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Tranquil_Blue

Tranquil_Blue

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Tranquil_Blue
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  • Are you familiar with this other dbd stats page? https://dbd.tricky.lol/

    it lets you sort by category, so you can see roughly where you rank.

  • I think the numbers should be more like 3/6/9/20 (honestly, the 20 could be lowered to 16 or 18).

  • My favorite thing is when survivors don't know that Killer Instinct detects them even in lockers...

    More to the point: I don't think there should be a perk that removes Legion's power. Legion can already be countered (often) by running away early enough when he's coming toward you.

  • @dugman said:

    • The stats I’m seeing on an aggregate site I’m following do indicate the kill rate is still maybe 9% higher than pre-patch but not as high as it was the first few days when survivors were getting used to it.
    • You mentioned the “chases feel predictably lost” but the killer SHOULD win chases eventually. If the survivors can reliably outrun killers much of the time then the killer can’t actually kill anybody by the time the gens are done and they escape. Chases ultimately are supposed to be about delaying the inevitable but not indefinitely so.
    • Likewise I’m not seeing why survivors wanting to leave when the exits are powered is a bad thing? Honestly that SHOULD be the norm, the survivors should want to leave ASAP, not hang around and do whatever for 5 minutes when the doors are available.
    • I don’t like playing as survivor because of downtime in general. Too much of the game for me as a survivor is spent on a gen with no killer nearby or on a hook or on the ground dying.

    I agree generally with point #2, but it may be that the chase buffs for killer are just a bit overtuned (thus making lots of average surivors feel like they're getting completely destroyed in chases now compared to before). Yes, people will get used to the changes over time, but some slight number tweaks might be in order to make things feel just a little bit better.

    For point #3, I think OP was talking about saving teammates during the endgame. Endgame saves feel much harder to pull off than before (especially for Solo Queue) due to perk changes and killer chase buffs, so people are more likely to just leave than try to help someone off the hook in endgame. Basically, that makes endgame less exciting.

  • As far as I know, the wiki is correct. But regardless of the exact numbers, I can say for certain that STBFL at full stacks now feels insanely powerful (probably too powerful, honestly), especially since survivors get less of a boost after being hit.

  • Honestly, this game is doing extremely well for a 6 year old game. Plenty of other online games have come and gone in that time. I often look at Steamcharts, and I’ve seen lots of BIG games start strong and then quickly peter out. DBD keeps on keeping on.

    Yes, there are fluctuations in the player numbers (based on events, exciting chapters, etc.), but this game is absolutely not “dying” anytime soon.

  • Wow, thanks for posting this. I sure thought something had changed with the killer aura.

  • This isn't really speaking to your point, but...couldn't they up the healing speed to 40% at least?

  • @feechima said:

    https://forum.deadbydaylight.com/en/discussion/comment/3085863#Comment_3085863

    It is gamebreaking when it allows Oni an inflated win rate due to having his power more than he is supposed to. It is also not one of those bugs that is rare and hard to replicate. But they won't because they want his AoT skin to keep selling.

    Ah. Good point. That could be a relevant factor.


  • @RpTheHotrod said:

    https://forum.deadbydaylight.com/en/discussion/comment/3093447#Comment_3093447

    It does, however, make it literally impossible for a stealth killer to ever sneak up on you. It essentially invalidates their while point. That would be like a 36 meter safety bubble where traps don't activate, or where deathslinger can't fire his gun. 36 is more than enough distance to get away from the killer, and it definitely let's you prevent ghostface from getting any meaningful stalk in.

    Spinechill's automatic 36 meter detection should not detect undetectable. One perk should not unvalidate an entire killer class especially considering itsthe class having difficulty being viable as it is.

    You're right that it can be very powerful against stealth killers (perhaps too powerful, and they might need to change that), but...even with that said, there probably won't be many people at all who run Spine Chill now because: !) they removed the vault speed boost, and 2) it no longer reliably tells you when the killer is looking in your direction.

    It's basically a mid-tier perk that might become very good if you happen to go against a stealth killer, so I just don't think many people will choose it. I'm going to watch and see how many people are still using it in my matches.

  • Just to help people who are still confused about this: currently, Spine Chill DOES light up ANY TIME the killer is within 36m of you (even if they are Undetectable or if you are Oblivious). So, in a sense it "hard counters" stealth killers or Oblivious (especially at the beginning of the match).

    But, as dugman says above, knowing they are within 36m of you doesn't always help you. In fact, it might make you waste lots of time hiding while the killer is actually going after someone else. Think of the perk Premonition, which even tells you the direction the killer is in, but is generally seen as a very, very weak perk.

    The key effect of old Spine Chill (telling you when the killer is actually looking in your direction) has very much been nerfed. The only way to know that the killer is looking in your direction is that you see a speed increase on your progress bar (when Repairing, Healing, Sabotaging, Unhooking, Cleansing, Blessing, Opening, or Unlocking). Even worse, you only get the speed increase if they have a clear line of sight to you.

