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PigNRun

PigNRun

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PigNRun
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  • Seems fine to me. Looks like unsafe unhooks will no longer be possible with Doctor.

  • Yes, looking up does counter flashlights greatly. It is however what you sometimes cant do if the Survivor has a good flashlight and aim/timing.

    Party starters can sometimes be a bit more "temperamental". Sometimes looking up works, sometimes it doesnt. Sometimes turning around works, some other times doesnt. The only counter to them is just Franklin's Demise or force them to drop them during the chase.

  • I will always be excited for new characters, so... ¯_(ツ)_/¯

  • It is luck, but not that kind of luck. Each trap has a respective Jigsaw box. It could be the first one you search, or even the last one, but you will alwaysbe able to take it off.
  • The thing is, if someone has Autodidact, you can easily tell someone has it because the progress bar will randomly go down or skip huge percentages. And if skillchecks dont happen, there is literally bo point on knowing someone has it. 

    Even if you do have it, what exactly changes with it? If Im injured I will not waste time looking for the guy with it. I will heal myself or try to find literally any person.
  • I approve! Sounds amazing.

  • @Ryuzaki said:
    Thanks guys.

    If I skip the level 30 and 35 teachable perks, the level 40 teachable will not appear on the bloodweb until I unlock either the level 30 or 35 teachable perk?

    Hope that makes sense.

    No, it wont matter. There is no prerequisite other than simply reaching that level.

  • Even if you dont get the teachables, they will keep appearing on Bloodwebs until you get them, just like normal perks. For instance, the level 35 teachable may appear at the level 36 one, the level 39 one, the level 46 one, 50, and 50, and 50, etc. My only recommendation is that you unlock them before prestige, if you ever intend to get them. I have seen people saying they wont appear after that (never experienced it, so cant confirm).

  • The main reason they are reworking Freddy is because his ability is too tunneling. They want to make Freddy not tunnel people as much. They'll most likely rework his ability to be radius based around himself. Easier to transition the add-ons and keep Freddy about the same.

    And to answer your question about when they might release the Freddy rework, it'll probably come out the same time the next killer does. Again, easier for them to release an update for Freddy the same time they release a big update for the next killer.

    On the contrary. If we were going to be seeing the Freddy rework soon, it would definitely NOT be along the next chapter. Maybe the small tweaks everyone wants, but full reworks are something done exclusively on mid-chapter patches. This is because of the workload and possible technical difficulties that could happen when releasing too much at a time. My guess, the soonest we will see Freddy's rework will be after releasing the final Killer of the current roadmap.
  • Or just bring Kindred yourself? Killers also give up slots to make up for crappy game design.
  • I think the Exposed effect is just there so that the Survivors have a way to tell the Killer is running it. Without a kind of status effect, Survivors wouldnt know about it. So, they chose a 15-second-long Exposed effect, meaning the least game changing status effect.
  • As Killer, it made no difference for me. Wasting too much time looking for vessels to destroy. As Survivor, rather than escaping with a vessel, my objective was to maximise BP gain when I used an envelope.

    Fairly easy event overall. I managed to get everything I wanted. Feng's outfit and two pieces of Ace's.
  • Voice acting is probably the one thing out of that list I sincerely hope they never introduce. 
  • Was that DLC released around the time they released Gas Heaven or Groaning Storehouse? That might explain the lack of a map.
  • @PigNRun said:
    First off, this isnt a rework, its a buff.

    If you want to make it so this perk grants you immunity against Thrill of the Hunt, then you cant have the total totem count. Not only you are making the perk too powerful to trump the entire totem system, but also the perk would contradict itself.

    If someone has TotH, then you shorten the cleansing time by doing dull totems. If you are immune to this, then why would you care about dull totems? (I know, NOED, but thats not the point Im saying)

    I would however not be opposed to having two different perks for this. Or with a rework to the totem system, like only cleansing the effect temporarily or for yourself.

    I believe OP said it was a rework 'cause it took out detecting Killer traps to just allow you to see where totems are and remain hidden if they had TotH. Honestly I think it just needs a buff to speed. I doubt it's used all that often, even if it does counter two killer's powers.

    But such buffs are so big that they should at least make Thrill of the Hunt base for all Killers.

