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dugman

dugman

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dugman
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  • I understand what blockchains are, and what cryptocurrency is, and I understand that NFTs are essentially that same technology applied to media files to more or less "mark the original file". It's kind of like if you went to an art gallery and bought an original painting, the gallery would have something verifying that the painting was, in fact, the original painting and not a copy. Sure, you could just go to the gift shop and buy a copy of that painting that looks identical to the original, but to a collector the original is worth a lot more because it's got some sort of intrinsic historical or personal value to them, for example.

    So in as much as I understand that people will pay hundreds of thousands of dollars an original Action Comics with the first appearance of Superman, for example, versus paying $10 for a reprint of it, I get it I think? But on the other hand I don't really get why people pay SO much more for "original" digital files let alone artworks. I'm not a collector though, so 🤷‍♂️

  • Just speaking for myself I don't slug for the fourth unless I happen to see the fourth person right away after I down the third, in which case why not start that chase right? But otherwise, yeah, I'm not going to spend 10 minutes going back and forth looking for the fourth survivor who's hiding from me, maybe getting that third person back up, looking again, and so on. I'd rather just hook that third survivor and hopefully beat the other one to the hatch when it spawns.

  • NFTs are a way to kind of indelibly track who owns an "original" copy of a digital artwork. I like to think of it like if you went to an art gallery and see an original painting. You can purchase the original painting and the gallery will most likely have some sort of authenticity paper saying that it is, in fact, the original painting and not a copy and they'll give you that authentication so you can prove that what you own is the original. Of course if you don't care about owning the "original", you could also just go to the gift store and get a copy of that original that looks identical. Even though it looks identical it's still "just a copy" so it's not worth nearly as much to a collector as the original piece.

    So what NFTs do is allow you to buy "original digital works". If someone makes a digital painting, for instance, they can use NFT to indelibly track who actually possesses that original file. Of course you could still make digital copies of that original that look completely identical to the original, but again to a collector the "original" file is probably a lot more valuable because it's got a unique heritage in a sense. (I guess, I'm not a collector so I couldn't care less about owning "originals" of things versus copies, but obviously there are some people who do and who are willing to spend a lot of money on owning originals.)


    So how does all this tie to DbD? Not much, honestly.

    Basically a company that DbD works with owns some Hellraiser content that has NFTs attached to them. (Again, think "the original digital picture file of Pinhead" or "original voice recording files of the actor playing Pinhead", etc). That other company is selling those NFT exclusive originals, and as a sales incentive they're offering coupons to get the Hellraiser DLC in DbD for free (or something along those lines). DbD isn't actually buying or selling anything that has NFTs in it, it's just partnered with this other company that is giving away the DbD DLC.


    Of course all that would be completely under the radar for 99% of people since, honestly, hardly anybody actually wants to buy NFTs. They're really a niche market. What got a lot of forum posters up in arms is that supposedly NFTs and Etherium blockchain transactions in general are extremely energy inefficient to handle. The estimates vary kind of widely but figures around something like "enough energy to power a house for six days per NFT transaction" are floating around. And a lot of that electricity happen to be generated by fossil fuels, so they allegedly work against the climate goals of trying to be "carbon neutral". (I say allegedly because, again, all these estimates vary pretty widely and NFT defenders will argue that Etherium is eventually moving toward a much more energy efficient system and toward being actually carbon neutral.)


    Mind you, I'm no expert on this! But hopefully I summed it up to a reasonable degree of correctness. 🤷‍♂️

  • Per the DbD Kill Switch Master List page, Boon: Circle of Healing is temporarily disabled because it was causing game crashes

    Kill Switch Master List

    By PeanitsLast Updated: 1:59 pm

    On this page, you can find everything that is currently disabled through the Kill Switch along with the reason why and when you can expect them to return.

    PERK: Boon: Circle of Healing

    Reason: This perk is currently causing a high number of crashes when used.

