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Seraphor

Seraphor

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Seraphor
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  • Exactly what I do, at least during and since the anniversary event.

    I try to max my BP as much as possible, then let survivors go, providing they're not being toxic, then I may camp them out. Seems fair to me.

  • So you didn't have the patience to sit through a 10 second death animation, and then got salty at having a 5 minute timeout because of it...

  • Potentially OP with Flip Flop and Power Struggle

  • @Onyx said:

    https://forum.deadbydaylight.com/en/discussion/comment/3052021#Comment_3052021

    But killers also have the ability to force a 3-gen, which I don't see as survivors ######### up really, some killers are just that good at it. What do you do in those scenarios where, if you try to break the 3-gen, the killer just constantly pushes you away. And with the new upcoming Overcharge meta, trying to apply pressure and not 3-gen yourself when a killer forces it isn't exactly viable anymore.

    Survivors can equally prevent a 3-gen by coordinating gens though. In both cases, it's simply a case of one side out-playing the other.

  • There's a reason we have three distinct currencies. Iridescent Shards the are 'premium but also for free' currency. If they're going to give out any, then it'll be those, and they do via levelling up.

    The problem with giving Auric Cells for free is that they can be used to purchased licensed content. This would need to be worked into all of their licensing agreements. It's fairly safe to assume the existing agreements don't cover their content being purchased via free currencies at the moment.

    I completely agree that they should give out more Iridescent Shards though, perhaps a bigger windfall on hitting Devotion levels, or via the free track of the rift at higher stages.

    @HeehoRacketeer said:

    "Making the premium currency obtainable for free" is an idea that will never happen, sadly.

    I can understand that the licensed content can only be bought with the "paid-for" currency, but why are there cosmetics that can only be bought with the paid-for currency? And worst: why are many of them double the price of licensed character? That makes 0 sense.

    As for your idea: it would be a wicked grind for sure. But I'm sure some people wouldn't mind since it's a passive grind just for playing the game.

    Almost all of the original, non-licensed content that is Auric Cell only, is usually only that way for a limited time. It's new content, so they want players to pay for it. Eventually it becomes available for Iridescent Shards as well.

  • These are supposed to be challenges. None of these things are impossible to do via normal gameplay. If you want to throw a game to guarantee you get it done instantly that's on you.

    There are numerous scenarios in which you may stun a killer with a pallet, or drop a pallet in a chase, and have it be entirely a benefit to you.

    Even hiding within 10m of the killer is a viable tactic, if you're lining up for a stealthy hook rescue.

    The only one that's really problematic is the "Unhook a survivor who unhooked you earlier in the trial" one, and even that can happen naturally, eventually.

    It's one of the saddest things about the community that there are players who think "there's never any point in cleansing totems or opening chests".

    You don't like repairing gens, you don't like doing secondary objectives, you don't like using pallets in any way, It sounds like you'd prefer it if every challenge was just "click your flashlight 500 times in one match".

  • I think this is overcomplicating things and the best course of action is to just "not get a 3-gen". Obviously some times that's more in the killers control than the survivors (not out of your control, if it happens intentionally then you got outplayed).

    What they could do is review spawn conditions to prevent the more ridiculous 3-gens where you can literally see all three at the same time.

  • No thoughts? Does this not go far enough? I considered most players would probably think "that's still not enough BP" but I feel this is a reserved enough of a change that it could actually happen.

    Additionally, I would suggest that bloodwebs would spawn maybe 50% fewer BP offerings, giving you more chance to acquire add-ons, which means more add-ons you want, and more that you don't want, which you can then convert into more BP offerings.

  • They are basekit, you can open a chest and find one in the game.

  • Three statues. You control one at a time and can swap between them at will (with a slight cooldown) bringing them to life. Allowing you to essentially set up mobile teleport points a bit like Twins/Demo.

  • The only add-on I want is a Ghostface add-on:

    Marking survivors no longer Exposes them. When a survivor reveals you, they become Exposed for 40 seconds. Grants 100% Bonus Bloodpoints for stalking score events in the Deviousness category.

