dugman
dugman
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3032343#Comment_3032343
I was more talking about the basekit BT and Haste but also yeah
Basekit Borrowed Time is already in the next mid-chapter.
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@BlackRabies said:
This perk I'm definitely trying out on Doctor, double calm add-ons, Distressing, updated clown perk, with unnerving presence for even smaller skill checks and pop up more often and something else.
Might be a busted perk on Doctor, but I'm gonna be giggling all match hearing those gens blowing up.
Ironically I think Doctor would get a bit less use out of Claustrophobia because he already can block vaults with his Shock.
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/3032382#Comment_3032382
that's true, I'm just saying it can get some use. Personally, I think it should trigger centered on the killer instead of the gen.
That would definitely be better. Or heck, just take out the range restriction entirely, a mapwide block of vaults after a gen finishes would be a nice perk but not overpowered as long as the duration isn’t incredibly long.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3032356#Comment_3032356
You're thinking of Coulrophobia. Claustrophobia = Cruel Limits.
The biggest problem with Claustrophobia is usually the killer isn’t in a position to capitlize on it and it only triggers a few times a match. And even if they are near the gen when it’s finished the payoff is kind of medicore, maybe you get a hit? 🤷♂️ I’m sure there’s some corner case killers and loadouts where it works better but mostly it feels kind of lackluster for something that triggers only a few times.
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/3030328#Comment_3030328
This is also why artist did not get a review I'm guessing.
Come to think of it, I wouldn’t be surprised if they do a combo Artist and Sadako pass at some point in a later midchapter like they did with Legion and Ghost Face. I don’t know that Artist needs must adjusting but if they can do two fairly large character revamps in the Legion/Ghost Face midchapter they can definitely do the likely less intensive Artist tweaks plus whatever they may or may not want to do with Sadako.
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Just a reminder that as of the coming midchapter the gens will take 10 seconds longer solo. You can still theoretically lose the first gen very quickly if the survivors are grouped on it and have tools but overall the 10 second buffer should help in a lot of close calls you currently get.
And of course the first generator is the least important, it’s the last couple of generators you have the best shot at defending and where a lot of the matches focus. You can easily lose one or two or even three gens early on and still get a 3-4 k if you keep pressure up.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/3031955#Comment_3031955
I'm talking specifically about her ambush attack on a loop. Vault grabs have nothing to do with that.
I see. Yeah I could see the new version being slightly better at dodging a Pig Ambush, maybe? There’s a little extra window you could activate it right after you hear the roar and still be protected when she hits you. The current version can dodge it though, it’s just a little harder to time.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/3031896#Comment_3031896
It's also sadly better against a Killer with a bad antiloop like Pig. :(
It’s not actually better than the current version. For instance, Endurance doesn’t prevent window grabs, so where currently you can lunge for distance to be completely out of range of a grab at a window now you can protect yourself from a hit but not a grab if the killer attacks while you vault.
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@Valik said:
https://forum.deadbydaylight.com/en/discussion/comment/3031601#Comment_3031601
Then again - they thought at-launch CoH was a good idea, and that putting a hook in RPD 3rd floor was a good idea.
Just because something might be a bad idea doesn't mean it's outside of their track record.
Peanits already posted above that the idea is still in the queue eventually, it just got pushed back because of all the other big changes going on this year.
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On a tangent also don’t forget the buff to Lethal Pursuer, that new 2 second increase to all auras could be useful if you really like getting aura info.
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/3031808#Comment_3031808
You revealed something that you weren't planning on implementing for at least a year. That's cold-blooded.
To be fair they said it was in “early development” and probably didn’t realize how much of the pipeline was going to be taken up by this massive perk and base game revamp they did over the last few months.
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@Peanits said:
They're not gone or forgotten, they're just on the backburner at the moment. We revealed this very early on and it hasn't been slated for any particular update yet. The rest of the year is already booked with other changes- the ones mentioned during the anniversary stream & in the roadmap- but we'll come back to it once we have some time.
The QOL changes for the foreseeable future are here, in case you missed it:
Great! Glad to hear they’re still in the queue at some point. 🙂
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I would just as soon they took out map offerings altogether, they just exacerbate issues on specific maps by allowing people who want to abuse them to force the match to that map. They cause more problems then whatever minor benefit they give.
And on a side note, I wouldn’t mind if the random map selection algorithm was set to not pick a map any of the five players in that match were on in their most recent game. So if anybody in the match played on Eyrie of Crows in their last game then Eyrie of Crows won’t be picked for example. Seems like it wouldn’t be too difficult to add and it would address complaints from people who don’t like randomly getting the same map two or three times in a row.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3031705#Comment_3031705
Somewhat?
