Rokku_Rorru
Rokku_Rorru
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@Orvarihusklumpen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882395#Comment_3882395
They tried Basekit Unbreakable before and it was busted
It wasn't? It got canned because Huntress and Nurse players among other killers were slugging to get the win, it had nothing to do with unbreakable basekit, it took LONGER to get up.
It also made perks like tenacity much more appealing. -
@Memesis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882084#Comment_3882084
The same could be said about the emotes. But do we need those? Absolutely not
I don't agree, I think we do :>
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@xGodSendDeath said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882374#Comment_3882374
Because the vast majority of players aren't playing Blight/Nurse at anywhere near the level where they're actually problematic. They're exceptionally harder on console which is the majority of the player base. Just because MomoSeventh and LilithOmen exist doesn't mean these killers are a problem. It's the same argument people make to defend 4 man death squads. Somehow it's okay to leave sweaty SWF untouched because "you barely run into them" but any killer that can remotely compete with them player at their top level means they need to be nerfed. Okay then. You're barely ever running into god tier Blights and Nurses
Literally anyone can play them competently if you give it a little time and patience, they are problematic, I play them and the new server desync thats came back this hotfix makes it so awful and easy to play I don't wanna hear the "Nowhere near that level".
MMR forces people to play against more experienced killers naturually the more the play, not because "High MMR" but because people who play often and optimally will plataeu in the same ranges.
Furthermore with the introduction of new regions, the playerbases are even smaller in EU now, I face said killers all the time, just because America has a bigger playerbase doesn't mean the rest of the world isn't dealing with the effects of crap MMR.
I think a lot of players need to start listening to each other and realise that these problems are common for the active playerbase who play OFTEN. Nurse is very unhealthy for the game, Blight is Unhealthy, I feel if these killers were dealt with we could make the game better for killers in general by giving QoL to the base game.
the game needs more help for casuals, there is no "Skill experession" in Nurse or blight, its point A to B quickly, they can't do anything crazy, they just do the same thing over and over. -
I think this is the Desync issue which has resurfaced this hotfix, part of their "Optimisation" fixes which look like its just them rewinding to before the desync fix :)))))))))))
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Can confirm this happens as far back as he was launched, and it happens on PC too
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As a killer player I still feel like Blight/Nurse need dealt with before we can see any meaningful changes to DBD to make it better for all killers, Hyper mobility is a plague to this game, the servers can barely keep up and it's so funny to see how quick it was dealt with but the obsession to keep Nurse the way she is and Blight too, and how easy it is for them to slug because of such.
Deal with them. -
@Wibwob said:
Not a tip as much as a suggestion, but Nowhere to Hide is incredibly good on Unknown. After kicking a gen and perhaps taking a very quick look around, you can teleport and keep the 24m aura reading around you for a few seconds. Personally, I never take it off.
Oh that with my unforeseen build sounds amazing, thank you!
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I prefer'd pre rework legion where I could punish the 2nd survivor I hit with frenzy with debuffs rather than waiting for people to mend on their own, terrible idea targeting Solo Q over SWF's as per usual.
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@TonTon said:
Dont play unknown he's a weak killer
I will play them because I enjoy them, and if they aren't performing well I'm contributing them to get QoL changes down the line.
@Vorahk08 said:
I'm not an Unknown main, but I like him quite a bit, so I'll try to be give some helpful tips!
One of the big things I've found is learning how to bounce the UVX ball on the ground in front of you to hit a survivor you're chasing. With good timing, this can be a guaranteed injury/down as a survivor tries to dash for a loop.
Speaking of loops, you generally want to hit the survivor when you think they're going to drop the pallet. Like with most ranged killers, catching them in animation lock is (usually) a guaranteed hit. With windows, try to bounce the UVX ball off the side of the windowsill to hit them as they reach the other side. Another case of using animation lock.
Another important thing is remembering that the UVX cloud goes through walls. While there are some cases like Shack where survivors will remember to not hug the wall, there are many, many other cases where survivors will forget this and you can hit them while being literally on the other side of the wall.
While orbitals are generally hard to hit, aiming for a generator significantly increases your chances at hitting someone, especially if you fire from out of the survivors' view. If you're using a perk like Discordance, this could be a decent way to catch multiple survivors with the blast of one UVX ball.
My final tip for the UVX orb is to try to use it often, especially if you're starting out, as you'll learn faster if you shoot more. It's on a really short cooldown and the slowdown from using it is minimal.
