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@Slickstyles said:
Yes. A better rework is to gain/regain tokens through being in the killer's terror radius, similar to pebble. They can also increase the number of tokens to 5.
Give Pebble's conditional thing to Distortion and give Pebble just a straight cool-down.
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Is it possible that the game in question may have died for other reasons?
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Killer using an Ivory/Ebony or Survivor using a Dull/Skeleton Key (especially if they find it in a chest)
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Sorry, but I think the game makes it clear what a tier is. Whether it's good value or not is an entirely separate discussion, but this was 100% just a case of you not paying attention.
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@Kind_Lemon said:
https://forum.deadbydaylight.com/en/discussion/comment/1657109#Comment_1657109
You have obv not tried to go from one door to the other and then back again without being seen by the killer on any somewhat open map. It takes time. Which is why I hate the EGC. I'd much rather do the gens than have the stupid timer above my head saying, "hurry up! the devs can't balance the game to make killer-survivor interaction happen because of the killer when the survivor is hiding at the end of the game, so we're just going to kill you after a really short time, reward people who are super aggressive while punishing people who enjoy the planning aspect, make it more stressful for killers at times who are looking to secure a final kill, and call it a day. We did a pretty good job!"
One amazing game I had was before EGC when I was trying for the left behind achievement and had four gens to go against Huntress on Wrecker's Yard. I kept doing gens, she kept trying to find me (eventually found me), but the important thing in that case was that I was always progressing the game and giving the killer information on whereabouts I generally was. That's the kind of gameplay I like for the final survivor, not this stupid EGC hatch-closing stuff. Hatch closing on its own (I liked the idea that gens reopened it) is fine. The EGC is not.
I've successfully baited an escape before with the 'ol switcheroo. It's not something that happens often at all (nor is it meant to be), but it is possible.
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@ToxicMyers said:
Its not ok to disconnect unless you are bugged or in an emergency
This.
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@darktrix said:
https://forum.deadbydaylight.com/en/discussion/comment/1657109#Comment_1657109
It does if you don't want to get seen and just chased into EGC death, since you won't be allowed to open any exits.
Not necessarily, no. Naturally, you aren't gonna straight-line it to the other Exit Gate, but you can make a run for it once you know the Killer has passed you to check on the Exit Gate that you tapped.
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@Artick said:
https://forum.deadbydaylight.com/en/discussion/comment/1657109#Comment_1657109
Are you assuming the killer is sleeping during that time?
No.
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@TATAHARAMBE said:
https://forum.deadbydaylight.com/en/discussion/comment/1657024#Comment_1657024
Not really when you have only 2 min and 30 sec
It doesn't take you 2m30s to run from one door to another.
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Could use that to your advantage. Tap an exit gate and then book it to the other.
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@Science_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/1655018#Comment_1655018
Omg he worked really hard on it, okay then, such quality, wow :(
The only thing that's nonsense is this childish belief that anyone cares about your favorite streamer as much as you do.
I care as much as that person does. You have been proven objectively wrong.
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@RPGWolfGamer23 said:
Doctor skill checks, Jigsaw boxes skill checks, and I think it even worked on Decisive. It also worked on sabotaging back when it had skill checks.
From what I understand, Huntress Lullably specifically did not work with Jigsaw Boxes.
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*Pig buffs*
*key/mori nerfs*
*adrenaline/noed re-works*
Not sure what else, but those are just what instantly came to mind.
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Unfortunately, my nipples are still in an uproar from the riots currently happening in the MtG community. :P
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@GoodBoyKaru said:
So my internet worked today. That's a first.
Pop Goes The Weasel:
https://us.v-cdn.net/6030815/uploads/D9RRBC5ZJMIQ/image.png
Surge:
https://us.v-cdn.net/6030815/uploads/R3J5BESZP2UE/image.png
Overcharge:
https://us.v-cdn.net/6030815/uploads/669Y3NJMF5Z8/image.png
EDIT OF THE EDIT: Here's the original descriptions taken from live servers:
https://us.v-cdn.net/6030815/uploads/68W4XROV9UPL/image.png
Thank you very much.
TBH, the new wording on Pop seems more vague than the old wording. Surge is marginally clearer but doesn't seem consistent with the new terminology, and Overcharge appears to be identical.
