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Seraphor

Seraphor

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Seraphor
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  • @RpTheHotrod said:

    Just to clarify, by reverse, he means the colors reversed, not the idea reversed.

    Yes, thanks for pointing that out, edited for clarity.

  • You've only played 2 games with Dredge, that's nothing, you should expect to lose badly the first few games.

  • @Xernoton said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029181#Comment_3029181

    The problem is that this perk should protect you from getting tunneled and nothing else. The way OTR will work now enables survivors to play absolutely reckless. Think about it. If the killer goes for your team mate while you still have OTR what would you do? I would definitely use it to try and bodyblock, wouldn't you? That means killers will also get hit by OTR if they DON'T tunnel. 80s of endurance in end game also basically means a free escape. BT is also often used in the same aggressive way. The difference to OTR is that BT doesn't last for 80s.

    I can't say I'm looking forward to seeing even more survivors using their endurance status in that way. It's even worse than the consequences that follow a "correctly" used DH right now, since you get a speed boost and the killer gets their cooldown.

    80s is also long enough that you can chase, down and hook someone else, and then re-encounter the first unhooked survivor, who will still have Endurance.

    The fact that they didn't do anything else in that time isn't a major hindrance for a high level SWF, they frequently have 2-3 survivors who do nothing but chase the killer in hopes of a bodyblock or a flashlight save while one is safely smashing out all of the gens. It doesn't matter that it takes them 8 minutes to do all those gens by themselves, they're buying that time by denying every single hook attempt.

  • If you chase someone off a gen they have no Dead Hard.

  • 80s is just insane for Endurance. 30 seconds tops.

  • @Grandpa_Crack_Pipe said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029059#Comment_3029059

    Bubba is fast, man.

    7% won't mean much to him. A solid sweep will still, in all likelihood, catch up.

    If I can pull it off, no way anyone's getting away from an experienced Bubba.

    Sweeping Bubba is 5.27m/s

    On hit sprint is 6m/s for 2 seconds, which covers 12 meters.

    With stacked 14% increases that would become 6.56m/s. In 2 seconds you would cover 13.12 meters.

    If Bubba is just catching up for the 2nd sweep, then that could be enough distance.

    If not, I'd say they just need to rework Bubba's chainsaw. Maybe he goes into an automatic tantrum after scoring 2 hits across any number of survivors. If you're on your own and out positioned then he can get that double sweep off, but at a hook save where he hits both survivors first, then he can't carry on for that 2nd sweep.

  • @Grandpa_Crack_Pipe said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029042#Comment_3029042

    I've seen, and experienced, and committed, a Bubba sweep that procs the endurance speed boost and caught up to them near the end.

    It's very possible, and not that hard to pull off.

    Well if the 7% speed boost from the new BT and basekit BT stack with the post-hit speed boost, this should stop that from happening.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029033#Comment_3029033

    Dude what. I want to go against the Bubbas you face. ROFL.

    In what version of DbD is camping Bubba allowing an unhook, and/or an unhooked survivor to escape with endurance? His chainsaw eats through all of it.

    It shouldn't do. And if it does, you've very badly misplayed.

    The first hit of the chainsaw will send you sprinting away from him. You shouldn't get hit by the 2nd swing.


    Hell I've gone against camping bubbas without any hook trade at all. I've miraculously dodged the chainsaw myself, while the survivor I unhooked got hit with BT and sprinted away with a deepwound.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3028900#Comment_3028900

    https://forum.deadbydaylight.com/en/discussion/comment/3028953#Comment_3028953

    The problem is, there are killers on the roster that can deny unhooks to begin with. It’s not just hook grabs. Lethal killer powers have to go around hooks too.

    https://forum.deadbydaylight.com/en/discussion/comment/3028921#Comment_3028921

    A 32-second self-heal is the same efficiency (actually a bit better, considering gen times are slower with more survivors on an individual gen) as a survivor healing another at base speed. The Self-Care days of DbD are over after this patch, though. As they want to kill perks just because.

    One-hit-kill killers, like Bubba, can still only guarantee a hook-trade with the new basekit BT. And if they try to wait it out, you run in opposite directions instead of trying to bodyblock.

    This just gives the survivors even more time to crank out those gens.

