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PyroGL

PyroGL

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PyroGL
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  • Ruin and Overcharge?

  • @Peanits Can you confirm that the changed Hex: Ruin will also apply Overcharge? It would be highly inconsistent for Surveillance to work, but not Overcharge.

  • @LordRegal said:

    https://forum.deadbydaylight.com/en/discussion/comment/969075#Comment_969075

    That’s exactly my concern though - “someday” means a definitively nerfed Doctor if Static Blast doesn’t always level up madness by a tier for...an indeterminate amount of time. Which is why I made it my first point: static blast is a worthwhile ability if you are guaranteed to get a scream if someone is around and not in a locker. It is not if you aren’t.

    They did relate Static Blast to using your "Ultimate" in other games like LoL and Overwatch. We shall see just how ultimate they think a killer ult should be.

  • @LordGlint said:

    Feel like the cooldown period mentioned would be similar to the timelapse between a Huntress throwing a hatchet and being able to M1. Youd still have a nice net gain if you can shock someone before a pallet or window to be able to follow up with an M1. Also feel like this would be something theyd want to assign addons to, similar to Huntress's Oak haft addon.

    Probably closer to the Clown's bottle throw -> swing delay.

  • @Rizzo said:

    https://forum.deadbydaylight.com/en/discussion/comment/969194#Comment_969194

    You can't kick an already regressing generator, you just won't need to kick any gen.

    Are you serious??? So now Pop Goes the Weasel flat out cannot be used in conjunction with Ruin??

  • @LordRegal said:

    https://forum.deadbydaylight.com/en/discussion/comment/969075#Comment_969075

    That’s exactly my concern though - “someday” means a definitively nerfed Doctor if Static Blast doesn’t always level up madness by a tier for...an indeterminate amount of time. Which is why I made it my first point: static blast is a worthwhile ability if you are guaranteed to get a scream if someone is around and not in a locker. It is not if you aren’t.

    They did relate it to using your "Ultimate" in other games like LoL and Overwatch. Just depends how ultimate they think a killers ultimate should be.

  • @LordRegal said:

    https://forum.deadbydaylight.com/en/discussion/comment/969023#Comment_969023

    I’m 90% sure if you shock someone and spin away from them, you will sometimes see an arrow saying “notification this way!” Which means they tiered up, and sometimes you won’t.

    It is possible the distinction of screams and notifications is messed up. Maybe they will make it consistent someday.

  • @LordRegal said:

    https://forum.deadbydaylight.com/en/discussion/comment/968958#Comment_968958

    Keep in mind there’s a scream from tier up and there’s a scream with no notification for getting zapped without tiering up. It’s pretty directionless as well, the no notification scream. Good luck finding who you shocked if they don’t tier up.

    I don't believe that is correct. The scream notifications have a min range before they are shown to you. Obviously, if you shock therapy someone directly in front of you, you don't get the notification, cause you know where they are already.

  • @OnryosTapeRentals said:

    https://forum.deadbydaylight.com/en/discussion/comment/968901#Comment_968901

    It isn't about chasing all of the survivors in the game at once or being at all generators at once etc.

    It's about knowing when to break off a chase and interrupt generator progress and which generators to prioritize defending.

    You are basically advocating for a game long "3 gen" strat. Yes, obviously, at higher levels of play, you have to recognize when a chase is no longer worth it, but you don't gain anything by approaching a gen and the survivors scattering. If anything you've created a stalemate (no gen progress, but now you are a chase). The only way for killer to progress is to actually hit someone, hook them, and kill them.

  • 1) I think it's irrelevant, cause I would assume getting hit by static blast would still incite a scream, regardless of the madness tier up or not.

    2) Very sneaky putting this change in, and then also distracting us with the massive Hex: Ruin nerf. They basically added Clown's handicap from throwing a bottle and having (what feels like an eternity) a delay to being able to attach, to the Doctor's shocking.

    They also didn't give us all the addon changes, which frustrates me, because now, we have basically no new information (other than what was listed in #2).

  • @OnryosTapeRentals said:

    That's because Hex: Ruin is present in 80% of red rank matches. It's obviously overperforming as a perk and making survivor matches stale as a result.

