Zucker_Schock
Zucker_Schock
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- Zucker_Schock
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/1555915#Comment_1555915
You could be right, but they do have changes between the PTB and live versions of characters. So while Blight might not change on this PTB he could change a bit in the actual full release, especially if it’s just tweaks like shrinking his hit box for Rush collisions or tuning his steering a bit.
Yeah, he will almost certainly get those tweaks and changes on the live build. He will be more playable for sure, to what extend they modify him, only time can tell.
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@dugman said:
To be honest from the teaser I was hoping for a Jeckyl and Hyde type killer that has one type of special ability in Jeckyl form (e.g. stealth and/or tracking bonus) and a different ability set in Hyde form (e.g. a Rush ability like Blight but that can destroy pallets)
That being said Blight actually looks pretty fun to play assuming they adjust his hit boxes on the Rush to not get stuck in doorways as often. He’s got the most consistently usable good fast map travel ability in the game - he can move at Billy sprint speed but can start it instantly with very little cooldown between Rushes and if he accidentally hits can just course correct. The ability isn’t great in a chase but that’s fine because just being able to patrol at hyper speed between chases is strong. If Rushes can save himself enough time between chases finding a new survivor and starting a new chase then it can maybe make up for the extra time it takes him to secure a hit only using basic movement and attacks.
And his Lethal Rush does allow him to very rapidly catch up to a healthy survivor he’s just hit, he simply bounces off a nearby wall, runs straight at them and swings. Even if the swing misses it cancels the usual stun after the Rush so he’ll still be right on their tail at that point.
One of the devs did mention that the version on the PTB is at least a week out of date though and the newer version in the pipeline is significantly different or improved. Hopefully we’ll get to see that in a mid-PTB test patch soon.
I wouldn't bet on a PTB patch with the newer version, i guess they will simply let the PTB run out like it is.
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@Mikeasaurus said:
https://forum.deadbydaylight.com/en/discussion/comment/1555882#Comment_1555882
I'd take this over the current power. Something more than 'Human pinball machine on steroids'. I liked the general idea of it, but in execution it's pretty clunky and messy. I said in another post they could add something like PH's trail effect that if a survivor was to walk over it they'd become slowed or receive some sort of a Debuff that could be altered via Add-Ons. Just something that makes him more than a bouncy Nurse/Legion.
Actually his current power is more like a map traversal tool, like Hillbilly's chainsaw sprint, even has the same speed.
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@Mikeasaurus said:
https://forum.deadbydaylight.com/en/discussion/comment/1555681#Comment_1555681
I would have expected his goo splats to at least do something. Hell, they could have made it like PH trails but it slows down survivors who walk through it. Even when he goes pinball mode, they could have made it so if he crashes into a survivor they get maybe exhausted or slowed for X seconds, but nope, we have to bounce off a wall first to remember that the stick we hold is for hitting. I really hope that on full release the power has something more going for it.
If we take his PTB power as a base and not create a new one, why not have him release toxic spores when he Slams into a wall, inflicting a debuff on all survivors, his addons already do something similar so the stretch isn't far.
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Blight is more of a Hillbilly, fast map traversal.
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@EmpireWinner said:
https://forum.deadbydaylight.com/en/discussion/comment/1544582#Comment_1544582
I rather have insults that an empty lobby, I would at least have something to laugh at
Lol
Nah, i rather have them shut down the entire chat feature, than to have that BS that is sometimes in the endgame chat. After playing a lot of Killer especially the whole day non-stop, you can see the psychological warfare that sometimes goes on in there. Its 75% bad intentions, 20% nothing and 5% actual real talk about the game.
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Also some ultra rares dont have much use aswell for example Iridescent Family Crest for Oni. Or before the recent change the LoPro Chains for Billy, Fuming Mix Tape for Legion, Leprose Lichen and Red Moss for Demogorgon. And probably a lot more.
