Viskod
Viskod
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/3046722#Comment_3046722
Well that depends on the perks he wishes to get.
If they are on 4 characters he could have got all the teachables before at lvl 40 for each one and farmed them on his main.
Some of them also could have been on the web at lvl 30. At best its 7 more bloodwebs to get them on the Main and at worst it could be 17 as right now over lvl 40 you can get 2 perks per web.
Of course there are the smaller webs which may help but they only give 1 per per web and he will still have them rng mixed in with the base perks that won't change.
What? No it doesn't. It doesn't matter who has the teachable perks he wants, they're all unlocked the same way, by getting that character to P1.
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When my friends and I play in the evenings we usually see her at least once per session. We were all slaughtered by AprilGhost once even.
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@Omputin said:
https://forum.deadbydaylight.com/en/discussion/comment/3046079#Comment_3046079
I’m sorry to tell you but this new system is gonna be way worse for you ”friend”. Not only is he gonna get BP a lot slower rate but he’s also gonna require a lot more BPs to reach presitge 1 instead of level 40. Your argument about bloodweb RNG doesn’t apply to new players since they got so few perks unlocked to begin with.
Well no, you're wrong because:
Since he's new, he's not going to have WGLF nor BBQ nor will he have ever played with them so he won't be farming BP at a lower rate he'll be farming it at a normal rate + all of the flan's and streamer's we're going top bring. But even if we didn't bring any, he'll be getting the standard BP you'd normally get, so this perception that he's getting half is a fallacy.
And you're also wrong because:
He's going to be unlocking all the good perks before settling on the character he wants to main, so no... he'll have all the Perks he wants to play with unlocked before leveling the one survivor he likes the most, so yeah, he'll have tons of perks unlocked that he will instantly just be able to use at Tier 1 without having to find them in the bloodweb.
Sorry, that's a huge time saver.
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I'm happy with the new changes because I have a friend who wants to get into the game but its going to wait until this update.
All they'll have to do is get the characters that have the perks they want, prestige them once and there, done. They know all the perks they want then, and can just start leveling the person they want to play as normal and get right into games with us with the perks they want to use without having to worry about wasting tons of BP on bloodweb RNG.
Going to cut the grind down so much.
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I still have a lot of fun as survivor.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/3037708#Comment_3037708
If you used Dead Hard while another Endurance effect is active, it would deactivate both. Though since Dead Hard is controllable, you normally wouldn't use it until the first Endurance effect is either expired or used.
So its going to be considered an intended thing for survivors to be able to chain multiple instances of endurance effects one after another so the killer would have to hit someone 4 or 5 times to down them potentially.
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@FatallyIconic said:
https://forum.deadbydaylight.com/en/discussion/comment/3034137#Comment_3034137
The first legacy reward they did was ALSO after they reduced the grind by a large amount, and people got exclusive cosmetics for it. The whole point is to compensate people who have invested a lot of bloodpoints, time and also sacrificed items during time when the game was more grindy. A cheap looking animated overlay that no one else will see is underwhelming when the last Legacy rewards were way more fulfilling
And Behaviour said it would not be a legacy reward.
People that went crazy grinding BP *just for this* only have their selves to blame.
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Behaviour set expectations low to being with. I went ahead and P3'd my one favorite Killer and my one favorite Survivor and I don't even like the effect so if it can be turned off I'll probably be doing that.
But I don't feel bad for people who deliberately did a crazy grind before the patch that reduces the crazy grind just for this.
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@I_CAME said:
You guys realize a perk that makes nurse weaker is going to make everyone weaker don't you? It'll be even worse for other killers. A good nurse will just hold their attack when they see the animation. It'll just be a mild inconvenience. Even if they trigger endurance they will just immediately be back on you with range addons. What is an M1 killer going to do? This new dead hard might actually be worse for every killer due to all the distance people will gain from endurance. Hold W meta will be worse than ever.
Nurses can't really hold their attack, because then they'll go into fatigue.
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@Alen_Starkly said:
Yeah, the P3 rewards are garbage imo. The amount of grind I did just to get everyone to P3 has been insane.
There's never been a real tangible benefit outside of the cosmetics to Prestige. Stop complaining because you went out of your way to do a dumb thing that you didn't have to do.
