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@Hoodied said:
I would think that a community manager would say something about it @Science_Guy and @TAG, but they did not so I just rolled the dice with this
Unlikely they would say anything without properly assessing and dealing with the situation first, assuming they'd say anything at all.
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There's no way they don't know about it by now.
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@HeroLives said:
I want this to be real, I want it to be real so bad
It is. The perks were discovered in KYF by console players
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There's no way the devs are going to officially comment on the balance of leaked content, let alone leaked licensed content
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@scerckan said:
git gud dude, ruin got buffed and you don't see survivors making threads about it
I don't consider Tier 1 and 2 perk buffs terribly relevant. Tier 3 is almost always the only one that really matters (the only arguable exception are Distressing, Discordance, and pre-2.6.0 Hex: Devour Hope).
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Supposedly the perk is playable in console KYF currently, so maybe we can let console players get a feel for it first to see if it seems balanced or not?
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@RSB said:
https://forum.deadbydaylight.com/en/discussion/comment/372522#Comment_372522
The problem is the "Hit & Run" tactic just does not work properly. Downsides from being under the effect of vomit is so small, that survivors don't feel the need to use fountains.
The only possible way to play her without being literally cucked was holding the power while patrolling the map, implementing broken on the survivor and hitting him. She was very loopable then and is more loopable than ever now.
These are kinda my concerns. If the buffs were meant to alleviate people's concerns, the one nerf reallh risks undoing all that.
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Not as impressive as the time where a random nobody on Twitter asked Harada for Negan as a DLC character for Tekken 7.
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@Watery said:
This is likely going to be a pool perk— they mentioned they were incorporating new pool perks in previous live-streams. This may be a ploy, however, I too will keep my hopes up.
What's a pool perk?
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@Plu said:
Wait they "nerfed" the plague? I believe she moved in full speed when holding her...puke on the PTB,right?
Correct; she apparently no longer moves at 115% while holding in her vomit.
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I'm guessing with how they nerfed the speed while holding it and buffed the speed while charging it, the intent is to make the vomit more of a "charge and fire" rather than a "charge and hold." My question is if that is a worthwhile exchange, and my concern is that the change will actually bring her more in line with Leatherface (for worse).
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@deathsia said:
https://forum.deadbydaylight.com/en/discussion/comment/371755#Comment_371755
I DO!!! But 9 times out of 10 will lunge anyways!
"9 times out of 10" is a likely sign that you're doing something wrong.
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If I'm being honest, I'm more interested in making the Nurse more, shall we say, "playable" on consoles than stronger or weaker persay. Yes, I know some people have been able to manage her well on console, but I think it's safe to say that the differences between PC and console affect her far worse than any other Killer.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/363390#Comment_363390
Is that the purpose of blood webs @TAG, being a grind
Somewhat, but having too many perks (each with 3 levels) arguably ends up pushing that grind to an unacceptable level.
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Either the Doctor's Hwacking Stick (the electrically charged variant) or the Plague's Censer. Also, the propane tank.
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Basekit BT seems a bit crazy to me. Even if it's like the older BT that still counts down, and especially if there appears to be no duration for the BT effect.
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The shark from Jaws.
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@pemberley said:
https://forum.deadbydaylight.com/en/discussion/comment/370165#Comment_370165
Survivors surviving is not a given. That’s part of the appeal of horror movies - you watch the killer rampage and you’re not sure if your favorite character or anyone at all will make it out...but you do know that the killer has and will kill.
Moris are fine but if you want to “nerf” them, the only acceptable “nerf” is making moris part of the base gameplay but you can only do so on a would be 3rd or final hook. That’s more than fair.
If you don’t want to deal with dying in a horror game that has Michael Myers and Freddy in it...you’re either extremely entitled or you don’t know or care about horror. Moris are fun for everyone! I love doing and getting moried. But hey, I might just be old fashioned where I think horror is supposed to mean something for the survivors.
Uh, I very highly doubt everyone will agree with you on the "Moris are fun for everyone" simply because you enjoy getting Mori'd. :P
Also, one thing to keep in mind: This is not a horror movie. It's a horror video game. A multiplayer one, at that. Game balance comes first.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/369432#Comment_369432
Hence why it would need play testing. Maybe it requires 2 survivors to die. Maybe the totem is hidden to the Traitor (thus they don't know which to body block). There are solutions we just need to test it and work out the kinks.
Simply put, I think this idea is in one of those awkward positions where it's super difficult, if not impossible, to balance the idea without making it too strong or too weak. If you make the deal sweet enough that the would-be Traitor would take the deal, you risk giving the Killer too much momentum all at once. If you deliberately try to keep things in check to prevent that from happening, you eventually just end up with a bad deal that no Survivor would want to take.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/369420#Comment_369420
Because if you're not ratting out other survivors they do gens and escape. Yea they are handicapped by you not doing gens, but it seems like more of a risk to not be actively trying to get them killed as opposed to waiting and just hoping they are bad enough/killer is good enough to kill them.
