Zeidoktor
Zeidoktor
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@Milkymalk said:
I still don't get it. Does a single one of your characters now have no access to a perk they previously had access to, or is your "loss" the failed opportunity to get P3 L1 instead of P0 L50?
Just imagine prestige-ing all 50-or-so characters just before the rework and having to re-buy all the perks you lost from that. 75 million BP just to get them back to L50 and all those lost items ...
That's why I didn't do it with my Killers. Had a bunch of anniversary cakes on them and they were all leveled enough to be at least P1 upon update. Since then I've ground them all to P2.
I'm less attached to my survivors so I P1's all of them except for my main (P0, Lv 50, but all perks unlocked in tier 3 so they entered the update P6), Steve, and Nancy (who wouldn't have benefited)
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In the interest of keeping Sparks from having a third thread about their grievance, I'll just tag @IWantCandys and ask if they have any additional concerns or questions.
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@Sparks741420 said:
no i actually lost stuff i had unlocked and paid for.. not to mention the 200 million bps worth of prestige...
Did you unlock the "locked" perks as teachables without ever Prestiging? Alternatively, do those "locked" perks not show up in bloodwebs when leveling? Or in the loadouts of characters who didn't have them previously?
Because you said "numerous perks [you] once had unlocked now completely locked", and this is actually normal for a character that was never prestiged and wasn't leveled enough to auto prestige upon conversion, but if you leveled then enough to unlock them as teachables they should be present in characters, at least in yellow if they didn't already have them higher.
A common mistake I've seen people make, seen earlier in this very thread, is not realizing the what you've previously unlocked stays unlocked. So any characters you leveled solely for teachable unlocking should still have teachables unlocked and added to everyones' inventories.
It sounds like you did have some characters prestiged, do their perks not show up? Do those specific characters' perks show up in others' inventories and/or bloodwebs?
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@lauraa said:
https://forum.deadbydaylight.com/en/discussion/comment/3115933#Comment_3115933
How exactly were you robbed?
@Milkymalk said:
https://forum.deadbydaylight.com/en/discussion/comment/3115940#Comment_3115940
When you prestiged, you lost everything in that character's inventory, started fresh at zero except for perk slots (not perks though). He probably means that now, you don't lose anything anymore.
Though I don't really get how that is being robbed. Before, you lost all progress and got a bloody skin. Now, you lose nothing and get three free perk levels for all other characters.
To be fair, we all had higher hopes for a legacy prestige 3 reward than "a red frame that only you can see, and only in character selection". Last time the blood web was reworked, we at least got a pretty cool skin. Although making free skins for 40 characters (not counting licensed killers and survivors) would be pretty expensive, at least SOMETHING that brags to the other players "I was P3 when it happened" would have been nice.
The rework pretty much said "you might as well not have prestiged".
@Sparks741420 Has multiple threads about how they apparently lost all the stuff they unlocked after the update.
I'm not entirely clear if they actually lost anything, like stuff that should have been in purple downgraded to green or yellow for example, or just looks that way in the cases of teachables unlocked without having prestiged first (which do appear locked but still appear in bloodwebs and in inventories as tier 1, minimum)
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3115990#Comment_3115990
By "last minute" it was over a week, as I said. Before that it was 1 additional level for prestige, and everything about perk tiers was the same, for over a month.
That's why I kept it to that specific extra prestige levels detail as last minute. That one was more understandable to have missed relative everything else.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3115972#Comment_3115972
https://us.v-cdn.net/6030815/uploads/NCNNALVCQVKH/screenshot-20220805-235949-gallery.jpg
This was all over the forums and social media for over a week before the update.
To be fair, I recall the prestiging early = 2 extra levels after thing being a bit of a last minute update.
@Sparks741420 said:
https://forum.deadbydaylight.com/en/discussion/comment/3115980#Comment_3115980
NOWHERE IN GAME DID IT SAY THIS... IN THE ACTUAL GAME ITSELF...
These kinds of things have never been announced ahead of time in-gane, so there was no reason to expect it to be.
