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dugman

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  • @BenZ0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3075742#Comment_3075742

    What is wrong with everyone having the need to explain the game? xD Dont get me wrong I appreciate advices and tips but I mean... I dont need to explain to you how Trapper works right? xD

    I wasn’t telling you how to play, we were talking about different playstyles and I shared mine.

  • @BenZ0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3075668#Comment_3075668

    That is exactly what I am doing. As mentioned, I have tried it. It was just an experiment if those changes may have helped with that but it seems it didnt. However I do find camping rather boring cuz chasing is what I enjoy the most in dbd.

    Yeah, I don’t think literal face camping is time efficient honestly, proxy camping works though. And slugging for pressure is definitely effective. (Hook one or two specific survivors out and slug the others is my go to.)

  • There is literally nothing wrong with slugging, tunneling or camping. Just play how you want.

  • @not_requested49 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3067690#Comment_3067690

    I dont use beast of prey for the effect, i use it for the extra points

    If they were to remove the point aspect, i wouldnt use it at all, it doesnt need to be changed in any way

    Just becausr you dont like certain perks because they arent useful to you doesnt mean they shoukd be removed, especially when they dont do much to make it harder for you

    Some people like running these types of perks, and some dont

    If you dont like he perk, simply dont use it instead of trying to get it practically removed like bbq

    You’re totally missing my point. I couldn’t care less if some people like a perk and some don’t, I’m saying perks being balanced by bloodpoints is bad for the game as a whole. And then if people aren’t getting enough bloodpoints just raise the amounts they get from other sources.

    Or to put it another way, if they took those 1-2k bonuses you apparently like from Beast of Prey and instead just raised the amount of points you get per match by 1-2k and replaced the bloodpoint bonus on Beast of Prey with something else, why would you be against that?

    • People who hate change coming out of the woodwork to complain.

    By the way, as far as add-ons go, they said in their update right before the patch that they'll be tweaking the rarities of post-Prestige bloodwebs so you can continue getting Rares and Ultra Rares in those early webs after a new Prestige level.

  • They’re very unlikely to change anything right away unless it’s clearly game breaking. They’ll want the new metas to stabilize and everybody to get used to the new system before measuring where it’s ended up. I can’t imagine they’ll tweak much until after it’s been in place a few months.

  • @K139K05 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3074646#Comment_3074646

    That build actually seems legit, although 'Shadow Dance' add-ons are quite rare, but more than 100% action speed for pallet breaking , generator kicking and breakable wall breaking seems quite fun (I definitely need to try that, but unfortunately I don't have Fire Up😔). The vault speed increase could come handy on RPD, especially on these windows near the outside staircases

    Yeah, for sure it can work, but you definitely need to be aware of the macro game and keep pressuring people off the gens.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3074606#Comment_3074606

    The problem with moving hooks compared to moving cages is that a killer has to pick up a survivor and put them on a hook of their choice. This leads to survivors having opportunities to deny the hook. With cages no such interaction is possible. For the effort and possibility of losing a hook, the killer has the ability to place a survivor in a high pressure zone (such as between 3 gens).

    Not to mention the main issue that caused bhvr to implement cage moves was that PH could actually body block saves due to saving a caged survivor could only be done in one position. Where as saving a hooked survivor can't be blocked due to survivors being able to unhook in a semi-circle around the hook.

    Right, I’m sure either that or something else is why they didn’t try anything similar with hooks. I’m just saying I wouldn’t be at all surprised if they did experiment with it.

  • A load out I played yesterday that’s fun (but that I unfortunately had to cut short because the mouse sensitivity was bugged that match and I could barely control my steering) was Barrier Blaster Wraith

    • Brutal Strength (fast pallet and wall breaks)
    • Fire Up (fast pallet and wall breaks and vaults, stacks with Brutal)
    • Bamboozle (fast vaults, stacks with Fire Up)
    • Endurance (faster recovery from pallet stun)
    • Add-ons: Two copies of the addons that increase break and vault speeds while cloaked, stacks with all the above

    Basically I just play Wraith as usual with this build but once I’m in a chase I can simply force pallet drops and vault straight through windows if I want and keep going. So long as I’m keeping up pressure to get survivors off the gens I end up with nearly all the walls and pallets on the map broken and I can do the equivalent of medium vaults at loops that have strong windows. Lots of fun, and the extra 10 seconds on gens and faster hit and stun recoveries in the base game make it more effective. 🙂

    P.S. Despite the steering problems I got a 4k anyway, the survivors fortunately were messing up strategically. Plus we were on The Game so breaking pallets on that map was hilarious. 😄

  • Camping and tunneling complaints are simply caused by the game having player elimination midmatch, and player elimination generally leads to issues of people getting upset because they get booted from play while everybody else gets to continue. The only sure fire way to eliminate people complaining about being “tunneled or camped” would be make it so killers don’t kill survivors midmatch (e.g. they get ritual tokens every time they hook and for every 60 seconds a survivor is in the dying state and win if they collect 8-12 tokens). But that’s obviously never going to happen, it would have to have been in the design from the beginning.

