bm33
bm33
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I didn't get a twitch notification they were doing stream right now. Did they add any useful info? Like how exactly they're calculating the prestige levels when they do the catch up?
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@jesterkind said:
For the record, there are some perks you can use to cover for not hearing the terror radius- Stake Out, Diversion, and Distortion all start activating when you're in the terror radius, so they provide the same value as Spine Chill in this regard.
It's not great to have to rely on perks for accessibility, but you do have some options left after the Spine Chill nerf. That's not an excuse for BHVR not to add in proper accessibility options, mind!
Those perks are really not good for making up not hearing the terror radius. They all have max token amounts and fill up fairly quickly while in the killers terror radius not being seen. Distortion you'll only lose tokens if the killer uses aura reading. Stake Out you have to rely on skill checks popping up and not hitting a great skill check on your own to get rid of tokens. Diversion you end up constantly throwing pebbles to reset which will end up angering the killer because they'll think you're spamming noise notifications to be annoying.
While Spine Chill only worked when killer looks in your direction it not having tokens or a cool down is what made it actually be useful for those that are deaf/hearing impaired.
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@FatallyIconic said:
A good start would have been to remove hook grabs. It's honestly ridiculous. If a killer is camping they should only get a trade at most. Currently, hook grabs are very generous and you can be grabbed even when the unhooking bar is full.
I've been grabbed after I successfully unhook a teammate. Happened in a match today, it's wicked annoying.
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/3028555#Comment_3028555
How? Do you win very often? My survival rate is around 60% and I see her so rarely.
I die more than I escape and I face her and Blights a ton. There's a chance she's just not popular in your region or the time of day you play.
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I used a 4th perk with the Haddie perks when I did the challenge. Usually it will say "only" if it wants you using only those perks and no others.
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Since I turned crossplay on I see Nurse a ton.
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In FB groups I've seen people say they let their kids under 10 play DBD. Alot say they'll have their kids play to drop rank, especially as killer, or to have them grind rift.
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I'd rather the event end, it's not one I've enjoyed. It's wicked annoying as survivor missing out on event BP because I'm chased off a gen I did 90% of or I'm stuck being chased/camped missing out on event BP that way. I'd like to get killer challenges done without waiting 10+ minutes for a lobby.
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Windows already do get blocked if a survivor uses them multiple times in a short period during a chase. If you want it blocked faster you should use a perk that blocks it faster.
The basekit endurance will only be 5 seconds, if survivors want it extended they need to run a perk to extend the time.
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I just hope I can get some BP, I don't expect to escape.
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1. More accessibility options and for them to work with a group that specializes in accessibility in video games to make sure they don't miss anything in current game or future game content.
2. Solo q buffs like the survivor info icons they mentioned way back
3. Better end game screen. Instead of prestige levels show the character portrait. Maybe show what emblems everyone received, think that's more interesting than BP scores.
4. Personal stats page. Be nice to see what killers I go against the most often, how often I escape, etc.
5. Remove end game chat - it's unnecessary and just breeds toxicity. They keep implementing things to have players move onto the next match quicker, not having an end game chat will help move people along.
6. Have 3 dailies each for survivors and killers instead of the current random mixed selection. Also add weekly challenges that are random perk load outs with the only requirement being you use all 4 perks and don't DC. Something like "play 5 matches using premonition, hope, small game, and kindred."
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/3026059#Comment_3026059
They need to give up their desire for consistency and do things that make sense. The Survival category should max out at far fewer than 8k BP. Escaping should be worth way, way less than it is, stop encouraging survivors to go into stealth mode and ignore objectives for a chance at the hatch. Participation and team plays should get the big reward; escape should be trivial in terms of points. Doing the objective shouldn't get rewarded more than interacting with teammates and the killer, but gens should earn more BP than they currently do.
Having each category max out at 8k BP for consistency's sake hurts survivors' BP gains a lot.
It would be better if they just didn't have a cap on categories. Raise the total cap per match to 40k and have no cap on the categories. You can tell when someone maxed out altruism early in the match - they go from being first to unhook and heal teammates to just focusing on gens and ignoring the hook because they maxed out that category and need to go get BP in other categories if they want anymore BP in the match.
