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kingcarl2012

kingcarl2012

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kingcarl2012
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  • @Impailer said:

    Do something about the #########, godamn hackers!

    Ummmm.... wait a post everyone might agree on is this allowed on these forumns?

  • I have swapped it out in just about every build for I'm all ears

  • @420WEED420 said:

    I do not like the new perk system they have set up. I wouldn't care that much if I at least got to keep the perks I earned from thousands of hours of playtime. Even perks I bought in the shrine are gone #########. Don't even get any compensation for losing every perk I bought in the shrine? Do you know how many thousands of iridescent shards that is? I unlocked all the good survivor perks but out of 100 games 97 I play as killer so literally every single perk from survivors are gone. I have 0 survivor perks unlocked. None. Zero. Zilch. I played killer so many thousands of hours I'm not really missing much as most my killers are already prestige 3+ anyway but there's some I'm missing. Most notably corrupt intervention. I've seen people say it cost less then how it used to be or some bs that is 100% not true. Before you unlocked it at level 30. Not only do I have to get to level 50 but they moved it from the 1st unlock to the 2nd unlock so NOW I have to get her to level 50 twice to unlock it. I could put up with everything I just said if I actually got compensated for literally taking perks I earned or bought away. Do you know how hard it was for me to earn iridescent shards? I probably have 5k+ hours and have 21k shards. That's it. After thousands and thousands of hours. That should tell you how many perks I bought with iridescent shards and all of that is just gone. On a lesser scale bloodpoints also but those are easier to earn. Plus I'd have max bp's if you tried compensating me for all the perks I lost. Like I said I lost every single survivor perk I had. Probably 20+ perks. The devs obviously don't value customers time at all. Not only have to grind 2 times for the same perks, this new system is going to take twice as long to get em. Thinking about just not playing anymore. Same ######### with no cross-platform saves. I have at least 1 outfit for every single killer and like I said most are already prestige 3+ but if I want to play the game on steam I have to start all over from the beginning. After 10 years you can't add progression carryover? This is why I say devs don't respect your time. They want you to grind for the things you already unlocked again. They want you to play the game on different platforms so you can buy the same outfit multiple times. Whatever keeps the player playing longer or spending more money is a good thing right? The only thing that coulda made this worse is if you bought iridescent shards with real money like they were auric cells. I don't even know why I'm posting this, like I said I'm probably done. I'm not going to grind again for something I already grinded to unlock a long time ago. It would probably take me 1000+ hours just to get half the perks I had for my survivors probably a lot longer. This game isn't in beta. You shouldn't be able to lose your progress.

    Ok i didnt read all that but i caught a couple things that are off base that i will try to help explain.

    1. Before you unlocked it at level 30. Not only do I have to get to level 50 but they moved it from the 1st unlock to the 2nd unlock so NOW I have to get her to level 50 twice to unlock it.ย 


    This is not how it works, instead of unlocking teachables at 30,35 and 40 you now unlock all 3 teachable perks at level 1 on all characters when you prestige for the first time, level 2 for 2nd prestige, and level 3 for 3rd prestige.

    Alternatively once you have the level 1 perk you can still unlock the 2nd and 3rd levels through indivudual bloodwebs instead of the prestige system. This is very convenient when new characters come out because instead of buildimg them from scratch if you have a bunch of prestige 3 characters you will immediately get their perks unlocked on the new character at the 3rd level.

    2. Even perks I bought in the shrine are gone #########. Don't even get any compensation for losing every perk I bought in the shrine?


    You should not have lost anything you bought from the shrine, if you did you may need to submit a support ticket.

    Perks from the shine will work as any other teachable they will be automatically unlocked at level 1 on all characters and can be leveled up through the bloodweb the same as always. You can also rebuy them multiple times to tier them up like the prestige system but it is expensive for shards (probably better off getting the character and prestiging up, but to each their own).