    Survivors would still become marked through stalking, and they'd get the red ring around their portrait to show it, but they wouldn't be exposed. Can still combine it with things like Victim's Detailed Routine or Driver's License for some point in stalking.

  • Hatch is a consolation. You haven't won, because you haven't unlocked the exit gates and completed all of your objectives.

    You can also get the Hatch by being an absolutely awful survivor and just being the last one to be killed through sheer luck.

    • "All TVs turn on immediately at the start of the trial." this could be too strong, even Dredge takes 8s minimum to use his teleport.
  • @[Deleted User] said:

    The only other definitive way I can think of is when the hook count has reached 8, and all 4 survivors are still alive. Then you know for absolute fact that everyone has been hooked twice.

    Other than that, I'm afraid it is just memory or mori.

    Counting individual hooks is indeed a memory challenge.

    I find it easier to note every time a survivor hits 2nd stage.

    So I hook Claudette and she's on 2nd hook: Claudette becomes off-limits.

    I notice Bill isn't being rescued and has gone to 2nd stage: off-limits.

    This way it's a maximum of 4 tick boxes I need to retain in my short term memory.

  • @Tiufal said:

    https://forum.deadbydaylight.com/en/discussion/comment/3049372#Comment_3049372

    So you will tell me that someone who cant hit anyone will last for 8,5 Minutes in this game until they get their power passively? Also at that point a myers already had his power several times. Youre completely ignoring what was talked about.

    Oni doesn't punish you for killing the wrong survivor.

    If you exhaust the evil from survivor A, then survivor B who hasn't been stalked appears in front of you, you can't kill them because doing so removes 1/4 of your power.

  • @Kalec84 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3049617#Comment_3049617

    If that is the case, than yes, for new player is not going to be pretty.

    I'm a streamer and i have all my killer p3 full perk (almost) and is going to be easier to p3 one killer and have allthe others automatically done..

    but i only have one survior p3 and the others are just 40 with no prestige...

    is going to be painfull that way...

    Peanits confirmed that teachables unlocked prior to the change will be treated as a prestige, unlocking automatically on all characters at tier 1.

    So all of your level 40 survivors will have every single survivor perk at tier 1.

  • @Omputin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3049618#Comment_3049618

    It’s true that those offering infact do bring more value than BBQ when used since they are guaranteed but the problem is that they are so rare that you can’t reliably get or use them.

    It comes down to using your BP wisely.

    I played loads over the anniversary event. In addition to getting +400/500% every game for two weeks (adjusted for the reduced amount I play the rest of the year equates to about 4-6 weeks worth of games, so 4-6 weeks of 4/5 times as much BP, this is potentially equivalent to 6 months, aka half of my annual BP gain. I accrued millions, I had to spend about 2-3 million BP evry day just to stop hitting the cap)

    In addition to that massive windfall (which isn't entirely unique as the bloodhunts and haloween/winter/new year events are also fairly profitable) I also used that time to bank several Frightful Flans. I'm talking 50+ on at least 7 survivors, and 200+ on my main 4/5 killers, give or take a few more here or there. So approx. 1000+ flans, means I could use 3-4 a day every day for a year.

    Bolstered with the odd BPS/escape cake/survivor pudding, these won't be 'rare' in any sense. In fact I still have 5th year anniversary cakes floating about. I have enough to bring one every single game, even if it means switching characters to make use of them.


    I know not everyone will have "prepped" this way (though I wouldn't even call it that, I was just playing a lot during the event because I was having fun with the game) which is a shame.

    A lot of it I think comes down to negativity. A lot of spiteful players refusing to use flans during the event because they didn't want other players getting "their" bonus (total falacy, more flans used during the event = more flans after it) and a lot of people just outright refusing to play during the event because they perceived it to be more toxic than usual ("perceived" being the key term here).