    Bubba hooks and camps survivor A. 2-3 gens get done. You go for the hook save and Bubba watches you revving his chainsaw until you get the unhook. The unhooked survivor sprints off with a deepwound and you repeat the process, getting another 2-3 gens repaired. Repeat a third time and you can guarantee 3 survivors escape.

  • With the cooldown for successful hits reduced, it's now much more viable to simply whack a prospective unhooker twice. They might still get the unhook, but they're definitely going down.

    This is an entirely fair outcome to any camping or chase-to-a-hook scenario. The survivor reached the hook, they get the unhook, and the killer still gets a hook trade.

    This seems like an entirely fair and reasonable scenario for either side, and makes hook-grabs entirely unnecessary.

  • Not to say that Sadako is in any way a strong killer, she does needs buffs, mainly to her condemn mechanic, but people underestimate her strengths quite a bit.

    As limited as it is, her teleport gives her a lot of map presence that regular M1 killers simply can't compete with.

    Her lullaby, while betraying her stealth, is still less noticeable and better than a bog standard terror radius.

    Manifesting/Demanifesting doesn't cost you any speed or distance, and can be used to bypass bodyblocking.

    Her visual phasing is identical from survivors and killer perspectives, you can use this to your advantage at a loop by changing direction as your hands disappear. This will give you a couple seconds lead as the survivor cannot see that you've changed course until you're almost on top of them.

    Her TV's can act as a basekit Whispers, they display a video when there is a survivor within 16 meters. This can save you time looking for survivors that aren't there.

    in Sadako Comment by Seraphor
  • There is and cannot be anything to prevent camping, if a player chooses to stand somewhere, you can't stop them standing there.

    What can be done is give survivors a better chance of securing a safe hook rescue in the event of camping. That's the rationale behind the buffs to BT, basekit BT, and OtR.

    This means that a hook rescue can at worst be a hook trade, which if the killer is ignoring all other objectives to secure a hook, isn't an unreasonable scenario.

    The only problem is hook grabs. If they removed those, which they can afford to do now that killer's hit cooldowns are reduced making two smacks for a hook trade viable, then they would finally make camping 'fair'.

  • @xfireturtlex said:

    https://forum.deadbydaylight.com/en/discussion/comment/3027857#Comment_3027857

    It wont work the way you think tho.

    SoS unlocks a perk at a given tier so that it can show up on the bloodweb.

    Prestige unlocks a perk at a given tier on all characters.

    Theyre two seperate systems that dont act as blanket upgrade tokens. That would be an absolute nightmare to code. The way its going to work is that perk tiers will be determined by a) prestige level, given to all characters or b) tier unlocked by SoS as rng chance on webs. Its an either/or scenario.

    Itd be crazy awesome if it worked out the way youre thinking, but theres no way thatll be the case. Dont get your hopes up.

    This is in the Dev-Update:

    SHRINE OF SECRETS

    Unlike before, where The Shrine of Secrets would offer teachable perks that then needed to be found in Bloodwebs, the Shrine will now allow you to purchase perks directly. Purchasing a perk through the Shrine of Secrets will make the Tier 1 version of it immediately available on all Killers or Survivors, much like prestige. Subsequent Tiers of that perk will also begin appearing in Bloodwebs. 

    You may also purchase a perk again to increase its Tier. This works seamlessly with the prestige system, as purchasing a perk you’ve already unlocked through prestige will instead increase its Tier. 

    "This works seamlessly with the prestige system"

    Everything they've told us so far supports the idea that each prestige or SoS purchase functions as the same repeatable event, I don't see why that would be difficult to code.


    @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3027854#Comment_3027854

    That's the thing, that's not clear at all.

    Nobody has said at any point that P1 won't also unlock tiers if you already have the teachables from level 40. As I state in the first post, it seems as though the act of prestiging does work as a generic "level up" for any teachable perks.

    Indeed it seems that prestiging and SoS are interchangeable. I.e. any combination of three between either system will get you your 3 tiers of the teachable perk.

    P3

    P1 and 2 SoS

    P2 and 1 SoS

    Or all 3 from SoS

    So I come back to this. Any combination of Prestiging or SoS purchases, totalling three instances, will achieve the same effect.