Why would they offer a really shiny reward for having P3 characters before the grind reduction because then that makes people feel obligated to do that grind they are going to reduce just to get the thing.
The little icon is just a little nod to the fact that you got it before the patch and that's all it needed to be.
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Monstrous Shrine + Scourge Hook du jour.
Call of Brine + Overcharge
Lethal Pursuer + Your Favorite Aura Reads
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It's going to be great against any killer where you know when they have to attack. Nurse and Blight especially.
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My first killer main was Plague, because when I first started the game I found it hilarious that one killer's power was literally just vomiting on people.
But then I found Legion, and Legion was just too much fun. I haven't played Plague in a long time. I should go back to her for a bit.
I'd definitely call myself a Legion main but Nemesis and Dredge pull at my heartstrings quite a bit.
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@MrMori said:
https://forum.deadbydaylight.com/en/discussion/comment/3031776#Comment_3031776
No, because she has the lowest kill rate in the game. Just like the average survivor lasts 5 seconds in chase, the average nurse gets 2 hooks a game, so neither will get nerfed.
She has the lowest kill rate because so few people play her.
If more people played Nurse, that kill rate would sky rocket and then they wouldn't be able to hide behind her statistics anymore and she'd get a rework.
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@MrMori said:
Play Nurse.
This is actually a very good suggestion if you don't like pallets. Because the more people that play her the more likely she is to get nerfed.
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I don't remember the last time I got a Chain Hunt on The Cenobite that wasn't from me just happening upon where the box was or finding a survivor right after they picked it up.
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The only viable killer?
So did you like practice Nurse exclusively to get good with Blinking because you have no idea how to run tiles or mind game survivors?
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I'm glad to be rid of the nagging obligation to use BBQ. I'm totally using that spot for Monstrous Shrine now.
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Specifically the old Dead Hard though the course of its animation let survivors cover 7.78 meters with its little dash. The new Dead Hard will be active for a distance of 4 meters, and won't let you gain any distance on the killer.
Assuming you can't cancel the animation of Dead Hard for vaulting or pallets the killer should still be able to hit you right after no matter where you are.
If you can cancel the animation for a pallet drop or a vault then you can potentially use it at less than 4 meters from a pallet to drop the pallet but if the killer is right behind you they will still be able to grab you out of a vault.
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They've been renamed generic perks since the license was cancelled.
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@DaddyMyers_Mori said:
https://forum.deadbydaylight.com/en/discussion/comment/3030237#Comment_3030237
then just waiting and waiting and waiting and waiting for it to show up
There is not waiting for new players. They unluck most of their free perks before they reach level 50 anyway.
Your example works only for players who have all / lot of perks unlocked.
and most killers were using BBQ to farm. Not that many survivors with WGLF, but I did. I don't like endless grinds, so I am doing anything I can to do it faster and that option is going to be denied.
Edit: there will be waiting and waiting anyway, because most players will get only prestige 1, then use bloodweb anyway.
To get everyone in prestige 3 takes a lot of time.
My basic assumption is if someone starts a new account in DBD they're going to look at what perks are most suggested and get those characters and work towards unlocking those perks while picking out who they want to mainly play as survivor or who they like playing as most as killer.
They might not even have to unlock those perks by leveling a killer, they may very well luck out and get some good ones in the shrine.
But again, you keep stumbling in front of the fact that unlocking teachable perks, unlocks the teachable perks immediately. You can use them. They are real Perks, and in most cases the difference between Tier 1 and Tier 3 is negligent.
For god's sake Tier 1 Lethal Pursuer is 7 seconds. Tiers 2 and 3 just add one second each. Are you saying that someone can't use Lethal Pursuer Tier 1 and instead need to Prestige Nemesis two more times?
The "Grind" was unlocking all the Perks across different characters, and you don't have to do that anymore, they are unlocked.
The "Grind" was trying to find the Perks you wanted in Bloodwebs, waiting on Entity RNG to give them to you, and you don't have to do that anymore, they are unlocked.
So spare me this nonsense about having to Prestige every character for Tier 3 like you can't just immediately start playing the character you want with a build of perks that are already unlocked and just level that character like you would anyway even if you had Tier 3 of everything.
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@thrawn3054 said:
My math for everything unlocked showed a overall reduction of less than 15%. A long way from the promised 75%. Those who play limited characters really got screwed.
Your math is wrong.
