REL1_C
REL1_C
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Comments
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I have a little issue with the hook counter, it's a little hard to see but apart from that 8/10. 10/10 for the old UI.
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It does seem a lot better, before it was too spacious but now it seems pretty good.
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I agree, did the developers actually design a well balanced perk, that's the first. At first I thought every 30 seconds your aura is revealed for 3 seconds was unfair but actually I'm glad they did.
The only buff I have is this
BUFF: every 30 seconds, the obsession can see the killers aura for 3 seconds as well.
If the killer has no aura reading perks then it's a bit unfair. With this little buff it'll be perfectly balanced.
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@Mystaria13 said:
PlayStation- I haven’t dced in over 2 days and that was because of a hacker but I dced this morning and got a 15 minute penalty plus the game has been dcing players from matches and they get a penalty also. Maybe you should turn it off temporarily with all these bugs from the new update and hitboxes being atrocious why would you make someone stay in a garbage match?
I do agree, I had a strict rule idea where if a survivor dc's then they will lose an entire rank and not a pip but no ban.
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At the end of the day it's another killer perk, it is powerful but I'm putting it as balanced because knowing the devs if to many survivor mains complain about it, it'll get nerfed.
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@Karao_Ke said:
This community never gets along with eachother in terms of gameplay. It is always:
Survivors: Why shouldn't we BM & genrush you when all you do is camp, slug & tunnel?
Killers: Why shouldn't I camp, slug & tunnel when all you do is BM & genrush?
At the end of the day, camping/slugging/and tunneling is just the killer playing their role, and genrushing is just the survivors doing their objective. People are allowed to play as nice or as much of a jerk as they want.
With that being said, I always try to play nice on both sides because this community desperately needs more of that.
I totally agree, we all have our own playstyles at the end of the day but gen rushing and camping has to be nerfed somehow. Gen rush is a term normally associated with swf and I'm a solo, so when killers camp cause gens are going fast it isn't a gen rush, I just have efficient survivors on gens.
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@Blueberry said:
He is still pretty garbage, but I don't agree with making him a 120% killer.
There are better solutions.
Like getting new developers 😂
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@Canas said:
Nothing has changed about him, he still gets genrushed to hell by SWF squads while being ridiculed by survivors. The yellow bottles are of no use to him since they take too long to go off, instead they actually help survivors since you need to throw them so far ahead of you that they might as well use the speedbuff for themselves.
So in the end he still relies on purple gas bottles that can be reloaded slightly faster, that's it. He can't prevent people from dropping pallets (why can't his gas stop actions?) nor can he create map pressure. At this point you should sincerely consider turning him into the first 120% movespeed killer, there's nothing else that could salvage this killer.
You have to be realistic here, your going to get gen rushed with any killer by a survivor with friends. The clown buff isn't that good so I agree he needs another "Slight" buff.
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The point of the perk is this, doing generators is the main objective but running this perk has a price. You can see the killer at every gen which is blocked which is quite good right. When the last gen is popped, the survivors can't work on the exit game, 15 seconds is a bit short it'll admit that so I'm changing it to 30 seconds. This might seem like a killer sided perk but it does depend on your playstyle. Some survivors love doing gens as fast as they can and that's the same with end game.
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Oh yea, I forgot that all stealth killers aren't always stealth. I suppose the object is pretty balanced, a buffed perk for solos, this is what the developers want but swf aren't going to be happy.
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@Akhaten said:
so now the killer can't gain tokens when survivors are injured and the survivors will have a perma boost, making it easier to extend chases when injured, how is that a higher risk than before?
What if I revert it?
When healthy, the survivor gains 1% haste every 7 seconds while the killer is in chase with you, this can stack up to 2/4/6 times. As soon as your injured, the % is converted to the killer.
This is more of a risk, if the killer is bad then you gain the benefit but if the killer is good then they get the benefit when they injure you. Imagine a killer going faster when your injured.
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NEW: When healthy, the killer gains 1% haste every 7 seconds while in a chase with you, this can stack up to 2/4/6 times. As soon as your injured, the % is converted to the survivor and the killer haste is removed.
(If you have only got 1%, you can gain more by healing yourself).
(This isn't a joke, this is serious)
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@Patrick1088 said:
Why not just run Thrilling Tremors and/or Surge? TT has shorter cooldown, longer effect and can be used more than 5 times in a match. Surge causes all gens in 32m to regress with a cooldown of 40s.
I would make the following changes;
1. Everything a gen is completed, all gens either explode (4% initial regression vs. Surge's 8%) or face a tremendously difficult skill check if being worked on which will result in additional 4% progression for survivor. No penalty for missing skill check but notification for missing will alert killer
2. Killer gets notification of exploded gens so he can figure out which gens are immediately explosion vs. facing difficult skill check by time of delay.
3. Killers aura is revealed for 30s to all survivors (unless they are Undetextable through Insidious, Stealth or EW1) and/or surviborbis under Oblibious effect.
