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SekiSeki

SekiSeki

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  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3058661#Comment_3058661

    No, they should just remove these stupid nerfs from it and Calm Spirit - period. The definition of a perk: “an advantage or benefit following from a job or situation.” So why are so many survivor perks being turned into something that actually puts the user at a disadvantage? Who in their right mind thought it was ok for Botany to go from giving a 33% medkit efficiency, to not only removing it but adding a 20% medkit penalty to the perk user? The devs are sacrificing perk variety all in the name of shaking the meta - which is still going to result in mostly seeing the same 12 or so perks on each side at the end of the day anyway!

    Stop nerfing fine perks out of existence, BHVR!

    Medkit efficiency should not be a thing with current medkits. If medkits were nerfed, I'd think differently. They added that to botany to keep the balance.

    @CaulDrohn said:

    https://forum.deadbydaylight.com/en/discussion/comment/3056472#Comment_3056472

    Yeah, Prob. it would be better to just disable botany for med kit heals? So you only get the extra speed for self care and healing others?

    This is a great solution. It would eliminate the problem with brown medkits not fully healing and would just make more sense.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3058661#Comment_3058661

    No, they should just remove these stupid nerfs from it and Calm Spirit - period. The definition of a perk: “an advantage or benefit following from a job or situation.” So why are so many survivor perks being turned into something that actually puts the user at a disadvantage? Who in their right mind thought it was ok for Botany to go from giving a 33% medkit efficiency, to not only removing it but adding a 20% medkit penalty to the perk user? The devs are sacrificing perk variety all in the name of shaking the meta - which is still going to result in mostly seeing the same 12 or so perks on each side at the end of the day anyway!

    Stop nerfing fine perks out of existence, BHVR!

    Medkit efficiency should not exist with current medkits, that's that. Medkits should be nerfed but they are not going to be nerfed so they nerfed botany. It is balance, don't use medkits if you are running botany, that's the goal.

    Edited:

    @CaulDrohn said:

    https://forum.deadbydaylight.com/en/discussion/comment/3056472#Comment_3056472

    Yeah, Prob. it would be better to just disable botany for med kit heals? So you only get the extra speed for self care and healing others?

    This is a great solution so people can heal themselves fully with a brown medkit.

  • @egg_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3056882#Comment_3056882

    Totally wrong maths.

    @jesterkind Thana stacks like all other slowdowns (ex DL) like this:

    90 c / (1 - stacks * 0.055) c/s = 115.38 seconds (at 4 stacks) to complete a gen.

    My problem is not Thana per se, but the obnoxiously long and boring games legion causes by the sole nature of it's power. Currently, a generator requires 100 seconds to complete with 4 Thana stacks, so the increase is 15 seconds per generator (75 second more total) for a killer that has a very easy time injuring everyone. Pair that now with the time spent mending every single time they use their power, which can be quite frequently in a match. Add that to other slowdown or regression perks perks.

    Legion has never been 'fun' to go against, but this is going to take it at a new level, and I honestly don't expect legion players not to use these possible builds just to make the game less painful for their opponents (why would they?)

    Your math is giving me a headache, I guess I am too dumb to understand. If you would, break that down.

    90 c / (1 - stacks * 0.055) c/s = 115.38 seconds (at 4 stacks) to complete a gen.

    You say 90 charges, gens are 90 seconds not 90 charges. I don't understand.

    I'm thinking of it as a survivor holding M1 on the gen for 90 seconds, then it pops. The way Thana reads, gens will be completed 5.5% slower. So why would you consider charges for that calculation? You are only dealing with the seconds unit.

  • Honestly, you could just destroy DH and keep the 80s gen speed. The speed of chases will be so much faster now without DH. I can rant forever on DH and I am glad it's gone.

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/3057994#Comment_3057994

    The answer is because they're not trying to reduce the overall grind. They've reduced the required grind, the grind for perks, and they've reduced the RNG element of unlocking perks.

    While reducing the required grind, they've upped the voluntary grind by showing prestige and capping it at a near-unreachable P100. They don't want people to easily reach that number and max out. The Bloodweb level resets at 1 every time you prestige, so less BP is required than if they were always at level 50, so they had to increase the amount of BP spent somehow. In that regard, a 20k BP tax isn't so bad. Certainly better than 50k. Do we want any tax? Of course not. It sucks that we're paying BP and getting nothing in return for it.

    That's a good way to put it.

