dugman
dugman
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- dugman
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That definitely sounds like a bug. Your characters that were Prestige 1 should be Prestige 3 now.
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@M4dBoOmr said:
https://forum.deadbydaylight.com/en/discussion/comment/3069893#Comment_3069893
the game looks like candy crush
Yeah I'm not really interested in VHS either honestly.
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A difference between this new version and the old version is you can't tell if the kill is looking directly at you unless you can actually see them. So while you know that the killer is somewhere within 36 meters of you it doesn't help you know if they're headed your way or walking away or what like the old version does. Of course when it's lit you'll know to be cautious and watch for them potentially but it's not quite the same imminent warning that the old version was.
Also the action speed bonuses aren't as good in the new one since they only work when the killer has direct line of sight on you and they got rid of the vault speed bonus as well.
So from what I can tell the perk right now is still quite good, almost as good as the old one. I don't think it's buffed though.
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@Tranquil_Blue said:
I agree that this point was never discussed enough. Even if you have every other perk at Tier III, there are (I think) 20 general survivor perks and 16 general killer perks to grind on every character (assuming you're at Level 1)...
That’s correct, any generic perks you don’t already have maxed you would get through the normal bloodwebs. That’s not that big a deal though, especially when you already probably have everything else unlocked those generics will show up immediately.
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I’m not a new player and I’m literally going from having all my characters at P1 with 30-40 perks each to all of them having every single teachable perk at level 3.
Plus the new queue incentives are potentially massive amounts if you take advantage of them.
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I think he’s referring to VHS being launched in Early Access today (I think)
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@Killmaster said:
What is the point of bloodpoints now that I have every perk on every survivor?
Rare and ultra rare addons.
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Most things that happen in game aren’t toxic. “Gen rushing” and using a lot of pallets, etc, is just a normal part of the game. Technically doing the equivalent of touchdown dances in the game when a survivor beats a killer in a chase or you’re about to escape is mildly toxic but most people (including me) probably don’t care about that.
More serious toxic behavior would be ragequitting, intentionally throwing a game, sandbagging other survivors and things like that. Some of those can even get you temporarily banned. And obviously insulting people in aftergame chat and generally being a really sore loser or gloating winner is pretty obnoxious.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/3069352#Comment_3069352
Yep exactly. There is no reason to keep it a secret like this
They typically announce it last minute, probably because they themselves aren’t sure everything is ready until it’s actually ready and fully tested internally. It’s not a secret, they just work on it until they’re done and then put it out the next available patch time.
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I think all my characters are Prestige 1 or 2. I couldn’t care less about the legacy reward.
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@Babalonkie said:
https://forum.deadbydaylight.com/en/discussion/comment/3068479#Comment_3068479
Yes... which means a squad of survivors take longer overall to get traps off... taking traps off means not doing gens, the first survivor will be quick, the rest will be slower. Hence the "increased gen time + the trap disarming time giving the killer more time to kill the survivors." statement i made...
"12 total boxes to remove her traps" when EVERY survivor has a trap... and that does not actually mean anything bad, it just means OVERALL slow down IF you get a trap on everyone. EACH survivor has a maximum of 5 tries... not 12. It's only a potential problem if you use slowdown addons, with slowdown perks and the new patch that has more slow downs.
At the moment (Without the patch) pig is far from the strongest killer and most games don't look anything like what Otz showed. Infact, people who only feature one game to make a point should never be listened to. People who show multiple games back to back with the same perks and addons are the ones who will get listened to... as they actually have evidence.
In the last 6 months i have been against 40 or so pigs... i have never died to a trap in those 6 months and i have died on hook to a pig only once... i have escaped every other scenario. The 6 months months before that, i found her harder, dying to 2 traps and around 2 hooks. I am also a terrible survivor... but when i am up against a pig... my hopes are up on escaping. She is not at all scary or intimidating and easy to counter and loop.
I also own pig and found her more powerful before the newer system... however with the upcoming patch... she may return to the old strength hence Otz's statement that she might get nerfed.
I’m not agreeing with Otz, I’m skeptical Pig is going to be nerfed. I was just correcting you when you said he wasn’t primarily complaining about the system they put in place a bit ago that changed the way the boxes are handled.