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While i agree with the wonky bar, i kinda like the way his bar mechanic is right now, it feels more smooth and like you are more in control of the bar. Its not bad to have 99ing it a little challange but it would be nice to have the old killer host bar back. Lets hope the double tick rate or what they wanted to do with the last PTB helps (if they haven't already implemented it)
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I guess its probably the Trapper Bag that causes it.
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Edited the post since some Add-ons seem to be saved
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@Zucker_Schock said:
It could be though that you life in a area of the world where there is a increased hacker count though.
life = live
I correct my spelling here since i fear that my comment gets locked out for 30minutes again because of a edit.
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It could be though that you life in a area of the world where there is a increased hacker count though.
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Hmm not to offend you but maybe you overestimate how many hackers there actually are. In my recent time i have not encountered 1 100% hacking person.
BUT i do agree i witnessed a few hackers as well back in the day. Still its very rare, there are some other cheaters though, still not that many in my experience but can be quite annoying.
Keep in mind this game is quite buggy from time to time and sometimes glitches or exploits can be mistaken as hacks as well.
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@Zucker_Schock said:
https://forum.deadbydaylight.com/en/discussion/comment/1542054#Comment_1542054
Sure, i like these 2 perks aswell. As a side note to play injured you need to be injured first. Just talking about the overall efficiency, it happens to me sometimes, that i complete 3 gens without getting hit first. Thats why i put more focus on the Vaultspeed because that basically always procs, Spine Chill nearly always 6% and Resilience always 9% after the first hit. So maybe 4.5% across all chase vaults.
I mean 4.5% for Resilience without no Mither, if you Vault a even amount while being healthy and injured.
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@Zucker_Schock said:
https://forum.deadbydaylight.com/en/discussion/comment/1542054#Comment_1542054
Sure, i like these 2 perks aswell. As a side note to play injured you need to be injured first. Just talking about the overall efficiency, it happens to me sometimes, that i complete 3 gens without getting hit first. Thats why i put more focus on the Vaultspeed because that basically always procs, Spine Chill nearly always 6% and Resilience always 9% after the first hit. So maybe 4.5% across all chase vaults.
Of course No Mither guarantees it, making repairing very efficient in early game together with Prove Thyself it shortens the match quite a bit if used well.
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@Ivaldi said:
https://forum.deadbydaylight.com/en/discussion/comment/1542035#Comment_1542035
I dunno; i'm perfectly fine playing my matches injured to have the constant 9% to everything and the extra bonus from Spine Chill when it procs.
Sure, i like these 2 perks aswell. As a side note to play injured you need to be injured first. Just talking about the overall efficiency, it happens to me sometimes, that i complete 3 gens without getting hit first. Thats why i put more focus on the Vaultspeed because that basically always procs, Spine Chill nearly always 6% and Resilience always 9% after the first hit. So maybe 4.5% across all chase vaults.
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@Ivaldi said:
Vault speed? Try +15% to Repairing, Healing, Sabotage, Unhooking, Vaulting, Cleansing, Gate Opening, and Chest Searching speeds.
Yeah while thats true, its very unlikely to have spine chill and Resilience active in a stable manner. So if you are hurt more of a maybe 10% increase. Because it depends on how often you do these things while hurt it could be around maybe 5% overall.
If you bring Selfcare or a Medkit and 99% yourself you could get more %. If you have No Mither maybe 10%.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1541988#Comment_1541988
then you have the narrowest outlook that you can not understandably expand the definition and yet remain within the definition. so fine, i will give you one that is an expansion but more along the lines of what you want. "In video games, an exploit is the use of a bug or glitches, game system, rates, hit boxes, speed or level design etc. by a player to their advantage in a manner not intended by the game's designers." this still include using software programs as well. the DEVs have said they put things like this in just to make it a more dynamic environment. so if you can not see that this is one of those dynamic points like the hay bales on the combine. but I don't intend to argue any more because narrow outlooks never allow that their points are possibly wrong. I do allow that mine could be WRONG but when I have heard multiple devs ON STREAM say that instances like this is NOT an exploit.
