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The_Crusader

The_Crusader

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The_Crusader
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  • The main thing now is that DS has gone from a toxic aggressor perk to a defensive perk. That alone shifts its perception a lot I feel. The survivor can't use it to be a little ######### anymore,  they can only use it to defend theirself from agressive tunneling.

    The only gripe is the open exit gate scenario. That still needs a solution because right now it can potentially be a free escape if they have been unhooked within the past minute.
  • CornChip said:

    Are there more survivor nerfs coming?

    This has every possibility to end up a lot stronger for survivors, much stronger.

    Now they can't be tunneled. That will change low rank dramatically.

    As for high rank, if you get a strong Billy for example who is on a roll, flying around the map and hooking every 20 seconds, this is going to introduce some problems.

    But at the same time, it's going to do the opposite in some games. No more watching the obsession loop the killer for 5 gens in low rank.

    So it's a weird change which I feel will drastically change the way the game plays out and I feel it will be more popular than current DS.
  • SenzuDuck said:

    @The_Crusader said:
    SenzuDuck said:

    @The_Crusader said:

    Hex_Flex said:

    @The_Crusader said:
    
    Blueberry said:
    

    Imo the timer for how long it's active to be used after unhooking is too long. If you're seriously getting tunneled that hard, a much lower timer will be effective. At 60 seconds I could literally make it across the map, down and hook someone else, then come back to find them again and they are still in that 60 second window to get the DS on me. That scenario isn't a tunnel and I get punished. I like the change, just lower the timer some so that it really is JUST an anti-tunnel perk, not an immunity for a minute perk. Yeah this is what I thought too. If you haven't been hit by around 30-40 seconds then you aren't being tunneled. 10 seconds to run away from the hook. 16 seconds to be healed, 32 if you self-care which barely anyone does after an unhook. 20/30/40 seconds would be plenty of time. Hell even 30/40/50.

    If you dont see anyone and stumble across a survivor within those 60 seconds you could be punished gor unintentional tunneling.
    
    
    
    Id like to think the 60 seconds is for anti-slugging measures to an extent. If you tunnel somebody with the new D/S off a hook and down them, you need to wait to counter the perk. If it was only 10 seconds that would be kinda garbage, if i was pig i would just t-bag you for 10 seconds and then hook you as i laugh at your wasted perk.
    

    Yeah 10 is too short I agree, I just think 60 is a bit too long. Anyone who's intentionally tunneling wont be trying to hook a survivor 60 seconds later.

    I think it's fine at 60, any lower and the killer will sit and wait every time before hooking imo.

    60 is a nice time because while a killer could wait out the timer a lot of other things will be done by survivors, any less and it's safe for the killer to wait it out if you know what i mean.

    I don't think any killer would wait for the full 40. I just feel theres enoigh leway in 60 seconds for it to be exploitable.

    You have killers who face camp, an additional x amount of seconds wont really matter too much to them.

    but 60 seconds is far less encouraging to do it than a shorter timer.

     It will be hard for killer to keep track though. You get those games where you're on a roll and people are going down every few seconds.

    I guess we will have to wait and see when we get to try it.
  • Eveline said:
    Wait. I thought only the unhooked person gets to use ds before the timer runs out.
    Yeah that's true.

    What I'm trying to say is...

    Currently: Rush unhook -> unhooked survivor goes down -> gets hooked again

    Future: Rush unhook -> unhooked survivor goes down -> uses DS for free escape.

    It looks like it will make rushed unhooks more powerful, with the killer being forced to slug.
  • Here's the thing....

    You don't even need to use the new DS. Just having it will be a deterrent to stop the killer from tunneling you. Hell just having it in the game might make the killer think twice.

    You don't even need it to be good. You know what killers are like, DS is like garlic to a vampire. Nobody wants to take one of those stuns because it's not a good feeling.

    I think the idea of that person having DS may be stronger than the perk itself.
  • Delfador said:

    If the survivors still stagger, enduring is a hard counter to DS right now, very hard counter.

    https://www.reddit.com/r/deadbydaylight/comments/7n9vug/enduring_3_vs_decisive_strike_1/

    The reason why it wasn't in the past was because DS 3 gave you 5 seconds.

