Viskod
Viskod
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- Viskod
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I just P3'd my favorite killer and favorite survivor. All of my other killers are P1 so after the update they will be P3 and then all of my killers will know all of the perks at Tier 3 without having to P3 anybody.
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@Megmain80 said:
https://forum.deadbydaylight.com/en/discussion/comment/3067744#Comment_3067744
You originally said 'hilarious' not 'funny'...sure it can be funny in an accidental situation. Like randomly opening a locker as killer and grabbing a survivor you didn't know was there.
If you're splitting hairs over these kinds of semantics I can understand why it's hard for you to not take things seriously.
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Undetectable, means Undetectable.
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Plague's with Dying Light just over here minding our own business.
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Corrupt Intervention is overrated. Lethal Pursuer is where it's at for early game snowballing.
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@Megmain80 said:
https://forum.deadbydaylight.com/en/discussion/comment/3067657#Comment_3067657
You must have a low bar of what is hilarious.
You run by a locker to use Deception and unbeknownst to you there was someone hiding in that one locker on the map? Yeah that's funny.
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@TheLastHook said:
https://forum.deadbydaylight.com/en/discussion/comment/3067723#Comment_3067723
No they don't want it. They cannot do anything but to accept it.
The perk design and the core game mechanics immediately disregard what you say.
Now, let's accept people want to tolerate it, how about allowing it for solo-q? Even as an opt-in, natively supported rather than with third party tools (you may as well use your phone or Walkie-talkie lol).
If you want swf and comms, then drop the perks than make absolutely no sense and don't claim to be balancing the game when Killers are by default at disadvantage.
Again, let's remember people say Nurse breaks the rules of the game. I haven't seen devs saying that using Nurse is cheating either.
You've literally got a company rep telling you in this thread that it is wanted and expected they just aren't going to host in game communication their selves.
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@TheLastHook said:
https://forum.deadbydaylight.com/en/discussion/comment/3067703#Comment_3067703
"Just stop arguing and making sense"*LMAO*. How old are you friend?I don't like to repeat myself but I will do it:
Why is it not cheating exactly? Because someone says is on a stream?
Ask yourself: do you nullify killers and their perks? do you gain free perks and better coordination using voice comms than without it? Do you get free information on what the killer is doing and where he is?
If yes -> you re pretty much cheating, use whatever other word you like. Though.
You may as well then run a soft hack, stretched resolution, etc.
It's not cheating. Just because an option to play the game with a random queue exists, does not mean that the intended cooperative mode is somehow cheating. Behaviour wants people to play together and communicate.
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It absolutely should work because it's one of the most hilarious things that can happen in the whole of Dead By Daylight.
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Why would I hit someone right off the hook? If they run away with Off the Record active one of two things is going to happen.
- They're going to perform a conspicuous action, and then they're fair game again.
- They're going to be so paranoid about being "tunneled" and not wanting to lose their endurance that they run around doing nothing.
If they don't run away with it and bodyblock with it, then fine,it's still gone.
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Why would I stop playing DBD with my friends?
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Works for me.
I know someone will be definitely trying to cleanse it so it shouldn't be hard to get a down or two before its gone.
But that's assuming that someone doesn't cleanse all the totems beforehand. Despite all the whining and crying about it, cleansing totems with any one of the numerous tracking perks for it is very easy to do and gets you a good chunk of BP.
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@Pepsidot said:
I will miss using DH against Nurse or Blight's using crazy good addons because it helped a lot against them and their top addons. But on the other hand although it sounds odd... I'm kind of happy it's being nerfed because I will no longer feel at a huge disadvantage when using another perk in its place. I can't think to myself "if only I had DH". Basically, a new perk slot has unlocked for me now!
One thing I really fear though is the rise of basement trappers now that DH is being nerfed... hopefully it doesn't catch on.
Oh the new Monstrous Shrine was already going to see to that. Not being able to Dead Hard over a trap is just the icing on the cake.
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@egg_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3062801#Comment_3062801
Not really, I'm not wrong.
