Sharpefern
Sharpefern
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- Sharpefern
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https://forum.deadbydaylight.com/en/discussion/349562/micheal-myers-daily-right-of-the-dark-within-wont-count-when-done#latest Is a duplicate however has evidence of it not working if needed.
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Can confirm. Evidence Below.
You can see before an after the match and names showing all 4 survivors matching. BP showing matching the after and the still from inside the match where I am in level 3 so you know I got at least two. I have the full match recorded showing my dailys both before and after but I figured this would suffice. If you need the full video evidence please let me know and I will provide the evidence however my gameplay is terrible so dont hold that against me.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3217281#Comment_3217281
You're saying its risk is the potential for its value to be stopped. Thats low risk high reward, because it doesn't involve a setback. High risk high reward would be if you lost additional progress for every stack of hyperfocus you have if a skillcheck is failed by you or anyone else on the same gen, as it would have a potential negative to risk when attempting the positive. There is no negative with this perk, only potential to disrupt its degree of value.
You are risking a perk slot. An entire perk slot is an ask. There are alot of things that need to go right for you to get value and you really need to dedicate 2 perks slots to get actual value. Like people often consider hex totems a high risk because you lose the perk if survivors cleanse it. Or scourge hooks if RNG gods are not in your favor.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3217211#Comment_3217211
Its not risk reward if the risk is.... nothing. Removing a totem for Overzealous has the risks of hurting boon placement and enabling pentimento, even giving inner healing users one less heal on the map. If your argument is solely around the potential for its impact to be denied, Overzealous gets disabled the first time you get smacked after activating it. They're not exactly the same.
Edit: If you think I'm defending overzealous as being healthy for the game, it still isn't, I'm just explaining why people care more in regards to hyperfocus than they did when overzealous came out. anything that can speed up gens while only requiring one survivor is pretty unhealthy for the game, and a contributor to the circular logic of gen speed perk issues on either side.
You are risking being able to do an entire generator uninterupted thats the risk. You get stopped during perk does next to nothing or nothing. You need 8 skill checks to get to 8%. 8 skill checks are going to take quite a while to get. If you get less than 6 your getting less than 5% extra on that gen. You might as well be running de ja vu
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3217195#Comment_3217195
Thats because it directly clashed with boons, and since CoH is still as meta as ever, there is a much larger tradeoff. Especially with how meta Pentimento has become (ironically) as the new king of "inconsistent yet powerful" gen slowdown perks. Hyperfocus you just have to be able to do what everyone was required to do with ye olde Ruin (just without the red skill checks) and it synergizes so well with stake out that its basically a training wheels perk for it.
Is this not your previous statement.
@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3217189#Comment_3217189
It could just be a perk that just lets out a wet fart and it would still be too strong if it further exacerbates an existing issue in the game.
Like this perk is such a high risk high reward perk. If you start a gen that already has progess, if they have pain res, if the killer comes by this perk does nothing. And even if you are able to sit on a gen the perk requires you to hit an exorbitant number of skill checks in a row. This is not what should be focused on. Hyperfocus is not the issue and is no stronger than the other gen speed perks in the game.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3217189#Comment_3217189
It could just be a perk that just lets out a wet fart and it would still be too strong if it further exacerbates an existing issue in the game.
@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3217186#Comment_3217186
Prove thyself requiring 2 people means it can't be done on 3+ gens simultaneously. You're using the self healing efficiency trap logic: Self healing through various means is almost always slower than having another person heal you, but its allowing that person to be using that efficiency and pressure elsewhere.
Overzealous did not get this kind of attention, which was the survivor just before rebecca, which again saves 7.2-14.4 seconds depending on the cleanse. and this is without the skill and RNG challenges.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3217175#Comment_3217175
Oh course its not just hyperfocus, its the fact that hyperfocus alone has further destabilized the solo gen speed variable when it already had more than enough destabilizing factors, exactly like you're stating. That paired with having a perfect synergy that removes the skill-based restriction means that it gets more value than it would otherwise, while also not having the downsides of being consumable like toolboxes and such. The Stake out stacks are consumable but also renewable, the hyperfocus stacks can be lost but the perk always stays active.