For getting hits with your basic attack, tapping the power button to reveal your tentacle will often cause survivors to swerve right back into you. The trick here is that the Unknown will immediately retract the tentacle if you tap instead of hold, allowing you to get an injury—similar to how Nemesis can bait people with the tentacle.
For hallucinations, try to put them away from open areas and areas with direct line of sight to generators. Keeping them in unusual places reduces the chances that a survivor will dispel it. Otz figured out that you can control where your hallucinations drop by tapping the power button, because hallucinations don't drop when you have the tentacle out. If you space out the hallucinations well, you can have really great map mobility.
Hopefully this was helpful!
Yeah I'm learning to take more chances, and try using more geometry to get some hits with some success! I feel I'm best with long range shots, but I need to practice orbitals a bit. I think when I learn Orbitals I'll have really nice map pressure on open maps. I think aura reading is good on them, but sometimes especially incase of indoor I just use brutal enduring, and unforeseen to catch people off guard, I'm stuck with what my 4th perk could be, maybe bamboozle and use the cartridge to make sure harder tiles arent an issue.
But I like that I can go both teleport/stealth playstyles and aura reading ranged playstyles. -
@TonTon said:
Nemesis enjoyers do not bother trying to infect everybody or even few it will be a huge determent in matches, Devs really should have made Nemesis infect and injure for this mode the buffs for Zombies was really worthless
I dont agree, the extra hindered on it is going to help a ton especially when you get to t2 for dealing with scouts rebuilding pallets etc, he is going to combo really well with another killer, zombies included.
People overstate how infecting is too slow, like playing an m1 killer only is better….??? -
We have heels on Kate/Jane/Yun-Jins pink skirt. So why can't we on Ada? LMAO
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@CautionaryMary said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881448#Comment_3881448
I wouldn't be against a Self Care buff, as it's generally slow even if you bring it with Botany. It would have to be something that's tested, but like I said I think higher hour players might complain on why they don't get basekit stuff like a Corrupt Intervention or Strength in Shadows Self Care. I wouldn't because I generally do gens injured anyways, as it's sometimes the best play.
I think the hardest thing for newer players is information overload. There's so many perks and even with my friend that I play with daily, I'm still telling him things or teaching him new stuff. He's always asking me for information on what perks synergize and whatnot, lol.
There's just so many perks in the game, which can be a turn off for many new players as they wonder how did the killer go to them or find them — hence my comment on bringing the fog back as it would help new players actually live as fog in the past obscured killer's vision and allowed some stealth.
Yeah which is why I think it wouldn't hurt to make people able to be more self reliant and buy more time to learn said perks and not be too stressed out in a match, it helps in 2v8 for people which is literally a live case for such things and an arguement for it. Or some way to view the perks on the pause screen as you encounter them etc or what your allies have.
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@Na1ts1rhc said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881699#Comment_3881699
I love blight but I can't help but feel horrible every time I play him. His cooldowns are nice from the killer players perspective ofc but in reality it's painfully obvious that he could get away with having a little bit of time added to his cooldowns especially for his power. I said it was fine but that's just because I'd rather see more urgent changes happen before a bight nerf. He definitely does not need a buff.
I don't want him nerfed neccessarily, I'm just tired of how common he is on EU servers these days it's horrible lol
He is fun to play as so don't feel bad, it's Behaviour who are at fault if anyone for the current state of the game rn -
Blight does NOT need a buff, I see him enough. He needs a nerf if anything, literally the king of Slugging these days.
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@[Deleted User] said:
Im not an Unknown main but ive dabbled in 'it' a bit. You can pretty much control where you hide your hallucinations, try to keep them in key areas without having them in the wide open to hopefully avoid them getting dispelled.
Aura perks like Zanshan Tactics and I'm All Ears can be really helpful when trying to land UVX shots thru walls (shack good example).
I recommend addons that debuff survivors for being within range of a hallucinations.
UVX can be pretty easy to dodge on the survivor end best bet is aim where you think survivors will move to and not directly on their current position unless you're really close. You can easily apply weakened to two survivors with if you catch them healing under hook.
I know there's a lot more but this is all I have for now. Good luck 👍
The bounce is the hardest part I find, thank you for the recommendation! I've been using the brutal strength add on and the one that makes my hallucinations spawn faster recently with End fury as a fail safe when I cant get my ranged shots in. I should try more aura builds to improve my aim
@Peppa_Pigsaw said:
Not unknown main but I know a few. Aim at their feet and make sure to bounce your ball off surfaces. If they're in your face and there's an object or wall nearby, use it. You can also "prematurely" charge up your power by holding the button down when the CD is almost back.