The fact that they buffed other slowdown perks is not mutually exclusive to the buff camping & tunneling got. From their original Dev Not:
"When looking at the perks most used by Killers, there’s a very clear trend: any perk that helps prevent generators from being powered - slowdown perks for short - are favored. Slowdown perks should be an option, but not the only option to stay competitive."
Yet they buffed other slowdowns, not really giving any incentive to killers to changing the perks they're using, and actually giving a lot more synergy to different perks that have the same requirement of kicking gens and that stack together (Overcharge, Call of Brine, Eruption). So where's the meta change? Same applies to thana, call it irrelevant as much as you want, thana was already getting passively buffed by the generator times being upped. It did not need the extra %.
This doesn't mean tunneling and camping work won't work with this, and actually the sole existence of OtR incentivises killers to getting that endurance hit as early as possible, to get rid of it, especially considering that hook trading will be a lot faster because of the cooldown hit animation being shortened - and the trader can be left slugged if the situation is favorable, for example if there are no pallets around guaranteeing an easy second down.
Deadlock is NOT fine as it is. It was already one of the best facecamping perks. Now generators taking longer while hook stages taking exactly the same time, adding to the passive value obtained by deadlock while not movign an inch away, will make it even easier.
Also about DMS, let's pretend that high mobility killers don't exist. Artist is not the only one that can make that perk stupidly broken.
No you are wrong. Factually wrong in some cases.
The extra 1.8 seconds includes the new generator times. If every person is injured the buff to thanataphobia with 90 second generators is an increase of 1.8 seconds.
Overcharge was nerfed. After you kick a generator with Overcharge it regresses at 75% of normal regression speed. It takes 12 seconds just to get it up to the 100% a regular kick would instantly get it to. No one is going to use that unless they are committing to a generator kicking build and combining it with Call of Brine and Eruption, and if they're running around kicking generators to get the most out of Call of Brines time limit and Eruption, then they're not camping.
JFC you are literally contradicting yourself. You ask where the Meta change is if people are using Overcharge, Call of Brine, and Eruption which were not Meta perks! If someone is running all of those, then that's not the old Meta of BBQ, Corrupt Intervention, Pain Resonance, Dead Man's Switch/Pop Goes the Weasel.
High mobility Killers still have to run around the map checking generators to get the most out of DMS, which means they aren't camping.
I also believe you don't actually understand how many killers Camp and Tunnel but don't really like doing it, but feel they have to do it if they want to get kills. A lot of killer players would much rather run around chasing survivors but feel like if they do that, then they just lose because generators go so fast.
There's never going to be a solution for the trolls that literally tunnel and face camp because that's what they enjoy doing, but there's more people that would rather chase if they felt like they could win that way.
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Absolutely.
Everything I use as a survivor got buffed.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3062805#Comment_3062805
By that logic dcing is also a game mechanic since there is a button to do so. why give them any penalty at all?
Because you can tell people who click "Exit Game" are explicitly trying to exit the game.
You can't tell if someone burns through phase 1 on a hook trying to escape because they're just trying to escape the hook or if they're just trying to die, and just saying "Well they try it every match" is not an automatic indication of it.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3062766#Comment_3062766
Yes they should, but they also should be given a penalty if they keep doing it every match.
They should be penalized for doing an actual in-game mechanic that's intended for them to do?
Well that doesn't make any sense. How does the game tell a difference between people that just constantly try to escape in phase 1 because they don't know any better and people who are trying to just get out of the game asap?
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@egg_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3062764#Comment_3062764
The point was to change the meta. Killers meta relies on slowdown perks. They nerfed a couple - good. Why did they overly buff others? There was no point buffing thana, eruption, overcharge or gift of pain at all. DMS and Deadlock, two of the strongest slowdowns, untouched. Killers meta will still be 4 slowdowns, just different ones
So yes, unnecessary buffs will get called out, especially in such a patch that really foreshadows a lot more camping and tunneling (since they're explicitly being buffed with every single change)
No you're kind of wrong everywhere here.