Ruin is useless now.
Corrupt is useless now.
Pop is useless now.
Again, Ruin is useless but Pop is still ok, it’s just weaker. Corrupt is probably also still ok on killers that do early game setup and hit and run early game. And every other single slowdown perk is buffed or the same.
All that’s going to happen is killers are going to swap around the slowdown perks they use if they even still feel the slowdown is needed after the 10 second increase in gen speeds. There’s not exactly a shortage of slowdown perks outside the couple that got nerfed.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3031660#Comment_3031660
Then this change really wouldn't matter to you anyway.
Why do you think I won’t notice the difference? Every time you come up to a gen current and it finishes as you approach now the gen will have up to 10 seconds more. It’s a significant slowdown.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3031653#Comment_3031653
I would agree IF the devs didn´t nuke the whole slowdown meta along with it.
But they didn’t “nuke the slowdown”. They nuked Ruin, they somewhat nerfed Pop, and they somewhat nerfed Corrupt. But Pain Resonance actually regresses more than before (it’s 15% of 90 seconds instead of 80) and all the other slowdown perks are either unchanged or buffed, including a really big buff to Overcharge.
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@Gindaen said:
https://forum.deadbydaylight.com/en/discussion/comment/3031653#Comment_3031653
The multiple global buffs killers will be receiving will probably end up being what to much. All those buffs interact with each other multiplicatively.
I have no idea where it’ll all shake out, but there are definitely some nice looking combos I’m looking forward to trying. 🙂
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3031653#Comment_3031653
But then you gonna get another dozens of close call and feels like gens are too fast.
Not me, I’m one of the few killers that didn’t complain about gen speeds.
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I don’t care at all about the icon personally. The reduction in time it takes to unlock new perks on every other character when you buy a new killer though is great. 🙂
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3031606#Comment_3031606
I´m not complaining about it. Its better than what we have now. But i really expected something... more from a patch that recognized gens as the primary killer issue.
The 10 second increase to base time is significant. How many times have you as a killer walked up to a gen and the survivors finished it as you approached? Every single one of those close calls now has up to 10 extra seconds on the clock.
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Interestingly the devs mentioned in a dev chat last year that Twins at the very top end of the MMR brackets have one of the highest kill rates despite being one of the less popular killer choices. Apparently if you take enough time to really, really become a top tier Twins player it pays off, it’s just that not many people bother for whatever reason (including mean, I don’t play them much.) Also I don’t remember the timing of their Twins comment, it may have been a little before Circle of Healing came out, and I suspect the current healing meta hurts Twins a bit since I think they’re sort of hit and run and slug dependent.
I’d love to see a graph of kill rates by MMR similar to the graphs they showed us of perk usage rates by MMR. It’d be really interesting to see how various killers kill rates change based on the skill level of the players using them.
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@Tsulan said:
I guess we´ll have to wait how it all plays out in the PTB.
But the gen damage doesn´t do anything. Just saying.
The gen damage per kick is minor but it does give a slight buff to all the perks that involve kicking gens. I’m certainly not complaining about it. 🙂
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@Valik said:
https://forum.deadbydaylight.com/en/discussion/comment/3029925#Comment_3029925
I get that - but knowing the track record of the developers, my best guess is they may be torn on the subject.
Maybe but I’m not sure what would be controversial, plus for them to announce it means they were all generally onboard with it. I’m leaning towards it taking a backseat to all the other things in the pipeline.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3030775#Comment_3030775
And that's where you are wrong. You don't get 6 perks slots - you get 4 so you will use Overcharge+Call of Brine not Pop.
We get a "built in" pop that is 90% reduced while BT is 5/12 of the current perk.
BT should be giving 10% of the current perk - just like "base kit pop". That means you should get 1.2 seconds of built in BT.
How am I wrong when I’m telling you what I actually run?
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3030641#Comment_3030641
Pop is dead. 50% progress - you get 20% of 50% You would get 11.6 seconds of regression requiring 2 seconds of interaction time. Thats a net gain of 9.6 seconds.
Old pop would save you 20 seconds for 2 seconds. See the difference?
Just FYI it's 1.8 seconds to kick a gen as of this next update, not 2 seconds.
