MrMori
MrMori
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@Obelt said:
https://forum.deadbydaylight.com/en/discussion/comment/3066005#Comment_3066005
live version is 3 secs to kick a pallet with bs its 2.5 secs ptb pallet kick is 2 secs BS shaves 20% off 2 secs which is 1.8 secs
Time to kick a pallet or wall has been reduced to 2.34 seconds (was 2.6 seconds)
Its 10% action time reduction, or 11.111... repeating of course, speedup percent.
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@Nick said:
Devotion is another one of these meaningless numbers the devs have added. It's time played somewhere after 2018, 2019, who knows. Just like these prestiges they're going to add. Imagine spending 300 mil on a character before this patch, and getting prestige 11 just like everyone else with p3 level 50 maxed perks. The only thing it will do is confuse people, just like Grades, Ranks, Devotion, mmr... Well.. you name it
Actually you'll get presige 9, it's hard capped. Kind of depressing that it isn't based on BP spent per character instead of perk tiers.
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It's only 2%, but at the same time the whole point of this new update is to make killers less slowdown reliant. With DH gone, genspeeds slowed down and chases sped up, we should ensure slowdown perks don't feel mandatory, and that you can bring other perks too and not lose instantly.
So out of principle I think we should keep it at 20%. It's only 2.8 seconds extra on max level but still. Weaker slowdown, faster chases is what I want.
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Finishing all the prestiges made me stop playing. I grinded so hard during the anniversary that I got tired of DBD. Now I'll have everything unlocked and will play it more casually, without needing to grind for anything.
But yes, I'm waiting for the new patch to an extent.
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I made it up.
But the unofficial answer is, PTB usually comes 3 weeks before live servers unless otherwise specified, and this has held true for the last few patches too.
6.0.0 PTB/Release: May 17/June 7. 3 weeks.
5.7.0 PTB/Release: April 5/April 27. 3 weeks.
5.6.0 PTB/Release: Feb 15/March 8. 3 weeks.
So we're holding our hopes high for it next week, unless there's more changes they want to make. They said they would change perks after release too, so I'm sure they'll just push it out and then make changes later rather than to wait another week.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3066067#Comment_3066067
Yeah, but you can duplicate a medkit with a perk. No perk in the game can replace my Depleted Ink Ribbon.
Fair point. The unfortunate side effect of these prestige changes will be that addon dependent killer may be played less than before. But they did say they would try and fix this so getting addons wouldn't be any more difficult than before, so let's hope they do that sooner rather than later.
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Man honestly let killer see hook states. If you're worried about tunneling and camping, remove hook grabs and increase time on hook to 80 seconds now that gens take longer and chases are shorter.
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It's been officially confirmed to be the 19th of July.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3066010#Comment_3066010
It is not "equivalent" at all. Killer add ons completely change the way the kit can be played. A Survivor with an item either unlocks a hatch, makes a killer face a wall to pick up, gets a limited heal without having to use a perk, or shaves a few seconds off a gen.
This is nothing compared to Tombstones, Alchemist Ring, etc.
Medkits are the biggest impact items, and they can be absolutely devastating. Strong toolboxes on multiple survivors too. It's worst when multiple survivors bring them, that's when you really feel their power.
But keys, maps and flashlights generally have zero value in most games.
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@WesCravenFan said:
Pretty sure the entire point of removing it from those two was to not make perks bloodpoint reliant.
I agree it would be ideal to have zero BP incentives on perks. But I think BP gains between killers should be looked at. Brutality and sacrifice specifically are very hard to max out, even as it is now and even in long games. It's odd how Myers, Billy and Bubba have no bonus to brutality, while GF and Oni do. Also, Myers deviousness gain is horrible. He doesn't even get any bonus for instadowning in Tier 3. Legion as well struggles with Deviousness.
BP gains for survivor too is kind of wonky. I think giving people more "shared" bloodpoints, like if you're working on a gen while altruism is happening, you gain a few points, etc.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3065959#Comment_3065959
Not even close to equal.
After the patch Survivors will always be on top of all their perks, but Killer grind to get add-ons have had their costs actually increased by this new method.
Equivalent for addons is items, bringing an OP medkit is the same as bringing OP addons. But I do think that survivors without items are stronger with killers without addons.
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Tunneling
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I'm gonna say it, DBD attracts a very large amount of people with mental illness, and the gameplay is frustrating. So you get people like that guy. Like @DBD78 said, disable messages on whatever platform you're on and move on. I've never had any good experiences with DBD chat. At least, the bad far outnumber the good. DBD is more fun when you leave the post game on auto pilot. ######### even killers and survivors that don't BM in game suddenly turn vile in post game. It's nuts. So I keep it disabled.