Guys you have to consider most of this stuff needs play testing to iron out the kinks. Maybe the Traitors collision could break when within X range of the totem to avoid body blocking if it's an issue. You guys are way too focused on the minor details and not looking at the big picture.
I do not agree with your assessment. It only takes one Survivor dying to prevent the Totem self-destructing, which should not be the hardest thing in the world if the Killer now only has to worry about three Survivors. Try to estimate the percentage of games where a Killer does not kill any Survivors vs. the percentage of games where a Hex Totem manages to last the whole game without getting cleansed. To me, it seems like a no-brainer to choose to guard the Totem. As far as changing the collision of the Traitor, perhaps I could be wrong, but it seems like it would be more trouble than it would be worth to implement such a thing.
I believe this idea is really cool on paper but problematic in execution.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/369355#Comment_369355
See the updated OP. If they just stand there and do nothing all game and the other 3 escape, the Traitor dies. If you just sit there and block the totem (which can only happen in some spots BTW) then you are just going to die at the end of the game.
I'm not following this logic. By the Survivor simply accepting the offer and jettisoning themselves from team Survivor, the Killer's job is suddenly made a fair bit easier. The Traitor not doing anything does not mean the Killer has a harder time getting the job done. The Traitor can try to aid the Killer through sandbagging and stuff, but why would they if it would risk leaving the Totem unguarded? They are better off protecting the Totem and risking death through a 3-man escape than aiding the killer and risking death through Totem cleansing.
Also, "some Totems being made completely inaccessible through Traitor bodyblocking" is still not good gameplay.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/369326#Comment_369326
Then the other survivors should just act like they are a man short, which is how it supposed to work. A smart Traitor wouldn't give away both the totem location and the fact they are a Traitor, especially with the new last rule that says they will be killed if everyone else escapes.
Again it's the whole point of the perk to disrupt the normal survivor/killer dynamic.
Also increased aura reading to 20 seconds to make it that much more powerful.
Why would a Traitor care at all about giving away the Totem's location and their Traitor-ness if they can just bodyblock the Totem?
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/369308#Comment_369308
Originally I wrote it as such but it was a full paragraph. Just saying "they can't die" isn't specific enough because how do hooks work? Dying state? RBT? That's why I wrote it that way.
And if the Traitor body blocks the totem then they aren't doing anything else of importance. Their goal should be to get all the other survivors killed.
If they're body blocking the Totem, the Survivors now have one less player assisting them and must now deal with a Killer who can now spot anyone hiding nearby. If the Traitor legitimately teams up with the Killer, the Killer just got a massive shift in momentum that the other Survivors really can't do anything about because bodyblocking. That doesn't seem like good design to me.
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"*The Traitor is able to fully recover from Dying State and the bleed out timer will never expire.
*The Traitor cannot be killed by mori.
*The Traitor's Reverse Bear Trap timer will never expire and the trap will not activate at the Exit Gates."
Can't all of these be combined into a single "The traitor cannot die or be sacrificed?"
Also, I do have to ask: What stops the Traitor from body blocking the Totem? You can't exactly say that they're griefing their team if they're now being branded a "traitor."
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This is me being cheeky more than anything, but last I checked, there wasn't a Survivor perk that instantly removed a Reverse Bear Trap when the Exit Gates were powered. 😉
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/367722#Comment_367722
This is NOT bannable, look at @TAG's statement for clarification.
https://forum.deadbydaylight.com/en/discussion/comment/367762#Comment_367762
I'm pretty sure OP's scenario is different because OP is using his build to simply trap Survivors and make them think something is wrong because there is nothing in the way but they can't leave. That would be preventing the game from ending, would it not?
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/367762#Comment_367762
Preventing team from being able to unhook.
Is it preventing intended game mechanics?
Is it not akin to face camping to prevent the unhook?
It's literally preventing the other 3 from even ATTEMPTING to unhook. Its bullshit and we all know it.
Preventing the team from unhooking =/= preventing the game from ending. The devs draw the line at preventing the game from ending, it would seem.
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I don't think it's OP (even if it is a pretty big feelbad when it they time the last gen pop just roght), but I think it's dumb as hell that it wakes up a sleeping Survivor.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/367766#Comment_367766
Arbitrary. The goal of this thread was to establish a goal not to propose a specific change.
AH. I misread the title as "short changes are better for the game". My bad.
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...so...what is the change?
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/367726#Comment_367726
Unfortunately, yes. They dont count PREVENTING PEOPLE FROM UNHOOKING AS INTENDED, as body blocking. Somehow. In some twisted logic.