    Basically tunneling is essentially just downing someone twice in a row. And “proxy camping” is just zone defense. They could MAYBE make actual face camping more difficult by, say, moving the hook after you hook a survivor similar to how Pyramid Head’s cages work, but I suspect they actually thought about that already when they implemented the Cages and decided against doing anything similar with hooks.

  • @Marigoria said:

    A single gen taking 164 seconds is not balanced sorry.

    I keep seeing people complaining about Thana and Pentimento stacks making gens take 70% longer, but even before the patch they would take almost 70% longer on the base 80 seconds so if anybody ran that combo you’d still be looking at 140-150 seconds for a gen I think (something like that, I don’t know the exact number off hand). This patch hasn’t actually suddenly made that particular combo uber powerful compared to how it was before.

  • I’ve only had one group try this on me and I just ignored the locker twins and chased the people on gens. Got a 4k because the locker dudes weren’t doing gens at all.

  • There’s nothing wrong in principle with a perk having a downside, it just needs to have an upside that is strong enough to make up for it. Calm Spirit’s upside isn’t a good example of that unfortunately, but hypothetically if it did something more impactful that made up for the slower cleanse speed it would be fine.

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/3074095#Comment_3074095

    Yea as I said above in a response...I know the game needs accessibility options but to do a total 180 from what they were supposed to do with it just defeats the purpose of it's balancing issue that they stated they wanted to do with it in the first place.

    Don’t get me wrong, I’m not saying they shouldn’t change it, I’m just saying the thing giving a notice within 36m despite lack of line of sight is intentional on their part, it’s not a bug.

  • Yeah, I agree that 100k for 2000 shards seems a bit off. 100k bloodpoints is literally 1-3 matches worth of points. 2000 shards is I think at least a few weeks worth of gameplay. It’s a really, really terrible trade.

    Or think of it this way, doing that trade five times would earn you 500k bloodpoints. That’s about 1/3 a Prestige level I think. But it costs you 10k shards, which is more than enough to buy a whole new character! So by that metric 10k shards should probably be closer to 1.5 million or 2 million bloodpoints, basically trading a new character for Prestiging an existing one.

  • Yeah, I’m surprised they didn’t adjust its maximum speed increase to stay the same at 8 tokens now versus 8 tokens before the patch. STBFL was already kind of a popular perk before the patch so getting an indirect buff has made it meta I think. (And I’m saying that as a killer main who already used it quite a lot, I love this perk. 🙂 But yeah, it’s even stronger now.)

  • @bigbeefynacho said:

    As a solo survivor, I have to say after this update it doesn't feel like gen speed was increasedat all. I've played about half a dizen games and they feel 80s to me when I'm repairing one on my own.

    Anyone else notice this, or is a 10s increase just not that noticeable?

    You probably wouldn’t directly notice per se, it’s more like it gives the killer a bit of an extra buffer to get to a gen that was almost finished at 80 seconds. So over the course of a match it can mean some extra chases off gens but it wouldn’t be so huge that you’d never get them done.

  • I think you misspelled “Git”. 😉

  • The live action film wasn’t great but it was ok I think. 🤷‍♂️ It just tried to compress an entire season of a tv show into 90 minutes so it got mind of messed up from that. But I really liked Willem Defoe in it. 🙂

  • @RpTheHotrod said:

    Agreed. They absolutely did a full reversal and gave spinechill a massive buff. It is literally 100% impossible for a stealth killer to sneak up on a survivor that has it. There's absolutely no counterplay to it. The moment you're at the 32 mark, their alarm bells go off.

    I have a spinechill thread here in feedback with footage of the issue if you care to leave your thoughts there.

    https://forum.deadbydaylight.com/en/discussion/335404/bhvr-can-you-please-reconsider-the-absolute-beast-of-a-buff-spinechill-got-against-stealthers#latest

    36 meters, just FYI.

  • There’s nothing wrong with some perks turning off in the last couple minutes of play, it’s just the flip side of perks like Corrupt Intervention and Ruin turning off after the first couple minutes of play.