    3. but if I want to play the game on steam I have to start all over from the beginning. After 10 years you can't add progression carryover?ย 

    This is a valid complaint, looking at your previous posts i believe i saw your on xbox? I havent looked into this at all myself so i dont know if it works at all, but have you looked at going through the microsoft gaming service on pc, if you have gamepass it would be free to install and check out and since its attached to the same profile might work, no promises, i have no idea, but no extra cost to check it out if you have gamepass ultimate. You could also do this part as its own thread and see if other people have tried that.


    I hope that helps clear things up a bit.

    Pass the dutchie on the left hand side.

  • @JimmyCasket said:

    https://forum.deadbydaylight.com/en/discussion/comment/3060431#Comment_3060431

    You think it's fair to punish someone with the inability to play for days on end because of a random connection drop that ONLY AFFECTS THE GAME?!?!? I was in a call with my friend when I was playing huntress. I noticed my game was bugging out, like I threw a hatchet and couldn't throw another one, then I readied a hatchet, once I rubber banded backwards, and got stuck holding it. The people were still moving, and in directions impossible for a D/C. THEY WERE ACTIVELY PLAYING AGAINST ME WHILE I WAS RANDOMLY LOSING CONNECTION! But yes, let's punish me for this annoying bug. I'm pretty sure this is a Bug on DBD's side, cause I play games all the time where people will just randomly lose connection mid match, nowhere near the killer, and with the game even going in the survivors favor. They need to either disable the D/C penalty when you aren't going: "pause, quit game, confirm." or they need to just fix the bug. Both would be preferable, since people losing their power and stuff is quite possible, then they get punished for it.

    First off dcs need to be punished because it ruins the match for the other players.

    There would be too many ways to dc without penalty under your .

    How can you tell between a game crash and a forced app close?

    How can you tell between losing connection and pulling an ethernet cord/unplugging router?

    How can you tell between a power outage and an unplug?

    Figure out the answer to those kinds of questions and then maybe, but under current conditions you cant disable the penalty. In fact with the rash of disconnects right now the penalty ahould actually be harsher not less.

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3093624#Comment_3093624

    Before 3 gens didn't really matter it made match just lot longer.

    Well first off 3 gens should matter as it shows poor descision making and deserves punishment because its completely avoidable.


    This would be akin to a killer saying i should be able to kick a gen and block it for 30 sec when its down to final gen because the gens are all spread out and cant be patrolled efficiently.

  • I found it helpful to start small work in more open areas of maps and go for a zingle bounce of a jungle gym or building kind of just going for a simple move like the number 7 towards the wall then off diagonally.

  • I feel like i havent spawned alone in forever

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/3091570#Comment_3091570

    Actually I do, yes, its just counting 4 prompts tops or checking 4 portraits, its not even hard to do it (rarely its 4 anyway, usually around 1 or 2 people get caught in a blast anyway) and if I use it with the Totem inside my TR its because I want to check on it without walking towards it.

    By the way you dont need to check the portraits AND count the prompts, either you count the prompts or check the portraits, 3 prompts/tier ups and 2 screams? the Calm Spirit user was affected, 3 prompts/tier ups and 3 screams? nobody was using it.

    If you ask me if you've got 2 people on a gem with proof thyself that extra 15 seconds coulf be the difference between a Gen Getting finished or not that's a heck of a waste of killer's time I would call that a buff

    Now this, so to make Calm Spirit worth it you need 2 people on a gen, with Prove Thyself, with a Hex in your TR, with the gen progressed enough to be finished in less than 10 seconds, with people who didnt got to Tier3 (which would interrupt the fixing) with a Calm Spirit user around but far away from the Hex? I believe I have bigger odds winning the lotery than seeing this more than once per year, while wasting 4 seconds per Totem is going to happen every single match.

    I also find funny how you argue 4 seconds extra cleansing is not that determinant but checking a Hex for 5 is game losing, especially since gens now take 10 extra seconds.

    Alright well up where you play it may be a nerf but where i play itd be a buff because i know i cant keep track of all that in that situation.

    As for your lottery comment that would have applied pre patch as well because pretty much no one ran the perk anyways and in alot of matches there is no need to cleanse totems anywaysso it also doesnt happen every match

    3rd its 5 seconds to check the totem and 5+ potentially to investigate your screams which is ironically the extra 10 seconds it takes to finish a gen.