Logic is simple: "Does the killer body blocking prevent the game from ending (barring disconnects)?"
If yes: Bannable
If no: Not bannable
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Nope. Same goes for if you trap someone with an active RBT. It's only bannable if sealing off the exit actually prevents the game from ending.
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@No_Mither_No_Problem said:
https://forum.deadbydaylight.com/en/discussion/comment/367292#Comment_367292
So it’s only stronger than it was before at 4 and 5 gens completed, which, at that point, either one or both of these things has most likely happened:
- You’ve broken most of the pallets.
- You’ve basically already lost.
So the point at which it’s at its strongest is the point at which it’s useless, meanwhile, its early game is still weaker than before while its mid-game remains the same.
I’m sorry, but that’s still a nerf in my eyes.
It was strengthened in 3/5 levels and nerfed in 1/5 levels. That's overall a buff.
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Lol, the thread about Xenomorphs gave me a terrrrrible idea for a Predator perk (Predator as in the alien hunters from the franchise with the same name, not the Wraith perk Predator):
Thermal Detonation (Killer Perk)
When the Exit Gates are powered, this Perk activates. After 80 seconds, all remaining Survivors in the trial are killed. The timer is paused while a Survivor is in the Dying State or on a Hook. The timer is also paused if a Survivor is performing an action other than healing, sabotaging, opening an Exit Gate, searching a chest, or cleansing a Totem. When a Survivor is unhooked, the timer is increased by 15 seconds.
("Actions" in this case are anything a Survivor can do that involves a Progress Bar. Actions that pause the timer include: Escaping a Bear Trap, Snapping Out of It, Waking Up, searching a Jigsaw Box, Mending, and Using a Fountain. Basically, any action that is generated from a Killer's Power [and Borrowed Time, due to a technicality].).
How many dozens of stars out of five is this idea worth? ;)
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Reminder that according to the Q&A, devs are toying around with the idea of nerfing insta-heal (which I imagine includes Adrenaline).
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This perk is less novel now that we have Head-On, but eh.
Trap Door (Survivor Perk)
When you exit a locker, it becomes Trapped. Trapped lockers will be highlighted by a white aura that is revealed to all Survivors within an 8 meter range. The next time the Killer opens that locker, if there is no Survivor inside, the Killer is blinded for X seconds.
This effect applies to the last Y lockers (not sure if it should apply to more than one locker or not) you exit. After the Killer is blinded by a Trapped locker, all Trapped lockers reset (including lockers Trapped by other Survivors).
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@Ihatelife said:
https://forum.deadbydaylight.com/en/discussion/comment/367410#Comment_367410
Tier 1 at live version has 15% of stackable bloodpoints to maximum 60%, on ptb it has 25% stackable bloodpoints to maximum of 50%.
Tier 2 at live version has 20% of stackable bloodpoints to maximum 80%, on ptb it has 25% stackable bloodpoints to maximum of 75%.
So you get less bloodpoints about 10% on Tier 1 and 5% on Tier 2.
On the DBD wiki, it does not show any changes to the BP with the upcoming 2.6.0 changes, so if there is something in-game indicating this change, I would not know.
@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/367402#Comment_367402
but isnt it a bad idea to tunnel the trapped survivor?
if you'd go for a different one, you'd have one getting rid of the trap, one on the hook, one in a chase and one going for the save. thats much more efficient id say...
The idea isn't necessarily to tunnel them so much as just keep tabs on where they are headed. You can use your judgement to decide if maybe they're close enough to timing out that you can harass them and ensure the RBT kill or if you think they are due to get the trap off on the box they are going to and ambush them from there (ambush them as in cut them off, not ambush as in actually use the Pig's crouch attack).
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@KingB said:
@Ihatelife Yes it's stupid. They've nerfed the aura reading for the past like 4 patches, then nerf the bp under the guise of making the aura reading have a bigger range?
Forgive me if I missed something, but how did they nerf the BP of BBQ? I thought the only thing they changed was the aura reading distance?
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/367355#Comment_367355
you did notice that they heavily nerfed 3 out of the 4 available killer emblems, right?
and yes, i only use the perk, since i get ~60k points with it in a round. billy is the only killer that i can actually get a use out of the aura aspect.
I would argue Pig can get some use out of the aura to track people with Reverse Bear Traps. Definitely not on the same level as someone like Hillbilly, but I think it's something.
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@No_Mither_No_Problem said:
I’m not sure which is worse: The fact they nerfed Thanatophobia, or the fact they nerfed Fire Up.
According to the Q&A, they changed the numbers for Fire Up from the PTB so that each token adds 4% instead of 3%. Now, it's only a nerf on 2 tokens (10% to 8%), unchanged on 3 tokens (still 12%), and a buff on 1 (0% to 4%), 4 (14% to 16%), and 5 tokens (14% to 20%).