And yes, obviously I see the difference, I'm saying that 11.6 seconds lost plus putting the gen into regression is worth it, especially if you pair it with another perk that triggers on a kick like Call of Brine or the new version of Overcharge, etc. Pop doesn't need to literally do 20 seconds of regression every kick to be worthwhile.
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@Danielgdp3 said:
https://forum.deadbydaylight.com/en/discussion/comment/3029908#Comment_3029908
Every animation in the game locks you theres no cancelling an animation so even though it wasn't showed in game you could say with 99% confidence that in thwt 1 second animation you can not do anything
Except there are literally animation that can be cancelled like unhooking and kicking gens and if a killer lunges and gets stunned mid-lunge and if a grab is cancelled by validation. There are definitely actions that can't be cancelled also of course like moris and snuffing Boon totems. But it's not true that "every animation locks you and there's no cancelling an animation". In fact everything in the game is an animation in one way or another - running itself is an animation that gets interrupted by vaulting and dropping pallets.
Obviously I'm not saying survivors can or can't vault during a Dead Hard. I'm just saying that "there's no cancelling animations" is not true. There's some actions and animations that can't be cancelled and some that are.
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@GingerBeard said:
I would think it would be way too weak on its own so I would pair it with other effects. I would throw it on an existing perk that could use a buff. Calm spirit or Guardian come to mind as good fits.
Adding it to Calm Spirit is a nice idea. Especially since this update seems to be almost nerfing that perk by slowing down its action speed while cleansing totems.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3029916#Comment_3029916
I just explained the math on how you are not. If you kick a generator at 25% right now it goes to zero. After the update that generator will lose ~8 seconds of progress. It takes you 2 seconds to kick that generator.
You will say that now about SHPR and you will see that the information is what makes it work.
And I already said Pop Goes the Weasel is still giving decent regression as long as you don't waste it on a low progress gen. You're talking about using it on a 25% gen and I said as long as you stick to 50%+ completion gens the regression is fine.
And no, I've been using Pain Resonance mainly for the regression, not the tracking. Maybe you don't care about 15% regression per hook but I do.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/3030076#Comment_3030076
I just want to correct something here...we did not say that we have Sadako on our priority list. The exact wording was "we'll do our usual review when the time comes". There's no time scale on that comment that Peanits made or a priority level.
Thanks for the clarification!
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@Obelt said:
https://forum.deadbydaylight.com/en/discussion/comment/3030076#Comment_3030076
then give her a gun
Like this?
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Just FYI the devs commented a few days ago or so that they have Sadako on their priority list for a balance pass but simply didn't have the bandwidth to do it on this mid-chapter patch because of all the other things that are being adjusted. So they're definitely going to be doing a pass on Sadako, it's just not clear if it'll be in the next full chapter patch (i.e. the new Resident Evil?) or in the next midchapter patch.
Personally I put Sadako in the "ok" bucket at about 2/5 stars, same place I put Wraith. Her map mobility and Stealth are decent so she's not in the trash tier or anything, but her weakness in a chase does hurt her a bit and keeps her out of the higher tiers.
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@Mozic said:
It's certainly interesting - I think it'd introduce a lot of dread into playing killer since it'd become one of those things where the perk's mere existence would mean there's a constant threat that it's present in the match.
And something like Make Your Choice would be a direct counter to it, since the unhooking survivor's scream would serve as a substitution for the loud noise notification. Breakdown might also interfere with the perk because the hook breaking would presumably spawn its own loud noise notification.
Even so, I suspect the average survivor probably wouldn't feel the impact of running it without some kind of feedback on their end to get value out of it.
Good point about Make Your Choice causing a scream.
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@jesterkind said:
I'm not so concerned about vaulting- if they're popping the new Dead Hard to hit a vault, that means the killer's on them since they can't use it for distance anymore, so they'll be at risk of getting grabbed. What I'm more concerned about is pallet dropping, that's more likely to be the bigger problem.
We'll find out on the PTB either way.
Right, I'm more curious about the pallet dropping potential or lack thereof.
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@HexDevourAvocado said:
https://forum.deadbydaylight.com/en/discussion/comment/3029229#Comment_3029229
I have tried IW at 75%.And you dont get value. Except if you are doing a locker build.
If IW couldn't be used at exhaustion and was 100% maybe people would still use it.
Now that is both 75% and useless when exhausted,I think people will use more powerfull perk combinations.
For me a survivor with 75% IW ,sound like a survivor with no IW and I play spirit.
As for spinechill I do agree with you.
