S_Panda
S_Panda
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@SpookyJeff said:
How is he going to be boring to play against? The iridescent king change seems like it will be a nerf to some degree unless the static charge stays on for a LONG time. Otherwise, most good survivors will stay away from their comrades and not gleefully pass along the shock. The static blast thing needs to be seen to know if it's a buff, nerf, or a push. I think they said it has a 60s cooldown, which is a pretty big gamble. Whispers will be huge for doc if it is that long of a cooldown.
I want to see if the new shock therapy still blocks vaults/pallet drops and if the other addons have been reworked or are largely the same. Let's just see how it plays out instead of looking at it already thinking it's going to be boring.
king isn't getting changed that much, you're talking about the addition of the iridescent queen addon. only change king is getting is the removal of t3 madness = exhaustion and the addition of madness causes skill checks to be reversed
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@xenofon13 said:
https://forum.deadbydaylight.com/en/discussion/comment/932142#Comment_932142
Reversed shaking skillchecks, lullaby, ruin. So fun to go against. I don't care if he's good or bad. They make killers annoying to go against, not scary at all. I don't care if i die or not. I want fun games, not depressing
2 perks you can deactivate both of which you'll learn is in the game within 10 seconds if you start a gen or spawn on top of the hex totem. Add on that you have to have been in a chase against him, or him to shock blast you twice for those reversed shaking skill checks to happen if his current addons are anything to base on (madness 1 will be instant still I assume, but still requires the blast or a therapy hit), but the reverse checks will only happen on 2.
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@MarsAttacks said:
https://forum.deadbydaylight.com/en/discussion/comment/933220#Comment_933220
Yeah obviously I can't speak for every1 but I feel like this is the norm. Killers are much more likely to be generous during a bad game than survivors of love to see stats on this cause I would be genuinely surprised if I was wrong caused I've played A LOT of both killer and survivor lol
I was being sarcastic there btw. I've been playing for a good 10 months and that was the first time I had that. :P
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@Auron471 said:
https://forum.deadbydaylight.com/en/discussion/comment/933214#Comment_933214
I don’t really want them to do that. I just want them to let solo survivors see ranks again. Preventing killers from lobby dodging would be horrid, so why are we making solo survivors be more miserable too?
Because that's the way it was for the past 2.5? years and over the how many months? the bug was in the game they obviously realized people were using it for wrong rather than right, even when people are going "I'll be the good samaritan and totally take off my meta build to put on stuff like kindred to help out my newbie teammates"
Adding on: they should also let killers see their opponent's rank then. I personally used the bug to asses what rank killer I'd likely be facing. IE I'm rank 2 and have 3 purple rank allies, I'm likely facing a purple rank killer rather than red.
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@MarsAttacks said:
https://forum.deadbydaylight.com/en/discussion/comment/933081#Comment_933081
I have once but I agree the survivor base, from my experience is SIGNIFICANTLY more toxic, when's the last time you had a survivor intentionally die after a killer had a bad game, not many for me I can on one hand how many times it's happened. But can't say the same in reverse. I've had a good number of killers let me go just because of DC's / farming team mates.
The OP exemplifies this and so do many of the other posts in this forum. I don't think I've read a single topic talking about survivors giving deaths to killers. Not saying I want them to. Just pointing out the mentality difference between the 2
I finally had one a few weeks back. My rank 8 plague matched with 4 red ranks and boy did they know it. Alongside the sound bug messing up an easy to win chase: I had the claudette run around the left side of an L well so I went along the right figuring she'd continue straight or abandon. I don't hear her injured/coughing so I figure she abandoned and go around. Go around to see her running straight the entire time.
End game: I have corrupt purge and run along one of the many middle jungle gyms of resting place figuring that was the spot I had a pallet dropped, turns out it was the exact same jungle gym shape in a row with the pallet resting so lost corrupt. The guy felt bad and let me kill him.
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Survivors have a bug that lets them dodge lobbies they don't like. BHVR realizes they used it for that exact reason and removes it
Reply: Well remove the leave lobby button for killers then!
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@JC316 said:
Works fine for everyone that uses it against me. I haven't seen it malfunction once.
The only time you can see it happening is after you hit an injured survivor watch their downed body - it'll jitter a bunch and that's the dead hard happening.
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@HellDescent said:
Just wait until Jake archives, there will be no hooks left on the map
Or standing survivors :P
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I completely agree, and killer mains are less likely to be toxic and gen rush / loop you.
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@Hex_Stalk said:
I'd suggest doing the killer ones and working my way around the other side, saving it till last
Exactly what I was planning on doing when I looked at the board.
