Zeidoktor
Zeidoktor
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@Laluzi said:
It'd need to have a cooldown, since being able to leave your TR behind on command is pretty strong, but that sounds a lot more fun than current Insidious and I could think of a few ways to use it. Color me intrigued.
Yeah. Maybe have the Undetectable trigger immediately, rather than upon leaving the Terror Radius, increase the length of Undetectable (to give the Killer time to utilize it), and have a cooldown start as soon as Undetectable ends.
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@Kees_T said:
Dead Hard needed a nerf because it was saturared, being used in basically 95% of the matches
Iron Will makes you 100% silently by just being injured, killing the most important thing about the Killer gameplay: tracking by sound
Spine Chill gave you free information without you needing to be aware of your surrounds
Self Care was always bad even before the nerf, it was and is basically a waste of slot if you're not using botany with it.
I feel impressed that a player with so much hours into the game can't see these problems(bait?). Lets not pretend that most of these perks carried so many people, including me, for so much years, and now they're gone, people are struggling to play without them because they relied so much on it then their own gameplay.
Not only were games saturated with Dead Hard, it was also not being used as intended by the majority of players.
That latter bit is a trend I've noticed in Dev updates. A lot of Ghost Face's rework, for example, offered more incentive to Mark Survivors rather then just use his Stealth by itself.
The current Dead Hard still does what the devs intended for it to do, allow a Survivor to potentially survive a hit that would otherwise down them. Now it does so in a way that doesn't give that Survivor an extra unintended advantage.
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The role incentives, at least, should return once the issues that got them Killswitched are fixed.
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"You guys wanna hear a Survivor Joke?"
What did the Wraith do after he sacrificed Mikaela?
He sang "Bing-Bong the Witch is Dead".
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@StarMoral said:
Personally, I'd say:
·She should be able to Demanifest much faster and Manifest a little bit faster. This would really help streamline her chase and just be a good QoL buff. Hell, even give her Wraith's The Ghost- Soot add-on and hide her red stain for a few seconds after manifesting.
·TV's shouldn't turn off if teleported to, only when survivors turn them off themselves. Remove the Condemned gain when teleporting. She shouldn't be punished for using her own power, so leaving it to survivors would be the best. Do they risk Sadako coming around the map quickly or do they risk gaining Condemned from tapes? It's their choice.
·Fully Condemned survivors should be Exposed. With Condemned as is, it's hardly a threat if the player is smart. While the insta-mori is nice, Pyramid head has the same mechanic with twice the threat level. Adding Exposed should be a good punishment for those who are careless, or maybe even COCKY, with Sadako's power.
My thought is lean more into Condemned. Make it easier to inflict and change the reward when doing so (either inflict effects for so many stacks or make it easier to max out). So things like your idea of their becoming Exposed after, say, 3 or 4 stacks to make them want/have to move tapes around.
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@JP91 said:
First time poster long time forum surfer and I see a lot of negativity surrounding so many aspects of the game, and I used to agree with a lot of them until I changed 1 thing....
Stop playing to win. Play to have fun
I haven't run an exhaustion perk except head on since the announced nerf of Dead Hard (what was that, like a month ago?) I've just been running builds to have fun without being toxic. I've always sweated for the win until recently, and dya know what, since I've stopped caring, I've never had more fun or more escapes!
Sure there are games where I get camped and tunneled out, but when you are running meme builds or trying new things, just take the L and move on. After ~ 5 or 6 matches, you learn to play the build to its strengths and enjoy it. I still do gens, go for rescues, cleanse hex's etc. but am more focused on pulling off hilarious plays, you'll enjoy it, I promise! Plus with MMR, if you get rolled over and over, you get killers who sweat less, camp less, tunnel less and generally BM less and its honestly refreshing
Before I get the statements which I know are coming, this is not tanking MMR to stomp easy killers, its playing the game a different way with a different mindset and different goals.
At the moment I'm mainly running Head on, Deception, Dance with me + Quick and quiet with a basic brown medkit. Its adding an easy 30-45s onto my chases from my old 'E' and vault speed build and has forced me to learn to plan ahead, loop and mind game so much better. My gaming sessions now end with loads of funny clips and big smiles instead of frustration and a bitter taste
If anyone else is on this kind of vibe, I'm all for hearing your fun build combos to try out!