  • The patch notes don’t explain why it’s 100k versus a larger number, that was the question the poster was asking.

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/3072396#Comment_3072396

    But the issue I have seen is SC still activates even when there is no clear line of sight. I was in the middle of a gym doing a Gen and it lit up because a Ghostie was heading my way but the direction he came from there was a wall blocking his LoS so according to the notes it shouldn't light up and activate.

    Right, per the description it’s supposed to notify the survivor when the killer is in 36 meters, no exceptions to that part. The line of sight only impacts the action speed bonus.

  • Yeah, I'm not sure, it had something to do with the whole thing about wanting to keep it usable for people who have difficulty hearing the terror radius so maybe once they have that built into the base game eventually they'll tweak Spine Chill again to work like they originally planned on the PTB? Who knows. 🤷‍♂️

  • @EntityNea said:

    https://forum.deadbydaylight.com/en/discussion/comment/3072326#Comment_3072326

    that's weird, i'm looking at the wiki right now and they phrase the perk like this:

    Whenever the Killer is within 36 metres of your location and has direct line-of-sight to you, Spine Chill activates:

    • • Increases your Action speeds in Repairing, Healing, Sabotaging, Unhooking, Cleansing, Blessing, Opening, and Unlocking by 2/4/6 %.
    • • This effect lingers for 0.5 seconds.

    Spine Chill reveals the intensity of the Killer's Terror Radius.

    Based on this description, it sounds like the action speed bonus is the only thing affected by 36 meters + LoS, and that it should only be able to detect the intensity of the terror radius... Meaning stealth killers should be undetected unless they have line of sight?

    At least that's what it sounds like, but it seems that from people's experience this isn't the case... weird.

    The wiki's description is wrong, someone typed in an old one or mistyped it. Here's the actual description from the game itself. It matches the patch notes.

    image.png


  • @Veinslay said:

    https://forum.deadbydaylight.com/en/discussion/comment/3072396#Comment_3072396

    Isn't the notification only if the killer actually has clear line of sight?

    No, the notification has nothing to do with line of sight. The only thing affected by line of sight is the action speed bonus.

    Spine Chill Reworked: Get notified when the Killer within a 36-meter range. If the Killer is within range and is looking at you with a clear line of sight, your speed while repairing, sabotaging, healing, unhooking, cleansing, blessing, opening exit gates and unlocking is increased by 2%/4%/6%. The effects of Spine Chill linger for 0.5 seconds after the Killer looks away or is out of range. Spine Chill's icon indicates the strength of the Killer's Terror Radius. 

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3071675#Comment_3071675

    If its supposed to be a bandaid for the TR with hearing impaired players, why would it work when there is no TR? I know their track record with accessibility is less than stellar, but that doesnt seem like the correct way to implement that based off that reason. If anything, it seems more like:

    https://forum.deadbydaylight.com/en/discussion/comment/3071775#Comment_3071775

    which, if true, is downright insulting when compared with how many MUCH more simple accessibility changes have been ignored for literal years and have a very strong impact on the game. I'm really hoping its an oversight bug and not just using accessibility as a shield from criticism.

    Again, in my post you replied to, I said "Whether or not that's a good idea is another topic, ...." I'm not saying I think the new Spine Chill is a good or bad design either way. All I'm pointing out is the patch notes actually say the perk is giving a notification when the killer is 36 meters away versus when the survivor is "within the terror radius" like it originally said on the PTB. They intentionally got rid of the "within terror radius" aspect and replaced it with a flat 36 meters specifically because, for whatever reason, they want it to work even with Undetectable killers.

    I'm not going to argue for or against that choice. I'm just saying it's apparently a choice they made and not a bug.

  • @GrimReaperJr1232 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3071675#Comment_3071675

    You didn't listen.

    The only "bug" I said was that the Perk's icon drains as the TR becomes more intense. This is confirmed in the patch notes to be a known issue; the icon is supposed to fill the closer the killer is, not drain.

    You said

    HOWEVER, I think there was an unintended side effect of this. When an Undetectable killer is within 36m, they don't have a TR to get more intense. Obsensibly because of the bug, the perk is completely filled and just lights up whenever a killer is within 36m period.

    But per the patch notes the perk is supposed to give a notification when a killer is within 36 meters, the notification has nothing to do with the terror radius

    Spine Chill Reworked: Get notified when the Killer within a 36-meter range. If the Killer is within range and is looking at you with a clear line of sight, your speed while repairing, sabotaging, healing, unhooking, cleansing, blessing, opening exit gates and unlocking is increased by 2%/4%/6%. The effects of Spine Chill linger for 0.5 seconds after the Killer looks away or is out of range. Spine Chill's icon indicates the strength of the Killer's Terror Radius. 