    So if you Prestige, you get Tier 1 on all characters. If you then purchase it from the SoS twice, you get Tier 3 on all characters.

    In order for this system to be fair, it would have to work in reverse too. You purchase the perk from SoS and everyone gets it at Tier 1, you then prestige that character twice and everyone gets that perk at Tier 3. After all, it works "seemlessly with the prestige system".

    This means that a prior unlock event (SoS purchase) is not a disqualifier for the unlock event upon Prestiging that character.

    Therefore if existing teachables are to be honoured as Peanits said, upgrading them to role-wide unlocks for those perks, then they too should count as seemless unlock events too.

    And thus the conclusion that; Prestiging, SoS Purchases, and existing teachables at 30/35/40, should all work identically and seemlessly, as cumulative unlock events, so that a character currently at level 40+ already has 1 tier unlocked, and any subsequent prestige or SoS purchase should unlock tier 2, and then tier 3.

    Any help @Peanits ?


    Edit: Doesn't seem like anything mentioned in the livestream confirms or denies this still.

  • They suit different scenarios.

    OtR won't work if you're grabbed off a vault or from a locker for instance.

  • @xfireturtlex said:

    What peanits was talking about there is, basically, if you have a character at p40 theyre going to count that as "prestiged" as far as the perks go. If you then level that character to 50, itll reset your web, but you wont get another level added to perks. Or theyre just going to reset any lvl 40 character as first prestige....that part isnt entirely clear. However, you wont be able to double dip on perk levels that way.

    As for the shrine, you can unlock higher tiers, but if you then level a character to the corresponding tier it stays at that prestige level. ie; if my nurse is p1 but i unlock nurses calling at p2, when i get nurse to p2 the perk stays at the same level, but now all characters get t2 version.

    Unlocking a t2 perk in the shrine will make it so that the t2 perk can show up in the bloodwebs of any character without finding the t1 version first.

    I think Mandy or somebody had explained this much better somewhere, but i dont remember what thread it was on.

    That's the thing, that's not clear at all.

    Nobody has said at any point that P1 won't also unlock tiers if you already have the teachables from level 40. As I state in the first post, it seems as though the act of prestiging does work as a generic "level up" for any teachable perks.

    Indeed it seems that prestiging and SoS are interchangeable. I.e. any combination of three between either system will get you your 3 tiers of the teachable perk.

    P3

    P1 and 2 SoS

    P2 and 1 SoS

    Or all 3 from SoS

  • Yeah you need to unlock a perk before the entity enters the web, or this happens.

  • @[Deleted User] said:

    What I mean. So under the current system. I have their teachable perks unlocked because they are at level 40 and their perks appear in the bloodweb of other characters. When the new system kicks in. Will they still be unlocked because I have done that that already. Or will the game re-lock those perks from appearing in other bloodwebs and I'll need to get those at level 40 to P1.

    They'll automatically be on all other characters:

    @Peanits said:

    They'll continue to work, and you'll even receive the tier 1 versions of the perks on your other characters automatically.


  • @ChurchofPig said:

    I don't think they've ever said they'll honor teachables in the way you're describing. I believe they just said anything you already unlocked, you won't lose. So say you unlocked Prove Thyself from Dwight through the teachables, it won't just auto put Prove Thyself on everyone (if not prestiged), but it won't take Prove Thyself away from anyone who already has it.

    Peanits confirmed it here: RE: Teachables from characters at level 40

    @Peanits said:

    They'll continue to work, and you'll even receive the tier 1 versions of the perks on your other characters automatically.

    Topic: https://forum.deadbydaylight.com/en/discussion/comment/3020139

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3027582#Comment_3027582

    Please make math how much bp you need to make everyone at least p3. So you will have all perks on everyone. But for how much bp? And how long you need to play for this bp?

    It's less BP that it currently is to get all perks on everyone.

    I can't do it by BP, but I can do it by bloodweb level.

    Currently: 91 perks, 273 perk tiers, levels 1-50 = 60 perk tiers, all subsequent levels are 2 perk tiers per bloodweb (unless you get unlucky) = 157 bloodweb levels on all characters. 100 of which are the 'full sized' bloodwebs.