    So, if you are walking/running/hiding or if the killer is behind a wall, Spine Chill does NOT tell you if the killer is looking in your direction.

  • I've often wondered the same thing: how in the world is this thing programmed?? It is truly an absurd system. Comically, embarrassingly bad at doing what it's supposed to do.

    Surely there's some way to tweak this thing to make it work better?? Does any other game have a chat filter system as bad as this one?

  • Obnoxious stacked gen regression perks have been in the game for a while, in various combinations.

  • I guess BHVR's theory was: "since the basekit is improved, players will now experiment more with other perks." But the problem is that many players can and will continue to use 4 slowdown perks (even if it's a different combination of perks than before) because it remains highly effective (and in many matches, downright oppressive).

    Now, to be fair, it's hard to say whether the 4 best slowdown perks now (plus the 10 second extra gen time) are actually giving you more slowdown during the match than the best slowdown perks gave before the patch. But slowdown definitely feels very strong (maybe stronger) for killers now, especially since your base chasing power has also been buffed.

    I honestly wonder if it would be a good idea to put a cap on slowdown perks ("use up to 3 of the following" or something like that, which would still be plenty).


  • @SlowLoris said:

    https://forum.deadbydaylight.com/en/discussion/comment/3072421#Comment_3072421

    Well I hate to tell you this, but it most certainly IS NOT working like that. I have 4,600 hours in this game, and I know that means I have no life. However, I say this, so you understand I know what killers use STBFL, and I know what 8 stacks looks like. Killers basic attack cool down being shorter should in THEORY do what you're saying with STBFL, but it is not. It is insane. It is not adjusting for the buff to killers basic attack, because it is 100% like the killer has 10 stacks of STBFL now once they hit 8 stacks. If you don't believe me, go in a custom, and tell me you feel it's fair when the killer has 8 stacks. You can't even move 5 feet before you're hit again.

    imo, one of two things needs to happen.

    A) The calculation needs to be adjusted, so it properly calculates

    B) Be nerfed to 6 stacks, but you only lose one for hitting the obsession

    I completely agree that STBFL now feels overly oppressive (it may be that the calculation isn't working right or it might just be because the survivors are also getting less distance when hit). It's simply overtuned given the basekit killer buffs. I actually feel bad when I run it now lol.

  • When did you prestige them? Just yesterday, or a week ago, or…? I wonder if they did something like choose a specific date/time and update your prestige levels as of that date/time, thereby causing issues with people who prestiged after that? I don’t know.

  • Why on earth did they buff Thanatophobia when they were already increasing base generator times?

    (That said, the buff is pretty minor. 22% max penalty vs 20% adds fewer than 3 extra seconds.)

  • I agree that this point was never discussed enough. Even if you have every other perk at Tier III, there are (I think) 20 general survivor perks and 16 general killer perks to grind on every character (assuming you're at Level 1)...

  • What Endurance perks were people using before? Endurance will be more common with this patch. Do you mean Exhaustion? Because people will definitely still be using plenty of Exhaustion perks. It's just Dead Hard that has been nerfed.

  • I've been looking forward to buffed Lightweight. Can be pretty useful by itself, and combos very well with Overcome, Spring Burst, Lithe, Hope, etc.

  • They are quite expensive, but if you will use them and enjoy them, then I guess they're worth it. 🤷‍♂️

  • @MikaelaWantsYourBoon said:

    No, perk is still rewarding bad play. I am not happy with change at all, they did not even change base problem of Noed.

    Do you feel like endgame perks/builds in general are rewarding bad play, or is it just because NOED has no activation condition? I could definitely see a minor activation condition for NOED, like you need to hook at least two different survivors (or something like that).

  • I'll definitely try to give her another chance. While I understand in theory that she is strong, I can't for the life of me seem to use her power in a way that actually provides significant value. I'll need to watch some more videos/guides to see if I can figure her out.

  • Just keep in mind that for characters who already have a lot of perks on them, you will automatically get prestige levels. This may or may not apply to you or affect your choice, but I just want to make sure people aren't missing this point.

    In my case, I have lots of characters who are P0 but have 170+ perk tiers, so they will automatically go to P3 or higher when the patch drops. I'm definitely NOT going to P1 them now and lose all of my items/addons/offerings.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3061367#Comment_3061367

    I meant the news that you have to be p1 before the patch to get p3 once the update hits live. My only prestiged killer is Sadako because I wanted to flex and p3 her day one. The rest are p0. So, as far as I am aware, I will not be getting tier 3 perks for all my killers even though most of them could have gone well beyond p3.

    They are still doing the catch-up mechanic based on perk tiers. Their latest update just added an additional bonus prestige level if you were already at P1, P2, or P3.

