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MrMori

MrMori

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MrMori
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  • I've said it time and time again, why not just let killers surrender once gates are open? I'd make it an ingame thing by going to basement and interacting with a glyph that spawns there, same spot as white glyph. In fact you could let killers do this as soon as gens are done.

    If I were to change anything, I'd make EGC start as soon as gens are done, and last 4 minutes. Would be real nice. Then nerf No Way Out, Blood Warden and Remember Me accordingly. More points for everyone too due to late hooks/rescues.

  • This is an excellent idea.

  • Kind of agree. But I can see why they handle them like they do. They need sales to keep the game going, can't just be giving out every original chapter for nothing.

  • I may complain a lot, but I'm still very excited. The PTB will show whether this will be a good or bad patch.

  • @D2night said:

    https://forum.deadbydaylight.com/en/discussion/comment/3024642#Comment_3024642

    Why would adrenaline get nerfed when they didn’t need the actual effect of NOED? BT was actually nerfed by 2 seconds but they added a baseline BT. This update was also to “prevent camping and tunneling” so why would they need something that prevents that? The only reason why somebody would want it nerfed is because you camp and tunnel. And why would they need unbreakable? It’s not an OP perk, it’s the only real perk to prevent slugging. Otherwise you sit there on the ground for 3 minutes. Plus it’s only used 1 time a match. That seems pretty balanced to me

    image.png


    BT was not nerfed, perhaps you read it wrong. It actually "extends" the 5 second endurance effect and movespeed bonus by 10 seconds. So 15 seconds. Which is why I find it quite strange how they claim DS gives a free escape in the endgame and gut it, when BT will now do exactly the same thing. OtR is even worse but I hope they change their mind on this one and just make it blood pools, scratch marks, aura and grunts of pain removed for the duration.

  • @PaintedDeath said:

    Yea I'm pretty sure it gives you the endurance on the hit, and if you are hit you get the typical speedboost from getting hit. So that could theoretically let you hit that vault if he hits you, buuuut if he just waits for you to vault he can grab you.

    No, he can't, cause you can't grab fast vault man. If it's a pallet, yes. Not window.

  • The grind for cosmetics is increased, yes. But the grind for gameplay elements aka perks and addons is massively reduced. I don't care if it takes longer to get all unique cosmetics and stuff. That's fine, gives people an incentive to play.

    @anarchy753 said:

    If your goal was to get everything P3 with all perks maxed before the change, then your grind will be reduced. If your goal was just all perks no prestige, much the same, if you're a new player just looking to get perks on a character, or one maxed out survivor etc, it's worse by far.

    It's not worse by far at all. The optimal way to get all perks on a character now is just P1 every single character so you'll have tons of already unlocked perks, go for P3 on the characters you want, then P3 the characters you only want the perks of. With all the Tier 1 perks you'll have from having every character P1L1, you'll be super far into the grind by the time you reach P3, and it only gets easier for every character.

    Remember you don't lose any perks when prestiging now. It's absolutely better. Sure, BBQ is gone, but for survs, the BP bonus is gonna be much better than WGLF. The bonus is still worse than BBQ for killers though.

    Getting these perks still takes a long time to get going. 1.5m BP per prestige is a very large amount for the average casual. But once you have a few characters prestiged, you'll be in a far better spot than before.

  • Make it not work against undetectable man. That's all that needs to change.

  • @Alionis said:

    You should do the math here.

    STBFL works by reducing the cooldown time by -5% for each token it has. The maximum reduction is -40%, so the math would work out to be as follows:

    • With the current cooldown of 3 seconds: 3 * 0.6 = 1.8 seconds
    • With the new cooldown of 2.7 seconds: 2.7 * 0.6 = 1.62 seconds

    Meaning that 1 token is equal to:

    • With the current cooldown: -0.15 seconds
    • With the new cooldown: -0.135 seconds

    That really not that big a difference, so it would actually be as if STBFL could go to 9 tokens currently. That's not enough to warrant any nerf in my book.

    It's a pretty huge buff because it's not only from 1.8 to 1.62, which is reducing a small number even further down, but survivors hit will also have a shorter speedboost. It'll make an enormous difference on characters like Demo or Slinger in being able to follow up an M1 with your power, and a big difference in the distance survivors gain in general.

  • There are three things I dislike about this update.

