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Pepsidot

Pepsidot

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  • Not saying I agree with the decision - but if I had to guess its more than likely because they wanted to keep Blast Mine and Wiretap interactions consistent.

    Remember, they changed Mettle of Man to keep consistency with endurance. Although have now reverted that change.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/3158740#Comment_3158740

    It has always worked like that. You have to schedule these things in advanced and let the stores like steam, xbox etc, know. Most likely they do it this way so that if something goes wrong with the patch they can roll it back and have time to tell steam, xbox, sony, etc that they need to hold off on the DLC.

    I would have thought they do it because they know most regular players will purchase it ASAP and if I had to guess again, they profit more from purchases with auric cells than they would from people purchasing the DLC from steam store.

    Its not always been this way, unless I'm going crazy.

  • For some reason it's returning later today.

    image.png

    Not sure why they wouldn't release it right away though? Surely you want more players incentivized to play survivor to even out the queue times since with every chapter release killer queue times are slow.

  • Wait, the DLC is being released an hour after the update itself?

    image.png

    Whatttt? :(

    Edit: It's released in the in-game store but not on steam store? Guess I'll have to wait then. I guess I forgot this was a thing...

  • Yes of course. Still disappointed with the Reassurance change though.

  • Yea it doesn't make sense to have a kill switch for "game breaking issues" yet not actually use it to prevent game breaking issues. I'm guessing it's still not known enough to cause wide-spread issues but I hope they disable her or fix the exploit soon because it'll only become more common.

  • @Sludge said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154933#Comment_3154933

    They adjusted MMR, all the streamers and players who thought MMR would be great started quitting because matches got so sweaty and they were tired of facing nothing but Blight/Nurse/SWF every single game.

    It's like everyone forgot they changed MMR to make the game easier and give people more "Variety"

    Did they? I've always been under the impression that MMR never really worked properly after its first few days, once everyone reached the soft cap.

  • When me and my duo were fed up with other solo survivors and losing games because... well they weren't very good... I started using Appraisal and Plunderers Instinct.

    And this was before the hatch change. Basically we played normally(ish) but if they both died at 2 gens left, we'd hide and I would go around opening chests until I found a key. We both would escape through the hatch.

  • @cyniChris said:

    It amazes me how most survivor mains are completely ignorant to the fact that the perk can be abused against non-campers.

    Someone hides near the hook, pops Reassurance, goes back to their gen. The next person in chase runs to the hook, pops their Reassurance, and keeps going. There is no threat to the hooked survivor's life and the survivors not being chased can finish gens. The killer is not camping, but they're being punished for camping.

    If you think scenarios like this won't happen, look no further than base kit BT and OTR - both intended as anti-tunnel measures, but both often used to body block for rescuers or other teammates. Remember how often old DS was used aggressively and had to be nerfed into the ground? Just because something is intended to be used one way doesn't mean it won't be used in other ways.

    And this is without even taking into consideration the fact that it can be abused to hold a survivor hostage. Can't wait for the 3-man SWFs to run past the poor solo on hook just to keep them there.

    The scenario you describe is just detrimental to the survivors though, not the killer, UNLESS they are actually camping (which you said they aren't in your scenario).

    In your scenario, the survivors are purposefully playing a 3v1 instead of a 4v1 whilst also actively having to get off gens or mid chase... run up to the hook and use Reassurance, instead of unhooking? There'd be a max of 2 survivors on a gen because 1 is being chased and 1 is on hook.

    Why wouldn't they just unhook the survivor and get 3 people on gens, unless the killer was camping? The scenario does not make sense and is only detrimental to survivors. Unless as I say, you're actually camping.

  • My meta build is pretty much:

    • DS, BT, OTR, DH

    Sometimes I might use Adrenaline and Prove Thyself instead of DS and BT. DS is generally overkill but it's good to have in the ultra sweaty games. I did use Adrenaline over DS for a while because of its end game benefit (especially when it activates when you are unhooked since DS and OTR don't activate).