    For each character, you will automatically get prestige levels based on the number of perks on that character:

    • 70+ perk tiers (a perk at tier III counts as 3 perk tiers): 1 prestige level
    • 120+ perk tiers: 2 prestige levels
    • 170+ perk tiers: 3 prestige levels
    • 220+ perk tiers: 4 prestige levels
    • etc.


  • This is...a strange take.

    Edit: If anything, this should make you frustrated with BHVR for creating such a ridiculous, addictive grind in the first place.

  • Also keep in mind that there is a "catch-up mechanic" to automatically give you a certain number of prestige levels based on how many perks you have on each character. If you have 170+ perk tiers unlocked on a character (a tier III perk counts as 3 tiers), that character will automatically be P3 (or higher) when the new system comes out.

    In my case, for instance, I have several killers who have LOTS of perk tiers, but are prestige level 0. I will absolutely NOT get those characters to P1 now, as that would mean losing all of my addons. Instead, those killers will automatically go to P3, P4, P5, or whatever once the new system arrives.

    TL;DR: For characters with very few perks on them, it's smart to P1 them now (as long as you don't mind losing their items/addons). Be more cautious with characters who already have lots of perks on them, since they will automatically get prestige levels with the catch-up system.

  • Basekit BBQ/WGLF bonuses would be much better, but I guess the 10k category cap at least means some additional bloodpoints in some situations. Maybe a few people will use Beast of Prey, Distressing, Hex: Thrill of the Hunt, and No One Left Behind just to squeeze out some extra bloodpoints? (Obviously, people will still be using Prove Thyself.) 🤷‍♂️

    I guess we'll also have to wait and see how much the new "matchmaking incentives" come into play to give bonus bloodpoints.


  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3059482#Comment_3059482

    When survivors have to do that, it indicates there is a problem with the game.

    When a survivor deliberately kills himself/herself early (i.e. by skipping one or more hook states or straight up DC'ing), they are MASSIVELY hurting their teammates. I have absolutely no respect for players who do this on purpose. It's the most childish and selfish thing to do. Please wait the full 60 seconds in each hook phase. Your teammates might be trying to finish something before unhooking you. If they don't unhook you within 60 seconds, then you have something to complain about. Even if you're downed/hooked in the first 30 seconds of the match, you have no idea how the rest of the match will go.

    I don't care what you post about on the forums, but please don't actually do that in the game. If you don't want to make any effort to play as a member of a team, don't join a survivor queue.

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/3057120#Comment_3057120

    I'm not sure. Medkit addons are pretty generous and a fast heal is very powerful in this game. I'm not sure how the math works out.

    • Current Botany Knowledge (+33%) allows you to do a normal heal in 12 seconds (instead of 16).
    • Buffed Botany Knowledge (+50%) allows you to do a normal heal in 10.67 seconds. It's a little better, but nothing insane.

    Botany Knowledge can also stack with We'll Make It, Boon: CoH, Desperate Measures, Medkit bonuses, etc. for some even faster heals.

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3056582#Comment_3056582

    If you always prestiged right away, the only thing you really lost was the perks, the add-ons...why would that matter, they easily show up again, and event items, which yeah, that sucks but that's really the only thing

    "The only thing you really lost . . ." Well, it costs around 5 million extra bloodpoints to get a character to P3. If you are a person who P3'ed several (or all) characters, we're talking about many, many millions of extra bloodpoints spent.

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3056582#Comment_3056582

    If you always prestiged right away, the only thing you really lost was the perks, the add-ons...why would that matter, they easily show up again, and event items, which yeah, that sucks but that's really the only thing

    "The only thing you lost. . . " Well, it costs close to 5 million bloodpoints to get a character to P3. If you P3'ed several (or all) characters, that's many, many millions of extra bloodpoints spent. People who tried to P3 every character vastly increased the grind for themselves.

  • 20,000 is definitely better than 50,000, but yeah, the prestige tax feels a bit silly.

    Maybe they could also throw in a small amount of iridescent shards with each prestige, to make it feel like you actually receive something for your mandatory payment.

  • I think the red is better, but...since they have both options ready to implement, could they just give both and let the player choose under options? 😎

  • "give us something that you promised us -> something with bragging rights other players actually can see."

    Unless I'm mistaken, they only said it would be a "distinct reward." They NEVER said other players would be able to see it. In fact, they were very clear that it wouldn't be a cosmetic or charm, and they said they were trying to avoid "legacy 2.0."

    I understand that you WISH it was something other people could see, but I really don't think they were misleading at all on this particular issue.

  • The new system is better, but they’ve undercut the benefits in many ways, with the 50,000k prestige fee, the removal of BBQ and WGLF bonuses with no compensation, no way to exclude teachables you don’t want, etc. The grind will still be wildly out of hand.

