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Seraphor

Seraphor

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Seraphor
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  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3020358#Comment_3020358

    Which will take longer due to the removal of the WGLF bonus bloodpoints...

    @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3020378#Comment_3020378

    How are BP gains being cut in half? Because no BBQ?

    See below:

    https://forum.deadbydaylight.com/en/discussion/comment/3020290#Comment_3020290

    Also the BBQ/WGLF bonuses like all other bonuses are additive, not multiplicative.

    That means if you were to play for example a Survivor Pudding, your BBQ bonus would only equate to a third of your score. If there were Party Streamers in there too, only a quarter would be attributed to BBQ. Five Frightful Flans during a Bloodhunt? Sorry, your BBQ is only giving you 1/7th extra BP, and you wasted a perk slot on that.

    There are still a lot of ways to gain BP bonuses, and one new innate bonus you can play around with that doesn't require a perk slot.

    10 characters

  • @Omputin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3020354#Comment_3020354

    That might remove 1/3rd of the perk grind but if you consider that bloodpoint gains are getting cut in half to compensate then it’s clear that this update is only gonna increase the grind for most people.

    How are BP gains being cut in half? Because no BBQ?

    See below:

    @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3020283#Comment_3020283

    The role incentives do go a fairway towards replacing BBQ/WGLF to be fair.

    Lets face it, unless you're intentionally seeking out stacks, which few rarely do, you don't get the full 100%. I would say half my WGLF games end up with 2 stacks or fewer because I simply don't get the opportunity to unhook or take a protection hit, and getting tunnelled out is usually the culprit. Meanwhile if you get a really rough killer game or you get one immersed survivor, you can easily only get 2 or 3 stacks of BBQ.

    The role incentives basically mean you will always be guaranteed at least a 25% bonus, at least one stack of WGLF or BBQ, automatically, without using up a perk slot, and chances of that being 50%, 75% or 100% depending on who else is playing at the time.

    It's spreads it out more evenly, making the hard losses less punishing, while the great wins are less rewarding.

    Lets be honest, you could never expect them to make the BBQ/WGLF BP bonuses basekit exactly as they are, because as it stands they're not used 100% of the time anyway and they're taking up a perk slot. These bonuses are being replaced with smaller, but more consistent base kit bonuses instead, and freeing up a perk slot in the process.

    Also, theoretically, the equalising of queue times that will be a result of people taking advantage of these bonuses, should improve matchmaking, making more consistent games occur more... consistently. Theoretically at least...

    Also the BBQ/WGLF bonuses like all other bonuses are additive, not multiplicative.

    That means if you were to play for example a Survivor Pudding, your BBQ bonus would only equate to a third of your score. If there were Party Streamers in there too, only a quarter would be attributed to BBQ. Five Frightful Flans during a Bloodhunt? Sorry, your BBQ is only giving you 1/7th extra BP, and you wasted a perk slot on that.

    There are still a lot of ways to gain BP bonuses, and one new innate bonus you can play around with that doesn't require a perk slot.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3019295#Comment_3019295

    After triggering your third Protection Hit, Mettle of Man activates and you are protected by the Endurance

    It’s right there in the perk description.

    Also Endurance isn’t “defined by Styptic Agent”, Endurance is its own condition with its own icon that other things can put on survivors. There are currently four things which can give survivors Endurance, three of them also happen to inflict Deep Wounds as a separate Condition if the survivor would go to the dying state and one which doesn’t. Dead Hard is going to give survivors Endurance for 1 second but unless the description says something about Deep Wounds that’s a separate condition independent of Endurance.

    Which is the one that doesn't give Deep Wound?

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3020339#Comment_3020339

    I did. Survivors are only skins. There is literally no point in prestiging 26 survivors 3 times. Especially if you only want the perks on 1 char.

    So prestige them all once?

    You have to get them to level 40 now anyway, so just get them to level 50 instead. Just 10 more bloodwebs. (chances are you've done this already, I know I have, I get all my survivors to 50, because leaving them at 40 just feels wrong for some reason)

    This removes a third of the perk grind for the one character you do want to level up, as well as removing any bloodweb RNG as to what perks you have available when you start playing them, because they will have every perk at at least tier 1.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3020280#Comment_3020280

    But lvl 1 doesn´t get you very far. Ask anyone who has been spending over a million bloodpoints in an attempt to get lvl 2 of BBQ.