    So you see, with my guaranteed BP offerings providing +100% every game, plus other players using them, plus future bloodhunts, plus challenges and codes. Even if I hit 4 stacks every game, BBQ is only providing about 25% of my BP.

  • @Omputin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3049528#Comment_3049528

    How often do you have a game where you have flan or BPS offering let alone 2 outside of events? In most normal games BBQ provides half of your bloodpoints. This change is directly cutting your BP gains in half which seems weird if they actually wanted to reduce the grind.

    Considering I played probably 3 times as much during the event than I do usually, which was usually 4-5 flans per game, and usually try to use a 100% BP offering every game otherwise (BPS, Escape Cake, Survivor Pudding, old anniversary cakes), plus then there's other players doing the same occasionally.

    I'd say I probably get more value out of BP offerings than I do BBQ, which isn't a guaranteed +100%.

  • @TheKissKing said:

    lets say you played 4 games, earned a normal amount of BP each, (6000bp x 4 categories x 4 games = 96,000). In those 4 games, you completed a daily ritual as well as a tome challenge. (30,000 x 2 = 60,000). With BBQ bp bonus, youd get (96,000 x 2 + 60,000 = 252,000) total in those 4 matches., bonus is 96,000 of those bp, so bbq takes up 38% of your bp earnings that day

    Remember that this value is 4 games. the percentage will only increase as you play more. After all, you only get 1 daily ritual every day, and tomes usually take 2-5 matches to complete depending on which level you're on.

    Example: 12 Games where you also get an normal amount of bp, (6000 x 4 x 12 = 288,000). get a 30,000bp ritual to complete and completed 3 tome challenges (30,000 x 3 = 90,000). Your total bp with BBQ bp bonus is (288,000 x 2 + 30,000 + 90,000 = 696,000). BP bonus is 288,000 out of this, aka 41.3%

    Also do note that i am excluding BP offerings, if i included them the percentages will increase even more.

    TL;DR = BBQ bp bonus takes up 30-45%% of your BP earnings, this increases a lot once you bring good offerings and play well

    "Also do note that i am excluding BP offerings, if i included them the percentages will increase even more.

    TL;DR = BBQ bp bonus takes up 30-45%% of your BP earnings, this increases a lot once you bring good offerings and play well"


    You mean Decrease.

    If you bring BP offerings, the percentage of your BP attributed to BBQ will decrease.

    Example:

    You score 30,000 BP.

    BBQ (if you get 4 stacks) doubles that by adding another 30,000.

    Bloody Party Streamers similarly adds another 30,000.

    Your total is 90,000, with 33% attributed to BBQ.

    2 sets of BPS would give you 120,000, now BBQ is 25%.


    Once you factor in offerings, dailies, challenges, codes, monthly reset, bloodhunts and events, you'll find BBQ probably accounts for about 25% or less, with WGLF closer to 10%.

    Guess what; the new role incentive bonus provides a minimum of +25%

  • @dugman said:

    Keep in mind survivors see in third person perspective so it's possible for them to see over an object without you seeing them yourself.

    This. Play survivor and you'll see why. After all, the mechanic has to be fair for both sides.

    If you want to prevent getting revealed, you need to be the one hiding behind obstacles.

  • I would say forcing new players to unlock BBQ/WGLF before anything else was a punishment.


    Also "you gain half the BP now" is false. Unless you're assuming everyone runs BBQ/WGLF every game, always gets 4 stacks, and nobody ever plays a BP offering.

    You're not always running those perks, especially as survivor (11% use rate for WGLF), and you're not always getting 4 stacks. As soon as you throw an Escape Cake/Survivor Pudding into the mix, the BBQ/WGLF contribution is reduced to 33%. Add party streamers, event cakes or bound envelopes and it shrinks even further.


    On average, you're only getting about 25% out of BBQ, and less out of WGLF. And that's what you're going to be getting as a minimum from the new role incentive bonus.

  • *cries in the scratched mirror*

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/3048723#Comment_3048723

    Well, if you can't explain it any better, then in my eyes, it's not a convincing issue.