    'Generator rushing' is a pejorative title given to survivors who simply do their objectives. If killers don't apply pressure to survivors and allow them to work on generators unhindered then generators will be completed quickly.

    This long-standing idea that "killers have to apply gen pressure" is comically non-nonsensical. How exactly are killers supposed to be in 4 places at once "applying pressure"? With the exception of the high mobility killers, what exactly can be done to get multiple survivors off gens? You physically cannot chase 2 survivors at the same time (unless they follow each other, obviously).

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/966745#Comment_966745

    Well that's my point. How do we define a god window? Like I mention, some windows only become god windows if they spawn next to specific tiles in specific orientations. Any system we come up with is going to be highly subjective, and there will be some windows that are "borderline" where it's like "do we apply this mechanic here or not?"

    It's just way way easier to have a universal mechanic. No need to identify god windows in every possible permutation of tile arrangements. No need to have a strange mechanic that inconsistently applies here and not there. It's just how windows work, period.

    Having them come back is necessary though, because if they didn't some areas would just be complete dead zones. Again the goal should be to prevent abuse of the windows. If it gets run at the start and end of the game, a total of like 8 vaults, that's honestly entirely acceptable. These windows only become a problem when they are used repeatedly throughout the game as a safe zone for survivors. We don't want safe zones, but we also want to avoid dead zones. Having them repair after a certain amount of time is fine because you are still putting a limit on how much safety these windows provide.

    Do we not already have "safe zones" that turn into "dead zones" in the game already? Destroyed pallets, by nature, turn most tiles that were previously "safe" into dead zones. Why would this be any different from the window crumbling to dust. Windows simply become another resource to be used as the trial proceeds.

  • @Peanits For the love of all that is unholy, please do a survey prior to the next Rift and heavily consider the amount of feedback that has been given regarding the length of the Rift, the Rift schedule and the grindiness of the Rift. I for one need a substantial break from having the pressure to complete the Rift on me.

  • Sort of related question, I know that pallets have a spawning algorithm associated with them, and a min/max number that can spawn on any given map. Do windows have the same or similar considerations? I know they have been tinkering with some windows being blocked to prevent the infamous infinites of the past, but I'm wondering if there is additional logic when it comes to window frequency. Anyone know?

  • I can appreciate everyone's analysis on the Doc changes, but the fact that so many of the replies here are upset that Doc is losing his "insta grab" is flat out disingenuous. It is clear that the ability to guarantee a grab off of a hook is not intended gameplay behavior, and was an oversight when designing treatment mode. The fact that they are removing it is a good thing. There is no reason Doc should be special in this regard.

    My personal concern is, however, the following: the removal of the stance switch should indeed help in a chase, but in my experience, the majority of chases that end up difficult for me are due to the shock therapy being delayed or latency allowing vaults/pallet throws even though a shock should have prevented it. In my opinion, if there are not significant improvements made to the consistency of shock therapy landing and preventing interactions (in addition to a basekit range buff equal to approximately the size of the current range granted by Moldy Electrode), Doc will still struggle in chases.

  • Purely speculation, but I think we know 90% of the changes already. My suspicion is that some of the addons will change to lower cooldown on Static Blast instead of what they currently do (probable candidates are Maple Knight, and Interview Tape).

  • The devstream did mention that a new roadmap and a more in-depth Doc rework preview would be coming "after the new year". It is highly unlikely these will be coming this week, so I would recommend waiting till it comes out for any more analysis, good or bad. Hopefully we get the info next week, but we can't be sure.

    Trust me, as someone who tried maining Doc, I am dying to see what the final result will be. Based on the latest info and leaks, I am very cautiously optimistic.

  • The fact that we don't yet have a cemetery map of any kind already is quite strange.


    All your suggested maps are good ones. The licensed ones will be more difficult to implement, but would be a welcomed addition. The other two are straight up good choices that could be in our future at some point, given time.

  • I'm surprised, I would think people would be more open to the idea of a FNaF chapter. I gave it a little thought, and think a FNaF chapter could look something like this (rough concept, I'm sure it could use lots of work):

    New Killer: The Cast

    The 4 original cast members (Freddy, Chica, Bonnie, and Foxy) all spawn randomly on the map and are in an Idle mode. In idle mode, all the bots emit a low level TR (16 m). They do not move, but will always face you (similar to the statues in the Sanctum of Wrath). The killer player would begin by always controlling Freddy, and he becomes active at the start of the game. The active cast member would then have a normal TR (32m).