Eruption requires you to be constantly moving around the map kicking multiple generators to get a benefit out of it. That's preferential to camping, is it not?
The "buff" to Thanataphobia is so insignificant its pointless.
Overcharge was only buffed on the PTR, The condition its going to be in next week on live is going to make it a dead perk. It will only be used if someone is going to dedicate their selves to kicking generators as a build and they combine it with Call of Brine, but just tapping the generator stops that. It's not instant regression. It's 1 charge every 2 seconds and speeds up to just 1 charge per second after 30 seconds.
Gift of Pain is a Scourge Hook Perk. It should be strong because it requires a Scourge Hook, and that's not always a certainty. Not to mention that now people using Saboteur can SEE Scourge Hooks so Scourge Hooks are easy to priority sabotage now.
There's nothing wrong with Deadlock. It literally protects the progress of the next most progressed generator for a time letting survivors build up progress on another one and then when it's duration is over you've got two generators close to being done and you're in a better position.
You say camping and tunneling has been buffed with "Every single change" but that's not true. Everyone will be using Off The Record now not to mention getting a speed buff off of the hook, and if people start using Sprint Burst instead of Dead Hard that just means more Sprint Bursts away from hooks.
Also, there's nothing wrong with Dead Man's Switch. Outside of The Artist the killer is actually going to have to push you off the generator to use it, so you can't really complain about DMS being used and camping at the same time because there's only one killer who can do that and there's an audio cue for when she's going to try.
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Survivors shouldn't be able to attempt hook escapes in phase 1. I agree.
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@Kaitsja said:
I think the meta change was necessary, but some of the killer perk buffs were unnecessary, namely Thana.
Oh yes, that extra 1.8 seconds on a generator when all survivors are injured. Such an overwhelming buff. Especially with survivor healing being as plentiful and fast as it is.
The Pain Resonance/Dead Man Switch Combo is gone.
Pain Resonance will no longer give away which generator has the most progress or if survivors were working on it.
Pop Goes the Weasel is gone.
Corrupt Intervention deactivates as soon as someone is downed.
The buff that Overcharge got was destroyed to the point of making the perk worthless.
But please, go on about all of these unnecessary killer buffs.
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@Thusly_Boned said:
DH a crutch? Some breaking news here. Next thing you know we'll hear NOED is a crutch
Except one has to be dealt with during every chase with every survivor every time.
And the other happens once per match and can easily be prevented and is also rarely used.
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The giving up option is a better idea all around, but it would be nice to be able to spit in the eye of people that just leave you all on the ground to wait to bleed out.
Four minutes is a long time when you're just sitting there waiting on everyone to die so you can just move on.
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Just the bad ones.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3061549#Comment_3061549
??? That's on the survivor for going down. Why should they get a free pick up when they'd bleed to death otherwise? That is literally intended. Slugging = No hook state and someone else can come pick them up. If they're by themselves and opted to take no perks for getting back up on their own, that is literally their own fault + their teammates' faults for not picking them up.
You're misunderstanding me then, because you're talking like survivors should never be able to wiggle free while being carried by the killer. Because that is what I was talking about in this exchange.
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@TAG said:
I'd say that after a Survivor has been on the ground in the Dying State for 2 minutes total (the equivalent of being one-hooker), they should be able to insta-kill themself on the ground so they can leave the trial early.
This also would be a great solution, and probably the most practical.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3061295#Comment_3061295
A free pick up just because they're downed in an area that can't be hooked is stupid. If no one comes to rescue them, they should bleed out and die.
"Downed in an area that can't be hooked"
If the killer downs someone in a part of the map where the survivor can wiggle free before getting to a hook is not a "Free pick up".
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@SuzuKR said:
"Survivors should be rewarded for going down even though their teammates failed to pick them up."
Uh.
https://forum.deadbydaylight.com/en/discussion/comment/3060864#Comment_3060864
One big problem with that: How will you distinguish intentionally bleeding people to death from being malicious as compared to doing so because either (A) they can't find where the hell the slug went because of big maps/silent slug bug/etc or (B) being in an area where it's literally impossible to hook them?