    Still a buff if you ask me.

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/3091516#Comment_3091516

    If you are playing Doctor with a Hex and you blast with the Totem in the area of effect, see a Calm Spirit user tiering up you have to check it, he may not be close but he can be there and Devour Hope or Ruin is well worth the few seconds you are going to spend going there.

    In any case, even if you make the Doctor waste time the odds of this happening are around non existant, while the odds of wasting 4 seconds cleansing a Hex are going to happen always. Believing this perk got buffed or is better because of a very small fringe scenario where it actually benefits you while the most common one is being an active hindrance is ludicrous.

    So are you telling me that, again playing doctor every time you use your static blast, In range of your totem, you are counting all of the score events all of the screams figuring out where all of those are happening around you and looking at the portraits to see exactly which people tiered up, and Then taking 5 seconds to walk to your totem to check on the hunch that there might be someone there then walking the 5 seconds plus to where people were actually screaming.

    If you ask me if you've got 2 people on a gem with proof thyself that extra 15 seconds coulf be the difference between a Gen Getting finished or not that's a heck of a waste of killer's time I would call that a buff

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/3091430#Comment_3091430

    Not only that, if the Doctor is actually decent he will know someone is using Calm Spirit already because as you said, the madness increases but he didnt see a scream, odds are if he blasts with a Hex inside his radius, sees a madness tier up (either by seeing the Survivor portrait or a BP prompt) he will beeline towards it, in this case Calm Spirit acts as a tell for Doctor to check the Totem ASAP.

    "I blasted with the Totem inside, Calm Spirit user got tiered up, he may be very close to the Hex, I should check it", congratulations your "stealth cleansing perk" actually gave you away and if you got interrupted at second 14,01 onwards the 30% increased time actually prevented you from cleansing it! YAY!! BUFFS TO SHAKE THE META!!

    I could maybe see that if there are no screams but especially if your playing big TR doctor there would be other screams that you'd go for over checking a totem with no screams when they could just as easily be on a gen, or positioning for a flashlight/pallet/ sabo save.

  • @tinycrow said:

    https://forum.deadbydaylight.com/en/discussion/comment/3091408#Comment_3091408

    It still interrupts the action, you just don't scream. The Doctor could then do what any other killer does and check on the totem, especially since they would likely know someone has Calm Spirit. The survivor's madness level would also increase, which is reflected on the HUD. Nearly everything has a counter in the game, Calm Spirit is no different.

    Is the killer really gonna waste the seconds to go check the totem if he shocks and there is no proc there and a proc somewhere else just assuming someone is running calm spirit and cleansing the totem. I think not.

    @tinycrow said:

    https://forum.deadbydaylight.com/en/discussion/comment/3091396#Comment_3091396

    The slower speed is a factor though, that's why killers run Thanatophobia, Dying Light, etc. that slow down actions when they aren't around. The extra seconds on a totem could make a difference in getting a generator done, getting an unhook, etc. That's why it shouldn't be a penalty when the killer isn't around (and the only fair way to determine that is with the terror radius), if they want to call the Calm Spirit change a "buff".

    Right but if you start the action outside the terror radius and the terror radius comes to you the slowdown should still kick in. Like with couloraphobia if your healing outside and the killer comes to you the slowdown kicks in.

  • @Sonzaishinai said:

    Overal i'm a fan of adding a negative to a powerfull effect as it opens more creativity.

    You can add effects that normally would be to powerfull on their own without having to worry about it going out of control

    That being said

    Not making noise while opening a chest/cleansing a totem or not making a explosion while missing a skillcheck aren't exactly the thing i'm thinking of when i say powerfull effects

    How about cleansing devour hope against a doctor defending his totem with his static blast

  • @tinycrow said:

    https://forum.deadbydaylight.com/en/discussion/comment/3091357#Comment_3091357

    More often than not, you are opening a chest and cleansing/blessing when the killer is not around anyway, and those actions are still slower with this change. Therefore, it is explicitly a nerf in those more common scenarios. That cannot be denied.

    I only think the slower speed is potentially a fair trade-off if you start the action while inside the terror radius.