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@Carth said:
I do think it should be the baseline however everyone just has this super handwavy "buff killers!" That I don't think is as simple as they are making it out to be. People are already screaming about legion andd plague with a mere 10 second gen timer increase + thanat buff. What exactly would "buff killers after buffing solos" entail? Because I very much doubt survivor players are willing to trade 20-30 second increased gen time for chat/comm wheel. Additionally many people scream about anti-loop and chase duration so I don't think you can tweak that knob either. So how exactly would you buff killers after you give solos VOIP/comm wheel/etc?
You don’t balance around people screaming because there are always vocal people screaming all the time regardless of what happens. If hypothetically the devs gave all survivors some buff that mostly helped solo players (e.g. they all get Kindred type info) it would probably result in somewhat higher escape rates, and if it pushed the needle too far in that direction then they could simply, like they are in this next midchapter, tweak gen speeds or action speeds or recovery times in the base numbers to compensate a bit.
There are some advantages to doing that - it’s simple parameters, they’re literally just changing one number in a datatable when they change base gen speeds for instance. It’s easy for players to understand, it doesn’t increase knowledge overhead for new players, and the numbers can be fine tuned as precisely as desired. The main downside to change a base game parameter like gen and recovery speeds is it does indirectly alter perks and add-ons and such that work as a percentage of that number, so it may lead to some secondary small tweaks in those effects also.
Either way though fear that some people will complain on the forums when you make a change is never a good reason to avoid changing things.
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They often wait until the last minute to announce patches. At this point I think the patch won't be tomorrow because they probably would have said something this afternoon, but anything is possible. 🤷♂️ I seriously doubt it will be longer than an additional week or so.
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FYI as a killer when I have a survivor obviously trying to get me to chase them it immediately tells me that if I ignore that person and switch to someone else who is on gens I'll be keeping two survivors off the gens with a single chase. And if things go right I'll be able to down the one who was doing the gens, slug them, and immediately THEN chase and down the survivor who was following me, giving me two survivors in the dying state simultaneously.
Also quitting because the killer didn't chase you is pretty disrespectful to the other survivors, you're throwing the game for them too.
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If it makes you feel better it looks like you'll have every teachable survivor perk at level 3 on every character the instant the patch hits.
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I mean it would be amazing karmic retribution to see Behaviour have a person monitor a hacker's streams, figure out which match they were in while it was going, trace their login credentials and then ban them immediately while they were live. I don't know that it's even possible for them to do that, but man would it be satisfying!
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Deathlinger = Deathslinger with Insidious. 😄
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STBFL as it currently stands is probably ok. STBFL once the midchapter patch hits might be a bit too fast at full stacks so I could maybe see it getting nerfed slightly so that 8 tokens after the midchapter is the same recovery speed as 8 tokens before the midchapter.
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They haven't announced it yet so it might be next week, but they do tend to announce these at the least minute so who knows?
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- I'm not sure how to do it well mechanically, but if they could figure it out an It Follows chapter would be pretty sweet!
- I could thematically picture Behind the Mask: The Legend of Leslie Vernon as DLC, although again I'm not sure how to make him interesting mechanically. (It's an awesome movie though! I love the bit where he talks about how much cross training he has to do to gain distance on someone fleeing for their lives while looking like he's just walking casually.😄)
- Tucker and Dale Vs Evil with Tucker and Dale as the survivors
- The vengeful ventriloquist ghost and dolls from Dead Silence
- The Deer Woman from Masters of Horror (Season 1 Episode 7)
- I could maybe see them bringing in a killer from the Slasher series, they all kind of fit the mold.
- The House or the Hotel from American Horror Story could be good maps. There's also various killers in the show, some of which might work.
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@Babalonkie said:
https://forum.deadbydaylight.com/en/discussion/334695/pig-might-actually-be-nerfed
That is not what Otz is talking about.
The "RNG" was implemented long ago. Otz is talking about the increased gen time + the trap disarming time giving the killer more time to kill the survivors.