@luvcraft said:
https://us.v-cdn.net/6030815/uploads/TJPN3QEHJ5RW/edited.jpg
two survivors kept doing this, and I could hit them just fine, but would have to go around to pick them up.
Does this count as an exploit?
So to break it down to you "Exploiting" as per report function/offence : very unlikely.
Exploiting in the sense of : "Devs didnt intend for people to sit ontop of a Barrel so that they cant be picked up" : very likely.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1541988#Comment_1541988
then you have the narrowest outlook that you can not understandably expand the definition and yet remain within the definition. so fine, i will give you one that is an expansion but more along the lines of what you want. "In video games, an exploit is the use of a bug or glitches, game system, rates, hit boxes, speed or level design etc. by a player to their advantage in a manner not intended by the game's designers." this still include using software programs as well. the DEVs have said they put things like this in just to make it a more dynamic environment. so if you can not see that this is one of those dynamic points like the hay bales on the combine. but I don't intend to argue any more because narrow outlooks never allow that their points are possibly wrong. I do allow that mine could be WRONG but when I have heard multiple devs ON STREAM say that instances like this is NOT an exploit.
You seem pretty upset about our discussion. To a degree you didn't really fully understand what i meant btw. so we were talking past each other. What the Devs consider a offence in the sense of an exploit and what is not a offence but still an exploit are two different things. They were talking about the bannable offence Exploiting. That is something different and therefore, like i said before: "I think be both know how it is".
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@xXCAM3R0NXx said:
https://forum.deadbydaylight.com/en/discussion/comment/1541975#Comment_1541975
What's looping got to do with medkits and toolboxes?
What has resilience to do with a tool box and a medkit ? Everything boils down to time increase or decrease.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1541961#Comment_1541961
it is not an exploit, the definition you were using does not apply at all. the DEVS are the final word on this and they have ruled that instances like this is not an exploit. IF that is the case then the following are exploits: window tech, door tech, using dead hard through a killer (as deadhard causes you to loose collision for a time). other things that could be considered exploits: body blocking for short periods on either side.
true exploits have been called such and in at minimum 99 percent of the time cause a player to not be touchable at all or to far exceed the time to reach the area in question by the other side. such exploits: nurse's add on that was bugged and caused multiple increases to base movement instead of only the one. original legions' green and purple blades used together, survivors climbing on a rock that the killer could not get to, running under a hooked survivor in order to not be hit.
All depends on the perspective, like i said nitpicking.
Your definition did not fit, because these things you just mentioned to be exploits are not "a software tool designed to take advantage of a flaw in a computer system" a game isn't even a computer system, its a program or application. There is a huge difference.
But our discussion is not goal oriented right now, i mean if you really want to we could talk about that in private on discord or something. But i guess writing in this post has not much to do with the topic at hand.
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@xXCAM3R0NXx said:
https://forum.deadbydaylight.com/en/discussion/comment/1541964#Comment_1541964
Not really because medkits and toolboxes increase more than 9%
Well depends on how much time you get from Resilience, the increase from toolboxes or medkits are also only for a certain time, if you manage to get to the next loop and waste 45 seconds of the Killers time than Resilience would be better than an items that gives you 15 seconds or something similar.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1541940#Comment_1541940
https://forum.deadbydaylight.com/en/discussion/comment/1541943#Comment_1541943
the use of exploit you both are taking here which is not the right way to use in the instance of a video game (computer system) . For instance both "definitions" are to take full advantage of and are "GOOD" definitions. you EXPLOIT a mine, or natural gas opertunity. or negatively lie "You exploit your workers to the point they are used up and not worht anything." more to the point, the definition I used is applipicable because it is talking about taking advantage of flaws or holes in the programming that prevent or cause you to excessively benefit from use of such.