    ETA: First bugfix patch

    https://forum.deadbydaylight.com/en/kb/articles/299

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/2573944#Comment_2573944

    I don't know if anyone told you already but one info in your post is outdated.

    Sound perks interaction was overhauled and iron will now trump's any noice increase, so stridor is completely countered by iron will and not the other way.

    Thanks for the tip, I didn't realize noise modifiers were changed.

  • FYI their Twitter feed (on the right side of the screen here) says they're aware of the Can't Connect to Store error and are working on it.

  • I just came back after not playing for about a year and I can tell I'm rusty as a killer at the loops. There's this fine line where I can currently catch people who are obviously casual players without much difficulty, but then I get matched with a veteran who either knows the layout of is using Windows of Opportunity and it's off the races! 😅

    But yeah, having to drop a pallet should be a normal thing in a chase, if a survivor never had to drop a pallet to stop a killer from catching them then it would be basically impossible for the killer to down them barring an ability that can help. Ideally the game should be in a state where a 115% movement killer with no particular ability can either force a pallet drop or get a hit on any survivor with likewise no special ability in a reasonably short amount of time. (It has to not take too long or by the time the killer gets two hits to down someone the game is practically over.)

  • It's funny, I never even thought about my avatar until this post. Go figure! I changed to it Bloodhound since I'm oddly a fan of that one even though most people aren't.

  • On a related note Thrill of the Hunt is unusual in that it's stronger the more dull totems there are. Which means every time the killer snuffs out a blessing and recovers it as a dull totem they've also recovered strength for their Thrill of the Hunt hex. I don't know if the extra cleansing time is necessarily worth it, but hypothetically if they're spending a lot of the match blessing totems then increasing that time they spend with Thrill could mean them spending that much less time on gens. 🤷‍♂️

    But yeah, I mostly used it for the noise notification myself.

  • https://youtu.be/HEXWRTEbj1I

    Don't hurt me no more

    (Now I'm oddly wanting a Haddaway DLC pack. 🤷‍♂️)

  • Just to clarify, Shadow Step doesn't heal survivors, that's a different boon perk. It's just that when the survivor has both Shadow Step and Circle of Healing then their one Boon totem they make does both. (Each survivor can only maintain one boon totem at a time.) But yeah, when you've got four survivors all putting up that same Boon totem with both effects then that's a lot of the map where they won't leave scratch marks or have auras.

    I guess if you are seeing this frequently maybe try:

    • Don't bother using any perks or add-ons that rely on auras. No Nurse's Calling, no BBQ and Chili, no Surveillance or Thrilling Tremors, etc. If you don't use auras in the first place then that part of their Boon is useless.
    • If you need help tracking without scratch marks, consider maybe trying one of the aura-less tracking perks like Stridor, Whispers, Spies from the Shadows or Bloodhound. Obviously auras are more accurate but these other perks don't use them so aren't impacted by the Boon. (Bloodhound is one that's interesting to me here also because, if they're trying to use the Boons for healing, the Bloodhound perk might help you stay on their trail before they can get a chance to heal themselves with the help of that Boon.)
    • Another option is go for abilities and perks and add-ons that Expose the survivors or down them in one hit. If you can down survivors in one hit it won't matter as much if they heal back from injured states.
    • Another possibility is try something like Coulrophobia or Sloppy Butcher of Dying Light that makes it take longer for them to heal. Since you know they're going to be enticed to run to their Boons to do self-healing you can make that action take longer than normal, which means they're spending that much additional time self-healing versus working on generators.
    • Finally Hex: Haunted Grounds might be worth considering as an anti-Boon perk. Survivors will definitely be looking for totems to bless and will be even quicker than usual to trigger Haunted Grounds, so you may be able to get a couple quick downs early in the match with it. Maybe even pair it with Undying, especially since every time you snuff out a blessing you recover a dull totem that Undying can use as a jump target for other hexes.