Either way we definitely agree that Iron Will turning off when you're Exhausted is really going to hurt this perk. Even if it was 90% reduction I suspect a lot of survivors would stop using this simply because of that Exhaustion limitation.
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@Valik said:
They may have had a change of heart.
The biggest concern is redundancy.
If there are icons, why do survivors need core information perks? What good are information perks?
Knowing Behavior, they often lock these kinds of updates behind perks. You may see in the next couple patches a 'Inner Information' perk that allows survivors to see the icons of their allies interactions.
The whole point of their icons was that it didn't need to be a perk for solo survivors. It's supposed to be something that benefits solos more than swfs without needing anything special in the loadout.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3028359#Comment_3028359
Mildly Nerfed? No look again.
-Corrupt loses the ability to maintain the guaranteed 2 minutes of defense if you down someone early. This becomes pointless except on "setup killers". It already had the downside that it made survivors more likely to do gens with multiple people.
-Pop loses guaranteed 20 seconds of progress. Instead it will do 20% of gen progress so imagine popping a gen now at 20% it goes to nothing. Pop will change to : 20% of 20% which is 4.64 seconds of survivor progress. Add back the 2.5% which is 4 seconds. You spent 2 seconds locked in an animation to remove 8.64 seconds of progress. -This perk will never be viable again.
-Scourge Hook Pain Resonance was valuable because it gave regression & information. You knew exactly where to go to use pop. You had time to get there before they finished the 15% unless multuple people were on it ; by the way the perk told you who and how many survivors were on the generator too. Now you will need to use BBQ. Also it won't combo anymore with Dead Man's Switch. This too is a HUGE nerf overall to what it does now. This perk will lose most of its appeal.
What will happen is killers will camp more because Overcharge+Call of Brine only work if nobody touches the generator. Pop let you touch the gen and you got 20 seconds no matter what.
https://forum.deadbydaylight.com/en/discussion/comment/3028390#Comment_3028390
If you don't nerf all the metas but buff some of the metas then that's not fair treatment. BT is getting a clear buff and it will be used the same or more which is the exact opposite of the changes. BT is not "turned off" in the end game. You can still run off the hook to freedom. It is only deactivated if you touch a gate door - but by the time you do that the game is over.
https://forum.deadbydaylight.com/en/discussion/comment/3028519#Comment_3028519
Theoretical "stopping" that does not actually work is not relevant.
Deadlock works because it works while you are camping. Deadlock will very likely become meta to replace corrupt.
I disagree, I use Scourge Hook Pain Resonance almost entirely for the regression and its regression is actually buffed now because it's 15% of 90 seconds instead of 80. Also Pop Goes the Weasel is still perfectly fine since unless you waste your kicks on low progress generators you're still getting a good 12-20 seconds of regression per kick.
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@Mozic said:
* Deep Wounds confirmed
* Animation lock does not enable free movement, you still dash forward just at regular runspeed. This also means no vaulting or throwing palettes mid-animation.
Seems like a pretty healthy perk to me compared to what it was before. Still going to be sniffing a lot of survivor butts to bait it out, though.
Actually Peanits did not say anything about the Dead Hard animation preventing vaulting or pallet drops and there's nothing in the video they showed indicating that's the case either.
Deep Wounds after a Dead Hard Endurance hit is shown in the video though so that's definitely confirmed.
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The only thing I don’t like about Deathslinger at the moment is his turn rate while aiming just feels exceedingly slow. He’s the only ranged attacker in the game that doesn’t swivel at normal speed while aiming. Just take off the slower turning and he’d feel less like he’s moving through molasses while aiming.
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Iron Will at 100% was too strong, it needed a nerf. 75% reduction is probably still ok, I’m pretty sure as a killer I’ll have trouble hearing them at that volume. The bigger nerf I think is that it will turn off if the survivor is Exhausted, that’s really going to hurt survivors who run this in combination with an Exhaustion perk or who run it against a killer that inflicts Exhaustion somehow.
I also think Spine Chill needed a nerf, it was a bit too good giving both a really useful tracking alert plus vault speed and action boosts. They may have overnerfed it, though, having it require line of sight sounds like it’s making that tracking MUCH less useful since, after all, if they have line of sight you can see them without the perk anyway (barring maybe Sadako’s invisibility). I won’t be surprised if a lot of current Spine Chill users stop using it altogether.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3029197#Comment_3029197
I take all this to combat how the game is played now. I take worse graphics with fewer characters but to enjoy the game I play.
Even the bugs and the broken perks were more fun because nobody was sweating to no end.
