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Stupid question: Does Dark Devotion cause the Survivor carrying the Terror Radius to be affected by whatever abilities and whatnot care about Terror Radius (in addition to any other Survivors within that fake Terror Radius)? Like, say, Unnerving Presence? If so, might be funny in the Meme Skill Check Pig build.
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"Death Traps are not designed to kill."
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/348077#Comment_348077
Think of it like this: the fountains don't "heal", they cure you of a status effect. Curing you of the status effect also happens to heal you if you're injured, but the interaction's primary purpose is to cure you of the status effect.
I guess what throws me off is the idea that because it does something else in addition to healing (even if that other thing is the intended/primary purpose), the fact that it recovers health states is no longer relevant in the eyes of healing perks. When "Snap Out Of It" was no longer considered a Healing Action, it made some level of sense because it wasn't an action that recovered any health states; it simply lowered Madness states and removed some status conditions. Same goes for Mending: it just removes a condition/penalty and does not recover a Health State. But then we have this fountain that DOES heal a Health State (in addition to curing one of the sickness); it seems like if anything would demonstrate what is properly considered a Healing action and thus a candidate to be affected by Perks that care about Healing, it's this.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/348070#Comment_348070
But mending doesn't actually heal, it simply cures you of a status effect (Deep Wound). If anything, that just supports my hypothesis that the fountains will not be affected by healing perks.
I don't follow. Mending is not affected by healing perks because it doesn't actually heal from a gameplay standpoint, but drinking from the fountain actually heals, but it supposedly wouldn't count because the character is cleansing with water as opposed to physically healing their wounds. That sounds like applying two different standards to why each one would not be affected by healing perks.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/347412#Comment_347412
The action, in practice, is either drinking the water or cleaning yourself with it. That's not healing per se.
I'm pretty sure "healing action" refers to a mechanical game action and does not refer to what the character is literally doing; otherwise mending would be considered a healing action. :P
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@Blueberry said:
I agree with any others. It has potential but that all depends on how long it lasts. It needs 1 min at minimum just to even be considered. 1:30-2min we start to look possibly good. I feel we'd be lucky to even get a minute on it though.
From the look of it in the stream, I think it's going to sit at one minute.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/347520#Comment_347520
Based of what dave said on Twitter "it damages you to injured" I believe becoming fully sick while injured does not down you.
That is a reasonable assumption to make, and indeed correct based on the edited OP.
@Okapi said:
If that last fact is not a joke... oh boy the memes will flourish like crazy. 😂
MONTEZUMA'S REVENGE
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@Fenrir said:
So if i understand you have to collect blood from the fountains as a killer to make your vomit lethal so im geussing if you hit or miss a survivor your lethal charge is up and have to make a surv sick again and repeat the process that seems like a time wasting ability for the killer
It's also possible that your supercharged vomit is more of a time-based thing like Myers's insta-downs rather than a one-time-use. Can't wait for the PTB to clear stuff up.
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Just for clarification: If someone is already injured (or Broken) when they hit peak sickness, will they take damage and go into the Dying state, or will they remain in the Injured state and just be broken (or remain unchanged if they're already broken)?
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This seems like the most likely answer. When they're talking about the Plague's Incense Burner, we see the timer on the Tier 3 version of the perk running, and it fills up about a quarter of the way in about 15ish seconds, so 60 seconds seems like a safe bet for Tier 3.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/347152#Comment_347152
Well, the fountains are supposed to cure you of the plague. Healing is just a side-effect. How's that?
Bleh, I'm trying really hard to find the devs' word regarding the definition of a "healing action," but I'm struggling. My point is that if "an action that heals a player one or more health states" is not a specific enough description for what is considered a valid parameter for being affected by healing perks, then what is?
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From the look of it on the stream, assuming I'm understanding what it does correctly, it seems like it would last at least 60 seconds at Tier 3 (it looks like it took a shade under 15 seconds to go from a sliver of red to a quarter of red).
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/347073#Comment_347073
My guess is no. It's not a healing interaction per se, it's just an interaction that also happens to heal survivors.
Forgive me if I find that to be exceedingly arbitrary.
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Alright, I'm gonna be the one to ask: If the Fountain outright heals Survivors, does this mean it is affected by perks (both Survivor and Killer) that affect healing?
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Thoughts? I think it will be interesting.
Before going down, you'd jump in a locker and wait a whole three seconds to try and get the jump on the Killer?
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@Knuckles said:
Let's go all out FPS and give her a reticle for aiming her throws...not
I'd be for a small, simple reticle.
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I'm pretty sure the devs will be able to separate lag from cheating.
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@deathsia said:
https://forum.deadbydaylight.com/en/discussion/comment/345243#Comment_345243
Assuming I believe you for five seconds:
You play the freaking pig only! They already have a short enough height that the crouch bodyblocking doesn't work so of course you would have no idea how this exploits a taller killers cone of view.