    DH change still forces you to afraid of attacking survivors, which I despise. Please for the love of god just let me attack survivors without having to wait out a counter move. A survivor nearing gates while I'm close behind shouldn't be in control and straight up be able to get out for free, and new DH doesn't fix half the issues. I really truly hope this gets reworked or something, I'm tired of "baiting out Dead Hard".

    BT lasting for 15 seconds with 7% speedboost means guaranteed free escapes lategame, even though hook trading is easier.

    Off the Record is awful and absolutely guarantees free escapes lategame, and will replace DS, but also be stronger than current DS against most of the roster. They should have just buffed its already existing effects to include hiding scratch marks and blood, reduced the duration and made it cancel by conspicuous actions, that would make it balanced but also far stronger and fit the theme of the perk much better.

    Self Care didn't need a nerf at all, it should have stayed the same. Spine Chill only needed to not work against undetectable killers, you could remove the vault speed bonus if you wanted to but I like it. Iron Will shouldn't be deactivated when exhausted, but it absolutely should be 75%. If people complain about their survivors being too loud give them the option to mute themselves. Also normalize survivor audio volume. CoH didn't get a nerf, but deserves one still, self care should be removed from it no joke. Other than that, good stuff, really like the changes. Ruin got hit too hard as someone mentioned.

    Other than that, looking forward to it. Now I don't run slowdown that much, but I think many of these changes are great, but many awful changes too. I think they'll find that the killrates will actually go down due to how strong Off the Record is, and new DH not being nerfed. In fact it saves survivors a perk slot. If everyone just runs off the record, you can replace DS and BT in one perk slot, bring DH and Prove Thyself and it's the exact same meta as before.

  • I think it should be 4 seconds since 3 seconds is nothing. Now just make it remove all charges from Nurse and Blight, begins recharging after the stun is finished and DS is perfectly fine. Increase time on hook to 80 seconds to prevent camping then finishing someone off when they're on second hook state and there you go, less tunneling.

  • Why couldn't they just double down on the current effects of OTR? It doesn't have to be 80 seconds if that's too much.

    Make it 40 seconds of no scratchmarks, no blood pools, no injured sounds, and immunity to aura reading, cancelled by conspicuous actions. Why should anyone run BT when Off the Record exists? Why change the whole theme of the perk anyway? Come on, this change is straightforward.

  • I don't facecamp when I play Bubba.

  • @ich_häng_mal_rum said:

    https://forum.deadbydaylight.com/en/discussion/comment/3022899#Comment_3022899

    I very like the idea of this post to optimize lobbies for mmr.

    your point to dodge toxic swfs I can understand but on the other side why should a survivor wants to go against killer with names like „bleedout forever“, „tunnler no.1“, „toxictrash“, „endless thana legion“, „afk“, „makesurvsdc“ or „facecamping bubba“…

    Moot point when survivors can't even see the killers name until the game is over.

  • Extremely strange choice. Didn't they catch that unnecessary downsides to perks make them useless? Like the restriction to old Windows of Opportunity. Just remove the weird reduction in time, it's not like the 12 seconds to open a chest need to be longer.

    If they wanted something more interesting, how about any bird disturbed by the killer within 32 meters of your character gives a notification, like a reverse Spies?

  • @jesterkind said:

    Trust me, you don't players with ISPs like mine to not have a lobby where they can see if they get to play, or if they magically have 600 ping out of nowhere.

    If that's maintained, sure, but honestly I think the root cause of why certain lobbies are dodged should be addressed instead.

    Perhaps the accept screen could have a small section showing the ping and you'd have the option to decline the match with no penalty?

    Then if everyone accepted, 20 seconds to finish loadout. If you already have loadout, you can select "Ready" just like in lobby, and then the match starts when the 20s are up or after everyone readies up.

    @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/330603/the-pre-game-lobby-is-the-cause-of-many-matchmaking-issues

    Eh...

    On one hand, yes. I already dodge 'ready' lobbies, as these tend to either be full 4man SWFs, backfilled lobbies or backfilled 4man SWF lobbies. Too many bad, bad experiences where I'm put up against a SWF with over 10k hours between them who bring 3x further hook offerings and a map offering rather than flans.

    On the other hand, nothing is going to make me play out a game with a 4man with names like 'usuckuninstall' 'toxicsmurf3' 'imakenubsquit' 'urbadlol'.

    That's exactly the thing, this kind of dodging is what creates long lobby/queue times and backfilled lobbies that are not evenly matched.

    If anything, what BHVR should do is add features that reduce toxicity, like a way to surrender after gens are done for killer, or gates are open. And a way to prevent being bled for 4 minutes after everyone is slugged, or as the last survivor, etc. That's a better solution to toxic players than dodging.