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@sailormars said:
Woah Woah Woah, his shock therapy is still going to make survivors unable to interact after this change? That's ridiculous. What exactly can you do then at loops? He just needs to shock you without having to switch stance and get a free hit every time. At least when he had to switch stance, it gave survivors a bit of distance to still reach a pallet or window.
Treat him like a clown who denies re-looping a loop: drop early and loop around it, or abandon the loop altogether
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@Mr_K said:
Not the best decision you would ever make.
If you want to know something slightly more useful. The Nurse cannot charge a blink when being shine on by a flashlight.
That's even worse honestly, unless she's behind a window. If she has a clear path she'll walk into you and lunge within 4 seconds. Even then it just means she has to move behind the wall and click off your flashlight = position given away still
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Difference between male/female is height & volume of their breathing/grunts of pain. And within them they also have differences between each other. Otz actually has a video on his secondary youtube channel comparing them all.
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@Satsui said:
So wait, his Mouse-Right-Click actually turned to the normal Treatment Mode Mouse-Left-Click shock blast?
And the new AoE static blast (the one with 60 sec cooldown) will be assigned to a new button?
Can you still grab survivors by the ass with the new Mouse-Right-Click shockblast?
So as I understand, you can still regularly shock survivors to up their tiers individually, right?
Basically, the only changes to his core mechanics is - changing static field, so it will be static blast once per 60 secs, removing treatment / punishments modes, and instead taking the shocking blast from Treatment Mode (was Mouse-Left-Click) and putting it on the default Mouse-Right-Click, correct?
Peanits said not to quote him but he believes the shock-grab will be going away as it won't be an M1 anymore which makes sense.
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Basically when you hear the whooooo noise / raised hand you start flashlighting. Too early and she just can't start charging her blink and she walks up to you like any killer and whacks you. Too late and she's flying at you. Due to the flashlight's range you probably have less than half a second window to get it right, you may want to try to do it on a chain blink instead?
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@kajagobi said:
About to reach 9000 iradescent shards again. My first choice was legion. Was really fun till I got to rank nine. So onto my new killer. Which one does those godly survivors have more problems with? Btw I also know if I had more skill any killer would do good. First forum post btw.
I have a lot of fun with the spirit personally. She's one of the few killers that avoid the debris loop till pallet stun, repeat cycle of chases and feels very satisfying when you predict the survivor's moves perfectly.
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I did mine as the clown on the newest map. I dominated pretty hard with 2 gens remaining/2 survivors so I took one survivor with me to the middle generator then walked around and found the hatch. Pulled jake out of the nearest locker and took him to the middle generator. They both then went to the generator nearest to the gate/hatch and I walked around for a bit. Soon as the gen completed, I downed one and then went for the other. Opened gate, hooked one who was waiting at the hatch again then rushed for the other crawling out the gate.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/931296#Comment_931296
They knew that before the test. That's why they had delayed it in the first place.
And then after failing to fix a game breaking bug but introducing yet another one, they went with the test anyways. Absolutely mind boggling to me.
What is this test even supposed to test, exactly? People are still DCing more often than they should just because they literally have to. They knowingly put this test up with the knowledge that many innocent people would be soft banned.
They should be ashamed to treat their player base with so little respect.
This'll be my last comment as I feel we're just going around in circles pointlessly.
They held off on the penalties initially when they said dedicateds is all they needed because we all know how dedicateds worked initially the first few weeks at best. They knew there was a basement bug before the initial test is why they were fixing that first instead of rushing to implement it on the day they initially said they would. Unless there's a new game breaking bug I've missed, the basement bug is still happening for a small enough minority that I've seen maybe 5 people on the forums since the hotfix to fix it (which was over a week ago now). In comparison in a single night I would normally have 2-3 disconnections in an hour as killer back when I was mainly playing them (tomes has me spamming more survivor matches).
They're doing this test so they can find out issues with the actual system before just throwing it out while there are other game breaking bugs because there always will be game breaking bugs supposedly in dead by daylight.
Now the next time they throw it out it'll hopefully exclude the freeze on load ins, actual disconnection lost, and crashes. Game breaking bugs will still continue to happen from what I hear so good luck on that one.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/931231#Comment_931231
I'd rather having to put up with DCs then being soft banned for over an hour because the game decides to crash 1 too many times.
Thankfully they'll be fixing that for the next test hopefully as they've already confirmed they know about the penalties hitting where they shouldn't based on today's Q&A.
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@Ihatelife said:
@Peanits The doctor changes will come in the mid-chapter update?