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@Adaez said:
OTR is like a busted ds,killer literally cant do anything to you,this will make camping even worse
If all of these new Endurance mechanics are so busted then getting someone away from a camping killer has to be easier.
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If it is to remain a Hex Perk then instead of deactivating its effect should be switched to something else.
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Sometimes yeah, just to shake things up.
Devour Hope or Haunted Grounds with Undying and Retribution.
Pentimento with Plaything
I'm a big fan of Bamboozle so I rarely use Crowd Control. Sometimes I'll throw on Third Seal just for the why not.
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Not everybody uses BBQ/WGLF so you can't just automatically factor that in.
You don't need a minimum number of characters to make it "worth it" It's worth whatever you do to get the Perks you want.
And you *already have* the perks. The fallacy here is treating Tier 1 and Tier 2 versions of Perks like they aren't "Real". You'll grab them as you play the character you want to play normally, as you level your bloodweb normally.
You're trying to act like it costs x amount of BP to be ready to play the game and have whatever perks you want, but once you unlock them, you have them. No more unlocking a Perk and then just waiting and waiting and waiting and waiting for it to show up. You've got them.
It's better. Hands down.
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For a new player rounding up all the teachable perks they want, once they are unlocked, they are instantly given. You don't have to randomly find them in the bloodweb and once they are unlocked at Tier 1 you don't have to touch the other character they were unlocked from again. You can start playing with the perks immediately and just grab the upgrades as they come naturally as you level up that one character you wanted to use as you would anyway for items, add ons, and offerings.
It doesn't matter if someone wants to play multiple characters or one character.
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@Seraphor said:
Do we need a new topic for this every 15 minutes?
People are really really bad at both reading comprehension and math it seems.
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With all of the ways to get endurance for free hits and body blocking now it's going to be harder to camp. A killer will be hard pressed to find a hook that wouldn't be affected by a potential boon totem nearby and Boon Exponential will stop slugging.
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The only thing protecting nurse are her numbers. If the killer community at large started a movement to play only nurse I don't think she'd last a chapter without changes.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3023610#Comment_3023610
Where did I whine about killer buffs? I dont care about the killer buffs, I just dont like the solo q nerfs.
And your post makes absolute no sense, you act like people have a choice if they get into chases or not. If a killer comes for me, I will have to get in a chase.
Right here.
@Marigoria said:
What else are survivors supposed to do? Looping got nerfed so did stealth... might as well just genrush
This implies that because of changes to "looping" which entails the buffs to killer swing cooldowns and pallet breaking, as well as the nerf to survivor on hit speed boosts are the cause of just sitting on a generator because "what else are you supposed to do" Well, not loop because that's been nerfed.
I don't think "genrushing" is a thing. If you don't force survivors off of generators, there's no reason for them not to just keep doing them and leaving. Only a sparse minority would want to look for the killer just to get into a chase if they didn't have a challenge for anything related to that.
I just eye roll at statements like this that imply that you're "genrushing" because Behaviours changes in the upcoming patch are going to "leave you no choice".
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Doing tapes should be more important and carrying a tape should be more dangerous.
Survivors carrying a tape could probably use a bigger debuff while given the option of just leaving the tape on the ground somewhere if need be.
However tapes left on the ground emit a Condemned AoE aura of however many meters that constantly builds condemned on anyone inside.
Being downed while carrying a tape or being hit with Franklin's Demise makes you drop a tape.
Tapes left on the ground and ignored have their Condemned AoE grow in size and intensity over time to prevent people from running them to the corners of the map and leaving them there.
Their auras are also shown to the survivors.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3023568#Comment_3023568
Finishing generators is what makes me escape, not getting into chases. If only gates got powered by being x time during the a chase... they dont
Exactly. So don't make a post whining about the slight buffs to killers regarding pallet breaking and melee swing cooldowns being responsible for you "not looping" when you aren't going to get into a chase if you don't have to anyway.
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@Akumakaji said:
Question: what if the new DH would just count hits in its 1s window as a miss, and don't give neither a deepwound effect, nor a speed boost? Maybe without a DH animation. It would allow to counter a hit, gain a bit of distance and reach that pallet or vault savely, but you couldn't just zoom off to a new tile set, and it would require some skill.
Thoughts?