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It seems weird to me that Level 3 Distressing is now worse than Level 1 in a vacuum (certain mechanics are better with the Level 3 version, but in a general sense, Level 1 gives you less of a TR increase but the same BP reward, if I am understanding it correctly).
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I count opening every chest on the map a win. For some reason, I can never seem to win as Killer.
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Didn't the Q&A say that they were changing the values so it caps at 20% now instead of 15%?
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/365200#Comment_365200
I don't see why that seems like a stretch. The queen in Aliens was able to tell them to back off when they could've killed Ripley - and they really wanted to kill her. Also, a Xenomorph is a "perfect" creature, literally designed to kill. I don't see why She wouldn't bring one in.
Because it seems very odd that a Xenomorph would somehow be compelled to use a considerably less convenient method of trapping people. What stops them from getting suspicious, especially when the Entity is known to not be able to perfectly replicate things?
And that's just it: a Xenomorph is a creature. The Entity don't play dat. It corrupts people into madness, despair, etc. and then lures them into the Entity's realm from there to make them into its Killers because the Entity feeds off that. There's nothing to corrupt from the Xenomorph because everything it does is just survival instinct. They do what they do to survive, reproduce, and serve their queen. They're basically bees.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/365182#Comment_365182
Xenomorphs also obey their queen without question, and we already know the Entity is capable of shapeshifting. It wouldn't take much to pretend to be a queen to which it'd have to obey.
This seems like a pretty big stretch to making the Xenomorphs do something like that. Plus, I could be mistaken, but I don't believe we've ever seen the Entity take the form of a living thing (I don't believe the Crows are actually the Entity taking the form of Crows, and I know Maurice the horse is actually a real horse that belongs to the Clown).
It also still doesn't address why the Entity would bother bringing in a random Xenomorph into its domain.
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/365075#Comment_365075
That still makes sense from a gameplay perspective, though. Failing a skill check at a Jigsaw Box is the one time when failing skill checks can literally instantly kill the survivor. It would be pretty OP if Lullaby affected that. I've seen survivors fail every single gen skill check when Lullaby is active. Personally, I think fun gameplay mechanics are more important than consistency. Lullaby on Jigsaw Boxes wouldn't be fun for anyone, because it's not like the killer is actively involved in that aspect, only the survivor.
It is still an inconsistency that is not addressed. And I'm not convinced that it would be OP. Survivors who are halfway decent at Skill Checks can already work through Huntress Lullaby in its early stages, and the fact that it's a totem means it can be neutralized before it becomes too much of a problem.
I believe these sort of inconsistencies are bad game design choices that will inevitably lead to bad gameplay. If they don't want Huntress Lullaby to affect Jigsaw Boxes, they shouldn't design them in a way that would make one mistakenly assume it would work, especially when another Skill Check perk DOES AFFECT JIGSAW BOXES. Same goes for something like Enduring only working on one Stun Perk but not another.
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@AshleyWB said:
@TAG Why does the alien put survivors on hook?
They've been impregnated with a baby alien. Timer similar to hook timer except no escape from hook by yourself.
The hook is used to pin the survivor up so they can have the facehugger burst out and slow down other survivors to give more resustance later in the game.
Alien might start really weak but as each survivor dies the face hugger minions force survivors to avoid both encounters as best as possible.
Facehuggers patrol nearby areas where the corresponding survivor died. They jump onto the survivor once found and force a struggle which consists of multiple skill checks which temporarily disable the facehugger once completed.
Missing a skillcheck gives off a notification to the killer. Missing also results in acid being spat onto you making your trail be sensed by alien. (Like bloodhound but yellow acid color)
Alien would be a good addition.
Xenomorphs can already cocoon people without the need of a hook. It wouldn't make sense for a Xenomorph to need to hook people.
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/365044#Comment_365044
Yeah, but they can treat it like it has meaning if they so choose.
But okay, if consistency is what's important, then Enduring should affect neither perk. I think it's better that DS be useful for survivors than killers be able to recover quickly from a stun from a meme perk like Head On.
That wouldn't make it not an inconsistency. That would make it an inconsistency that devs are just ignoring.
I don't necessarily mind them making it not work on perks (though if that were the case, they should definitely update the text on Enduring to reflect that), but it should either uniformly affect all stun perks or none of the stun perks. None of this "Huntress Lullaby doesn't work on Jigsaw Boxes" BS.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/365050#Comment_365050
Since the game launched, I've heard reports that it sometimes glitches and instead places you right next to the killer. Hell, I've experienced it myself many times, on both sides.
If that is true, I would say the solution should be to fix the offering as opposed to outright remove it.
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Fogs I'm okay with seeing go. Shrouds I'm not so sure. At the very least, I think the one that lets you start as far from the Killer as possible does what it is supposed to do and should stay.