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SekiSeki

SekiSeki

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SekiSeki
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  • @BubbleBuster said:

    https://forum.deadbydaylight.com/en/discussion/comment/3078506#Comment_3078506

    exponential and no mither abuse exists?

    imo those dont exist.

    No Mither gives you a big enough downside to be okay to be "abused" and exponential you can kick the totem. I see no reason to add healing to conspicuous actions

    I think OtR should instead deactivate on protection hits. That way you can get healed, profit from the anti-tunneling benefits and not take 2 hits for a teammate.

    the problem with Ties of Light is that it gives too little info, even with other actions added to it. While it is an organic idea that could be put in the game today without any new things that need to be added, it just does not do a good enough job to decrease the gap between swf and soloQ.

    A system that would show what your teammates are doing at all times + some sort of callout system like sending short preset messages (Stuff like "I am unhooking", "Killer Nearby", "Gen nearly done") or a ping system would be lovely.

    It would be a good solution before a more in-depth system is implemented.

    I think it s fine if Blight breaks pallets with his ability. If he couldnt do that he'd drop B or C-Tier since simply dropping a pallet while he s using his power would make it so he could not reach the survivor at all + has to go through the cooldown of his rushes + has to break the pallet.

    Imo he needs add-on nerfs + base movement speed decrease. If it worked to tone down spirit, it should work on blight as well

    I don't think there should be a way to take advantage of game mechanics ever, regardless of the downsides. No mither, boil over on certain maps highlight that if something can be abused it will be. I can see the argument for OTR, but it can come in clutch sometimes when the killer has exposed on the survivors and I think that play should be kept.

    Haha, you might have to give survivors pagers then, which wouldn't be all that ridiculous. Channel something while empty handed to communicate with the other survivors in the trial.

    I don't think he would drop down that far, he would just feel less fun to play. When he is forced to break the pallet, he can just rush and catch up pretty much instantly anyway. But the problem lies will how bad that would feel playing him. Yeah I agree with the add ons.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3078576#Comment_3078576

    That Clairvoyance buff is scary.

    I'd probably remove the empty-handed conditions, reduce the range to 48 Meters and increase the duration to 15-20 seconds.

    I think having to cleanse a Totem for it to activate is fine, but it'd be better (and would fit with Mikaela more) if it also actived whenever you blessed a Totem, but only once (maybe once per Totem), so you can't just get it to work an infinite amount of times

    What about, range 48m, duration 15 s, and after completing any interaction with a totem? It can be done up to 5 times.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3078576#Comment_3078576

    That Clairvoyance buff is scary.

    I'd probably remove the empty-handed conditions, reduce the range to 48 Meters and increase the duration to 15-20 seconds.

    I think having to cleanse a Totem for it to activate is fine, but it'd be better (and would fit with Mikaela more) if it also actived whenever you blessed a Totem, but only once (maybe once per Totem), so you can't just get it to work an infinite amount of times

    Haha, oops. Yeah I guess that is a bit much. I'll make the change.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3078493#Comment_3078493

    90 seconds for the first four Generators and indefinitely when the last one is finished? I could get behind that

    Haha, sure.

    Added survivors perks in as well.

  • Added interruption of the Relic.

  • Changed Ties of Light. Added more Killer perk changes.

  • @BubbleBuster said:

    https://forum.deadbydaylight.com/en/discussion/335824/tunneling-camping-balance

    a lot of good balance changes in the perk section

    not too sure I like the relic mechanic but it looks like a nice way to counter camping

    i like DS basekit, always wanted that; I'd also take any solution to tunneling that isnt DS basekit but whatever

    breakable windows sound like a better version of breakable walls because there is never any situation where NOT breaking the wall is better than breaking it since vaults favor survivors

    Ties of Light sounds neat but not enough. There needs to be more communication in order to lift up soloQ to swf or else balancing this game will be impossible.

    not too sure about being healed being a conspicuous action

    i like the killer changes

    Ties of Light maybe affects all actions then? Example, highlighting a totem, or healing survivors.