    The new DS 3 gives you 3 seconds just like old DS 1.

    As you can see from the clip, survivor can not even reach the pallet if the killer has enduring.

    That's good. We have a counter. Use a perk to counter a perk.
  • @The_Crusader said:
    Killer is easier and less stressful than solo survivor. 

    How easy each role is entirely dependant on who you are facing off against. I play both roles and Killer is way more stressful for me. Stakes go up when I play a double blood point offering or bring in items as a solo survivor but the killer is against the clock every match. I also do not run Ruin so my clock is ticking faster than the meta.

    I just feel like as killer im not worrying about someone camping the hook and knocking me down everytime I try to get away. Too many campers.
  • SenzuDuck said:

    @The_Crusader said:
    Hex_Flex said:

    @The_Crusader said:

    Blueberry said:

    Imo the timer for how long it's active to be used after unhooking is too long. If you're seriously getting tunneled that hard, a much lower timer will be effective. At 60 seconds I could literally make it across the map, down and hook someone else, then come back to find them again and they are still in that 60 second window to get the DS on me. That scenario isn't a tunnel and I get punished. I like the change, just lower the timer some so that it really is JUST an anti-tunnel perk, not an immunity for a minute perk.
    
    
    
    Yeah this is what I thought too. If you haven't been hit by around 30-40 seconds then you aren't being tunneled.
    
    10 seconds to run away from the hook. 16 seconds to be healed, 32 if you self-care which barely anyone does after an unhook.
    
    20/30/40 seconds would be plenty of time. Hell even 30/40/50.
    

    If you dont see anyone and stumble across a survivor within those 60 seconds you could be punished gor unintentional tunneling.

    Id like to think the 60 seconds is for anti-slugging measures to an extent. If you tunnel somebody with the new D/S off a hook and down them, you need to wait to counter the perk. If it was only 10 seconds that would be kinda garbage, if i was pig i would just t-bag you for 10 seconds and then hook you as i laugh at your wasted perk.

    Yeah 10 is too short I agree, I just think 60 is a bit too long. Anyone who's intentionally tunneling wont be trying to hook a survivor 60 seconds later.

    I think it's fine at 60, any lower and the killer will sit and wait every time before hooking imo.

    60 is a nice time because while a killer could wait out the timer a lot of other things will be done by survivors, any less and it's safe for the killer to wait it out if you know what i mean.

    I don't think any killer would wait for the full 40. I just feel theres enoigh leway in 60 seconds for it to be exploitable.
  • I actually think this is an okay change as like a mori it requires being hooked first. I also think the killer stun being only 3 seconds is fair. However is there any chance of the Dev team looking at the amount of time to use DS and possibly extending it? To something like 55/65/75 seconds maybe? Or even making it so that the timer doesn't go down while you are on the ground? I appreciate the change to counter dribbling but its odd that you can still completely lose the chance to use a perk if the killer decides to "slug" you. Which can happen even when you aren't marked as the obsession.

    I also agree with above concerns about what this would do to Dying Light.

    I don't see the issue with slugging?

    The game can be quite hard and the killer needs pressure. If they see that survivor cross their oath they have a right to slow them down to ease the gen pressure.

    This still stops the survivor from taking a second hook. Someone can come along and heal them up. They got slowed down so the killer is happy, the survivor didn't get hooked so the survivor is happy.

    I think the perk would be overpowered if the timer didn't reset.

    Also if you haven't used it by 60 seconds then you aren't being tunneled. Tunneling takes place by like 10-30 seconds usually.
  • OOO was almost as toxic a perk as DS.

    3 seconds into the game and you notice some tool teabagging you from the other side of the map, telling his buddies on discord your location. Awful perk that got abused badly and probably needs a nerf of its own.
  • But now people who want to taunt the killer might have to play properly. Oh no.
  • Hex_Flex said:

    @The_Crusader said:
    Blueberry said:

    Imo the timer for how long it's active to be used after unhooking is too long. If you're seriously getting tunneled that hard, a much lower timer will be effective. At 60 seconds I could literally make it across the map, down and hook someone else, then come back to find them again and they are still in that 60 second window to get the DS on me. That scenario isn't a tunnel and I get punished. I like the change, just lower the timer some so that it really is JUST an anti-tunnel perk, not an immunity for a minute perk.