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@Laluzi said:
I'm wondering the same thing. I've levelled up my Plague an excessive amount of times - she has about 100 of each iri addon - but she doesn't have every perk available on account of me not bothering to unlock certain teachables I considered bloodweb clutter. And even then, I'm wondering, like... is P3-50 with all perks going to be an immediate P6? P9? A ballpark of what we're looking at and what the maximum jump is would be nice.
I've missed out on claiming perks because I went for an event item/offering and entity took the perk before I could get to it. I've also spent BP on characters that I maxed out on perks because I was collecting event items/addons on them. So if it's perks alone does that mean those that p3 max perks would all be p9 then even if one p3 max they stopped putting in BP at max perk level but their main they put in a ton of BP after maxing them out?
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They should raise the cap for what you can earn in a match. They're adding 50 seconds to gens and adding more chances for endurance so killers will hit survivors more but not making it so we earn more BP in those categories. Raise each one by couple thousand BP to account for the changes.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/3025870#Comment_3025870
Yeah I noticed this too. Before I called it a day in frustration (trying to do that 'evader emblem' challenge...argh), I just had a match against a Twins that I literally ran and avoided for the first 4 gens, finally went down, got unhooked, got out, and ended with 10k to my team's 25k *and I still didn't get Evader* because Twins.
I had a match like that yesterday v Wraith because cloaked Wraith apparently doesn't count as in a chase. Never had a chance to touch a gen because only time he hooked/chased anyone else I was on hook/ground and by time I was off hook he was back to chasing me. It's pretty annoying that you can be in a chase but not get chase points because it's Victor or cloaked Wraith or distance killer that is far enough away that chase doesn't trigger but they are able to hit you. ๐
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Simple things like having all survivors get the event BP when a gen is finished (like lunar new year) would help a ton in survivors getting BP. Right now you can work on a gen for 95%, get chased off and teammate that jumps on for that last 5% gets the event BP. Or you get chased for 5 gens and miss out on event BP because you don't get a chance to hop on a gen.
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This challenge is a pain. As survivor I keep getting killers that camp so not able to get chases in - at most I'm getting silver. Was going to try killer but after 10 minutes of waiting and still not in a lobby I switched back over to survivor.
These emblem challenges are moving ridiculously slow compared to the previous community challenges. They should either drop it to silver emblems or not require as many because I'm not very confident that this one along with the next two will get completed before the event ends.
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They should, at the very least, remove negative pips. Have it be 0, +1, +2. There is no reason to have negative pips when grades have nothing at all to do with matchmaking and, as the devs have said multiple times since they switched to grades, it is only an indication of time played - you can't get negative playtime so you shouldn't be able to get negative pips.
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Since optimization is terrible on console and I get random freezes thanks to random triggers in the game like killer using their power, any time a status effect is activated like sloppy butcher, someone getting hooked/unhooked, and more I don't feel like listing right now I'd rather not have more skill checks to miss during those freezes that make a boring 90 second gen take even longer.
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I'd love to but I'm on console.
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I love that entering a locker is only thing not on that list. ๐
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The meta perks on both sides are getting these nerfs on purpose to make players not use them. They are getting nerfs that players on both sides are going "that's too much" and that's the point - make the meta perks unappealing so other perks start getting used.
I mostly play survivor, I didn't have a problem with ruin. Either power through gen or go destroy the totem. On some killers it was rough because they had no problem pressuring gens but that's an issue with most perks - what is fine or weak on one killer is op on another. Look at self care - killers did not care about that perk but because it was popular they nerfed it to completely useless when it didn't need to be nerfed at all.
They didn't make necessary nerfs to the meta, they made nerfs that went overboard to make the meta unappealing so they are no longer meta.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3022531#Comment_3022531
I can manage up to 3 Dredge games an evening but any more and I have to stop no matter if it's the first 3 or 3 hours in. That's with the painkillers, mind you- without them I can barely make it through a single match without stumbling through the house in the dark to stop it hurting more so I can nap it off.
That sucks. My swf teammate is my older brother and he never complains about not feeling well - like you can tell he feels like crap but he'll just brush it off going "I'm fine." Him complaining about eye strain or headaches, especially if he's like "I need to stop playing," means it's really bad for him.