    Entirely depends on the perk.

    For example I am going to be refusing to P3 The Pig because tier 1 Make Your Choice is actually much, much more effective than tier 3.

    And many tier 1 perks are perfectly serviceable as they are, even if a tier 3 version has a couple extra seconds duration or something.

  • @Zexbunny said:

    Are people really arguing against basekit bp bonuses? I think it also promotes a healthy gameplay style while not completely wrecking the bloodpoint economy.

    Yes they do more bloodhunts now and we have flan but those things are still reduced by removing the bp bonuses. Let's not pretend they aren't. Are people really that defensive of BHVR that they will defend everything they do? Even when they've reduced bp gains overall? Seriously?

    I'm not even saying they are bad for this. Just that they could do so much better

    The role incentives do go a fairway towards replacing BBQ/WGLF to be fair.

    Lets face it, unless you're intentionally seeking out stacks, which few rarely do, you don't get the full 100%. I would say half my WGLF games end up with 2 stacks or fewer because I simply don't get the opportunity to unhook or take a protection hit, and getting tunnelled out is usually the culprit. Meanwhile if you get a really rough killer game or you get one immersed survivor, you can easily only get 2 or 3 stacks of BBQ.

    The role incentives basically mean you will always be guaranteed at least a 25% bonus, at least one stack of WGLF or BBQ, automatically, without using up a perk slot, and chances of that being 50%, 75% or 100% depending on who else is playing at the time.

    It's spreads it out more evenly, making the hard losses less punishing, while the great wins are less rewarding.


    Lets be honest, you could never expect them to make the BBQ/WGLF BP bonuses basekit exactly as they are, because as it stands they're not used 100% of the time anyway and they're taking up a perk slot. These bonuses are being replaced with smaller, but more consistent base kit bonuses instead, and freeing up a perk slot in the process.

    Also, theoretically, the equalising of queue times that will be a result of people taking advantage of these bonuses, should improve matchmaking, making more consistent games occur more... consistently. Theoretically at least...

  • If you wanted all perks on all characters, like most do with Killers. Before you would need to get everyone to 40 for the teachables, then get approximately 200 bloodwebs on those characters to actually obtain all the perk tiers.

    This limits that to just 150 bloodwebs per character, and half of those will be tiny, cheaper bloodwebs everytime you hit 50 and go back to 1. You also won't need to worry about bloodweb RNG. Instead of infinite bloodwebs and it taking seemingly forever to find that one perk you want, you can just focus on P3ing every Killer, which will work out cheaper in the long run.

    Also, you'll end up getting all perks on your killers long before you P3 the last one, because of all the tier 3's you unlock from the P3's you already have. For example by the time you hit your last killer, they'll have every perk at tier 3 by about level 20, no prestiging required.


    Alternatively if you're trying to get every perk on one character, like Survivors tend to do. You just need to get every character to 50 (instead of 40), and then grind the one character you want those perks on to about 133, because you're now only grinding out tiers 2 and 3 of those perks, instead of all three tiers per perk.

    Admittedly, that's marginally more BP in the long run because of the extra 10 levels per character, but the more characters you then take up after that, the more in credit you become.


    Tbh, this is virtually the same result as a suggestion I once made to reducing the grind by a third. Which was that teachables don't just unlock the perks on the bloodweb, they actually teach the tier 1 of those perks automatically, so you only need to grind out the tiers 2 and 3 versions. Which would mitigate bloodweb RNG and reduce the overall grind by a third per character.

    This is basically the same result, only at level 50 instead of level 40. Which is a fair trade off and still works out as a net benefit.

  • @Hannacia said:

    Off the record will be highly abused in end game. It will become way worse than decisive strike ever was. At the endgame killer should have all the rights to tunnel and secure a kill because its the endgame. No one should be safe for 80 seconds.

    They nerfed decisive strike for this reason to not work at endgame but they make this horrible perk which is way worse in my opinion. I dont care about this perk during the match itself. Sure stay in a corner for 80 seconds dont do anything but at the endgame this will just secure easy out for the survivors.

    It just changes the killers tactic. Instead of tunneling a survivor out at endgame, you'll have to go for hook trades instead.

    This actually works put better for both survivors and killer. Survivors feel validated in successful rescuing their team mates, and the killer scores another hook. The killer is then back where they started defending a hooked survivor, so no worse off, and with more BP.