With the new shorter melee swing cooldown and how there's literally a perk to cut missed swing cooldown in half already that would functionally make Dead Hard useless. It wouldn't save the survivor from anything, even if they did time it correctly.
As long as they can't vault or pallet drop during the new animation, then this new Dead Hard is fine, because it actually takes timing to use.
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@Marigoria said:
What else are survivors supposed to do? Looping got nerfed so did stealth... might as well just genrush
Why are you acting like you'd leave a generator to get into a chase if you didn't have to?
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@rvzrvzrvz said:
You can't use it for distance anymore it's fine, we'll see more exhaustion perks now sprint burst, lithe, overcome instead of DH everysingle game
Well, not really.
You can activate it for one second, the killer will see the animation and know if they hit you right then you'll get a free hit, a burst of speed, and they go into their melee cooldown.
So if you can just keep moving during this one second then you can still use it to get 4 meters of distance to a vault or pallet that you wouldn't have been able to get otherwise.
Now if they make it so you're locked into the animation and you can't drop a pallet or vault while its active, then that would be fine.
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@Aquitus said:
https://forum.deadbydaylight.com/en/discussion/comment/2958988#Comment_2958988
and undying was only strong with ruin. i guess old undying was fine? Counterforce is all it warranted?
Only strong with Ruin?
Do you know that if you paired Undying with Haunted Ground that after a Haunted Ground totem was cleansed Undying turns into a Haunted Ground totem and activates another dull totem as the new second Haunted Ground totem?
Do you know that your Devour Hope stacks carry over to Undying?
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I'm glad the BP Bonuses are gone.
It lifts this weight off of my shoulders from feeling "obligated" to bring BBQ because otherwise I'm missing out on 2x BP. I'm glad its gone. I can run builds without it and not have this nagging feeling like I'm missing out clawing at the back of my mind.
Besides, there is pretty much always going to be a Killer role incentive Bonus active every evening so we'll still be getting Bonus Bp, but it will be a flat bonus that doesn't depend on how many people you hook.
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Pop Goes the Weasel.
20% of *Current Progress* makes this perk kind of useless since you can't really wander the whole of the map looking for a well progressed generator to use it on.
Better off just using Pain Resonance+Monstrous Shrine.
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Being able to be blinded from the side when you're grabbing someone out of a locker should not be a thing.
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Because its fun. I enjoy playing killer and I enjoy playing survivor with my husband and some friends of ours. Even if we lose its still fun and we make it fun by goofing off a lot when we can.
Last night we had a match against a Nemesis and a friend of mine kept telling the Nemesis to follow her and then she pointed at me where ever I was to get him to chase me constantly since he's one of my favorite killers.
Then my husband kept finding zombies and trying to drag them to the generator I was working on.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3020358#Comment_3020358
Which will take longer due to the removal of the WGLF bonus bloodpoints...
Only if I have been using WGLF in every single match since I've started playing, which I haven't. So..... again, No. Not to mention the Role Incentive bonuses will be a flat percentage that won't require me to do the same actions to build up WGLF.
Dude, you're just wrong. It's okay. I know you have Unbreakable, but that's no reason to die on this hill.
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Learn to love Forced Penance.
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@Omputin said:
https://forum.deadbydaylight.com/en/discussion/comment/3020358#Comment_3020358
If you consider that bloodpoint gains are getting halved that’s gonna be a lot more grindy than what we have now.
Again, no. It's not. Bloodpoint gains are not getting "halved" They are staying normal. You just can't use BBQ and WGLF to get extra. But you'll have Role Incentives that do that for you instead.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3020339#Comment_3020339
I did. Survivors are only skins. There is literally no point in prestiging 26 survivors 3 times. Especially if you only want the perks on 1 char.
Why would you Prestige every character 3 times? I'm not going to Prestige every character three times. That's insane.
I'm going to unlock the Perks I want, get them at Tier 1, and then just keep leveling Felix as normal for Items, Offerings, and Add ons, and get the level 2 and 3 Tiers of the Perks that way.
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@Tatt3dWon said:
https://forum.deadbydaylight.com/en/discussion/comment/3019977#Comment_3019977
No see i dont use perks so the base kit buffs for killer are detrimental to looping.
They're better actually. It's going to be healthier for the game overall and a lot of the Killer roster needed them.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3020325#Comment_3020325
The difference is a couple million bloodpoints.
How? Literally how?