    Edited: We are getting the bragging right of an extra prestige that people seem to love so much. That is where your 20k is going. I really don't have a problem with it.

  • @MilManson said:

    https://forum.deadbydaylight.com/en/discussion/comment/3058006#Comment_3058006

    If the maps were designed better killers wouldn't feel the need to tunnel and camp.

    Midwich is a nicely sized map and it flows and there isn't really a need to camp.

    Bruh, if people are going to do that, they are going to do it, map balance be damned.

  • I agree with map balance, but for different reasons. The reasons you listed are more pros for map variety. The issue lies with some maps having multiple pallets that have no counterplay to them, pallets where you are forced to break the pallet and cannot mindgame anything about ir, regardless the killer you play (Ignoring obvious outliers here haha)

    Edited: Then on top of that, being able to chain those tiles, pallets, together with other loops to save the god pallet.

  • @Gamall said:

    Imagine being baited by 0.5s perk

    Why you got to do me like that.

  • Isn't that for the chapter release though? Mid chapter is for balance, not for new content. I completely agree having new fun perks to run in builds for new synergy is great, keeps the game fresh. Turn this into a perk ideas thread rather than a rant. We need more threads like that. I saw a thread earlier today that had a killer fully designed in it, and it was well thought out too, damn I was impressed.

  • I will probably run DH now because it doesn't seem busted and requires some skill to it. The 1 second was giving the same distance at old DH was but only worked for pallets and not for windows.

  • There aren't anymore rewards beyond P9 though. I kind of get it but kind of don't. If some people in the community got it while others didn't, that'd have room for complaint but everyone will have the same cap, those that are all P3 anyway.

  • That's why we have the forum though. And the meta has changed, hopefully DH isn't still in it. I much prefer OTR over BT anyway.

    You might have to name specifics to clarify. Pain res and dead man's is gone, DH is gone, BT is probably gone? The only thing I see replacing it but stronger is OTR. If you mean gen kicking, I'm not about to spend 10 minutes kicking gens, I'll run other fun perks.

  • Yeah it really sounds like you are haha.

    Bruh, the grind is so much less now, I don't get your argument.

  • @Seraphor said:

    The current DH is 0.5s...

    Should it be less? I'm not opposed haha

    Edited: Oh oops, misjudged your direction.

  • Haha, open it up to the community for balance.

    The meta is changing, and changes will keep coming, it is how it should be.

  • Screw exhaustion, run bond.

  • Yes, it will find a way, dead hard always does. haha

  • They already addressed this elsewhere, in another thread. I don't remember the exact answer but something along the lines of it being the numbers they aimed for. Honestly don't have an issue with it, the game needs some grind to it.

    I'll look and see if I can find the post.

  • Botany was buffed because of the SC nerf. Medkits got out of hand because of botany buff, so that was added as a countermeasure.

    I kind of get the SC nerf, it encourages survivors to group more, which makes the game more fun. Everything else just goes together.

    Now medkits not being nerfed, I'm not too sure. You'd probably get more lash for nerfing medkits imo, so maybe that's why? This is only the start of the changes, so I look forward to the direction they take.

    Edited: Now Calm Spirit just got me, idk dog.

  • Absolutely, if they are not used and have little put into them, prestige. If you have 120 perks or close to, don't bother, it would be better to save all of your addon/items.

  • Eh, sure I guess, does it matter though?

  • Bruh, if I use botany, I just take a flashlight anyway. Why you got to use a medkit? Medkits are already dumb, we don't need them more so.

    I get the idea of DH being exhaustion and it's use should be to 'gain a health state' like the others, the issue lies with it being an on demand action mid chase. If it wasn't on demand, IE press E to gain a health state, it would be fine. There needs to be counterplay to it, 'Dead harding for distance' should not be a thing.

  • The only thing I see this not affecting is the survival category. All other caps can be reached if you play for them.

    Only exception is when you are tunneled or the killer goes afk.

  • @Solomonkane said:

    https://forum.deadbydaylight.com/en/discussion/comment/3056991#Comment_3056991

    I want to think that's how it works? If you get a bonus two for every prestige, prestige 1 should get you to prestige 3.

    Yeah, though if you prestige now you lose all addons, items. That's the trade off. You could just grind out the 120 perk tiers then prestige on patch day.

  • @Onyx said:

    https://forum.deadbydaylight.com/en/discussion/comment/3056810#Comment_3056810

    But it would be the equivalent of survivors having broken pallets come back in upright position. It's supposed to be a resource you need to manage. From a game design standpoint it makes sense. Trust me, I am with you, I liked the old effect and I think people really underrated it, but after having some time to think about it, I am starting to understand why they didn't do it.