    If you're worried about the Survivor using that area to avoid an insta-down, then you as a Killer should pay a little more attention to the situation at hand and weigh whether the investment you are making in your insta-down is likely to be wasted or not.

    ...or as the survivor you should pay a little more attention to the situation at hand and weigh whether the investment you are making in your hook rescue is likely to be wasted or not.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/3048718#Comment_3048718

    If the Survivor is still disadvantaged, them I'm okay with Killers losing the ability to one-shot them around the hooked Survivor. "It's not fair" does not tell me why that's a problem.

    I don't know how I can explain why it's a problem any better.

    It seems like you don't understand the concept of cost-benefit and how it applies to killer powers.

    Or you've never played killer.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/3048702#Comment_3048702

    I think you overestimate how "safe" this space is. It's not like the unhooking Survivor is at an advantage against an M1 Killer if they decide to brazenly go for a save WHILE the Killer is on top of them.

    No, but it invalidates a well-earned killer power.

    If a killer has put in the work or spent the perk slot to expose a survivor, then they should expect to one-shot that survivor when they catch them.

    At a hook, that would mean they guarantee the survivor goes down AND prevent the hook rescue. That's not unreasonable for the survivor ######### up like that.

    With this expose-denial, an exposed survivor can think "at least I can get a hook save in before I go down!" And there's nothing the killer can do to prevent it (besides gamble on a grab when they shouldn't have to).

  • It's hook grabs that are problematic. Like the old hatch grabs, they force a standoff situation that's no fun for anyone and is completely luck of the draw. Plus, it only really happens with camping.

    Without hook grabs, killers would be forced to hit the survivor making the rescue, which is now much easier with the changes to attack cooldowns, and it would make a hook trade far more likely, while reducing the chances of a 2nd free hook.

    That's a net gain for survivors, as the chances of two survivors being on hooks simultaneously is decreased, while a hook trade is generally in their favour, it relieves a survivor close to death, and replaces them with one who's got more time to spare, which is particularly good against campers who want to eliminate a survivor ASAP. Instead of one 3 minute timer, they have multiple 3 minute timers to get through.

    And yet a killer can still be satisfied with a hook trade, as it's another hook score event, and the killer hasn't lost anything, while gaining objective progress. Even at end game, you want a hook trade more than a flat out fresh hook, so you can score more hook events, and keep all of the survivors in the game longer, increasing their chances of being ultimately sacrificed. I've had end-games like this where all survivors made it to the gates, and then through over-altruistic behaviour, 3 of them ended up dead, purely through hook trades.

    So I think eliminating hook grabs would be a win-win, and a much more effective 'camping counter' than prohibiting killer powers or any of the perk changes they're making in this next update.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/3048691#Comment_3048691

    Then make sure you get the hook grab? Or make sure you don't set up an instadown too close to the hook? Or hit them anyways to try and push them away from the hook, lest they risk going down anyways and rendering the save moot. It's not like this idea makes instadowns useless. Just worse at camping with.

    But none of these examples are camping, they're choices by the survivor to make bad plays, with the risks mitigated by an abusable 'safe space'.

    Why should the killer have to make allowances for survivors playing badly?

    Why don't you just not go for the hook rescue when you're being chased by the killer?

    This is just an example of a heavy handed 'solution' whose inadvertent results would be worse than the problem they're seeking to rectify.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/3048676#Comment_3048676

    If they're going for a rescue to cheat the one-shot, you grab them. Or you just hit them and then hit them again if they are bold enough to continue with the rescue attempt. The end result is that they are down anyways.

    If you don't get the hook grab, that's guaranteeing the unhook.

    Why have I just spent so long stalking a survivor for my only power, just to have it guarantee them an unhook instead of an instadown? which is the whole point of the power.

    Why have I run Devour Hope and banked my well earned stacks (by not camping mind you) only to have it totally invalidated because the survivor ran to the 'safe space' around the hook? They didn't even need to cleanse it.