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Not me.
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Remove unhook grabs, increase time on hook to 80, add spectating other survivors while on hook, add a secondary objective to gens, like gathering parts. There you go, fixed the game, that'll be one yearly salary please.
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Tab out and chill. I don't bother looking at the screen. If you're playing on console, mute the TV and check your phone. Nothing you can do so why engage at all. Then leave post game chat since they're dying to verbally abuse you there, but they dislike it if you leave.
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Revert to 5 and also remove skillchecks, it'll still be strong, just not overused.
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No no, don't. Your perk tiers will automatically give you prestiges, so you'll probably end up at prestige 3+ on all characters and get all the remaining perks that way. Maybe even higher prestige than that.
Definitely don't prestige now, you won't get to P3 in time and may even get fewer prestige levels due to losing your perk tiers, which will give prestige levels.
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@bittercranberry said:
https://forum.deadbydaylight.com/en/discussion/comment/3062943#Comment_3062943
ok im starting to see where im wrong at...
im very sorry everyone on this thread for being absolutely oblivious to this, ill do better & thank you for explaining it to me.
i cant believe ive been using it wrong in gaming for 2 years now.. i feel bad and didnt know i was actually being toxic :((
and yeah death threats deserve a suspension or ban.
Play both sides.
@Adjatha said:
Sadly, there is no option to disable chat from the options screen. The best you can do is "minimize" it with the little arrows in the End Game screen.
I've had exactly two positive post-game chat experiences over the course of 500 hours. That is a really bad return on investment.
Do yourselves a favor: disable chat (in the limited way you can) and never turn it back on. The "team vs 1" dynamic inevitably leads to "pile onto that other guy and just dump all over them"
He's right. Hide it and never look back. There's nothing on the endgane screen but the same meta perks anyway.
#########, with the way this game is designed, even I find myself getting annoyed at the killer when I play survivor, and I play mostly killer. But I never say #########, even to toxic morons. Too many mentally ill people on both sides, too draining to engage with.
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People forget that 0.5s is the same amount of time the current Dead Hard animation takes. If you used DH to dodge a lunge, you'll have the exact same experience now as before. Or if you can predict the killers swing. Plus the validation they added isn't going to go away.
I think it's fine now and I still think it will see some play, but it will be a niche perk and a trump card, probably best saved for some time lategame when they think you aren't running any exhaustion perks.
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Shoulda made CoHs healing efficiency 30%, and kept Self Care at 50, I swear. Hope CoH doesn't become meta next patch, but at least we have buffed Sloppy from a while ago to deal with it somewhat.
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Holy #########, charms. I've been waiting so long for the Attack on Titan charms!
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@skylustv said:
roots of dread was such a flop chapter, all perks sucks, the only decent stuff was the new map, the survivor is ugly and the killer is boring to play
No way, Dredge is awesome. Residual Manifest is cool and Darkness Revealed is cool. The rest of the perks are trash like you said though, unfortunately.
Also the map is mediocre. It looks good but I don't like how it plays.
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What I can say for certain is I think Adrenaline and Prove Thyself will be super meta. Add an exhaustion perk. Then finally a perk of choice, perhaps a neat chase/stealth perk like you mentioned, perhaps CoH, Windows, etc. Maybe more people will bring CoH now that Self Care is trash? Sure hope not.
Almost forgot, BT will be meta. 15 seconds + 7% speedboost the whole time is ridiculous. Basically a free escape lategame.
So Adrenanline/Prove/BT/Exhaustion will be meta. Sprinkle in CoH, Unbreakable, Windows, chase perks like Quick and Quiet, Dance with Me, Lucky Break.
I'm looking forward to it honestly. Especially no more second chances other than BT after gates are powered.
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Now I can finally play the game.
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This should be under suggestions. Also, I think it would be far too situational to be any effective. You're using up 2 perk slots to get a random perk for 10 seconds after leaving another player, that's kinda bad man.
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I hate Dead Hard too, but this is cringe, sad, and lame.
What's cool and awesome is complimenting players who play well without exhaustion perks, or use other exhaustion perks than Dead Hard.
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@toxik_survivor said:
So everyone basically gets all the perks in the game on every character. I've been working on getting every perk on every character since 2017. I am nearly done and now every player basically gets all the new perks on everyone without a sweat. It was fine before this new change was added to upcoming mid chapter.
Bad take. Grind is stupid long, it's getting reduced and will encourage new players to play. Sad crab in the bucket mentality.