    In other words you're incorrectly assuming the new Spine Chill is only supposed to notify the survivor if the survivor is within their terror radius but that's not the case per above. They get notified when the killer is within 36 meters, no restrictions. According to those notes the only thing that changes based on terror radius is that the icon has an indicator which is supposed to show the strength of the terror radius as well.

    Again, like I said above, whether or not that's a good idea for the perk is another question.

  • It's not a "bug", in the patch notes they specifically made it show the notification within 36 meters.

    Whether or not that's a good idea is another topic, but it's not a bug, it's what the devs said they were doing in the notes.

  • @Marik1987 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3071477#Comment_3071477

    Earlier: Killer with 333h faces TheKller (german streamer) with 11.000 hours 🤣

    Only in DbD is someone who plays a game for over 300 hours "new".

  • @Pokedude1110 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3071157#Comment_3071157

    BTW, I should've clarified that it's solely for scale. my main point is that to get to Prestige 3 you have to grind the exact same amount, but now it's to get perks and now without Prestige cosmetics. The grind has become harder for newer players and super easy for older players, which is not something that should ever happen, especially with this game. The newer player's grind is getting even worse with each new chapter that releases, effectively making it so that the only easy way to get the grind done is if you have played the game since release.

    To get to Prestige 3 on a single character costs the same amount, but the point is in terms of unlocking perks that’s the worst you have to ever do when you get a new character. A flat 150 bloodwebs max get you their three perks on all your other characters at level 3 all at once. So the more characters you have the more the new system saves you, especially as you get more new characters over time.

    Also it’s worth noting that the new matchmaking bonus where you get boosts for playing the side that the system says needs more players can get pretty huge. I was seeing it on streams as high as a 100% boost to bloodpoints multiplicatively applied to the amount you get including bloodpoint offerings and the new 40k caps, etc. You can get something like 70-100k bloodpoints in a match.

  • @tendyhands said:

    The worst part is having early level blood webs that have nothing good on them. Getting items/addons now is insanely harder.

    They mentioned in the last dev update that they will be eventually adjusting the rarities for post-Prestige bloodwebs so you can still continue getting rares and Ultra rares in them.

  • I could be wrong I think the new Tome updates tend to come out around 7-8PM Eastern US. Basically when the daily rituals reset.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3070683#Comment_3070683

    They are extremely bad at managing player retention. They unironically use the grind as a crutch to keep people playing rather than making their progression feel meaningful enough on its own. This update basically solidified that with how their grind reduction isn't even a reduction in some respects, its trading one grind for another. Most people would have been better off if they just kept things as is and removed perk tiers, and it would have taken longer than the game's life to even catch back up... Instead we got this convoluted system of catchup mechanics with arbitrary thresholds and arbitrary BP sacrifices on top while not even addressing the absurd amount of waste in the bloodweb itself.

    The update is definitely a huge reduction in the grind for me personally. I went from having every killer at Prestige 1 with 30-40 perks yesterday to all my killers having every single teachable perk at level 3 today. It's like 100 free bloodwebs worth of perks on every single killer. The 20k per Prestige in this thread is insignificant compared to the ocean of bonus perks I just got.

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/3070602#Comment_3070602

    It bypasses undetectable?

    ..... That's a buff. It means a stealth killer can't fool spine chill anymore.

    The old Spine Chill worked on Undetectable killers too. The difference is the old one told you when they were looking in your direction while out of line of sight, the new one doesn't.

  • @voorheesgt said:

    https://forum.deadbydaylight.com/en/discussion/comment/3070579#Comment_3070579

    I stopped initially after 2. I had every killer at level 50+ with every perk at tier 3 but only 2 we're ever prestiged before yesterday. I Hurried and hit the prestige node last night on the rest (except a few I was using for bp to finish off a couple survivors to lvl 50). Now ALL the killers I rushed to p1 last night are only p3 the others that I left at p0 (accidentally) are much higher p levels. I knew prestiging would cost my item/add-ons/offerings but my issue is if I had not done it, all my killers would be much higher p levels (i know this because I have MANY MANY more hrs on some that I did p1 last night).

    Ah I get it, you were actually effectively level 150 or whatever on all your killers and then Prestiged them. Yeah, that’s unfortunate.

  • Yeah they reduced the from 50k to 20k but why they kept the cost for Prestige at all I have no idea. 🤷‍♂️ They must think it serves some purpose or they wouldn’t have gone out of their way to add it in the first place let alone keep it in the game when they had a chance to remove it, but I haven’t seen a dev explanation for why it’s there so who knows?