Gen speeds were already in a bad spot, its why they nerfed a lot of regression and slowdown perks while trying a "safe" 10 second addition to the max charges, increasing their effective total (for all 5) by 20-50 seconds on average. Great skill checks used to give even more bonus a while back but that was scaled back for a reason, which is why its kinda odd that a perk like this would be ok.
This is why fixing root issues instead of throwing perks at them is a much healthier solution, especially when its actually done properly. Otherwise you end up with a growing cycle of "I need x because they're gonna run y" and metas become more rigid than ever due solely to necessity.
Again I have been stating that hyperfocus is overhyped. That it is not nearly as strong as people are giving it credit for. And that in these gen rushing videos that feature hyperfocus that the other perks, especially stakeout, and toolboxes are the ones doing the heavy lifting. That people are focusing on this perk which is not the issue.
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@ScottJund said:
https://forum.deadbydaylight.com/en/discussion/comment/3217175#Comment_3217175
Who cares? This is game in which you are supposed to find perk synergy. It's like saying old Ruin was bad because it relied on Undying. The fact is, Hyperfocus is the strongest gen completion perk in the game and synergizes absurdly well with Stake Out and Toolboxes. The reason most people don't complain about it is because most people simply aren't good enough to use it.
This is an example of hyperfocus at its farthest extreme and its still only 3 seconds more than stake out which doesnt have the stipulations. Overzealous with a hex totem shave 14.4 seconds off a gen which was more than the hyperfocus did in this example. This is why I am saying hyperfocus is overhyped. Because its not the strongest gen completion perk. Prove thyself with 2 people saves a total of 14 seconds(7 seconds per) with 3 people saves 30 seconds (10 seconds per) and 4 people 48 seconds (12 seconds per). The amount that hyperfocus saves in its extremes is not an issue when you look at other gen rushing perks in theirs.
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@ScottJund said:
https://forum.deadbydaylight.com/en/discussion/comment/3217093#Comment_3217093
here's a 50 second gen with just hyperfocus and 3 uses of stake out https://clips.twitch.tv/PatientSincereGoblinStoneLightning-kNGp1Lf61hYdYAak
55 seconds. 12 skill checks. 10.8 was due to normal skill checks, 10.8 was due to stake out. and 13.77 was due to hyperfocus. And again I would state that stake out was the big one there because yes it gave 3 seconds less than hyperfocus but it allowed for hyperfocus to stick. Hyperfocus alone would have finished the gen in 78.5 seconds if he did the skill checks exactly like he did or if he hit all of the skill checks it still 66 seconds with hyperfocus 79 seconds without perks and 69 seconds if it was just stakeout. Like its not hyperfocus that is the issue.
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@Sava18 said:
https://forum.deadbydaylight.com/en/discussion/comment/3217023#Comment_3217023
Scott junds vods after the perk came out is just hours of it.
I looked at his vids his comments are all about its synergies with other perks and items but neglects to mention that those other perks and items are providing more benefit than hyperfocus. Again show me a clip and I will break down the amount hyperfocus is doing vs stakeout the toolbox. For example Built to last with a commodius wire spool and socket swivels can change the almost 20 second save of gens to almost 60 seconds save total. Overzealous shaves between 7 and 14 seconds off every gen and Resilence shaves 8 seconds off every gen. To match the weakest of those you need 8 great skill checks in a row to match they 7 seconds you save because as a total with 8 consecutive skill checks you shave 16.1% total. 8% is just from hitting great skill checks as normal and 8.1% is from Hyperfocus.
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@Coffeecrashing said:
If people really don’t think hyperfocus makes much of a difference, then they should be ok if BHVR nerfs the upper limits of how many seconds it can remove from a generator, because those scenarios “aren’t going to happen anyway”
Right now since its 8 skill checks to equate to the same 1% bonus you get from stake out I would not see a problem with removing the cap. You might get an extra 1-2 seconds from it if you have 10 skill checks on a gen.
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@Xernoton said:
Ask the 4 SWF that run Hyperfocus + Stakeout + Prove Thyself combined with the best toolboxes sending themselves to the best map. I'm sure they'll tell you all about how fair and underrated ending the game in under 4 minutes is.
Again thats mainly Stakeout, Prove thyself. and the toolboxes. You take out hyperfocus and the amount of time doesnt change much even with perfect use. Like other perks including, Built to last, Resilience, Overzealous all would provide more value but Hyperfocus is like the poster child for gen rushing. Thats my question. Why?