    Being healed as a conspicuous action is necessary to prevent exponential or no mither abuse. Also, OTR should disable on being fully healed anyway.

    I can agree to that blight change, that sounds like a good change. I was on the fence about it before. I took away his ability to break pallets with his rush, but that might have been too much.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3078457#Comment_3078457

    They're good, but I have 2 I'm on the fence about.

    Bitter Murmur:

    Generators reaching 90% are now highlighted yellow for the killer for 5 seconds or until completed.

    Claustrophobia:

    Generators reaching 90% are now highlighted yellow for the killer for 5 seconds or until completed.

    They shouldn't have the same effect, and that effect is already covered by Tinkerer.

    I don't think Bitter Murmur really needs any changes, it does its job well, but gets outclassed by Perks that activate more frequently.

    Claustrophobia should block all Windows near the completed Generator indefinitely, until a different Generator is finished, aswell as breaking all dropped Pallets.

    I think it wouldn't be an overpowered effect, as it only activates 5 times, and whenever it does activate, the Killer usually isn't nearby to make use of the Perk, and even if the Killer is nearby, looping a Survivor around a completed Generator is a waste of time

    Yeah, you're right. I figured giving a notification before activation would help in getting value out of it, but it was rather lazy of me haha.

    Damn that sounds scary with Claustrophobia. Maybe just extend the duration then. From 30 seconds to 90 seconds and will only affect the last gen completed.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3078366#Comment_3078366

    If you want slowdowns to not be the meta, you'd want to nerf those Perks, and also buff more unique Perks at the same time. That's what I meant.

    3.5 second base and 1.5 more with DS?

    As currently proven, 3 seconds is too little, but if 4 seconds are too much, then maybe 3.5 would work

    Check out the perk changes, added quite a few.

  • @Neyar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3078438#Comment_3078438

    Ok that makes more sense. I read it as a window blocked by wood that a killer would have to shatter to create an open window.

    My mistake, I'll edit for clarity.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3078434#Comment_3078434

    They mean it's by default a window, and you break it to make it a doorway.

    But all that is, is a pallet that's already down. A pallet that starts off dropped, all that's doing is robbing survivors of a chance to stun the killer.

    If they added this to Haddonfield, I'd be less inclined to push for it. It'd still be a headache, but not an infinite headache.

  • @Neyar said:

    I'm not sure of the purpose of breakable windows. Window vaulting and pallets are the only terrain that survivors can traverse faster than killers by default. It will never be in the interest of the killer to open a breakable window intentionally.

    It'd be like if basement hooks only spawned if survivors agreed unanimously in the match lobby. Might as well delete them.

    The need arises due to maps like Haddenfield and Garden of Joy. The windows with the houses are easily abusable with no counterplay for the killer, unless you are trapper, nurse.

  • @Header said:

    https://forum.deadbydaylight.com/en/discussion/comment/3078348#Comment_3078348

    doesnt make any sense to me. if i have 2 * 16% slowdown that would be 0.16+(0.16 * 0.16) = 0.185

    why should 16% and 16% = 18.5%?

    Why does Botany work with Self Care the way it does? I could be wrong with my wording but I feel if healing speed has a diminishing return then generator repair penalties should also have a diminishing return.

    I'll reword my entry to make it address diminishing returns rather than how I initially stated it.

  • Added Breakable Windows, adjusted the DS and Perseverance Timers, Removed some of the Nurse and Blight Nerfs.

    I'll start adding in some of the killer niche perk buffs.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3078366#Comment_3078366

    If you want slowdowns to not be the meta, you'd want to nerf those Perks, and also buff more unique Perks at the same time. That's what I meant.

    3.5 second base and 1.5 more with DS?

    As currently proven, 3 seconds is too little, but if 4 seconds are too much, then maybe 3.5 would work

    Yea I agree with ya. Would like to see more creative builds from killer anyway.