I really hope they do something to help with the eye strain nightfall causes.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3022419#Comment_3022419
Don't forget now Dredge and Nightfall, both being a nightmare for people who don't have the greatest eyesight for tracking as the killer (the Black and white filter really messes with me), and facing him I get the wonderful, joyous times of chronic headaches that I have to have prescription-level painkillers for. I just keep them by my desk now because I know the second I see a Dredge I'll need to use them.
My swf teammate has to stop playing if we have a match where it's nightfall most the time or if we get back to back Dredges because he gets wicked bad eye strain from it. He doesn't want to DC or get himself killed but also doesn't want the eye strain headache either. ๐
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/3022494#Comment_3022494
Makes sense.
Just feels like, with a game like this, there's only so much you can really account for with accessibility settings before you have to accept some people are just going to have natural disadvantages, light or heavy.
The problem is they barely have any accessibility options right now. There's plenty they can do to help with accessibility - I see players suggesting them in feedback often and other horror games and PVP games have plenty of accessibility options. Their own mobile game has had accessibility for hard of hearing for some time now that they still have not added to the base game. If they are unsure how to move forward with accessibility they could work with those that specialize in accessibility in video games, like how they worked with gaymerx for LGBT+ content.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/3022479#Comment_3022479
Does it still go off when the killer is undetectable?
Michael, Ghostface and Dredge all make sound that can save your life if you're attentive enough to pick up the it.
I don't know, I haven't played DBD mobile in awhile. They have the hearing accessibility options because people are more likely to be playing mobile games in loud places so won't necessarily be able to hear the game well.
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@Mazoobi said:
https://forum.deadbydaylight.com/en/discussion/comment/3022367#Comment_3022367
WHAT? They did?
I haven't done any of the surveys lately, but that's kinda shocking to hear. I wonder how that'll be implemented if they through with it.
I had to look back at my discussions but it was last October, it's when I realized they do 2 different surveys and it's not based on how you answer - I made a post asking why have 2 surveys instead of putting all questions on one. One survey had questions about RPD (how players felt about the map) and killers (think it was what you like/dislike in a killer) while the other survey asked about guilds, linked cosmetics, and discord.
I think it's a mix of not only do not alot do the surveys but there's multiple versions. Like the chat filter so many were surprised when it was announced but I remember having surveys with specific chat questions and then Cote did interview few months later about how they had a 3rd party developing a chat filter for DBD.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/3022419#Comment_3022419
How do you add accessibility for being hard of hearing?
They have visual heart beat when killer is near.
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@Firellius said:
It doesn't. You may want to pre-emptively cleanse a godspawn totem if you come across it, but you definitely don't want to pre-emptively cleanse anything else unless you have strong indicators that NOED is in play.
Let me just lay the situations out...
Situation A: 5 totems cleansed, killer has NOED = NOED disabled, killer loses one perk. Does also mean a loss of 70 seconds of work, so it still worked as a slowdown.
Situation B: 5 totems cleansed, killer does not have NOED = Survivors wasted 70 seconds for no gain, making it work as slowdown without taking up a perk slot.
Situation C: 1-4 totems cleansed, killer does have NOED = NOED activates in full force, survivors wasted 14-56 seconds for no gain. Survivors still have to hunt down NOED totem in post-game.
Situation D: 1-4 totems cleansed, killer does not have NOED = Survivors wasted 14-56 seconds for no gain.
Situation E: 0 totems cleansed, killer has NOED = NOED activates full force, survivors have to hunt down NOED totem in post-game, same as situation C. however this time they did not waste 14-56 seconds.
Situation F: 0 totems cleansed, killer has NOED = No time wasted, no NOED in play.
Legitimately, pre-emptively cleansing totems is the wrong move in 90% of cases. I've broken more NOEDs by leaving totems up than I have by taking them down. The way NOED is currently constructed, it just makes it a mistake to try and cleanse totems, unless the killer is practically guaranteed to have NOED.
It is a risky gamble with a 14 seconds time investment to cleanse a non-hex totem. You are more likely to lose out than to gain.
This is not a comment on NOED balance-wise, but an explanation of something the devs seem to misunderstand.
Forgot one - Survivors cleanse totems, killer does not have NOED but does have Pentimento. Survivors now have to recleanse totems.
