worked fairly well for certain killers even before patch, but I doubt it is anything new because gen time increase is only 1/8 of actual gen times and slowdown itself only got 3 seconds worth of buff.

    Well here it is.

    80/0.8=100 seconds (20s added)

    80/0.78=102.5 seconds (22.5s added)

    90/0.8=112.5 s (22.5s added)

    90/0.78=115.3s (25s added)

    You get the drill right? Because of increased gen times, those 10 seconds being reduced by 22% already adds another free 2.8 seconds to thana after the buff.

    In short, before the update Thana added 20 seconds to 80 seconds, 100 seconds.

    After the update, thana adds 25 seconds to 90 seconds, 115. That's a pretty significant buff, right?

  • @fulltonon said:

    Even though build itself exist since forever and nothing really changed except 2.5% thana buff (which translate to sub 4 seconds), and worked for like 80-90% efficiency even before update.

    It's stupid but probably not strong or oppressive, tbh.

    The thana buff is 2% max, which translates to 2.5 seconds if gens were still 80 seconds, but 5 seconds since gens are 90 seconds. Gens take 115 with Thana maxed, rather than 100. That's significant.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3085212#Comment_3085212

    The thana complain is simply people jumping on a bandwagon. 0,5% increase is barely noticeble. But those threads look like its a 50% buff.

    Old slowdown meta perks were all nuked.

    0.5% sounds like so little when you put it that way. So let's put it another way. Thataphobia with 4 stacks last patch would be 100 seconds on gens. That's a while, 20 seconds longer. Thanatophobia after the update is 115 seconds on gen. That's a lot.

    The gens being 10 seconds longer plus the 2% total buff adds another 5 seconds onto the existing 20 seconds Thana used to give, making gens take 25 seconds longer. On TOP of 90 seconds. It's actually very significant. And remember, coupled with Pain Res, that time may be just enough to get a hook and slow a crucial gen down even more.

  • @Roaroftime said:

    They're really not "just as possible" though if you get hooked after the last gen pops, you're as good as dead in solo queue.

    Are you really? If someone has BT you have a 15 second 7% speedboost, doesn't get disabled if they hit you off hook either.

    I also run No One Left Behind, that's a 14% speedboost.

    Did you know that unhooks after gates are powered are worth 1500, and unhooks after gates are open give another 2000 points? A single safe unhook after gates are powered with No One Left Behind is worth 8000 altruism points. Crazy.

  • It's on the roadmap for halloween update in October.

    I hope they let survs surrender with the update too. Like if they're all downed/hooked, so the killer can't bleedout, etc. Unanimous vote.

    That would speed up queues and be a natural finish to the game just like the Mori on the last survivor.

  • @Iron_Cutlass said:

    Personally, I do, I typically have fun on either side and Im decent enough to hold my own (most of the time, I am very much prone to making dumb choices every now and then). I dont have any issue with playing a specific role.

    I use to play killer a lot since the queue times were instant, but now I find myself swapping moreso to survivor just because I can find a match easier (at least within my region), but Id imagine when matchmaking incentives come out, I might be swapping back and forth depending on the time of day.

    I just play what I feel like. But right now, I really do want the queue incentives to come back. I'd be playing what has the big incentive. I'm looking forward to big BP gains so I can finish up some general perks on some killers before I start grinding prestige levels on my favorite killers.

  • @FlameGNG said:

    Basically my matches are Legion, Legion, Legion another killer, Legion, Legion, Legion, Legion, Legion, Legion its getting really annoying because me and my friends have basically started giving up at this point its not fun to mend and do gens without any real chases tehre is almsot 0 looping spots that are fun because they just leave if you run towards something good and when you do get it you have to mend and he runs away :)

    Dont get me wrong he is pretty unique and his ability but it is by far the most boring one too...

    I dont care if he is good or bad that has nothing to do with it and i dont wanna go against any killer for 10 matches in a row but legion is well the one i'd want the least because the matches are really repetetive and not unique in any shape or form. Its literally Mend, Mend, Mend, Mend, Mend, Mend the whole damn match.

    Why is his pickrate so damn high when he is so weak and basically no one enjoys going against him?...

    He's not weak anymore.

    Truth is he's now really damn fun to play since he doesn't have to deal with old DH, hardcounters new DH, and Thana got buffed.

    Thana should just be nerfed to 16% reduction on Repair and 12% reduction on Healing only.That would be cool. Then remove the Cleansing and Sabo reductions. Would make it a niche perk and be far more reasonable when combined with the new gen times.

  • @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/comment/3083333#Comment_3083333

    Survivor BP gain is a myth? I'm sorry what? That's just obviously wrong. Successful survivor games can max you out on 2,rarely 3 categories. Bad survivor games give you none,maybe 1,rarely 2 maxed.

    Killer games I max all 4 out regularly,in bad ones I still have 2,3 maxed. What?