  • @ShinobuSK said:

    I see a lot of killers hitting me at times I would never got hit before. Its like they are 0,5 seconds in the future while their body is still in the present? Its really strange, not just your usual laggy hits.

    Often times I stun them with pallet but get hit AND they end up on my side of the pallet while stunned by it? That shouldnt be possible anymore.

    I really question the distance every chase now cause what the game is showing me on screen, cannot be trusted.

    Or is that the rubber banding people are talking about?

    Not gonna lie I notice this stuff too. At least, getting both a hit and a pallet drop is now more common for me. I think it's the servers being stress tested by the huge player increase thanks to anniversary.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3022740#Comment_3022740

    The difference is current DH can be used at any point in the 10 or so seconds up to the pallet or vault, and the survivor will still make it. It's guaranteed and requires no sense of timing.

    Waiting out a dead hard might be irritating, but it's a fair shot. Either one of you can mess it up. The trick is to get right behind the survivor and don't lunge, this gives you a 50/50 shot.

    Currently waiting out a dead hard still gives the survivor extra time, because even if they pop it early, they still get the distance and still extend the chase. Now if they pop dead hard too early, they gain no distance, you wait 1s for the animation to finish, then you smack them.

    You might be right that it'll be a little better to play against as M1. At least someone like Wraith can fake hits and stuff, and Slinger will basically own new DH. We'll just have to wait and see.

    I'm just so incredibly tired of having to "bait" this perk with my attack. Let me swing, man. But, if it drops in usage and stays down as people notice it's not as easy to use, then I'll not mind it as much. Yeah this PTB can't come soon enough.

  • Give us hook states, increase hook duration to 80 seconds, nerf Deadlock and DMS duration a bit. I play mainly killer and even I can admin 60 seconds is too short when you're not playing against juicers that can run you for 2 minutes thanks to Shift + W and DH.

    Another thing is it would take away the unfairness of people running identical cosmetics purely for a gameplay advantage and confusing the killer. Sure, say it's easy to count hook states, good luck remembering Claudette in slot 3 with the same cosmetics as Claudette in slot 2 was actually on death hook. Or that the one you're chasing right now actually was just unhooked and has decisive. Hook states on the HUD would help against this.

    And now that we have some anti tunneling measures I think it's safer to implement this. Just buff time on hook to 80, 60 is very little.

  • Good thing you'll have Dead Hard giving you Endurance as you vault soon.

  • @TheArbiter said:

    Im gonna post what someone else said in another post

    Old Dead Hard: 0.5 second window

    New Dead Hard: 1 second window

    Old Dead Hard: 6m travel distance

    New Dead Hard: 12m travel distance

    Old Dead Hard: Straight-line movement that could run into walls or corners if not aimed correctly

    New Dead Hard: Full control over your character's movements

    Old Dead Hard: Able to make it to pallets but prevented you from vaulting

    New Dead Hard: Able to make it to pallets AND vaults

    Old Dead Hard: Movement only

    New Dead Hard: Free range of motion under the invulnerable status, including uninterruptable unhooking

    That's just wrong, and the person who posted this has no idea how Endurance status effect works. The problem is for M1 killers, new DH won't feel all that different, and for some killers its actually even stronger, specifically Huntress, Pyramid Head and Trickster since it makes predropping vaults a safe thing to do against these characters.

  • @Seraphor said:

    A well timed DH was always fine. If you swing, and at the same time they dash forward and dodge the hit, that's DH working as intended. Complaining about that is simply complaining about survivors using the perks they have available, which is on par with complaining about killers running BBQ or MYC.

    No, the problems with DH have always been abusing it for things that aren't intended; using DH purely for making distance (hitting E when the killer is nowhere close to striking distance, but still allows you to make a vault, pallet or exit gate, doesn't require any sense of timing) and using DH to avoid killer powers like bear traps.

    Both of which have now been removed as possibilities.

    It's a healthy change, regardless if the 'as intended' effect is a slight buff or not.

    Using Dead Hard to "reach" a pallet or window is in no way different than using Dead Hard when less than 1s away from a window or pallet to guarantee that you can drop/vault safely. It also doesn't fix killers mindgaming the survivor, going for the swing and then getting Dead Harded, since now you'll just hit them normally and they'll get a speedboost. The only time new DH is any worse is already dropped pallets, since you can grab them there.