The barrels can be used, but you can be hit, and you can be picked up there. it is not an extreme time sink to try and get up there to get you. If it was almost impossible or litterally impossible for the killer to get there in a timely manner then it would be considered an exploit. As has been said the DEVS have ruled instances like this are not exploits. an example comes to mind, the haybayles along the standard window on the combines on the farm matches. Killers COULD make it to it but it took them practice to do it but it was not an exploit. Also you do not break the in match rules to get there so again that shows what definition to be used to define EXPLOIT in this case.
The definition you were using only vaguely applies to hacks and it would need to be a external tool. So wouldn't really fit in this case either. I consider my definitions to be more fitting.
What we are doing is nitpicking anyway. I think be both know how it is, if you consider it a exploit or not is just your choice of words. I do agree that stuff like the barrels is pretty minor and will not result in negative consequences for the "exploiter" xD.
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Its not only for the last second hits, while it can help there too, the not so obvious effect is because of the increased speed, it gives you extra subseconds with every vault. In the long run causing you to not get hit while you normally would because you made more distance.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1541917#Comment_1541917
"exploit" I think you are using that word wrong. "a software tool designed to take advantage of a flaw in a computer system, typically for malicious purposes such as installing malware." this is a definition we would use and this is accessible to both sides so no it is not an exploit.
Also definitions are : "Exploit means to take advantage of something (a person, situation, etc.) for one's own end, especially unethically or unjustifiably."
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1541917#Comment_1541917
"exploit" I think you are using that word wrong. "a software tool designed to take advantage of a flaw in a computer system, typically for malicious purposes such as installing malware." this is a definition we would use and this is accessible to both sides so no it is not an exploit.
The definition of the Verb is :"make use of (a situation) in a way considered unfair or underhand." or "make full use of and derive benefit from (a resource)." So no not really.
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@LevelSword said:
https://forum.deadbydaylight.com/en/discussion/comment/1541745#Comment_1541745
I think I remember the devs saying something about how this type of stuff isn't actually considered an exploit. It's only considered an exploit if only one side can get on top of the object, such as old Autohaven rocks where survivors were able to climb on top of them and hold the game hostage. If you can get on top of the object as a killer and pick up the survivor, then it isn't considered an exploit.
Just speaking technically an exploit would be a lot of things. But i guess it depends from case to case. Anyway most of these things can be considered exploiting but tolerated exploiting. Its just a word after all, depends what you do with it.
For example the severity depends on how much time it costs to get there and how difficult it is to get there. Also if anyone can guess how to get somewhere.
There were some spots, where you could walk on-top of multiple objects, if you did hit just the right spot with the right angle. Killers who didn't know about that had no way of getting on top of that even if it would technically be possible for them to get up there.
Also some jumps can cost the Killer maybe a Minute to get there and when they finally do, the survivor can continue looping, and just because of that spot waste a huge amount of the Killers time. And the Killers time is 4 times as valuable as a Survivors time.
But since there isn't a jump ability in Dbd most spots aren't as crushing as they could be in other games.
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@Androuruguayo99 said:
No more meme perks, please. I know it's hard to balance this game and it's even harder to make perks that don't turn op when combined but please change the meta of this game just a little bit.
With Plague you did a great job, she brought very interesting perks to the game that quickly became useful, but with the last chapters things have gotten worse. Most perks are useless or worse versions of previous
I don't want any more perks that already exist but with a cooldown and 3 requirements to activate, I want a perk that gives me an advantage in the game and is at least useful
The last chapter brought a very good perk for survs, the killers could this time have a little love ❤️
(Sorry if something is not understood or is poorly written, my native language is not English)
Like for real i am baffled how this stuff doesnt gets brought up more frequently so good job OP for posting, i hope they really do listen to this some time in the future. Stop making addons that help you when you fail, for example and make addons that actually increase your power level. Same with Perks, stop making some perks a wasted perk slot. You have 4 Perks slots and there are many perks that help you so much more than others so taking them would lessen your power.
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@Avilgus said:
Yes, please no more stupid overlimited perk or even addon.