What I will definitely agree with you on though is that the amount of prestige points you get for your characters should simply be based on the amount of bloodpoints spent on that character. It's honestly stupid that someone maining a killer who has like 2k iri addons gets prestige capped at 9 this update, instead of jumping straight to presumably, prestige 100. That's a big mistake imo. Really lame take from BHVR to make it based on Perk Tiers. I mean do they not have tracking for how many BP has been spent per character? That's amateurish.
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@BringShaggytoDBD said:
No one cares if you have an exclusive skin, charm, background, rank or whatever. No one cares how long you've been playing the game for.
I don't understand why people on this forum are crying so much for a stupid reward. Find joy in playing the game instead of comparing dick sizes. It's so pathetic and immature to feel so entitled to a reward simply to show off. How much attention do you seriously crave? You didn't cure cancer ffs, you literally played a video game.
Just wanna inform you, I actually have every single character prestiged, just so you know. It's kind of an exclusive thing, not everyone has it you know.
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Dead Hard nerfed, DS nerfed, no Off the Record lategame, shorter speed boosts after hit, no changes to Range Addons, lethal buffed, Darkness Revealed + Lethal combo now exists, yep, it's Nursin time.
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I don't think survivor perks should have downsides since most of them are merely quality of life improvements or alternate playstyles that may not directly help you escape. I'd rather have a bunch of players bring "info" or "alternative" survivor perks than to see the same strongest meta perks every match. I don't even bring slowdown, I bring comfort perks and info, so seeing hardcore meta perks isn't very fun.
All downsides do for survivor perks is make sure they're never picked. Why should something as niche as opening a chest, which is already inefficient to do by itself even have a downside? That kind of play should be encouraged. Like hunting totems, anything outside of gens.
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@Lordofweed said:
https://forum.deadbydaylight.com/en/discussion/comment/3060455#Comment_3060455
I get what you want to tell me, but it makes literally no sense for me. It's an endless loop. If "person A" got the basics of looping down, than he/she will have a higher escape rate and person A will get better Killers, so person A which learned how to loop at a basic level, now has to exceed his/her basic strategies in order to have not only a feeling of success, but success at all again. If person A got advanced looping strategies down...Can you see where this is going to take us at some point? :)
The endless need to constantly improve, destroys the argument that one should practice more.
This is a fact that I personally cannot ignore. At the same time, I can't take games with SBMM seriously anymore, but that's my own attitude and my comment only reflects my personal opinion.
My point is that it is pointless to tell someone to please do better and only then should you be allowed to have a say, as the argument is nullified by SBMM.
I think its about mindset. With a casual mindset, you're absolutely right. Why get better if you then simply get harder games? Then you won't ever "feel" better than the average survivor/killer in your match unless you become top 5% or something and matchmaking can't find players your own level, but that comes with its own set of problems like having to face the most tryhard killers, or having teammates go down super fast since they're outmatched by the matchmaking.
With a competitive mindset however, the challenge of facing stronger opponents and the thrill of getting better is the reward in itself. I've no plans of reaching top mmr, I specifically don't bring slowdown perks because they give you free wins, and thus make you face super sweaty survs that exclusively do gens and nothing else. But I do try to practice and get better at chase every game.
Besides, you can control how much MMR you win or lose as killer. If you want to, you can just open gates as soon as gens are done and artificially lower your mmr, just like you can choose to play overly altruistic as survivor and sacrifice yourself to get someone else out to lose MMR.
Anyway, this thread was about Dead Hard, and all I can say is good riddance.
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I just play the game.
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Chad first post
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@kaskader said:
https://forum.deadbydaylight.com/en/discussion/comment/3060472#Comment_3060472
Are you serious? i don't think you got what i have to say at all xD read the post again...
What, your title is "Im starting tunneling and camping after the update" and you whine about pop being nerfed, even though we now have 2.5% base kit regression, so Pop IS basekit in case you didn't read notes. We also get faster kicking speeds. Are you saying you won't tunnel and camp? That you're worried that others will tunnel and camp? Why even put a clickbait title like that if what you actually should have put in your title is "I think killers will tunnel and camp more after the update"?
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You're complaining that the meta slowdown perks were nerfed in a meta shakeup. And this is while you now have many great new options like you already mentioned, Thana, Gift of Pain, Deadlock, DMS, Jolt. And what, you're crying about a couple perks?
Killer is stronger now, I don't know what you're whining about.