I tend to do this more as killer then survivor but I otherwise agree. I'll try interesting builds I see on YouTube, try builds I come up with like my Stupid Freddy Build of Distressing, Infectious Fright, and Dark Devotion.
I've only played a few killers games and mostly played around with perks. Only really lost one and probably could've won it if I'd played now aggressively, but even that was fun as I was playing a Stealth Billy build.
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"Why have you eliminated Kate's jiggle physics?"
So that they could be given to the Clown.
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@fulltonon said:
did it exist?
Yes. Just one example below. For clarity's sake video was pre-rework of Ghost Face's addons.
https://youtu.be/iaIp3Mp0nNw -
@Sumnox said:
And I think you're largely mistaken.
Putting the bad attitude of some aside, because those people should just stop playing, this was a bad update, and you don't necessarily need to adapt to something you don't agree with.
I'm just going to agree on one thing with you: Rather than ruining games, just stop playing if you don't like it. That speaks louder.
I'm not sure that's correct as that's kind of what adaptation is. Adjusting yourself to accommodate new circumstances, be they good or ill. You may not necessarily need to adapt, but you're going to have a worse time if you don't vs if you do.
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@Roadrunner said:
What are your favorite meme build on which killer. Need some inspiration
One I like to use is what I call my Stupid Freddy build:
Nightmare w/ Distressing, Infectious Fright, and Dark Devotion. I'd used BBQ as my fourth for points so still working out what to use now. Leaning towards Starstruck, Dissoluton, or Sceptic Touch.
Getting Infectious to work is hilarious, and one fond memory of mine is a salty survivor who got mad at the Infectious Fright/Barbecue combo... on Freddy.
I'm also working on something with Hag, Mint Rag, and Trail of Torment
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You also get the same amount of Bloodpoints for Cleansing a Hex that you would for Booning it (1,500)
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@Laluzi said:
Yessss... join the Autodidact side. I always loved running it with Botany (as an apology for those first heals, I'll heal fast anyway) and that particular combo got stronger this patch. Been Autodickdacking all day today. Of course, I've been getting a ton of Legions, so it hasn't been the most helpful. And there was one Yui who tbagged me when she got the first two skill checks. 😅 But sometimes it really clutches, especially late game when you have some stacks.
That's part of why I use Empathic Connection. The 10% boost serves the same purpose without being so fast i can't get a skill check in
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@Remedicist said:
I mean it is so funny seeing survivors stare at me after I am done healing them because they saw their healing progress go down a ton at first use. But if you play altruistically, it makes for some very quick heal times from mid to late game. It'd be nice if the perk increased the rate of healing skill checks when not using a medkit, but I understand it is supposed to be an rng luck perk. It has helped me overall and quite fun in my healing build.
I like to combine it with Empathy and Empathic Connection to make finding people to heal easier. Toss in Renewal and your have a self heal on unhook
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@BentTorpedoes said:
https://forum.deadbydaylight.com/en/discussion/comment/3071600#Comment_3071600
than whats the point of running the perk cause if all the chests have been searched the perk is useless, cause i remember the devs saying you could use it multiple times in a match, they never said that the chest had to be unsearched
Barring the addition of a Rummage mechanic to the perk, like Appraisal or Residual Manifest have, there's no reason to assume this wouldn't be the case.
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https://twitter.com/DeadByBHVR/status/1549755253800816643?t=datFrJFWOBb7Nd4HMoisxA&s=09@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/3074942#Comment_3074942
But not saying why? In any page
I think the issue was the Survivor queue bonus wasn't going out properly for players in SWFs, only going to the leader/ whoever joined first.
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https://twitter.com/DeadByBHVR/status/1549755253800816643?t=q9VHIgtgZuQbKS2xX6CHRQ&s=09@tester said:
https://forum.deadbydaylight.com/en/discussion/comment/3074752#Comment_3074752
Is there a dev post somewhere telling that it's killswitched? Or is that your own guess?