    Chances are the hook trades continue and snowball until you eventually hooktrade a survivor on death hook.

  • Wiggling isn't supposed to get you off the hook if the killer makes a straight run for the hook. If it did, playing killer would be virtually impossible.

    It's meant to:

    A. Force the killer to hook you instead of just carry you around and hold you hostage.

    B. Allow a coordinated team to work together to potentially prevent a hook, via perks and good teamwork.

  • It is quite an odd design choice. I can understand it weakening it's effect based on how many survivors are in the game, but killing itself just seems antithetical.

  • It's better in one half of It's uses for those skillful enough to use it.

    It can't just be used for distance anymore.

    Plus it causes slowdown via mending.

    If someone gets a DH off against you, it may be more efficient to drop chase and pressure someone else, someone who doesn't have to mend.

    Plus it will no longer cause powers to whiff via hit validation. You won't for example be able to DH a Doctor's shock, or over a Trap.

  • It's better in one half of It's uses for those skillful enough to use it.

    It can't just be used for distance anymore.

    Plus it causes slowdown via mending.

    If someone gets a DH off against you, it may be more efficient to drop chase and pressure someone else, someone who doesn't have to mend.

    Plus it will no longer cause powers to whiff via hit validation. You won't for example be able to DH a Doctor's shock, or over a Trap.

  • I don't believe the base unhook endurance, BT and Off The Record would all stack.

    If you get hit in those first 5 seconds, you'll be using up all three effects in that one hit.

    Although I suppose there may be a possibility in somone else rapidly mending you and still being within OTRs 80s, if the perk didn't already deactivate during the BT window.

  • It's better in one half of It's uses for those skillful enough to use it.

    It can't just be used for distance anymore.

    Plus it causes slowdown via mending.

    If someone gets a DH off against you, it may be more efficient to drop chase and pressure someone else, someone who doesn't have to mend.

    Plus it will no longer cause powers to whiff via hit validation. You won't for example be able to DH a Doctor's shock, or over a Trap.

  • @keepingitril said:

    An end game icon is the P3 reward?

    Really?

    An icon that I don't care about, that makes no difference to anything, that has decent merit not existing in its' proposed place to begin with?

    Um.

    That's what I've been really putting in some hours to bring up my chosen characters? A variation of an image on an end game menu?

    Really?

    It's not a reward, it's a consolidation prize for people who already P3'd

  • @sharkster13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3019489#Comment_3019489

    Yeah but you are the last survivor, meaning all others have to die before you to get the effect to work. So even if you pair it up with Wake up it will stack with the perk when all others die. This is basically encouraging you to play Self-Care in the corner style if you want the exit gate boost. But the gen powerup is pretty useless. Even if you finish the last gen, you automatically notify the killer of your location and if the gen is at a dead zone, you bascally screwed yourself. You can try and play stealthy but skilled killers will find you quickly before you even get to the exit gate.

    The one and only use of this perk is to get the "Left for dead" achivement. That's it.

    And if a survivor wants to play selfishly like that, they can. It might not be the best option if you all want to escape, but it's a valid option. Just like zerging the hook with flashlights and second chances, or camping/tunneling.

  • @sharkster13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3019467#Comment_3019467

    I'm fine with the 50% exit gate speed. But the 75% gen repair speed bugs me. It just doesn't make sense.

    It's literally: You bought a cat? Here is a complementary weeks worth of fish food.

    And There's a pond of fish nearby with a fishing net. You can use the fish food to catch the fish and feed the cat.

  • Because you could pair it with other "when the exit gates are powered" perks, such as Hope.

    Pretty sure I read someone worked out by stacking these perks you can get 110% movement speed, practically outrunning the killer.

    And if the exits are powered, the killer has to defend them and find the hatch, instead of just one or the other.

  • @Walex90 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3018920#Comment_3018920

    Because that's the new max? That's the new goal?

    What will you do once you reach prestige 100 on one character? Ofc you'll go for another one. And then another... and it will take forever!

    This is about as arbitrary as reaching Devotion 100 or obtaining 999 of every item and add on.

  • One TTV is fine. It's fun watching my game back from the survivors perspective, and there's a decent chance they're a good sport.