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They REALLY need to get better accessibility options in this game. It's sad that in 2022 all they have done is add some colorblind options and change wiggle/struggle to skill checks.
They shouldn't be nerfing Spine Chill before adding accessibility for those hard of hearing. DBD mobile already has something for those hard of hearing so really no excuse to not add something into the pc/console version.
Adding minimal colorblind options but not thinking about those that are colorblind when making event gens orange even though there are killer perks like discordance that makes the gens yellow which can be difficult to see if colorblind.
So many times they've needed to update photosensitivity issues after PTBs because they don't consider it during any of the prior discussions/testing before having players test it - atleast I hope it's them just not considering it and not just blatantly not caring until players complain. Just lack of photosensitivity options as a whole is sad when it's brought up so often.
FOV for killer causing motion sickness for some and only fix is using a perk slot. Imagine if they nerfed this perk without addressing accessibility like they did Spine Chill.
It's depressing I can make a list of the accessibility issues in this game that have not been addressed by the devs.
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@Mazoobi said:
https://forum.deadbydaylight.com/en/discussion/comment/3022133#Comment_3022133
DBD's description in the future:
*mandatory to play with people for survivor role. If you have no friends, we'll help you get some... or enemies*
They had questions on a survey not that long ago about adding guilds to DBD so that could actually be a thing.
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If Rancor activated with hatch close you should post it in the bug report section because it's not supposed to activate if all 5 gens weren't completed.
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@Iron_Cutlass said:
https://forum.deadbydaylight.com/en/discussion/comment/3022248#Comment_3022248
I mean, Ive never seen anyone use For The People, so you tell me which is "extremely situational" lol.
They're rare but they're out there. Had one the other day - like all FTP users they just use it first chance they get without thinking of the consequences... Like how not being able to heal for a bit is just feeding an Oni or Dredge... ๐
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@D3spair said:
https://forum.deadbydaylight.com/en/discussion/comment/3022239#Comment_3022239
The Patch purpose is meaningless then, BHVR found that the Escape Rate are much higher that they like so they are buffing Killer but They'll add a perk that makes it either face camp or lose and promotes non altruistic strats. Wouldn't Escape Rates remain the same then?
You're just focusing on end game kills though when they made improvements so you should get kills earlier in the match.
Basekit for killers they increased killers ability to get kills mid game by (1) making gens take longer, (2) making gens lose more progress from a kick as well as (3) making it so killers can kick the gen faster, (4) have survivor go a shorter distance after a hit, (5) have a shorter cooldown after a successful hit, (6( be able to break pallets faster and (7) gain bloodlust 2/3 faster. The only thing basekit survivors got was a 5 second endurance with haste to maybe help with camping but you can either wait for it to wear off by counting to 5 or just hit them immediately anyway since you'll have a faster recovery from successful hits and they'll have harder time seeing thanks to putting off mending while in chase.
If you are still struggling with all those buffs to get kills before end game where you feel you need to camp or lose kills then shouldn't your MMR be lower to where you aren't struggling for kills?
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@Iron_Cutlass said:
https://forum.deadbydaylight.com/en/discussion/comment/3022148#Comment_3022148
Im more concerned about the End-Game than the middle of the match, I dont tunnel purposely, accidents do happen, but Id imagine some annoying stuff to be done with this.
Allow me to show you a very unpractical situation that is still very much possible. (I dont expect to see this ever, but it's still something dumb to look at, and activate the neurons to people who care about ridiculous numbers. Do note these numbers are based on downing all survivors from healthy until put into the dying state.)
Off The Record provides another health state for 80 second after being unhooked, 3 total procs of OTR can be present at one time, since 1 person needs to unhook. OTR provides 2 health states per person with it activated before they go down. This totals to 6 OTR health states, 8 total suggesting the unhooker is healthy.
Renewal allows survivors to passively heal suggesting they have healed a single health state of a survivor prior to the hook state. Being healed a health state does not deactivate OTR. This increases the total amount of health states that can be taken by people unhooked to 9, and raising the total health states to 11, again suggesting the unhooker is healthy.