    I hate it, but we simply have to wait till PTB to see. If the window was a lot lower, like 0.6 seconds, but the reward was a speedboost similar to Smash Hit I'd be on board. 1 second is far longer than people think.

    And just like someone else mentioned, killers are tired of having to wait out their swing and "bait" out their opponents god damn Street Fighter Counter Attack move. Let us swing at survivors that are in our range, please. That's all I want.

  • I wish they'd just remove the damn self heal on CoH. Or at least for anyone who didn't place the Boon. I don't know. We can only dream that this affects CoH too, if it doesn't thats just depressing. CoH + Botany will be broken and easy to equip, at least now that Off the Record will replace the need for BT and DS all in one perk slot.

  • Agreed, bring characters to a similar volume level, and add a setting to the options menu to mute your grunts of pain. Maybe even mute hook screams.

    Thing is I think they won't be able to achieve that without breaking something.

  • @fulltonon said:

    vaulting and palleting, both.

    although killers can still grab over an endurance effect, but at that point they can just tap M1 and hit survivor anyway so...

    You can't grab fast vaults, and undropped pallets will be identical to how it is now. This is why I'm not a fan of new DH.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3022532#Comment_3022532

    Spine Chill and Irol Will got nerfed and they were stealth perks.

    Looping got nerfed because killers basekit chase got buffed (faster recovery from hits, bloodlust, breaking pallets faster).

    You say sitting at the gen is boring, so you want to remove skill checks to make it even more boring and make the time even longer? Big brain moment

    You find skillchecks "fun"? If the devs insist the only way to progress the game should be to sit next to a gen instead of looking around for parts or something, I'd at least want to not have to pay close attention to it.

    Also, looping is the exact same. CHASE is nerfed. Not looping.

  • Just equip Off the Record and you'll be more than okay. Especially in the endgame.

  • @Marigoria said:

    What else are survivors supposed to do? Looping got nerfed so did stealth... might as well just genrush

    Looping got nerfed how? Shift + W for distance after getting hit got nerfed, and Iron Wills "stealth" is just being able to Shift + W away from any high wall loop randomly.

    Though I agree sitting and glaring at a gen for 90 seconds is boring as hell. Personally I'd like an option where there were fewer skillchecks, but you did gens slower or something. Or maybe some kind of Technician Buff that'd let you semi AFK on gens without messing them up.

  • Yeah, I'm on the grind right now. Only have about 10 characters left. I'm earning so many BP per day. No better time than now.

    Although I feel I might not be able to gather many anniversary items or cakes on my mains. Oh well.

  • Trapper, Slinger and Doctor are three characters that will perform much better against new Dead Hard.

    Still baffling that a perk that people complained was giving survivors a free third health state now literally gives a free third health state. But we'll have to wait and see. Issue is this will mean you STILL have to breathe down the survivors neck before you attack. Removing Dead Hard would mean killers can actually swing their weapon to get hits again. It's so frustrating to have to wait every single time someone is injured. We can only hope it's mediocre and thus not run all that often. Then it'll be tolerable.

  • @Tatt3dWon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3022101#Comment_3022101

    Its the same as ds if someone heals you it goes away. Even though its bhvr they arent that stupid.

    image.png


    image.png

    Note that opening gate is a new thing that will disable DS, but DS is now disabled after gates are powered (all gens are complete) anyway.

    Off the Record will take its place, unfortunately. They say they dont want guaranteed escapes but add this?

  • Definitely agree, there are very few visual indicators for sound when there could easily be. Heartbeat icon like someone mentioned, animation on a gen as you approach to see if it's making noise or being worked on, stuff like that.

    All they had to do was make this line of sight change only affect stealth killers, or in fact have Spine Chill not affect stealth killers/undetectable killers at all. Then it would be the same for hearing impaired too.

  • I agree with him. Let me theorize how it affects certain killers:

    Huntress/Trickster: If you're approaching a dropped pallet or window, you are now guaranteed to get the vault without taking damage. In fact, if you DH to a window against trickster before he might get a few knives in you, but here? He could hit the BT and be at 0 laceration again. Same with hunters. You preaim as they approach window at shack, they DH as they vault, now what? Same thing.

    For Pyramid Head, it basically means you can now activate Dead Hard and predrop, and if he decides to use his power, now you gained a speedboost while he has to kick a predropped pallet. Awful.