  • @Marble_Index said:

    Wait, we have to pay to prestige?! I thought I got 20K for doing it!

    Other way around.

  • Probably should be in the Feedback/Suggestions section, but yeah, I wouldn’t mind an option or something to get rid of the level up page. 🤷‍♂️

  • @tendyhands said:

    https://forum.deadbydaylight.com/en/discussion/comment/3070475#Comment_3070475

    Yeah but once again all the killer mains said "bbq doesnt need a nerf it's only useful for the bloodpoints!" and here we are and people still running it like I knew they would. BBQ is an insanely strong perk and missed out on the nerf train because it also gave bp.

    I’m a killer main and I never said that. In fact I said about 40% of survivors use BBQ for its aura so there would still be a bunch using it, it just wouldn’t be a top 5 perk because the people who liked it mainly for bloodpoints would switch.

  • I was watching someone play survivor on stream and they were getting out most of the time. Doesn’t seem impossible.

  • It’s not a bug, it’s in the patch note description. It’s a bug if it doesn’t work like the patch notes say.

  • @Seraphor said:

    Only if they have direct line of sight. If you sneak up behind something, they won't get the notification the perk is activated.

    The dynamic indicator is tied to terror radius, so if you're undetectable, you have no terror radius, the survivor gets no feedback.

    Per the patch notes

    • Spine Chill Reworked: Get notified when the Killer within a 36-meter range. If the Killer is within range and is looking at you with a clear line of sight, your speed while repairing, sabotaging, healing, unhooking, cleansing, blessing, opening exit gates and unlocking is increased by 2%/4%/6%. The effects of Spine Chill linger for 0.5 seconds after the Killer looks away or is out of range. Spine Chill's icon indicates the strength of the Killer's Terror Radius. 

    Notice that it lights up if the killer is within 36 meter range, no exceptions. The only thing that changes due to terror radius is the special indicator showing terror radius strength, but that is independent of the 36 meter radius notification. Also line of sight is only for activating the action speed bonus, even if the killer doesn’t have line of sight the survivor is still notified if they’re within 36 meters.

  • @voorheesgt said:

    I stopped prestiging characters after 2 killers because I realized the grind it would cause (before new system of course). Yesterday I see a "if you haven't already, do this NOW" video. He explained that if you had just grinded and not ever prestiged a character to prestige them now so you'd get p3 with the 2 gift levels. Well... I did so except with 5 lvl 50 killers I wanted to use for bp (to finish leveling a few survivors) before the update. I forgot to p1 those killers before bed. I thought this morning I'd see those 5 being p2... Now ALL my killers are p3 but with no add-ons or general (non teachable) perks except the 5 killers that I left un-prestiged accidentally.... Those killers are between p5 and p12 with all add-ons and perks retained.

    I feel like this advice mixed with the confusing way the catch up rewards would work actively screwed me out of thousands of hours of gameplay. Anybody else follow this advice based on the update release info?

    I’m not sure I follow how you were screwed out of “thousands of hours of gameplay” when you just said all but the two characters you didn’t prestige now have every teachable perk at level 3. Did they already have all those perks at level 3 when you Prestiged them? Because if not you literally went from having about 45 total perk levels per character to having about 240 total perk levels per character. It’s like 100 free bloodwebs worth of perks per character.

  • That’s because the Demogorgon teachables were removed from the game when Demo was removed and they were replaced by equivalent generic perks with different names.

  • Keep in mind you can hear Spirit, back when she was really dominant the survivors couldn’t hear where she was.

  • Yeah I just had a back and forth with someone who said they don’t care if they ruin other people’s games and that more people should ignore other people’s feelings and just quit when they feel like it. The lack of empathy is amazing.

  • @MommyHunktress said:

    https://forum.deadbydaylight.com/en/discussion/comment/3070034#Comment_3070034

    like i said man i dont care about others fun until A. bad killer chases me and they lose, then i apologize and wish them the best and B. when im playing killer and someone quits or someone gets screwed over. when i wanna leave ill leave and i think lots of people should prioritize their own fun before prioritizing others

    Lack of empathy, got it.

  • @MommyHunktress said:

    https://forum.deadbydaylight.com/en/discussion/comment/3068880#Comment_3068880

    welp as i said, i care more about my mood and mental state than someone elses fun. and yesterday my mental state was completely drained

    So if you're in a bad mood finish the game and then do something else. You're just putting everybody else in a bad mood with you.

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