    I'm just spitballing out loud, but off-hand those are the things I can think of that might be worth experimenting with. 🤷‍♂️

  • @Sluzzy said:

    Not when it takes 28 seconds to bless it. It only takes killer 1 second to snuff it. And he can hear it from far away. They don't give enough benefit to waste so much time constantly getting your perk back when killer can instantly snuff it.

    Just a minor correction, it takes 14 seconds to bless a Dull totem and 24 seconds to bless a hex totem. (Your point is valid, just correcting the number.)

  • Just thinking out loud, one possibility if you're running into survivors who always use Boon: Shadow Step to hide auras is intentionally don't use any perks or add-ons that rely on auras. So no Nurse's Calling, BBQ and Chili, Thrilling Tremors, etc. Obviously there are a lot of popular perks that use auras, but there are also good perks that don't so maybe try using those instead. For example, just looking at "tracking perks":

    • Whispers is decent at the start of the match for getting to the right area and doesn't use auras at all. It's also good once you've knocked out a survivor or two to track down the last couple who might be trying to hide or go for the hatch
    • Lethal Pursuer can give you a similar benefit to Whispers at the very start of the match, and it only triggers well before any Boons are played (Whispers is less accurate but potentially works the entire match so it's a trade-off)
    • Stridor isn't bad for tracking nearby survivors by sound, and is a counter to Iron Will which is also popular
    • Spies from the Shadows is interesting because the noise indicators for the birds aren't auras, so depending on whether or not you like that perk it's unaffected by that Boon
    • Surprisingly Bloodhound is another interesting possibility since the highlighted blood trail isn't an aura either. It's possibly a reasonable alternative to Nurse's Calling if you're looking for an aura-less way to track injured survivors

    Of course I'm just looking at tracking perks here since the whole point of auras is tracking survivors. Obviously perks that do gen regression or that directly help injure survivors or put conditions on them all still work normally too.

    Finally another thing to try against Boon users is Hex: Haunted Grounds. Since the Boon players will intentionally be looking for totems to use, they'll very likely cleanse your Haunted Grounds early in the match and get you a free down or two or maybe even three if you're lucky. You could even pair it with Hex: Undying, and every time you snuff out a boon it just becomes another potential dull totem that a new Haunted Grounds or other hex could hop too. (Just be aware that aura Hexes won't work as well. Retribution for example will still make them Oblivious for instance but you won't see their aura when they cleanse a hex.)

  • @ElusivePukka said:

    https://forum.deadbydaylight.com/en/discussion/comment/2573885#Comment_2573885

    Again, if you ever bothered to comprehend what I wrote, you'd see I'm not claiming the worst-case is the end-all be-all. Your diatribe is a fine addition to the conversation, if overwrought, but it's not a counter to anything I've said.

    Ok whatever, dude, I'm done trying to explain where your thinking is off. Me explaining why you're wrong doesn't mean I don't "comprehend" what you're saying.

  • @ElusivePukka said:

    https://forum.deadbydaylight.com/en/discussion/comment/2573823#Comment_2573823

    I said that the add-on is inconsistent - an incontrovertible truth when it comes to RBTs, and thus the new Video Tape, at best. You 'countered' that the numbers you used (which are contextually relevant and correct in your argument) are going to be a more typical experience. You're right, it's just not relevant.

    Worst-case scenarios are how to evaluate a risk-cost assessment, only later tempered by best-case and average scenarios to find what someone is willing to deal with.

    Worst-case scenarios are not the be-all end-all of risk analysis. You need to know both the worst case value AND the probability of that worst case. For example, just making up numbers for the sake of argument, if your win percentage decreases by 20% in 1 out of 200 games using an add-on, but increases by 10% in 1 out of 3 games, then obviously the risk to your win/loss ratio is completely outweighed by the benefit because it's much, much more likely even though the absolute risk of the worst case scenario is greater. Or in real life you don't avoid flying airplanes versus driving by car for a long trip, even though a plane crash is much more likely to be fatal than a car accident, because the probability of the plane crash is exponentially lower than the probability of you crashing your car.