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@Dead_Harder said:
Buddy a build around hyperfocus can basically double gen speeds. A solo survivor with a toolbox can finish a gen in 40ish seconds and without a toolbox 55ish seconds.
And we are not even talking about godlike survivors with stakeout etc there are some extremely good synergies. Its not meta because its not a very survivor-like perk. Why choose a high risk high reward perk when you can choose a safe and reliable one.
Please show me any video of someone with just hyperfocus soling a gen in under 75 seconds hell it can be in a custom. No toolbox, No stakeout, no resilience. For them to get a gen done in under 75 second they need to hit 9 NINE great skill checks in a row. To do it in 55 seconds like youre mentioning they need to hit 16. You dont get that many skill checks on a gen even with the slight buff it give you.
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OhTofu did a video on sabo squad and it doesnt seem to work any better than it does now. Like current sabo squad its annoying af but the killers were consistantly getting 2+ kills
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If I am solo I will most likely go to whatever the incentive is even when its just the 25% mainly because I know the queue times will be faster and hey free blood points. But if I just faced the same killer 2 times in a row and did not have a good time in one or both no amount of bp is gonna stop me from switching.
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I mean I will say the nerf to botany REALLY hurt it. like sure it gained an extra 17% healing speed but it lost 53% item efficiency rendering 2 med kits unable to complete a full heal. Also making it so you cant really look for a medkit in the trial if youre in a dire situation because you would need it to be yellow or purple to hit. I get what youre saying about using them together but if youre going to do that now hyperfocus is a better second perk. You will get multiple skill checks those arent decreased by stuff like sloppy or your slow heal speed. Plus also is used on the gen.
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Or if people know where I can find this information that would be great :D
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@Fred_krueger said:
https://forum.deadbydaylight.com/en/discussion/comment/3183503#Comment_3183503
Why dont they do that for the rest of us then?
Do you realise how nuts this drives my OCD. I also have 100% achievements, all killer and survivor perks unlocked.
https://www.youtube.com/watch?v=nSXQq7rlhHM
Except for these damn bugs, I have literally completed the game.
For what its worth I have submitted a ticket and haven't heard anything back other than they are looking into it. But I also kinda just want to know what exactly you need to do. Clearly you need to go into a locker at a time chase related. But is it during chase or within 2 seconds of it saying chase escaped. How long do you need to be in there? Does it matter if the killer eventually pulls you out? Does it need to be in the first two seconds of chase? like what is the requirement.
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UMM are we looking at the same thing. Look at the usage, its cut in half. Killers and survivors are usings other perks. The point was to greater diversify the perk pool which based off the usage numbers they did at least in some effect.
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Hex perks are designed to be a risky play. You bring them they will be stronger than other perks. However they may only last part way through the match, but you will still get 16-32 seconds of the survivors time per hex.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3184787#Comment_3184787
Ok. So I stopped reading after the first few examples. The point is. They're all faster then survivors. Nurse literally is not. She's the only killer who is slower then survivors while walking. That is why her attacks are not special attacks. That's not a debate. Those are just the facts and reasoning given to us why they are
So I guess I am curious is the only reason that her blink attacks are not considered special attacks her base speed.
Because shes slower but that doesnt disable any of her basic attack features. She even has a further lunge than tier 1 myers despite her speed. I get that shes slower, but she's attacking in the middle of her power which makes her faster than any other killer and on any other killer is a special attack.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/346388/nurse-special-attack
Because the rest are 4.6 and can catch up normally. Nurse cannot
Except they are not. Several are 4.4 (Huntress, Trickster, Spirit, Hag) and Tier 1 Myers is 4.2. I get that she is still slower but she still gains bloodlust and she has a normal speed lunge. In addition the nurse can be a 4.6 killer with her green add on.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3183655#Comment_3183655
Endgame Collapse death maybe?
The only thing I can think of
OMG in bills it shows it pretty clear but it was more pronounced. I guess I never noticed it before.
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@GoshJosh said:
Did the orange light glow? If so, it may have been one of Billy Mays’s teachable perks - Orange Glo.
it actually did glow.