Due to an issue with the matchmaking incentives, we have temporarily killswitched the feature until a fix is deployed. Thank you for your understanding! https://t.co/Fod5eLmF6P
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I was noticing some inconsistency with this and wondered if it only worked for solo queue. If it's only for the person who formed the SWF that could also explain it (I joined a friend's existing SWF and wasn't getting the bonus)
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I personally wonder if it's dependent on if you unlocked the perks as teachables prior to the update. The game reads them as unlocked, so you get them at tier 1, but you don't get them higher because they aren't the Stranger Things characters' perks anymore and aren't effected/included in the new system
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@Tsulan said:
Ironically DH now requires some actual skill.
Indeed. Dead Hard is no longer "Press E to Outplay" because now, if you manage to pull it out, it is an outplay.
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@Biscuits said:
Sounds like its bugged, it's only suppose to light up for a terror radius or a killer staring at you in line of sight.
That's only the action speed bonus. It still lights up when the killer is in a certain proximity. Unlike before, though, it lights up, period, not solely when they're looking at you.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3073874#Comment_3073874
End game is still part of the game, no one has lost until the game is over or they're eliminated. Or should we count any survivor who's in the dying state as 'lost' and just eliminate them immediately without any hooks?
The problem with certain perks at end game, is that they put a killer in a lose-lose situation.
If a survivor has gotten themselves downed at any point, then the killer has earned that down and has the capacity to attempt a hook, regardless of when this occurs in the game.
The problem with DS at endgame is that a killer could down a survivor within range of an exit gate (could be as much as 30 meters which is huge), but if they have DS, then they are untouchable. Killer is damned if they do, damned if they don't. They can't pick them up, because the guarantees an escape, and they can't slug them, because they can just crawl out.
"End game is still part of the game, no one has lost until the game is over or they're eliminated. Or should we count any survivor who's in the dying state as 'lost' and just eliminate them immediately without any hooks?"
In all honesty this probably explains the mindset behind the "one- down wuss" types of D/Cs.
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@EntityNea said:
https://forum.deadbydaylight.com/en/discussion/comment/3071772#Comment_3071772
Okay yeah, they have Rank 1 of every perk. But this may as well be the same as not having them. Rank 1 perks are terrible, and I am obviously not going to bring them into any match.
Out of 7 pages of perks, 5 pages and a little bit into the 6th page are yellow perks.
After spending all the bloodpoints the game asked from me in order to unlock all the perks, I am expecting these perks to be available to me at rank 3. But in order to get there now, I need to gain +110 additional bloodweb levels for every character again.
What really bothers me with how they handled the transfer, was that before the update I could have just gained +10 levels for every character and it would have boosted them all to prestige 3. The fact that they have the threshold prestige 1 instead of simply having the perks unlocked is extremely aggravating since by previous standards, players who had reached level 40 had done everything they needed to unlock the perks.
Edit: TL:DR;
If reaching Prestige 1 pre-patch boosts you to Prestige 3 post-patch, then reaching level 40 with each character pre-patch would be the equivalent of getting boosted to Prestige 2 with bloodweb level 40.
"If reaching Prestige 1 pre-patch boosts you to Prestige 3 post-patch, then reaching level 40 with each character pre-patch would be the equivalent of getting boosted to Prestige 2 with bloodweb level 40."
No, it wouldn't. The catch up mechanic for characters who neve prestiged was based on how many perk tiers (that's tiers, nor perks) they unlocked. A level 40 character wouldn't have enough to hit the minimum fly P1 (70 tiers)
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@EntityNea said:
https://forum.deadbydaylight.com/en/discussion/comment/3071601#Comment_3071601
https://forum.deadbydaylight.com/en/discussion/comment/3071603#Comment_3071603
I have checked. I don't have the perks unlocked anymore. I do have the perks on Nea, because I had previously unlocked all of them in her bloodweb. But when going to any other character, it says their teachable perks are locked.
As I said, I had only gotten the characters to level 40 pre-update to unlock the teachables. After that I spent all bloodpoints unlocking the perks on 1 character. (it appears you needed to reach prestige 1 to be eligible to get boosted to prestige 3, which makes no sense since their teachables previously unlocked at level 40, not prestige 1)
Now after the update, all the characters besides Nea still sit at level 40, no prestige, and their level 1 teachables are locked. So I've gone from having all teachables unlocked, to now having them taken back.