    Another change is, they could turn it into a Scourge Hook perk and have it give an effect when people interact with scourge hooks. Maybe have it so anybody sabotaging scourge hooks get exposed for 60s or something like that.

    Oo, that could be a cool perk. Haunted Grounds for Hooks. So niche but would be hilarious to get that value.

  • Haha, two weeks.

    You make a good point with dead hard and latency, the rest just sounds like boring gameplay. If people want to play like that, let them get bored.

  • Run Prove Thyself and Bond, you will see the value. This was one of my favorite changes.

  • @Viskod said:

    I need some explanations for the thought process behind some of these changes.

    Overcharge -

    Why? Why would I want a generator to regress slower than just kicking it Perkless for 12 seconds. Why would I ever use this Perk on its own? I can take Call of Brine and get 200% from the beginning. Sure I can combine Overcharge with Call of Brine but outside of one particular build that focuses on that, what is the point of using Overcharge instead of Call of Brine? Or even *at all* since unless you're pushing people away from this generator in particular it's going to be tapped and the Overcharge skill check is not hard to hit.

    Off The Record vs Borrowed Time -

    So you've made Off The Record disable when the generators are powered because the reasoning is that its long period of Endurance creates situations where there's nothing the killer can do. But Borrowed Time is right there, giving 15 seconds of Endurance AND 15 seconds of 7% increased movement speed. Leaving Borrowed Time to do what you just kept Off The Record from doing implies that you don't understand that 15 seconds is plenty of time for an end game hooksave to result in the killer not being able to do anything about it.

    Is the intention here to cover the very specific instances where someone is on their first hook in the endgame and then gets off of the hook by sheer luck or by using Deliverance?

    Overcharge has always been a low tier perk, they added the regression as a buff. You would use overcharge if you want the hard skill check, similar to why it is used now. You use CoB if you want instant regression. It seems fine where it is with this Dev Update. It is definitely better than it was.

    OTR BT

    If OTR was throughout the game, it would the end all be all perk. Everyone runs it so no one needs BT. BT can come into play for late game hooks or for those that don't run OTR. It makes sense to have one make up for the short comings of the other.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3056898#Comment_3056898

    But survivors can't have Slippery Meat or Small Game for Trapper, Freddy, and Hag. Sounds about right.

    Haha, quick on the draw. Yeah, I always thought it was cool to come into the game and see there are perks to help you avoid killers. I remember seeing small game targeting trapper and I thought it was so elaborate. I think it can and should be like that. Trap killers are so sparingly used, I don't see the issue.

    Side note, I love the DH change.

  • @Krazzik said:

    'undeserved hits' in your opinion. It's not fair when a bad killer is matched with good survivors and can't do anything. You're saying the killer should just run after them and be effortlessly looped and get 0 hits all game? That's what isn't fair. Bloodlust 2 and 3 means he can do something, he's still gonna lose badly, but at least the sting wont be as bad.

    That is a great argument for bloodlust.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/3056827#Comment_3056827

    Incorrect. Bloodlust may also help bad killers (though I'm not convinced it actually does, since the time sink to get to tier 3 is still pretty huge), but the function it serves in the game is more than just that. It's also insurance against the map design or loop generation breaking such that there are new infinite loops, and it's part of the game's suite of mechanics that ensure no chase lasts forever- which is necessary because if you run the killer for the entire match, the only person getting to have fun is you. Not your teammates and certainly not the killer. More dynamic trials is good and bloodlust is one of the mechanics that works toward achieving it.

    While I do think there's room for buffing the new anti-tunnel mechanic, the fact remains that if the killer waits five seconds, you are no longer being hard tunnelled off hook and you have had agency in getting somewhere else. Maybe it's not enough, but it gives you a chance to either reach a loop or use some of your perks where applicable to evade the killer- that's the entire point of an anti-tunnel measure, after all.

    DS is fine. It may be a lot less useful now but since the goal is to not need it to begin with, that's fine. If the new measures absolutely aren't enough, the worst case scenario is you swap DS for OTR, which is now immensely more effective at the job compared even to old DS.

    As for stacking slowdowns, most of the slowdowns got nerfed so stacking them isn't really as viable as it used to be. You still easily can and perhaps that's something to look at in future updates, but the end result isn't going to be nearly as damaging as four slowdown perks on live servers or the Endurance stacking on the PTB.