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@GoodBoyKaru said:
This seems like something that needs a video to explain properly because right now it sounds like a really weird trip
Best I can do is this artist rendering
and imagine the sound of like a holy object
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@GoodBoyKaru said:
This seems like something that needs a video to explain properly because right now it sounds like a really weird trip
I wish I could but I wasnt recording :(
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@HugTheHag said:
https://forum.deadbydaylight.com/en/discussion/comment/3183464#Comment_3183464
A Bubba gave me hatch last week ; there is always hope !!
But more seriously I think it's bugged. Several people complained about it for the past month.
UGH I like it how they disabled the orange glyph for being disorientating but functional but they dont disable ones that are literally non functional.
Edit: I get that motion sickness was more pressing but there have been others that have been switched just because it was acting strange as well.
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it was 10. It was bugged then. They should disable it if its bugged so people dont waste their time but Im probably gonna see a friendly bubba before I see something like that. :/
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@Hensen2100 said:
Nope. Not at all. I only consider myself part of a team if I am in a SWF. Other than that, all my teammates are disposable potato's
If I want to play a true team game, there's plenty of titles for that. DBD is every man for himself imo, if the killer is slaying the games play out more like a BR than anything
I love that you say no and then like a sentence later call the other survivors teammates.
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So I dont even mind the closing the hatch ones for killer. You have almost as much control over that now as you did before. And the escape through the hatch are doable as survivor but to use a key, the weakest item survivors have now, just seems stupid. especially since it requires you to bring the key and essentially get your teammates killed
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So I used to be always but I kinda have changed it to be more like this.
So if hatch has spawned and we pass it unless they were t-bagging in the game or I have a challenge that requires a 4k they are 100% getting it.
Otherwise it depends on how big of an impact I felt them during the game. If they played well or especially if they saved the other survivor when there was just two. they can have the hatch. But if there are still people dying on the hook or i just wanna get to the next game I am just gonna hook them
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@dugman said:
One thing you can try is listen to the terror radius music. All the killers have three versions out of out of chase, each is about 1/3 the radius. So when you hear the most intense non-chase music you're within about 11 meters.
Soo maybe not even in the range you need to be in LOL. I know its one meter so its not a huge deal but its the fact that 10 meters is so ungodly close (2.5 seconds of survivor movement) and you cant be in chase.
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i was kinda wondering if the new spine chill would be helpful with estimating if youre within 10 meters. like IDK how much needs to be filled to be in that range
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I am all for this but I would think it would be a ban when you queue up per lobby. Solo queue each person gets a ban if youre in a team of more than 1 still only one ban., However I think there would need to be something on the other side as well. Maybe a survivior perk set ban. ie ban meg = no adren/quick and quiet/ sprint burst.
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It is kinda upsetting. Like I already have it as well but missed the artist ones, not because I didnt have prime but because I didnt realize it was happening. Like I would be happy switching for one those but ya know its just kinda sad
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Honestly, He probably left early not realizing it. It happens sometimes. Like you are frustrated with the other survivors or whatever and play it out and assume that when the death animation plays you can leave without it counting as a dc but if you do it too fast it can be buggy. I really wish that they wouldnt count a dc as a dc if the person didnt want to watch the death animation. I mean it still plays out. I get that its only like 10 seconds but if you have been on the floor for 3:59 like you want to get out asap. I also think that during end game collapse the killer should be able to leave without penalty. Like waiting 2 minutes for the tbagging survivors in the exit gate is just crappy.
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@dugman said:
Slugging isn't toxic, so yes.
If there is a reason like there is another survivor nearby but slugging to slug is toxic.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3096822#Comment_3096822
because more rare means more expensive, and when your "economy" is centered around a twisted form of rng gatcha pulls, it creates a massive variance in value for literally every possible node on the web.
But rare items are more likely to appear on the later levels. Like one purple add on is worth much more than 2 brown add ons.
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@Akumakaji said:
It is also good for anyone who might have a build that needs a bit of slugging. But yeah, its another perk that hurts soloQ way, way more then SWFs on coms. On coms you can still direct your friends to you and tell them were to look for your sorry body, but soloQ survivors are really struck down, hard (pun, hehe).
Twins can get some good use out of it, as might some slugging Nurses, but I havn't used it much myself. Being on the receiving end though feels really ... interesting.