    If I want to go for a slightly less meta build it'll probably look like:

    • Coh, Breakout, OTR, Hope/Aftercare/Kindred
  • @[Deleted User] said:

    See-through Coldwind tiles, 1 hook moris, instant instaheals, pre-nerf DS, god windows pre-breakable walls? Hard pass. We'd do one or two games and come running back to current DbD.

    Absolutely this. With how good players are now with their game knowledge it would be crazy survivor sided (even more so than it already was back then). Along with what edgar said, there was much more pallets, you could vacuum to windows and pallets, insta flashes, insta gens, old balanced landing, iri huntress, old cow tree, no EGC, not much cosmetics (I think), loss of progress bug was still plaguing the game, no dc penalty.

    Not to mention the hardcore LAG SWITCHING with no hit validation - It'd be like you were stuck in time, only to be suddenly picked up, TPed across the map and hooked in 2 seconds if a killer lag switched hard enough.

    Also, I'd rather not go back to 3 blink Nurses (or max 7 blink) with no additional cooldown mechanic either. No thank you!

  • @GrimoireWeiss said:

    Don't care, I'm having tons of fun with her. And no, people giving up is not as commons as you're pretending it is, unless you're the person giving up every match lmao

    It is very common in my experience when playing solo q or when playing as Nurse.

    So much so that even though I knew range + meta perks on Nurse would be a breeze, it actually SLOWED me down getting my sacrifice challenges. Because it wasn't uncommon to have multiple DCs at 5-3 gens. (Was extremely rare survivors ever got down to 2 gens).

  • It's because players have realized she really isn't as difficult to play as people try to make her out to be - at all. When you throw on a range addon and the combo Agi + Starstruck or PR + DMS or BOTH, it's a walk in the park.

  • He didn't go far enough with the exposed perk nerf, which is understandable since he's a nurse main with a 380+ win streak that uses Agitation and Starstruck (not to mention the most OP build on her) every game.

    A killer as strong and as gamebreaking as the nurse shouldn't be able to use exposed perks with her ability - full stop.

  • I imagine BT will be nerfed because of this, but unsure. If not, I feel like 20 seconds of BT and the additional movement speed at end game is too much. So they should disable BT end game if it really adds up to 20 seconds, but keep basekit BT endgame (10 secs).

  • This is so annoying, it was the only thing I was looking forward to using in the next chapter. Instead of actually fixing the issue without nerfing it, they opted to nerf it to fix the issue.

    Now as you say it will only be good in SWFs and at a cost of more perk slots.

  • I don't agree with the suggestion, but if it was implemented I'd ban Nurse, Spirit and Bubba.

  • I don't think you should be concerned, I get this every time I turn off my PC with DBD still running and I'm fine.

  • @Jesya said:

    It just feels a little cheap to not even recolor it....

    I dunno on 1 hand it's semi free (prime isnt free) on another.... it just feels like a cop out and bhvr threw something on there.

    Meh

    It really does feel cheap, they could have picked any upcoming skin or chosen one of the newer skins currently in the shop, like Trickster's one instead of releasing it in the store.

  • Top tip if you want to get unhooked quickly in solo q: Attempt escape 2-3 times and survivors will absolutely leg it across the map as efficiently as you've ever seen before to get the save.

  • P12 Claud. This is because despite playing so much, I'm still grinding the rest of my survivors - I'm getting all the standard perks on them and am only half way there.

  • Could be that they gave out rift fragments and there may not be an pop up for it (Especially if you've already finished the rift).

  • Skeleton key + Addon to see killer aura + 10 sec addon is very, very good. You can also use Streetwise to make it last longer. You could also have Built To Last but it's kinda overkill, especially if you can't escape the chase.

  • @ArchAbhor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3131050#Comment_3131050

    The killer gets a notification that they perk is active so theres no discouraging facecamping outside of someone actually using the perk. It will not have the same effect that ds did.

    It will because what's the point of loading into a game intending to facecamp all game as a Bubba if someone is probably going to have Reassurance, thus you're only going to get one kill?

    By the time they see the notification it is too late, their facecamping strat/build will not work.

