Viskod
Viskod
About
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- Viskod
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Comments
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People have been wanting this for years.
Just randomly auto fill out a web level for me with one button. I don't care what I get, I just need to burn those BP.
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@Grigerbest said:
It is 2%, and then 100% regression which is 4 times slower, than 1 survivor repairing a gen, no?
With the rework to Pop Goes the Weasel do we know if this 2.5% is of total possible which would be 2.25 seconds, or 2.5% of the current? Which would be hilariously nothing.
Also yes, 100% Regression is 1 second of repair time lost for every 4 seconds the generator is regressing.
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@smappdooda said:
I'd be fine with reverting back to old Thana just affecting Healing and not gens.
Thanatophobia is a fear of dying, not a fear of engineering so this would make more thematic sense as well. Not to mention it could easily be countered with Desperate Measures.
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Getting chased by the killer is just part of the game. There's no obligation for a killer to alternate hooks between survivors and there's nothing wrong with getting one person out of the game at a time.
Sure it can be annoying if you bring a perk loadout and gear dedicated to one thing, and then you don't get time to do that one thing but you're still buying your team time to do generators and win, that's the point.
If the killer is "tunneling" you, then make it a waste of their time. A good killer will drop chase and stop, a bad killer will chase you forever and generators will get done.
Run Sprint Burst and Off the Record to get away from hooks faster.
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Better advice is just to learn the new Dead Hard. It's still super useful, you just have to time it right and also not have OTR active, or hit right off the hook with the default BT, or up against a Legion, Deathslinger, or Cenobite that put you into Deep Wound.
huh, maybe it's not that useful after all.
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At this point Behaviour needs to start bundling some characters and DLCs together in a Base Starter Edition that comes with its characters teachable perks already unlocked at Tier 1.
Just something to help people get their foot in the door.
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Behaviour Dev 1: "Any new Glyph ideas?"
Behaviour Dev 2: "Oh! oh! I've got it! This'll be great! So have any of you ever had Tinnitus?"
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/336195/thana-wont-be-staying-like-this-long-sadly
Well I mean, maybe the problem isn't thana, but the fact that you were using 3 (2.5) slowdowns? They slowed gens down for killers so you don't do that
Slowdown(s) ? Plural? Thanatophobia was their only one. TT just blocks while the survivor is being carried, that's nothing. Surveillance is just for information and the cooldown for Oppression is so ridiculous it hardly sees enough use to come close to being Oppressive not to mention you just have to hit a skill check to prevent it on the other generators.
That's a tracking build with barely any slowdown.
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@MaudetteClorel said:
Haven't met a killer yet who didn't run thana paired with either jolt, DMS or pop.
This is a lie.
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@MilManson said:
Wish people would stop referencing that guy, people need their own brains.
Pretty sure this isn't a new hot take that no one has ever considered or been of the opinion of before. Also seeing his vid and then deciding if you agree with him or not, is literally using your own brain.
I personally agree with him to an extent. I don't mind getting chased by the killer, that's part of the game. If they're chasing me than ostensibly my teammates are doing generators since they are not being chased. What's annoying is if I spend all my time getting chased and taking one for the team and then in that time only like 1 generator got done. Like #########, it was all for nothing.
Other times it can be annoying to spend all your time in a chase right off the bat if you came into the match with a healing build or a stealth build or a booning build and you wanted to do *this thing* but you spend all your time having to do *that thing* and you never got a chance to try out the stuff you wanted to do so your items and add ons were just wasted.
That's annoying, but if I was able to buy the rest of the team a win by keeping the killer busy, then that's just part of the game.
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Well Thanatophobia is a fear of death so it could be changed into something completely different. Like survivors who get within x meters of hooked survivor while injured scream and reveal their location as long as the killer is x meters away, and it would need to be a long way away.
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@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/3091452#Comment_3091452
I kinda miss the BP, but I am more happy that I no longer feel almost forced to run the perks.
Of course the dominant reason I was chasing BP was to get all the perks on all my characters, and these changes have essentially finished the job, so the pressure to hoard BP is essentially off (for me).