“Sweating”, aka playing the game.
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@Murgleïs said:
No, IW won’t be useless. 75% is still a lot of reduction.
I agree that 75% reduction is still probably decent, I know I’ll have trouble hearing survivors at that volume.
The bigger nerf is actually that it turns off if the survivor is Exhausted. That’s going to make Iron Will a lot less useful for any survivor who uses any Exhaustion perk before or during a chase.
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Nope. Graphics were worse, there were more broken areas on maps, more bugs, more broken perks, and even worse matchmaking. Also fewer characters to play.
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@Vyne456 said:
https://forum.deadbydaylight.com/en/discussion/comment/3027927#Comment_3027927
So you mean that's it's coming with something? Could it be the resident evil chapter?
Just to clarify, the midchapter patch is going to the test server on Tuesday for a few weeks for people to try out. The actual live release of this midchapter patch will probably be in about three weeks.
Resident Evil would I'm guessing be the next big patch after that, so maybe end of September?
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3028070#Comment_3028070
That's cool and all but this is going to give survivors effectively an extra perk slot. What did killers get? A 90% nerfed base kit pop - WOW!
I would be perfectly ok with survivors getting a 90% nerfed base kit BT. That would mean the killer has to wait about 1/2 a second after your feet hit the ground before they attack you.
https://forum.deadbydaylight.com/en/discussion/comment/3028096#Comment_3028096
This is exactly on point.
https://forum.deadbydaylight.com/en/discussion/comment/3028092#Comment_3028092
"This means you're supposed to tunnel less."
It will make me tunnel even harder because corrupt and pop were nerfed to oblivion. There is no "basekit" reduction in gen speeds by 25%. Perks like Call of Brine+ Overcharge will be perfectly suited to camping a survivor around a 3 gen. Unlike pop you can kick repeatedly without needing a hook first.
The chases in DBD are just too long vs good survivors unless 1/4 players is dead (and killed quickly). Most games at high MMR play out in one of two ways. When you down someone :
1) survivors stay on generators because they know dying on the hook takes a while
2) survivors want to unhook the person quickly.
With option one you camp the survivor on a 3 gen and you don't leave. Someone will usually show up around stage 2 and you drive them away and this forces other people off their generators. When the rescue happens you tunnel the last guy out and return to your 3 gen.
With option two you can down the rescued survivor again very quickly. You might even kill someone before only 1-2 generators are left. If you have strong slowdown perks you can actually not have to tunnel anyone else the rest of the game.
Killers got a 10 second base game gen slow down. That's a significant increase. I can't count how many times as a killer main that I've been at a generator that just barely finished which wouldn't be done with this new 90 second time.
Also most of the killer gen slow down perks were buffed. Ruin is much worse now (I won't use it), Pop is mildly worse but still decent, Corrupt is slightly worse but still good, and Pain Resonance actually regresses more than the current version (since it's now 15% of 90 seconds instead of 80 seconds). Meanwhile all the other slowdowns are either the same or buffed, including one or two that got really major buffs (e.g. Overcharge).
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They want fewer people feeling they NEED to run Borrowed Time and they did that by including some of it in the base game for everybody. Now if a survivor doesn’t feel like using that perk they can run something else and not think they’re screwing their team.
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Special attacks got a slight buff as well because the speed burst survivors get when they are injured by any means was shortened, so they’ll get a bit less distance from you when you hit them with Shred for instance.
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They buffed most of the killer gen speed perks. Ruin was nerfed, but Pop is still ok and Scourge Hook is actually regressing slightly more total seconds per trigger now than before. Corrupt is slightly weaker but still ok too.
All the rest of the killer gen perks are either buffed or the same.
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@steponmeadiris said:
I tend to stay in the gate to just see what happens. If one of my teammates go down, I have the opportunity to save them.
To be fair he’s not talking about seeing if you might need to rescue someone. He’s saying all the survivors are off the hooks and healthy and at the gates but they don’t just leave. I see it all the time, I intentionally don’t chase survivors in the gates that I have zero chance of downing and go break pallets and things for the heck of it, but they will just stand in the gate waiting for to me to watch them leave for no particular reason literally right to the endgame collapse’s very end. It’s really dumb.
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@ShinobuSK said:
Is it better than last year event?
Last year June was a 20% boost.
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@Norhc said:
https://forum.deadbydaylight.com/en/discussion/comment/3027242#Comment_3027242
More like 90% the event.
It’s a way bigger percentage than any other event so it’s not just the event.