    The perk isnt in desperate need of buffs either. Its not old Deja Vu. Its generally strongly underrated for what it does. Even without the total totem count handed to you on a silver plate, you can very easily use it to find out how many totems there are up.
  • First off, this isnt a rework, its a buff.

    If you want to make it so this perk grants you immunity against Thrill of the Hunt, then you cant have the total totem count. Not only you are making the perk too powerful to trump the entire totem system, but also the perk would contradict itself.

    If someone has TotH, then you shorten the cleansing time by doing dull totems. If you are immune to this, then why would you care about dull totems? (I know, NOED, but thats not the point Im saying)

    I would however not be opposed to having two different perks for this. Or with a rework to the totem system, like only cleansing the effect temporarily or for yourself.
  • @SnakeSound222 said:

    @SIlentCetra said:
    Anyways, bearing in mind I have NO DLC characters besides the free nurse, ergo no DLC perks,

    Not even Huntress? She's a free DLC, you just have to download her from the store.

    Is that a console thing? Because on Steam it comes automatically unlocked with the main game.

  • makayla said:

    @Boss said:
    Hex: Devour Hope.

    It's best on Wraith, Nurse, Hag, Billy, in my opinion.
    Wraith/Nurse/Billy because they can get away from hooks really fast and I find they gain tokens easily, especially Wraith with windstorm addons. Hag because she's a pretty mean totem defender.
    I know Billy already has an instadown, but its still funny M1ing them and insta downing them that way. The salt that comes from a Devour Hope billy is hilarious.
    Devour Hope is one of my favorite perks and I use it on pretty much everyone. It's decent on all killers to be honest.

    My perk: Monitor & Abuse

    M&A, works best on T1 Myers (mainly Scratched Mirror Myers) and Legion. Then Hag to a lesser degree.

    Myers, pretty obvious. Staying in tier 1 with M&A makes your TR almost zero outside of a chase. Its perfect for Scratched Mirror, as choosing a map with several LoS blockers (Lery's and The Game), means endless jumpscares.

    Legion, mainly because outside of a chase, you look like a Survivor (you may be able to fool some people like this), so a reduced TR does wonders. And the bigger the TR during a chase, the better, as Killer Instinct is more likely to reveal someone nearby. Almost as if Legion was designed to go with M&A.

    Hag, mainly because she also has a reduced TR, and she blends in well in most maps. Therefore, another jumpscare Killer, potentially.

    Next perk:
    + Make Your Choice
  • All I see are multi-gender and younger Tapps.

  • I guess its more like DS and pallets are not true "screams of pain", they are just minor inconveniences. Same goes for every single Killer. It may not be true pain. This is mostly noticeable with Clown, who never whimpers or grunts; he just laughs it off as if saying "This is nothing". Like stepping on a Lego brick.

  • @Shad03 said:
    I feel like it would be fun to have killer only tunnels in the Basement. Or just tunnels that lead from point a to b. The maps idea B would fit under would possibly be the Trapper maps, Hag maps, and maybe a cave system in the Huntress map?

    You know, Killer-only tunnels would actually make low map pressure Killers a lot better.

  • I had this match once against a 3-man SWF with flashlights (maybe 4, couldnt tell). After I downed one of them and picked them up, the other two would show up and try to blind me. While carrying the person, I actually managed to down another one and injure the other one (no Agitation or Iron Grasp). I hooked who I was carrying, grabbed the one on the ground, the hooked one gets unhooked, downed another one while carrying them and the process repeated.

    This went on until there were 2 dead, 1 hooked and 1 injured. The last standing guy basically said "Screw this" and started Self-Caring in front of the hatch. I find them, down them before the one on the hook dies, hook them and the match ends.

    Made me feel so good.

  • Honestly, if you know the Killer is nowhere nearby, whats wrong about healing right in front of the hook?
  • @NuclearBurrito2 said:

    @PigNRun said:
    Doctor is a tracking Killer. If you are using tracking perks on him, its waste of perk slots (except for maybe Iron Maiden). And, sure, tracking is good. But tracking isnt OP when you can lengthen chases a lot as a Survivor.