    Multiple TTV's? Probably a SWF, probably toxic survivor mains with an echo chamber chat who will accuse me of camping and tunneling when I've done no such thing.

  • They should have removed hook grabs at the same time. This way the best a killer gets is a hook trade, which would be a fair trade off and nerf to camping.

  • No. Of all the changes this is the one I'm most perplexed about.

    Self Care is only meta at lower skill levels, it aids newbies and solo survivors far more than experienced survivors or SWFs.

    I can only assume their rationale is it will persuade more solo/newbies to decide to rely on team mates instead of going it alone, and thus learn to play more cooperatively and become more efficient survivors. Which is incredible wishful thinking.

  • @bittercranberry said:

    why are people saying prestige to 100? is that real?

    if so BHVR is beyond repair

    There's no reward for getting to 100. Rewards end at 9.

  • Yes. They will also have all the perks from any other P3 killers automatically.

  • @KnotEnthusiast said:

    https://forum.deadbydaylight.com/en/discussion/comment/3017065#Comment_3017065

    The hybrid system does end up making things more efficient, I'll concede. But it still doesn't feel like nearly as much of a grind reduction to justify the loss of the BP modifying perks, especially when considering the related effect of making add-ons and offerings effectively more expensive.

    There's also the queue incentives depending on which side is in more demand. You could think of that as replacing BBQ/WGLF bonuses.

  • This reduces the grind because you don't need to grind out 200 levels in order to find that one perk you want.

    You just get the killer whose perk it is to 50 (P1 not P3) and it will not only be unlocked at tier 1 but also be available in the bloodweb of the killer you want it on. Who will only need to grind a couple of bloodwebs to get the tier 2 and 3 versions.

  • I imagine they'll be bumped up to whatever you got them to before.

    E g. If you've cleared 200 bloodwebs in total, then they'll be P4.

  • I had to double check this wasn't a Sluzzy post.

    Nobody who has ever played killer thinks BBQ without the BP is a strong perk.

    It's actually an anti-camping perk, you want killers to run BBQ.

  • @NerfedFreddy said:

    absolutely laughable changes. 5s is nothing you still need BT

    Actually no you don't, what you need is Off The Record.

    And the 5s can't be waited out, because killers now won't know whether they need to wait 5s, 15s, or 80!s. Imagine waiting 20s only to still trigger Endurance, I'd definitely just give up the chase at that point, imagine if you spend 2 minutes tunneling someone off the hook with an unavoidable endurance AND a DS on top of that? What a waste of time, easier to go for the unhooker who isn't getting an automatic sprint boost.

    It's painfully obviously most of you scrolled to BT/DS changes, had an aneurysm and rushed straight back hear to Karen.

  • I have to agree. Im fairly happy with most of the changes, but the two I have issues with are this and the extra 10s to repair time.

    1. All this does is force solo survivors who want to run SC, to also use Botany Knowledge, on top of the near-essential Kindred. So only one free perk slot, or you gamble on your team mates for heals. Although Pharmacy is buffed too so that's another option.

    It feels like they completely misunderstood why SC was a meta perk. It's a noob trap and falls off at higher levels of play. It really didn't need a nerf.

    2. The change to repair speeds is a blunt change that likely wont aid killers as much as it irritates survivors. A much better solution would be a dynamic scaling repair speed that decreases the better the survivors do and increases the better killers do.

  • @dspaceman20 said:

    Prepare for more tunneling

    Between off the record and base changes, tunneling and camping is going to be fairly punishing now.

    All of the small speed/duration changes to killer is going to make it more appealing to avoid second chances and not tunnel/camp.

    Of course, this will only cause survivors to complain that they don't get to use DS/BT any moren and intentionally dance in front of the killer to bait them out, forcing the tunnel. 🤷‍♂️

  • The nerf to DS makes sense considering OTR, you coukd still run both of them, giving you 2 free chance back to back.

  • @Ricardo170373 said:

    Killers like Trickster will suffer because these changes basically make you need kick generators, and killers 4.4 doesent work well with this

    There's still Pain Res and Jolt, which is now more effective, if you don't want to kick gens.

  • Why would I want to prestige now, and lose all my items and flans, plus older anniversary cakes, for a slightly different icon. When I can wait until the prestige changes, and keep all of my items?


    This 'unique reward' is nothing more than a consolation for those who already prestiged.