The premature charge is a really helpful tip, thank you so much!
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I'd love emotes for both sides honestly, it'd bring a bit more fun into the game if implemented well. I love emoting in Fortnite with friends and randoms and in OW etc.
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I've been finding myself slugging a lot when I dont have time to pick up a survivor without letting a gen go, when I'm being rushed due to bad pressure, it's often my only way of getting pressure back and capitalising of co-ordination mistakes of the survivor team I'm up against.
Hooks sometimes in these situations feel like I have to give up said area as it counts as camping when a hook is next to a gen if the spawns are bad. -
@ProveKa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880009#Comment_3880009
I have never heard of any game saying extra damage or extra changes due to being a new player.The DBD community is truly breaking new ground in this regard.I won't be surprised if someone says that the speed of D tier characters should be 6.0 / m in the near future, because why are D tier killers?
I mean there is being constructive and making suggestions and then just complaining, which I'm sorry you have nothing to contribute.
@CautionaryMary said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881233#Comment_3881233
But low MMR usually has tunneling and camping typically - the healing changes would do nothing for low MMR.
I should know because years ago when I first played people would just sit on hook and smack you repeatedly, get off hook, you're down again. I'm assuming low MMR has not changed from that playstyle, so you give baby Meg Strength in Shadows Self Care anywhere on the map, it won't do anything. Killer will return back to hook, see baby Meg self caring, and back on the hook she goes.
That's why I'm saying it'll just handicap survivors and killers in the long run and produce bad habits. In that situation, baby Meg needs to either
A): run away and get to a distance if the killer is coming back to hook.
B): have a teammate bodyblock
Or C): if the killer isn't miraculously tunneling or camping, she could reset
Strength in Shadows Self Care could help, but again make people do bad habits by self caring at a hook they just got unhooked from, self care after every single unhook, or just die as they're self caring.
It would do a lot I feel, especially when playing with a friend who knows more, if they manage to help you break away you have time to heal without being lost and not being able to get help. As they learn more from it they'll get better at positioning, but having more potential health states means more chances to learn and a more forgiving experience. Self-care can be brought anyways rn and its brought often by newer players, so even buffing that would be a start or hard capping it at 80 percent with heal increases to make sure it doesnt get out of hand.
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could be fun, sounds very chaotic but also a less assymetric experience. I like it
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@CursedPerson said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880417#Comment_3880417
Done but now reload speed addons are gone so survivors can make distance after missed shot.
this would be ideal as it gives him some needed map mobility in exchange for some power risk.
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yes please, it's the most annoying thing ever
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@Alen_Starkly said:
If there really will be bots, then that will suck imo. The appeal of playing survivor in 2v8 is having so many teammates, and the games feeling "cozy" in a way. The altruism really shines. Bots would kill a lot of that atmosphere. The point of 2v8 would be gone since this would be more like 2v6 in terms of how it feels.
I think that the devs need to realize that the way to realiably fix the 2v8 queue times for killer is in drastically changing the survivor side, to make it much fresher and more appealing to play. Just the thought of playing survivor with bots makes me not wanna play survivor in 2v8. And if many other people feel this way, then people will be playing even less survivor compared to before, which should lead again, to awful queue times for killer.
For at least the next iteration of 2v8 (later this year, if it happens), the devs need to work much less on adding things on the killer side, and much more on making the survivor side fun. The killer role is already much more popular in 2v8, adding a lot of content to it with each iteration of 2v8 is just gonna perpetuate the want of people to play killer instead of survivor. Next time, add 1 or 0 new killers, and add a lot to the survivor side. Consider adding something beyond gens, or even replacing them entirely in 2v8. Or add means for survivors to fight back (besides flashlights and pallets stuns).
TL;DR - huge BP incentives and bots in lobbies are bad solutions for 2v8. The devs need to tone down on adding killer content, and focus much more on adding survivor content, at least until the queue times become balanced. Make people really want to play the survivor role. Spoiler: bot teammates will make people play the survivor role LESS.
I love huge BP incentives so I'm not complaining… Bots on the otherhand, no. LMAO
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@CautionaryMary said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881104#Comment_3881104
Hm, I see your point but I didn't need all of that when I started playing.
Like I said, I just feel like it would create bad habits in general. Sometimes it's best to stay injured to do certain things like doing gens, then you'll have people constantly healing after every hit or after every unhook.