Their level 1 teachables are locked, and I saw the on PTB as well, but do they have the perks in their inventories? In other words, do your non-Nea survivors have a stock of yellow perks on them they didn't have before?
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@EntityNea said:
I had unlocked every perk in the game**.
But I never cared about prestige, so I left them all at level 40.
Didn't know about the prestige changes until after the update dropped (i'm not active on social medias).
I have now lost access to all the perks that took 1000+ hours to unlock.
Great system!
No you haven't. Everything you've unlocked should still be available and, unless I'm mistaken, now unlocked on tier 1, minimum, on all characters.
If it works the same as ptb, you should have the P1 reward without actually being P1.
To quote the patch notes:
Existing unlocked Teachable Perks will immediately grant access to Tier 1 of that Perk on all characters if no other mechanic has already granted access to the Perk
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@lambdabr said:
https://forum.deadbydaylight.com/en/discussion/comment/3071403#Comment_3071403
So if i wanted to start leveling up jake now, for example, i would be able to get the tier 3 perk by only leveling Jake up since i had the teachables already unlocked at tier 3?
If this is true i think i understand now.
No(I think?) If you start levelling Jake now, you would get any other perk you've unlocked through levelling his bloodweb, same as before, with the difference that they'd start at tier 2, minimum, because you have everything at tier 1 already.
So if you've never touched Jake after getting him to 40 and start leveling now, leveling and unlocking perks would be the same as ever, just worth one tier removed.
Additionally, as you level and, consequently, prestige Jake, you'll also unlock his perks at higher tiers on other survivors.
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@Pokedude1110 said:
https://forum.deadbydaylight.com/en/discussion/comment/3071157#Comment_3071157
BTW, I should've clarified that it's solely for scale. my main point is that to get to Prestige 3 you have to grind the exact same amount, but now it's to get perks and now without Prestige cosmetics. The grind has become harder for newer players and super easy for older players, which is not something that should ever happen, especially with this game. The newer player's grind is getting even worse with each new chapter that releases, effectively making it so that the only easy way to get the grind done is if you have played the game since release.
You say that like the cosmetics are more valuable than the perks. Perks are a much better reason to grind prestige, imo. Hence my point that grinding past that is entirely the player's choice as no rewards past P3 affect gameplay.
You may have a point the is difficult for newer players but given the size of the game at this point I don't think there's any way around that short of overhauling the entire system from scratch.
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@lambdabr said:
As i said, i have them all in tier 1 now. If i wanted to get the perks on tier 3 at any new character i'd have to grind ALL characters again, instead of just the new one.
I have a Kate Denson with everything tier 3 unlocked, but i can't have that on any character unless i grind EVERY other character again, because all teachable perks came at tier 1 instead of tier 3.
Any new characters would also have all the unlocked teachable perks at tier 1 upon release. Going forward if you want perks at tier 2 or 3 you have the choice to level the character(s) you want the perks on, or prestige the character whose teachables they are to give them to everyone at higher tiers.
Not seeing the issue since it sounds like everything is working as advertised. A level 40 was never worth a prestige 3 character in the new system and BHVR neve said they would be. If you never prestiged a character it would be based on how many perk tiers they had on them. So your Kate with everything on it would likely be P6, with all her perks unlocked on everyone in purple. Any character only at level 40 wouldn't have enough unlocked to go to P1 out the gate, but you do have their teachables unlocked, so you have the P1 reward on those characters without actually being P1.
Unless a character's purple perk became yellow overnight, you've lost nothing and gained much more.
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@lambdabr said:
I had them all at 40 with the teachables unlocked or at a lower level but with the teachables(the good ones) already unlocked. I could get their perks at tier 3 with any character that i wished, just had to invest blodpoints on that single character.
Now i got them all with the teachables unlocked at tier 1 for everyone, instead of tier 3.
I will basically have to grind all characters again to unlock their teachables at tier 3 on a different character, instead of grinding just one.
You guys told us that we weren't losing anything. What the hell?
Are your saying characters they already had the perks in tier 3 had them reduced to tier 1? If so that's an issue, if not I'm not sure what you're saying.