    A lot of new Dead Hards issues revolve around the fact that it doesn't even fix "Dead Harding for distance", since you can still use it to gain the distance needed to vault safely, or take a vault safely against a killer that can damage you during or after your vault. I'm not a fan.

    On the contrary, against someone like Deathslinger new DH will barely even make a dent, he completely counters it.

  • @Walex90 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3019286#Comment_3019286

    I've played as a killer more than enough, and iron will wasn't a problem for me. Ever. If I lose a surv then that's on me.

    Great, then it's not an issue that it gets a nerf. It'll improve perk variety and it'll still have niches.

    But honestly, how I'd change it is this: Remove the exhaustion downside, make it 75% when running, and 100% when walking, crouching, standing still, etc. The biggest issue with Iron Will is the stupid shift + w strat since killers who dare try to mindgame any tile ever will just get left in the dust.

  • You don't even have to prestige all characters to P3. Many characters don't have any perks you want, so you can leave them unprestiged. Not to mentioned, after you've reached P3 before you'd have literally nothing, whereas now you'll have any previously earned perks from other prestiged characters, plus whatever additional perks you earned on the way.

    The approximately 1.5m bp you have to spend still sucks, but not losing all perks when you prestige as well as getting that characters perks on everyone is absolutely going to tank the grind down by a ton. Do you have any idea the amount of BP I had to spend to get BBQ level 3 on all my killers even after P3? Several million on average. Of course I won't need it anymore, but now your goal for characters is basically P3L1, since perk slots stay unlocked anyway.

    This is a good change, and I like it. I also like not being forced to bring BBQ every single match.

    There is ONE thing I want though. I want a 12.5% increase in BP per unique survivor hooked in the basekit, like a "lite" version of BBQ and Chili. And the same bonus for survivors, but it would be 12.5% per 50% of generator progress, and safe unhooks/saves. Or maybe even just for saves, to disincentivize rushing gens and leaving as fast as possible.

    I think with all the changes to genspeeds and the removal of BBQ bonus, we'll see a huge uptick in camping, because there's no incentive to focus someone else now. So getting a weaker bonus basekit would help. Especially with DS being harshly nerfed. Although Off the Record will take its place.

  • Damn I just realized it's when exit gates are powered, not even open. That's crazy. DS is worthless now. Good riddance I guess? Off the Record will take its place.

  • I'm also not a fan of it, but all we can do now is speculate. I'm incredibly curious to feel it in action. If it lacks an animation or tell for when it's activated, I think it can potentially be even more frustrating than current Dead Hard. At the very least, I think you shouldn't gain any distance after getting hit with the Endurance. That's just nasty. Now you can not only greed the pallet, but also shift + w as if you were healthy and save the resource.

    But, in the end we'll just have to wait and see it in action before casting any judgements. Still not a fan.

  • I agree, it's completely useless. The Spine Chill nerf was also far too much. Self care needed no changes. Spine Chill needed to not work against undetectable killers. That's all that needed to change there.

  • If you've played killer, you wouldn't find this nerf to be unfair at all. The only thing unfair about this nerf is that some survivors volume is like twice as loud as others, they really need to normalize the volume of survivor grunts.

    100% silent Iron Will only promoted breaking line of sight in chase then Shift + W any time the killer tried to mindgame. It also made survivors impossible to find in lockers even while injured if they just stayed long enough to not have blood pools. This change is needed and fair.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3016338#Comment_3016338

    Yes, you're basically saying "you can have these perks back, even though the nerfed versions, besides self care, you can keep the original..... bruh

    What's "bruh" about that? You want guaranteed free escapes during endgame gone or not? I do. So take the buffs and then some more. What's the issue?

    @Xendritch said:

    https://forum.deadbydaylight.com/en/discussion/comment/3016660#Comment_3016660

    But you can just get the unhooker? I don't understand the issue here?

    Multiple survs will come for the rescue, and the unhooker will get bodyblocked before you can get another hit. Although with the basic attack cooldown being buffed you're probably going to be able to get the unhooker more often now, which is neat.

  • @Duder said:

    I think you're right about the nerf being in the right direction but the numbers definitely need tweaking.

    The way it stands the update is actually a buff for reaching pallets, which they've stated they don't want people using the perk for.

    With old dead hard hitting e gives you 2.2m of distance on the killer, so when combined with a pallet this essentially means if you're within 2.2 meters of the pallet a dead hard guarantees you make it and drop the pallet. (assuming a loop where there's a straight path to the pallet which isn't common)

    With new dead hard you get 1 second of immunity which makes you immune for 4m of travel, effectively buffing that 2.2m guaranteed pallet drop to 4m. Not only that but now it doesn't matter what the orientation of the loop is, if you're 4m or less from the pallet you're getting a drop.