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To quote myself from your other thread on this matter:
Just to ask the obvious question, did you unlock the "locked" perks as teachables without ever Prestiging? Alternatively, do those "locked" perks not show up in bloodwebs when leveling? Or in the loadouts of characters who didn't have them previously?
Because you said "numerous perks [you] once had unlocked now completely locked", and this is actually normal for a character that was never prestiged and wasn't leveled enough to auto prestige upon conversion, but if you leveled then enough to unlock them as teachables they should be present in characters, at least in yellow if they didn't already have them higher.
A common mistake I've seen people make is not realizing the what you've previously unlocked stays unlocked. So any characters you leveled solely for teachable unlocking should still have teachables unlocked and added to everyones' inventories.
Addition: It sounds like you did have some characters prestiged, do their perks not show up? Do those specific characters' perks show up in others' inventories and/or bloodwebs?
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@ICrowzI said:
Even so, I never had an issue with the. Deadharding for pallet or ds I'd just leave them slugged most ppl ran ds so you get used to it..
If you did not, then you are in the minority. The overall opinion was Dead Hard, more than any other perk, was a problem for the game. This was borne out be DH having a much higher pick rate than any other perk by a wide margin.
It was powerful and people were abusing the everliving hell out of it.
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@Milkymalk said:
https://forum.deadbydaylight.com/en/discussion/comment/3115760#Comment_3115760
You count the extra 10 levels for unlocking the perks, but do you also keep in mind that you get those three perks for free on every other character? That's a minimum of 3 levels per character, more if you have to hunt for the perks until they show up.
Yeah. I tend to feel the reduction in "Bloodweb Gambling" is where it see the most reduction in the grind.
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@ICrowzI said:
Why though? It was a great perk for survivors and killers had to actually be good to get around it..
Dead Hard specifically had the issue of "Dead Harding for Distance" being completely uncounterable in the right circumstances.
There's no amount of waiting it out or insert-strategy-here that would prevent a Survivor from using it to make that last critical bit of distance needed to reach a safe pallet or window.
Now you won't get the distance unless you actually take the hit, and taking the hit means actually using it at the right time.
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Is there a bloodhunt on?
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@SantaKlawz1 said:
I think it's comical that they claimed the grind would be reduced by 75%. What a crock of #########. I'm dreading having to upgrade these new characters when they're released because my thicc brain needs every perk on every character even though I main just one.
In all seriousness, that's where the new system will shine. The new characters will start out with anything and everything you've already unlocked, while grinding them to Prestige will put all of their perks on every character you already own.
After you've got the new character to Prestige 1, choice is yours to keep prestiging or just level your other characters to get the perks upgraded to tier 3.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/3114955#Comment_3114955
They are not replacements for the bonus BP on BBQ/WGLF - they're purely there for matchmaking, there's nothing hidden about "making up for something" in the slightest.
Yes, they are. Maybe you didn't intend them to be, but they are. The incentives are replacements for the bonus BP on BBQ/WGLF for, if no other reason, being released at exactly the same time those bonuses were removed from the perks.
If that was by design, then saying one isn't a replacement for the other is disingenuous, at best, because that's how they've been accepted and there's no way anyone who considered the timing wouldn't have expected that.
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I'm All Ears is generally regarded as one of Pyramid Head's better, if not best, perks. It's handy in chase as it lets your aim your range attacks.
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@Devilishly_Rowdy said:
Hillbilly exists, he has insta down available at all times. Billy can even travel fast using his chainsaw (just like Oni). So why play Oni? When getting Oni's insta down ready takes times. Is it easier to control Oni when he's in his insta down ability? I just bought the Oni dlc and i'm thinking if he's worth it.
Simplest Answer: Because you want to. For some it could really be as simple as that.
To answer your specific questions, yes Oni is easier to control when charging vs Hillbilly by virtue of the fact that running into something doesn't end your charge then and there. You also retain your insta-down even if you're not charging, though I think getting the charge attacks is considered preferable. Speaking from my own (admittedly low) experience with Oni the way his one-shots out of charge block your vision during the wind up makes them harder to land.