    I can't comment on Thana as I have not looked into the numbers, I don't know what the extra 2% slowdown actually translates to. If you've got that information on hand, by all means, let me know.

    Yeah, good counterpoint and I agree with ya.

    90 sec * 0.055 = 4.95 sec

    Each stack of Than is 4.95 sec

    80 sec * 0.05 = 4 sec

    Before each stack of Than was 4 sec

    Edited: That math is incorrect apparently. Further in will have the correct math.

  • I just want perks on everyone and I feel like I am getting just that with this update. I have no one prestiged and I am less than 500 hrs into the game but I will have all perks on all killers come next update will all the survivor perks on Mikaela.

  • Uhh, maybe I am reading y'all wrong but my understanding is if someone has a P1 character, they will automatically reach P2 when the update drops. Of course, that does not factor in the perk tiers.

    What I am doing, getting all killers to 121 in perk tiers with no prestige. That should land me on P2 lvl 50 when patch is live so I just prestige to P3 then.

  • Maybe with xBox, but PS will never happen. It's not on BHVR, it's with SONY.

    I didn't play dbd for awhile after getting my pc just because I didn't want to bother farming again. Eventually I started playing again and now my pc account is further progressed. Shame I had to buy some dlc's twice.

    in Cross Comment by SekiSeki
  • Haha, Legion S tier.

  • I can understand the concern with the deep wound screen darkening, I've just gotten used to it. I think everything that have pushed out is a great step in the right direction. Maybe they can take a look at how deep wound affects survivor's screen in the future.

  • Emotes too. Though yeah, animations can be taxing to work on if the team is not build more around it. I feel like they could make some good money going for Emotes and Mori's, and going 'free to play' cough cough.

    I'm sure they have a good reason not to.

  • While I kind of agree with you, you might not be saying it the right way. Though there are situations where you literally cannot do anything but instantly go down. OTR will remedy that and will make your argument more solid.

  • @[Deleted User] said:

    So DH just doesn't work against Legion with the Endurance change, yeah?

    Yeah that is my assumption. So if you are the last hit in the Legion's chain, you can't use DH. Might be better to just not heal against Legion w/ DH.

    Same with Slinger

  • I agree with the Boil over, but that's it. That perk is just a headache when it is abused.

    Still everything else in the patch is awesome.

    @Steel_Eyed said:

    True. Deathslinger will basically never deal with Dead Hard again.

    And Legion, time to edit the tier list haha.

  • Yes, I love it. Haha.

    Just might not be as ideal to run OTR + DH but can still get value.

    Unfortunately, we still have the 'did you dead hard yet' mindgame.

  • You're a plague main aren't you? haha

  • @Adjatha said:

    If people want Spine Chill to be the end-all in sound accessibility, why doesn't Killer have anything like that? If anything, killers need highly accurate, responsive sound cues far more than survivors, to detect footstps, entering lockers, grunts of pain, totem cleansing, boons, and half a dozen other critical game elements.

    Unfortunately, that is just good headphones.

  • There are people who press hard on something because they find something contradictory and they want exposure and there are people who are legit with their concerns. It makes the difference making that distinction and no it is not obvious. I understand why they don't do it, and it is very unfortunate that it affects you the way it does. Hope for the best, that's about all I can do.

  • Bruh, I get motion sick off of turning my head too fast. I don't have any issue with dbd though unless I hold Q or E on Billy too long. You are fixated on the word 'accessibility'. If the 'people' affected was you specifically, I'd be more empathetic.

    Shadowborn is crack, not cracked.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/3056450#Comment_3056450

    -Bloodlust serves a purpose and shouldn't be deleted.

    -Tunnelling got harder, as hard tunnelling someone off hook is now impossible and five seconds of Endurance + Haste at minimum, without perks makes it more likely a survivor can reach a loop before they're vulnerable. Camping will still need work but it's clear their current focus is on encouraging killers to move, not discouraging them from staying.

    -Calm Spirit not being changed is a bit of a bummer but they can't all be winners. DS is fine since it's less likely and has an extremely clear + viable replacement now.

    -Not sure what you mean by this point?

    It's not all going to be absolutely perfect, but these announced changes are good and the patch overall looks pretty damn decent. It's not the end of balancing for this game, things are still going to be changed moving forward.

    Now that you mention it, Calm Spirit is a surprise. Though, I wouldn't use it even if the debuff was gone.

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