    Fact is the hook cannot and should not be a 'safe space' for survivors to abuse, it's the killers domain.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/3048655#Comment_3048655

    "In fact any survivor exposed for any reason, could simply use it as an opportunity for a guaranteed safe unhook."

    Not if they're already injured?

    Then what's the point of them being exposed? You expose healthy survivors, so that you can down them in one shot, that's the power, that's what you're investing and paying a cost for.

    You're cheating a killer out of their power.

    You may as well make killers that "ignore endurance" next, so you can cheat survivors out of theirs too.


    And I don't agree with hook grabs anyway. I'd much rather they got rid of hook grabs than anything that disables killer powers

  • @Onyx said:

    I mean, we should be trying to fix camping, not just one-shotting. No need half-ass a fix, best to find an actual permanent solution than to constantly do tiny band-aid fixes.

    Sounds like you're coming from the position of "killers should not be allowed to camp whatsoever". Rather than making camping situations managable for the survivors to deal with.

    Camping is absolutely a fair and legitimate tactic in some contexts, and in some others, it's an unavoidable scenario.

    Imagine being cheated out of your well earned power just because the survivor you're chasing ran towards the hook.

    Oops sorry, all that time stalking and chasing that survivor as Ghostface was wasted, because the exposed survivor ran to perform an unstoppable hook rescue in your face.

    In fact any survivor exposed for any reason, could simply use it as an opportunity for a guaranteed safe unhook.

    Which is just one reason why this can't work @TAG, sorry.

  • @Thusly_Boned said:

    Gates should regress for sure, or at the very least, the killer should be able to hit and regress them if they are 99'd.

    It doesn't feel fair to able to 99 a gate, have the whole team coordinate and execute and end game save, and then just tap the door on the way out. It's only a 20 second task.

    Killers being able to regress gates manually, even if just by about 10%, could be a valid mechanic. After all they've taken the time to go to the gate and interact with it.

    But it would still need to be a choice between regressing and opening.

  • @Onyx said:

    https://forum.deadbydaylight.com/en/discussion/comment/3047276#Comment_3047276

    My reasoning behind disabling killer powers as opposed to just a change to Bubba is because it's not just Bubba that can camp well. Trapper can camp Basement, Hag can easily camp hooks from a distance, Nurse can just hit and then blink so fast that she can catch up easily, Blight is also fast enough to catch up, Myers can activate a T3 anytime they want, Billy also has an insta-down, you can Camp with Victor as Twins.

    You see what I mean? This is more than just a Bubba issue, this is an issue with killer powers in general. At least that's how I see it.

    For Trapper and Hag, those are valid uses of their powers, and they have counters in that you can disarm/burn their traps away, or just crouch over Hags.

    Blight/Nurse, are countered as you would counter them anyway. Wraith/Spirit too, they're just mobility powers, and you can't stop them from engaging in an objective entirely.

    None of those things are actually camping, unless the killer is physically next to the hook. They're just smart uses of their power to quickly pressure survivors. None of these things prevent a rescue attempt.

    Myers 99%ing his stalk can be done at any time, and Billy's chainsaw is much more easily countered then Bubbas. Though I suppose Billy could still get the same treatment as Bubba. Myers I'm not so sure. You could mayve prevent him from stalking unhooked survivors for 3s after the hook, but not being able to stalk the rescuer wouldnt be fair. Or maybe he just can't gain evil when he is physically within 5m of the hook.

  • *in the next update, which will drop in approx 2 weeks.

    Currently Off the Record isn't anything like that.

  • I agree that hook grabs are problematic. Like the old hatch grabs, they force a standoff situation that's no fun for anyone and is completely luck of the draw. Plus, it only really happens with camping.

    Without hook grabs, killers would be forced to hit the survivor making the rescue, which is now much easier with the changes to attack cooldowns, and it would make a hook trade far more likely, while reducing the chances of a 2nd free hook.