Oh and I suppose I should also mention that IN ORDER TO HIT A SURVIVOR CROUCHED IN FRONT OF YOU you have to tilt your camera down so you're looking at them or your swing will ALWAYS WHIFF!
If after hearing this you STILL believe this form of bodyblocking isn't reportable then just don't bother replying because I am not wasting anymore words on you.
I mean, I don't see why you wouldn't believe me, but if you want photographic evidence, I can give it to you.
I can hit bodyblocking Survivors with other Killers too, you know. It's called "looking down" when I noticed I hit something seemingly invisible. That's something worth reporting?
You should try reporting someone for bodyblocking you in the way that you describe and see what the devs say. I guarantee they will tell you it's not a reportable offense.
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@deathsia said:
https://forum.deadbydaylight.com/en/discussion/comment/345207#Comment_345207
I would of replied to your post but that would have been three posts in a row by me alone so let me explain now:
There's a key difference between a survivor running in front of me to bait me into a swing and CROUCHING DOWN OUT OF MY SIGHT AND CRAWLING IN FRONT OF ME SO MY POINT OF VIEW DOES NOT SEE HIM in an attempt to halt me in my tracks and make me go"Why the hell am i not moving?!" for a few vital seconds until i realize what's happening.
When I talk about bodyblocking, i'm not talking about those guys who employ legit deployment strategies to bait me into a swing I'm talking about those bastards i just mentioned in all caps!
Oh, but let me guess... that's a "legit tactic" too right? Fuicking survivor mains and their double-standards... "You're not allowed to hit me when i'm yanked off a hook until I'm fully healed and if you down me because I was unskilled enough to not lose you without pallet looping then then your a POS tunneling killer! But me crawling out of your cone of vision to stop you dead in your tracks is perfectly fine!"
One, that's not a reportable offense either. The devs have explicitly stated that the only time a Survivor bodyblocking is a reportable offense is when a Survivor does it to another Survivor to prevent them from moving and either allowing the Killer to just get them or to hold the game indefinitely (though the latter would most likely require teaming up with the Killer, which is its own reportable offense).
Two, I BARELY play Survivor. In fact, 90% of my games these days are as the Pig. Not even Killer. The Pig specifically. Why do you think most of my topics are about the Pig?
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@deathsia said:
It's obvious that everyone read the OP and ignored all other posts so I'm not going to bother explaining it again if you aren't going to bother reading other posts because if had it would have already been explained!
It's pretty obvious from my previous post that I didn't only read the OP.
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I still want to try the Judith's Journal + Tombstone Piece build for Myers and see how that fares against multi-DS teams once the new DS comes out.
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This game is really bad at handling stalemates.
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@BACKSTABBER said:
https://forum.deadbydaylight.com/en/discussion/comment/344882#Comment_344882
Woah u started to get it! Congrats
More perks = more choices to the point it will be impossible to make a complete build, frustrating
Why is that a bad thing?
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@BACKSTABBER said:
https://forum.deadbydaylight.com/en/discussion/comment/344874#Comment_344874
Partially, is an example
Your example doesn't demonstrate anything about the dependency of perk slots and # of perks in the game. At best, it demonstrates that as more perks are added to the game, choices will have to be made with regards to which direction you want your character builds to go and which perks are the best for that goal. And you have certainly not demonstrated that that is a bad thing.
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@BACKSTABBER said:
https://forum.deadbydaylight.com/en/discussion/comment/344850#Comment_344850
I don't buy it @TAG also
The number of perks it is directly related to the number of slots
I can get better builds with new bigger combinations of perks currently can't, and will be bigger with the increase of perks
Example 1: now you have unnerving presence + distressing like a typical dual combo, as typical dual combos there are many others. With the new perks more combos will appear making no room for the essentials
Example 2: in 5yrs you will have 20 perks for building a sprinter build vs the 7 you have now, logic
Example 3: new perks bring new needs, for instance, new perks to fight back, steal items, craft items.. will make impossible to combine enough of them for a build with just 4 slots
I dont know why I need to explain this so much, for me its clear as water
What you are arguing in this post is that more perk slots would lead to more powerful builds, not that the number of perk slots and the number of perks in the game are directly related.
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Look, you need to actually have a good reason for making fairly fundamental changes to the game, as well as be able to demonstrate that such changes will not have significantly negative consequences. Instead, you seem to just be adamantly declaring that it should happen and things will be fine, but when asked to defend your stance, you seem to repeatedly fall back on "Look how many perks we have now! Isn't it crazy that we still only have four slots?" And if someone says "...No.", what rebuttal do you have beyond "Yes."?