Right? It's freeing is what it is.
Before: Well, I should probably run BBQ for the BP... even though I'd rather try out X, Y, Z. I always felt like I just had 3 Perk slots.
Now: WWHHHEEEE! It doesn't matter, it won't get me extra BP anyway, I'm free to try whatever I want! 4 Perk slots let's go!
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@tendyhands said:
I don't see why DS and OTR are disabled for endgame because it can lead to a free escape when they give killers a free kill mechanic. How did NOED not get any significant nerf from this update? Doesn't make any sense.
I agree, NOED should be active at the start of the game just like OTR and DS and then Disabled in the in-game.
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@Sparks741420 said:
https://forum.deadbydaylight.com/en/discussion/comment/3091220#Comment_3091220
Are you insane? I can clearly see that i've lost more then NOTHING..... I log on every day... I have people who aren't even P1 all the perks are locked... characters who should be much higher in prestige are not... how can you say I didn't lose anything?? That's flat out outrageous...
They aren't actually locked.
I had the same situation with Clown, the only killer I didn't get to at least P1. It still showed his teachables as "locked" but they weren't, and were showing up in other characters bloodwebs.
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Neah, I'm glad they're gone.
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Yeah regardless of what it may say in any characters menu on the Bloodweb about their teachable Perks, anything you had unlocked before the update, is still unlocked.
You didn't actually lose anything.
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@MrPeanutbutter said:
Can we just get our BBQ/WGLF BP bonuses back and forget the matchmaking incentives? Thx
I'd rather get a free 100% without having to waste a perk slot or fulfill any conditions during the match.
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One of the best Nurse players in the community getting a Nurse winstreak is not news.
And just because he is one of, it not, the best, doesn't meant that Nurse shouldn't be reworked from the ground up.
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@Fantasy said:
I think not being able to stockpile strong iridescent/purple addons went into the design of the new bloodweb. You shouldn't be able to use a red addon every game. More often than not when I face a Spirit they would be using Mother Daughter Ring because they get one every web or two, I don't mind the change.
Not every killers best add ons are the rarer ones, some killers benefit just as much or more from their yellows and browns more than they do their purples.
And you could write a book about all of the completely worthless Iridescents.
So its kind of lopsided to where some killers are actually benefiting more from this system.
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@KayTwoAyy said:
https://forum.deadbydaylight.com/en/discussion/comment/3085615#Comment_3085615
I haven't been running OTR, because most of the time the killer is able to hit me before I can reach a window or pallet. Thus, the built in basekit BT is as good as running OTR. Ironically, DS is worth more to me than it ever has been.
Even if you're hit quickly and OTR's Endurance is consumed it still gives you 80 seconds of blocked killer Aura Reading and 80 seconds of totally silenced grunts of pain on both unhooks.
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This is a whole thread of "Mad 'cause bad."
Legion is a very map dependent killer that relies on the survivors making mistakes. The only way they can use their non-lethal power is if people group up and even then he's got to hit 4 people without Deep Wound to be able to down someone.
Spread out. Don't immediately start mending if you're hit. Stand your ground at pallets to waste their time because they will want you to drop it so they can vault it.
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Probably 8 to 10.
10 seems like a good number for it.
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Monstrous Shrine.
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The BT effect that's inherent should be extended so that if someone is hooked inside the basement they at least have enough time to run out of the basement and away from it for a bit before being able to be downed.
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@LeFennecFox said:
You're going to lose games if you seriously go out of your way just to cleanse plaything anyways. Literally 0 point unless you're on an indoor map
Playthings will get cleansed. That's why I use it. Even if the person whose totem it is doesn't cleanse it, after awhile someone else will. Then, Pentimento.
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It's only been 3 days since the patch. The next meta is going to take longer than this to be established.
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/3082043#Comment_3082043
I did and it's just the same bland complaints I've seen since day one of the patch from people who are unwilling or incapable of changing their loadouts.
I don't think any one of these perks is unfair in a vacuum, and if you want to combine Dying Light and Thanatophobia that's fine. But a 30% cap on slowdown is not going to ruin these perks or prevent combinations of them.