    New system: 150 bloodwebs maximum, but every time you hit 50 it resets back down to the small level 1 bloodweb. You're likely saving 50 levels worth of BP by that alone. So in BP it's an equivalent 100 bloodweb levels per character to unlock all perks on everyone.

  • It's not as bad as you think.

    @Seraphor said:

    BBQ has a 42% use rate

    WGLF has a 11% use rate

    Using either of them doesnt guarantee you get a full 4 stacks, in my experience, I'd say that happens about 75% of the time for BBQ and less for WGLF.

    So globally, that means BBQ is only providing an avg. of about +30%, and WGLF only about +5%, bonus BP.

    The new role incentive bonus will provide a minimum of +25% for one role or the other, and rise to +100% as the queue discrepancy rises. Particularly during peak hours as most will be playing survivor due to SWF availability, essentially giving killers a basekit +100% BP bonus during peak times.

    This won't simply "balance out" queues until there's no bonus, because most players will still play their preferred role, not the role with the biggest bonus. Otherwise, if players were so concerned with their bonus BP, WGLF would have more than an 11% use rate.

    So you'll probably find that these role bonuses will be more or less comparable to the BBQ/WGLF bonuses. They'll disproportionately favour killers, frequently give +100%, and to top it off, they won't be wasting a perk slot.


  • No.

    They did disable DC penalties back when the game was suffering some server issues.

    The result was a DC every single game, not because of the server issues, but because players now had an incredibly low bar with which to judge if they should stay or go.

    Oh, it's Coldwind? I hate Coldwind. DC

    Oh, it's Blight? I hate Blight. DC

    Oh, I got found by the killer first? DC

    Oh, my teammate blew up the first gen right net to me? DC

  • @Megmain80 said:

    Killers are supposed to have a narrow field of view…it’s not a mistake. I hate first person view as much as the next, but it’s there for a reason. Giving killers a wider field of view would be a huge buff.

    Being able to crouch in front of the killer, and remain entirely out of view, is broken beyond all reason. Increasing the FoV even just a few more degrees would prevent this.

    It's also bizarre that you can blind a killer with a flashlight outside of the killers FoV.

    Most first person games are around 90°-100° degrees. 90° tends to be console while 100° tends to be PC, due to proximity to the monitor. 87° is just... weirdly specific.

  • @Drywatr said:

    Tier 2 perks are tied to prestige 2 so it won't change to prestige 1 as listed above. You just get nothing at prestige 1 in that instance

    That doesn't seem to be true. That 'tier 2 perks are uniquely tied to prestige 2'. But that Prestiging (any number) acts as upgrading the teachable perks +1.

    This is apparent as buying the perk on the Shrine of Secrets will also upgrade the perk.

    E.g. You P1, unlock Tier 1 teachables perks, then you purchase the perk from SoS and get tier 2 on all characters, then you P2... and get tier 3 on all characters.

    Otherwise, there is absolutely no point in purchasing perks from the SoS.

  • 87° is just comically small. I'd rather they just made it something like 95° as a base and 105° with Shadowborn. (Additionally give Shadowborn a second effect of brightening everything slightly too to make up for the -5° nerf)

    This alone would help prevent survivors crouching in front of the killer yet still outside their FoV. This disproportionately affects console killers, who cannot look around as quick as PC players without sacrificing camera control.

  • Try a teleporting killer with Make Your Choice. Dredge works wonders.

    Lots of very short chases with no hook proximity.

  • The balance around 2 kills 2 escapes is an average. This game is prone to snowballing so 2k/2e is never going to happen consistently.

  • @rooCraah said:

    Depends on the killer.

    DH can no longer juke the Legion out of their power, cross an active bear trap, or (shockingly, this has happened before) avoid either of Doctor's powers.

    Not to mention, Deathslinger absolutely counters the DH buff. Endurance doesn't prevent him from shooting you, and will expire by the time he hits you.

    Nemesis is hurting, though. I remember seceral occasions where a survivor has just dropped or vaulted a pallet, andI whipped over it to try and hit them, but they use DH. Since they were nonlonger a valid target, the whip instead defaulted to breaking the pallet, thanks to which I'd catch them soon after.