Low MMR is highly killer dominated, so giving them even more ways to spread pressure for free will just make low MMR even worse.
What the game does need is better resources and buffs to solo-queue to compensate for disparaties in MMR brackets. If a killer gets gen rushed, it means that they didn't apply map pressure or defend their gens. I played killer months ago and easily 3k-4ked - you can say my experience with survivor made me good at playing killer - but regardless, I didn't need any of that to do fine. I can count on one hand where I got less than a 3k and I can acknowledge where I fell short and learn to adapt - just like any other new killer and survivor.
See Low MMR could be helped massively with a means to keep oneself alive, Survivor independance is the key when co-operation is not an option, we make solo queue better, we ease incentive to just slam gens only etc, give survivors more to do and everyone is happy.
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@CautionaryMary said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881094#Comment_3881094
I suppose, but maybe it's just my time of playing DBD — I feel like in order for a person to get better, they need to deal with situations that are both ups and downs. People need to be more aware of what they could have done better and how to manage things much easier.
Even then, sometimes it's not best to just heal yourself all the time and I feel like it would create bad habits in general. Similar to basekit Corrupt Intervention and whatnot.
I know how it feels to be gen rushed - I was on Legion but I still managed to get a 4k easily because I slugged for pressure and the survivors were being overly altruistic. People need to learn certain gameplay tactics to alleviate pressure without blaming it solely on how the other person plays.
These two ideas are nice in a vacuum, but makes people handicapped once they no longer have the tools they need. Then you add in higher hour players and they wonder why they don't get basekit Strength in Shadows everywhere on the map or Corrupt Intervention.
I agree players should be improving… but at the same time that's the point of things like this, to allow them to have more time to improve. The problem with DBD right now is games are way too snowbally one way or another, something like this to encourage more back and forth would create a better quality of match overall.
If newer players can heal and get back in chase and take more risks, they'll learn more and also not feel like they are being tunneled out, it's faster for a player to be healing themself and another on a gen, than someone to hunt someone down and heal them without perks. -
We got it but, it's a monkey paw situation, Ada with her lack of heels haha
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I'll take any suggestions and discussion on making this game better for both sides, some good ideas amongst this all, I love the idea of giving solo survivors more tools to stand on their own. I'd love to see some anti-gen rush momentum for casual killer play too similliar to Corrupt intervention and deadlock.
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I'd love if perk tiers were ridded of, I'd rather more rewards for prestiging, like item cosmetics/emotes/killer power effects etc
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@CautionaryMary said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880789#Comment_3880789
Yeah, I think it's more so causing newer killers to become more reliant on it causing them to have lower skill expression when they first start.
Honestly, I would get rid of the level restriction entirely. No reason why you have to level up to 15 to get four perks.
Newer people therefore have to sit through games to level up just to be able to use 4 perks.
When you say more ways to heal themselves, what do you mean? Because I know many people would get annoyed if Self Care was basekit due to how slow the healing in general is. You'd just have low MMR survivors healing themselves in a deep corner of the map, while all the other new survivors are doing whatever it is that they do.
If you have played 2v8 its around Strength in shadows speed, which isn't bad at all honestly, I think it being available for a duration after being unhooked would be helpful for solo queue or the like, or on final hook like it is in 2v8.
@YuisPinkBob said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880009#Comment_3880009
So lets punish Survivors for successfully completing their objective? That sounds so healthy for the game.
Why encourage Killers to learn how to put pressure on Survivors when you can just add a new mechanic and handhold them? I'm sorry, but this is truly a bad idea.
It's not punishing them, it's how quick gens can pop in succession without any slowdown in a build, if you've ever played killer casually it happens really often, when something like this is in place we'd be able to balance killers to be less oppressive like Nurse/Blight etc and focus more on fun killers ot interact with.
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@CautionaryMary said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880009#Comment_3880009
The thing with that addition is that it's easy for games to go south in solo-queue and SWF when survivors cannot properly do gens.
I get the sentiment behind it, but generally it's just a catch-up mechanic for low-tiered killers and can help high-tier killers secure a 4k much easier.
If survivors decide to split up on gens and pop them accordingly, they shouldn't be punished for doing their sole-objective. If you want survivors to do other things, simply bringing Hex: Totems, such as Devour, Pentimento, and/or Undying would push them off gens and buy the killer valuable time.
