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Rogue11

Rogue11

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Rogue11
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  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/3052463#Comment_3052463

    You cannot facecamp with the new monstrous shrine. It's literally cooked into the perk.

    Edit: I didn't put any words into your mouth, I didn't use anything other than the Quoting function.

    It's not like half the roster has speed, traps, or teleport that allow them to completely cheese that mechanic to instantly get back to hook or anything...

  • There are rare gen spawns that can be pretty egregious, but other than that, there is usually enough opportunity for survivors to split and win the war of attrition.

  • I liked the idea of requiring "mending" to remove knives as it gives him some macro strategy other than unga bunga over commit to chases because your 7 knife hits heal in 20 seconds otherwise. It's also just dumb and unimmersive, the whole auto heal thing. It feels like everything just lacks any real consequence.

    Imo it should require a teammate to pull out knives. In this way you can force survivors to decide to risk splitting up for efficiency or group up to heal. This would help Trickster apply pressure without camping, and give him potential chances to get Main Event value around multiple survivors, while still giving survivors agency.

  • @KateMain86 said:

    Several of Kate's cosmetics have bugs in them at the moment. This is a new one I haven't seen yet. I posted about a few other cosmetic problems with Kate back in January and they're still the same.

    6m2k21.jpg

    It's been so long

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3048796#Comment_3048796

    what do you find intrusive about it? I must admit it's only really the audio I notice.

    The constant audio queues whether you are wiggling or not, and how it auto-starts wiggling with no initial input.

  • I hope they fine tune the new mechanic before release. I still find it very intrusive.

  • So can we ever expect some improvements on the "new" animations? Shortly after their release, it was stated that they were still being adjusted based on feedback, particularly ones like the standing idle and injured run animations that still look very stiff.

    As far as i can tell, no adjustments were ever made since the patch that removed the direction change transition animations. Those were actually my favorite part about the new animations, as they looked far more natural and took away some of the cheesy aim dressing jukes that frustrate killers.

    Also, are we forever stuck with the "back rub without touching each other" healing animation?

  • Hopefully they make it optional and require the killer to trigger it like the current yellow mori. Losing any chance at Unbreakable, Soul Guard, crawling through the gates/hatch after a teammate distracts the killer, etc., would be stupid. Especially in favor of a canned animation sequence that will get old after a week.

  • Bigger head, bigger boops!

  • How about after prestige 9, you get a base head cosmetic for that character that grows very slightly larger with each subsequent prestige?

  • All they did was force everyone into running different 2nd chance and slowdown perks. Camping and tunneling as killer vs splitting up on gens are still the best strats. All the popular perks were just symptoms of that, and none of the base kit changes will help. If anything, tunneling will be worse since no one will respect DS anymore.

  • Can I get a black censor bar over my survivor being sacrificed and a message "returned to campfire" in the end game screen?

  • Yea I hate having the survivors and killer basically waving at each other from across the map. DoF shouldn't be too resource heavy.

    I wonder if they removed it because pc players could turn it off in gpu drivers? Would be pretty irritating being sniped by Huntress from across the map when I can't see 20 feet in front of my character.

    Fear of the unknown is a huge part of tension building so clear visibility is a bummer for the horror atmosphere.

  • Wouldn't it be easier to just double the nerf to the speed boost and leave the current basic attack cooldown? This would accomplish the same reduction in distance gained without buffing camping.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029843#Comment_3029843

    You can cleanse totem at endgame? accelerate cleansing so it doesn't take that much of a time? play with friends?

    And if killer pressured survivors with 3 perks before endgame to the point they can't afford to break totems, that is certainly a skillful play.

    Also considering that killer needs to find, chase, land the attack, calling that "skillless" is just wrong.

    Facecamping the first survivor downed puts enough pressure to prevent cleansing all the totems. Survivors have to pound out gens asap or it becomes a 3v1 and most likely a loss. Hardly a "skillful play" and will be even less so with this update buffing camping.

  • @Alionis said:

    https://forum.deadbydaylight.com/en/discussion/330663/gen-speed-math-question

    Since you already went to the wiki, why not to Prove Thyself's page? It has a big table detailing exactly the information you were looking for. This is not a question of the wiki not being detailed, but you not reading it thoroughly. The generator page also lists the debuff (just without Prove Thyself) and it's not even far down on the page.

    https://deadbydaylight.fandom.com/wiki/Prove_Thyself#Prove_Thyself_Repair_speeds

    https://deadbydaylight.fandom.com/wiki/Generators#Efficiency_Penalty

    Because my question wasn't about only Prove Thyself but about how multiple penalties or multiple penalties and a buff would interact.