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@GoodBoyKaru said:
Okay op please tag me in about 2 hours if you still need screencaps I'm mid-ptb-install but my Internet is #########.
I'd just post them anyways if they haven't been posted here already.
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If someone could post screencaps of the new descriptions for Pop/Surge/Overcharge in the PTB, that'd be much appreciated.
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@ZCerebrate said:
https://forum.deadbydaylight.com/en/discussion/comment/1652119#Comment_1652119
That would also be my assumption but why add that final line about Pop and Overcharge?
Maybe it's specifically saying in their text that they cannot be used with regressing generators since you can't complete a kick action. Mother of god.. a tooltip buff.
Upon re-reading, I also noticed this:
- Putting a Generator into the regressing state is "damaging the Generator"
Could it be that the changes to Pop/Overcharge's text have to do with Surge and not Ruin?
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@Terro said:
https://forum.deadbydaylight.com/en/discussion/comment/1652092#Comment_1652092
It's still not 20% slower gens... It's 5% even on 4 survivors. Care to explain how your logic makes any sense?
Let's make things easy and say it takes 1 survivor to do a gen in 100 seconds. Therefore, 5% increase would mean it would take 105 seconds. Now let's say u have 4 survivors working on 4 gens at the same time. All 4 gens finish at 100 seconds when uninjured and if they're uninterrupted by a killer. If they were all injured then all 4 gens pop at 105 seconds. However if it was a 20% slow down you'd expect them to all finish at 120 seconds.
Now let's imagine that the survivors are dumb and only do 1 gen at a time. So 5 gens would be done in 500 seconds while we're still using the 100 second rule. Add a 5% increase on all gens and u get 105*5 = 525 = 500* 5%. Oh wait still only a 5% increase?
I don't think you understand how Thanatophobia works. Every Survivor receives a stackable 5% penalty to gens for each Survivor that is Injured, Dying, or Hooked. If all four Survivors are injured, then each Survivor has a 20% speed penalty to doing gens, which means a Survivor is doing a gen 20% slower.
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@Terro said:
https://forum.deadbydaylight.com/en/discussion/comment/1648078#Comment_1648078
That's not 24% slower gens...
Well, we now that Thana now gives a 5% debuff, so now we know that it'd be 20% slower gens.
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They removed it while also adding the ability for the Killer to close it so now it's a race to find the Hatch. If the Killer gets there first, they close it. If the Survivor gets there first, they escape.
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@PleassBuiltInNoed said:
https://forum.deadbydaylight.com/en/discussion/comment/1648426#Comment_1648426
thats what you think because you dont use discordance
ive tested my theory and in 5 games vs coordinated survivors they actually grouped up during the chase on one gen and then quickly did another one, its much better strategy on bigger maps
That's how an efficient SWF team plays. They split up so the Killer struggles with pressuring gens.
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@Elena said:
https://forum.deadbydaylight.com/en/discussion/comment/1648371#Comment_1648371
If a 4 man swf were to run Technician and Prove Thyself, it could possibly allow them to win the game faster.
How?
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@PleassBuiltInNoed said:
https://forum.deadbydaylight.com/en/discussion/comment/1648244#Comment_1648244
yes thats true, but when you know killer is chasing someone and someone is going for them which might be another potential chase you group up with last survivor on a gen, thats what swf do and guess how effective it is when no killer can compete with it
When Killer is in the middle of a chase, that is definitely when SWF stay apart to make sure that multiple gens pop in quick succession by the time the Killer manages to actually deal with the chase.
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For me, it's Diversion. Should just be a straight cooldown.
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@PleassBuiltInNoed said:
https://forum.deadbydaylight.com/en/discussion/comment/1648078#Comment_1648078
if you work on it alone maybe a little bit of an issue, if there are 2 survivors its basically nothing, 16% also sounds significant on gen but in reality it is not
The optimal gen strategy is generally to split up anyways to spread out gen progress.
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@PleassBuiltInNoed said:
https://forum.deadbydaylight.com/en/discussion/comment/1647679#Comment_1647679
i would take no less than 8% per stack, 6% is still useless and now it wont affect healing either
6% means that if everyone is injured, gens are going 24% slower. That is significant.