Personally i think it's a welcomed addition to Pig who suffers in her default ability and is often a boring killer. As someone has already stated, her actual ability need buffing and talking about purple addons actually being somewhat useful and therefore "killer needs a nerf" is absolutely silly and think the heat has got to Otz.
No, he’s specifically complaining about how the system that was implemented a bit ago that makes it so it takes 12 total boxes to remove her traps is what will be the primary reason he thinks she will be nerfed. He’s very explicit about that in the beginning of the video
(0:30) “… (the changes in the midchapter patch) are nice but it’s not just those things that will get the Pig nerfed in my opinion, it’s the changes that we got some time ago to her box RNG. …”
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3066990#Comment_3066990
I'm saying that the pig shouldn't be able to reliably get head pops without pressuring survivors off of boxes. I don't see the pig needing to down you first being a huge difference to that, because a killer shouldn't be able to consistently get kills after a single down without being an active threat against that survivor. Combination of addons and maps that create situations where survivors cannot reasonable search all the boxes (on a consistent basis) without the pig running any kind of interference is a problem that deserves to dealt with.
Obviously if the survivor greeds or make mistakes on searching boxes, then it's still fair for them to die as they still had the opportunity to search the boxes they needed to, but failed to do so.
Is Pig getting reliable head pops now? Because the system Otz is complaining about has been in place a while.
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If kill rates “skyrocket” it won’t be because of some survivors not running Spine Chill. It’s a good perk but there are plenty of other good perks people can use instead.
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Yeah, you could be right. Although they do sometimes make these announcements relatively last minute.
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10 seconds per generator is significant. How many times have you been walking to a generator and it finishes before you get there? Now imagine in a bunch of those prior you had up to 10 additional seconds, how many times would you have stopped the progress and driven them off?
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@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/3067973#Comment_3067973
There are people playing this game who get headaches from playing with Shadowborn equipped.
That's why.
That's why it needs to be a slider like it is in most decent 1st person games.
Thanks for the info, I had heard about people complaining about getting headaches from low FOV, I hadn’t heard it goes the other way around too of people who get headaches with Shadowborn but not the default fov.
In that case I’m all for have a slider that maxes out at Shadowborn FOV and goes down to at least the current default or less. As long as the highest FOV isn’t gamebreaking I’m ok with it.
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For sure, all my killers are at least Prestige 1. I’ll be going from something like 30-40 perk levels per killer to having all teachable perks on every killer at level 3 the instant the patch hits. 🎉 🥳
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My most played games are Path of Exile and No Man’s Sky and Binding of Isaac.
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Why does NOED have to work the same way as DS? I'm not following.
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@Yords said:
Just give us an FOV slider. A setting shouldn't be tied to a perk.
Why do you need a slider, who would set their FOV to anything short of the maximum allowed amount? If the devs ever want to increase the FOV that's fine but a slider is unnecessary, just change the parameter to whatever the highest FOV is that doesn't cause gameplay or balance issues.
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Territorial Imperative really needs a revamp or buff, it's such a weak effect. You get a 3 second aura when someone enters the basement, but only when the ability isn't on cooldown and only if you're really far away. Even if you hypothetically have someone hooked in the basement, you'd get a loud noise alert when they're unhooked so the aura prior to that might give you a couple second head start getting back, maybe? Assuming you aren't in the middle of another chase or something?
It's just a really terrible perk. I'd love to see it get changed to something more practical. They could even just totally get rid of the cooldown and aura duration and say "you can see the auras of survivors in the basement and within 5 meters of the basement stairs" and it still probably wouldn't be overpowered.
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Some people can't handle change. 🤷♂️
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I say They.
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I think Sadako is fun but she’s a bit weak in loops so I put her at 2/5. Demo is better at loops and has decent map mobility plus tracking so I put him at 3/5.
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The Rabbit of Caerbannog confirmed!
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Another possibility would be make it that it permanently reduces your killer’s movement speed by something like 8% but you are always Undetectable. The only hitch I can see would be it could be a little overpowered on Nurse, but maybe not since she would move really, REALLY slowly when she’s not teleporting. 🤷♂️
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I’d love to see Insidious be changed somehow to be a little more useful. Even with the Bubba facecamping meme it’s not even actually that useful in that setup, he could probably facecamp without Insidious and get the same results.