    Now, as for the main suggestion, it is no way near close enough to have no Exhaustion. Killer tracking perks have massive counterplays, which is why only ever stick to two of them at a time at most.

    • BBQ has 4~5 counters, and you can easily tell when its coming.
    • Nurse's Calling is a bit situational and punishes bad practices on Survivors.
    • Rancor reveals your aura and is only dangerous for one person.
    • Discordance might be a bit more difficult to notice, but so so so easy to make it worthless.

    All others are just #########.

    What about Whispers? That perk is really good

    Forgot that one. But Whispers is only especially useful twice:

    • Saving up time by checking generators from distance.
    • 1v1s, with or without the hatch. And at that point, if the Killer actually gets you, you are (mostly) done for anyway even without Whispers.
  • @TheBean said:
    It is based on time, but you get extra XP bonuses for how well you did with the emblems.

    Here is a link to the wiki for it... There is a section on experience points that gives you a list of the bonuses you can get. They aren't that much though.. but that is it.

    https://deadbydaylight.gamepedia.com/Player_Level

    The time probably caps out though so you only get a max xp plus whatever little bonuses you get... but I'm not 100% sure on that one. When you got shards instead of player experience, it was capped out I think on 10 shards per match.

    I don't pay much attention to it though since the whole player level thing seems useless.

    Yes, it caps at 10 minutes. They kept that from the old system. Also, the emblem bonus is ridiculously low.

  • Sure, because wiggling meter determining your chances of escaping from the hook wont incentivise camping. And Survivors will definitely not go "mi mi mi, y u camp?!".

  • 1) Balanced Landing
    2) Lithe
    3) Sprint Burst
    4) Adrenaline 
    5) Dead Hard
  • It kind of gets annoying when people put Myers on a pedestal he doesnt deserve...
  • I dont think looking at individual matches is the point of this feature. Player Level, and Devotion, is meant to be how long you have played in general, as in months.
  • No, it means level 50 Bloodwebs will feature two envelopes. Then, once you Prestige, you will go back to only having one per bloodweb until you reach level 50 again.

  • I mean, there just werent big updates incoming for a while. They were away for holidays after Legion got released, then we got the mid-chapter patch (which wasnt absurdly game-changing either) and now we are approaching the next DLC. And new DLCs will and have always remained in secret until the PTB.

  • Pallet vacuum removal, as well as this ongoing attempt to power up underused perks. The introduction of the store and the ability to unlock characters for free. New and varied events are so much fun, and I also appreciate how much they work on them to make them profitable for all types of players.
  • Might also include Wraith, maybe. With his built-in uncloaking burst of speed, he can force pallets down. Most of his add-ons, I feel are meant for niche builds (while effective).

  • Yes, there is something done about this. Its called requeuing.

  • @yes said:
    What's devotion? Where do I find it? is it the player level?

    Devotion is the number of times you reached player level 100 (and got sent back to level 1). Its a green number right below your player level.

  • @Master said:

    twistedmonkey said:
    Once dedicated servers come they should just time people out.
    This should work as if it's the server they should be able to tell and it won't time you out, if you need to leave for legit reasons a small time out should not matter and if you lose connection it gives you time to sort your connection out.
    Time out increases each time it happens within a set period.
    People can just die on the hook of course but they could solve that so if you don't struggle it keeps track and after a set amount you start to lose bloodpoints which again increases the more you do it starting with 50k.

    Why do we need dedicated servers for that? 

    Didnt you hear? Dedicated servers is the solution for EVERY SINGLE problem!

  • @tehshadowman33 said:

    @PigNRun said:
    Doctor is a tracking Killer. If you are using tracking perks on him, its waste of perk slots (except for maybe Iron Maiden). And, sure, tracking is good. But tracking isnt OP when you can lengthen chases a lot as a Survivor.

    Now, as for the main suggestion, it is no way near close enough to have no Exhaustion. Killer tracking perks have massive counterplays, which is why only ever stick to two of them at a time at most.

    • BBQ has 4~5 counters, and you can easily tell when its coming.
    • Nurse's Calling is a bit situational and punishes bad practices on Survivors.
    • Rancor reveals your aura and is only dangerous for one person.
    • Discordance might be a bit more difficult to notice, but so so so easy to make it worthless.

    All others are just #########.