    Or on the flip side, it's silly to argue that Devour Hope is insanely overpowered because the "best case scenario" is that you get 5 tokens early on and kill everybody with your own hands. Yes, you can get 5 tokens and free kills with it, but the probability of it happening is low and the more likely scenario is you might get one exposed hit or two before the totem is destroyed or the game is over. It may be a good perk, it may be a bad perk, but it would be really dumb to only look at the most extreme possible case and conclude that's the most important thing about it.

    That's why I'm telling you that you can't use your "worst case 15 seconds" number as a reliable measure of how good or bad that perk is. You can make other arguments for whether or not the perk is bad, and even argue whether it's good or bad using more realistic estimates (I estimated the average was about 40 seconds I believe earlier for instance.) But when you take that 15 second number blindly and just assume the worst for every game you're getting an incredibly inaccurate picture of things.

  • @ElusivePukka said:

    https://forum.deadbydaylight.com/en/discussion/comment/2573807#Comment_2573807

    Actual numbers which have bearing on a conversation unrelated to the point I was making and you chose to pretend you were engaging with.

    And what point am I ignoring? You tried to argue that the add-on is ineffective because the minimum guaranteed time per survivor is about 15 seconds. I countered that it's foolish to give much weight to a 1/256 scenario. To which you're saying I'm ignoring what you said and arguing in bad faith.

    How about this, why exactly are you using the bare possible minimum value for your estimate? One that happens only one in four times per survivor at most and which requires them to find the box right away. Why do you think that your 15 second estimate is more accurate than the method I suggested to get an estimate?

  • @ElusivePukka said:

    https://forum.deadbydaylight.com/en/discussion/comment/2573055#Comment_2573055

    That's a lot of numbers to say you didn't read what I'm saying and prefer your narrative to good faith argumentation.

    I did read what you said, I'm just backing up my argument with actual numbers. It's ironic you're saying I'm arguing in bad faith when you're not actually presenting evidence to the contrary.

  • @ElusivePukka said:

    https://forum.deadbydaylight.com/en/discussion/comment/2572964#Comment_2572964

    'Guaranteed' is all you're absolutely going to get, whether you want to acknowledge that or not. The average will be affected by a number of factors, up to and including the known disrespect toward RBTs as a threat by a large proportion of the playerbase. In real play, sure, there's the potential for even up to a few minutes worth of slowdown: but at no point is the Pig in true control of that.

    Unreliable slowdown is just that - unreliable. Plenty of ifs, whens, mights, coulds, but nothing is guaranteed except that 15 second window - and 'considerably' good slowdown isn't good enough lingo these days. Whether you want to engage honestly with the reality of that is on you.

    "Guaranteed" on all four survivors is irrelevant when the odds of that happening are insignificantly small. Even assuming all four survivors start right next to a box, which by itself isn't likely, and assuming all four are uninterrupted for 12 seconds while opening that first box, which again isn't likely, the odds of all four getting their trap off on that first try is only 1 in 256.

    Assuming that you're only getting the bare theoretical minimum amount is folly. You're not. Whether you accept the math or not is up to you, it doesn't change the numbers.

  • @ElusivePukka said:

    https://forum.deadbydaylight.com/en/discussion/comment/2572678#Comment_2572678

    15 seconds of guaranteed slowdown is what's supported by your own maths, per RBT. Anything else, including the RNG of second, third, or forth boxes, is not 'guaranteed' - unreliable numbers for an inconsistent power.

    "Guaranteed" isn't as relevant as "average". You're talking about four different survivors, it's extremely unlikely that literally all four of them will find a different box within 2-3 seconds of the game starting and all use them for 12 seconds to remove their trap on the first try. It's even extremely unlikely that all four would do gens for a bit and each, when they chose, get off their gen, go to a box in 2-3 seconds, and use that box for 12 seconds to remove their trap on the first try.

