PolarBear
PolarBear
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/863961#Comment_863961
Well i did think of Generators, but they can, in theory, be infinitely kicked, and thus grant infinite Tokens.
I could cap the Tokens, but that might cause troubles with some Maps in terms of Pallet counts.
Just not including Generators seems healthier, but i'm open for solutions.
When i made the idea, i actually didn't even think of the possibility of saving a bunch of Pallets for the end.
I guess i should note that breaking a Pallet while Entity Blockers are up doesn't add additional time, but rather restarts the timer using the new amount of Tokens.
Saving up Pallets can still be effective, you'd still block them for a long time since you need to go around to kick them.
But i just didn't mean for this to have the potential of granting a literal minute of downtime, y'know? 😅
Yeah, I was thinking more along the lines of hitting survivors (due to the differentiating amount of pallets on maps it could still give the perk some use even if you get unlucky with map selection). Different actions could also grant a different amount of tokens.
I was thinking there'd need to be a cap for tokens (especially if the suggestion from my previous paragraph would be implemented) so it wouldn't become impossible to do generators.
Yeah I thought that the timer would reset but if you had 10+ tokens it would definitely make a difference.
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These things happens, it is a shame but you can't expect something like this to never occur.
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I'd say a better change would be that either you heal one health state or you receive the speed boost. It would still remain a very strong perk and even if you're being chased, already getting an extra health state is powerful enough that getting the speed boost will just destroy any chance a killer had to catch you before an exit gate is opened.
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I'm excited for this chapter because this opens up the possibility of going back to other chapters and continuing them and their lore.
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Ah, so the effect becomes stronger as more pallets break correct? Would be interesting. Since it would block totems it would presumably also kick survivors off of those totems making it synergize well with Hex perks. Don't know how useful it would really be but I'm intrigued. Maybe more actions could also trigger it but lower the time that the objects are blocked?
This would also make pallets a resource for killers as you could possibly save pallets for later to block gens at specific times (for example, if you have pgtw and downed a survivor close to a thrown down pallet, you could kick the pallet and block a close to completion gen possibly giving you enough time to hook the survivor and kick the gen).
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Not for me :/
Haven't got to play a single game today, hope this gets fixed by tomorrow.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/863287#Comment_863287
I know. But apparently it is brought up all the time when people talk about Balanced Landing. So BL is the problem I guess.
(Of course its the Map, nerfing BL will make none of the Bullshit Maps better for Killer)
It's undeniable that some of those maps still have very strong loops but I also can't deny that those maps did get a nerf with these changes.
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It isn't holding the game hostage because the game can still end without you having to disconnect. I am sorry you got these people but there is nothing you can do right now (hopefully in the future some mechanics can be implemented that will make this sort of behavior happen less frequently).
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I've heard that Adrenaline and exhaustion perks do not stack so it could be possible that this is the case here as well. Unless someone tested this in the PTB I don't think we can have the answer until the chapter releases on live.
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Thank you @MandyTalk. Hope to hear from you soon 🤠
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You can't force people to play. If hook suiciding is removed, the people will move onto the next best thing.
The problems should be addressed. Of course, there is no pleasing a player who disconnects on first down but not every disconnect/suicide is the same.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/860935#Comment_860935
Just out of curiosity, how do we know that it's a latency issue and not just the perk bugging out? Because I'm pretty sure I've seen it happen in games where the ping was perfectly fine, but before and after the introduction of the servers. And sometimes it's worked when the ping was terrible. In my experience, there hasn't been much of a correlation between the ping and whether DH decides to work or not, it just seems random.
If you want to test this in kyf I would be happy to help.
EDIT: Should've clarified but if you read my other post it should make more sense.
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It's just due to latency. I am 90% sure you're not actually exhausted but it's just a visual bug on your client. If you we're to get up before the exhaustion went away you would be able to use your exhaustion perk. The same thing has happened to me a handful of times on p2p servers.
If someone were to test this in kyf we wouldn't need to keep guessing.
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You rarely get to max stacks with auto didact, nevermind then getting the chance to heal anyone afterwards. It's just too weak compared to Botany and We'll make it. You aren't guaranteed any skillchecks per heal and you can't use medkits with higher skillcheck chance either so you're relying on having good rng enough times to make it worth using instead of the other 2 healing perks.