    With windows/dropped pallets it's a little bit different. With old dead hard the surv would e to the window and then still have to vault where they can get grabbed or take a hit during or after the vault and go down.

    Now they can pop dead hard as they reach the window, and if the killer is not in grab range they either make it through unscathed or get a speed boost and zoom away.

    I was thinking it would be a nerf for windows, but then I remembered, you can't even grab fast vaults. In fact, if a survivor wanted, they could prepare a super wide fast vault even if the killer is too close, and with that 1s timeframe they could get the fastvault and guaranteed chase extension. So basically, this nerf won't help at ALL when used to barely reach a resource.

    It also won't help when you're somewhat CLOSE to a resource, and it's basically up to the killer to swing at the right time. We STILL have to breathe down their neck, and in fact the surv will gain even more distance if you swing.

    AND, it certainly doesn't fix getting a successful mindgame robbed by a Dead Hard either. Overall, I hate this "nerf" and I hope it gets reworked again. Into something completely different. Having to sit and wait behind a surv to bait it out is exactly why people don't like Dead Hard, plus the guaranteed safety that this new version still provides.

  • @MB666 said:

    https://forum.deadbydaylight.com/en/discussion/329970/why-nerf-ds-at-all

    4 would be a fair number i must say 3 is a bit shorter but not problematic since the perk is intended to get you a second chance to reach a window or pallet , not to hold W to the other side of the map if you just hold forward against a M1 killer with no mobility powers.

    about nurse and blight yes , this change just makes tunneling blights and nurses a bit more stronger sadly.

    Agreed 4s would be much better. The first thing I thought is "Well, another Nurse/Blight buff since they can just immediately jump behind the surv after eating the DS"

  • Absolutely agree.

    You can have back Spine Chills vault speed bonus, you can have a 4s decisive strike instead of 3s. You can have Calm Spirit without the awful downside. You can have self care back, no idea why they even nerfed it. Would much rather they removed Self Care from CoH.

    But these two perks are absolutely insane, and completely nullify the DS nerf. Who cares if you can't use DS after gates are open when you can have 80 seconds of endurance in the endgame? In fact you can simply replace BT and DS on every character with Off the Record and save a perk slot.

  • That's fine. Wanna know what's not fine? 15 seconds of BT with 7% speedboost. You know, it doesn't really matter if you remove DS after EGC starts when you have 15 seconds of 7% speedboost to reach gates. Also of course 99ing gens is still a thing so what do you know.

    But worst of all is probably off the record. That's just nasty. That's a guaranteed escape as long as the gates are open. In fact, if everyone replaced their BT + DS with only Off the Record, the game will become extremely miserable. And I'm NOT a fan of new Dead Hard. But we'll see how that one plays out.

  • They should have just removed the vault speed and made it not work against undetectable, that would be the exact same thing for stealth killers.

  • @UnknownKiller said:

    Does it mean that if we get 30k that becomes 60k and we drop 5 cakes we get 350k?

    No. It's the same as BBQ. Max 32k extra. BP bonuses don't multiply, they just add on top of each other. It'll be the same as someone getting 4 stacks of BBQ basically.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3014415#Comment_3014415

    The rework is exactly what i said. it is still a problematic perk.

    Yeah pretty damn frustrated when I saw the perk. If a window is within 1 second of a window, which is very very common, it's exactly the same. You can't grab them, you can't hit them cause they'll be enduranced even in the animation. Against undropped pallets it's essentially the same too. If there's no tell that someone's actually using it, it may even be more frustrating than before.

    Another nasty thing about this new DH is that autoDH will still work. If that doesn't tell you that the rework is bad I don't know what does. In fact new DH may even give more distance than old DH. I guess we'll have to wait for PTB to find out but I personally hate it. Maybe, just maybe if they add an animation or a very clear tell that it's active. Not a fan of this. Or the BT change, but that's another story.

  • I wish Shadowborn was up there because it would be an indicator we're getting a base FOV increase. I'm kind of bummed we're not getting that.

  • @[Deleted User] said:

    This is an aspect of Dead Hard that isn't often mentioned

    ???

    People always talk about being able to "reach something they otherwise wouldn't", but people fail to mention that when running a basic tile with an undropped pallet, you have so much more room to greed, and extend the chase.

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