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@PleassBuiltInNoed said:
https://forum.deadbydaylight.com/en/discussion/comment/1647396#Comment_1647396
dude i dont know if you realize that even 16% slow was nothing on no matter what action
That's why I am saying the numbers would be higher than that if we went even to 6%.
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@PleassBuiltInNoed said:
https://forum.deadbydaylight.com/en/discussion/comment/1644828#Comment_1644828
they removed the healing speed, therefore if it will be at 6% its gonna still be worse because it wont affect healing speed
Not really. If it is at 6%, it means that at only two injured Survivors, Thana will be slowing down gen repair speed by the same percent that the current Thana would be slowing down for three injured Survivors instead. That would actually the slowdown higher (except for Healing, of course) than the OG Thana (which went 6, 9, 12, 15 vs. 6, 12, 18, 24). Even 5% would lead to mostly higher numbers at 5, 10, 15, 20.
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Meeeeee. Agitation + Iron Grap + Mad Grit = memey fun. I just wish I wasn't getting so many games at high ranks against potatoes. I'm not really improving that much if I can beat Survivors without ever having to ambush mindgame a pallet.
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Do what I do: Never respect the boop, and when they get salty, act like you don't know what booping the snoot is. ;)
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@ZCerebrate said:
https://forum.deadbydaylight.com/en/discussion/comment/1645951#Comment_1645951
@Ghostyboi @HectorBrando Just some guy (who I won't directly mention here since his thread just got flagged out of existence anyway was asking for a new Pregnant survivor so he could see them in Maternity clothes (which led to some insights into Mori'ing one) and a lot of general disgust toward the idea. He pressed on in the thread and kept replying about why it "would be nice" probably to goad more reactions (or he was serious which would be a bit more disturbing) for about 4 pages
...shirtless Clown?
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1645829#Comment_1645829
i agree to this as a ph main. if you only used your power to zone and not to actually try some fun wacky ######### you were a really bad ph.
I'm not saying I agree or disagree with the PH changed or anything, but since when is not attempting "fun and wacky" maneuvers a sign of a bad player?
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@timbologna said:
https://forum.deadbydaylight.com/en/discussion/comment/1645745#Comment_1645745
He's the only one I have pop with so i kinda have to because he's the only killer i have effected by it.
That can change fairly quickly, so I still would not count it.
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I don't count that as a Clown nerf/buff just because he comes with the perk.
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@dugman said:
I’m thinking of a Legion combo using the new Trail
Trail of Torment: Become Undetectable until the generator is repaired or someone is brought to dying state. Then Frenzy to injure all Healthy survivor while Undetectable
Pop Goes the Weasel: Extra gen slowdown from the kicks
Thanatophobia: With the new buff if the survivor opt to stay injured it results in even more gen slowdown. And if they do spend time healing then you can do another Undetectable Frenzy to reinjure them
Fourth perk is dealers choice, but going all in on theme I could maybe see Blood Echo to further punish survivors for not healing or Coulrophobia to make healing be more difficult. Dragon’s Grip could work too although you’re probably going to be keeping people injured most of the time anyway and Exposed doesn’t do anything when the survivor is already injured.
Doesn't the Killer Instinct from Feral Frenzy only work on Survivors within your Terror Radius? If you are Undetectable, you have no TR.
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@Customapple0 said:
https://forum.deadbydaylight.com/en/discussion/comment/1643955#Comment_1643955
Multiple downsides actually,
1- Makes you the obsession, which can be detrimental to yourself if the killer is running Rancor or Remember me.
2- Requires you to be unhooked to even get use out of it.
3- You need to hit a difficult skill check
4- You can be slugged
Only the first is a (very conditional) downside. The other three are not downsides. 2-3 are conditions, and the fourth is a method to try and play around it.
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@Han said:
https://forum.deadbydaylight.com/en/discussion/comment/1643847#Comment_1643847
Yes but clearly what I meant was overall and not just gen speeds.
Everything that isn't healing speeds is getting a number increase.
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@Han said:
https://forum.deadbydaylight.com/en/discussion/comment/1643709#Comment_1643709
How is it better? please tell me.
They are increasing the percentage by which it slows down gen repairs.
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I can live with Pop being 45 seconds, but I disagree with the original 30 seconds being fine. It was far too short as it was IMO and led to it being wasted too often (either the timer ran out before you found a good target or you used it on a suboptimal gen because you didn't want that to happen).