    Rancor doesn't count as aura. It's just a noise notification.

    Yes, I mean reveal your aura as Killer. Thats the counter.

  • Doctor is a tracking Killer. If you are using tracking perks on him, its waste of perk slots (except for maybe Iron Maiden). And, sure, tracking is good. But tracking isnt OP when you can lengthen chases a lot as a Survivor.

    Now, as for the main suggestion, it is no way near close enough to have no Exhaustion. Killer tracking perks have massive counterplays, which is why only ever stick to two of them at a time at most.
    - BBQ has 4~5 counters, and you can easily tell when its coming.
    - Nurse's Calling is a bit situational and punishes bad practices on Survivors.
    - Rancor reveals your aura and is only dangerous for one person.
    - Discordance might be a bit more difficult to notice, but so so so easy to make it worthless.

    All others are just #########.
  • se05239 said:

    Not unless you're a T3 Myers with Bamboozle.

    And even then its a waste of a slot.
  • I got intentionally hooked a few times so as to pick back up a lantern when I used an offering.
  • Delfador said:

    @Nickenzie said:
    PinkEricka said:

    They should add more new offering in. I’m so tired of seeing the same ones tbh.

    @PinkEricka
    Secret Offerings: (Ultra Rare: Survivor)

    Iridescent Quality Parts:
    -Generators will spawn as far as possible from each other.
    -Secret

    Memorial Flowers:
    -The hatch will spawn into the trial faster than normal (AKA you don't need to do as many generators to spawn in the hatch).
    -Secret

    Secret Offerings: (Ultra Rare: Killer)

    Withered Flowers:
    -The hatch will not spawn into the trial.
    -Secret

    Lost Toolbox:
    -Generators will spawn closer together than normal.
    -Secret

    If you add withered flowers, you will welcome free hostage scenarios especially with your new suggestion.

    Basically, I will look for the hatch that didn't spawn in the entire match God knows how much.

    Not really, considering if the hatch didnt spawn, it wouldnt show up as an alternative to escape on the lower left corner of the screen. If you are holding the game hostage in that situation, you arent even being greedy, just an a-hole. And those a-holes would be around even without this offering (and they are).
  • You know its a waste of server space when Lateral posts.
  • I would say it depends.

    If the killing was accidental, and the person loses all their spirit because of it (a full despair state), they will be sent to the "void" pocket of the Entity's realm. If the person is still shocked by it but not acting like an empty husk, then they will just remain in the main part of the game and continue to feed the Entity their emotions.

    If it was intentional, and their motivation comes from some kind of emotion that fuels a constant thirst of blood, they could be turned into Killers.
  • There is a hook spawn on the upper floor, right next to the generator. The problem is that its not guaranteed, if I remember correctly. So, yes, if RNG screws you over, that can still happen even after they purposefully added that hook there.

  • Oh, that girl on girl action.

  • Did you really try all 5 jigsaw boxes?

  • yobuddd said:

    @PigNRun said:
    I have a better idea. If Survivor and Killer are near the hatch for an extended period of time, the hatch closes instantly never to be opened again.

    The only problem with this is that when the hatch closes, the survivor loses leverage and, therefore, safety. The killer no longer has any reason to withhold attacks and the survivor is in close proximity. This would favor the killer in the endgame, as he can wait out the survivor for an easy kill.

    This is why I suggested earlier that we put in teleports or some other mechanism that forces the characters to separate when the hatch closes. The survivor can then hunt for a new hatch that spawns elsewhere or decide to try for the exit gate. The killer can camp the new hatch or try to hunt. Either way, it’s more exciting and fair if they are separated upon closure of the hatch.

    Thats the point. The Survivor screwed up and doesnt deserve an escape. Simple as that. Hatch standoffs shouldnt be a thing, and if a Survivor doesnt take the chance for a reasonable escape, then they dont deserve it afterwards. Killers are punished by mistakes, Survivors should as well.
  • Kate. She has a beanie. A BEANIE. And she is hot as well.

    Most Kate mains are bad though. Hopefully you will be the exception. :P
  • So, basically I cant play Killers with no map pressure during the event? Ok.
  • This is why I never use her base outfit and always stick to her alternative one that comes with the DLC.
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