It wouldn't be a short timer, it'd have to be a good while. A reason for people to have to wait instead of just DCing because the killer is holding the game hostage.
A killer that was using slugging as a strategy with every intention of picking people up after and hooking them would have ample time to find the survivors, especially with Deer Stalker.
It's not a "reward" for everyone going down because a killer who is actually wanting to play the game is going to hook you afterwords, now you being able to crawl away and hide and prevent them from getting you to a hook is part of the risks of that kind of strategy and that's fine.
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People who are actually good at playing survivor can still use it to time a "parry" with it, but all the people that just used it to dash away from the killer to reach vaults and pallets they wouldn't have been able to otherwise, or dash away from getting hit after the killer caught up with them or out maneuvered them are in serious trouble.
The band-aid is gone.
But's that's fine really. People like that can just use Overcome and Lucky Break.
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@Gindaen said:
https://forum.deadbydaylight.com/en/discussion/comment/3060969#Comment_3060969
Call of Brine will also be a meta perk. I think there it will depend on whether you only want to be able to use a perk once every 60 seconds or be able to get multiple generators without worrying about a 60 second timer.
Both are meta perks, it just depends on how you want to play. Kick a lot of gens and roam while using a hit-and-run style like Wraith, or strategically kick a gen then go into a chase.
Call of Brine is just better. Regardless.
It takes 12 seconds for Overcharge to even ramp up to the normal regression you'd get from a regular kick. That's just not worth it.
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I don't camp anyway but there's nothing about this update that would make me want to.
I am literally giddy at the thought of using the new Monstrous Shrine. I cannot wait to be 24 meters away from people on scourge hooks and watch their teammates underestimate the time and fail to save before second phase sets in, and to have every hook in the basement be scourge hooks.
Cannot wait.
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@Gindaen said:
https://forum.deadbydaylight.com/en/discussion/comment/3060927#Comment_3060927
Overcharge wasn't a meta perk. My guess, is after this buff, which turns it into a mini-hex: ruin that you can't destroy, will turn it into a meta perk very quickly.
If you can't see how strong Overcharge is in this patch, then you aren't paying attention.
- Hex: Ruin was nerfed, so something has to fill it's place.
- Overcharge's regression after 12 seconds, is the exact same as Hex: Ruin.
- Every time you kick a gen, you get an extra 2.5% regression
- If a player misses the skill check, there's another 5.0% regression
- You kick gens 10% faster
- Overcharge has synergies with a whole bunch of other slow down perks
Overcharge has been seriously underestimated in it's power by a bunch of players already and it's getting significant buffs (From a killer player that uses this perk currently). This will be one of the go to killer perks for slowdown this patch.
There's no reason to use Overcharge when Call of Brine is right there giving you 200% regression immediately. Sure you can still bring both but there are too many other fun killer Perks to bring now that I just don't see the point in bringing Overcharge at all.
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When I play with my friends I'm the Boon guy. I always have Circle of Healing, Shadow Step, and Detective's Hunch. The fourth slot is whatever, sometimes Exponential (when it has the opportunity to work, it's literally a game changer)
Once that first generator is done, Detective's Hunch let's me see the perfect totem for the current map layout and potential 3 gen to enchant. Not to mention the location of the other totems for me to run and check for potential Hex's and to know where to run to cleanse.
Boons are incredibly powerful and if you think they aren't I am certain you shouldn't concern yourself with wasting 14 precious seconds because you're probably already wasting that time and more some other way.
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@Onyx said:
https://forum.deadbydaylight.com/en/discussion/comment/3060858#Comment_3060858
Just hook the damn survivor! If you have 2 people or more downed, you are already winning, you do not need to go slug everybody to death. God damn you people are so petty with your strawman arguments. Like really, so if you don't get a 4k so what? Is a 2k not enough? Is not getting kills that bad? What exactly do you want as killer? Just spawn all survivors on hooks the moment you spawn in the match? Maybe we should remove the exit gates, gens could just be there so survivors have something to do while you go on a murder spree.