  • According to the wiki on Hope, Breakout, and Blood Pact, the answer is no, they don't stack.

    I think the blight serum medkit add on does stack for its short duration, and possibly Dark Theory's 2%.

    Screenshot_20220623-003659_Brave.jpg Screenshot_20220623-003357_Brave.jpg Screenshot_20220623-003201_Brave.jpg


  • @sizzlingmario4 said:

    Penalties are multiplicative, so it’d be -22% of 1 which is .78, and then -15% of .78 which makes it .663 per survivor. Multiply that by 2 for 2 survivors to get 1.326. 90 / 1.326 = 67.87 seconds for those 2 to finish the gen.

    Bonuses such as those from resilience are added to the base 1 charge per second (to make it 1.09), then you calculate the penalties starting from 1.09 instead of 1. If only one survivor had resilience then you’d need to calculate this separately for each survivor and add their repair speeds together.

    Thanks! I had always just roughly estimated, but was curious to get some exact numbers with the coming changes.

    115 second gens with just Thana on a killer like Legion/Plague sounds pretty rough but I guess we'll see how it goes. Almost approaching old Freddy territory.

  • @Adjatha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3022159#Comment_3022159

    Now who's moving the goal posts? You said "dead hard for distance" and 4 meters of invincibility is distance, my friend. And it works out to be 14 meters if the killer actually DOES swing during Dead Hard, with the speed boost the new DH will give, compared to the 11 meters the survivor would've gotten in the old system. Plus, you can use it to get a free vault, never accidentally deposits you up against a wall, and lets you be immune to attacks while unhooking, which the old version never could.

    The new iteration ISN'T a nerf. It either needs to get legitimately NERFED so that fewer than 3 out of every 4 survivors use it, or it needs to be removed. Full stop.

    It still has an animation so it won't be usable for window vaults. It doesnt provide any distance, just i-frames with a tell animation. It's a major nerf. It's clear you won't be happy unless they go live with the bugged version where console players would Dead Hard frozen in place and then die.

  • @Adjatha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3022138#Comment_3022138

    A survivor is being chased by a killer. The survivor has Dead Hard available to them. There is a pallet nearby that they are running towards.

    Under the old Dead Hard, the survivor presses E to get up to the pallet. They move around 4 meters forward, remain invincible for the duration, and drop the pallet. The killer does not get a hit and the chase continues.

    Under the new Dead Hard, the survivor presses E. The killer can:

    • Not swing. The survivor advances around 4 meters without danger in the full second of invincibility, drops the pallet (probably stunning the killer unless they back off), doesn't get hit, and the chase continues.
    • Swing. The survivor takes the hit without going down, runs at 150% speed, drops the pallet, and continues to run at 150% speed, actually getting more distance than they would've under the old system.

    Explain to me how they 'removed' the distance aspect of the perk?

    Similar to how they said they intended to shift meta away from slowdown perks and then proceeded to buff half of them...

    You are cherry picking a distance where the survivor is already right next to the pallet. Let's set the pallet 8 meters away and see what happens. How about looping the long away around shack to squeeze out an extra loop? There are many situations where it was strong before and won't be now. See how it plays on the PTB and go from there. It's still a perk and should still have utility, whether you like it or not.

  • @Adjatha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3022076#Comment_3022076

    The actual, posted stats that the Devs shared said that 75% of survivors use Dead Hard.

    There's a simple principle in game design that says: If everyone uses one option, that option shouldn't exist because it's no option at all.

    If they're not willing to actually nerf the perk, they should just delete it instead, yes.

    They did nerf it by removing Dead Hard for distance. But hey, lets move the goal posts again.

  • Average anniversary event experience

    image.png


  • @Adjatha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3021621#Comment_3021621

    When you get hit (even when you're Enduring), you get a 150% speed boost, which lets you move at 6 m/s. Since the duration of the speed boost was 2 seconds, that means 12 meters, while the killer is hit-stunned.

    Using the updated values, that head-start is 10.8m. The successful attack cooldown is 2.7 seconds now, which means you're actually getting (1.8 x 6 + 0.9 x 4) = 14.4m.

    Once again: you have twice the window of invulnerability to get hit, you have more control over your movement during invincibility, AND you get WAY more distance.

    The idea that this change is a 'nerf' to the SINGLE MOST USED PERK IN THE ENTIRE GAME is a complete joke.