    Yeah this is what I thought too. If you haven't been hit by around 30-40 seconds then you aren't being tunneled.

    10 seconds to run away from the hook. 16 seconds to be healed, 32 if you self-care which barely anyone does after an unhook.

    20/30/40 seconds would be plenty of time. Hell even 30/40/50.

    If you dont see anyone and stumble across a survivor within those 60 seconds you could be punished gor unintentional tunneling.

    Id like to think the 60 seconds is for anti-slugging measures to an extent. If you tunnel somebody with the new D/S off a hook and down them, you need to wait to counter the perk. If it was only 10 seconds that would be kinda garbage, if i was pig i would just t-bag you for 10 seconds and then hook you as i laugh at your wasted perk.

    Yeah 10 is too short I agree, I just think 60 is a bit too long. Anyone who's intentionally tunneling wont be trying to hook a survivor 60 seconds later.
  • Killer is easier and less stressful than solo survivor. 
  • Blueberry said:

    Imo the timer for how long it's active to be used after unhooking is too long. If you're seriously getting tunneled that hard, a much lower timer will be effective. At 60 seconds I could literally make it across the map, down and hook someone else, then come back to find them again and they are still in that 60 second window to get the DS on me. That scenario isn't a tunnel and I get punished. I like the change, just lower the timer some so that it really is JUST an anti-tunnel perk, not an immunity for a minute perk.

    Yeah this is what I thought too. If you haven't been hit by around 30-40 seconds then you aren't being tunneled.

    10 seconds to run away from the hook. 16 seconds to be healed, 32 if you self-care which barely anyone does after an unhook.

    20/30/40 seconds would be plenty of time. Hell even 30/40/50.

    If you dont see anyone and stumble across a survivor within those 60 seconds you could be punished gor unintentional tunneling.
  • I dont think the meta will change, but will some perks be a little more tempting now?

    Make your choice for example as you will be forced to slug anyone freshly unhooked? Allow you to slug them and pursue to other survivor?

    Knock out for the slugging?

    Rancor because.....well why not.
  • Why will they?

    They can rush unhooks and even if the survivor goes down, they'll be granted a free escape.
  • Those all sound ok but I'm gonna be honest, Dying Light and Remember Me really got the shaft here. Dying Light especially.

    I don't like Dying Light as it promotes tunneling, but 3 gens can be gone before the DL is dead without using a mori. Imagine having the debuff just disabled like that.

    Remember Me, again by the time you've got the full 6 stacks the obsession will most likely have been sacrificed. Now it can switch and Remember Me might as well have never been used because the surviors can still get the gates open on time.

    With how the new DS works I get the feeling this is intentional as it's a big clampdown on tunneling. That said I do need to point out that these are HUUUUUGE nerfs for these perks. We still have that problem where DS despite being an obsession perk can be used by any survivor at anytime, yet the killers obsession perks only apply to 1 at a time. 

    Also the 3 second stun is fine. Its still strong, but it doesn't punish killers as hard for not bringing Enduring like the current DS lvl 3 does.
  • Naiad said:

    @The_Crusader said:

    NOED - Yeah this needs a nerf.

    Do the totems, if you're solo and are worried about it just get out. Noed can be countered. Also tier 1 and 2 were recently buffed they're not going to nerf it.

    It depends what happens with the DS change. DS bought teams so much time, if survival rates plummet I think you would see a buff to survivors and hands down the easiest way to get that survival rate back up is by nerfing Noed.

    Also noed has long been the second most controversial perk after DS, so yeah I'm sure it's next on the chopping block even if they did adjist it recently. Could take 2 years though like DS.
  • Very questionable timing. New killer confirmed to have an obsession perk? one that even takes advantage of a changing obsession?

  • @HeHeBoii said:

    @not_Queen said:
    Right now our Community team is gathering feedback and questions on the DS changes. We need to run it by the Designers and will hopefully be able to answer most of them tomorrow.