    What categories you max out on killer is hugely dependent on the killer unfortunately. I'd say Myers is the worst BP earner in the roster, being an instadown/stealth killer, but with zero BP bonus to either brutality or deviousness for his instadowns.

    Meanwhile Ghost Face gets excellent bonuses to both deviousness and brutality for his instadowns.

    I think BP gains should be looked at across killers, and tweaked to give the lesser earning killers (even in 12 hook games) a better chance.

    It's impossible to get max deviousness on Myers without getting a 4k, because his stalk is capped and he doesn't get anything for instadowns. Isn't that sad?

    @Pumpkinbros said:

    https://forum.deadbydaylight.com/en/discussion/comment/3083302#Comment_3083302

    I see ceiling as the complete max, overall grind to get every character to 100, or atleast prestige 9 which is every single reward, that has been raised about 6 levels, the floor implies where you start, and what you can do from the beginning, it's base kit, it's the very bottom

    Of course getting bloody cosmetics takes longer, but I'm fine with that. When people refer to "the grind" they're mostly talking about gameplay elements like perks. So it's really only up to Prestige 3 that matters. The rest is cosmetic and I'm fine with that taking longer. But perks should be easier to get now, except in the very beginning when you have to get P1 instead of just going to 40 to get perks on your characters.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3079281#Comment_3079281

    The feature will offer bonuses to the side that needs it, depending on region, MMR rating etc. Also it won't always be 100% - it will be a varying percentage depending on what is required at the time.

    The fact that it was not about "too much BP" is good to hear, but I wish I could know if it was the way it was calculated, or the bonus always being 100%. I don't mind the bonus changing based on queue times from 25% to 100%, that's sensible, but I really hope the bonus stays multiplicative like it was before it got turned off.

  • @Friendly_Blendette said:

    Yes it does. It is a conspicious action so it voids the BT.

    Good change to be honest. Also fair considering BT has a 15 sec duration + 7% speedboost now. Keeping it in the range of not giving survs more second chances, which I like.

    Now we just gotta nerf slowdown perks to be less attractive to stack, and more attractive to simply use if it synergizes with your killer.

  • Absolutely fair points.

    I think a simple incentive for hooking all survivors would be giving a 500 BP bonus for hooking a survivor for the first time. It's not as much as BBQ, but it helps, especially now that the category can go up to 10k.

    I agree with the rest of the changes too. Thana could be 16% reduction to gens, and 8% reduction to heal speed. That would be cool, and feel less awful, plus bring back a little of the "old thana" without being broken.

  • @Pumpkinbros said:

    wouldn't it be the ceiling rose? ceiling implies the max? so the floor was reduced?

    Question of definition I think. I think the "grind ceiling" is how long it takes to get everything on everyone, which now will be a lot easier, especially if you combine incentives with BP offerings.

    But the "grind floor" is how much grind you need initially until you begin having decent builds on your characters. And this has in fact risen due to needing Prestige 1 just to get the perks instead of getting their teachables at potentially level 30.

  • @Zeidoktor said:

    The role incentives, at least, should return once the issues that got them Killswitched are fixed.

    Yeah, I know. But some players found out that the bonus is not simply adding BP in the same way 4 stacks of BBQ or WGLF does.

    What this bonus does is unique. It takes whatever you earned total after the match, and multiplies itself on top of it. So if 3 people bring cakes, you earn 25k points in game and gain 100k points after the match, the role incentive would simply double that to 200k, rather than add another 25k on top. This is excellent, and I hope they keep it this way.

  • In my thread about this, I suggested that after prestige 1, all bloodwebs are the same size and rarity as a Level 50 bloodweb, but you only have to go through 25 of them to get to Prestige 2, and further. That would be a very simple way to solve this I think.

  • I pray it will still be multiplicative after it returns.

    • Remove Lullaby from Demanifested Form
    • 50 Sec TV Cooldown instead of 100
    • Survivors now build up Condemned as if you were carrying a tape when within 16 meters of an active TV
    • Exposed when Condemned
    • 180 degree view angle when coming out of TV

    90% of these are numbers changes or super simple additions, but they would make her feel far more threatening. Her chase power could be better, but I think she'd feel fine with just these changes, mindgaming with her power can be reserved for addons.

  • What will be the saving grace of the new system is the BP incentive. It worked multiplicatively, so if you see there's a 100% bonus active, you can bring a 100% BP offering. Get 30k, and you'll get not 90k, but 60k*2, 120k BP just from that. That will be the saving grace for new players. It means all BP offerings are stronger now. But without them, the grind for BP at least got worse, as well as the grind to get good perks on a few characters.

    But the grind to get all perks of everyone is massively reduced.

  • @MommyHunktress said:

    https://forum.deadbydaylight.com/en/discussion/comment/3079205#Comment_3079205

    haha look at you proving my point and negating yours. predrops work at high level games right? XD so then it would go to show it works even better against lesser killers who dont know their way around maps and lose people

    What are you talking about? I'm not Yakuza.

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