  • @Thusly_Boned said:

    It is a band-aid? Yes.

    Would built in solution be better? For sure.

    It will be a very effective band-aid, though.

    Yea, it will discourage/reduce facecamping even when no one is using it, a bit like how the bandaid pre nerfed DS discouraged tunneling to an extent even when no one was using it.

    A while back, killers would tunnel hard with no fear of any downsides when there was no obsession because they knew no one could possibly have DS. With the introduction of an obsession every game, it made them respect the fact that survivors COULD have DS every game, thus discouraged tunneling.

  • I record in the sense that I screenshot every end game screen (with all the perk loadouts etc). Have been doing so since 2017 and very consistently from 2019... they are kinda cool to look back on sometimes, like this one from October 25th, 2017:

    20171025145503_1.jpg


  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3129687#Comment_3129687

    Either opting out or opting in is fine by me, they’re basically equivalent.

    Yea the only issue I had with your suggestion is that perhaps the hooked survivor may not notice the prompt, especially if they are about to die with the very small skill checks as they'd have to concentrate on hitting those.

  • @dugman said:

    I don’t want the perk “nerfed” because of trolls but I do think it would be a good idea to make it so instead of the perk owner triggering it the hooked survivor gets a prompt to trigger it. That way the effect is opt-in instead of involuntary for the hooked survivor.

    I was going to say the simplest way to fix this is to add skillchecks, just at a slower rate. So they can still miss them and die on hook. But I believe teammates can actually keep spamming and cancelling the unhook action to prevent these appearing. So scrap that idea.

    I'd say the next best way is to allow the hooked survivor to cancel the effect by pressing the active ability button, e.g., E.

  • He is hard to play against if the Nemesis is good because he is a bit like Huntress at loops, which is fine!

    The main thing that's annoying is that his whip has been broken since release. When being looped, good Nemesis players will actually whip the object/wall in front of them just before turning a tight corner because as long as they hold left/right, the hitbox will follow them for a split second and will hit the survivor. This allows them to hit survivors they otherwise wouldn't have hit. And gives them a safety net when whipping a survivor in the open.

  • I'll sometimes take the effort to report a cheater on steam, since at least I can see on their steam profile if they were banned and so I know I didn't waste my time.

    But I've never given additional evidence when reporting epic game cheaters because of the lack of feedback of the outcome. And because without something solid like their ID and only their in-game name, I can't help but feel my report is useless.

  • I stopped listening to people saying DBD would die when F13 The Game, but especially Last Year and Hide Or Die completely flopped. I don't see VHS being any different. Although to be fair to F13 - it was fun, but unfortunately had licensing issues.

  • @Satelit said:

    You can also hold people with no intention of suiciding hostage

    Yup, which is why there should still be skillchecks, just at a much slower interval.

    It is incredibly dumb if devs let this go to live as it is, with the griefing potential it has.

  • They need to re-add hook skillchecks with Reassurance so that survivors can die on hook if they want to, to stop the game from being held hostage.

    Just spawn them at a much slower interval than usual.

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/3124020#Comment_3124020

    What's wrong with PH's ranged addons?

    I've not played him in a good while so I'm not sure

    Pretty sure they not only increase the range of his ability, but its travel time is also faster, like current Nurse is with Ranged addons. I think!

    I used to think PH mains used range for... ranged hits. But if I'm correct it also gives survivors less of a time window to dodge when e.g., coming out of a vault animation.

  • I wonder if this will pave the way for other ranged addons to be fixed (that I believe have a similar probably unofficial bug), like Pyramid Head's ranged addons. Probably not though.

  • So, Agi, Starstruck, Lethal Pursuer/Iron Grasp and Awakened Awareness.

    If used with Lethal Pursuer it would add a total of 4 seconds to Awakened Awareness...

  • This bug happend a while ago to me and I was so glad to hear it got fixed in the bug fix patch 5.7.1:

    Fixed an issue that caused succeeding an unhook attempt right before transitioning to the struggle phase to be instantly sacrificed on a subsequent hooking.

