Zeus
Zeus
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- Zeus
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Tokens isn't a bad idea at all. Also I wish being exhausted makes you breathe louder/faster so atleast then I can hear a little bit better. Subtle change but will definitely be useful in most cases.
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It will be coming. Just not yet. Same with demo and freddy changes.
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133% of current regression rate sounds fair. Or maybe 150% if it's still weak.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1861105#Comment_1861105
Didn't the tonic do the same? Using the antidote (if they actually have the same percentage buff/debuff) should do the same. It doesn't matter if you have a 90% survivor followed by a 115% killer or if a 100% survivor is followed by a 125% killer. With a given distance it will take the same time as the speed difference is the same.
The thing is, with the 100%-125% version, you have a faster overall movement speed, giving the survivor a bigger chance to get to a safe spot in time.
I also disagree (for now, surely let's wait for the PTB first) with the map travel thing. You consume your chase tool as well by doing so, so you either need to run increased bottle count addons or land that one bottle perfectly, otherwise the reload kinda wastes the speed advantage.
tbh when I was looking at the first "gif" of the changes, I hoped for a totally different effect. Like no speed boost/debuff but it stays longer (30-60 seconds) as a type of tracking ability (making survivors just scream anyway)
The difference is the initial distance between the killer and survivor. The tonic should be in the way of survivor for it to work which means you have to be accurate with your throw, be able to throw it that far in the first place and hope the survivor don't dodge it. Antidote is much more easier to use and more reliable.
I'm skeptical with the map mobility thing now myself when I think more about it. We'll see I guess.
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@HellDescent said:
https://forum.deadbydaylight.com/en/discussion/comment/1860930#Comment_1860930
Don't really see how that is supposed to descourage tunneling. If killer is tunneling a survivor he knows exactly how many times he's been hooked. On top of that killer has to keep track of how many times he hooked each survivor anyway. So instead of giving the other side the same QOL improvement they give killer a progress bar, which is completely useless. It's an icon that does nothing and does not give you any kind of information that is useful for the current game.
I know it is possible but the Devs don't wanna give them the tools to do so to make it easier.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1860969#Comment_1860969
They won't be sliding- they just drop it in advance and move on to something else. Eventually you WILL go down against clown sure, but the point is people can still buy a tremendous amount of time.
This isn't bad for clown but it's nowhere near enough to solve is overall arching weakness. Though we'll have to see what else they do and what happens with the addons as well.
Same with trapper. Sure less RNG on initial traps is nice; but that isn't going to make maps, OoO, luck offerings not directly hard counter him. It's not bad; but it isn't going to suddenly make all these killers "A tier".
The antidote punishes survivors that hold W significantly well. If it takes 10 seconds to reach the running survivor, with the bottle buff it will take you 6 seconds. That's significant and considering that the buff lasts for 7s it's quite good against survivors who hold W.
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@[Deleted User] said:
I mean....you can still just....throw the pallet and keep going. It doesn't really change his counterplay all that much. He'll be better, but there are killers that can still do what he can but better so I doubt it will be that big of a difference.
Thats true but not entirely. If the pallet is dropped you can always throw an antidote and boost your movement speed and deal with pallet sliding survivors. Won't work for every loop but does for more than other M1 killers.
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WHERE IS THE DEMO BUFF?????
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I think it's to discourage killer from tunneling a single survivor.
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I like it too. People are just used to the old version. It'll take time to get used to the new one.
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I love when a perk discourages camping
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Should have been a 50 pound rock instead of a pebble.
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@Dwight_Fairfield said:
I guess I need to see it in action to get a proper grasp of it, because on paper I can't understand why giving survivors a sprint burst would be a plus to the Clown.
You don't. That's the thing. You only use it on yourself and while it charges you instantly change to tonic and throw at survivor and it is supposed to give you a massive speed difference sufficient enough to take the survivor down.
I'm not really sure what the Dev meant by survivors running to a dead end to get the haste. Maybe I'm missing something.
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@Yatol said:
https://forum.deadbydaylight.com/en/discussion/comment/1858902#Comment_1858902
i am actually 100% fine with this change, the old undying was pretty unfun to deal with
I don't mind either. It's basically giving an hex perk two totems instead of one. I don't really use undying so wouldn't really bother me.
Also you still keep the stacks even if they break one totem. So it's a buff for perks like devour hope.
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@AetherBytes said:
https://forum.deadbydaylight.com/en/discussion/comment/1858962#Comment_1858962
Do remember a misthrow, forgetting to switch, or even a bad play could boost the survivor
It would be really funny to throw antidote at a survivor accidentally. Definitely bound to happen.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1858872#Comment_1858872
I'm not sure if map mobilty will be viable with the antidote.