    In fact, the whip partly counters DH anyway due to its lingering hitbox. If you were close enough, the survivors would go down immediately after DH ended. A similar thing could happen when the survivor tried to dodge Plague's corrupt purge or Bubba's chainsaw. Now, however, all 3 powers will instead trigger endurance.

    I wouldn't worry about Plague's corrupt purge, the first hit might trigger endurance but the next rapid hit will be guaranteed.

  • Why so melodramatic?

    1. The only perks that got significantly nerfed are Ruin and Pop. The whole point of which is to break up the meta to make other slowdown perks more viable. Some are even getting substantial buffs, such as Jolt and Overcharge.

    2. The increase to gen speed has compound effects. While the time it takes them to be repaired has been increased by 12.5%, that also means all regression and slowdown perks have been indirectly buffed by 12.5% too, as well as indirectly nerfing toolboxes by 11%.

    If they merely made gens take longer without nerfing the meta regression perks, it would just make those perks even stronger, as they would also give you 12.5% more value. Causing killers to double down on the meta even more.

    Besides, the base changes actually make the changes to Pop neutral on a near-completed gen. 20% +12.5% indirect buff +2.5% base kick regression = 25% relative regression.

  • I might run Undying-Haunted-Retribution for a bit of fun. Otherwise no, Hexes are designed to be broken.

  • As small as the bonus rarity is, it would be nice to have it continue to increase up to say P9, so that it does make a noticeable difference by that point.

  • @Omputin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3026507#Comment_3026507

    It’s gonna be better if you want all character perked out but significantly worse if you only want to unlock perks for handful of characters.

    You should be in credit once you hit about 4 characters per role.

  • @DY86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3026566#Comment_3026566

    Not really. The killer can simply close the hatch and watch 2 unmovable objects instead of 3. It makes no sense to let the surv finish the gen it’s riskier.

    You can still beat the killer to the hatchn or start opan exit while the killer is looking for it

  • @Chaos999 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3018302#Comment_3018302

    Mmmm. OK, but, if I recall correctly, being hit by the killer when you have the endurance buff puts you into deep wound state.

    I might be wrong here, but wouldn't that mean that being hit at full health while having endurance would still wound you and you would still go down on the second hit?

    No, Endurance states any injury that would put you into the dying state does not. If you're fully healed, one hit isn't going to put you into the dying state unless you're exposed.

  • If you're the last survivor, it can be advantageous to have both the exits powered and the hatch open. This gives the killer three objectives to guard.

    So if the only other survivor is killed and you have the last gen at 50% or sonething, completing it quickly could be a good idea.

  • @Laluzi said:

    I'm wondering the same thing. I've levelled up my Plague an excessive amount of times - she has about 100 of each iri addon - but she doesn't have every perk available on account of me not bothering to unlock certain teachables I considered bloodweb clutter. And even then, I'm wondering, like... is P3-50 with all perks going to be an immediate P6? P9? A ballpark of what we're looking at and what the maximum jump is would be nice.

    Likely around P7.

    With 97 killer perks, thats 291 perk tiers.

    Going from 1-50 gets you about 60 perk tiers. Which means 291 is around 4.85 'sets of 50'. Add to that the 3 from your P3 and you should be breaking 7 even if you don't have quite every perk unlocked.

    If you did have every possible perk available, the max should be P7.85, so almost P8.

  • @GoshJosh said:

    Although it’s losing its information aspect, it will actually be stronger and preferable to Pop in most situations. Static 15% gen progress loss on the furthest repaired gen, without needing to go kick it.

    Kicking it yourself is part of the pressure, your presence there drives survivors away.

    If a survivor is on the gen and stays on the gen, you're only delaying it by about 13 seconds.

    It's barely more than a failed skillcheck.

  • @Lavernne said:

    If you leveled your character to P3 and all perks, does the "all perks" part also give you additional prestige levels?

    Yes it should do. You'll likely start off about P6.

  • @_VTK_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3025704#Comment_3025704

    Last time I tried Distortion I lost all 4 tokens during 3-4 minutes. Killers have many aura-revealing perks nowadays, they waste Distortion tokens at a crazy high rate. I doubt that on average you are going to get more than 2-3 additional ones and BBQ alone can waste 6 tokens. Add 1-2 additional aura-revealing perks and even with new Distortion tokens usually won't last until the mid-game.