    Can't wait to have SWF teams using it particularly when the exit gates are opened with Adrenaline, Borrowed Time, and DS. Or a** survivor prolonging a chase to about 30 seconds and purposefully going down to continue another chase. **

    That's the only thing that worries me, which is why I think 60 seconds is too generous.

    40 is enough, if you haven't been hit by that point then the killer is likely chasing someone else anyway.

  • @AshleyWB said:
    "The new content" is a very selective way of phrasing this.

    The secretive approach tells me that this is something we have all been asking for, for a long time. Original chapter likely that the killer has a fresh power never seen before.

    Hype intensifys. Sounds like a hefty chunk is being added rather than just a new killer and survivor map and few perks.

    Ok, I have come to the decision that PathFinder will be a great addition to this game as killer. He will have such amazing mobility and gen pressure as he grapples between objectives.

    However sabo squads may completely screw him as ziplines can be destroyed and make it so the killer (PathFinder) has a sad face and can't get around.

    As for the new survivor I predict. I can't believe what convinced you to have a survivor who can pull out a shield and block not one, not 2 but 3 hits before you get injured. Literally get it together or else I'm gonna play Dead by Legends instead.

    McLean said on stream he hopes they can show endgame content soon™

    It's possible this could be a big change. Not saying it will be, just maybe.

  • @CrimsonTyd79 said:
    Once again you're making it harder on the survivors and making it easier for killers.  This makes me regret buying Kate to get decisive strike.

    If I bought Kate for Decisive Strike I'd regret it too :p

  • Honestly? yeah I think so.

    And that's what scares me as killer.

  • @TreblucFayle said:
    @The_Crusader According to the post, this isn't going to the PTB. It's going live next update.

    Yeah but I'm sure they will take the PTB information into account, and if any drastic changes are needed then hopefully we can get a hotfix. If not then at least they have the information earlier giving them plenty of time to adjust in the next mid-chapter patch.

  • @not_Queen said:
    Right now our Community team is gathering feedback and questions on the DS changes. We need to run it by the Designers and will hopefully be able to answer most of them tomorrow.

    I know it's unlikely to happen in many games, but Rancor having the potential to be used more than once per game sounds amazing.

    Please do not let them nerf this.

  • @HeroLives said:
    LiunUK said:

    i think we are going to see more ds users now and slugging might see a big come back

    Slugging never left it’s actually a growing problem, now made worse.

    It's only a problem with Nurse and Billy mostly, but those 2 killers are their own conversation entirely.

    The other killers simply aren't as effective at it and therefore don't tend to do it as much.

  • Hopefully the ptb comes soon. It will give us a chance to test it and see how it goes.

    I know sometimes you feel like you need to insta-tunnel whoever came off the hook because the team you're against is genrushing so hard. Having to leave them slugged to recover etc helps 1 person stay in the game for longer.

    If the game becomes worse for it then hopefully things can be adjusted. Either way it's an enourmous change and we will have to wait to test it out. The question remains how many survivors are eventually going to end up taking this perk?

    I don't use DS. I think it's toxic and not very good for the solo survivor (but great for the team as a whole), however now that it's purely an anti-tunnel perk I have to admit I'd be tempted to use it. If everyone uses it then it could potentially be a problem. We will have to wait and see.

    On the bright side though it does ruin things for the people who only used it to be toxic. Though the downside now I guess is that you can't insta-tunnel the toxic people right out of the game.

  • @Delfador said:

    @The_Crusader said:

    Imagine loading into a game and NOT hearing that sound.

    Wait...

    In some games, there is a noise at the start of the match and in others, there is none. Does it indicate that there is an obsession?

    I have 1.3k hours btw...

    Yes, that noise comes as the obsession rings/entity legs appear around one of the survivor portraits in the bottom left.

  • @Paddy4583 said:
    AjaxGunterson said:

    I think it's okay but I don't like the mechanic where your obsession can change mid-game. From how I understand it you don't become the obsession until you use d-strike so that would hurt killer's obsession perks a lot if that's how it works.

    Hopefully it means no obsession unless DS is used hahaha

    Imagine loading into a game and NOT hearing that sound.

  • This is why it's a good thing.

  • @Tarvesh said:
    I’m curious how this will effect perks like Dying Light. What happens if you’ve already killed the obsession? 