    And in those scenarios the slower speed isnt a factor because you arent in danger anyways.

    To your second point i could agree but it would have to affect you mid action if the terror radius comes to you.

  • @tinycrow said:

    https://forum.deadbydaylight.com/en/discussion/comment/3091298#Comment_3091298

    Because it removes value in all other situations outside of the niche one. I'm all for the silent cleansing/searching to be added if it's without the penalty, or at a minimum, less than a 30% penalty (worse than 4 stacks of Thanatophobia).

    It takes what 16 seconds to open/cleanse, and with this its like 20. You can offset the open time with pharmacy so maybe if they added a cleanse speed buff to small game to compensate that would kinda cool.

    But frankly stealth shouldnt come for free. And the whole reason they changed calm spirit was because not many people ran it, and since it is a stealth based perk they gave it extra stealth utility.

    I still see it as a buff overall

  • @tinycrow said:

    https://forum.deadbydaylight.com/en/discussion/comment/3091275#Comment_3091275

    Make it a new perk then. This effect shouldnt be forced onto Calm Spirit that people ran for completely different reasons.

    Why make a new perk that no one's gonna run Than add value to a perk that a lot of people don't run anyways to give it extra value in niche situation.

  • @AVoiceOfReason said:

    https://forum.deadbydaylight.com/en/discussion/comment/3091273#Comment_3091273

    I'm on cloud 9 right now, My Man! Did you know that the Gallows Gen can not appear on top of the Gallows in Dead Dawg Saloon map sometimes?

    I had this happen last night and i was like, What the damn hell is going on.

  • OKI don't love playing super stealth that is where I'm coming from here as a player.

    And while I agree for a totem that's just out in the open this would be a Nerf however If the totems in a place where the killer can't always easily have line of sight on it Being able to cleanse it silently means you're less likely to be interrupted so those extra seconds may or may not matter.

    So here's a couple of examples of where this is clearly a Buff, let's say you're going against Devour hope and you've already cleansed undying so it's gone you find Devour hope. Killer is chasing someone that kind of come in range and doesn't get line of sight on you but he hears you cleansing devour hope he might drop Chase and go after you and interrupt you if he can't hear you hes not gonna drop Chase for you you might still get the cleanse. To this You might say well he won't hear me over the Chase music OK fine maybe here's another example.

    Killer gets a discordance proc Walks within range of hearing his Totem cause he wants to go after the guys on the Generator But he is making sure his Devour hope is still OK But he here's your cleansing So instead he goes after you cleansing the totem instead of the guys on the generator. Not with calm spirit. Still not enough.

    OK let's do another one, End game situation there's a hatch offering hatch is gonna be at main building killers gonna get there 1st you are near shack and a Door Both doors are close together so it's gonna be tough to win the door battle And basement is in shack You hit the chest in basement to try and get a key while the killer's doing his patrol He's not gonna hear you opening that chest, You get a key and you get Hatch.

    The point here is yes sometimes it will be seen as a nerf but there are also times where the extra stealth is going to be s buff.

    Stealth costing speed is also already a common factor, don't want to leave scratch marks walk, slower, Want to avoid hag traps or trail of torment Crouch walk, Slower, Is hide in a locker or vault without making a sound, Slower.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3089797#Comment_3089797

    It seems very dirty that all perks I have previously unlocked in the shrine were not grandfathered in to be level 3 on all appropriate characters. If I want to buy all the perks in the shrine again it will literally cost hundreds of thousands of shards.

    It's silly that it costs less to buy the character Jonah than it does to buy his perk in the shrine three times.

    You dont need to buy it 3 times to get it to tier 3 you can still level it up in the bloodweb like you always could

  • Again I reiterate yes its 10 more bloodweb levels, if your never going to use the character its a bit of a pain, but its really not that bad.

  • Ok so the only difference is it makes extra things silent but slower. Because it always did the scream and crow part?

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/337041/seems-more-grindy-to-me

    The real kick in the pants is that if you purchased perks through the shrine you need to either unlock all the characters for those perks or spend hundreds of thousands of shards to get perks to level three.