Adrenaline provides a free health state, giving survivors a speed boost and the Exhaustion status effect, activating when all generators are completed. Suggesting every survivor has Adrenaline with a 99% generator, all survivors can take an additional health state, raising the total amount of health states taken to 15.
If 4 survivors bring Anti-Hemorrhagic Syringes (do note, the survivor who does not have OTR, and completes the 99% generator needs to do this), can be applied for 4 additional health states. This raises the total amount of health states survivors can take to 19.
And last, but not least, this isnt even considering Mettle of Man can be in play, which the amount of health states is HEAVILY dependent upon the outcome of the match, but just for consistency sake, Ill say it gives all survivors an additional health state, raising the total of health states taken to 23. Mind that Mettle of Man can potential provide more or less health states.
Again. It's not practical at all, and personally Id just let the survivors escape at that point if this ever happened to me. Id love to see people try to pull this off since it seems really hard to pull off, but bless the poor killer that has to deal with this. It would literally be soul crushing to have this happen. Of course the order at which this is done should be Renewal into Adrenaline into Anti-Hemorrhagic Syringes into OTR into Mettle of Man.
And I was told someone using For The People after an unhook was "extremely situational." ๐
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@D3spair said:
https://forum.deadbydaylight.com/en/discussion/comment/3022192#Comment_3022192
That just bad gameplay design if the only choices are either facecamp to counter endurance or not camp and lose kills.
Wouldn't losing kills be good as killer because then your MMR should go down until you get survivors that you can kill before end game without feeling as though you have to camp or lose kills? Survivor it makes sense to raise MMR because while lower MMR you might have easier killer you also are more likely to have worse teammates so it's a lose/lose. But as killer if you're struggling to get kills before end game it seems like it would be beneficial to have that lower MMR where you aren't struggling.
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@BothSidesEnjoyer said:
https://forum.deadbydaylight.com/en/discussion/comment/3022154#Comment_3022154
I'm on console. Didn't think to record. Sucks man
I know the feeling. I had a match where a Trickster was body blocking a survivor in a corner for the whole match. My ps4 I guess had a glitch when I hit save video at the end of the match - video started right as I was walking away from where he was bodyblocking the survivor mid match. Took screen shot to show it was when only 2 gens were done and then sent video of it during EGC. The reporting system is pretty crappy for those of us on console.
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As the others said, you won't lose anything.
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@D3spair said:
https://forum.deadbydaylight.com/en/discussion/comment/3022148#Comment_3022148
ย "OTR is one perk that may be useful to prevent tunneling but if the survivor tries to keep it active that means they are being completely useless for their team - they are doing nothing to progress the game or help teammates which helps the killer."
Sure I agree if there's still Gens to be done, but what about in endgame where Gens are all powered Up and another Survivor can just touch and open Exit Gates? It's an 80 Seconds Endurance after every Unhook, Does tunneling exist on End Game?
Odds are you're camping the hook in end game. If survivors come to try and rescue most times the killer gets a hit on them - so now you have 1 survivor without Endurance and 1 survivor with Endurance. If you are choosing to go after the person that just got off hook and has Endurance instead of going for the other injured survivor that has no Endurance then yes, you can tunnel in end game just like you can camp in end game.
Edit because I just saw yours: the Otz video shows the "current speed boost" survivors get when hit. This patch is nerfing the speed boost after hit as well as giving killers a shorter cooldown after a successful hit.
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I hope you recorded it and reported them all. What they did is bannable, you can send a ticket to support with the video proof if you recorded it and reported them in game.
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@D3spair said:
https://forum.deadbydaylight.com/en/discussion/comment/3022123#Comment_3022123
Extremely situational. I don't see this being a negative though, the current problem is Off the Record giving essentially a 3rd health state.
If someone swoops in and Uses For the People on Survivor mid chase, who do you think the Killer will go for? The Healthy Survivor probably with DS or an injured Broken Survivor?
If they're already tunneling a survivor I wouldn't be surprised if they stay on the healthy survivor. I've had more killers go after me having JUST been healed by others after an unhook instead of the other teammates who are injured after to trying to take a hit and distract the killer. I've seen plenty of killers go after a teammate that was just unhooked and quickly healed instead of the teammate that tried to take a hit and distract them. Tunneling killers do not care - they just want to get those players out and I come across those killers way more than I do the ones that try to not tunnel.