    I thought the problem everyone had with Dead Hard was the uncounterable distance part? Isn't this what killers wanted? Now it takes skill and timing to dodge the hit. Or did you just want the perk deleted instead of balanced?

  • @Adjatha said:

    Old Dead Hard: 0.5 second window

    New Dead Hard: 1 second window

    Old Dead Hard: 6m travel distance

    New Dead Hard: 12m travel distance

    Old Dead Hard: Straight-line movement that could run into walls or corners if not aimed correctly

    New Dead Hard: Full control over your character's movements

    Old Dead Hard: Able to make it to pallets but prevented you from vaulting

    New Dead Hard: Able to make it to pallets AND vaults

    Old Dead Hard: Movement only

    New Dead Hard: Free range of motion under the invulnerable status, including uninterruptable unhooking

    What part of "They made Dead Hard BETTER" do people not get? The perk that 75% of survivors used will go up to 100% if this rework goes live.

    How are you coming up with 12 meters of distance when it's 1 second of activation with no speed boost. That's 4 meters at normal survivor movement speed...

  • @Zarathos said:

    https://forum.deadbydaylight.com/en/discussion/comment/3015205#Comment_3015205

    Actually no 7% additional ms means the nurse has to account for you having that much farther to go and forces more difficult blinks. Blight wise turning a corner that bit faster is huge for messing up his lethal rushes and turning those all important corners. If a killer's gonna tunnel you they will now know baseline that injured survivor will be that bit harder to catch. Useless is a nonsense statement. It will still be on the unhooker to encourage the killer to chase them over the injured survivor. Don't take the good loop from the injured survivor you should be baiting with a hit or a weaker tile.

    It's 1.4 meters of distance over 5 seconds lol. But I'm sure I'll dodge nurse blinking with range add ons or blights 180 degree hitbox with double speed no problem.

  • Feels camped/tunneled

    6kmkuu.jpg


  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3019808#Comment_3019808

    Eh. You got to understand where they're coming from. The changes are to make people feel like they don't need to tunnel and camp. They're hoping the changes are enough. I'm sure they'll be monitoring how much camping and tunneling happens after the changes

    Oh, so we should just expect killer players to ignore the easiest path available to win? Because the opposing sides of this game have such a long history of empathizing with each other and playing in a fun way? If you remember the update where DS was bugged and half the killers had no stun from it, expect similar results.

  • For people thinking new OTR will save them, the endurance effect from OTR, BT, and the new basekit mini BT (5 seconds lol) won't stack. So all the killer will need to do is hit you once immediately after an unhook and all those perks are disabled.

    Easy tunneling and gen speeds approaching old Forever Freddy territory. This should go well...

  • @Advorsus said:

    Everyone saying they didn't address camping in tunneling, but gave everyone what they asked for which was a weaker base kit BT. They definitely address tunneling. So I'm curious, what would you do to reduce/eliminate camping completely?

    Here's some ideas that most people have that behavior has tried.

    Reducing incentives for camping: They already reduced BP and point rewards, as well as they're incentivizing not camping this next patch. People still do it.

    Pausing the hook timer: They did that. It was abused by survivors so much they had to remove it almost immediately because the game was almost unplayable for killers.

    Giving the unhooker endurance would also lead to this happening as it would give both characters invincibility and would be heavily abused by survivors.

    Teleporting the hooked survivor away like with pyramidhead: This has already created issues within that killer where the killer can keep survivors from being able to save anyone by just walking within a certain distance. Killers would abuse this even more than camping to keep not only the hooked survivor preoccupied, but anyone coming for saves as well.

    So please, enlighten on what you would do to eliminate it completely? Lol

    Add time to the survivor hook phases to equal out the additional time required to finish gens. Or are we intending to buff face camping Bubba with this patch?

    Also, keep the 5 second DS stun so Nurse and Blight don't ignore it even more than currently.

  • @legacycolt said:

    Next week there’s a PTB, then we’ll see how things go. I don’t like some of these changes either but bhvr is always willing to change some things after they’re being tested in the PTB

    I'm gonna need receipts for that. My experience has mostly been them making minor adjustments, only when feedback is particularly intense, and then cramming down things no one asked for anyways.

    See Billy nerf, animation rework, HUD rework, etc.

  • @LapisInfernalis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3017306#Comment_3017306

    So why should the killer be terrified of your 5s BT? Usually survivors don't. fear anything the killer has too.

