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No. It's just a fun little collaboration similar to the one with Crypt TV.
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Multiversus :P
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They didn't bring back Clown's turbo jiggle.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/3067171#Comment_3067171
DBD videos often are unconvincing, to be honest.
Yeah, tbh I can't really disagree with you there.
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Not saying yes or no with regards to whether this will be problematic down the line, but with all due respect, this was a very unconvincing video. This guy got three Traps on by the time the first gen popped (technically two, but the third was put on very shortly after the first gen went) on THE GAME. With one person getting a free hit from being AFK and then going down while wasting a pallet in the process. One person tried to hide despite having a blood trail leading right to them. Good Survivors these were not.
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It's kinda weird that according to the new system, the only Killer of mine who would gain any prestige levels is the Pig, and she'd only gain two according to the UPDATED system. This is despite the fact that outside of leveling up other Killers for perks she is basically the only Killer I've played since launch. Guess only playing one Killer is not enough to show that you are devoted to that specific Killer, huh?
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/3064970#Comment_3064970
congrats on that DS nerf :)
Better answer that phone cuz I caaaaaaaaaaalled it!
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DS being turned off during endgame (OTR too, though that was only an issue in the PTB) and DH nerf.
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Don't see the point of waiting. If I don't play this weekend, it'll simply be because I didn't feel like playing, not because I'm intentionally holding out until the update.
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@bittercranberry said:
https://forum.deadbydaylight.com/en/discussion/comment/3062834#Comment_3062834
you shake hands right after dont you & say good game?? is this hysterical?
what part am i insulting someone?
am i reading this correctly that a "gg ez" and a "gg wp" is toxic?
You say "good game" after the handshake, yes. You don't say "Good game, that was easy."
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Never felt NOED was a particularly amazing perk anways; I think the change it got here is good enough.
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/3062884#Comment_3062884
Possibly, but floods might do that better
The effect on Floods is stronger, but it is restricted to exactly four hooks on the map (unless you use Monstrous Shrine). BBQ at least works on any hook.
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I think there's a case to be made for running it on Pig to keep tabs on someone wearing a Reverse Bear Trap.
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@SekiSeki said:
I feel like if you force people to stay in the game, they will sandbag and troll, ultimately still ruining the game. Not sure what to do but this doesn't affect me all too often.
@Aven_Fallen said:
If they cannot suicide on Hook, they will just go afk. So there is 0 point in changing anything, you will not be able to force people to play.
DC-penalty is low for a reason, because you can have an actual emergency or your internet just crashes once. So 5 minutes is ok for that, it would be bad if this would mean that you have a really extended penalty.
Then you can actively report them for rule breaking and get them banned. Win/win.
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Does Adrenaline count as meta these days? I wanna say Adrenaline for Survivor side. It SUCKS when things line up and a Survivor recovers when you're in a chase with them.
For Killer, I'm not as sure. Maybe Devour Hope? If no one sees the totem and they manage to get the three token, the game shifts immensely (albeit temporarily).
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If we wanna make Tier 3 strictly better than Tier 1, we could make it so the cooldown doesn't start until either MYC's duration expires or until the Exposed person goes into the dying state (and then of course adjust the cooldown so that the total time in between uses roughly matches the current MYC).
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@Barbarossa2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/3062296#Comment_3062296
The person you quote in my original post was refering to its pointless to stall a game at ecg, he was refering to the use of traps after ecg.
So in game traps are used mainly to stall the game, not to give kills, however once ecg has become traps become no longer viable to stall the game. Which is what this thread is about traps and their uses etc, Not about some ecg build, but how traps work during ecg.
"If the gates are powered, stalling is no longer required."
"I would argue there's no real stalling in end game."
Exact words. This person was arguing that there's nothing to stall out during the endgame anymore. I was disputing that specific point.
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@Barbarossa2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/3010980#Comment_3010980
When referring to traps it is true.
The trap cannot be activated after ecg has started. So your semantics are pointless.