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I think after 10 minutes of no gens being done, all survivors should have permanent crows on their heads. 8 minutes, you get 1 crow. 9 minutes you get crow 2, and 10 minutes you get the third crow. Only way to remove is to finish a gen.
I know that sounds harsh, but 10 minutes is a stalemate, and it's too easy for survs to hide on bigger maps.
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@Lordofweed said:
https://forum.deadbydaylight.com/en/discussion/comment/3058222#Comment_3058222
"you don't deserve to be in your MMR bracket." Getting better while "MMR" or "Skill" -Brackets exist, is an illusion. Where is the point in getting better in a Game if you get punished for getting better?
Every second comment here be like: "Adapt", "get better", "just learn how to use it" or whatever... Eventually you will adapt to the new DH if you try it hard enough and a few matches later, you get matched with Killers, which can deal with it, so where's the point in even learning something at all?
I would also throw DH in the bin, where it belongs in 6.1.0. but at the same time i think to myself: "Why should i even care about those changes, when ther's sbmm, which will put me in a lower (or higher) mmr bracket if I was better or worse compared to now?"
Strange way to look at things, it's not exactly an illusion to get more comfortable in chase, move better, make better 50/50 decisions and overall do better.
What I would agree with is that it's a trap in some ways, since the better you play and the more you escape the tougher your opponents become and the harder you have to try. I'll say the solution is to not freak out about not getting the escape, not slamdunk gens like your life depended on it and accept that there will be tough games thanks to teammates and strong killers.
The point I was making is that if you immediately start getting downed in 20 seconds of chase once DH gets nerfed, maybe you should practice basic looping now that you can't rely on a perk to extent chase as long as you can aim it right.
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Big talk, now's the time to make good on your words.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/3059355#Comment_3059355
I think if every other exhaustion perk were buffed to DH's levels, the game would lose a lot of players in the other direction. :P
Yeah, I was just exaggerating. Good riddance for Dead Hard. And it'll still have its uses now, it won't feel quite as cheap if you get Dead Harded. But I think it'll not see much use since it'll basically only be useful once a match.
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Prove Thyself will be meta now, I think a good suggestion I heard for this perk is to not provide the genspeed increase to all the allies as well. Would sort of kill the perk but consider that being able to buff all other survivors repair speeds by up to 45% is pretty insane. There's a reason it's used a lot in very high MMR, and that's because it massively cuts down gen times.
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I agree, let's nerf Noed as well, and maybe the 5 second unhook bonus should apply to both the hooker and the unhooker? An idea is to give the unhooker BT as soon as they begin hooking, it's kind of unfair how the killer can camp hook and get an easy trade, if the survivor managed to get to the hook without being damaged they should be rewarded.
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I agree, we should have kept Dead Hard the same and buffed all the other exhaustion perks till they were as fun to use in chase as Dead Hard. Dead Hard provided a fun, interactive experience, and nerfing it is a huge mistake. I think the game will lose a lot of players now that Dead Hard is gone.
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This could have been simplified by forgetting about perk tiers and simply checking the amount of BP spent per character. Not sure if BHVR have statistics for this, but that would help. 1 prestige level per 1.6m BP. Super straight forward. That way players that have hundreds of millions on characters get their fair prestige.
Second best case, instead of getting 6 prestige levels from perks, you'd get 12. Then you'd be P20, which is pretty good.
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Good call honestly, it's kind of weird how you have an ancient japanese samurai Oni, but the survivor from the chapter is from modern times. Would be very cool to see survs from different time periods.
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Very strange how it is capped. Did BHVR think giving the players with P3L50 All Perks another 10 prestige levels or so (since prestiging now gives 2 per prestige) would cause them to quit due to being finished with the grind?
Or maybe someone said that having characters vary in prestige levels is bad and unorderly?
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Iron Willnow reduces your grunts of pain by 75% rather than making you silent, and no longer works while Exhausted. We’ve seen some feedback concerning the volume of certain Survivors compared to others, causing this perk to be less effective on Survivors with louder grunts of pain. In a future update, we’ll be reviewing the volume levels of each Survivor’s grunts to ensure that each of them can make use of this perk.
I sure hope thistl thread was posted before the developer update.
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They should have just made it 100% up to 200%. That would be the perfect middle ground. Most of the time a gen won't regress for more than a minute anyway before a surv taps it.
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I disagree, what I'd like to see is 4 minute EGC starting as soon as gens are done.
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I never ran DH and I cope just fine. It's a crutch for mediocre players and unfairly powerful for strong players. The devs themselves said escape rates were too high. If it turns out you can't run killers anymore without DH, you don't deserve to be in your MMR bracket.