    Killer Power: The killer's power would work by taking control of the different cast members one at a time. The killer can move and position each cast member and then put that bot into idle mode at will. When all 4 cast members are idle, the killer can cycle thought the sight of each cast member and would be able to see and hear from that cast member's perspective. The killer can choose to control that cast member though a short channel, and would be allowed to move and chase survivors. Or they could cycle to the next cast member to scout what is going on in that location. The most recent cast member that was put idle would need a cooldown period before being eligible to be active again. Each cast member could additionally have a special passive:

    Freddy - breaks pallets much faster

    Bonnie - vaults windows much quicker

    Foxy - While idle, TR shrinks to 0m and can hear much further (think a super version of stridor and insidious). For 10 sec after becoming active, Foxy is undetectable.

    Chika - can enter lockers and use them to teleport to other lockers on the map with her own special cooldown (basically like Demogorgon).


    Mori (this one is wacky, I know) - The 4 cast members jumpscare the survivor 4 times in quick succession by popping behind or from the sides (might need to be a first person perspective mori). This results in the survivor simply having a heart attack and dying. Obviously, this would not change the actual locations of the cast members.

    Basically the idea would be an extreme map pressure killer that is sort of everywhere at once. You could essentially trap survivors by strategically placing cast members in places they will run to, or put them next to objectives to scare the ######### out of survivors since they often know they are being watched.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/954075#Comment_954075

    I'm at Tier 63, I think. The queue times have been really killing me, how can I do Survivor challenges if I am sitting in 10 minute queue's?

    Damn, that sucks. I didn't expect queue times to be that bad. I usually have a 5 min survivor queue and instant killer queue (PC, NA, purple rank killer, red rank survivor).

  • If people had real sportsmanship, the answer to this question should be obvious. Refer to any professional Starcraft 2 or LoL match. A "GG" being thrown out is a sign of conceding the match by the loser. Any time the winner GGs before the loser, it is seen as BM and poor sportsmanship. As such, while in DBD there is often no defined winner or loser, there are many, many cases where this distinction is clear. A 4 man escape? Survivors should not gg unless killer does so first. 4 kills? Killer should only gg if the last few survivors gg first (doesn't necessarily have to be all of them since the first ones to die are typically long gone). In the in between cases, use discretion and think about how the other side did. If you feel like you won and they lost, don't gg until the other side did. Pretty simple.

  • @Pulsar said:

    Way too grindy for me. I've spent way too much time trying to finish it. About 300ish hours and I'm still not at 70.

    300 hrs?? That is a crazy # of hours. How far are you in completing the Archives? Did you have a lot of difficulty with the challenges?

  • Farming is not reportable, and not bannable. The confusion comes when people mention "working with the killer" as a reportable offense. The phrase "working with the killer" refers to when a survivor actively harasses the other survivors because they happen to have been matched with their killer friend by constantly sandbagging or leading the killer to the other survivors.

    Mutual farming of BP is "looked down upon" by the devs, but not an offense that will get anyone banned.

  • I know that there will 100% be a survey sent out once the rift completes, but I'd like to echo the OP's post pretty much verbatim. I play DBD as my main game, but the Rift drove me to play it far more than I typically wanted to; especially with the daily bonus EXP given for the 1st game played as both survivor and killer. I completed all Archives challenges on 12/27 at Rift tier 68. The last two Rift levels were a straight grind, and having all ready been burnt out, I just wanted to get it done. This weekend, I got Rift tier 70, and promptly closed the game and don't plan on playing again for a while. I truly do not think I would have completed the Rift if the game didn't retroactively give us Rift tiers prior to the Rift opening (I started at lvl 5 I think).

    Flat out, I think the Archive challenges should be sufficient to complete the Rift and reward enough shards in the process. Grinding Rift tiers should be only for those that refuse to play both sides of the game or don't want to do challenges. I'd also like to see all Tome levels released at once; I never will burn out because I have a "large list" of challenges to complete. Given the number of complaints about how people aren't playing the game properly in order to do challenges, the sooner you give people the challenges, the sooner people will complete them and the game gets back to "normal".