I believe that's the plan - and they'll give us much more info when they come back from their holiday break early january + have us test out around then too I'd assume.
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@RakimSockem said:
Went for the 2 grab interrupts challenge with tier 1 Myers. And twice in the same match, I initiated the grab animation and it immediately cancelled and gave the survivor time to run away
sigh :( Pretty good job so far
It's basically the dead hard of killers - getting an insta down denied cause of priority of actions :P
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@LordGlint said:
Does grabbing ppl out of lockers count? If so, just tunnel every survivor you can so they can "outplay" you by jumping in a locker.
Nope since it isn't an interrupt action - if they're entering/exiting the locker you can interrupt that and get it though!
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@Well_Placed_HexTotem said:
I haven’t read anything about helping him with what he needs most, a way to shorten chases. Seems he’ll still be doodoo in high level play.
An improvement to his base kit shocking altogether, alongside not needing to slow himself down as much to do the shock sounds like a shortening to his chases
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@SnakeSound222 said:
I'm not 100% sure on these changes. First I'll start off with the positives:
- No switching! It did get annoying having to switch between modes to use the shock at loops. It sucked when you shocked a Survivor and you started switching to Punishment mode only to let go of the button at 99% and miss the opportunity for a hit.
- Static Blast is a guaranteed Madness tier up.
- It looks like you won’t be slowed while charging up Static Blast.
- Counter-clockwise skill checks will be able to surprise Survivors and get them to miss a skill check.
Now I'll list my negatives regarding them:
- A 60 second cooldown is way too long for Static Blast, at least with the information we have about it. Unless there's some super secret ability that will make the blast really powerful at base, the cooldown should be 30 seconds at most or Doc should keep his Static Field and the devs can just buff that.
- They weren't super clear on Iridescent King. The leaks showed that Iridescent King would keep all of its afflictions, but the Q&A recap mentions "a new Iridescent King". Does this mean that it got changed or was this just a typo and it’s the new Iridescent Queen add-on I keep seeing people talk about?
- Based on the leaks, the Exhaustion effect from Obedience is replaced with the counter-clockwise skill checks. Why? This wasn’t OP unless the Survivor was bad and relied on their Exhaustion perk to escape.
- Nothing about increasing base shock range or addressing the inconsistency of the stun? Even when you time it right the game will still give the vault or drop to the Survivor and the current base shock range is PATHETIC.
King will be the same besides the replacing of exhaustion at t3 from...obedience?
Queen is the new UR addon I assume (so as to match their rules ever since Myers I think). When you shock therapy (and perhaps blast? I may be wrong on this one) they get a resident 'charge' on them when they go in 4 meter range of another survivor they cause that survivor to get shock therapied.
I'll have to see how the counter clockwise addon works out, because just being in tier 2 alone can sometimes make a regular skill check become an annoyance. I never really used the t3 exhaustion because when I played doctor I didn't really shock people outside of trying to deny a pallet/vault (I know a huge mistake but the range was hard to get used to).
As others have said they're increasing the base range of shock therapy, but also reducing the addons that increase range while also removing the cast time increase on them I believe? So for example: pretend they increase shock range by 20% all around. They now turn the shock range addons into increase range by 15/30/45% on top of that (with no downside)
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@Bill_I_Am__Overbeck said:
How do you use shock therapy versus static blast if both are now active abilities? Is static blast just going to be key-mapped to CTRL?
That's what I'd assume. therapy being mouse two like a hag would place traps with that button and teleport when they pop or doctor would blast when off cooldown.
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@Witchaven said:
https://forum.deadbydaylight.com/en/discussion/comment/930909#Comment_930909
Then hide the killers offerings from the survivors and problem solved..... But this is stupid. Like right now I am thinking "ok I don't want to log in to DBD because I have no idea how many bans will cause a perma-ban." And this DCing thing isn't just something that happens to me. My girlfriend and my buddy both have it happen to them when loading in as well. Tonight we're playing something else to not run the risk of perma bans until they figure out this whole banning thing that clearly wasn't thought through very well. And lets be real, if you want to get out of a game, just run up to the killer, let him hook you and then try and jump off until your character dies. No ban will ever happen to you then and you get the same result as if you were to just click "leave match." So this was a stupid system put in that only hurts people who disconnect.