    12 seconds per player is a woefully unrealistic underestimate of how much time the perk actually forces survivors to spend removing the traps.

  • @Pukenplag said:

    https://forum.deadbydaylight.com/en/discussion/comment/2572736#Comment_2572736

    Well a ######### ton of people commented on twitter and youthbe videos, so I would say there were around 5000 people *publicly* upset. There might have as well many others.

    5000 might be slightly high? The Reddit "Official ######### NFTs Megathread" on the Dead By Daylight subreddit has about 2.6k thumbs up, and odds are pretty good a significant number of people who liked that thread also commented or liked similar threads on Twitter or Youtube.

    Either way, 5000 is a small percentage of the actual size of the total combined DbD playerbase. The game has something like 40-80k concurrent players per night, and many players don't play every single night so the actual number of players is probably a few hundred thousand.

  • My favorite hex has been Haunted Grounds for a while, this just makes that hex even better. 😄

  • @Pukenplag said:

    The fact that everyone threw huge hate at BHVR for the NFT situation and literally a day after the game reaches a 66k peak players playing is just astonishing.

    I really want to understand the reason behind the "I'm leaving, bye" posts to exist if you literally come back next day like nothing ever happened?

    I was never a fan of this uninstalling trend, but I honestly love continuity. And that isn't a thing here it seems.

    Don't forget that forum posters are a small, small percentage of the game population. The great bulk of people playing the game couldn't care less about the forums or NFT that give out Hellraiser coupons or whatever.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2569032#Comment_2569032

    Super condensed version: An NFT is like a digital receipt that says you own a JPEG, without any actual enforcement of that ownership, and the system that generates that receipt uses more energy than some small countries + is doing serious harm to the environment. They're a scam, and they're unjustifiable for legitimate businesses to associate with.

    I think it's more like you own the "original" artwork and not just a copy. Kind of like if you owned an original print of a photograph instead of a photocopy that looks identical to the original.

    It's a bit like how people pay ridiculous prices for original paintings or manuscripts of books even though as a practical matter a replication looks exactly the same. They just want to be able to brag about how they "own the original". I don't see the appeal personally but then again I'm not an art collector. 🤷‍♂️

  • @PalletsAndHooks said:

    Hexes should not allow blessing that totem to work at all.

    Hexes should ONLY be cleansed.

    That is all.

    The way the new system works the survivor is effectively spending the time they would normally be cleansing the hex plus the time they would then spend putting on the boon. The only difference between this system and forcing the survivor to cleanse a hex totem is that, if you forced the survivor to cleanse hexes, then those totems would be destroyed and unusable for boons afterward.

  • @ElusivePukka said:

    Anyone who says this isn't a nerf doesn't play Pig to a significant degree, and anyone saying "it's like a Pig-exclusive Corrupt" has no idea how survivors or RBTs behave. A trap is around 15 seconds (divided among 4 survivors) of guaranteed slowdown, and often not significantly more. That's one reason you want to spread them out as the game progresses - multiple survivors not on gens is nice, multiple survivors working on removing that slowdown at the same time is not as nice.

    "15 seconds" is a gross underestimate. It takes a minimum of 12 seconds for a survivor to use a single box, and it will take them a minimum of 3-8 seconds to find a first box at the start of the match, so absolute worst case a survivor will spend a bare minimum of around 15-20 seconds getting off their trap at the start of the match assuming they succeed on the first attempt. Of course the chances of success are only 1 in 4, so in reality the average time wasted getting the trap off per survivor is about 43 seconds per survivor (ie. 2.5 * 17.5 each).

    I don't have an opinion on whether 43 second slowdown per survivor at the start of the match is good or bad, but either way it's definitely more than "15 seconds".

  • Yeah, I'll miss Hawkins, it's one of the cooler looking maps.