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Just to ask the obvious question, did you unlock the perks as teachables without ever Prestiging? Alternatively, do those "locked" perks not show up in bloodwebs when leveling? Or in the loadouts of characters who didn't have them previously?
Because you said "numerous perks [you] once had unlocked now completely locked", and this is actually normal for a character that was never prestiged and wasn't leveled enough to auto prestige upon conversion, but if you leveled then enough to unlock them as teachables they should be present in characters, at least in yellow if they didn't already have them higher.
A common mistake I've seen people make is not realizing the what you've previously unlocked stays unlocked. So any characters you leveled solely for teachable unlocking should still have teachables unlocked and added to everyones' inventories.
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Another thread in this forum had the idea of capping action speed perks to prevent overstacking. Could something similar be used here for regression? Such as more gen damaging perks going off current progression as suggested here?
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An idea I'd had for Insidious was, when you activate it and become Undetectable, rather than go away your Terror Radius remains stationary in the spot you activated Insidious for X/Y/Z seconds after you move.
Keeps the "go Undetectable at will" premise of the perk while removing its big issue of only being good for camping by giving incentive to move.
I also saw someone suggest being shown the Auras of Oblivious Survivors as an option, though I wonder if that couldn't be a perk unto itself.
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I've gotten my Killers to p2 (I didn't prestige them beforehand so as to not lose cakes) but haven't felt a strong urge to play, either. Part of it's not being in the mood. Part of it is last time I did play Mr game crashed while on the verge of winning, which killed my motivation that particular day.
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I agree with this. I wonder if -50% might be a better cap, but I can also see that being too much. It does make sense to cap the penalties (and healing buffs, as well). Seems the simplest way to ensure that excessive stacking can't make things unbearable. It can also better encourage the kinds of meta shake-ups the devs want
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I don't know about builds as a whole, but I know Sloppy Butcher is a good choice on her. I've also had personal success with Thrilling Tremors as a way of knowing where to teleport to.
Jolt would probably be solid slowdown since she's an M1. You'd probably want Chase or Exposed perks to help cover her weak points.
This guide from Son of Jazzy might help, though bear in mind it's from before 6.1.
https://youtu.be/WUuybtspBPI -
My own idea was add a touch of Dark Devotion. Once active, you become Undetectable but, instead of going away, your Terror Radius remains stationary in the place you activated Insidious for a set duration, starting from either when you move or when you leave the TR yourself.
Gives you Undetectable at will (the basic idea of it perk) while reducing its problematic aspect (only good for camping)
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To be honest, with the sheer size DBD has reached in not sure there is a way to reduce the grind for brand new players short of overhauling the entire system from scratch (something I wouldn't be opposed to, myself)
One thought I did have was take the PC base characters (Dwight, Meg, Claudette, Jake, Nea, Bill, Trapper, Wraith, Hillbilly, Nurse, and Huntress) and have them all start P1.
Gives new players the chance to try out different builds ASAP, while still giving plenty to work towards even without additional DLC.
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I like this. my own idea had been 2/4/8/16 (doubling each time) or adding a % and going 3/6/9/18, but I think your cumulative option is better
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My thought would be have the speed debuff double each injury, so 2/4/8/16 for example. Or maybe 3/6/12/24?
Makes it powerful even in small doses but, hopefully, keeps it from being OP out otherwise too oppressive.
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I wonder if a better option for Thana would have been to have it ramp up.
For example have it go double with each injury with it like 2/4/8/16 so it gives value a bit sooner, healing out of it still helps a lot, but without being as oppressive.
It could still work on Legion if you can use it to encourage healing.
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Clown also encourages pre-dropping pallets more than most Killers, making a pallet is more likely to be down to start with.
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You could make Dissolution work by faking your Shock Therapy to force the pallet vault. Trick them into trying to get it before the shock sets in to stop them.
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"killer is eSy now"
I saw that title and immediately thought of "Killer is Etsy now" and am imagining the Killers showing off their various handicrafts.