    And yeah, I like those numbers.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3078334#Comment_3078334

    Making every non-tile Window breakable won't change much, as the worst Windows are the ones that aren't part of a tile.

    If by non-tile you also include main building Windows, then I'd agree, as most main building Windows tend to be God Windows.

    Slowdowns being meta isn't ideal, but nerfing those type of Perks and not buffing other, more interesting Perks also isn't ideal.

    You could buff Preserverance to 4 seconds and DS to only increase the Stun duration by 1 second, as it's still a 5 second Stun, but less of a "bandage"

    Yes, absolutely. I mean the main building windows or the ones like Haddonfield houses. I don't consider those tiles. Screw those damn windows.

    Are you saying to buff niche perks rather than nerf slowdown? I don't think that would change the best build still being slowdown as extending the game is most valuable for killer. If they aren't that good at slowing down the game, they won't be ran as often. I do absolutely agree that some perks need a buff, like Gearhead should just reveal auras of great skills checks and not have the condition, there are so many and I am scare to go down that road haha.

    I was thinking that, the base ds to 4 but then I feel you shouldn't be able to use it again after than. The small stuns are annoying, which is suppose to be the discouraging factor. Sometimes you can make it to a pallet with that stun, sometimes you can't, that is why having it multiple times seems more ideal.

  • @Header said:

    lets do some math:

    gen has 90 charges and survivors repair at 1 ch/s

    if we add 16% slowdown from thana, that goes down to 0.84 ch/s (107.14 seconds for a gen)

    if we also add 16% slowdown from gop, thats 0.68 ch/s (132.35 seconds for a gen)

    if we also add 30% from pentimento its 0.38 ch/s (236.84 seconds for a gen)

    if regression would be multiplied instead of added, it would be

    0.84 ch/s (107.14)

    0.71 ch/s (127.55)

    0.494 ch/s (182,21)

    thats certainly a difference

    No no no no, haha. Think 0.30 + (0.30 * 0.16) = 0.348. Same as how SC and BK stack 0.35 + (0.35 * 0.5) = 0.525

  • To both of you, what is your opinion on making every non-tile window breakable? Does not include Shack as I consider that a tile.

    Also, I appreciate you both giving perspective.

    @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3078239#Comment_3078239

    For one, that wouldn't prevent the case of your Perseverance effect being infinitely abuseable for injured survivors.

    Secondly, while this would be fair for Off the Record, I don't think it would be fair for DS. Another survivor could use For the People on you, which for OtR is fine, either way you're gaining a health state. But for DS, that activates on pick up, or on grab. You have no control over another survivor healing you, and if they do, you can no longer jump in a locker to force a DS.


    You say abuseable? How could it be abused? The effect is removed upon taking a protection hit.

    Your second point, would that not fall under a teamplay mistake then? Yes you cannot control others from healing you, which I think is the correct way to implement it. If someone is able to get to you and heal you, then you are not actively being tunneled out, solving the problem of tunneling.

    @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3078175#Comment_3078175

    My phone died and I had to wait a bit for it to charge, so by the time I got back, you already changed some of the things I disliked.

    One of the things I still don't like is the whole Relic mechanic. It's just a 90 second window of invincibility with no downside when used by "good" Survivors (hitting continuous Skill-Checks isn't hard).

    And the unnecessary Killer Perk and base-kit nerfs.

    All of the Perks you mentioned, aside from Thanataphobia, are fine and don't need nerfs.

    No Killer in the game needs a nerf to their base-kit, Add-Ons at best.

    DS also shouldn't stun the Killer for 8 seconds, it's not supposed to stop tunneling, only delay it. An 8 second stun is a pure "tactic-stop". It makes one of the few efficient Killer tactics less efficient, and can also be brought by all Survivors, making it down-right detrimental

    The Relic thing, I'll work on more. Yeah, you have a point.

    Idk, for the killers nerf, I definitely went hard on Blight, and I should revoke that. Nurse, that is a bit debatable. At minimum, the special attack change. The perks, I just don't like slowdown, it should not be the best build ever.