@Androuruguayo99 said:
https://forum.deadbydaylight.com/en/discussion/comment/1541022#Comment_1541022
Please, no more useless or situational perks that work 1 time in a thousand games. Most of the perks that have released lately require other combinations to make them work. Few work for themselves as some older
Amen, i am tired of having my addon choice limited to 2 - 4 addons that are actually useable. And Perk choice of a new character to have 1 good perk and 2 bad ones.
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@Maperson said:
https://forum.deadbydaylight.com/en/discussion/comment/1541155#Comment_1541155
Neanderthal would try to fight killer and survivors, he can learn to escape but expecting that he can learn how to repair is dumb
@Maperson said:
And how would they know how to repair gens? Neanderthal would only help killer lol
Actually some people seem to not know, that Neanderthals and early Humans in general where extremly smart. Across all ages in general, people were smarter than modern people now give them credit for. They just werent advanced in science, technology and stuff and in many cases progress in these areas werent necessary for them. They even had bigger brains than modern humans have.
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@luvcraft said:
https://us.v-cdn.net/6030815/uploads/TJPN3QEHJ5RW/edited.jpg
two survivors kept doing this, and I could hit them just fine, but would have to go around to pick them up.
Does this count as an exploit?
Actually yeah that would count as an exploit, if the other people above me like it or not xD.
If it isnt intended and u abuse it to get an advantage its an exploit. Even when you dont do it to get an advantage but use it willingly it would count as an exploit.
Ans getting ontop of objects like this one always has been unintentional in the past.
For example if you get your teammates willingly stuck in the current hill bug that would be exploiting it.
Damn, devs even considered using a Perk which was bugged as an exploit, just equipping it counted as exploiting.
But for small things like these players most of the time will not face any consequences.
Its exploiting nonetheless.
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@Dylva said:
Short description:
You are able to keep picking yourself up while running Soul Guard with Unbreakable
Platform: PC
Steps to reproduce:
- Equip Soul Guard and Unbreakable(can run other perks alongside them)
- Get cursed and pick yourself up at least once
- Afterwards can keep picking yourself up even without curse
Extra:
Included my .log file in case it's helpful
https://us.v-cdn.net/6030815/uploads/1VLCCJREN2A5/deadbydaylight.log
You mean you can recover yourself without a curse more than once ? Because the first recover after you have lost the curse/hex is from Unbreakable.
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@Zucker_Schock said:
I got it to work the last time i tried.
What i did was restart the game and directly go into Archive, Compendium and Tome 1. It seems to be a issue with the current tome overwriting the old ones when a new entry gets updated or something so starting the game and directly going into the Compendium seems to work.
Maybe you could try this.
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I got it to work the last time i tried.
What i did was restart the game and directly go into Archive, Compendium and Tome 1. It seems to be a issue with the current tome overwriting the old ones when a new entry gets updated or something so starting the game and directly going into the Compendium seems to work.
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Its been a while since this happened the last time for me, i was working on a gen and got pulled off but the game didn't recognise it, so i was spectating the killer while also being able to move my body while the camera was on the killer. Kinda like old school tank controls.
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@Mister_xD said:
the hoodied figure looks a lot like him (The Alchemist) aswell.
i think the scene we got to see was him injecting himself with one of the nektar vials he became addicted to (thats why we hear the sound at the beginning, its him injecting himself the fluid with a syringe).
if the tomes compendium section wasnt bugged, i'd go back to tome 1 to check. but since i cant do that, im stuck with this assumption.
I guess there is a way to open the Tome1 memories, because i just did it. Try going into the Compendium directly after starting the game. So Main-menu:Archieve:Compendium.
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I am still wondering, if they make a buff yourself mechanic, where the difference to Oni will be.
Of course they have options like a pounce, blocking windows, maybe needing to find a balance between too much and too little serum. Make it in stages or tiers or a very strong power twice a match or something.
Guess we will see. I also thought about the injecting others possibility but from the lore and videos it seems more like he is injecting himself with that precious serum, that he would do anything for.