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A Doctor main I used to watch on Twitch, ArchdruidDrey, used a build of Barbecue & Chili, Iron Maiden, Jolt, and Save The Best For Last.
This was before the update and I'm not sure they're on DBD as much, so dontv know if BBQ was replaced with anything, but it's a solid build. It should be noted Iron Maiden is more for info than the Exposed effect.
I like to use Dark Devotion for meming purposes, myself.
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What I suddenly want to do, play Legion without Thanatophobia and change my steam name to "Orange You Glad I Didn't Equip Thana"
Can't decide whether or not I should use a whole other pain in the ass Legion build in its place or of that'd just be mean
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My own idea for additional grind reduction, specifically to benefit new players, was have the basekit PC characters start at Prestige 1, so newbies had access to all their perks.
Adding or substituting the General perks may be a good alternative.
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@Ladyinadress18 said:
I was one of those people that had all my characters leveled to 40 just to get the teachables, then I mained one survivor… so now all my other survivors are screwed because teachables got removed. So if I want perks on another survivor, I have to go back to every level 40 survivor and prestige them.
im annoyed
No, they aren't. Quite the opposite, in fact. If you leveled a character only enough to unlock a teachable, the teachable remains unlocked and the Tier 1 version is given to all characters who didn't already have it higher.
If you check a Survivor you barely touched they should have a lot more perks than you'd expect. The flip side is is you want all your characters to have perks in Tier 2 or 3, you'll have a bit more leveling to do, but you've otherwise gained more than you've lost in the update. Especially since the devs' made an effort to make sure you'd lose nothing you'd previously unlocked.
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/3096105#Comment_3096105
That's cool for the people who aren't affected and don't care about the removal of BBQ/WGLF stacks. For those who do care, there's nothing to replace it. There are fifty different gen/slowdown perks, a killer can choose which ones like they best. DS got nerfed but a small BT became base kit and OTR got buffed. A lot of stuff got messed with but it still exists in some manner within the game. Except the stacks. The stacks are just gone.
So, for those of us who used them as a nice little goal that rewarded us with BP, whether we needed the BP or not, it's just gone. And any survivor or killer who wants items, add-ons, or offerings rather than perks now has a much bigger slog of a grind to get through with all those useless Bloodwebs at the beginning of a prestige level. I have so many mist offerings I can't use mist offerings mist offerings make my PS4 fans go nuts why are they even still a thing?! sigh.
If you want the goal there's always Grim Embrace, which works on the same mechanic and gives you a reward for hitting the goal in-match.
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@threeQuinn said:
A simpler solution, I'd say, is to make his chainsaw stop on first hit like Billy. The difference still would be the fact that Bubba can control his movement while chainsawing and go back and forth in loops.
Alternatively, make it so only the first hit is a one-shot down, prioritizing healthy Survivors if there's both injured and healthy survivors, and otherwise injuring or Deep Wounding anyone else he hits.
Allows the Chainsaw to still do damage to multiple people while drastically limiting the camping power.
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@KayTwoAyy said:
https://forum.deadbydaylight.com/en/discussion/comment/3095911#Comment_3095911
You're downplaying the time sink required to reach Level 50.
It undeniably takes longer to unlock every perk now, than it did before the update. Especially for those playing at this time without any BP bonuses. Players who already had every perk unlocked are just running victory laps, and do not need their grind reduced as much as those who are just starting out.
Bit of a Yes And No here.
Yes it takes longer to unlock perks, but once unlocked everyone gets them, immediately and automatically, no bloodwebs required.
From there you have the choice to continue grinding the owner of the perks for higher levels on everyone, or grinding the character(s) you want to use the perks with so they have the higher levels.
At worst it's a shift in that the bloodpoints you would spend hoping the perk(s) show up on your character(s) of choice are instead spent on the perks' owner to unlock them, but guaranteeing that, once unlocked, your character(s) will have them.
Speaking for myself, that reduction in "bloodweb gambling" is where you see the reduction in the grind.