  • @red3y3z said:

    So if I've only leveled up all my characters to level 40 to unlock their perks, except one which is P3, will I now have to P3 all the other characters to unlock their tier 3 perks? What about the perks I bought with Shards?

    No. You'll still have any perks you've already got in as much capacity as you have them. I.e. your unlocked teachables at level 40 will still appear in bloodwebs.

    When you prestige a character after the changes, You'll unlock the perk in full on other characters, not just make it available on the bloodweb.

    So level 40 = other characters can find that perk on their bloodweb.

    Prestige = other characters dont need to find the perk on the bloodweb, they have it already.

  • It's just compensation for those who have already prestiged.

    I'd rather keep my hundreds of flans than reset to nothing for a measly token prize.

  • I've thought of a flamethrower killer before too.

    Similar to your idea, except 'burning' would work similar to deepwound until you put it out by patting/rolling instead of 'mending'.

    The difference would be in the killers direct special attack. Being caught in the stream would rapidly decrease the "deepwound" burn gauge, so as killer you want to hold the survivor within your fire stream for as long as possible.

    Essentially it would be a bit like a combination of Legion and Bubba. You can either hit and run for the burn and slowdown, or you "tunnel" and maintain your flame on them, to drive the burn down until their go into the dying state.

    It would also leave a short term trail of flames when used, like torment but lasting just a couple of seconds, which would also inflict burn if walked through.

  • Trapper needs an easier set up. He starts with all his traps halfway across the map unarmed. This gives him double the amount of set up of say Hag, Demo or Plague.

    He either needs to start with more traps, or the prespawned traps need to be already armed and in half-decent locations.


    The stealth killers; Myers, Pig and Ghostface, all have a nonsense mechanic. They're slower in stealth. For Pig and Ghostface this means you want to cross the map out of stealth, then go into stealth, at which points it's probably too late, you've been spotted.

    So, crouching needs to have regular movement speed. You're still getting a trade off in FoV, but this would allow you to approach survivors in stealth at a decent speed more reliably.

    Myers too shouldn't move slower in Tier 1, he already has to slow to a crawl when stalking, that's enough.


    Doc and Clown? Not so sure they need much more.

    Doc is king at locating survivors and comes with innate slowdown, while Clown now has his speedy bottle. Maybe that could do with a bit of a buff, a shorter delay or a longer duration.

  • @jesterkind said:

    Teachables will still exist, it's just that prestiging bypasses the need to unlock perks via the bloodweb.

    At least, that's my understanding- iirc one of the devs said that they want teachables to eventually "go the way of the dinosaur", which means they'll be sticking around for now. You'll still have to use the bloodweb for non-teachable perks too, so I imagine you'll still be able to teach perks the old fashioned way for a fair while.

    "iirc one of the devs said that they want teachables to eventually "go the way of the dinosaur""

    Makes sense. They can't keep adding 3 new perks with every new character.

  • Teabagging is nothing. The sooner you get over that trigger the better.

  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/3013771#Comment_3013771

    SWF usually are over-altruistic, you can easily win vs that.. And sometimes they just like to dick around with meme builds.. I know, I've played with such a group before. It's all in good fun, sometimes you win, sometimes you don't.

    It's not even just that. SWF provides the opportunity for better communication, but it doesn't guarantee it, and it's usually not utilised as well as people think.

    Insufficient communication can be a bad thing. Making poor risky plays due to poor communication because you thought the killer was somewhere they're not. "You said the killer was on you!" "Oh yeah they left me 10 seconds ago" which is 100% my experience with SWF.

    Also not every SWF even use comms. I have friends who don't like to use voice chat, but we still play together because it's more fun than playing alone.

    As a result, my SWF games are at best on par with my solo games, if not worse.

    This is why you cannot apply any balance changes that simply affect whether or not players are in the same lobby. Be that increased MMR, or displaying SWFs in the lobby, because that's not the determining factor as to whether or not that group of survivors is any good.

  • @Swampoffering said:

    https://forum.deadbydaylight.com/en/discussion/comment/3013695#Comment_3013695

    I started on November 2017 , a few months after console release, Actually according to my Xbox profile , 211 Days played in hours (I don´t know how much is it, between 4 and 5k) and I can say without fear to be wrong that I preffer to deal with old double pallet gym than 2022 SWF.