    For DS, I'll tone that back to 5 seconds total, with 3 for perseverance.

  • @Seraphor said:

    Perseverance is the worst idea I've ever heard.

    Permanent, basekit DS... now survivors really are literally invincible. Pair it with No Mither and survivors could very easily take the entire game hostage.

    Gift of Pain is an anti-camp/anti-tunnel perk, which is already not meta, so why would you want to nerf it? Buff it!

    Alright, what about this change?

    Conspicuous Action Change:

    Added being healed one health state to list of conspicuous actions.

    I feel like that should have been a thing anyway.

  • @Seraphor said:

    Perseverance is the worst idea I've ever heard.

    Permanent, basekit DS... now survivors really are literally invincible. Pair it with No Mither and survivors could very easily take the entire game hostage.

    Gift of Pain is an anti-camp/anti-tunnel perk, which is already not meta, so why would you want to nerf it? Buff it!

    Oh, you got me. I didn't consider No Mither nor Exponential. Damn.

  • Changed how regression penalty is calculated and reverts some of their numbers. Added CoH change. Reduced DS stun to 6 seconds total. Added exit gate powered disabling Perseverance.

  • @ThatOneDemoPlayer said:

    So, what you're saying is that Survivors should be invincible?

    No, not at all. Is it the DS? What is it? I'm game to change anything with reasonable argument.

  • @Header said:

    perservance: actually not a horrible idea. could get a bit annoying in the endgame though.

    ties of light: seems weird and uneccessary. especially since the devs wanted to add something that shows survivor actions in the hud.

    relic: seems too complicated

    eruption: maybe reduce the incapacitated time to 16 sec. any weaker and its not worth the effort

    pentimento: 20% is enough since it should be easy to get rid of

    gop: it just got buffed. its fine imo

    pr: only if it gets the explosion back

    thana: would make it dead for anyone but legion. how about buffing it to 7%, but capping it at 14%

    ds: dont like a 8 sec stun, but its easy to avoid since a stun would be basekit anyways so actually not bad

    nurse: special attacks are needed. power nerfs not. range addons itself arent op, if thats all they would do

    blight: he has to be able to break pallets with his rush. if not it would take 5-6 seconds to beak a god pallet because cooldowns. also alch ring is weird since 5/2 would be 2.5

    spirit: dont care

    Planned for it to work like how DS works now, disabled when gates are powered. I think that part of the patch was necessary and it should stay. I just didn't write it.

    If they did that, then yeah unnecessary.

    Yeah, the Relic, I get that. Hard to bring in new concepts as most players would just ignore them. But it should fix the facecamping.

    Fair enough on eruption and pentimento, I just want slowdown to be on the weaker side.

    Gift of Pain, Idk. We got pentimento, thana, and gift. Stacking all that penalty is just not healthy. Well if gen repair penalty didn't stack additively but multiplicative, then I'd be absolutely game. Then stacking would have a diminishing return type of effect.

    Again, regression with PR. Regression just shouldn't be such a big thing for the game, it's not healthy.

    Thana should only be ran by plague and legion anyway. Could be buffed up if slowdown wasn't additive.

    DS yeah 8 seconds might be too much. Maybe 6 seconds.

    For nurse, I can't agree with you. Have you played against her this patch?

    Blight, Yeah I know, only said half because he has an addon where you get more rushes. It should probably round up.

    @Seraphor said:

    Perseverance is the worst idea I've ever heard.

    Permanent, basekit DS... now survivors really are literally invincible. Pair it with No Mither and survivors could very easily take the entire game hostage.

    Gift of Pain is an anti-camp/anti-tunnel perk, which is already not meta, so why would you want to nerf it? Buff it!

    Can ya tell me why Perseverance is? Yes it should disable after exit gates are powered but outside of that?

    GoP, I like the perk but it just shouldn't stack with already existing gen penalties. Said above, they should be multiplicative not additive.