    5.7.1 | Bugfix Patch - Dead By Daylight

    Unfortunately, it either was never fixed or has returned once again :(

  • Well Aftercare is one of my favourite perks because you have to earn it and it's really nice to have, it feels rewarding!

    And although I don't particularly use the perks I'm about to name much because I tend to use meta perks, I also enjoy the kind of perk types you describe too - the ones that are really unique. So the perks you mentioned but also Boons, Fixated, Head On... I suppose Repressed Alliance and Blast Mine too.

    I was hooked on Boon CoH for months and months after its release, it introduced a new mechanic and that was so much fun.

  • Slightly off topic but... does anyone know if the below is a bug or intended?

    I can never hear her directional phase until (it seems) a second(ish) after she's already phasing - meaning at short loops it's basically a big guess because by the time I hear where she's coming from, there's no time to react anymore.

    I swear when her directional phase was first introduced I could instantly hear it as soon as she started phasing.

  • I'm going to sound crazy, but:

    One of the biggest things I miss is the oddly satisfying, consistent BOUNCE you'd get as survivor on Coldwind when falling from the Harvester onto the haybale nearby. Now it's very inconsistent since you have to run at it at an awkward, difficult to repeat angle and plus you stagger a bit, unlike before. So it's basically useless in chase! :(

    EDIT:

    The bounce, visualized (0:17):

    https://youtu.be/DlOxdGqHN0E?t=17


  • It's just the simple things like, maybe take a hit since I equipped BT and there's a tier 3 myers behind us?

  • Honestly I'm really bored with the game too right now - it's probably just me being burned out because I have played so much. I'm finding myself not playing as much as usual anymore and don't have that much fun when I do play.

    I don't think I'll quit but I'll probably have a break soon - maybe - I am addicted, so.

  • @Cnich65 said:

    They really should give him an add on that makes flashlights uncloak him faster or at least ineffective. Something akin to trappers makeshift wrap.

    There used to be addons that made it harder to lightburn him and the ultra rare one even prevented it completely. They got rid of them for some reason.

  • @GeneralV said:

    It is a good mechanic.

    I agree! It's just cool to have a mechanic like this.

    @danielmaster87 said:

    The devs removed sabotaging traps with toolboxes because they didn't want items having extra benefits against certain killers. Yet here we still are.

    Yet flashlights still work to hindrance the killers Nurse, Wraith, Legion and even newer killers like Nemesis and Artist.

    Sabotaging Trapper's traps should never have been a thing because you have always been able to disable his traps, which is enough. None of these other killers listed above are having their powers permanently disabled by an item.

  • @Sonzaishinai said:

    I find this a very strange statement

    Say you hooked a survivor and 30 seconds later downed another one.

    With the new one you can hook them immediatly and have 1 minute of DMS in total.

    With old one you could leave them slugged for 15 seconds and have DmS for 1 minute and a half.

    I think that if you are downing survivors so fast that the new one is better you would have won easilly with the old one too so the "buff" is a moot point

    15 seconds is a long time in DBD and the quicker the hook, the quicker PR (and DMS) can do its thing.

  • I kind of slept on it after it was nerfed and used SB a bunch. However, after using it for a game or 2, I'm back to using it in most my builds again.

    • It's still very good at TL's
    • Good generally at loops. If you can't quite make it, press E at the point you'd normally drop the pallet (if you see the killer lunging), otherwise drop the pallet.
    • It can be used to tank a hit when bodyblocking a hook.

    Only thing is, I also tend to use OTR and Adrenaline in my builds which can deny my DH. And certain killer powers and addons deny DH easily. Also the fact that it's still very inconsistent when it comes to activating it like old DH, ESPECIALLY against Nurses for some reason!

  • Well then, you make a good point and a good suggestion of setting a max cap on Merciless Storm, but nevertheless the devs will probably just buff it next patch so that survivors scream when it is activated. Unfortunately.

  • Appraisal, you can rummage through chests an additional 3 times to find a better item. Although it's an Elodie teachable which you don't have, it seems.

  • Alright, someone find one video of a Nurse beating a 4 man 'comp' team and post it 👍

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