    I'd also like to suggest being able to select challenges without going to the Archives screen at all, thus breaking party, or needing to visit the Archives every time I switch from Killer to Survivor to select a different challenge.

    Lastly, I am also dreading the pace at which they seem to be planning on releasing new Rifts. There is no way I can stomach playing another Rift for at least 2-3 months (maybe more), and any new ones would need to be adjusted to be completed much quicker. I did not specifically track exactly how many hours I put into the game since the rift opened, but based on my current total hours shown on Steam and my recollection, I'm estimating I've played probably about 120-140 hrs since the Rift opened. While over 60 days, this "only" equates to 2 - 2.3 hrs/day, as a parent of an 8 month old baby, finding the time to do this was challenging to say the least.

  • Kindred should be in S tier at minimum, possibly taking the top spot outright. The amount of information it gives is borderline broken (imo). I'm honestly concerned it's gonna get reverted. The precision of the survivor positions and the instantaneous knowledge that the killer had come back to the hook is so valuable, that even in the 2 man swf I occasionally run, we both end up running the perk.

  • The death of Evolve brought me to playing DBD.

  • Were the exhaustion addon effects replaced as well?

  • As someone who earned all of these cosmetics during their respective events, I say give them to everyone. The heartache and complaining about them is not worth the exclusivity. None of them are worth it.

  • This rework document is a work of art. It truly shows some real thought went in to fixing a lot of the issues this game is plagued with, and is not biased toward killer nor survivor. It's too bad implementing even a small fraction of changes like these would take an eternity for them to implement.

  • My suspicion is the devs balance a killer by first designing it as if the killer has equipped either yellow or green "vanilla" addons (ones that don't really modify the power other than numerical changes), and then nerf the killer and turn the nerfed values into the lower tier addons. That way, killers are indeed, forced to play with addons just to reach the initial balanced state they started in.

  • I suspect Leatherface's charge time with tinkerer was deemed too powerful as well, thus why it has not been changed. They may also be waiting to rework him entirely (looking at you chili addons)

  • Tinkerer was changed to eliminate the extreme cases of stacking ability charge reduction time. Cases such as the trapper or hag placing traps and the wraith cloaking/decloaking have been buffed individually as their respective reworks take place. When it comes to Huntress and Billy, these were the intended cases that were meant to be eliminated, thus why their powers have not been buffed after the tinkerer change. I wouldn't get my hopes up for any additional changes buffing killer powers.

  • Perks:

    1) Some of the healing you do to others applies to yourself as well.

    2) after completing a gen, you leave no scratch marks for 10 sec

    3) after being in a locker for 3 sec, and while not exhausted, perform a fast exit (sprint + space) to stun the killer, if the killer is in range of the doors. Causes exhaustion.

  • Monday mar 4th 2pm (est)
  • The current version has a 30 second timer to take advantage of the perk after hooking a survivor.   The second version of the perk above removes the timer. 
  • I got both of these achievements in the same game just last week.  Confirmed that it works. 
  • Did your stats guy get fired?  We haven't had stats on steam in a long time.  Would be nice to get some updated info on kill rates (per killer), perk usage rates etc..
  • This question was asked about the Feng Min cosmetic from the Lunar Event;  Yes, you can unlock the cosmetic even if you do not own the character.
  • Not sure if anyone has suggested this kind of Nerf to SC, but I figure it can't hurt to throw it out there.


    Self-Care: Each time you complete a heal on yourself, gain a token.  For each token, decrease Self-Care Care's healing speed by an additional 10%. Max 5 stacks.


    Since self care starts at 50% normal speed, after 5 heals it would cease to work at all (and the last two heals would take a very long time unassisted by a med kit or another person).  Obviously, numbers can be adjusted.

    EDIT

    To elaborate further, i'd invision you could still self heal, and then finish the heal with a med kit or by finding someone else and not gain a token.  This would mean flashlight and toolbox users would need to eventually be forced to find help to heal, or search out chests for a crappy med kit (ie. waste tons of time).

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