    The point of Distortion is the info. You get 4 risk-free chances to learn what aura reading perks the killer is running, then you can avoid those things in the future, hiding in a locker when someone gets hooked or not healing with the terror radius, etc.

  • @Ayamir said:

    Not to be rude or anything but how can you enjoy being stealthy don't you find it boring to hide from the killer all game and just do gens ?

    Having 0 interactions with the killers and no chases is just boring don't you think ?

    idk chases are fun for both sides hiding is boring imo.

    There's a good middle ground. Being able to run the killer in a chase, then dupe them and vanish to escape the chase.

  • I've heard that you should have on average 60 perk tiers by level 50. So 180 perk tiers aught to do it.

  • This is true, but it's missing something.

    On the Old side, you have a much larger range, probably about three times the distance, for "Dash forward at any point in this space and guarantee you make the vault."

  • Even if we assume Inner Healing is a good perk to use, this combo seems like a neat trick on paper (hurr durr get healed and keep DS) but effectively, it just wastes the heal.

    You get unhooked, you've banked a totem, so you jump in a locker. If you get the 8 seconds to heal, if the killer then pulls you out they immediately remove both health states, you've healed for no reason, and you wasted that totem.

  • Mechanical skill no, he's an M1 killer with a mobility trick, but I'd say playing Dredge well requires a higher level of strategizing. You need to use his power well and often.

    You want to play a hit and run style to start, in order to speed up your Nightfall, then once you're in Nightfall you can teleport rapidly, and find survivors easily via killer instinct. Basically, you need to know where and when to teleport to get the most value out of it, and the difference between using his power well and not using it well, is a huge gap.

  • The increase from 80s to 90s is a 12.5% nerf to gen speeds. This has a compound effect, because this also serves as a 12.5% relative buff to all gen regression. (and an 11% nerf to toolboxes)

    Without touching Pop at all, this would make it equivalent to 28% up from 25%. 12.5% more effective.

    The 20% maximum value for the new Pop, accounting for the 12.5% effective buff from the gen speed nerf, equates to 22.5% under the old system. Plus the 2.5% base kick regression = 25%.

    So using Pop on the gen at 99%, is exact the same as it used to be.


    The nerf is only due to the scaling effect.

    Considering that their secondary goal was to shake up the meta and improve perk variety, making Pop and Ruin used less often. This is entirely fair.

  • Nope. They have made it basekit, just in a more roundabout way.

    @Seraphor said:

    BBQ has a 42% use rate

    WGLF has a 11% use rate

    Using either of them doesnt guarantee you get a full 4 stacks, in my experience, I'd say that happens about 75% of the time for BBQ and less for WGLF.

    So globally, that means BBQ is only providing an avg. of about +30%, and WGLF only about +5%, bonus BP.

    The new role incentive bonus will provide a minimum of +25% for one role or the other, and rise to +100% as the queue discrepancy rises. Particularly during peak hours as most will be playing survivor due to SWF availability, essentially giving killers a basekit +100% BP bonus during peak times.

    This won't simply "balance out" queues until there's no bonus, because most players will still play their preferred role, not the role with the biggest bonus. Otherwise, if players were so concerned with their bonus BP, WGLF would have more than an 11% use rate.

    So you'll probably find that these role bonuses will be more or less comparable to the BBQ/WGLF bonuses. They'll disproportionately favour killers, frequently give +100%, and to top it off, they won't be wasting a perk slot.


  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3025018#Comment_3025018

    "They want to make regression perks needed less, not used more."

    While this is true, it was poorly executed. If they want to do that, they would need to nerf every Gen Regression-Perk into the ground.

    However, they buffed other Perks which will form the new Slowdown-Meta. So they just shifted it. Basically - all their work for nothing.

    They nerfed the meta slowdown perks, in order to bring the others up to their level and create more perk variety.

    They accomplished this fairly well, the only outliers I can see are:

    Overcharge has been over-buffed.

    Ruin has been over-nerfed.

    Much like OtR, these may change in the PTB.

  • "Devs said gens are done too fast so why just let the gens at 90 secs but avoid nerfing gen regress or stall.If The gens are fast have no sense to reduce those perks its only 10 secs but for a team 10 secs becomes less."