    That's a net gain for survivors, as the chances of two survivors being on hooks simultaneously is decreased, while a hook trade is generally in their favour, it relieves a survivor close to death, and replaces them with one who's got more time to spare, which is particularly good against campers who want to eliminate a survivor ASAP. Instead of one 3 minute timer, they have multiple 3 minute timers to get through.

    And yet a killer can still be satisfied with a hook trade, as it's another hook score event, and the killer hasn't lost anything, while gaining objective progress. Even at end game, you want a hook trade more than a flat out fresh hook, so you can score more hook events, and keep all of the survivors in the game longer, increasing their chances of being ultimately sacrificed. I've had end-games like this where all survivors made it to the gates, and then through over-altruistic behaviour, 3 of them ended up dead, purely through hook trades.

    So I think eliminating hook grabs would be a win-win, and a much more effective 'camping counter' than any of the perk changes they're making in this next update.


    The other ideas, no so much. Not only would this kind of change be prone to a multitude of different bugs for each killer, making it unlikely to get through QA, but frankly, depending on the killer, they don't all deserve to have their powers disabled. The only one really is Bubba. Perhaps what's needed is a nerf to Bubba specifically, that turns his chainsaw non-lethal (only 1 health state is taken per hit) within 5m of a hooked survivor and persists for 3s after an unhook.

  • Yeah, a hook spawn in the same place as the basement entrance in the school would be a smart idea.

  • @Annso_x said:

    https://forum.deadbydaylight.com/en/discussion/comment/3046845#Comment_3046845

    Missing skillchecks is 10%, not 13%. Granted 15% isn't that much more anyways, but survivors don't usually miss skillchecks. Also 15% is now more than before because 15% of 80s is less than 15% of 90s, so the regression aspect of the perk was technically buffed bc of the gen speed nerf. I agree the perk will obviously be weaker now, but i don't think it'll be bad.

    Now I'm repeating myself as I literally said this above. (Two posts up from the first post of mine that you quoted)

    Failing a skill check is 10% regression + 3s of no repair progress. Totals 13.75% slowdown.

    Which is also more than before because it's 13.75% of 90.

    A failed skillcheck also comes with a notification. So for the sake of 1.25% (1 second of repair) a failed skillcheck is better.

    Run Huntress' Lullaby instead.

  • @Annso_x said:

    https://forum.deadbydaylight.com/en/discussion/comment/3046580#Comment_3046580

    Thrilling tremors blocks generators, it doesn't make them regress. Also it blocks gens survivors aren't working on, so it's really just information. If survivors decide to not let the killer get info by leaving the gen, 16s of not being able to work on it seems like a fair trade.

    Ultimately, with Thrilling tremors either you get the info (which gens survivors are on) or you get the cooldown (gen that was being worked on is blocked bc a survivor didn't want you to know where they are), but you don't get both on a single generator, unlike PR.

    Also I'd argue not being able to work on a gen for a certain amount of time is weaker than actively losing progress, bc once the gen stops being blocked it hasn't lost anything, but if you're not here to stop a gen from regressing it'll go back to 0. In that aspect PR isn't just 15%, it's 15% + whatever the gen loses until survivors come back to it, and it's stupidly easy to get them off of it when the perk also lets you know which gen you need to go to.

    That's the thing, without the info and without being able to pressure survivors off the gen, then survivors are not getting off the gen, can just carry on repairing as usual, and the 15% regression is no more effective than blocking it for 16s, or no more effective than a single missed skill check (13% with notification).

    Absolutely Pain Res with the notification is stronger than Thrilling Tremors, but without the notification it's not only weaker than Thrilling Tremors, it's weaker than a missed skillcheck.

    I know I won't be using it anymore, it's simply not worth the hassle of finding a scourge hook, especially when Saboteur can highlight scourges to survivors. Back to good old Thrilling Tremors, back to the old meta. Such fun.

  • @Daniel28 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3045916#Comment_3045916

    Yeah they would, I don't mind playing against them all except dredge mainly, and I play in a swift with other players. You have no right to say that until they give it a week and see the results on who does and doesn't get played with in the filter

    Ok so you veto Dredge.