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@YOURFRIEND said:
All of that stuff has clear and present counterplay that you simply don't want to engage with.
Try reading the post.
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Increased vault speed while Demanifested and immune to pallet stuns and able to walk through dropped pallets while Demanifested.
Can no longer do any actions while Demanifested other than vaulting.
Manifesting takes a little bit longer, and she can't begin manifesting inside a dropped pallet or pass through one during the manifestation cast.
Is actually quiet while Demanifested.
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@GannTM said:
I wouldn't say Off The Record is trash but it might be overhyped a bit.
80 seconds of blocked Aura reading and ye olde Iron Will after both unhooks is pretty good. Even if you commit to a conspicuous action or get hit, that just removes the Endurance effect. The Iron Will and Distortion effects remain for the full 80 seconds.
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@TeabaggingGhostface said:
As long as buffs get capped at +100%
No. There doesn't need to be any kind of trade off here for some kind of false equivalence. 30% is as a cap on slowdown is fine.
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Repair speed reductions should be capped out at 30%. Whether you reach that limit with one active stack of Hex:Pentimento or a combination of Thanatophobia, Dying Light, and/or Gift of Pain is whatever.
But you shouldn't be able to stack two of the latter with Pentimentos instant 30%.
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Just be mindful of where your teammates are and tap the generator when they get chased off of it. There, you've neutralized both Call of Brine and Overcharge.
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/3081635#Comment_3081635
No one wants to hear screaming from teammate.
The info Solo needs are quite simple
- Showing what they're doing, not everything: on Gen, in chase, doing a Hex, open Gate, just these 4
- Survivors on Gen also show the % of the Gen. So if Meg in chase and Dwight on hook, Clau & Jake can decide who will go unhook and who will commit their Gen, based on who is closer to finish their Gen.
- Hooked survivors' aura changed if Killer is 16m close to hook. They dont know where killer is, but know Killer is camping
Run Bond.
Most of the problems aren't actually about lack of communication but lack of situational awareness and tunnel vision.
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Call of Brine, Eruption, Dragon's Grip, Monstrous Shrine.
It's been working wonders for me.
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So you don't have an actual answer then.
Like if a survivor finishes a generator and sees another generator, why should they not immediately start working on that second generator?
What should a survivor do between generators so you don't consider it "rushing".
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What is Gen Rushing? Survivors are supposed to do Generators.
If you as the killer, don't force a survivor to leave a Generator, and they finish that Generator, and you don't make yourself a threat to them by the time they find the next Generator, then why should they not start repairing that next Generator?
What arbitrary actions are survivors supposed to go out of their way to do, in between generators, so you don't think they are "Gen Rushing" ?
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Because ######### Dead Hard.
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Overcome, Lucky Break, Off the Record, Bite the Bullet have been doing wonders.
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@drakolyr said:
https://forum.deadbydaylight.com/en/discussion/comment/3073895#Comment_3073895
And in what point does it help to not hear the annoying sounds when injured?
I just want something that i dont need to hear Jane moaning like she is shagged good. I think also many survs runned iron will so they dont need to hear it themself.
If that's just your concern then Behaviour already addressed it saying that they are going to normalize the survivor voices so that some are not abnormally louder than others and others (ACE) aren't totally silent.
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For the people who think Legion is somehow different now.
https://www.youtube.com/watch?v=5_OuX6738kMAnd for people who need help because they've never played against a Legion before.
https://www.youtube.com/watch?v=l4ycCD-oKT8 -
@drakolyr said:
I think that 2 things are needed now:
- An option as survivor to disable the grunts, some survivors are so annoying.
- Equally the sounds from every survivor, since for example Jane is much louder than others. Or elodie.
Off The Record gives you 100% sound reduction for 80 seconds after both unhooks.
Using Self-Care combined with Bite the Bullet lets you hide somewhere and be silent while also giving you a little healing progress.
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That extra 1.8 seconds is a real killer.