You're right it isn't going to change anything in-game wise. But killers already have a tough enough time with the emblem system now that a rage quit denies them of 1 (3 in actuality, but suicide would deny 2) hook action (9 gives you 10%), hooking all survivors once (another 10%) and sacrificing said survivor 20%). Add on there's at least 5 perks that require hooking to activate off the top of my head (bbq, dying light, pgtw, lullaby, D-hope)
I completely agree if you often have issues that cause you to freeze/crash to hold off on playing for another...14.25 hours from this comment. Sadly this couldn't just be tested on ptr because guess what's even more buggy than live? Add on that many won't test on ptr since their progress is nothing. Or the funner common comment: "why don't they test it in house"? Because they have 50+ people who could spend hours playing fake games on a ptr and maybe disconnect themselves to see if it works properly. (I'm assuming that KYF wouldn't count so you can't do a lobby of 2 and test dcs there, so even that 50 people would be a whole 10 matches at a time)
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@Witchaven said:
So this new ban people who leave lobby thing wouldn't piss me off so much were it not for the fact that it doesn't take into account people who get disconnected at the loading in to game portion. I don't know why, but this happens to me at least a few times a night when playing. Why can't they make it so if you DC before you gain control of your character you don't get the penalty? Stupid to punish people for their game crashing during the loading in portion.
They mentioned this is an issue on the stream earlier today, but I'm hoping they do keep punishing before people load in when it isn't a freeze/crash: uh oh mori / map I don't like cya
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@Mister_xD said:
the only think i'm really concerned about would be the 60 second cooldown tbh.
lets see how it plays out.
I wouldn't be too worried about it honestly - the only time it'll hurt is if you use it when no survivor is in your terror radius. Once you do hit someone you're in a chase and therefore don't need it. chase takes the 30-1:30 to end and cd is up by the time you finish hooking and walk away a bit. Mix in with another information perk (bbq tremors) and hit the area the survivor was in as soon as you're in range and maybe hit someone else who was on the way to the hook.
The only downside is people may use lockers more often against doctor since you only have to miss once rather than there's no point in hiding since you'll go mad regardless...Iron Maiden becoming a true meta?
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/930875#Comment_930875
I'd have to see the new Shock in action to judge that.
Losing the field also weakens him in other areas, such as capitalizing on 3-Gen strats.
It makes him stronger in that area I feel actually: one shock in the middle of his 3 gens hits everyone on gens into madness if they're there. And if it's near the end of the game they should all be in tier 2 at this point meaning they're all tier 3 and he's 100% safe to go after one of them.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/930871#Comment_930871
I'd trade the tracking for being better in a chase.
Same here. Many people would try to get their first scream in to prevent easy tracking on him too. An instant tier up means no inching around his terror radius: you're in it or not. And not having to slow down for 1 second + even slower for the shock means loops are cut in near half if you're a bad doctor and maybe by 1/3 if you're good.
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@Zixology said:
https://forum.deadbydaylight.com/en/discussion/comment/930786#Comment_930786
Aside from the stances being removed, he sounds exactly the same... which sucks to go against. So, if that's the case then no thanks. I'm not going to waste my time screaming in a corner for 30 minutes against a doctor.
Adding onto what TAG said it's on a minute cooldown - no more slowly going mad just cause the doctor is walking around the center of the map with distressing waiting for his next target to show their position.
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@Stinde said:
The changes sound interesting and might make him more viable up to a certain degree. What I will miss most is the obedience addon that makes survivors exhausted at tier 3 since it is now replaced with counter-clockwise skillchecks. Obedience helped a lot in purple and red ranks since he is quite weak. So I'm gonna use my 30 obediences during holidays, survivors enjoy!
I really hope they also fix the shocking before vaulting/dropping a pallet. So many times when you clearly zap the survivor they still get the vault or drop and it feels that an earned hit was stolen from you.
@ your second paragraph: that's like the dead hard issue and the clown also has that fun issue where they start the action before the shock/gas actually affects them so sadly I doubt it'll be 'fixed' ><
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@MrsMaliciousX said:
https://forum.deadbydaylight.com/en/discussion/113925/sacrifice-all-survivors-in-the-basement
Funny cause on PC earlier, I think a trapper was working on this one..he REFUSED to hang the survivor on an actual hook outside of basement..the killer held the game hostage for 20 mins before I left...20 FREAKING MINS..yet survivors are the problem
Holding the game hostage is only when he corners a survivor in a spot where they can't walk past him and have to disconnect. You could just turn this around altogether: the survivor was holding the game hostage by struggling.
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@Daddy_Doctor said:
https://forum.deadbydaylight.com/en/discussion/comment/930689#Comment_930689
I see, but with Oni and Demo (soon to be Doc) you know who they are when your in a terror radius anyway. As of now you can hear a terror radius and not have a clue who the killer is if it’s none of the above.