    Your SWF mates each veto Nurse, Blight and Wraith.

    That's 4 high end killers your SWF won't be matched against.

    Enjoy your 20 minute queue times against nothing but Legion.

    in Filter Comment by Seraphor
  • @Annso_x said:

    No tbh a perk shouldn't be both an info perk and a regression perk at the same time (and be very good at both).

    Thrilling Tremors has been doing that for years.

    It blocks gens so they can't be repaired, and it gives info on which gens are currently being repaired. Furthermore it works on every single gen at once.

    Additionally survivors will learn that you're using it, and let go of a gen before you pick someone up, thereby guaranteeing the 16s of slowdown which is comparable in effect to the 15% from Pain Res.

    Pain Res works on one gen at a time, and it requires A special hook.

  • It's little better than a failed skillcheck.

    A failed skillcheck regresses by 10% and then pauses repairs for 3s, effectively -13%.

    If the survivors just carry on repairing through Pain Res, then it doesn't provide much slowdown at all. It's 2s better than a failed skillcheck, without the notification, and it can only be triggered on special scourge hooks.

    Most of the pressure of slowdown perks comes from getting survivors off the gens in the first place.

    Pop for example gets much more value than the 25% regression, because you're there to kick it, meaning survivors aren't.

    If you have no means to get to the gen Pain Res hit to apply pressure, then survivors can just repair on through it. It'll take them 15 more seconds, but it'll take you much more than that to find out which gen it is unless you're also running BBQ or Surveillance or something.

    This kind of passive slowdown would be acheived more effectively and more reliably by something like Thanatophobia or Pentimento. After all, the only thing you're doing is sporadically making the odd gen take 15 more seconds with no other way to apply pressure.

    Hell you'd be better off with Hex: Lullaby, at least then you'd get a notification.


    I think it should still trigger a noise notification to indicate which gen it hit, but still remove the scream, so you don't know if a survivor is there. This way you can gamble on pressuring that gen, if a survivor is there great! If there's no survivors there you've wasted valuable time, but at least you know that gen isn't getting instantly repaired anyway.

  • @Dreadnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/3045554#Comment_3045554

    Practically thrilling would allow a killer to pick up a survivor under a pallet more safely. Thrilling works as an "information" perk and blocking generators while charging the survivor. I think it would be a good idea if it also protected from pallet safe.

    Still seems like putting too many effects on one perk. Like you said, Thrilling is a info perk, and a slowdown perk, it doesn't need to also be a pallet blocking perk.

  • Claustrophobia sure, but why Thrilling? Nothing to do with vaults or chases.

    If anything this should apply to something like Crowd Control.

  • @Toaster427 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3045112#Comment_3045112

    If you seriously think crouching 10 meters next to a killer for a full 60 seconds isn't throwing then you've obviously never played this game.

    Well I managed to complete it, and the David King one specifically that required you to do it in a single game while injured, and we all still escaped, so...


    If you're lining up for a save, it's going to happen anyway, you don't want to get caught, so you're going to be hiding, crouching, nearby, so you can get the save.

    Unless you're one of those survivors who just rushes head first into a killer with a flashlight and spins as fast as you can to dodge every attack.

  • They're supposed to be challenges, as in, difficult to do.

    I'd be all for killer challenges that were actually hard to do, and in some cases they are.

    60 seconds within 10 meters of the killer isn't throwing the game, it just requires a certain playstyle. Good survivors actually do this anyway in lining up a hook rescue.

    Even the worst one of all, "rescue a survivor form the hook who rescued you previously in the same game", is something that will happen eventually. You don't need to throw yourself at the killer at the start of the game to have a shot at it. It can help if you really want to clear the challenge ASAP but it's not necessary.

  • The amount of time nightfall lasts for, which is the only time his teleport is actually useful, is already far too short. Teleporting outside of nightfall is very slow, and has a long cooldown, so he is not 'doing nothing' by charging up nightfall via teleports, he is actively not progressing his main objective. This is similar to Myers, stalking a survivor isn't actually accomplishing anything, but once you've tiered up, you get a powerful effect that makes up for that sunk time cost.