I don't understand what you're saying. The person I was responding to was saying that stalling is pointless during the end game, and I was explaining how it wasn't. I know that Traps don't activate anymore at that point in the game, but that doesn't actually diminish the point I'm trying to make at all.
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I'd say that after a Survivor has been on the ground in the Dying State for 2 minutes total (the equivalent of being one-hooked), they should be able to insta-kill themself on the ground so they can leave the trial early.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/3061221#Comment_3061221
Really? What gave you the idea they would come?
I had a feeling that BHVR knew that the future was charms. ;)
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Literally the only reason I started playing Dead By Daylight back in 2018 was that I hoped that they would add Attack on Titan charms to the game.
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Who are you to tell other players which tools to use and which to not? :P
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I wouldn't do it like that, personally. Taking someone out of the game like that is going to be a big swing in the Killer's favor most of the time, and to also give her back the trap just like that is a bit much IMO.
Personally, if I were to go this route, I'd give her a lengthy timer to recover one RBT at a time AFTER she has exhausted all of them and after everyone has had their Traps used up. However, with the buffs to her Trap RNG, I don't think this is necessary anymore. I think outside of giving back her ability to use them during the EGC, her buffs should be geared toward improving her ambush attack now.
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@cburton311 said:
https://forum.deadbydaylight.com/en/discussion/comment/3060780#Comment_3060780
No before MMR, Freddy has 75% kill rate and most killers were in the 60-65% range.
From the little research I'm doing, this info is from before the current iteration of MMR, which would make that data outdated.
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Isn't this from before MMR was implemented?
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/3060208#Comment_3060208
With the state of the game. With so many killer mains claiming they have to tunnel to stand a chance. I have to disagree that it isn't required.
That is not how my experience shakes out as a Survivor, so we'll have to agree to disagree.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/3058653#Comment_3058653
The rise of proxy camping and tunneling is what made it a required perk in my opinion.
I disagree. It is fo sho one of the best perks, but I wouldn't call it required.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3059567#Comment_3059567
They left me to die, it is not win. And yeah, they escaped. Thanks to me. Even Billy said that.
Killer was not camping me and plus they had a lot time to save me.
If three Survivors make the escape, that's a win in my book. Doesn't matter if I was one of those three.
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@MsSaltyGiggles said:
https://forum.deadbydaylight.com/en/discussion/comment/3059388#Comment_3059388
I copied the OTR update straight from the patch notes into my post. I didn't see where it said "does not work during end game collapse" is that in recent patch notes or something?
Recent dev update said that OTR will not function once the gates are powered when the update hits live.
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@MikaelaWantsYourBoon said:
Solo-q is fine.
All of them fell and left on ground at start but i succeeded to save them. Generators was so slow and i took long chase from Billy, so they finished generators. Mine reward? Dying on first hook.
Solo-q is just fine.
https://us.v-cdn.net/6030815/uploads/4JKBOU78L38V/20220713004251-1.jpg
If they all get out, I call that a win.
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Gideon Meat Plant offering confirmed cheating because it gives Survivors unfair advantage. ;)
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@NomiNomad said:
https://forum.deadbydaylight.com/en/discussion/comment/3059402#Comment_3059402
Apparently on Steam there is now a version of the game called Ultimate Edition. I had no idea this existed until I literally just took a peek. It has the base game and all non-licensed chapters up to All-Kill. It's priced at $70 USD.
I guess that's not terrible for a full priced game? Would rather it be $59.99, but still.
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@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/3059422#Comment_3059422
'The base charges increased to 90, Killers will have extra time to approach.'
Not entirely sure of what is meant by the word charges, but that sure sounds like a buff
That was just them saying that the gens go slower now so Killer now has a bit more time to capitalize on Tinkerer. That is not an actual mechanical buff to the perk.
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@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/3059378#Comment_3059378
In WHAT world was ironwill buffed? Did we read the same patchnotes? They've lowered the reduction that Ironwill gave, whilst also completely disabling it if you are exhausted, meaning that it's effectiveness to lose a chase with a killer has been completely reduced.
BBQ&Chilli nerf consists of.. taking away the BP incentive? you can still run the perk for aura detection which hasn't been changed? It's not a gameplay change? so how is it that much of a nerf? lol???????