I honestly don't think there's a way to fix the grind for anyone just starting out without overhauling the system from scratch. I'm not against that, but given what's been done already I don't see it as likely. At this point it's a bit of the Nature of the Beast in that DBD is so large a grind is inevitable for anyone joining late.
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@Barbarossa2020 said:
Im more annoyed that all the perks i bought in the shrine are now tier 1 after paying for them already.
And i thought it was meant to be less of a grind.
The makes sense if you only bought them once. It unlocks on level 1 for all relevant characters, which does reduce the grind if you cared about having the perk on multiple characters. If you don't, you likely already have it on tier 3 for the character(s) you care about and it affects nothing.
I also noticed that perks I bought after unlocking for bloodpoints showed up as tier 2 when other perks were 1 (ex: 1 green and 2 yellow perks on Trapper)
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Fun fact: I learned that being Caged does not remove Aftercare, since its requirement for being lost is being hooked.
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Simple but effective sounding buff I've often thought about is all tree bear traps in the field start out set. RNG may yet screw you, but it allows for some early game pressure while your set up.
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Yeah. I just skimmed a few but Aftercare showing everyone to everyone would make it easy too OP. Likewise Zanshin Tactics nevermind Killer Instinct being stictly a Killer Power mechanic. Overwhelming Presence is just a "free affect the survivors" button.
If you want to offer changes to perks, I presonally think it's important up keep in mind the premise of the perk (as in "what do the devs want this perk to do?") and balance against whatever cons the perk has, or ways it's used other than how it's intended.
Example: A possible idea with Clairvoyance, designed to give Survivors some aura reading, would be add a dash of Detective's Hunch. What I mean by that is DH also adds whatever it finds to a map if you happen to be carrying one. For Clairvoyance you could add an effect like "If you are carrying a key, this perk also benefits from any addon effects equipped to it."
The general dev philosophy, I've noticed, is that perks are typically designed to give their benefits in exchange for something (hit a survivor, heal a teammate, pressure gens, etc)
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Maybe have the requirement be you need to be brought up to fill health after being unhooked instead of a time limit.
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@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/3092000#Comment_3092000
The perk says kill by any means
Yeah but the odds of pulling it off via head pop vs hook sacrifice or D/C, or before the totem is cleansed, are not high. That's why I'd like to try it a couple times.
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To ask the stupid question: What is a "macro killer" in this context?
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/3090721#Comment_3090721
the two things are not connected at all...matchmaking incentives are for assisting with matchmaking times for players, it's not to do with the bonus BP that was removed from those two perks
The bonus BP was the incentive to get people playing, though. That's the entire reason the matchmaking incentives were going to assist with matchimaking times for players, so yes, the two are connected. If you can't provide it as promised, why not restore the old way for the time being? Or an alternative?
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@dspaceman20 said:
What is everyone talking about? Who is Maurice
If asking seriously, Maurice is the horse seen in the carnival section of the chapel map. He was last seen apparently eaten by the Dredge.
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@PaintedDeath said:
https://forum.deadbydaylight.com/en/discussion/comment/3092000#Comment_3092000
I wonder if Sadako's mori would stop it also.
Of course, you get Sadako's mori off without hooking someone, you won't need the slowdown anymore.
You can still hook people, you just can't kill them by Sacrifice.
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At this point it could be argued Ruin no longer needs to be a Hex. Only reason it might remain so is because it belongs to the character who introduced hexes.
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It also retains synergy with perks like Surveillance, which you can take advantage of.
Unrelated but I've been having the idea to see if I can get Ruin to deactivate through a Pig's head pop vs a Sacrifice.
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I'm a rookie Blight but I started with the addons that reduce the post-Rush fatigue. The idea being to give myself some more screw-up leeway while I got thy hang of rushes.
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To me the simplest buff for Trapper would be his traps start the trial active. Gives him an early game boost vs unwary survivors who don't realize he's the Killer.
An addon idea I'd had that could be good: When a survivor steps in a bear trap, any other survivors within X meters of the trap scream. Good for tracking and tells you if someone is close by to help them out of their trap