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@BACKSTABBER said:
https://forum.deadbydaylight.com/en/discussion/comment/344836#Comment_344836
I paste it again:
DbD was born: have 7 choices for a second chance build to place in 4 slots
In 5 years: have 17 choices for a second chance build to place in 4 slots!!?!!?
How does that demonstrate dependency?
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@BACKSTABBER said:
https://forum.deadbydaylight.com/en/discussion/comment/344828#Comment_344828
It is totally dependent:
DbD was born: have 7 choices for a second chance build to place in 4 slots
In 5 years: have 17 choices for a second chance build to place in 4 slots!!?!!?
Where is your proof that it is dependent? Source? Dev statement? Anything that is more than just you declaring that it is?
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@BACKSTABBER said:
https://forum.deadbydaylight.com/en/discussion/comment/344822#Comment_344822
Dude repeat high school
I'm not following your logic. Sure, there were X perks and Y perk slots at the start of the game, but nowhere has it been demonstrated that the number of perk slots for a character was dependent on the number of available perks in the game.
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@BACKSTABBER said:
https://forum.deadbydaylight.com/en/discussion/comment/344814#Comment_344814
For the 90th time
1. When DBD was born we got X perks and X slots
2. Now we have 7X perks but NOT 7X slot (equivalency fail)
3. In the 5th year with exactly 122 surv perks we cant have X slots (equivalency epic fail)
4. I bet all of my money we will have more slots when reach 122 perks (signed on 3rd March 2019)
But you haven't proven that X perks and Y slots are mathematically linked to each other.
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@BACKSTABBER said:
https://forum.deadbydaylight.com/en/discussion/comment/344811#Comment_344811
U fail to get the point and surrender to maths equivalency
Please elaborate on what "maths equivlancy" is.
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@doggieman said:
The camera is at her height is it not? Raising the camera would mean making the killer taller.
Apparently it's not. At least, not while she's crouching.
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@BACKSTABBER said:
https://forum.deadbydaylight.com/en/discussion/comment/344792#Comment_344792
Your argument is weak af, just saying is not going to be is just spamish
"It's balanced because everyone can do it" is a really weak argument.
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@BACKSTABBER said:
https://forum.deadbydaylight.com/en/discussion/comment/344755#Comment_344755
Of course this will not since everyone has the same opportunity to counter with same number of perks
Maths is an exact science, and 122 vs 4 will make increase the number of slots by common sense
Otherwise, you simply cannot enjoy the game enough as you could with just a choice of 4 vs 122,
Time will aknowledge me if DBD lives 5yrs more in some moment
Just because everyone will get 5 perks does not mean that the balance will not be damaged/broken.
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@BACKSTABBER said:
https://forum.deadbydaylight.com/en/discussion/comment/344742#Comment_344742
When u have 122 surv perks in 5 years, then you can still have playstyle builds of 8 perks,
do you understand how big number is 122 vs 4?
In order to make a compelling case for raising the number of available perks, I'd say you have to successfully argue that the game's balance would not be damaged/broken by adding more perk slots.
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@BACKSTABBER said:
https://forum.deadbydaylight.com/en/discussion/comment/344673#Comment_344673
You dont get it
when we got in +5 year 122 surv perks (exactly, yes), do you still wanna choose just 4????!!
to show it more grapically, choose only 4:
I'd pick the first knife, the first spoon, the first fork, and if I needed a fourth, the cake cutter in the middle of the bottom row in case there's cake.
That was easy. What was the point of your comparison?
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Just my opinion, but I don't think Killers should be able to get by easily without using add-ons (except for really low in the ranks where the newbies are). They shouldn't be obligated to use only the high-rarity add-ons or very specific ones if they don't want to suck, but I think they should feel like they're at least somewhat at a disadvantage if they go without add-ons. Kinda like a hard mode.
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@deathsia said:
https://forum.deadbydaylight.com/en/discussion/comment/344253#Comment_344253
Body Blocking is a reportable offense in game so don't even try that one. Hell, I bet you already knew this but you don't care you just want to troll the ######### out of me. Also, is that image your go to insult for players you think suck? If so, you gotta get better material because frankly, its just pathetic.
Secondly, the devs have openly stated that pallet looping is heavily frowned upon in their eyes. The only reason it hasn't been patched out as with many other OP advantages survivors have is that you all would riot till they were put back in and they know it so they left it in to avoid unnecessary drama.
Thirdly, I'm rank 11 so yes, I do know how to deal with ######### like that, that is unless you still wanna call me a nooblet for some stupid reason(what am i saying, of course you will because you have nothing better to do.)
Bodyblocking is not a reportable offense.
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@HatCreature said:
There has been a bug going around where the ''grab'' doesn't register and instead gives you a basic attack but it's mostly been for Gens and windows.
It also happens for Hooks. I've definitely had my share of the grab animation starting while they try to rescue someone and then half-way through just suddenly changing to a hit.