Stridor's nerf is no longer relevant because Ironwill has been nerfed?
Ah yes Ruin nerf.. Do we want to start including that gen repair speeds have been increased and the other regression gen perks that have been MASSIVELY buffed? Overcharge, eruption, Jolt, Scourge GOP and Thana ALL say hello! With some of these being stack-able!!!!!!!!!
Not to mention that Tinkerer also got a trade-buff for it's nerf? Hello?
All the nerfs to those killers yet they are completely playable and maintain positive stats! woow. Unbelievable, am i right? Not as if killers didn't just receive multiple base-kit buffs too! yeah, stupid survivors just always complaining!!!!!!!!!!!!!!!!!
"Not to mention that Tinkerer also got a trade-buff for it's nerf? Hello?"
What was it? I only remember the nerf Tinkerer got.
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The one thing I think this game should be doing but isn't is releasing more up-to-date versions of the game bundled with all the non-licensed DLC chapters/paragraphs up to a certain point (similar to fighting games). Seems pretty lame that buying the game on PC still requires you to buy ALL the DLC chapters (minus the free ones, of course) individually.
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@MsSaltyGiggles said:
https://forum.deadbydaylight.com/en/discussion/comment/3059258#Comment_3059258
That's how I was thinking OTR would work. That's a lot of BT from off the hook...it would render the actual Borrowed Time useless. Like...why use a perk that gives you 10 seconds of BT when you can just run OTR and guarantee yourself at least 90 seconds of borrowed time. No one would ever need to run BT. They would just need to run OTR as base kit.
As for Iron Will...this is just a bummer to me...this means Iron Will has no synergy with exhaustion perks anymore...and that's where it was at it's strongest to be honest. I've been running Sprint Burst since the dawn of time...it just...breaks my heart 😭😭
BT currently works during the endgame whereas OTR does not.
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@MrMori said:
I agree, we should have kept Dead Hard the same and buffed all the other exhaustion perks till they were as fun to use in chase as Dead Hard. Dead Hard provided a fun, interactive experience, and nerfing it is a huge mistake. I think the game will lose a lot of players now that Dead Hard is gone.
I think if every other exhaustion perk were buffed to DH's levels, the game would lose a lot of players in the other direction. :P
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@Confused_Senpai said:
https://forum.deadbydaylight.com/en/discussion/comment/3059325#Comment_3059325
I disagree but I will agree to disagree simply because a meta shouldn't exist if balancing is done correctly. A Meta by very definition to any game is a series of skills, perks, talents, or gear that outclasses its counterparts which is why tier lists exist. There will always be a meta and I'm not being binary I'm just seeing it for what it is and the contradictions they are making in the process, in an ideal well-balanced game all perks would be viable and left to the choice of the player as to what they want to use not whatever the devs want to push as the new meta. I think this patch was done very poorly, player choice is something that is always discounted and because a meta will always exist a toxic community against those not running meta perks will always exist, its a vicious cycle that will only break when the devs break it.
"I disagree but I will agree to disagree simply because a meta shouldn't exist if balancing is done correctly."
What you are describing her is nigh impossible in any game that doesn't give all players completely equal tools at all times (i.e. rock paper scissors).
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/334031/will-the-game-even-cope-with-a-0-5-second-dh
It has zero effect on people using dead hard on reaction to a killer lunge. And people currently do this with a 0.5 second dead hard.
Luckily, people who understand how to play around DH properly don't have to worry about this. ;)
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/3058142#Comment_3058142
I'm not saying it was ever a bad perk. I'm saying it felt necessary to run.
I don't know if I'd go that far. You can certainly do well without it. But if the goal is to maximize your chances to win with the best loadout possible, I'd say BT is more often than not going to show up in your build.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/3056539#Comment_3056539
I think it was more BT felt like a needed perk.
No, I would say that BT was generally considered one of the strongest Survivor perks for the entirety of its existence (including before it was nerfed from its initial incarnation and each time it was buffed since then).