    And I repeat, Having Competitive MM makes the game Competitive, simple. People who reach High MMR wants to win, otherwise they will be on lower brackets , right?

    You are admiting that a huge % of killers will dodge SWF lobbies, because you know that SWF is broken AF. If DBD was balanced, nobody would avoid anyone. I repeat, If you have the chance to play with your friends and choose who is playing with you (It´s fine, enjoy) I should have the same chance, if I don´t want to play with you and your premade, why is Behaviour forcing me to do it by hidding if you are SWF or not? because , as you do, they know that SWF is omega unbalanced and nobody wants to play against them.

    Obviously 4 solos with metar perks can destroy you, but it doesn´t happen too much, maybe 1 of every 20 games. It is very very rare to see 4 tryhards playing SoloQ.

    And yes, coms is omega OP, they can share a lot of info. Explain me how to deal with this as M1 killer:

    • 4SWF + coms + 4 DH + 4DS + 2 UB + 2 Boil Over + COH + Crows/Coldwin offering with purple Medkits/Lanterns/Sabo toolbox.

    Answer -> You can´t. But no problem, SWF is balanced xD

    "You are admiting that a huge % of killers will dodge SWF lobbies, because you know that SWF is broken AF."


    False.

    Killers would dodge SWF lobbies because they believe SWF is broken AF, a false perception that would reinforce itself with confirmation bias every time they "successfully avoid" that "broken SWF" they never actually got to play against.


    I am wholly in support of displaying SWF groups in the results screen, so that we can disprove the myth that SWFs always win and solo's always lose.

  • Had a game against a nurse tonight, she played a map offering while the rest of us played flans. SoloQ

    We all escaped.

    Haha

  • Non-infectious Plague

    Using the add on that prevents vile purge from infecting, but objects get infected for twice as long, plus the add on that increases the effectiveness of object infection. Puke on all the gens and prevent any progress. Anyone who repairs gets broken in no time.

    Thana gets them cleansing, then waiting out the gen infections. It's like a match-long corrupt intervention.

  • Survivors would just get downed before opening the exit gate. DS, then promptly open and escape.

  • It's not just Trickster, it's all ranged killers, and it's also reacting to 360's.

    Simply put, the controller settings don't give any options for joystick deadzones. Instead of graduating the speed of movement with how far you push the joystick, it's all or nothing, and it gives you very poor control over your camera.

    This is not the first, nor will it be the last time we beg BHVR for these settings. They cannot come soon enough.

  • I don't understand why people are still complaining about SBMM.

    The old rank based matchmaking was godawful, SBMM isn't perfect but it's still better.

    Seems like a lot of confirmation bias to me.

  • The times I don't survive as a solo survivor, are usually because one of them DCs, or because one gets camped at the start of the game and the others rush the hook.

  • Thanks for the reply.

    I'm still not sure why you think being able to phase through pallets is a bad idea.

    For one you seem confused on the maths.

    100% is survivor sprint speed, 4m/s.

    95% is 3.8m/s, roughly the speed of Nurse.

    This is just to make it so you're not completely ignoring a pallet, and you need to use the "phase through a pallet" in a smart way, because simply following the survivor in a perfect loop, phasing after they vault, won't allow you to catch up very fast if at all.

    And considering there are other killers that ignore pallets; Nurse, Huntress, Trickster, Pyramid head, Nemesis, Hag, Blight, Billy, Bubba, Demo, all in their own unique ways, this is not broken.

    Remember you need to hold down the manifest button to attack, if you demanifest to phase through a pallet, you're giving up several seconds in which you're unable to attack. It's kinda similar to Doctor denying a pallet drop, you slow and and cant attack while you're shocking a survivor. Similar mechanic, only it applies to already dropped pallets instead.

    If a survivor sees an 'Onion' demanifesting before a pallet, they have the option to abandon that loop, just like any other killers anti-loop skill.

  • @anarchy753 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3012256#Comment_3012256

    They have specifically replied to people on here to say that having a lot of perks unlocked while being P0 will automatically bump you up to the level of prestige you would be at, but will not give you the reward, so no, that's not true.

    I can understand it from the perspective of "compensation for losing your items" for those who have already prestiged.

    But as this serves as a choice right now, for exclusive and missable rewards, it's kinda unacceptable not to know what those rewards are.

    Can only hope we find out everything today, and still get 4 weeks before they come into effect.

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