Let's say you want to travel a distance of 50m.
Without antidote (4,6 m/s) = 10,9 seconds
With antidote (5 m/s) = 10 seconds
You would be about a second faster with the antidote but you would probably also have to reload after that (that's 3 seconds)
Interesting data. I guess we need to play with him before we get an idea. Looking forward to it.
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@AetherBytes said:
https://forum.deadbydaylight.com/en/discussion/comment/1858927#Comment_1858927
If youre afraid of the survivor getting the buff use a tonic to nullify it before they can use it
Frustrating for survivor I mean. Going slow and the killer going fast can easily get annoying if you can instantly switch bottles
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@AetherBytes said:
https://forum.deadbydaylight.com/en/discussion/217799/question-about-the-clown
Instant, devs recently said so on another discussion. No slowdown either, just pick and throw
I hope using haste on yourself and slowdown on survivor doesn't end up being frustrating while on a loop.
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@Yatol said:
what is the change?
The first hex totem you break will always be undying.
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@NomiNomad said:
https://forum.deadbydaylight.com/en/discussion/comment/1858856#Comment_1858856
Fair enough, I just saw it as more of a joke.
I didn't take it seriously as well but can't really blame those who did. Tbaggers are actually annoying but the new animations would make them look funny.
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Definitely a creative buff that addresses one of his main issues. Map mobility. In time people will find some creative things to do with them.
Oh, also antidote allows you to mindgame dropped pallets much more reliably in the survivor's favor. Can't do that with the pink one. Slide speed don't change
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1858835#Comment_1858835
This will only be the case when MMR is active, meaning, in theory the players should be equally skilled. You can have a Rank 20-player in a match with a Rank 2-player who both are equally good at the game, because Rank does not matter for Matchmaking.
https://forum.deadbydaylight.com/en/discussion/comment/1858807#Comment_1858807
The difficulty should be roughly the same. If you have low MMR, you go against low MMRs as well, but you will not be that good at the game either. If you have high MMR, you go against high MMR-players, but your skill level will also be more advanced.
Thats true actually. I need some sleep I guess.
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@NomiNomad said:
How is them updating survivor animations supporting toxicity? This update is definitely underwhelming but the animation update barely has anything to do with it.
I think he's referring to the fact that the Dev said he still wanted to keep the satisfaction of survivors tbagging.
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Can I have an afterpiece antidote?
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I hope that's the case or it's gonna be a long grind for players with high MMR. Obviously not me, so I don't care 😎
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I don't really think wraith's playstyle is affected all that much. But I'll sure as hell will get paranoid and see things even when he isn't there.
Trapper's change helps the survivor but doesn't really address the killer's issue.
Clown buff is very interesting. Giving him map mobility is a good step. Excited to see how it plays out.
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Antidote increases clown's movement speed to 5.06 m/s and survivor's speed to 4.4 m/s. Clown does get an overall speed buff of 0.06 m/s if both get invigorated (insignificant, yes) but it doesn't buff the survivors as much as people make it out to be. It's just regular looping speed if you mess up your bottles.
It seems really useful to go across the map. 7s haste duration after you leave the cloud would be my guess and can be chained while traversing the map so the title just isn't true. Also you can reload while in a loop with a survivor. It's just 3s. We'll see how it plays out.
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If the killer can tell where all 4 survivors will spawn then his early game would be strong.
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@smileybones said:
https://forum.deadbydaylight.com/en/discussion/comment/1744871#Comment_1744871
And then you hear her coming around the other side, and just vault it. Not really a good strategy
That's the thing. You don't. You don't go all the way to the other side of the pallet to bait your noise. You just go around the loop just enough to bait your noise and backtrack your steps. Backtracking can be done much quicker and the survivor wont hear your moan until it's too late.
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@GoshJosh said:
Another archetypal BHVR move. 'We have a PTB, but let's just throw this into live with a couple days' notice!'
Certain killers cannot do anything at particular loops, such as the cow tree loop on Coldwind maps. As someone else said yesterday, proof BHVR does not play their own game.
No one is gonna play on PTB to check this out.
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They said that lucky break will be buffed but I don't think it's in yet.
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I don't see the issue. Can you elaborate?
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@HittingOnHook said:
https://forum.deadbydaylight.com/en/discussion/comment/1748441#Comment_1748441
You see it? Devs are always deliberately forbidding all the possibly funny stuff in the game!