  • Hehe, you should read my post.

    Tunneling - Camping - Balance — Dead By Daylight

    I go at it with a heavy hand haha.

  • Absolutely. Every time I run it, endgame chat is always so wholesome about it.

  • Yeah I agree with ya but I still like the fact that they tried. The game is different which breathes a new life into it. They stated they will continue with these types of updates so I still have high hopes.

  • Changed Ties of Blood to Ties of Light. Was a Kindred type effect now a Situational Awareness type effect.

  • @Emeal said:

    No matter how you dress them up, halting hook progression and basic free aura reading (outside perks) is still an idea the developer have tried and discarded. Why would it work better this time with showing short flashes? There is very little reason why given in your post.

    I've been playing the game since 2018 and I did not know that, must have been before my time.

    The reasoning for it, is the lack of communication between survivors. Survivor doing one gen doesn't know whether to jump off the gen and save or continuing working as they do not know if someone else is getting the save. This is the main complaint from solo queue. Usually, people with more game sense or actively communicating with the other survivors can make this judgement but on the other end are people who do not know.

    I can see how that can be a positive thing, it can continue to add to the horror theme of not knowing and panicking. That makes sense to me. Though, that doesn't mean it should be discarded, maybe implemented in another creative way.

    Maybe instead of weaker Kindred, go with a weaker Situational Awareness. A sporadic aura reading of the gens currently being worked on, without the survivor aura reading, while someone is on a hook.

    I'm ignorant in how these changes could be abused, the hook stage pausing or the gen auras. I can't see it. Why were the other methods discarded in the past?

  • @MrMori said:

    8 second stuns for picking up a survivor is exactly what this game needs.

    Real talk, let's add Kindred to basekit. It's time.

    Yeah, I am hardcore against the idea of tunneling. Fear needs to be instilled haha. The only issue I find with it, stealth gamers after unhooking someone. They hide while the unhooked survivor can't hide. I don't know what to do about that.

    And yeah Kindred should have been a thing awhile ago, just a weaker version.

  • Make a report of it, show them what ya showed me

  • Haha, they want too many survivors so they have to wait in queue. The ultimate punishment

  • That's strange, no all of mine worked as intended. Maybe try prestiging to reset it?

  • Than needs a nerf, but outside of that, my games have all been fun

  • Having a lot of fun with Billy. Lethal, Floods, Enduring, All Ears.

  • @voorheesgt said:

    https://forum.deadbydaylight.com/en/discussion/comment/3070761#Comment_3070761

    Idk. Seriously just panicked bc it was the night before the update. Thought I could potentially lose a full perk tier level on all my killers. Live n learn I guess☹️

    Oo damn, I get it. Sucks it happened that way

  • DS I can agree with but self care, screw that.

  • Love it on huntress now

  • Bummer, ask on the forums next time.

  • @Madjura said:

    Could it be that the bonus is based on the global player population? If you consider all regions then there may not be enough Survivors. But for your region specifically there are too many Survivors and not enough Killers.

    🦆🦂

    That'd be a clumsy oversight but maybe. I don't know how else to explain it.

  • I don't remember anyone saying that. I must have missted it.

    @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3070116#Comment_3070116

    This isn't what Peanits said a few weeks back. That teachables unlocked prior to the changes would be converted into automatic unlocks at level 1 for all characters.

    RE: level 40 teachables

    https://forum.deadbydaylight.com/en/discussion/comment/3020139#Comment_3020139


  • Was Prove thyself buffed?

  • You still have the teachable unlocked, that is what level 40 gives you. Those locks at the top are prestige rewards. They give that character perks to everyone else instantly without unlocking them

  • Wut? Why wouldn't it? You are reading the secondary effect of WGLF right? You have to activate it

  • But you spend less.

  • Was Prove Thyself buffed? It's at 15% now

  • I haven't even noticed surprisingly. I'd figure it would be obvious. Eventually it will be

  • Yeah, that is a great point to bring up and I agree with you.

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