Like really, you portray losing as if it's this huge deal, yet even when losing you are still moving, chasing, doing stuff. Survivors can't do anything while slugged or camped or tunneled. They don't earn BP, they don't interact with the killer or other survivors, they have nothing. I think on average survivors in this game spend more time just doing nothing than actually participating in a match at how rampant all this tunneling, camping and slugging has become.
There's nothing wrong with slugging all four survivors before trying to hook them. Complaining that the killer isn't "being fair" for slugging when you've got Tenacity, Flip Flop, Power Struggle, Unbreakable, and Exponential at your disposal if you're worried about it is what's being "Petty".
And seriously, if the killer leaves one person slugged, and is chasing someone else, and the other team members don't get that person back up again, that's on the survivor team, not the killer.
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I think slugging is a perfectly viable tactic however what I don't think should be allowed is for a killer to slug the whole group, and then just go AFK forcing everyone to wait around until they bleed out if no one has Unbreakable equipped.
Once all four survivors have been slugged a timer should start to countdown and anyone the killer doesn't pick up and hook before the timer runs out can get up from being slugged.
This would make it so people can't hold you hostage and it would give survivors more incentive to try to crawl off and hide, adding value to the Perks Deer Stalker and Tenacity.
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Use your 50% healing speed buff to heal others, not yourself.
It should be *very expensive* to combine Botany Knowledge with Medkits.
This is a good change.
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Just use Overcome and Lucky Break.
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Also, no more using Dead Hard against Legion.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3056927#Comment_3056927
Agree with Overcharge. Nerfing the initial regress value to be less regression than a normal kick is a bad decision. But with OTR and BT: BT requires altruism for a far shorter endurance status, compare to OTR giving 80 seconds of endurance to yourself being unhooked - prior to the end game. It will help BT maintain a niche.
I don't see why the altruism needs to be a factor, otherwise like i said this only covers the very niche situations where someone unhooks their self from luck or deliverance.
I think they should deactivate when gates are open vs powered because No Way Out combined with Remember Me creates a lot of time for the killer to play around with people without them having DS or OTR available.
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I need some explanations for the thought process behind some of these changes.
Overcharge -
Why? Why would I want a generator to regress slower than just kicking it Perkless for 12 seconds. Why would I ever use this Perk on its own? I can take Call of Brine and get 200% from the beginning. Sure I can combine Overcharge with Call of Brine but outside of one particular build that focuses on that, what is the point of using Overcharge instead of Call of Brine? Or even *at all* since unless you're pushing people away from this generator in particular it's going to be tapped and the Overcharge skill check is not hard to hit.
Off The Record vs Borrowed Time -
So you've made Off The Record disable when the generators are powered because the reasoning is that its long period of Endurance creates situations where there's nothing the killer can do. But Borrowed Time is right there, giving 15 seconds of Endurance AND 15 seconds of 7% increased movement speed. Leaving Borrowed Time to do what you just kept Off The Record from doing implies that you don't understand that 15 seconds is plenty of time for an end game hooksave to result in the killer not being able to do anything about it.
Is the intention here to cover the very specific instances where someone is on their first hook in the endgame and then gets off of the hook by sheer luck or by using Deliverance?
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There's no reason to use Overcharge by itself.
There is literally no point to this Perk now.
You're better of using Call of Brine and getting 200% regression immediately.
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Myers is more fun to play.
Myers is infinitely more fun to meme with.
Myers is Michael Myers.
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/3055189#Comment_3055189
Sure, you don't need to know every spot of the map to blind-blink to them properly and stand a chance. Nor do you need to learn the dead-zones. It's not a thing, at all.
Spoken as a true connoisseur. /S 😆
It's not.
Just having her Blink perfected automatically on its own just negates a majority of the gameplay. You don't need to be a long distance blind blinking ace to consistently win with ease without having to worry about conventional looping, vaulting, pallets, or map layouts.