Seriously, walk me through this logic of yours in which perks automatically being given to every character you own instantly without you having to find them in the blood web means that leveling the character you want to focus on after that uses more blood points than leveling multiple characters to play as after words.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3020273#Comment_3020273
Mmhhh i think i made some typos there, which transfered the wrong message. Sorry i wrote that in between 2 matches.
What i meant in my first message was, that you prestige Dwight and unlock his 3 perks on all other survivors on lvl1. If you want lvl 2 and 3 you need to prestige Dwight 2 more times OR (this is the part that was confusing from my own writing) you have to spend the bloodpoints on the target survivor, say David, just like we do now.
Now, what i see as the issue is. That there is no point in prestiging every char 3 times, just to unlock all perks on everyone. Even more. Since survivors are only skins, there is no point in having all perks on all of them unlocked. So just leveling 2 or 3 of them to have all perks, was and still is the most cost efficient way.
So if you don´t want to have every perk on every char, which btw would be a huge bloodpoint sink, then the grind actually wasn´t reduced. Since without WGLF, you´ll have a harder time collecting the bloodpoints to level up.
What difference does wanting to just play one person make?
When you unlock them, everyone gets them. That would include the person you want to play. You're not under any obligation to level any survivor you don't want to play beyond doing it to unlock their teachables if you want one of them.
I only play Felix. What difference does it make to me in how I unlock perks, if I only want to play Felix?
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/3020029#Comment_3020029
Except Off The Record the rest are negligible.
- Lucky break requires healing other people and it increases by time healed not charges put into, so it colludes with any increased healing or cooperating heal, you get Bothany and instead of gaining 16 seconds youll get 10,6, and if you heal as 2 youll get only 8.
- Distortion the change seems ok but the perk has a problem where most Killer reading auras eat the stacks very fast, a lot of times without you being able to avoid it, Ive been using it lately because I was leveling the new Survivor and didnt have much else, stuff like Undying, Darkness Revealed and others can deplete your charges even before the Killer has a second hook, except BBQ the rest eat through it. We still dont have the full data but if the 30 seconds are also out of chase its just too much for a perk that gets depleted super fast or has no use at all.
- Botany is a buff but its only a 13% increase, it shaves 1,4 seconds of a heal from its current iteration (from 12 to 10,5), its not bad but I dont think its much better anyway, We'll Make It still outperforms it by orders of magnitude, after all most heals are done after an unhook, either under it or after escaping towards a safe spot, people injured being able to succesfuly juke the Killer is not the norm and its going to become even rarer after IW nerf, I dont think we are going to see more people escaping the Killer injured, actually I think we are going to see less.
- Pharmacy is still bad and still depends on YOU opening the chests and not other people, on a sidenote the reason they gave for the change also baffles the mind, who gets into a match with pharmacy and lets someone else take the medkit? I mean, you use it without items not when you carry something into the match, plus searching chests is usually detrimental for the team, better to put that time into fixing gens unless you happen to find one by chance.
- Dark Sense requires finishing a gen and the Killer entering 24 meters within you, by that time you probably can see him already or at least hear the TR and know where he is coming from, its a change Im not gonna judge yet, it may be better than current perk or worse but its not a very good perk anyway.
Dont get me wrong, those perks are buffed to an extent but they are not gonna make any difference for Solos and I dont believe any of them will become meta or see any high usage after the first month, maybe Bothany may see use after said month.
Lucky Break on its own is one of the most powerful Perks in DBD. To be able to stack a buffed Botany Knowledge with a Medkit + add ons and heal yourself extremely fast and stop your timer from ticking away and have a means to add a few seconds back over the match is really good.
Distortion tells you what Perks the killer is using. So you can save stacks by hiding in a locker when you know the next aura read is coming, being able to get stacks back just by being near the killer in the terror radius is really good.
You are underestimating a 50% Botany Knowledge when combined with other effects.
Pharmacy can mean multiple medkits, especially if you bring a coin.
Dark Sense will show you undetectable killers and also just let you wall hack loop mindgames. 10 seconds is a significant amount of time when it starts at 24m. It will tell you if the killer actually knows where you are or if they are just passing by and will show you the direction you can go to avoid them if they haven't seen you, and you don't need to finish a generator for it to happen. Like Detective's Hunch it's just going to proc when one is finished.