True but by that point they're either in sight or your reaction won't really matter - 4 stealth killers won't have a terror radius anywho and 2 of those killers with the new music are already loud anyway....incoming doctor has a new stomping feet :P
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@Daddy_Doctor said:
With the introduction of unique chase music for killers could we possibly see a return of the unique hooks too? I know we have different hooks on the Hawkins map but I always liked the unusual style of each killers hook. @Peanits maybe it’s something that could be mentioned to the team?
I believe the unique hook issue was you spawn in see a killer's hook and there you go you know who you're facing. While some killers already do that (trapper's traps, pigs boxes), hooks are always in the map and quite likely near a survivor's spawn point.
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Quick off topic question: I assume I'm 'safe' to move onto tier 4 without finishing flashlight-save challenge?
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@The_Second_Coming said:
https://forum.deadbydaylight.com/en/discussion/comment/930601#Comment_930601
(more like almost 2 years if we're talking about Demogorgon)
Also - Does Myers not have his own chase music? Freddy came after.
Ah that's true! Maybe was part of the license deal altogether though...and bringing that up reminds me why they definitely would have issues to just during the rework since supposedly nightmare franchise is having some issues license wise?
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/930598#Comment_930598
I do believe so, yes, but don't quote me on that.
Oops too late. If so then great since he's the only one, if not great it's what makes him unique :P
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@FreakPrince said:
https://forum.deadbydaylight.com/en/discussion/comment/930487#Comment_930487
Omg, why did the Nurse and Freddy not get their own chase music aswell? :(
I mean freddy was months before a killer got their own chase music. ghostface was released after that and didn't get one. Demo was the first and that was only slightly before the nurse rework
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Speaking of not needing treatment mode: will that mean shock-grabs aren't possible since it'll not be on M1 anymore?
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@brokedownpalace said:
Sorry that finding survivors will take a modicum of skill now lol.
If anything it's overall a buff.
Imagine finding 2-3 survivors together (or just going to an unhook) and shocking them all at once is nice. His passive madness was probably the thing most people hated about him (myself as well). Even not using it as a tracking thing he could be chasing someone 30 meters away with distressing and after 30ish seconds free tier up on me into tier 3.
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@Cassandra_Alexandra said:
https://forum.deadbydaylight.com/en/discussion/comment/929829#Comment_929829
Doesn't the 6 ft. Under one kind of urge killers to camp? That's not good for the game. Idk how I'm going to get that one. I hate camping and tunneling and I'm a mediocre killer. Sigh. Can anyone who's gotten that one let us in on how you did it?
I'd recommend a hag personally. use long range addons and set 3-4 traps in the entrance to basement + one just past the survivor who is hooked (to catch someone who thinks they're safe now that they're at the survivor). unless someone's running urban evasion you're going to be alerted someones coming in and can get in range to jump them or prevent them from saving their ally from the get go. It's at least slightly more reliable than camping killer with insidious as you can pressure other survivors while person on hook is dying rather than hoping someone doesn't notice you beforehand.
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any way to make the timer repeatable, like a single keyword?
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@Bigbootiejudy666 said:
I got yelled at for using STBFL lol
Damn tunneler! /s
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I mean I've gotten enough fragments from trying to do the annoying challenges (2 pallet stuns w/o throwing the chases, 2 flashlight blinds, flashlight save still not complete) that I'll finish the rift well before finishing tome 4.
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Eh the only one I feel could be considered toxic is noed, but that depends on how you do it. You can play well enough that there's only 2-3 people remaining after gens are done and play normal, do so well you have to let your victims do the gens for you to finish up, or facecamp out your 1-2 people before noed activates and finish off the other two.
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Steps: equip borrowed time. tell allies you're going for it + to abandon you if you get in the situation pre-match. give yourself to the killer in exchange for ally.
You won't get it right away, but at some point the killer will catch someone around the time generators are powered up. They hook your guy, you open the gate and point towards it, and you get your guy outta there.
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@[Deleted User] said:
Huh?!?!
I don’t pay attention to the tomes, so this is genuinely one of the challenges?!??
What’s the point?!?!
Unnerving Presence has no influence over exit gates at all. Just have it equipped for the sake of it?!?!
This is stupid!
It could help by preventing survivors from finishing gens/healing as quickly...by like .5% throughout the entire match :P
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If I remember right I'm around tier 55 and I still need to kill 2 obsessions, prevent gates from opening with presence, and the flashlight save...
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@Splinterverse said:
When it goes live, the DC penalty is only for those who DC early in the match. DC on the loadout if you want and DC late if you want -- no penalty.
I'm pretty sure that wording means dcing before the match ends, not "5 minutes in is fine"