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@FrenchFryAddict said:
Just use ruin
:D Thats ironic :D
Ruin used to be the cause of Gen tapping before its change.
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Well they added a Minotaur Skin for Oni, they could have made a full Killer out of that Skin alone if they wanted to. Would have been really cool, guess there will be no Minotaur Killer. : (
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@TheRoyalOwl said:
https://forum.deadbydaylight.com/en/discussion/181713/forum-system-hides-comments
Do you edit your comments twice? Because usually that triggers it for me.
Only once is enough for me, basically every time.
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- i think = "i guess" there we go xD
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Its pretty frustrating for me to be fair, but what can i you do, i think i will stop editing my typos in the future. : /
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@GoodBoyKaru said:
This is an issue for newer accounts because of the spam filter, they need direct manual approval. Give it time, and the more you comment the better this will be (aka, it won't be picked up by the filter anymore). As soon as a mod authorises your comment then you'll be good to go.
I see, i joined June 2018 though, to bad the system depends on posts. I mostly lurked if i had nothing constructive to say. Thanks for the info.
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@Dr_Trauts said:
https://us.v-cdn.net/6030815/uploads/EUEUVF648H4F/image.png
Essentially, each prestige increases your chance of getting rarer nodes in the bloodweb as seen in the table.
(All credit goes to the DBD wiki for the table)
Yeah i had a conversation with "Senior Wiki Guardian of the Dead by Daylight Wiki" about that, these numbers are the ones they found in the code, but it seems they are multiplicative and not additive.
Btw. here is a Reddit post detailing some stats : https://www.reddit.com/r/deadbydaylight/comments/at25tj/does_prestige_matter_bloodweb_comparison_over_500/
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@Xbob42 said:
I'm so glad I don't have crippling OCD that makes me crave pointless icons.
😆 Yeah, a heavy burden to carry. But someone has to do it, right ?
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@Ghost_Face_Main said:
This is very cursed to look at without P3 icons
😁 If i scroll a little up you can see the the rest of the Killers like that
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/1501236#Comment_1501236
Who's being hostile. I just disagree with you.
I wasnt talking about aggressive behaviour, just thought i heard a little ill intend in something like: "In which case, ooft, what a waste of 4320 perk tiers." Its difficult to interpret written text correctly and most people in the Dbd community tend to disagree in a slightly harmful way, trying to inflict negative emotions.
It wouldnt change much if they did change it, i would actually like them to change the Prestige in such a way, that all skins can have bloody variants with prestige. But i wouldnt prestige them all only because they made prestige skins a little more accessible. Maybe i would prestige someone special if i have spare Bloodpoints. Since the BP have to go somewhere anyway.
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/1501168#Comment_1501168
Who said it's about cosmetics or the bloodweb. To me a character's going to feel incomplete until they're really complete. And with the stuff that made it onto the PTB it may be possible that prestige is being reworked to work with all cosmetics. In which case, ooft, what a waste of 4320 perk tiers.
Why the hostility ? If you consider them incomplete if they arent P3 and you are a completionist that's fine by me. I dont really care for shiny stuff that i dont even see myself for the most time as killer. I just wanted to have the freedom of choice and all the stuff that alters gameplay.
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@PureHostility said:
Not seeing P3 indicator on killer icons feels... empty, naked... incomplete.
Disgusting view.
@anarchy753 said:
Looking at that would just severly irritate me knowing there's all those levels of prestige I'm missing.
Well if you dont want to use the skin, its basically wasted time and afford, stats show that there isn't an increase in bloodweb rarity. : https://www.reddit.com/r/deadbydaylight/comments/at25tj/does_prestige_matter_bloodweb_comparison_over_500/
And most Killers have better store cosmetics anyway, i wouldnt wear a P3 Oni if i could run around as a Minotaur.
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@Todgeweiht said:
Bruh you forgot to P3 them and get all perks on all of them, get ready for another +12480 perk tiers more
😆 Damn i forgot about that, let me start again real fast.