4. Only one gate opens and one gate is permanently locked after 40s of being locked.
Regressing gens is better then locking for 15s. Locking/opening gates at the end is pure survivor benefit. It'll take survivors 15s just to get to the gate sometimes so its no risk to them as they run out Scott free.
Oh btw this perk is a survivor perk, I just realised what you said lol....
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Anyway it's still a work in progress, I'm trying to make a survivor perk which also benefits the killer but a survivor slightly more obviously because it's a survivor perk.
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lol not true, the survivor will have a total of 5% haste permanently when the killer chases you for 50 seconds which I think is an alright time. The killer will also gain 5% when chasing a survivor for 50 seconds but if the killer doesn't commit for at least 10 seconds, the killer will lose 1% haste when out of chase.
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Lucky break Buff idea:
When injured, You will not leave scratch marks or pools of blood for a total of 60/90/120 seconds. This perk has a 120/90/60 second cooldown.
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NEW: it's now 5% haste and the killer will lose 1% when next in chase with you.
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If the killer is in a chase with you for a maximum of 14/12/10 seconds then you and the killer will gain 1% haste, max of
7%5%.The killer will only gain haste when in a chaseThe survivors haste stays permanently.NEW: Each time a killer starts a new chase with you, the killer will lose 1% haste.
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@Akhaten said:
if both players receive 1% bonus speed then the killer doesn't gain anything, the difference in speed between the players remains the same
100% / 115% -> 4.0m/s / 4.6m/s
101% / 116% -> 4.04m/s / 4.64m/s
That increase would be just a fast forward with extra steps for the first chase and then a perma buff for survivors, also from a technical point of view, hitting a survivor doesn't extend the chase, it starts another so the killer will lose the speed bonus upon hitting the survivor. From my point of view that perk is no risk high reward for survivors.
Oh your right, I have another Idea for the perk.
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@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/1940357#Comment_1940357
But there is no really a risk. In the first chase its harder to escape bc 1% os more speed for the killer then for the survivor, but you can just play safe and drop pallets. And after that you have a huge advantage.
When the killer has 7% and the chase ends, is he 7% faster in the next chase against this survivor or does he need to start at 0% again?
Yes, the price of a survivor running permanently 5% faster does mean if the killer also runs 5% in the next chase and every chase after that.
(7% is a bit much, 5% will be more fair).
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@DTJObe said:
So, if all four survivors are running this, the killer could gain 28% of haste...?
No, only 7%. 7% per survivor but it doesn't stack. I probably should of said that lol.
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@NomiNomad said:
I like the idea, but I think 7% might be a little too much. I'd keep it around 5%. A permanent boost also might be a lot. I'd say it would decay, maybe just a bit slower than how it's gained.
There will be a few pretty damn big effects. Holding W would become WAY stronger. See the killer approaching you? No problem- Hold W early! They will never catch you. Especially on maps like Midwich, where holding W is obscenely strong anyways. Imagine trying to play a killer like Trapper who can't do jack ######### about a playstyle like that.
Wise+Spine Chill? Ouch. Once you get those tokens, you would become near uncatchable if you run early.
5% seems fair, I'll change it.
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I know, that's why it's called a "risk" perk. The idea of this perk is simple, it'll be harder for the survivor too loop the killer because the killer also much faster.
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Now this idea might seem bad but the idea is that the survivor "Looping skills" will be altered because the killer is also faster. This will have a huge skill cap, it might benefit the killer more possible but you will always have 7% haste.
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Yes, like my perk concept Wise. If the killer is in a chase with you for a maximum of 10 seconds then you and the killer will gain 1% haste, max of 7%. The killer will only gain haste when in a chase with you but the survivors haste stays permanently.
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I'm not entitled but I'm glad they did.
DS was never a "Anti-Tunnel" perk, it was a "Anti-Momentum" perk. I will agree that most games I have I say don't tunnel but that wasn't the original design.
Also, the Devs did a good job with the redesign, it'll now Live up to it's name.
One more thing, Survivor mains made Hex: Undying nerfed so now Ds was nerfed. I hope that's there new mindset, nerf a powerful killer perk then the Devs will nerf a survivor perk, seems balanced actually.
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@Jejune said:
Umm, seems like an awful idea
Like I said, the killer will only gain haste if in a chase with you while the survivor will always get haste.
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I might be a bit of a nerd but it's pretty cool that the picture on the Botany Knowledge logo was a "Floral" in Canada, Claudette's origin.
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Plague is the lowest win rate killer, so I think she needs a buff...
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@Phasmamain said:
She’s already okay but she does not need a third puke. What happens if you have a three gen and you gold puke on one of them?
Then don't lol
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Sorry guys I have changed the post, seems much better in my opinion
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Please go on to my profile and read my new concept.
New Item: Compass
Like a map but it can't deplete, you'll see.
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@GoobyNugget said:
https://forum.deadbydaylight.com/en/discussion/226413/coup-de-grace-buff
I honestly just think that the only buff that this perk needs is just give it back its 100% lunge. And that's it.
They nerfed it because it was a counter to dead hard, they aren't going to revert it.
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@indieeden7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1937537#Comment_1937537
Pharmacy only grants a guaranteed green medkit once per trial, after that it only unlocks chests faster.