    Changes like this have compound effects. By increasing gen times by 10 seconds or 12.5%, you're not only making gens take 12.5% longer as a baseline, but you're also buffing all slowdown and regression perks by 12.5% as well, as you get that extra value out of whatever repair progress you prevent or remove. (it's also a 11% nerf to toolboxes) Simply extending gen repair times without nerfing regression perks, would only make regression perks even more valuable and even more meta.

    They want to make regression perks needed less, not used more.

  • @Omputin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3024964#Comment_3024964

    Is that better tho? Firstly you need to reach level 50 instead of 40 like right now. Also you need to do that while earning a lot less bloodpoints as of right now. I don’t think getting 3 tier 1 perks are gonna offset those extra levels and lower BP gains.

    For 1 main character, no. For multiple characters, it'll add up in your favour.

    Tentatively, I'd say if you're aiming to level up 4 characters in a role to use all perks on, then you'll end up in credit.

    Also do you really only stop at level 40 for the characters you don't regularly play? I'd say I have half of my survivors at level 50 already.


    And no, you're not going to be earing a lot less BP as of right now. Other than the fact we're currently in an event with a bloodhunt.

    BBQ bonus does not make up as big of a BP contribution as you think. It's only one of the possible sources of bonuses, and isn't reliable or globally used.

    Offerings will continue to play as big of a role, if not bigger, and the new role incentive bonuses will, averaged across all players, roughly equate to the lost bonuses on BBQ/WGLF.

    @Seraphor said:

    BBQ has a 42% use rate

    WGLF has a 11% use rate

    Using either of them doesnt guarantee you get a full 4 stacks, in my experience, I'd say that happens about 75% of the time for BBQ and less for WGLF.

    So globally, that means BBQ is only providing an avg. of about +30%, and WGLF only about +5%, bonus BP.

    The new role incentive bonus will provide a minimum of +25% for one role or the other, and rise to +100% as the queue discrepancy rises. Particularly during peak hours as most will be playing survivor due to SWF availability, essentially giving killers a basekit +100% BP bonus during peak times.

    This won't simply "balance out" queues until there's no bonus, because most players will still play their preferred role, not the role with the biggest bonus. Otherwise, if players were so concerned with their bonus BP, WGLF would have more than an 11% use rate.

    So you'll probably find that these role bonuses will be more or less comparable to the BBQ/WGLF bonuses. They'll disproportionately favour killers, frequently give +100%, and to top it off, they won't be wasting a perk slot.


  • @MrMori said:

    The grind for cosmetics is increased, yes. But the grind for gameplay elements aka perks and addons is massively reduced. I don't care if it takes longer to get all unique cosmetics and stuff. That's fine, gives people an incentive to play.

    https://forum.deadbydaylight.com/en/discussion/comment/3024989#Comment_3024989

    It's not worse by far at all. The optimal way to get all perks on a character now is just P1 every single character so you'll have tons of already unlocked perks, go for P3 on the characters you want, then P3 the characters you only want the perks of. With all the Tier 1 perks you'll have from having every character P1L1, you'll be super far into the grind by the time you reach P3, and it only gets easier for every character.

    Remember you don't lose any perks when prestiging now. It's absolutely better. Sure, BBQ is gone, but for survs, the BP bonus is gonna be much better than WGLF. The bonus is still worse than BBQ for killers though.

    Getting these perks still takes a long time to get going. 1.5m BP per prestige is a very large amount for the average casual. But once you have a few characters prestiged, you'll be in a far better spot than before.

    Is the grind for cosmetics increased?

    Current system requires you to level to 50, 3 times for the cosmetics, then on top of that, you'll need to level further to re-acquire all of your perks, likely around 200 additional levels to get 3 tiers of 90+ perks. So maybe 350 levels in total.

    The new system will require you to get to 150 for all perks, then another 150 for the cosmetics. 300 levels maximum.

  • You need to stop thinking about the icons as a reward. It's not.

    1. They're improving the prestige system to remove the choice between perks and cosmetics, so that you can now obtain both equally.

    2. The icon is a consolation for those who prestiged under the old, more punishing system.

    That's it.

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