A character at level 40 with teachables unlocked should see those teachables unlocked on all characters at tier 1 unless they had already gotten them at 2 or 3 prior.
Ex: You have Dwight at 40, unlocked his teachables, but never prestiged him. Then on, say, Ace, you have tier 3 Prove Thyself but never saw Leader or Bond for whatever reason. The result should be you now have tier 3 Prove Thyself and Tier 1 Bond and Leader. From there your can invest your BP in Ace and get tiers 2 and 3 they way, or keep investing in Dwight until he's P3, at which point Ace and every other survivor has his perks at tier 3
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@Eareland said:
Why tho?
https://us.v-cdn.net/6030815/uploads/SKK64YE54ZZ4/d90bc9b05b15782b799939031bcddc3c-5b1-5d.png
this because they are universal perks now? Not happy.
tbf, should've warned to not waste BPS on Stranger Things characters, because you are getting nothing.
DLC is still DLC.
I confess I'm not quite seeing the issue here. Is this the result of having unlocked the perks back when they were teachables? That's why they're the only ones in yellow?
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@Slaymore said:
https://forum.deadbydaylight.com/en/discussion/comment/3070716#Comment_3070716
Good? You realize to get new perks take forever now, right? You get one perk per bloodweb instead of the 4 once you were at 50. Waaaay too much of a grind to get perks on characters you didn't have fully perked (most of my killers).
That's where prestiging characters who own the perks come in. Do that even once and every character you own gets this 3 perks at tier 1, no bloodwebs required. From there you can either keep prestiging that one person from P1 to P2 or 3 (unlocking more perks on them in the process) or just focus your BP on who you want the perk(s) on to begin with.
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@Pokedude1110 said:
BHVR hasn't edited the amount of BP it takes to get to Level 50, so now to get P3 perks, you have to grind the amount you would if you were at P3 pre-patch. This costs about 7 Million BP, but now without bloody clothing. To get said clothing, You would have to get 14 Million BP instead of 7.
The amount of BP it takes to get to P9 (Perk Charms) is 21 MILLION BP. This is way too much for newer players and will increase the grind by 3X. BHVR needs to fix this IMMEDIATELY. Newer players shouldn't have to grind 3X as much as someone with 1,000 hours before 6.1.
TL;DR the grind is NOT getting reduced, it's gotten worse
Speaking for myself, any prestiging/grinding past P3, tops, is entirely self-inflicted and shouldn't be factored into calculations. Bloody clothing and charms don't affect gameplay the way lacking perks would, so I don't consider them part of The Grind (tm)
The barest of minimums would be P1, which is 10 more levels and gets everyone you own those perks in tier 1. From there it's your choice to level the specific character(s) you actually want the perks on, or keep grinding the character who owns the perks to get them in Tiers 2 and/or 3 in everyone.
Edit: I imagine levelling only your maina would be more a survivor thing, while trying to get all perks on all characters would be more valuable for Killers.
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@KoVKingTom said:
I played for a while now and had managed to get all the stuff I could get my hands on for my Ace. He was not prestiged but was level 50 and had all the perks and a lot and when I say a lot I mean a lot of items. I am just disappointed he didn't get to reach prestige 9 or that he didn't even get the legacy color behind him. Am I the only one that happened to disappoint?
That sounds about right. That's where my Jeff was in the PTB and he was in the same boat. My understanding was you only got P9 by having actual prestige levels. Pre-patch. From the it was based on his many tiers' worth of perks you'd unlocked and the highest they could take you was 6.
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@StibbityStabbity said:
If you bring a flashlight, you look like you want to get chased too much. That tells the Killer that you are probably going to be a pain in the ass to catch. Bring good chase perks, but don't bring ANY items. Then you look like better prey and are more likely to get chased.
Better yet, bring Residual Manifest so you can pull a flashlight during the match rather than hold one in the lobby (unless you want a stronger flashlight and/or addons)
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It would be one thing if you disconnected, if course, but I'd think another player doing it shouldn't affect you if you played through.
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Yeah. The Executioner's cages are explicitly designed to not work with hook-based perks, so it shouldn't get included with Grim Embrace.