    Do you get to kill the new obsession and double the debut or does the debut gonaway till you kill the NEW obsession?

    What about things like Play With Your Food? Or ones that stack when you hit yournibsession? Do the stacks go away when a new survivor becomes the obsession, or do they stay and you can get even more stacks?

    Yeah and I've asked about Rancor too, does it have the potential to kill multiple survivors?

    These are good questions. If rancor works multiple I might bring that perk a lot more often.

  • Pinky finger is fine. Clown is very rarely used, pinky finger even less so, and many killers still struggle to get a clear shot with it.

    Iridescent head is fine, it's the combo with the infantry belt that needs to go. You get 5 hatches and +2 with infantry belt, that's a free 40%. So why is it an extra 2 with iri heads? make it 40% extra rather than 2, this would mean iri head + infantry belt = 2 hatches total. Might be more manageable, if not then just don't let them be used together.

    NOED - Yeah this needs a nerf.

    Myers add ons - yeah I've said these are busted for a long time lol but the killer mains gave me salt for it.

  • @Condorloco_26 said:
    What's with all these new accounts created to comment on this topic?

    Literally everyone has been dying to see this lol. DS was THAT controversial among the community.

  • Well well well.....

    I have mixed thoughts. I've thought about it and to be fair It has its pros and cons.

    This is how I view it from a killers perspective...

    + No longer can the killer get shafted on the first hook. This was vital as the first hook is the most important for the killer.

    + No more being afraid to carry a survivor to the basement.

    + Max stun time is down to 3 seconds

    - It can't be dribbled anymore and the skill check area is larger. It's almost guaranteed to happen now if the requirements are met. So you potentially have 4 instant decisive strikes waiting to happen. This can be a problem if you wish to punish an altruistic team who are rushing unhooks to try and eat into the killers momentum. It also guarantees an escape out of the basement.

    - If someone is unhooked next to the exit gates and you down them, you can't pick them up for 60 seconds. They are guaranteed a free escape which was the main problem with DS before. Theoretically this could also be done with Deliverance and the hatch, though that would require specific timing (unhooking as the second to last survivor is put on death hook, meaning if you find the hatch before 60 seconds the killer can't do anything). The deliverance situation is going to be very niche though so likely not an issue, however the unhook near exit gates could still be very problematic.

    - Dying Light is exploitable now. You can 2 hook someone, someone else pulls off a DS and becomes the obsession and suddenly you're starting from scratch. (More on this below)

    Now to view it from a survivors perspective.

    + Finally we have an answer to tunneling/camping. If the killer circles the hook to tunnel you can easily get a free escape

    + Dying Light is nerfed. Lets be honest it's a #########, toxic perk. Now if you get tunnel there is a chance someone else could become the obsession and the killer might switch focus.

    I think overall I would be for these changes IF it couldn't be activated when the exits were open. It once again has the potential to be a free escape. Rancor may help with the obsession but if the person hasn't used DS yet then they won't be the obsession so you won't be able to kill them. On top of that I feel like 60 seconds is overkill. If the killer is going to tunnel they're going to do it long before that. I feel like 20/30/40 seconds would be better. That way it still counters tunneling but doesn't punish the killer for as long. Killers normally tunnel and hit the survivor within 20 seconds or so, depending on how far they were from the hook in the first place.

    Overrall though I'm very eager to try it out. What we had before was a nightmare so lets see how this goes. I have to admit, survivors needed some tunnel protection. We will see if this is overkill or not though.

    Some questions for the developers...

    1) Does Enduring still shorten the stun duration?

    2) How does this affect Rancor? say I use Rancor to kill the obsession, then someone pulls DS on me after, can I down them and kill them too now that they're the new obsession? or is Rancor a 1 time use?

  • I also love those magic moments where you break immersion.

    I remember going afk to take a call, I watch the screen and I see a Nea staring at me from a distance, she runs off, then comes back shortly after, does the "come here" expression and then this Feng crouch walks out of nowhere to her and they're both sat there watching me.

    It turns out survivors can be pretty adorable when they aren't being a pain in the ass.
  • If its bbq, years later

    If its terrotorial imperative, enduring or overcharge, every few weeks or so
  • In b4 someone says "git gud".