    Wrong you automatically get them at tier 1 and then they show up in the bldweb like normal

  • @Rescultir said:

    I just finished leveling up pinhead to Prestige 1 on a fresh account. It took close to 9 hours (of game time) to do so just to unlock tier 1 perks (yellow). Now all other characters have the T1 perks from pinhead which I like. What I don't like is I now have to waste approximately 18 more hours to get the T3 perks. I also used Distressing to help get BPs a little faster but it didn't seem to make much of a difference as it used to.

    Here comes the math part. If I were to P3 just killers it would take 756 hours. I believe BPs on the survivor side are slower but we will use the same 9 hours of playtime which would be 837 hours which means it will take me a total of 1,593 hours to get my T3 perks for all characters. If behaviour was to give us T3 perks on our first prestige, it would take 252 hours with killers and 333 hours with survivors which would make the total now 585 hours. That is a 1,008 hour difference of a grind to do. I honestly don't see how this is an improvement other than just giving perks to all other characters.

    You only have to get to p3 to auto unlock tier 3 perks on all characters you can still level them up through the bloodweb like normal after unlocking them at prestige 1.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3088893#Comment_3088893

    Oh right! See? Many survivors, me included, totally forget some of the fine4 details on the "training wheel" perks. That part of Deja Vu is pretty cool, ngl.

    When a new map drops I like to play several games with Felix's Visionary equipped. It helps to quickly build a sense of the place and were gens generally spawn.

    Not too mention a 5% buff to repair speed on those 3 gens

  • @Lordofweed said:

    Thank you for your help :)

    If your decently quick you can sometimes use them to get around a pallet to get a hit

  • @AshInTheTallGrass said:

    I know the forums are usually filled with a bunch of arguing, and a lot of the times, the devs are accused of never doing anything right.

    Well . . . this is how Feng used to look:

    https://us.v-cdn.net/6030815/uploads/OPUVOACAXEGO/n13chbmj3fe21.png

    ๐Ÿ˜‚๐Ÿ˜‚๐Ÿ˜‚๐Ÿ˜‚๐Ÿ˜‚๐Ÿ˜‚๐Ÿ˜‚๐Ÿ˜‚

    Surely we can all agree that they at least fixed this monstrosity?

    (I saw this photo on the forums a long time ago. I have no idea whose photo it was originally).

    Now that is horrifying

  • @tendyhands said:

    It's almost like playing survivor is trash now and nobody wants to do it. What a shocker when you nerf all the survivor perks, barely nerf killer perks and give them tons of good stuff base kit.

    I disagree i am having tons of fun playing survivor without the queue timez being terrible.

    Now they just need to crack down on all the people dcing and killing themselves on first hook for no reason.

  • @skylustv said:

    I really wanna know

    Mostly because the effect of prove thyself only grants extra bp within the hard cap system.

    Whereas BBQ and WGLF multiplied the match total as a whole

  • @jamally093 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3086719#Comment_3086719

    So your telling me that it is still possible to get left 4 dead even though the chances of getting a killer who would give you this achievement are low and the fact that it's 90 seconds to do a gen and that they won't just close hatch.

    Yes its possible you have to be doing the final gen when the 2nd last survivor gets killed and finish it between when they get killed and the killer finds hatch, difficult but not impossible. Then while the killer is looking for hatch get the gate open and escape. Should still count if you get out the door after hatch is kicked, as long as you got the first part done right

  • @jamally093 said:

    Left for dead and evil incarcerated need to be changed.

    I only got Left 4 dead because of a friendly killer well a friendly killer to me but now the achievement is impossible with end game being a thing as for Evil incarcerated it's more just the fact survivors can enter lockers and you can't kill them on the ground defeating the achievement plus with the survivors DC the achievement is way harder.

    BHVR has shown they change achievements like what they did with Where did they go why not change the requirements these two achievements.

    Have it where Evil incarcerated just needs you to kill X amount of survivors in public matches with Evil within tier three so it's more of a grind achievement.

    Left 4 dead have it be instead finish repair a generator while injured or something like that.

    While i dont have left for dead yet, your suggestion seems a little too easy, and the achievement is still possible although pretty situational and difficult.