Fun for survivors is pain for the killer. Imagine if ebony mori is basekit for killers. Killers are gonna have a lot of fun
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/1745915#Comment_1745915
Not really UB allows you to recover faster and get up from the dying state. Flip flop(my version) doesn’t have that buff you recover at regular speed and your perk is in the killers control if he decides to pick you up or not.
I see what you mean. One crucial difference is the killer decides when the survivor gets off of your grasp. But I'm concerned that it'll make slugging the go-to strategy. A good killer will read into this and will let the survivor bleed out instead of picking him up and letting him go and chasing and downing again and risk giving him the hatch.
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I think the Devs fixed the nurse blink on the old map and then updated the map. Sounds unlikely but would be really funny if that was the case.
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@Pior_Morte said:
https://forum.deadbydaylight.com/en/discussion/comment/1745902#Comment_1745902
If you reach 50% recovery progress with this two perk while down by a pallet you are out, simple as that, you just need a friend to distract the killer for 15 seconds and you're free, you don't even need to time it corretly like a flashlight save you just spam spacebar.
If you run Unbreakable, Flip flop and power struggle, I believe you need a little under 10s recovery to pull this off. Yet to figure out the exact time for myself though but one survivor can easily buy you that time.
@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/1745902#Comment_1745902
From my experiences with it , it sounds alot better than it actually is
It doesn't work always. You need a survivor that is actively trying to pallet stun save you and in a swf, it isn't a difficult thing to pull off. But if you do manage to pull off, it will hurt the killer as much or even more than DS does. Remember that the pallet is still there and you can slide over and gain even more distance while the killer has to break/go around the pallet.
Also a lot of times the killer just leaves you slugged if there's another survivor nearby to get that hit and come back for you. Especially in solos. Also oni and Myers and a few other killers will slug you. I don't mind if it counters slugging killers but the previous one I mentioned is the real issue I have with it.
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Sounds like unlimited unbreakable that gives you 18m headstart, all with one perk.
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I really think people are underestimating how strong power struggle/flip flop combo can be. If a survivor goes down under a pallet (happens in loops where you manage to lunge and get a down), the killer should worry about other survivors around him trying to pallet stun. So if someone is around then the killer is gonna get pallet stunned either way.
I agree with OP on this. This combo can be easily abused by a swf and can be really frustrating to go against.
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Is it reproducible? Or is it just something that happened once in a game?
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@smileybones said:
https://forum.deadbydaylight.com/en/discussion/comment/1744595#Comment_1744595
You can hear Spirit's groans while she's phasing. This makes standing at a pallet and waiting until you hear which side she's on a viable strategy. It makes facing Spirit super boring.
As a spirit, you can bait the survivor into dropping the pallet and then coming around the other side. Spirit is fast enough to do that while phasing.
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I would rather have the perk work as it does now but it shouldn't consume token for lunges that didn't exceed the maximum normal lunge range. It's annoying that you lose token for a mini lunge
This perk counters DH well and lets you take down that one good looper quickly and saves time.
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This idea makes coup de Grace look inferior. Also it really aids facecampers and makes every killer a stronger bubba. There isn't much counter to it and it'll be annoying when you are in a chase and someone pops a gen and you go down instantly.
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@Stealth said:
Wait, what was the bug? I've been away for over a year and have been playing mostly Blight since I got back.
When spirit was phasing, her moans comes from the exact place she currently is in every 2 seconds or so and its directional so you can tell which side she is or if she even is phasing at all.
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@Hoodied said:
I remember pointing that out when I saw the patch notes on discord
I said "I used the bug to delete the bug"
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I see him as a killer's power. It's like him controlling a drone
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@smileybones said:
https://forum.deadbydaylight.com/en/discussion/comment/1727169#Comment_1727169
It's been fixed. Although the fact that so many people were for this bug is concerning.
Would have loved to see it stay. Had fun in a chase against spirit for the first time. I lost the game mind you.
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@Neos2K said:
https://forum.deadbydaylight.com/en/discussion/comment/1743088#Comment_1743088
Where can I find this feedback survey. Because if this is a legit change, I'm definitely not a fan of it lol.
Open the PTB and go to news category. There should be a link to the survey.
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The feedback survey said something about flashlights being changed and how we feel about it. I dont use them so I'm unsure.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1742764#Comment_1742764
Oh ok, I didn’t realise that.
So Charlottes TR disappears when Victor is controlled, and Victor also doesn’t have a TR?
Yep. And object shows exactly when she controls her brother and where she is.
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You don't see him with object of obsession. Not sure about spine chill though.