Oh lol ik but I though Appraisal gave you 3 green med-kits because of how it was worded before.
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@Aztreonam78 said:
https://forum.deadbydaylight.com/en/discussion/comment/1937531#Comment_1937531
If devs fixed the bug because it made Appraisal too overpowered when paired with Pharmacy...
3 green medkits VS a pink key
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(Fixes)
- You can recover from the dying state
- Reverse the idea, the haste will be gone when your in the killers terror radius.
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@Minaaa said:
All DBD players deserve at the very least a million blood points each after this patch.
I can understand UI changes and wanting to try something different but game breaking bugs like killers having hooks for hands (horrendous hit boxes) is insane.
BI you really need to look at your development practices, your game is great but you are just shooting yourselves in the foot now.
I sort of agree but maybe let's wait until it's fixed, after it's fixed then reward every player with 1 million bloodpoints. You can't be to mad at the DEVS, it's a new work in progress, new actions after 4 years must take a lot of work.
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I agree, if they reverted the setup back to normal but keep the new UI, they it's a win win for everyone. Genius.
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@Chchchcheryl said:
I think this destroys any of the fun or challenge of no mither, and you waste a perk slot if you're any good once that time is up. It becomes a medium risk below average reward perk.
The point of the perk is the haste effect, you will go faster which is quite powerful. If you are hooked then the haste will stay but the timer resets. The reward is nice if you live for 90 seconds but it's a huge risk if your hooked.
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@Mr_K said:
90s with being in the terror radius as it's only condition. Being in terror radius is not the same as in a chase.
Really its a waste of a perk slot. You have no reason to run it. The way it is now, it's a challenge perk. The way you want it, it's a dead perk in 90s.
Being in the terror radius grants the haste, might be a bit confusion. I put begging not beginning lol.
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But I do agree, more changes in necessary but they'll do that in the months to come, it's still a work in progress but at least it's new lol and all new things are quite cool.
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@not_Queef said:
It hasn't been "out for one day". We played this four weeks ago and gave devs a boatload of feedback, which was largely ignored.
Also, four and half years into a game's development is generally not a good time to change fundamental aspects of the game.
"It's nEw AnD fReSh hurr durr". Yeah, I'll take old and reliable, thanks.
Nobody is expecting them to revert the changes, but they desperately need to make a lot of refinements and they need to communicate their plans to the community ASAP.
Lol don't even, it was in "Beta" testing but it's been in full release for one day. More people are playing now than in the PTB lol.
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@MudSpit83 said:
The animations could use a few adjustments but there’s no need to revert them back to those 2-3 year old outdated animations. Everyone is overreacting to these changes, like come on...are you seriously spamming BHVR’s twitter page about this crap? And then giving the game bad reviews on steam because of it? This community is starting to become sad and pathetic at this point.....
Just like I said, after 4 years they're trying something new. The UI is a buff to solos, I doubt they'll revert it. An option to change it back to normal would be good I guess.
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@ShadowRain said:
They can clearly see people are not happy with the new movement and UI so if they revert it they actually care what we think. But if they leave it as it is they don’t give a damn about us. Now we wait..
The UI has been out for a day, stop complaining. If they reverted it back to normal or kept it the same, it's the new normal. I like the survivor hook counter and the scratch mark which goes through them when they are injured. It's also selfish saying the DEVS don't care when they clearly put effort into this new design. Sure many people don't like it but like I said, it's been out for a day.
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@gatsby said:
Clown is one of the worst Killers because of his lack of map mobility and relatively one-note weak power. Not to mention his sound effect that tells Survivors when he's vaulting to remove a lot of mindgames.
The rework ignored this problems and gave him another option for his power. It feels like if Freddy had gotten a rework to add his dream pallets to his kit instead of coming with two options for his power default. It wouldn't have really changed his overally power level just created a slightly different optional playstyle
I sort of agree but a new bottle is a great idea. The only buff he needs now is slightly reduce the time for the speed.
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Obviously if you run dead hard then you wont get another exhaustion perk, it'll be hard but it's a fun design.
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The new OoO is quite nice, it could be a slight buff but also a huge nerf. As a solo, this perk will be usable. It's a buff to solos but a nerf to swf, it's more "balanced".
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@Zeus said:
Depends on how big haste effect is but I think speed for one health state is not a bad tradeoff.
The haste is 5%, 7% would be quite OP but 5% should be fine. It might seem unfair but if the killer tunnels you then you'll never get healed.
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@Mr_K said:
Turning a challenge perk into an easy mode perk.
Not true, if your hooked by the killer, your "broken" status effect doesn't ends. Also remember a killer can tunnel so it isn't that easy.
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@unluckycombo said:
https://forum.deadbydaylight.com/en/discussion/comment/1922992#Comment_1922992
Why would you ever want to nerf Odd Bulb lol???
Not a clue 😂, it's an iridescent so I assume it's powerful. Sorry if it's weak, nerfing "brand new part" is necessary though. I don't actually run flashlights so idk....LOL