What I might suggest to make Grim Embrace more powerful:
* Each time a token is gained, any generators not being worked on are blocked for a few seconds. Gives it a combination Thrilling Tremors / Barbecue and Chili tracking element. Shouldn't be very long, just enough for an observant killer to get an idea where to go.
* Retain the 4- token effect of blocking all generators once every survivor has been hooked once.
* If the fourth token is gained by hooking the obsession, the obsession randomly changes to another Survivor, give or take any perks or addons in play that affect becoming the obsession.
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Getting more people to play killer is kind of their goal this time around.
That said, how common were Endurance perks before now? I'm not even sure how many there were besides Borrowed Time, Mettle of Man, and Soul Guard.
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People who P3 are getting free levels. They're getting 6 extra levels. Someone who never prestiged at all is going to be P6, tops. You may have a point is not fair they aren't also getting the perk tier levels, but after P9 those prestiges are just empty levels anyway so it doesn't effect anything.
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@Omputin said:
https://forum.deadbydaylight.com/en/discussion/comment/3069356#Comment_3069356
It really is sad. But it’s clear that BHVR doesn’t actually want to recude the grind. These changes are really just a bait-and-switch to make people shut up about the grind.
I think they proved that when they introduced the Prestige Toll. Introducing a new cost when you're stated intent is to reduce the grind comes off as contradictory to me.
Re: New Players I'm not sure there's a way to fix that without overhauling the bloodpoint system entirely. I'm not against that idea, but don't see it as particularly likely.
Even so, I think the new system is better, whatever the numbers say. I think the bulk of the grind is reduced by having much less "Bloodweb Gambling", or going through X number of Bloodwebs to get the perks you've unlocked on Y characters. For 10 more levels you get the perks on everyone at tier 1. That's a time saver even if you just wanted the perks on one person. From there, the player can decide to continue to grind the character or unlock the next set of perks.
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Alternatively, why go past P9? That's where any rewards you might get end so there's no real reason to care by that point and it's as good a starting point as any for people who've earned that.
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I'll occasionally give the kill to a Killer who just got bodied, if only to give them since extra points to go out on. I'm not consistent about it, though. If I've got a Daily Ritual or Rift Challenge that requires my survival I'll escape given the chance.
As Killer, I'll reserve my kindness for when there's an early DC. When that happens I'll go into farming mode so as to give the remaining Survivors something to make their time worthwhile.
I'll also go easy if I get a situation where I could win the game super easily, though that's as much for myself as the survivors. I play killer for Bloodpoints, so short games don't benefit me.
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@ryans said:
How are they not comparable? Ds is a last chance perk that allows downed survs to get out of the killers grasp, NOED is a last chance perk that allows killers to down survs from healthy, if survs don't get a second chance why do killers?
To quote @jesterkind
@jesterkind said:
Eh, they're not designed the same way.
NOED's equivalent on the survivor side isn't DS, it's Adrenaline, or Hope, or Wake Up. Perks that activate specifically at the endgame, not perks that are unfairly stronger at the endgame.
The difference is Decisive Strike, while previously more powerful in the Endgame, isn't actually an Endgame perk. No One Escapes Death and Jester's listed Survivor perks are, and would serve as better counterexamples.
Whether you regard it as a crutch perk or not, NOED is objectively a perk designed to give the killer a possible edge in the final moments in a trial. Turning into something that doesn't even work in the final moments of the trial, such as your suggestion of "a perk similar to Myres Tier 3, that can only be active until the last gen is completed", completely defeats the perk's intended purpose in a way that doesn't happen to Decisive Strike just because it's now going to be disabled in endgame.
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@Chocolate_Cosmos said:
Unpopular opinion: I kinda like his roar whenever he starts sprinting.
Same. Ever since I discovered Space Billy I imagine him screaming "SPAAAAAACE!" like the Space Sphere in Portal 2.
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@Bartlaus said:
https://forum.deadbydaylight.com/en/discussion/comment/3067123#Comment_3067123
I lov these grabs. If I run out of hatchets and pull a Dwight out of the locker, I just throw HIM at the nearest survivor :'D
I'm now imagining a Huntress yanks Dwight out of a locker, stares at him a few seconds, shrugs, then we cut to Feng Min on a generator, a small scream, steadily becoming louder is heard until suddenly the Feng Min is hit by a flying Dwight
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I've had the idea of the fog reagents having a reduced version of the Dredge's Nightfall, in that it offers increased or reduced visibility, but full on not pitch black the way Nightfall does.