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I agree, It's really difficult to avoid getting hit at the end of his dash because he can almost do a 180 turn and smack you. This is most common when you're out in the open and he comes dashing at you. You don't even have that much time to react to the TR.
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I think it just comes down to if the devs want to give it out to console players but judging how they aren't giving away the bloodletting shirt because people had to pay to get it I'm not certain if they want to do the same thing with the mask.
Although they did make Deathgarden free so I'm not entirely sure what the devs will end up doing.
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I do not believe BHVR has told the community of any criteria for Fog Whisperers. There are large and small content creators who are Fog Whisperers so it's only a matter of time before you become a candidate.
As long as you keep growing your platform I'm sure you'll become a candidate eventually.
If you want any more information about the program you can read the official post here.
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I've never heard of this happening before. It's best that you report it in the bug section of the forum and if you are on PC and still have access to log files you could also attach them to your post.
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If someone in your game is being camped, the best thing you can do is generators. If you're feeling courageous, you could also try to go for a save if you have Borrowed Time. Depending on the player and killer, there is a chance you both might run away or you might just switch places.
Tunneling is a bit trickier. If a killer wants you, they'll most likely get you. You can of course make their life that much harder with perks. Decisive Strike is an excellent option and perks that help you go on longer chases so you can waste as much of the killers time as possible. You could also try to go for perks that help you lose chase like Dance with Me, Quick and Quiet, Fixated or Urban Evasion.
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Just a heads up, you can also find the information and most likely future information on the roadmap under the News section of the forum.
This is this months roadmap if you're interested https://forum.deadbydaylight.com/en/discussion/101439/november-2019-activities-releases
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That sounds like a bug. You should report it at https://forum.deadbydaylight.com/en/categories/bug-reports
If you are on PC and still have the ability to get the log files be sure to add them to your post as well.
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@LordGlint said:
Alot of times, I'll equip a mori with no intention of actually USING it... just to curb survivor behavior. With perks like DS and deliverence, I've had ppl Kobe in my face, knowing I can't pick them up before they crawl out the exit gate. If the survivor expects to be moried... They're alot less likely to go for suicidal risky plays just cuz DS is on.
It's fun, sometimes I use a shroud as well because it produces the same results.
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@Lucama said:
https://forum.deadbydaylight.com/en/discussion/comment/857953#Comment_857953
Well, at least there's a new anti-DC system in the works for next patch to stop DC crybabies.
That won't fix anything. Now those people will just kill themselves on hook because the problem isn't fixed.
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@AkiTheKitten said:
https://forum.deadbydaylight.com/en/discussion/comment/858686#Comment_858686
Silly, Sprint Burst now turns survivors into floating heads to help them stealth better
Ah, I see... Thank you for clarifying.
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Care to elaborate?
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@Wuhelm said:
https://forum.deadbydaylight.com/en/discussion/comment/858646#Comment_858646
I know he was and the change to it is better.
Not really. Myers wasn't even a great killer to being with. He has a really slow start if he can't get early stalk to reach tier 2 and without detection immunity it's a pain in the ass.
If they don't want to add the immunity back he should get buffed in some other way, giving him movement speed or perhaps faster tier 2.
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@Wuhelm said:
So to sum up your wall of text "Myers now has a counter, please undo it". I love killers and I 99% side with them but this post is just silly.
Myers was immune to detection perks for a reason. Having barely the speed of a survivor you get really screwed by Spine Chill, Premonition and even OoO because the perk still lights up and tells which direction he's coming from.
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I assume from the comments made here that you're talking about survivors bodyblocking you from hooking another.
If it's a problem for you there are multiple perks to counter this Agitation, Iron Grasp and Mad Grit, use one of those or learn when to drop survivors.
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I wouldn't want this.
...because that would mean he couldn't become his own killer (or even better, survivor).
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/856020#Comment_856020
Wait, toolbox instructions still says Toolbox's repair efficiency. Was this changed or a future change?
Toolboxes will probably get an overhaul in another update. I'm glad the devs are taking a look at the old stuff and I'm glad they're not rushing it and trying to update everything in one big patch.
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It's probably not possible to hit them over 80% of the time due to just how small they are and considering the skillcheck can sometimes skip frames making it even more difficult to hit.
I'd say I can hit half of them on a decent day.
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@Peanits said:
Correct, and with the feedback from that, we decided not to repeat the same thing twice.
So any plans on changing it?