  • Lol, this is why Haunted Grounds is my favorite Hex perk. 😉

  • The current estimate according to the site Digiconomist is actually even higher at 6 days worth of household electricity per Etherium transaction (which is what NFTs are based on).

    The Ethereum Energy Consumption Index provides the latest estimate of the total energy consumption of the Ethereum network.

    All that aside, there's also another concern that Steam currently bans all games that incorporate NFT transactions or any other cryptocurrency. I suspect this isn't quite that, it sounds more like somewhere out there is a Hellraiser NFT that people can purchase which, as a sales incentive, doing so gets you a coupon code to get the Hellraiser DLC in DbD (or something to that effect). The game itself isn't doing any NFT transactions, it's just that people outside the game are doing NFT transactions and getting DLC in DbD as a bonus. It seems pretty likely that Behavior already cleared this setup with Valve since the last thing they'd want is for DbD to be banned from Steam, but it's still a common question on the forums.

  • @SleepyWillo said:

    I think theres a lot more incentive to escape as survivor than to kill as killer at the moment. That 5-7k makes it worthwhile. Plus its easier to play survivor anyways. As killer the point difference for a 4k vs an 8-10hook game is negligible. Killers can play at lower mmr with no stress if they wish and lose little to nothing to do so.

    On the other hand if you're playing to try and beat the other player's scores then killing someone rather than escaping is a huge point swing between the two of you. And while I understand a lot of players don't play to beat the survivor's scores, when you consider the devs intentionally put in add-ons such as Padded Jaws which give the killer a handicap in the game to increase their relative endgame score versus the survivors it makes those add-ons actually make a small amount of sense. (Those particular add-ons make zero sense from a design perspective if the devs don't think of the endgame score screen as a possible "victory condition".)

  • I can sum up the most annoying thing in the game as

    🌽🌽🌽🌽🌽🌽🌽👿🔪🌽🌽🌽🌽🌽😶🌽🌽🌽🌽🚜🌽🌽🌽

  • Actually I think there's a really common misconception among people playing killer that if the match is "balanced" then there's a 50/50 chance the killer will stop the gens before anyone escapes. (And I say this as a killer main myself.) That's not the right way to think about it, though. The devs are clearly balancing the game around the idea that the median result is 1-3 survivors escaping, with 4 kills and 0 kills being uncommon results. So 4 kills is actually a "total victory", not a "close game", and if the killers and survivors are equally skilled you should expect the gates to be opened the majority of the time with some survivors getting killed along the way and some getting out.

    So if a killer says something like "I played really well and they still opened the gates, the game is broken", they're just not realizing that this is intentional. It's supposed to work that way because some of the survivors are supposed to escape most of the time while others die. And that only happens when the gens are completed most of the time, even if the killer plays reasonably well, provided the survivors are also playing reasonably well. It's not a "game balance" problem, it's a perception problem of some players wanting the victory conditions to be something they aren't intended to be.

  • Nothing specific, I stopped playing for about a year for no particular reason, I just got into a different game and kind of got out of the habit of playing DbD. 🤷‍♂️ I started playing again the last week or two, we'll see how long that lasts. I don't have anything in particular against the game one way or another, I've just played it a while and there's a ton of other games and things to do out there.

  • @SMitchell8 said:

    Given how most players at higher levels of SBMM are stating that survivors are dominating the games now and that 2 kills is a respectable and balanced outcome.

    So, should they now stop making killers that can't compete at higher levels?

    Trapper is viable against low rank and unskilled players, but as we know he's god awful against good ones, so why bother having a killer as bad as him again when they just wont be viable for half the playerbase?

    So the question is

    Should all future killers be designed to be able to compete against survivors with high SBMM scores?