    As for Evil Incarnate i just did this one pre patch using up my addons on myers before prestiging him it took about 4 tries, so more than doable i would say.

  • @MrPeanutbutter said:

    https://forum.deadbydaylight.com/en/discussion/336718/barbeque-chilli-problem-or-not

    They didnโ€™t cut the grind for players like me who donโ€™t want to level up every single character, just get the perks I want on the few killers and suvrvivors I like to play and farm useful items/add-ons. BHVR screwed players like me by taking away the BP bonus, so Iโ€™m pretty upset about the change and havenโ€™t been motivated to play since the change was made

    I mean yes you now have to grind to prestige 1 instead of stopping at level 40 but once you do that to unlock the perks nothing else is different you can still find them.in bloodweb and level them to level 2 and 3 just like always

  • @HeehoRacketeer said:

    So the new system has been hit with mixed opinions to my understanding, and I can understand why. Allow me to explain why I'm not okay with this system:

    -It does not properly reduce the grind.

    Before the rework, if you wanted to have someone's unique perks on another character all you had to do was get them to level 40 and have chosen their teachable perks, then pump more BP into the desired character to unlock those new perks. This worked as you could leave that other character at 40 since you have their perks now unlocked and could focus your BP on the ones you wanted to play as.

    But now EVERY character has to be P1 in order for their unique perks to be given to every other character applicable but only at Tier 1, requiring more prestiging for those to be bumped to Tier 3. This is also not including the 20K BP "unlock insurance" fee to keep your stuff (I call it an "unlock insurance" fee because it feels like you're bribing the Entity to not take your stuff). That means for one character to have every perk at tier 1: the unlock insurance fee for Survivors is 620,000 BP total and 560,000 BP total for Killers. That's just to get everyone to P1, this is not including the fact that you're now having to purchase those extra 10 levels compared to before. This is also made worse by the fact that the big grind reduction perks for both sides lost the bonus BP effects, so the grind has just been made worse compared to before.

    All of this when a simple solution would have been to remove perk tiers. Buying all 3 tiers of a perk is 15K BP. By removing the first two tiers and leaving the perk at 6K takes out 9K BP per perk, totaling at 27K per character's set. And I've heard the reason the devs gave that "the cost would just increase every time new content is added". Sure, but that's the nature of a game that is being given new content every few months AND that's still 27K less BP that would need to be spent per new character. There'd also be the benefit of not having to design 3 levels of perk effects since they'd all be at full power to begin with and a sharp decrease of "worthless" perk levels (you know those perks that have numbers so small that there's no reason to play the perk at tier 1).

    -The implementation new "Pre-stank" system.

    So let me get this straight: Prestige levels 1-3 unlock the tiers of that character's perks on everyone else, 4-6 grant the unimpressive "bloody outfit", and 7-9 give the perk icons as charms... and nothing else for levels 10-100 except bragging rights? That sounds rather boring. Locking unique perks behind prestige levels and not even giving anything cool/worthwhile afterwards feels like the devs had enough of people not prestiging and decided enough was enough. Now they hold your perks at gunpoint and say "We're done playing around, you're going to prestige your characters!"

    Something I want to mention also is that I may have lost already unlocked perk tiers on characters because of this system. Most from this bit here:

    https://us.v-cdn.net/6030815/uploads/KZZHD1NAM6UC/image.png

    So if you didn't already have a character at P3, any tier 3 perk you unlocked got axed down to tier 1. Meaning the grinding you've ALREADY done is wasted. I know this already as I had Remember Me and Fire Up at tier 3 on my Legion but post-update knocked them back down to tier 1 because my Fredward had his teachables unlocked. I also have reason to believe that because of this new system I was robbed of further progress as just about every perk unlocked for this same Legion was at tier 3, but now there's 3 perk pages of tier 1 perks. Because I had the total of 113 perks (using the terms applied from the patch notes of counting each tier), my few big guys never got far because no one was previously prestiged.