So I didn't think about the Twins. And I would totally agree... except that it only has the effect with basic attacks. So victor downing someone wont apply knockout which would be like the one non toxic use of this perk 😂
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So unpopular opinion I guess but I don't see an issue with the new system. I think in addition to everything is not running the strongest add ons every time. Like Pink and Purple stuff isn't supposed to be in every game and should be more rare as their names suggest.
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This perk has definitely moved down in usage and I think will continue to do so. It wasnt that BBQ was supposed to turn into a bad perk just that people would stop squeezing it into every build but because people are used to running it they will continue to run it despite the lack of BP for a while. When it comes to the information perks I would think its the one with the most counters, being within 40 meters, hiding behind a gen, or going in a locker. I know personally for info perks I have swapped it out with Darkness Revealed on Huntress and Trickster and Floods of Rage on basically anyone else as they are just stronger perks most of the time.
I mean it was run 30-40% of the time prior to the patch and now I would think its probably closer to the 15-20% range based on my sample of survivor games.
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So it took me several tries but yeah. to max out the BP I had Mori the first three with the 4th being on death hook, close the hatch and hook her. And to ensure I got enough BP I grabbed distressing and beast of prey. Definitely not intuitive haha.
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Tunneling is harder to combat but camping has a super easy thing that dbd could introduce if they didnt want it, and they tried previously.
"If a killer is within x meters of a hook the struggle timer is paused/reduced" They took this out because survivors exploited it by getting chased around the hook but they could include something like "and another (non-dying/non-hooked) survivor is not within x meters"
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@Mandy said:
https://us.v-cdn.net/6030815/uploads/WISEUDR6U791/0mqdfdd-5b1-5d.png
You get the action speed bonus if the killer is within 36m and you have direct line of sight - so nothing blocking at all. (not terror radius related, as TR is smaller than 36m).
The Terror Radius portion is the secondary effect if you like, which is where the perk has that "clock effect" - which is currently bugged and working in the opposite way, so getting emptier instead of fuller depending on the strength of the terror radius. This part does not give you the action speed bonus.
So Mandy just to verify the killer can block spine chills clockwork effect while looking directly at the sruvivor if they have part of the survivors body obscured. ie stalking from a window so the ledge covers the survivors feet.
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@Mandy said:
Spine Chill needs a 36m range for activating...Ghostface and Myers can both stalk from 40m away, so they can quite easily be out of Spine Chills detection zone.
But they were in the spine chill range cause the perk was lit, but there wasnt a speed buff as they were stalking unless they saw the entire body is that intentional? ie being 12 meters away but are only seeing as much of the body needed to stalk and the speed buff not triggering
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LOL so they are incentivizing longer wait times oof.
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Toxic Archives being made. Examples
Survivor- Stun/blind the killer x times in a single trial
Finish generators in the killers terror radius
UNHOOK SURVIVIORS IN THE KILLERS TERROR RADIUS.
or for killer
Hit 2 survivors with corrupt purge in a single breath twice in a single trial just pushing people to face camp to get the stupid challenge
Sacrifice 2 survivors during end game collapse in a single trial.
Like why the hell do they take the things people get pissed about and make them into a challenge.
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@TruEternity said:
https://forum.deadbydaylight.com/en/discussion/comment/3057966#Comment_3057966
And guess what, they didn't change the healing speed!
Agreed like if its an issue just revert the change. It wasnt a meta perk before and now its gonna see even less use because you cant bring it in risk that you need to grab a med kit. Like why not just make it the same instance as We'll make it and have the speed not effect you (still a nerf but not as bad) OH right because of self care.
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@loothound said:
- From the PTB notes:
- If the character has 70 or more Perks unlocked (Counting each tier of a perk separately):
- 1 level for 70-119 Perks
- 2 levels for 120-169 Perks
- 3 levels for 170-219 Perks
- 4 levels for 220-269 Perks
- 5 levels for 270-319 Perks
- 6 levels for 320+ Perks
You sir or madam are amazing
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/3023832#Comment_3023832
They get incresead lunge based on speed with the exception of bloodlust boost. It should be on the wiki as well in the bloodlust or lunge section.
I am not seeing that, but I could be wrong and so can the wiki as i have seen mistakes before. I didnt take into account play with your food anyway which has around the same increases as bloodlust so there is a bit more range there but it doesnt change the numbers that much