    It'll be interesting to see what the upcoming Trapper buff next week does for him. Between him being able to carry an extra trap, more traps being on the map, and many of his add-ons being buffed, it could be good news for people who like playing him. 🙂

  • Play the characters you have fun playing, do your best and don't worry about if you lose. Playing repeatedly is the best way to win more often anyway, and despite what some people think you can win with any killer if you play well. (All the killers average between 2-3 kills per match, except Nurse who has about a 1.6 kill rate on average only because she's extremely hard to become good with. People who do manage to master Nurse though do exceptionally well with her.)

    Likewise play around with the different perks and add-ons and use the ones you think are fun to play. Don't worry so much about how powerful or not they are, if they seem to be doing something fun or useful for you in the match then that's good enough.

    Basically the more you play with a killer the better you'll get so I wouldn't worry so much about whether you think you are "good" with them or not. If you think a killer is fun, but you're having trouble with them, just keep playing and having fun and you'll improve with them. Then you'll be good at a killer that you also think is fun which is a win-win. 👍

  • I stopped playing for about a year or so and just started again a couple weeks ago? No particular reason, I just started playing something else instead and never got back to it until just now. 🤷‍♂️

  • Honestly I was a little surprised they didn't have a Candyman licensing deal this year because of the remake. I like Hellraiser and Pinhead better as an IP though so I'm not disappointed. 🙂

  • I didn't learn anything from the new basics videos but I watched them anyway just to hear the awesome narrator. I kind of wish at the end of the matches they had that actor saying the results ("Brutal Killer", etc).

  • The one sound I'd like to see them add is replace the "loud noise explosion" sound for Spies from the Shadows with loud crow caws. It would be both more thematic to hear crows cawing and also make the perk slightly better since you would be able to distinguish what type of noise it is by sound alone without seeing the flash.

    • Dr Jekyl and Mr Hyde. A killer that alternates between two completely different modes of play in a single body. Maybe Jekyl is intelligent and has bonuses on tracking and sabotaging generators and such while Hyde is a brute that can break pallets quicker than normal killers, something along those lines.
    • Dracula. Anything with abilities themed along the classic vampire would be kind of cool.
    • Medusa. A killer that survivors suffer increasingly bad penalties the longer they look at her. (Maybe progressing from aura blindness to oblivious to moving and acting more slowly to eventual temporary paralysis.) A killer that survivors have to be cautious looking directly at while also trying to evade in a chase could be kind of cool. 😄
  • One small silver lining to the idea that people will run Boon: Shadow Step is that I already like to run Bloodhound on some killers and Bloodhound isn't affected by a lack of scratch marks or auras. Of course you still have to injure someone first for Bloodhound to help you track them, but once they're injured it's really difficult for them to hide from you if they stay injured, even if they crawl and leave no scratches or have that boon.

    I'm kind of eccentric though, I know I'm in the minority with Bloodhound. 🤷‍♂️

  • @Stryker said:

    https://forum.deadbydaylight.com/en/discussion/comment/2563551#Comment_2563551

    ah yea, forgot about that hex, but since i'm not used to use hex totems, correct me if i'm wrong, but, is there a chance that they can cleanse it and just destroy the hex without trigghering the oneshot?

    Nope, the whole point of that hex is that when it's destroyed it goes off. It's a trap designed specifically to use against survivors who like to cleanse hexes. 😄

  • @Stryker said:

    there are no good hex perks, hek perks are garbage because of the trash spawns that are just stupid(spawns near a survivor/next to a gen/ in the middle of the map) 95% of the spawn locations are just ridicolous spots that are extremely easy to find, so, it's not even RNG at this point.

    Which is why I think the "trap" hex Haunted Grounds is the best. It flips the fact that high skill survivors are excellent at cleansing hexes on its head, using their own efficiency and lust to destroy hexes against them for one or two or if you're lucky three quick downs early in the match.