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3057169#Comment_3057169
Actually in the most recent stats the devs released Nurse is the fifth most played character across all matches (picked 5.27% of the time, the average pick rate being 3.7% when the data was shown and there were 27 killers). Nurse does have the lowest kill rate across all matches though.
Oops, that was my bad for misremembering the data, though that does still bolster the point I'm trying to make.
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@Onyx said:
https://forum.deadbydaylight.com/en/discussion/comment/3057393#Comment_3057393
Recovering hooks is actually very impactful, because it can make the difference between escaping the killers grasp or not, it makes the difference between being able to use a well positioned scourge hook or not, it makes a difference between being able to hook someone near the gen you want to protect or not. You are really underplaying the importance of hooks being able to come back, it's why people thought Hangmans was not good before, but the effect is amazing.
I very much disagree. While there can be some use in recovering hooks, the balance of the game does not go wildly off the rails for being able to readily recover broken hooks like it would recovering broken pallets.
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@Onyx said:
https://forum.deadbydaylight.com/en/discussion/comment/3057148#Comment_3057148
Chests are not the equivalent of hooks, one removes health states. Recovering chests isn't as impactful as recovering hooks would be. One requires you not having to worry about where you hook people and the other gives you more items. Pallets are more of a resource than chests, because they help in not getting caught.
Recovering hooks is nowhere near as impactful as recovering pallets. That's why Hangman's Trick didn't have any cooldown at all while Any Means Necessary has a 60 second cooldown and only works on pallets that haven't been broken.
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Correlation =/= caustion or whatever, but there's gotta be a reason why one of the free Killers is both widely considered to be the strongest in the whole game while simultaneously having the least usage overall among players.
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@Onyx said:
https://forum.deadbydaylight.com/en/discussion/comment/3056810#Comment_3056810
But it would be the equivalent of survivors having broken pallets come back in upright position. It's supposed to be a resource you need to manage. From a game design standpoint it makes sense. Trust me, I am with you, I liked the old effect and I think people really underrated it, but after having some time to think about it, I am starting to understand why they didn't do it.
Another change is, they could turn it into a Scourge Hook perk and have it give an effect when people interact with scourge hooks. Maybe have it so anybody sabotaging scourge hooks get exposed for 60s or something like that.
I would absolutely not consider recovering broken hooks and recovering broken pallets to be equivalents. If anything, I'd consider the equivalent to be closer to recovering empty chests.
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@Steel_Eyed said:
https://forum.deadbydaylight.com/en/discussion/comment/3056754#Comment_3056754
https://forum.deadbydaylight.com/en/discussion/comment/3056777#Comment_3056777
Sounds like no one cares if they nerfed Deathslinger and Original Pain then.
I mean, it's not even confirmed that this is happening, so we're purely talking a hypothetical scenario.
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@Adjatha said:
https://forum.deadbydaylight.com/en/discussion/comment/3056746#Comment_3056746
14 seconds is a front-loaded cost, yes. The 8 second heal comes when time is at a premium and you're at your most vulnerable. The 14 second cleanse can be taken whenever you have a moment, like the beginning of the game, or when another survivor is being chased. Taking 45 seconds to self-care leaves you in a super vulnerable spot where, if you're found, you're probably going right back down. Inner Strength gives you healing in a completely safe environment.
I will grant you that it is situation because Circle of Healing does everything better every time. In a perfect world, CoH would actually lose the self-healing and stop invalidating every other perk in its category. But they haven't sold enough Mikaelas quite yet.
In any event, I presented that combo as proof that Off The Record's outrageously long timer is outrageously long. It gives you ton of time to set up exactly the sort of combo I mentioned.
If the situational scenario you provided is the most abusable OTR can get currently, I think I'll live. My biggest concern with OTR was the guaranteed escape it provided during the end game, which has been completely sniped.
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@Steel_Eyed said:
Nope, and the more I think about the new endurance changes, the more I think that Deathslinger, Legion, and Original Pain may get their deep wounds removed.
That would require a total re-work of Legion, as their entire power hinges on Deep Wounds.