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@dspaceman20 said:
I'm sorry but if it's against legion or plague and they are using thanataphobia I'm not stating in long
It takes you longer to ######### on your first hook than the 9 extra seconds (1.8 per generator) in total that are added by thanataphobias “buff” to doing all 5 generators with everyone injured.
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@indieeden7 said:
https://forum.deadbydaylight.com/en/discussion/comment/3070445#Comment_3070445
Someone evidently hasn't had the misfortune of having to play against a stacked slowdown Legion 4 matches in a row
Better than a Thanataphobia, Dying Light, Plaything, Pentimento, Plague.
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Split up.
Legion won't be able to get many chain hits unless they're using Pills+Sketch and even then they're going to start out so slow and be running for 20 seconds across the map that you'll have plenty of time.
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Feel bad for all the people who specifically went out of their way to do the grind this patch was going to alleviate and got everyone to P3 so they'd have all the T3 Perks for everyone.
Especially after Behaviour announced you can get the same thing just from getting to P1.
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Welcome to the E-pocalypse.
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@Goliath said:
https://forum.deadbydaylight.com/en/discussion/comment/3037604#Comment_3037604
It still costs more now because instead of stopping at level 40 to unlock perks you have to grind HUGE Bloodwebs from level 41 - 50 to unlock just a Tier 1 perk. So, 3 total times of having to grind level 41 - 50 Bloodwebs without BBQ or WGLF bonus Bloodpoint modifier. I guess thanks for attempting to help with the grind.
The difference being those Perks are made instantly available. You don't have to "find" them in the Blood Web or hope your favorite ones show up first on a new character.
They are already there. Grind over. Just play the game with the build you want and get T2 and T3 as they come when you level your character normally.
@KayTwoAyy said:
Huge respect to OP for the time and energy invested here!
Right off the bat, I never understood how unlocking 3 teachables at Lvl 50 was being advertised as 75% faster than unlocking 3 teachables by Lvl 40. Given the size of bloodwebs from Lvl 40 - 50, it should have been immediately apparent to anyone that the grind was doubling (if not tripling, with the removal of BBQ & WGLF bp bonuses).
This "grind reduction" update is incredibly tone deaf.
The playerbase is predominantly survivor--thus they do not care about having the grind reduced to max out every character. Most people, new players especially, want the grind reduced to unlock every teachable in the first place.
This update might alleviate my personal grind to P3 every character, but I'm lighting a candle for all the new players who have been screwed over by this change.
New players have not been screwed.
New player buys DBD, reads about the game, discovers which Perks from which characters they want.
So they go about leveling those characters to P1 to unlock the Perks they want.
The mostly likely scenario is that after they've done that is when they will settle on the character they want to play as the most.
Now this character already knows all of the Perks. They don't have to find them in the Bloodweb. They don't have to worry about not getting their preferred Perks first. They know them. They can start just playing the game and using whatever build they want because Tier 1 Perks still work just fine and in most cases the differences between Tiers is marginal.
It doesn't matter if they just want to play one person, it doesn't matter if they don't already own the game and pick it up new after this update.
It's a reduced grind.
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@Canas said:
https://forum.deadbydaylight.com/en/discussion/comment/3069254#Comment_3069254
These flans will be obsolete anyway once you have all perks unlocked for everyone for the rest of time. However if you decide to keep your flans you'll be forced to spend countless hours on grinding (without even having access to something like BBQ) just to get these characters to prestige 3. Save yourself the stress and prestige right away.
Not really, you won't need to get every character to P3 to get all of the perks available and at Tier 3. If he waits then all of his characters he moves to P1 will keep all of their perks, and if he does this one character at a time then when he's ready to take someone to P2 then they'll also have any Tier 1 Perk that he didn't already.
On their way to 50 for the second time the only Perks showing up are going to be Tiers 2 and 3 of things he didn't already know, and as he moves through the roster every character he gets to is going to need to learn fewer and fewer Perk levels because the Perks they have that are taught by previous characters are going to be upgraded.
It's entirely possible to wind up with all of the Perks at Tier 3 without having to actually get to P3 on all of the characters.