Edit: I see that you were talking about newer killers, but the same could be applied for newer survivors. Then again, I feel like handholding of any kind is generally not a good sentiment as people need to learn how to play the game efficiently and it's hard to determine what is a new "killer" - is it a select amount of hours, is it dependent on playing a whole new killer and you have many hours elsewhere, etc?
I feel like giving survivors more ways to heal themselves like self care being made base kit like it was in 2v8 etc when they need it most would help solo queue and encourage survivors to stay in the game and do other stuff, newer players would be less afraid to learn as they can make more mistakes and anti heal will still be effective as it will regress the bar when they are found. I'd imagine it'd help a lot with the current quitter epidemic and give perks like no quarter more value.
2v8 is full of a lot of great ideas, that should be experimented more in the base game, maybe its own queue, base kit unbreakable in 2v8 allowed survivors to avoid slugging without taking away it as an effective strategy.
I feel gens being blocked to stop momentum like deadlock and corrupt would be a fair trade for such things making the game more fair and back and forth for both sides.
of course I don't have data etc to back that up, but such things feel good to use, and dont feel horrible to go against as someone who plays both sides. And I feel this is what we should be looking at base game. -
I'd probably run this with the slashed backpack to allow me to use my Hallucinations to harm survivors
a fun idea to mix up the Unknown toolkit -
@albertoplus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880524#Comment_3880524
I tried RB with Wolf form but sadly it doesnt proc with his M2 so many times it goes to waste..
Also the pallet break animation has the same duration than the base form if not mistaken.
I get plenty off at vulnerable loops and then it makes the m2 go even further lunge wise to close distance, haste applies to killer lunges/powers which is one of the more ???? things about DBD.
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I love the wolf form, it's the form I get most success with, being able to get bloodlust for free and track through walls, break pallets quickly and close large amounts of distance is amazing. I'm just sad I can't use beast of prey or the like or use snowballs as it.
Rapid brutality + STBFL is insane on wolf form. -
Hens' recent video about this was so informative and right on the money on the state of this game, BHVR need to listen if they want this game to be loved for years to come.
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I feel like some kind of anti momentum would do wonders for newer killer players to stop multiple gens popping all at once, akin to deadlock or corrupt intervention. To give killers more time to make mistakes, that way it doesnt effect the 3 gen in the late game but helps buy the killer time where gen pressure is strongest, in the early game.
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I hard agree with this please make the radius increase I would bring boons more often if I could get more value for my team, it would make it slightly harder to pinpoint the boons location since they are so easy to snuff out, and that's the only buff they need right now.
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Yeah I feel my issues with nurse would be gone if she was punished for making mistakes more, the lunge addon is my biggest dislike from her recent addon pass
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Now that the changes have settled I think the only thing she needed to lose to make her more bareable was the haste from OTHER survivors who get scanned who arent in chase, I think that's the thing I disliked the most against her.
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When you literally can't find out how Unknowns Hindered last for in game, it just says applies hindered lol
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I'd pay more if the quality of survivor animations/voices increased. I'm so sick of the current jank global ones
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@WolfePhD said:
The developers can CTRL + C and CTRL + V your perk as Boon: Shadowstep and finally make it a decent perk. The only boon worth running is Exponential. Nobody plays Shadow Step and barely anyone will after it’s buffed. Boons are situational and often easily countered.
Shadowstep is amazing what are you saying, distortion for everyone is a great tool in some maps IMO
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That's not even the right outfit haha but I guess that's on purpose?
Something tells me we are getting it soon anyways -
@Iron_Cutlass said:
WAKE UP! Changes…
Wake Up! was changed from a flat 50% faster Exit Gate opening speed (PTB), to a scaling 12.5% faster Exit Gate opening speed that increases per Survivor still alive (Live Servers).
The intent was to nerf selfish playstyles but unironically this was not an issue. Wake Up! already revealed your location while you were opening the Exit Gates to help your team, and served a decent functionality. All this really serves to do is reduce the effectiveness based on various circumstances.
In example, if the Killer tunnels a Survivor the entire game, and they are dead near the end of the match, in a 3v1, your effectiveness at opening the Exit Gates for your team is reduced to +37.5% (Live Servers) compared to the original +50% (PTB). In 2v1 situations, Wake Up basically functions the same as it did before the PTB, you only get +25%.
This, by extension, also makes certain achievements even harder. The Left For Dead achievement is one of the hardest in the games and by making this change, this achievement is only harder by giving you +12.5% (Live Servers) compared to 25% (Older Versions).