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@Luigifan64 said:
https://forum.deadbydaylight.com/en/discussion/comment/344036#Comment_344036
It wouldn’t be 32 seconds in chase, I apologize that I didn’t preface this in the OP earlier, but Vigil would also bring back the old exhaustion status. That being the exhaustion timer doubling when you’re running. I’m sorry, that was just information that I had in my head that I forgot to specify in this post.
Ah-ha. There we go. Hm, that would mean that it would take 64 seconds to recover from Exhaustion if you are being chased by the killer from the very start. That would basically mean that your Tier 3 Exhaustion perk is effectively treated as a slightly worse Tier 1 Exhaustion perk (since the 20% would make it take 32 seconds to recover, but being chased would double that to 64 seconds) but with the advantage of being able to recover from Exhaustion in a chase.. Obviously, they had to nerf Exhaustion for a reason, buuuuuut on the other hand this DOOOES eat one of your perks. Is that a balanced trade-off? Hard for me to say.
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@Luigifan64 said:
https://forum.deadbydaylight.com/en/discussion/comment/344033#Comment_344033
Oh, sorry, I thought you were referring to the current Vigil, not to the idea I proposed.
Ah, okay. Yeah, I'm referring to your Vigil idea. The upside to recovering from Exhaustion while in the middle of a chase seems really big to anyone who is good at being chased.
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@Luigifan64 said:
https://forum.deadbydaylight.com/en/discussion/comment/344014#Comment_344014
So you’re saying you’d rather run the current Vigil over SC, Lithe, BL, Dead Hard, Prove Thyself, Deliverance, UE, Q&Q, BK, Unbreakable, etc. etc. Vigil’s usability is very limited, and no, only reducing 8 seconds of exhaustion while outside of a chase is not worth it, not to mention the 20% decrease just has a small effect on any of the killer addons that actually get used (mainly the mangled ones). It also doesn’t help against exhaustion addons that much because of how busted they currently are, a common huntress addon can completely disable a perk because you no longer can recover exhaustion while running. There are way better, more effective, and more fun perks to run over Vigil, so yes it would be sacrificing a perk slot for it and for the buffed version I proposed. It needs a buff, along with all of the Nightmare on Elm Street perks because they all suck and need more care and love put into them.
Over Lithe, Dead Hard, and the other Exhaustion perks? No. With? Maybe. Also, what do you mean "while outside of a chase?" Vigil as you have written it allows a Survivor to recover from exhaustion while being chased by a Killer.
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@Luigifan64 said:
https://forum.deadbydaylight.com/en/discussion/comment/343305#Comment_343305
Other abilities meaning what? If you’re referring to it’s ability to decrease satus effects by 20% then that would just be what the perk currently is. It would be sacrificing a perk slot because you’re using it over more viable perks (even if it did have its buff).
I wouldn't call it "sacrificing a perk slot" so much as just "using a perk slot". And by reducing 40 seconds of Exhaustion cool-down outside of a chase only to 32 seconds of chasing, I'm not sure it's as much of a "sacrifice" as you think.
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I'm for it.
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@Bravo0413 said:
https://forum.deadbydaylight.com/en/discussion/comment/342819#Comment_342819
The box isnt decided while being searched the right box is chosen as soon as the trap is placed on the survivors head sooo
True, but the intent of their post is pretty clear regardless. :P
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@The_Crusader said:
This is about hatchets? I thought it was about the totem.
Might as well have big neon signs pointing towards it just in case the survivors somehow miss it.
It's almost definitely about the Hatchet because Tru3 immediately commented on the Hatchet collision when that happened.
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Same answer as in the other thread: First Jigsaw Box is a guaranteed fail for Survivors as long as there are at least 4 Jigsaw Boxes in the trial.
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@Speshul_Kitten said:
You’re telling me you can’t find one single survivor? All this effort you could’ve pushed them out the gates already.
Push them out the gates how, exactly?
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@Unnamed_Freak said:
I would decrease the probability to remove a RBT on the first and second boxes to 0%, that would allow Pig to create more pressure.
First box? Absolutely IMO. Second box? No. I'd rather not create a 50/50 lose scenario for Survivors like with Amanda's Letter.
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Oof, that is a tough one. It's gonna be Pig-related, obviously. I would LIKE to see the RBTs kill on the Hatch, but I think that would also require adjustments that would fall outside of the "Buff exactly one thing" parameter. Same goes for "make Rules Set No. 2 base kit for Pig" because that would require changing the add-on itself.
So with that in mind, I'm gonna go with the following:
Buff the Jigsaw Boxes so that a Survivor can never find the key in the first box they search As long as there are 4+ boxes in the trial (Ideally, I'd want Amanda's Letter to be buffed to remove the trap/box penalty and prevent this interaction, but since I can only choose one, I'm adding the min. box # provision as a work-around. ;) ).