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@DBDVulture said:
Nobody wants a 20k prestige tax.
I prefer "Prestige Toll", taxes can actually serve a function while tolls are all about blocking your progress until you pay up.
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@bittercranberry said:
https://forum.deadbydaylight.com/en/discussion/comment/3062913#Comment_3062913
so its a mocking phrase?? a degrading one at that? my question is how is it translated to all that from one phrase?
https://forum.deadbydaylight.com/en/discussion/comment/3062916#Comment_3062916
ive had girls on the other softball team that i would play back in hs & would always tease them that theyre bad & whoever won would rub it in but it was always competitive not disrespectful?? so sorry but my mindset comes from that and hope you can see why im confused to how its different in gaming.
@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/3062930#Comment_3062930
That is real life and you played with people you know. They know you are not hating on them, just teasing.
In a video game you are interacting with a stranger (unless you kyf or know someone) through text. And also throwing a well known disrespectful phrase towards them. If they were your friend and know you are just teasing, that is fine, but stranger? -Nah.
And also he didn't meant gg ez means a death threat or whatever you are trying to say. He is just saying he gets death threats in end game chat. Literally.
I think this is a case where the anonymity of the internet gets people thinking they can be/get away with worse than they would try if face to face.
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@dugman said:
Maybe. Although I wonder, would it be overpowered if it just had no sound period while it was active? If not then just get rid of the tokens altogether.
One of the factors that got OG Hex: Ruin reworked was how it made the game significantly harder for beginners/less experienced players who couldn't reliably hit Great Skill Checks.
Part of the reasoning behind using Thrill rules is to try to account for this factor, offer Survivors a way to weaken the Hex without actually finding the Hex.
Edit to Add: Would it be too powerful if this version of Lullaby worked with Pentimento? If I remember correctly, Thrill can lose and gain stacks with Rekindled Totems so it would be consistent, and it would give Pentimento something to synergize with besides Plaything, but I'm not sure it wouldn't be too much.
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@Anti_Alpha said:
Adding an annoying scream sound effect and new, clunky first person animations didn't help either.
I've always liked the scream myself. Ever since I discovered Space Billy I imagine he's screaming "SPAAAAACE!" like the Portal 2 Space Sphere.
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@Remedicist said:
I tend to focus on giving survivors other objectives or passively defending gens. Trickster is great in the 1v1, so generating pressure from downs is also good. I do this by using:
- Plaything
- Deadlock
- BBQ/Floods of Rage/Darkness Revealed
- Iron Maiden
- Caged Heart Shoes & any add-on you like
Plaything generates a secondary objective for the survivor. Most don't think about using it due to Trickster having a lullaby; However, his lullaby is special because it is donut-shaped. This means that his TR begins around the time his lullaby ends. For example, an oblivious survivor will hear your lullaby and then hear it go away with no heartbeat or TR sound at all. They do not know if you went far away or are really close because they can no longer hear the lullaby. This has been advantageous for me getting close before survivors run away or they will sometimes run into me. Even if they cleanse it, this is okay because they were doing another objective.
Deadlock passively blocks a gen for you to slow down the game while you focus on chases.
The third perk I use for information and tracking survivors.
Iron Maiden is used to not waste time reloading so much (Darkness Revealed pairs well with it).
The Caged Heart Shoes add-on helps a lot during chases as you can keep your knives up and not lose much distance. This is great for loops as well. The second add-on I use is either Killing Part Cords to enhance the movement effect while holding knives and help in chases or loops more when used with Caged Heart Shoes, Melodious Murder to give an almost instant reload when paired with Iron Maiden, or Edge of Revival Album to be cheeky with hitting survivors you normally cannot hit at loops and it helps with survivors that get in your face to make you miss knives so that you hit near their feet for half damage anyway.
Side question: Do the Huntress or Onryô have similar "donut lullabies"?
Maybe not given @Shroompy 's response above and, to my knowledge, Huntress' lullaby is determined be her TR, which is why undetectable is less useful on her.