    Despite this bit from the patch notes: IMPORTANT: No existing perks, items, or cosmetics will be lost if they are already unlocked on a character, even if having them would contradict the rules of the new system, I believe I've lost perks due to the new system. I cannot prove this aside from hearsay because I didn't think to archive proof of my perk collection on every character, but I KNOW I had more than two pages of tier 3 perks. Anyone else have an experience like this?

    -A speculation on bloodwebs from now on.

    https://us.v-cdn.net/6030815/uploads/YBN3KB9SP93P/image.png

    So I know this means that the "teachable" node does not exist in bloodwebs, but nowhere do I see a notion of an unlocked unique perk having it's higher tiers still being in the bloodweb. My optimist side says that it's still there regardless otherwise there'd be some empty bloodwebs for many people, but my paranoid side says that they too got removed to further incentive the new system. Can someone confirm which of those two notions is right? I'd say this is important to know going forward as with the higher tiers not showing up would REALLY not be beneficial since every new character exponentially increases the grind.

    I don't have much else to say here as I've typed more than enough for now, so to wrap up: here's a dbd meme I obtained from the internet:

    https://us.v-cdn.net/6030815/uploads/K0B6FGCO94IC/image.png

    Yes there is more because now instead of only having to get to level 40 you have to get to prestige one to unlock the teachers. However once you do that and you have the teachable unlocked you can still unlock the higher tears of the perk through the blood Web as normal you do not have to prestige 3 to get the tier 3 perk.

  • @Gladonos said:

    This is not happening. Nice try.

    Oh its totally happening ive had lots of first hit dcs, afks dying on first hook, playing as killer ive never heard as many idle crows as i have since patch drop, its absolutely terrible right now. Behaviour needs to break out the banhammer hard on these people.

  • There are 3 reasons That I will give hatch

    Number one as a sign of respect to someone who's a really good player and gave me a really good match.

    Number 2 if someone literally gets screwed over because of a crappy team mate or disconnect I'll generally gives at least hatch if not just let them go through the gate

    Number 3 if I could tell that they're new and just gotten misplaced against me and that and they probably need the blood points I'll give it to him

  • @Splinterverse said:

    I haven't played killer much over the years. Probably like 20-30 matches total.

    Before the most recent patch, I was running Thana, Ruin, Corrupt, and BBQ on The Pig. I have other killers, but very few perks on them.

    Any suggestions for a good build post-patch? If you have any strategies to share with the build, I'd love to hear those too.

    Thanks in advance!

    I still love using whispers and moniter and abuse to getthe drop on people at gens

  • @MilManson said:

    https://forum.deadbydaylight.com/en/discussion/comment/3084722#Comment_3084722

    That's how it worked in Friday 13th, gather parts and then someone with guts had to try and install them whilst stopping Jason.

    I actually really liked that component of friday

  • @CluelessWanderer said:

    What... how do you know he was an anything main post match? I'm I just old and dont get the joke?

    You just profile and buy the number of escapes to sacrifices it was pretty easy to tell he was a survivor main

  • @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/comment/3084392#Comment_3084392

    That's still leveling him to Level 50 and THEN spending 20K BPs for that.

    I will give you the extra 10 levels of bloodweb is a slight increase.

    However you cant really count the 20k prestige because unless you have less than 2 characters unlocked at 4k for a level 1 perk that easily pays for itself.

  • @Notretsam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3081430#Comment_3081430

    lol With hindsight, it does sound totally silly to think that but there was nothing in patch notes about it. Also, I watched a lot of content creators' vids on the patch and I never heard off the record would disable after the first hit. I wondered about it but I just presumed it be in patch notes or I hear about it somewhere. Since I didn't, I actually thought it wouldn't disable and I don't think it should disable.

    Well they did say that endurance wont work while in deep wounds i haven't actually mended to see if it stays active but i think mending your self is a conspicuous action but maybe if a teammate mends you you could tank a 2nd hit

  • @Sweet_Potato said:

    Thats true if you consider only few killers you want to play.

    For example I want to unlock deadlock from Pinhead on Bubba.

    In the past I just need to bring Pinhead to level 40 and then spend a few bloodwebs on Bubba to get those new teachables.

    Now I have to make Pinhead P3 to get the same.