  • @MythMage said:

    From the leaks we've gotten and with some theorizing, this is what we can pretty safely assume:

    The Clown is going to have 2 different bottles: The Afterpiece Tonic and The Afterpiece Antidote. Throwing a bottle of The Afterpiece Tonic will do it's normal effect, but the gas will gradually, piece by piece, expand until it reaches max area. The Afterpiece Antidote can then be thrown at the gas from The Afterpiece Tonic, which will combine the two into a brand new effect after a short duration.

    Clown is also, from the looks of it, will have a passive reload, since his current reload button will probably be used to switch bottle types.

    As for what The Afterpiece Antidote does on it's own or what it does when combined with The Afterpiece Tonic, we have no idea, only complete guesswork.

    With the new way the gas expands, we have no idea how it will affect the physics of the gas when thrown at a higher structure.

    They are also (most likely) revamping his addons.

    A passive reload would be interesting. Having his bottle recharge similar to how Blight's or Nurse's ability automatically recharges would help Clown quite a bit.

  • It looks good but I'm holding off a while on it, apparently it's got noticeable bugs and is still full price. I'll probably wait a while until it's on sale.

  • Just FYI Victor can’t see scratch marks anyway. Your change would have no effect on him.

    Also the devs don’t seem to have an issue with slugging. The Twins and Oni, for example, are designed with slugging in mind, as are perks like Deerstalker.

  • @Emeal said:

    https://forum.deadbydaylight.com/en/discussion/comment/1807271#Comment_1807271

    You are getting off-topic, I care little for preferences with perks, I care about the usefulness of my offerings, which again has been reduced and not increased.

    I replied to your comment telling me why you think BBQ is useful.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1806691#Comment_1806691

    They were always supposed to be a cool animation the devs said that at one point. I will look for it after this. You cant use release versions to justify its strength otherwise it wouldnt have been nerfed if it was supposed to be a power trip.

    Once again it isnt supposed to win you the game. All of you're questions can be answered with the fact they changed it.

    No mori was never supposed to counter DS it's just supposed to be a cool animation.

    Being a “cool animation” isn’t enough justification for a green or red offering. It needs to give a practical benefit on par with other similarly rare offerings.

    That being said the fact that moris avoid Decisive Strike, flashlights and pallet saves and wiggling free make them have some benefit in the game, at least the Red and Green one. The Yellow one is worthless though, the vast majority of the time you down the last survivor they would die without that offering anyway. So Yellow probably still needs a buff, or maybe it should just be a bae ability for all killers.

  • @Rebel_Raven said:

    https://forum.deadbydaylight.com/en/discussion/comment/1807233#Comment_1807233

    I don't see how that's the case at all unless the survivor wasn't rescued until struggle on the first hook.

    If they get rescued before struggle, they should have access to their entire arsenal because you can't mori them before struggle stage with any mori offering.

    Decisive Strike isn’t used up unless you attempt the skill check on it. So if survivor is hooked, rescued, and isn’t downed again right away for example then after their second hook and rescue they still can use Decisive Strike on their third down if the killer picks them up while its active.

  • @Emeal said:

    https://forum.deadbydaylight.com/en/discussion/comment/1807260#Comment_1807260

    You still get information by looking around, you dont need to but yourself at disadvantage by using a useless Mori.

    I didn’t say BbQ is “useless”, I said I like other perks better. I don’t find the tracking info from BBQ as good as some of the other perks on most killers.

  • @Emeal said:

    https://forum.deadbydaylight.com/en/discussion/comment/1807233#Comment_1807233

    The Mori animation wastes time allowing other survivors to escape, While BBQ hooking allows me to locate them.

    If you have BBQ there is literally no reason to use Mori now.

    Moris take the same amount of time as carrying someone to a hook on average (about 10 seconds). Keep in mind that the mori is saving you the time it takes to pick up, carry to hook and put them on a hook. So in terms of time spent it’s a wash.

    I personally don’t use BBQ (I don’t need the bloodpoints and I like other perks better) but I do agree that if you run Ebony mori you should consider not using perks that trigger on hooks.

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