    I’m fairly certain that the higher-ups at the company do not actually want a massive, across-the-board reduction of the grind. They need players to stay for hundreds (or thousands) of hours.

  • The new system is ultimately disappointing. A few points

    • The 50,000 bp cost to prestige is really not good. Maybe it'll be removed?
    • They definitely reduced the perk grind for long-time players who play lots of characters, but...then they also removed the bonus BBQ and WGLF bloodpoints, which many of us considered mandatory given the insane grind. That change alone will undercut much of the benefit of the new system. It would be completely fine to make the BBQ and WGLF bloodpoint bonuses basekit or just give x2 bloodpoints all the time. Some kind of base bp bonus like that would be helpful and not excessive AT ALL.
    • For brand-new players or even players with 100-200 hours, the grind to get the specific perks you actually want will still be monumental. I'm not yet clear whether the updated Shrine of Secrets will help with this.


  • They should at least up the % slightly. Maybe Tier III could be 125%? At least SOMETHING above 100%.

    It's the same with the Self-Care change. The numbers are just a bit too low.


  • @[Deleted User] said:

    I still don’t fully understand what’s going to happen to players like myself who have have never prestiged any character but are all perks tier 3 on them. Apologies if I’ve missed an explanation for this but I’d appreciate anyone letting me know what’s happening with this scenario!

    Basically, they will have a "catch-up mechanic" that will automatically give a certain number of prestige levels on characters you've spend tons of bloodpoints on. That means you will automatically get some (or all) of the bloody prestige cosmetics for those characters AND you'll automatically get the corresponding tier of that character's teachable perks on every other survivor (or killer). 

    Below is the direct quote from BHVR about the catch-up mechanic:

    "'When we roll this out, we’re planning on doing a prestige catch-up mechanic that will look at the perk tier you have on your characters,' explains Matt. 'If you’ve been collecting perks on your character and levelling them up, you’ll gain a number of prestige levels based on how many perks and perk tiers you've acquired.'

    As for the general perks that aren’t connected to a specific character – Unrelenting or Resilience for example – they will remain unlockable through Bloodweb progression."

  • I've always wondered if certain killers (including Blight) would be slightly more balanced if they adjusted their base speed to 112.5% (4.5m/s). I don't know why 4.5m/s has never been used (it's at least worth trying).

  • I'm genuinely curious: are people doing this primarily to get the rewards (for having characters at P3 prior to the new system kicking in)? We know the reward won't be a cosmetic item. What do you think it will be? Will it really be worth it?

    Anyhow, I'm fairly certain that many of my characters will automatically get "caught up" in the new system with at least a level or two of prestige due to the number of perks I have on them.

  • @brokedownpalace said:

    You have way too much time on your hands. And I say that as someone with way too much time on my hands.

    I mean, yeah, he's the guy who became "#1 Demogorgon"...must've taken a bit of time...

  • @Kira4Evr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2944055#Comment_2944055

    Doesn't she only have a Lullaby when she's Manifested(Undetectable)? And if she's not in a chase, Furtive Chase is not even active. It only reduces Terror Radius while chasing people. That's why it's so bad.

    Also, what does "FYI" mean? xd

    FYI = for your information

  • @dugman said:

    To be fair to survivors, the perception is Legion games take a long time because, while they can get injuries efficiently, they are basic attack killers for the most part when it comes to getting downs on injured survivors so the chases to get downs can take a while. Couple that with a lot of stalling due to Mending and the match could maybe be longer than normal. (I don’t know if it’s actually longer or just a perception, it would be interesting to see stats on average game length by killer.)

    On the flip side there’s also some survivors (not all) that seem to think the new Legion is overpowered, which I’m more skeptical of. Sure, they can get instant downs off chain hits more consistently now with Never Sleep Pills, but the process takes something like 60+ seconds per down doing that (5 chases at 10-20 seconds per chase) so it’s not like there’s not time for people to do gens if the Legion is committing to that.

    Finally I wouldn’t be surprised if some of the complaints are from survivors who have up to this point been happily using healing strategies like Circle of Healing as their go to way to play. Legion has always been a character that probably the best strategy is simply to play the game injured to mitigate the usefulness of their Frenzy. (They can still Frenzy hit injured people to get info if they want, but they can’t get a down during it.) So I imagine there’s a few annoyed healers out there upset that Legion is popular at the moment.

    I'm wondering if Never Sleep Pills needs some kind of tweak/nerf. Not because it's actually overpowered, but because it kind of takes away counterplay (Legion is basically guaranteed a down in many situations). Maybe Never Sleep Pills should give you 15 or 16 seconds of Frenzy instead of 20?

  • I see what you did there.

  • I wonder if hemorrhage should be tweaked in some way. Maybe the healing progress only goes down when you stop running (kinda like the Deep Wound timer)?

  • Ok, I'm gonna be honest. This is pretty good.

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