The only perk change that I'm not really okay with with is Slippery Meat. I don't really like the way self-unhookings are handled in this game (except for Deliverance), and I don't think a perk being so RNG-reliant is a very good idea. I would rather it get re-worked entirely.
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No thanks? Consistency is better.
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@MrsPiggyIsSoSneaky said:
https://forum.deadbydaylight.com/en/discussion/comment/1642885#Comment_1642885
We don't even need a PTB for like half of theses changes expect for the changes to pyramid head and the updated maps
https://forum.deadbydaylight.com/en/discussion/comment/1642900#Comment_1642900
Legion might be the only killer who could make new thana useful, yes more penalty on action speed but then you have to remeber how fast survivors can heal with their perks and items with no heal slow down.
https://forum.deadbydaylight.com/en/discussion/comment/1642891#Comment_1642891
Clearly you skimed over my thread and only read what you wanted to read as I clearly mentioned about sloppy butcher.
Clearly you skimed over my thread and only read what you wanted to read as I clearly mentioned about sloppy butcher.
You mentioned Sloppy Butcher exactly once, and you did it very off-handedly. You may as well have not mentioned it.
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@Orionbash said:
https://forum.deadbydaylight.com/en/discussion/comment/1640819#Comment_1640819
Dude. You know that they can literally just disable that, right? Riiight?
Not when the AI becomes self-aware and is able to upgrade itself to prevent that from happening. Then it's camp/tunnel/mori-fest until the end of time.
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OP obviously has not considered the inrvitability of the AI becoming self-learning and determining that camping/tunneling with Ebony moris is the most efficient strategy.
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@RepostRiposte said:
https://forum.deadbydaylight.com/en/discussion/comment/1639487#Comment_1639487
Its been around for months if not years, you can find some posts on it floating around but I think most people just attribute it to lag or their mouse and move on. It is not a problem with hardware, it is the game.
Can you find a post talking about this? I'm not sure I've ever heard of this.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1639132#Comment_1639132
I didn't read it incorrectly, I literally said idc if he wasn't talking about my point or not, I was and that's all that matters to me, I just believe the pig's traps are fine, why are you still arguing with me?
This is a topic about making the timers go down when a Survivor is performing other actions. You are talking about the timer going down faster while running, which has nothing to do with the topic at hand. You are ignoring the topic at hand to discuss your own topic.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1639092#Comment_1639092
Just so you know, this is a public forum and I can say whatever I want here and who are you to stop me? I'm just saying I personally think that the traps are fine how they are, can you read?
You were the one who made a post based on an inaccurate reading of OP's post and then told OP that you didn't care what they were saying, so I'm not the one who should be questioned.
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@Maelstrom10 said:
Once activated pig traps, should go down faster when interacting with objects other then jigsaw boxes. The timer could be lengthened to compensate for this.
This change would highly incentivize not going and doing a generator, healing or any alternative actions outside of being chased/finding a box, without nerfing a survivors ability to survive the traps.
With the longer timer though (let's say 3 minutes, with double progression when doing tasks) rule set number 2 could also be made basekit, with an alternative effect such as making boxes unable to be interacted with until a trap is activated.
With a longer safer timer, trap add-ons could be made that affect their interactions, tampered timer could put a 0.2x multiplier onto the double speed bonus, making it 2.2x faster progression when healing or doing generators. Box of gears could cause more and smaller skillchecks. Crouch/dash add-ons could be added to base, whilst giving her additional effects to trap wearers (undetectable, fake traps, traps that stop the use of items etc etc)
I'm admittedly confused here. Are you suggesting that this happen while Traps are inactive or only while active?
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1638683#Comment_1638683
Idc if that's what you said or not, that's why I don't think Pig traps should be changed.
If you are making a post based on something OP didn't say and then deliberately ignoring OP when they try and correct you to make your own separate point, you're not being very constructive to the topic at hand, are you?
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@Mister_xD said:
if we squeeze his nose, instead of a funny honk noise its just going to be a scream of pain and agony.
If a super heavy plank of wood crashing down onto his skull only elicits "HUEEEEEEHUEHUEHUEHUE," you can be sure that honking his nose will do the same.