Maybe if they added aura reading? So while you’re standing still you are basically Scratch Mirror Meyers.
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Fatal Attraction DLC confirmed. 😉
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@AcelynnBen said:
https://forum.deadbydaylight.com/en/discussion/comment/3067494#Comment_3067494
true but again i haven't seen a survivor mind game in months
I have survivors trying to loop all the time, sometimes they’re simply in a position where they are at a gameable pallet and the best they can do is stall because if they simply run they won’t reach a vault in time. Likewise survivors will tend to loop stronger tiles like the jungle gyms and big buildings.
Running forward is still the best overall strategy though I think. Not always, but as a rule.
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I think he’s always at least decent, occasionally he’ll get a map where lockers are near a key gen but mostly the main thing of him being able to zip from one side of the map to the other is useful regardless. And his Nightfall stealth isn’t really map dependent at all.
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I fully expect Ben to shout something like “Are you trying to be dense?! You stick your hands in the middle of the pistons of this generator, how much clearer can I make it? A child could do this!” 😄
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@Sepex said:
I've never seen a company so secretive about their game. Like a release date...what's the big deal.
They probably continue testing and tweaking until the last moment and only announce the date once they’re positive it’s ready.
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@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/comment/3067260#Comment_3067260
Right but that 7-10 minutes becomes only 4 mins for you to max it
Theyre not for everyone i guess but i definitely like them, especially when im not tryharding for pips
Not every perk has to be meta tryhard perks
Who said every perk has to be a meta perk? I said perks shouldn’t be balanced around bloodpoints since they have no impact on the match. That doesn’t mean I’m against perks that are situationally useful or whatever. (Beast of Prey’s effect happens to be really terrible, though, it could use a revamp.)
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@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/comment/3067249#Comment_3067249
Its not minimal, it can mean the difference between getting full catagory or not
It is minimal. As I mentioned in the P.S. above it’s gaining you maybe 1-2k at most. And Beast of Prey in particular is under the Hunter category which is chases making it maybe the easiest category to max out. You don’t even need to actually down or hook or use your powers or break anything to get Hunter points, you just have to be chasing survivors for about 7-10 minutes.
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@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/comment/3067226#Comment_3067226
Wym u never heard of anyone using it? I use beast of prey all the time for my BP build, not all games you can max it out easily, especially with the cap being raised
If they only use bbq, its hardly a bloodpoint build lol
Like I said, you’re the first person I’ve seen mention using Beast of Prey regularly for anything at all. And, like I also said above, the gain you get from it is minimal because of the cap.
P.S. Not only is it limited by the cap, it’s also part of the Hunter category which is probably the one that’s easiest to actually max out every match since you literally just have to find and chase survivors to get points in it. You get about 700 or so total points for the first four chases (assuming they last about 30 seconds) and 500 per chase after that, so after roughly 15 total chases it’s maxed. That’s chases, not downs, so as long as you’re staying in chases and the match lasts the average 8-10 minutes you’ll basically max it out.
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@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/comment/3067229#Comment_3067229
Believe it or not, some people actually dont care about getting a 4k every match lol
Totally irrelevant to whether or not its a good design model for purposes of game balance.
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I played two nights ago.
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@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/comment/3067126#Comment_3067126
Nobody is forcing you to use those perks? I honestly like having them for my BP builds
Theres no way i woukd run something like thrill of the hunt if it wasnt for the bonus hunt points, it would be absolute trash tier, especially when you arent using hex perks
Just dont use them if you dont like them lol, some people actually like them
Them uppung the bloodpoint gains are nice and all but i just want there to be a perk that can increase sacrifice bloodpoints and even brutality bloodpoints that you earn
I don't use them. And I get that people like them for extra bloodpoints. I think that's a bad design philosophy for the game as a whole though. It causes people to intentionally run subpar perks for the match so they can artificially inflate their bloodpoints between matches. The game is better off removing those bonuses from perks entirely and putting those bonuses on the offerings and increased baseline amounts you earn in general.
So I'm not advocating for people earning fewer bloodpoints per match. I'm saying shift where those bonus bloodpoints come from to a different place.