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Most of the crying is valid criticism. Just because something conflicts with your viewpoints does not mean it is crying or complaining. Every bit of feedback on the forums is taken seriously (except of course the feedback that isn't posted seriously).
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Gen tapping isn't a problem. If you want to counter it just use overcharge. Even red rank survivors don't hit overcharge skillchecks consistently.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/855240#Comment_855240
Was actually thinking of a similar combo with Bubba. Using this perk with PWYF will let you turn any survivor your currently chasing into your obsession, thus...PWYF stacks on an instadown killer...yikes, lol.
That does sound like a nasty combo. Maybe I'll try it at some point.
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Nemesis only works if the killer gets stunned/blinded and that's up to the survivor. Beast of Prey still works though but it has a buffer of 15 seconds to reach Bloodlust 1.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/855231#Comment_855231
It was, but I think this way synergizes better with a tuft of hair+journal. With Furtive chase, you gotta down ppl to swap obsessions. With this...just gotta swap targets when ya see a new guy.
True I didn't think of that. I guess we'll see though how this perk affects Michael. It's a unique concept.
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I don't think it's gonna be that big of a problem. Survivors can throw pallets down early to prevent becoming obsession. This was also possible before using Furtive Chase and going after the unhooker each time.
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- Instaheals shouldn't be compared to instadowns. They are not counters to 1 hit downs. When someone is downed by say, Myers, you don't run up to them to get them back up because then you both go down. They just screwed over killers without a 1 hit ko by resetting an entire chase.
- Ruin and a lot of other slowdown perks should imo be changed and the core time of the game rebalanced to be longer (Extending gen times is not the key as it is undoubtedly the most boring aspect of the game so the devs or community would need to come up with something more interactive).
- There are a few counters already. First, kindred got a big buff on the ptb where it now also gives the user aura information whenever their teammates are hooked. There is also camaraderie that stops hook progress so the killer has to waste even more time. Then there is something that never fails which is do generators. If the survivor who got hooked first can have at least a somewhat good chase, you would have completed the equivalent of at least 1-2 gens by the time they go down so it shouldn't be a problem to finish the rest before the survivor eventually is sacrificed. It is a shame though that the one hooked has to suffer.
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I wouldn't mind having some sort of leave game button if you're being slugged (specifically talking about the 2nd last survivor being slugged so the killer can 4k).
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It is a placeholder do not worry.
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I think they just wanted to enforce the trend of keeping basic attacks basic m1s. Legion was not following that trend so they changed it.
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The changes will mean high rank players will now face even better spirits effectively fixing no problems.
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I'm glad with the design. I'm happy they didn't go with a skinny ninja looking dude but actually a tanky looking samurai.
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@Peanits said:
If I recall correctly, his club is independent of his weapon cosmetic, much like the Huntress' hatchets or the Hillbilly's chainsaw.
Do you know if future skins may include reskins for the club as well? (maybe tied to the body?)
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I'd say they need to revamp a lot of the old general perks (like they did kindred and no one left behind just now).
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/850161#Comment_850161
The thing with Bond is that it's always on. There is no condition except range. And you don't really need to know where survivors are exactly, you just need an idea where they are. Like if I'm running around and I see a survivor go off in this direction with Bond, then someone gets hooked I'll know he is closer and SHOULD be going for the save (if they are a high rank/optimal player you can pretty much always count on this).
Like I won't deny new Kindred has uses, just that you can basically make do with other superior perks and good game awareness instead.
Bond is only better if you need healing or if you want to avoid luring the killer to a gen you see your teammate is repairing. I'd say kindred is better overall though. Knowing who is going for the rescue is already good but you can also see what your other teammate is doing (if they're on a critical gen and maybe need help or if they're being chased in an area you would avoid that area).
The only real time you need aura reading on your teammates is when someone is hooked or like I said, you don't want to bring the killer to a gen that's being worked on.
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Now kindred is a nobrainer. It was good before now it's top tier. Extremely helpful for solo players.
These are the changes we want @PalletOrWhat@Peanits
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It is way weaker than old legion. Old Legion didn't have to wait for the whole 30 seconds. You can also just not stun the Legion and drop pallets early to avoid becoming obsession effectively nullifying the perk.
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@AokiiSenpaii said:
https://forum.deadbydaylight.com/en/discussion/comment/848835#Comment_848835
So the entity made clown look like 200kg but he falls like a feather?
And made every survivor able to withstand lethal slashes from knives, machetes, swords etc.