    Luckily most of my killers were prestiged so their perks are automatically shared among all killers now.

    Thats not true. If you get Pinhead to prestige 1 you unlock level 1 of all his perks on all characters then you can still level up the bloodweb to level it up on whoever you want.

  • @Chadku said:

    https://us.v-cdn.net/6030815/uploads/VNNB94JKPBH1/image.png

    https://us.v-cdn.net/6030815/uploads/L8JME7OUUKBV/image.png

    ??????????????????????????????????????????????????????????????????????????????????????

    That would appear to be a bug

  • @Davenport916 said:

    First game on and it's a team abusing endurance. Not sure how the devs think that's fun to go against as wraith.

    Care to explain how exactly they abused endurance

  • Am I the only one that loves the combo of lithe and dance with me

  • @thetimmyjoe said:

    I'm seeing all kinds of posts saying the (now killswitched) BP bonuses apply to the role with the longer queue time, but I understood it to apply to the role that is in the most need at the time, meaning there aren't enough players in that role. Wouldn't that mean that role would have shorter queue times since there aren't enough players? Or did I get confused?

    It is supposed to be for the side that needed more players but was bugged and disabled so they can fix it.

  • @PBsamichShoe said:

    Dead Hard was the only exhaustion perk that activated when you wanted it to.

    Imagine how much better sprint burst or lithe would be if they only became active after you hit the activate button. With lithe you could run a strong vault until it forced you to use lithe and then you could extend the chase further.

    Same with sprint burst, if you could activate it when you wanted it to become active you could use it to extend a chase.

    Same for balanced landing. You could run a strong height loop a couple of times and then activate it to extend chases.

    The iframes were OP, for sure, but that's not what made dead hard useful. Even the little dash forward would be generally useless if it activated in the same way that sprint burst, balanced landing or lithe does.

    I never had issues with DH as a killer before the nerf. You just wait that ######### out. That's it. It's so simple it's almost braindead.

    I want an exhaustion perk that triggers when I tell it to. I don't need iframes or for it to even last very long, but just to activate when I want it to. It would of course still cause exhausted for whatever the timer is but the key is that it would trigger when I choose for it to.

    BHVR make this a thing.

    Lithe is activated by a button press, balanced landing is activated by a specific action, and sprint burst can be 99%ed to activate essentially on command

  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/comment/3079569#Comment_3079569

    Yes. Fifteen minutes is a long match duration. A good deterrent IMHO.

    Five minutes is nothing, "nobody" really cares.

    A free DC will not be a good deterrent for the many idiots who can't project themselves into the future. And the 24h will be overly punishing for the odd, rare, issue.

    The 1 free dc is actually for the odd rare issue.

    15 min is still basically nothing and wont do squat.

    So lets try a compromise.

    1 free then 2 hours ban doubling for consecutive bans in a 24 hour period, 24 hours with no dc earns you your 1 free back, and then every week with no dc you earn a stack, up to 4 max stacks, of additional dc tokens.

  • How about 1 free dc per day and after that its a 24 hour ban and you only get your free dc back if you go a 24 hour period with no dc and if you dont then its an extra 24 hrs the next time.

    So if you dc twice in 1 day 24 hour ban come back as soon as your ban is over and dc 48 hour ban and keep going maybe cap it at 1 week

  • @Babadook83 said:

    is there any point in prestiging your chacter further than lets say 6? you already unlocked the perks and you get the bloody cosmetics at 4 - 5 and 6. ??

    Only if you want to keep getting items and add ons you no longer have the option of prestiging once you hit level 50 your only option is to prestige and reset because you don't lose any of your ad on's and offerings Anymore

  • @Serenity_Rose said:

    I have this error on have this on Steve and Demo who were both P3 before patch, both had all perks maxed and Nancy who I just P1'd before patch went live. It seems to be a bug with all the characters on Stranger Things only as I have not experienced this problem on any other character.

    First nice necro.

    Second all stranger things characters perks are considered general perks now so if you had them unlocked as teachables they will be unlocked at level 1 just like any perks you may have bought from the shrine but they are no longer attached to the prestige system

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