    But seriously if you can't find a survivor early, or the one you find has DS then you're up ######### creek. The early game is so important for a killer.
  • Yup so many offerings wasted. A double XP week/weekend as a goodwill gesture would be nice.
  • I can't wait until we get the DS nerf. I hear it's coming soon™
  • Meg - Seems like a sweet girl deep down, despite her love for tbagging

    Pig - Only one thats human and not mutated?
  • People obviously enjoy it. They wouldn't be here complaining unless they cared. As negative as things can seem it's important to remember that.

    Its just people have some bad games and come here to rant, myself included. Sometimes its due to things that are long overdue a fix such as infinite loading screens.

    On the positives though, well there's not much else like it. Killer is fun for the feeling of outplaying your opponent with mindgames and such. It's not just a matter of skill but a matter of knowledge. This is why DS sucks so much because it takes away from that, you outplay a good survvior and get nothing for it.

    Survivor is fun because it's tense. You're trapped there with 3 other complete strangers and you need to rely on each other to survive. This is why I prefer teamwork to perks/events  that encourage people to play selfish, get others killed and hatch camp.

    Mostly I like the stories. Every trial tends to tell a different story. Never really had that in another game. That intense moment you had when Claudette blew up the generator, hid, you got hooked, David ran in for the last second save, took a hit and you barely mafe it out etc
  • I've started using her too recently. She's fun to play and yeah if tou can hit your attacks you get respect.

    If I try to use Pig I always seem to get tbagged at every single pallet. Literally they'll drop the first pallet and immediately go to tbagging.

    Spirit gets respect too. Clown as well. With spirit they're too busy wondering if you're phasing or not to tbag, and with clown you throw a bottle and they know they dont have time to tbag anymore due to the speed debuff.
  • The good news is that they added a hook up there to fix this.

    The bad news is that the hook doesn't spawn every time.

    Welcome to Dead by daylight.
  • Kenshin said:

    @not_Queen said:
    @RuneStarr I like your ideas! Here is where we are on both.
    1. This is something that the Community team really does want to make happen. It needs multiple level of approvals within the team and we are currently just drafting the project. Coming up with something like this (or similar) is one of our objectives on a mid-term plan.
    2. We are currently expending the Marketing team here at DBD. The growth of the team will, in time, allow us to communicate better and more strategically about specific subjects and content releases. When it comes to the PTB, granted, it does take away the ''hype part'' but we need the PTB to be happening. It gives us a lot of feedback and allows us to pinpoint issues better before the official launch. I can't wait to see what you have to say about our communication on the upcoming chapter! :)

    is there a dev stream tomorrow? pls update the streaming roadmap...

    Look at the last part

    " I can't wait to see what you have to say about our communication on the upcoming chapter!  :)"

    Sounds to me like they're going to hype this one up a little different perhaps. No wonder they've been so quiet.

    I almost wonder if it could be licensed...
  • The fact that they won't answer indicates something is coming soon.

    Otherwise they would say no I think. That's normally how these PR games work.
  • I don't play Legion that much because I don't find him fun but when I do I honestly haven't noticed a higher number of disconnects than with any other killer. In fact they've been quite low.

    Its surprising because from what I read online its common for people to disconndct against him.
  • It's the only reason they play the game. This is why flashlights have a bad rep. Its always flashlight & decisive.
  • I'd also throw on a double XP week because the amount of points offerings I've lost due to infinite loading screens is ridiculous. It's happening every couple of games now.
  • I agree with the infinite loading and 3 vs 1 games. How this has gone on so long I don't know. It's really bad.

    As for the rest, perhaps that is the problem. Noob3 has over 5000 hours so he's bored, so he entertains himself by running around with a flashlight and meta perks taunting less experienced players. He promotes a toxic playstyle. He might think it's harmless but it really ruins the enjoyment for other players.

    Why doesn't he just go find a different game and leave DBD to those of us who wish to play it properly? there's nothing I hate more than having some noob3 inspired idiot on my team because they contribute nothing, all they do is run around chasing injured survivors and then they completely mess up the flashlight save.

  • All the nerf/remove D-strike posts.

    It's almost as if the community is trying to say something...

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