And this is before you throw on all the Aura Reading Perks you want to negate walls, ceilings, and floors for the purpose of "blind" Blink Attacks.
Not to mention that an attack after a Blink counts as a Basic Attacks and carries all of the benefits of the Perks that work with them.
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@NightmareKT said:
https://forum.deadbydaylight.com/en/discussion/comment/3054000#Comment_3054000
https://us.v-cdn.net/6030815/uploads/FXZK5Q0WHDME/images.jpeg
This man spitting facts, I don't have a problem with nurse, in fact I rarely go against nurse and even if I do she ain't a problem, sometimes you win, sometimes you lose
They do not have a point actually.
All you have to do to win with Nurse is have the muscle memory for Blink distance. That's it.
You don't need to learn how to run tiles.
You don't need to learn how to mind game survivors.
You don't need to even care about actual map layouts. Just blink through walls and floors as you please.
Nurse just existing bypasses the actual intended flow of the game and the way its supposed to play out.
Nurses' perceived skill floor is lower than a lot of people think. And its her low kill numbers because of this intimidating learning curve that protects her. But she's not okay, and the reason that you can tell she's not okay is because there hasn't been a killer like her since and no part of the game has evolved since her inclusion to also allow characters to so disregard the gameplay mechanics.
At worst we have the anti-loop characters like Artist where it's easier just to run to another tile, but you're still running from tile to tile and she still has to follow you and work around these same tiles.
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@Aneurysm said:
It will probably be a nice grind reduction for those of us who have a lot of perks on several characters or who have prestiged a lot. They just need to do something for the newest players. Giving them a certain amount of free shrine unlocks could help out some.
New players will have it easier than before, since perks are automatically given to everyone at P1. Once you P1 the people whose perks you want, you have the perks. No grinding levels to "find" the perks you want first in a blood web. You have them, the grind is over.
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If you're a new player and you're looking up the best perks to unlock you're going to unlock everything you want before you settle on the one character you want to play the most.
So after you've got the characters whose perks you want to P1, then you're done. You have all of their perks on every character so you can pick who ever you want to play as and start immediately using whatever build you want, because you already have all of the perks.
No more leveling and leveling and leveling hoping to get the ones you want first out of the bloodweb, because you have them all already,
That is a huge reduction in the grind.
You don't need to P3 anyone. You can actually play with Tier 1 Perks, and be just fine and just get their upgrades as you level your main like you would normally for items and add ons.
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After the next patch it could sometimes just be 48 seconds :) so pay attention to those timer bars.
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I imagine he'll get a new skin next chapter with the second Resident Evil update.
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/3047044#Comment_3047044
Whatever you wish to do.
All I was stating is its probably going to end up more of a grind waiting as he would have 3 Perks unlocked for each one he p1's and he may only want one in regards to your comment about it being quicker with the upxoming new system.
Of course he will get them all playing but that would happen either way.
He's the type who's going to get them all eventually anyway even if he's never going to use them, but it will be quicker to just have them all immediately at Tier 1 and just be able to start making builds for various things without having to "find them"
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/3046850#Comment_3046850
P1 only unlocks tier one of the perks on the character. You wiill then have to find the other 2 tiers via the bloodweb on your main.
You only get the full tier 3 perks when you p3 a character.
That is why right now it may be less of a grind as you don't have to go the full way to lvl 50. You can get the teachable to unlock on your main at either lvl 30, 35 or 40 depending on what the perk you want is set at.
Yeah I know.
But try to comprehend this.
We don't care.
He'll have all of the Perks he wants to use, immediately.
Then he can pick his survivor, and can hop into games with us right away using any build he wants, because he'll have the Perks. The "waiting" game is over.
Yeah he'll unlock Tier 2 and 3 in time but that will come as he just levels the character anyway for items and add ons.
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If you turn your camera in time with how Boil Over sways you from left to right in exaggerated fashion it actually gets you to hooks faster.