    If it was localised just around the Dredge, then it would defeat the entire point of his power. You'd know how far away he was by the relative strength of the nightfall effect, completely negating any sense of danger or his ability to catch you off-guard with a well-timed teleport.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3044856#Comment_3044856

    Because self-healing with current Self-Care is more efficient than someone else healing them - unless they have active perks that speed up healing others. A 32-second self-heal isn’t all game, it’s as much effectual time lost as another survivor taking 16 seconds to heal a survivor unable to do anything while being healed. Like many other perks, Self-Care was made even better with other perks and/or a medkit. But it’s all being removed in one fell swoop.

    Nerfing Self-Care is technically just another a buff to camping too, because you often can’t go for a hook rescue while injured (sometimes not even while healthy either though).

    I see this all the time, but it's not as straight-forward as "2x16=32". Having two survivors spend 16s healing one of them is still more preferable to having one survivor healing themselves in 32s. The sooner anyone is healed, the quicker that person is safe from another hit, and the sooner both survivors are advancing other objectives or available to intercept or assist another.

  • @bm33 said:

    Know the "distinct p3 reward"? I have a feeling they're going to start having stuff like that in the rift. Like to fill the rift they'll have each tier be a different character. We'll get less charms but they will be replaced with that.

    As long as it's filling the empty spaces on the free track, that's absolutely fine by me.

    It would give console users a way of emulating all those cool portrait/perk overlays PC players have.

  • If they do remove all BP offerings, they'll just be replaced by other trash nodes on the bloodweb. After all, not everything can be Bloody Party Streamers, a Badham map offering, a med kit or a purple toolbox.

    So instead of having hundreds of brown BP offerings you'll never use, you'll just end up with twice as many shrouds, blueprints, reagents, or broken keys.

    People are always asking for a way to convert unwanted items, add-ons and offerings into BP (and are in this topic), well, BP offerings are effectively a way of doing that. By using them, you are reclaiming the BP spent to get them, plus a little extra for the hassle of not having used something else more worthwhile.

    They just need to be a bit ore effective at accomplishing that task. For the most part, doubling their values, to a point, would be sufficient.

    Additionally, I would also implement a feature that converts an unwanted item/add-on/offering into a BP offering of the same rarity. This would then serve as your "convert unwanted stuff into BP" mechanic, while still providing something that results in engagement with the actual game (you still need to play the offering).

    Basically, if you want to get rid of your broken keys, you'd hit the 'convert' button while it's selected, and it would generate a Fragrant/Bound Envelope/Bloody Party Streamers in it's place.

    Converting a Very/Ultra Rare would simply guarantee BPS.


    For actual values, I would buff them as follows:


    Category Specific offerings:

    Brown: 100% instead of 50%

    Yellow: 150% instead of 75%

    Green: 100% for all survivors (green killer offerings retired) *as it stands, we don't have any category specific offerings that apply to all survivors. This could allow a team to play one of each, and combined they would add up to a BPS.


    Total BP offerings:

    Sealed Envelope / Hollow Shell: Demoted from Yellow to Brown, buffed from 25% to 50% in all categories.

    Escape Cake / Survivor Pudding: Stays as it is

    Bound Envelope / Bloody Envelope: buffed from 25% to 50% for all players (now available for killers as 'Bloody Envelope')

    Bloody Party Streamers: Stays as is


    In this format, all Green offerings apply their bonuses to other players, while the Brown/Yellow offerings are effectively the old personal Yellow/Green offerings, and then some.

  • @Wondertainment said:

    https://forum.deadbydaylight.com/en/discussion/332795/the-mori-change-question

    I don't recall being compensated for my Hawkins maps. :)

    Me neither.

    It was my favourite map, so I hoarded a load of them intending to run them every day for a week or two prior to the removal. But instead they stealth deleted them a month early and I got about 50k BP instead...

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