Keep in mind as well that Wake Up! is designed to be the counter to Remember Me, they are a mirror match-up. Remember Me encourages tunneling and killing the Obsession as soon as possible, since hitting them gives stacks and the Exit Gate debuff does not apply to the Obsession. In cases where Remember Me and Wake Up! are paired together, Remember Me will always have the upper hand, since Wake Up! will have it's effectiveness reduced by the Obsession being dead (providing a maximum of +37.5% in this match-up).
But if BHVR wanted to nerf "selfish" playstyles, there are tons of other perks that do the same. Left Behind, Sole Survivor, etc. all still lack the ability to provide benefits to the team as a whole whenever someone dies, and only serves to promote letting the team die to gain effects.
Beast Of Prey Changes…
Upon gaining Bloodlust, gain the Undetectable status effect for 25 seconds (PTB) was changed to 40 seconds (Live Servers). Beast of Prey has a 120 second cooldown.For whatever reason BHVR things the duration of this perk is the issue… it isnt. In fact there are just many things wrong with this perk.First off, why does this perk have a 120 second cooldown? This perk takes longer to come back than it takes to repair a single Generator… think about that. 120 seconds is 2 minutes, so youll maybe get 2 activation (3 if you are lucky) per game.Second off, this perk is an undetectable chase perk. Undetectable, as a status effect, is a weak chase tool. There are just better perk for taking chases that actually, you know, do something. Undetectable is designed for stealth, for sneaking up on other Survivors, applying that to a chase perk just doesnt work.Finally, because it is tied to Undetectable, it can actually harm your chases, since you lose the ability to Red-Stain mindgame loops. The Red-Stain is such an important part of chasing a Survivor that it can (often) result in your getting downs or not getting downs solely by how well or poorly you manage it, removing the Red-Stain for a chase removes such potential entirely.So turns out the version of the perk listed in the Patch Notes was just… wrong? I’m guessing someone writing them got the versions mixed up, generally this section can be ignored but I’m just going to cross it out so people can read what I originally put.
TLDR on my thoughts on the perk; I do think the new version, of having it be a “disengage” perk, is alright but generally I still don’t think it is really “worth” the perk slot and could probably use further tweaking.
It feels more like a SoloQ stomper perk ngl, SWFs can call it out easily but SoloQ cannot, which leads to this really one-sided dynamic where it outright does nothing against one group of players but does everything against another… I think maybe that could be looked into.
I'd really like if Beast of Prey worked based on duration in chase, like as Wolf Dracula I can't gain bloodlust so I can't even use the perk for my chase builds, that's the part I dislike about it… but then again I can't use snowballs etc in Wolf form either :<
Wake up is just, annoying because remember me just outright gets more value, and whenever wake up would be useful Remember me is probably not in play anyways.
just revert Wake up, it was fine before PTB -
I'd love to see him reworked in a way which makes him more fun and approachable to use and also fun to interact with as such an iconic killer.
His cages having no way to counter them are annoying, and his trails are equally as annoying to put down, and his power is harder to aim than most killers ranged powers but I'm not very good at him admittedly. -
If Freddy's rework is anything to go by I'm really looking forward to Skull Merchants rework! I've been enjoying playing against him with the mindgames and interactions with his power.
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Invocations, Blood Pact, Repressed Alliance, Calm Spirit, Botany Knowledge, Deadline among others, I dont understand why these perks are a huge issue to not have a downside yet, all the most used current perks people co-ordinate in SWFs that DONT have a downside are fine?
Isn't it kind of silly that we removed the downside of Autodidact and it's still not a highly used perk, like what are you worried about another Made For This situation, let them have their time in the sun and deal with them if they are too strong?
Also why can't you let perks act like survivor powers and grant more BPs on the likes of Bardic Inspiration or Mirrored Illusion?? -
He seems fine honestly, I was opposed to it but with the PTB changes I enjoy going against him
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Oooo I love this, I'd use it during gen block phases to help others when they need it. This is a great idea to help fight back against stalling.
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Wake up will forever to elude me making it even more of a niche perk LMAO
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Maybe Wake up could give endurance upon opening the gate, to allow for body blocking or something as a secondary effect.
I dont understand what making this an even more of a niche perk accomplishes, talk about invocation style balancing again LOL -
I agree, there has been a lot more male cosmetics and I've been enjoying them also, especially the new Vittorio sweater, the Gabriel cat hoodie to name some. Please keep adding more!