There's also Renewal where you will automatically heal 20 seconds after an unhook - this can happen while a killer is tunneling the survivor in a chase.
Camping was just buffed, bloodlust was buffed, killers hit cooldown has been shortened and the distance survivors go when hit has been lessened. DS has been nerfed again to now not even work in end game and have a shorter stun so it's useless. OTR is one perk that may be useful to prevent tunneling but if the survivor tries to keep it active that means they are being completely useless for their team - they are doing nothing to progress the game or help teammates which helps the killer.
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Someone can use For The People on you in the killers face and you can't prevent it.
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/3021874#Comment_3021874
Exactly.. When I do 2 full gens while doing coop action and max out on objective, it makes me want to just go totem hunting cause it's sadly not worth doing generators anymore, I maxed out on objective points.
Exactly and I think that's why alot of players stop going for saves/heals or interacting with the killer at a certain point - they've maxed out the category. Upping the max BP per category atleast a couple thousand BP to make up for the additional stuff we have to do is just going to make players feel like what they do matters for longer in the match and 8k extra BP really isn't THAT much.
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@Marcavecunc said:
Agreed. 10k per category, or up to 12k maybe. It would also compensate for the fact that you can't get bonus points from BBQ/WGLF anymore.
Not letting us get more BP for doing more is like when a company gives you less of a product but will charge you the same price. It feels bad because they're basically screwing you over and going "oh well, you'll still use our product." ๐
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Whenever I see these posts it just adds to the reasons they should remove chat since it's unnecessary and only breeds toxicity. It's a waste of resources to keep chat in the game.
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I feel like they programmed there to be a missed skill check anytime you stop working on a gen. I've tested it with tapping a gen and it happens.
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I wasn't going to p3 before I knew the reward, still not going to. I have p3 the handful of characters I cared to p3. I think it's good it's not a cosmetic or charm however I do think they should atleast throw some BP/Shards to those that have taken the time to p3, especially those that did all survivors and/or killers.
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Because it showed up on my FB memories, here's one of my dogs siblings back when they were almost a month old.
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I said it on another post, all they did was make camping more effective.
On streams devs have said the counter to camping is to focus in gens, not trying to save the hooked survivor. Getting all 5 gens done before the survivor died was already a rare occurrence. Maybe a full 4swf could do it because they'd know immediately their teammate was being camped but any match with a solo would have someone checking to see if the killer was camping and that's 1 or more players off gens when all 3 need to be on them. So if 80 seconds per gen was already difficult to successfully counter camping, 90 seconds will be impossible.
Thinking the basekit BT will help is pretty naive when current BT already isn't guaranteed to work. BT really only works v killers that are proximity camping or don't have an instadown and you can coordinate with teammates to rush the hook. You have killers able to instadown and killers able to grab you before you can successfully unhook the other player so BT isn't really going to help too much. The killer will either slug you until the hooked player dies (buffing Knock Out helps with this) or if in basement will just toss you on nearby hook.
Then the changes to the killer mechanic - if they hit you then you won't go as far as you do now and they recover faster from the hit, this was done so they can get back to chasing you and down you faster. The killer hitting the survivor with endurance/haste will not only stop that haste immediately but also start the deep wound timer which has the fun effect of making it more difficult to see until you mend. Unless they're a great looper (which if they were downed first at beginning of game may not be that good) then they'll be out of the game faster and the killer can go down/camp the next survivor faster.
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@dugman said:
If you bodyblock off the hook with the new base kit Endurance youโre losing that 7% movement speed bonus you could have used to get really far away from the killer and ending up best case having to Mend afterward (assuming the new base kit version works like the current Borrowed Time). Depending on the situation it might be better strategy to actually just run away to a safe distance to heal yourself and/or start in on a gen while the killer chases the unhooker or someone else.
Either way itโs not any worse than the current game where basically all killers just assume all unhooked survivors have Borrowed Time anyway.
This, also with the updated mechanic on killer side not only will that survivor not move ahead as far as they do now but the killer will also recover from the hit faster than they do now. It's probably better for the killer to hit the survivor with endurance to shorten how far away they'll get and start the timer for them needing to mend.