    Why Blight and Nurse are not in this update? because the killers themselves are not OP or broken. Bugged, yes, but not broken. Are some addons of these killers too strong? yes. (the recently confirmed not-a-bug-but-a-feature range addons and alchemist ring/blighted crow).

    Please seperate addons from the killer before you scream "OP pls nerf".

    DS is supposed to be an anti-tunnel perk. If the perk does nothing to prevent being tunneled, why does it exist? And since the devs wrote a lengthy paragraph about how survivors "can switch up their perk loadouts without fear that camping and tunneling will cut their next match short", why nerf the most effective anti-tunnel perk? Because 5 seconds of BT and an extra 1.4 meters of distance will stop a killer tunneling? LOL

  • @LapisInfernalis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3015205#Comment_3015205

    Well you are not terrified of the killer either, are you? Are you terrified of Omega Blink oe Alchemist Ring?

    Terrified? No. Are they both absurdly broken, meta, and entirely absent from this update? Yes.

    I'm not even sure what your point was btw..

  • Nerf hold W for survivors

    Buff hold W for killers

  • FYI current 7% haste survivor perks don't stack. IE Breakout, Blood Pact, Hope, etc. I expect all the buffed perks will follow the same rule.

    I think the Halloween medkit zoom juice add on does stack with these, and possibly Dark Theory (2% lol)

  • Can they change the name from "Decisive Strike" to "Midgame Inconsequentially Situational Strike". MISS seems like an appropriate acronym.

  • @Zeidoktor said:

    I feel like people commenting that "you can't reach X in 5 seconds" are forgetting the Haste you also get. They should, in most cases, be enough to get you to loop or at least out of a dead zone.

    It's 7% haste not sprint burst. Over 5 seconds, it gets you an extra 1.4 meters....

  • @Aneurysm said:

    https://forum.deadbydaylight.com/en/discussion/comment/3015205#Comment_3015205

    Then run DS and off the record. If 5 seconds of haste, a 3 second stun, and 80 seconds of endurance can't help you, it's doubtful anything could.

    I thought they were shifting the meta from tunneling someone out of the game being the most effective option? Now I have to devote half my perks to maybe last another minute or two? Oh and that tier 2 bloodlust coming in at 25 seconds will help a lot of bad killers tunnel faster.


    Great times all around. When are we buffing nurse and blight again?

  • @Aneurysm said:

    What you have to protect against tunnelling at base now - 5 secs of haste and endurance

    what you had before - literally nothing

    I'm sorry if you feel that's a downgrade, it isn't though

    download.jpeg

    Thanks I'm sure that will help against Nurse and Blight. Oh and I'm sure they're terrified of my 3 second DS stun as well.

  • That 3 second DS is laughable. 5 seconds wasn't enough to phase a nurse or blight from immediately being on your ass in seconds. They should make it able to activate twice if it's going to deactivate during end game.

  • Was kind of the last straw for me when the devs, apparently knowingly, buffed the best killer's strongest add ons. gg go next.

  • Crickets

    Meanwhile when a single Feng cosmetic has a bug....

    image.png


  • Not my favorite due to the inconsistent mechanics of his turn/flick hits. Similar to blight, some people are able to bypass the normal restrictions and hit you around corners. This is annoying.

    Also, the fact that once he has his power he can basically keep it up for the rest of the game very easily.

  • @Leachy_Jr said:

    https://forum.deadbydaylight.com/en/discussion/comment/3006276#Comment_3006276

    Wha, when and where did she say this?

    That's just absurd.

    So we just casually buffed the best killer's strongest add ons because reasons. I guess these are the same devs that continually buff Blight's add ons while nerfing Twins, Slinger, Wraith, Nemesis, etc..

  • I understood that to mean "you've contributed your max individual amount so work on the solo challenges for now"

  • So we made the best killer's best add ons stronger for the sake of...consistency?

  • @KateMain86 said:

    Yep. Got tunneled out the first few matches I played so I just decided not to play anymore today. Probably just going to skip this event honestly.

    Yep. I'm planning to just grind out the cosmetics as quickly as possible and then take a break until next rift. I anticipate needing way fewer bloodpoints once the grind reduction launches, and my actual matches have been terrible since escape-based matchmaking. Texas Chainsaw gameplay trailer has me wishing it was 2023.

  • Kate got the worst rework.

  • They look so out of place and overused now. Imo they should revert the change except for certain maps that were especially sparse. Dredge is strong enough without literally every gen having 4 lockers next to it.

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